New Spell Ideas

Started by Khego
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Khego

Please comment your own ideas, or how to make my ideas better. Maybe just for funsies, maybe some get implemented some day.

I tried to keep then simple, with a few exceptions, and also not overlap existing spells too much. Those that are self explanatory have no description.

Mass Curse Could have one for each element or could be RNG outcome.
Cinderstorm AoE fire damage
Greater Mass Drain Either just more damage or/and heals your whole team.
Mass Dispel Enemies
Mass Dispel Group
Mass Invulnerability Even if only castable out of combat would be a nice QoL spell.
Slow Reduces attacks/dodges/blocks (Or re purpose Rust for this?)
Mass Slow
Holy Fire Thaum spell deals damage and heals caster
Shockwave High AoE damage to targets within 3 squares of caster plus push back effect
Greater Night Friends I just love Night Friends, always have since 90s.
Magic Missiles Shoots 3 high damage missiles, targets chosen randomly
Stoneskin Doubles caster’s Armor Rating for X rounds
Duach's Blessing Doubles caster's necro SDM for X rounds (only castable in combat)
Enid's Blessing Same but Thaum
Despothe's Blessing Same same but Elem

Now I got more complicated o.O
Duach’s Bane Single target fire damage less than DV but if it kills something it summons you a daemon
Bloodlust Give friendly target +MDM % but -Armor Rating
Corruption Mass acid damage and -Armor Rating
Chain Lightning Single target electric damage, if it kills enemy, also blasts all other enemies for increased damage
Demonic Ritual Super high single target damage but X number of party members die upon cast (could include summons for a build up type effect)
Giant Growth Cast on summon to increase MDM%. Would be fun if it actually made them bigger but that sounds hard.
Shrink Reduce target’s MDM%

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Chas

Fun topic. I started the same type of post 5 months ago and the only response i got was wizards are already strong and stop trying to buff them.

I wish you better luck on the subject.

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Khego

Fun topic. I started the same type of post 5 months ago and the only response i got was wizards are already strong and stop trying to buff them.

I wish you better luck on the subject.

Thank you for this. I would agree that wizards do not need a power buff but for prestige 7/8/9 I assume there will be new spells added and new content more difficult than the current end game content. That's where my head was at while I brainstormed these ideas.

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Ozmer

I would like to see tactical spells that would influence the battlefield:

1.) Thorns - aoe elem spell that places thorns in a 3x3 area. Those inside or entering the field would take a small amount of damage each round and be immobilized. Elem resistance would increase the chance of ignoring damage and only reducing movement by half. (max 1 per battlefield)

2.) Psychic Barrier - a myst spell creating a 1 wide 4 tall barrier placed in an open space through which ranged spells would be blocked - physical missle attacks and entities can move through it freely. (max 1 per battle field)

3.) Blade Barrier - a sorc spell creating a 1 wide 4 tall barrier placed in an open space through which physical missile attacks and entities cannot are blocked - ranged spells can penetrate. (max 1 per battle field)

4.) Holy Wall - a thaum spell creating a 1 wide 4 tall barrier placed in an open space. Causes damage to non-good entities which cross it - less for neutral, more for evil. (1 per battlefield)

5.) Hellish Wall - a necro spell creating a 1 wide 4 tall barrier placed in an open space. Causes damage to non-evil entities which cross it - less for neutral, more for good. (1 per battlefield)

The sizes/limitations allow for them to be used in PVP as well - giving the opponent a choice: spend the round dispelling it (with a chance of failure), cross the spell and take damage, or use extra movement to go around and possibly lose out on an attack. As npc AI is improved, they could have similar mechanics to dictate their intelligence and whether or not they would dispel, recklessly cross, or tactically navigate.

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Chas

A paste of my ideas from before to help grease the wheels:

Most of my spell ideas are really combination spell effects from existing spells because I assume (??) that it's easier for this be a reality than creation of all new spell effects.

I'll admit not all of mine are thoroughly thought out and could be broken or way overpowered. They're just to get conversation going. I would not really expect all these ideas to make it live.

Sorcery Prestige

Succor - only usable in a dungeon and out of combat - teleport you to the entrance room of the dungeon. This is a QoL attempt for re-running the same dungeon over and over.
Enhanced Invisibility - Extension + Improved Invis in a single cast.

Elementalism Prestige

Lightning Storm - Lightning Bolt on the target + Electric Fury on the group.
Frozen Orb - Ice orb + freeze.
Frostfire Bolt - Flame Orb + Ice Orb.

Mysticism Prestige

Frenzy - Single target Berserk + Fumble
Focus - buff caster's Thaum/Elem/Necro sdm by x% (as some gear does) for a couple rounds (short duration)

Thaumaturgy Prestige

Improved Heal - single target Greater Heal + Cure Poison
Group Heal - group Greater Heal (not full heal)
Area Heal - ground target Greater Heal + Cure Poison

Necromancy Prestige

Elemental Curse - Curse to Fire, Cold, Lightning in a single cast.
Corrosive Curse - Curse to Poison and Acid in single cast.
Corrosive Bolt - Poison Bolt + Acid Sphere in a single cast.

You can also get a bit crazy with some cross-school combinations. Perhaps reserved for only the highest skill rank (9?)

Enchant Strength - Casts Enchant Item and Empower with a single cast. Standard enchanting rules apply, this is simply to reduce casts. Should cost more mana than the two spells individually, and you risk the extra mana cost on failure for the luxury of a single cast.
Enchant Dexterity - same as above with Nimbility.
Summon Armored Warrior - Shadow Warrior + Invul on it.
Crippling Weakness - Defenselessness + Enfeeble.
Summon Poisonous Daemon - Summon Daemon + Venomous Touch on it.

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Steve

It would be cool if hitters could summon low impact trap that could root/stun/dispel/whatever as some form of counter to shift. use the "skillshot" location selector mechanic-same as summons now and have the thing "grab anyone who gets within a certain range… could maybe use the guard mechanic and exchange "retaliate with attacks" to grab and hold or whatever… just a thought

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Steve

Combat Teleport- normal combat teleport but with an added attack move/defense move/ like literally guard or attack

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Khego

It would be cool if hitters could summon low impact trap that could root/stun/dispel/whatever as some form of counter to shift. use the "skillshot" location selector mechanic-same as summons now and have the thing "grab anyone who gets within a certain range… could maybe use the guard mechanic and exchange "retaliate with attacks" to grab and hold or whatever… just a thought

Good idea for a counter to shift. Literally just 'Summon Trap'. Could be Dispel Trap, Stun Trap, Fire Trap, etc.

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Harry

+1 to all of these ideas.