Racial Spell Sub-Sets

Started by The Crazy Animal, June 03, 2006, 07:49:36 AM

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I was thinking today that it might be interesting to have sub-sets to each class?s existing spells that are determined by race and magic type/rating. These spell would represent the type of racial community knowledge that is past down from the elders of a race to those just starting out. This would be in addition to the spells gained by just class and the circles of magic supplemental spellcasting system.

What spells do you think each race/magic type should have?

Examples:

Elf, Mage 3 - spell set:
Elven Blast - Dmg

Elf, Mage 2 ? spell set:
Elven Bolt - Dmg

Elf, Druid 3-Spell set:
Nature Tap ? Dmg

Elf, Druid 1-Spell set:
Summon Tree Guardian
Forest?s Blessing - +Stealth

Elf, Priest 3 ? spell set:
Nature?s Purity ? Dmg Undead

Dark-Elf, Mage 3 - spell set:
Dark Blinding ? blinds target
Dark Blast ? Dmg

Dark-Elf, Mage 2 - spell set:
Shadows Embrace - + min/max BS damage
Dark-Moons Blessing - +dodge

Dark-Elf, Mage 1 - spell set:
Dark Bolt - Dmg

Dark Elf, Priest 3 ? spell set:
Sacrificial Wound ? damage hp 20, heal mana 20

Dark Elf, Priest 2 ? spell set:
Dark Curse ? -Acc, -AC

Gnome, Mage 3 ? Spell set:
Conjure Mechanical Aviary ? Summons a giant mechanical bird
Conjure Dragon Automaton ? Summons a mechanical dragon

Dwarf, mage 3 ? Spell set:
Earth Bind ? Hold person
Stone Bolt ? Dmg
Stones Blessing - +AC

Dwarf, Bard ? Spell set:
Song of Embattled Defender - +DR
Song of the Berserker?s War-cry- +Crits

Halfling, Druid 1- Spell set:
Thistle-thorn Strike - Dmg
Deep-woods Blessing - +Tracking
Bog-wood Mist - +stealth

Goblin, Bard ? spell set:
Song of Merchant?s Fortune - +Charm
Song of Merchant?s Knowing ? (cast on item) reports an items value

Goblin, Druid 3 ? spell set:
Bonfire Chant ? AOE Dmg

Goblin, Druid 1 - spell set:
Summon Battle-Wolf ? Wolf is mountable, travel speed is affected when mounted

June 03, 2006, 08:28:18 AM #1 Last Edit: June 03, 2006, 06:51:03 PM by Thesifer
Quote, travel speed is affected when mounted

I should say so!

OK all jokes aside what do you think about the idea?

Atm, its not something that thrills me.  If it were developed a little bit more it might interest me, right now it just seems like a "oh oh you could do this."

I figured I'd just post some of the ground work to see if was a viable idea and go from there. How much more development would you want to see.. Few spells in each of the race/magic types?

Well, as it stands right now, its just an idea.  It doesn't have any clear purpose.  The spells you've purposed, other than some of there names, don't have any reason to not just be in some already made spell tree.  I do kinda get your idea that some spells are past within races, but I also kinda see this as partially a role playing thing.  Now, don't get me wrong...I know no one roleplays in mmud anymore, and I don't really think they will in greatermud (although alterations to the game could be made to make this possible, and fun).  But lets say druidic magic was already defined as a elven art.  A role player might like to envision his characters history and why they got to learn this "elven" art. Eh maybe it just a difference of opinion on the matter.  As is the only thing i can see racial spell sets being is a set of race skills.  So I'd say either race spells need a purpose for existing, or if they are to continue in development taking them on a slightly different track, ie not just spells but abilities.

June 05, 2006, 01:28:45 AM #6 Last Edit: June 05, 2006, 03:25:34 PM by The Crazy Animal
Quote from: DeathCow on June 04, 2006, 07:35:41 PM
Well, as it stands right now, its just an idea.? It doesn't have any clear purpose.? The spells you've purposed, other than some of there names, don't have any reason to not just be in some already made spell tree.?

Note: spells up top were meant as examples based on what each race is lightly known for.

Well unfortunately an idea like this other then fostering variance in the game its main purpose comes with how it is worked into the content.? So its a little hard to give something more then just a small semblance of purpose unless you're willing to try to work it into some content.. I'll try though to inspire it into a good direction.

QuoteI do kinda get your idea that some spells are past within races, but I also kinda see this as partially a role playing thing.? Now, don't get me wrong...I know no one roleplays in mmud anymore, and I don't really think they will in greatermud (although alterations to the game could be made to make this possible, and fun).But lets say druidic magic was already defined as a elven art.? A role player might like to envision his characters history and why they got to learn this "elven" art. Eh maybe it just a difference of opinion on the matter.? As is the only thing i can see racial spell sets being is a set of race skills.? So I'd say either race spells need a purpose for existing, or if they are to continue in development taking them on a slightly different track, ie not just spells but abilities.

My vision of the ideas purposed is based on exploration of the realm and historical back stories. In mmud you can find bits and pieces of storyline bit like this laying around in different areas most of them tales of the realm pre-great-war. (I'm not a role-player so I don't role-play in the game but I like a good solid storyline.) I can't? really provide a full purpose for the idea without seeing much of the content to first. However I can guesstimate a few ways of working it into the game. I'll give you a very brief overview of what I would do to work it in but I'm not going to go into great detail because I wouldn't want to spoil it for those who do like the mystery feel of what comes next.

This would be the type of supporting material that would really make this work, along with pulling in a few other ideas that are lurking about:

The biggest part that is needed is some back story from the little bit of content that you've told us that the game is fairly class oriented. So the question begs to be answered how did these different races come to dwell together. Imagine now that pre some catastrophic event that the races (except Half-Ogres, Half-Orcs, Half-Elfs) dwelt separately each having their own territorial kingdoms. From within this racial isolation each race developed its own takes on the various magic types. (This is were the racial spells comes in to play as supporting content.) In developing a plot to intertwine for the present day realm each kingdom had their own deities one from the forces of chaos, one from the forces of order, and a neutral to boot. (This allows the priestly classes to be roped in a little further and varying some of their spells a little more.) Each class would get something for picking one of their races deities though not just the priests.

It would also be possible to add into this some special racial prestige classes see post http://greatermud.com/forums/index.php?topic=99.0 for general idea don't have to use these but its been posted so I figured I'd work it in.

Directly prior to the catastrophic event each kingdom also had its own great heroes and class champions whose legendary equipment is rumored to still exist somewhere in the realm. This gives a little room to work in some nice limited items. Enter present realm time the great kingdoms have fallen with their pasts cloaked in mystery. The once separate races/classes class combos have merged and formed communal styles and a great power struggle is in the works. Going on from here players can then both explore how things got the way they are as well as trying to alter their present direction while leaving openings for defection quests and story line crossovers with the main power quests.

Further bits and bobs:

Now the only problem I was having was with the Half-Races, I know with the Half-Ogre and Half-Orc I was thinking it would be cool not to mention fun to explore their full blood relatives Ogres and Orcs as? these are races not available for players to pick.? Just image sitting by the ogres bonfire with a Ogre Bard singing a traditional Ogre folk song such as, "A thrashing's Lullaby" and other favorites like "Tune Of Squish Man Dead".

For the Half-Elves I was thinking that we could stick loosely true to some existing published history on Elves and Dark-Elves as they have some great material attributed to them already. We could then roll Half-Elves into this interplay-ed portion of sub-plot. See pages for examples:

http://folk.uio.no/ronnieo/DE.html
http://www.myth-drannor.net/DlabraddathNet/z-Cormanthyr/history.htm
http://www.myth-drannor.net/DlabraddathNet/z-sshamath/History.htm

As for making abilities to go along with this too I could run with that idea but I'd rather tackle that when and if the time comes.

So what do you think? If you need more to get you inspired then that let me know...