[Spells] Spell Circles.

Started by DeathCow, May 26, 2006, 05:57:27 AM

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Quote from: DeathCow on May 26, 2006, 01:00:49 PM
I like it.? Alot.? Certainly Adds alot of customization to characters.

Only problem is figuring out how to make that make sense in game.? What I mean to say is I was planning to have this be based on a NPC interaction, rather than something you decide during character creation.? Of course sitting here I'm coming up with ideas.

This should solve that problem extra points could be given out by npcs as the game progresses the cap of 9 points would just need to be raised. Each magic level could then say raise its points by say x amount over their starting placements. What this would allow you do have is a fair amount of growth room for later while still doing what you wanted to.

Prestige could be handled a few ways from there we could give extra points again and allow the player to pick up yet more circles or just build on what has been already picked or some combination in-between the two.

Feel like working on either darkness or light? :P


I'll do the other one :P

Circle of Protection:

Blessings:
Protection from fire
Protection from water
Protection from cold
Protection from lightning
Protection from good
Protection from evil
Protection from neutral
Holy Shield: +AC, + prot. from evil (priestly only)
Unholy Shield: +AC, + prot. from good (priestly only)

Curses:
Weakness to fire
Weakness to water
Weakness to cold
Weakness to lightning
Weakness to good
Weakness to evil
Weakness to neutral

Force Shields:
Fire Shield: +AC, damage shield (damage returned is fire type)
Frost Shield: +AC, damage shield (damage returned is cold type)
Lightning Shield: +AC, damage shield (damage returned is lightning type)
Mana Shield: +AC, damage shield (damage returned is resistible by MR)

This is all I got for darkness and light so far... Having trouble with them... going to need to put some more thought into it.

Circle of Light:

utility spells:
Mana flare - Illumination

Priest utility spells:
Holy Light - Illumination

Circle of Darkness:

Mage utility spells:
Mana flare - Illumination

Priest utility spells:
Un-Holy Light - Illumination

Maybe I'm off the mark here, but you also include Blinding Light (blinds opponent, thereby cutting their accuracy and dodge) and Light Beam (as an attack).

Dark Cloud could also blind, Damning Darkness causes damage.
"...There was always a minority afraid of something, and a great majority afraid of the dark, afraid of the future, afraid of the past, afraid of the present, afraid of themselves and shadows of themselves..." --Ray Bradbury, The Martian Chronicles


Circle of Darkness:

Blessing:
Twilights Cloak: + Stealth

Curse:
Minor Hexing: - accuracy
Major Hexing
Greater Hexing
Lunar Eclipse ? lowers room light

---------------------------------

Circle of Light:

Blessing:
Blessed words - +acc

Curses:
Starbright: - Stealth


I really fucking like this shit, it rocks my socks. :o I was so busy liking it, that it took me all this time to respond.

This absolutely fucking rocks. Thank you, please make sure all of this gets into GMUD in one form or another.

I honestly can't see how you do this shit drunk. Man..


Anyway, what's the difference between Warding and Protection?

Quote from: Locke Cole on May 26, 2006, 09:52:15 PM
I really fucking like this shit, it rocks my socks. :o I was so busy liking it, that it took me all this time to respond.

This absolutely fucking rocks. Thank you, please make sure all of this gets into GMUD in one form or another.
I second that.  I lacked the eloquence to express my feelings as well as Locke, but he's got it just right.  He should write Hallmark cards.

One of the ways mmud sucked was that the only variance you could introduce to a class was sneaking/tanking it.  Otherwise, a mage is a mage.  Now you'll have so many different types of mages... it'll rock.

Like the late Big Kev (aussie icon) said... "I'm excited!"
If we can hit that bulls-eye, the rest of the dominoes will fall like a house of cards.? Check-mate!

Quote from: proteus on May 27, 2006, 12:20:47 AM
I honestly can't see how you do this shit drunk. Man..


Anyway, what's the difference between Warding and Protection?

Thats a good Point, I'll have to make the purpose of each group more clear.  Maybe a chart?

Quote from: DeathCow on May 26, 2006, 05:57:27 AM
Spell casters will have a limited amount of circles they can choose from.? The maximum allowed is determined by Magic Level.? Circles are assigned either Primary, Secondary, or Tertiary status.? That status is a modifer for their power level.
------------PrimarySecondaryTertiary
Magic-3------120
Magic-2------011
Magic-1------010
Summoner1------111
OMG that was awful to quote.? Tags everywhere.

Anyway, since tertiary circles are essentially weaker than secondary or primary, will a magic-3 class get the option of 1 primary, 1 secondary and 1 tertiary?? Or 1 primary and 3 tertiary?? Or 3 tertiary if they felt inclined?
If we can hit that bulls-eye, the rest of the dominoes will fall like a house of cards.? Check-mate!

Update for Circle of the Mind:
The list is sub-divided into power ranges to gain the better powers players would need to develop the individual sub-divided powers.

Circle of Mind

Utility (Telekinesis):
Levitate: climb with out a rope

Utility (Pyrokinesis):
Flicker - illumination

Bless (Telekinesis):
Kinetic Shield: +AC, +DR
Psi Shield: +MR

Bless (Telepathy):
Precognition: +dodge, +accuracy
After image: +AC party
Blur: +AC based on casters spellcasting
Illusionary Shield: +AC
Monstrous Visage: lowers mob follow level
Chameleon Skin: +Stealth, +bs min/max dmg
Vanish: makes player invisible (not findable by search) breaks on action.

Bless (Psychometabolism) (these are useable only on self like many mystic powers)
Claws of the Beast: users gains a claw attack
Exoskeleton: users skin hardens +AC, +DR, -speed
Battle Vigor: +HP
Poisoner?s bane: User gains poison immunity
Battle Valor: removes fear spells
Bone Spike: User gains shock shield effect (gives normal dmg)

Curse (Telepathy):
Distract: - Dodge, -Accuracy
Illusionary Attacker: chance ?hp per round, breaks players actions, lowers accuracy
Twisted Vision: Causes stumbling, randomizes exit/entrance messages (player/Monster exits to east could = east, west, up, down?.)
Illusionary Storm: Causes rain, snow, lightning at random, each having their own effect on the player.
Globe of Illusion: Causes all command exits to be randomized ? player commands to go west but goes a random direction. Bashing direction could result in bashing in any direction.

Curse (Telekinesis):
Kinetic manipulation: +AC, -DR
Psi Disrupter: -MR
Animate Object: anio (item) target: non-equiped weapon attacks target X rounds

Attack (Telekinesis):
Rock Pelt:  target is pelted with rocks
Sand Blast: target is blinded with sand, does round damage
Boulder: Target is hit with flying boulders
Telekinesis Blast: target is hit with a telekinetic blast
Concussive force: area is hit with telekinetic force wave

Attacks (Pyrokinesis):
Finger of Fire
Hand of Flame
Fire Bolt
Fire Storm Blast
Mana Burn

Attacks (Telepathy)
Mind Dart
Mind Drain
Psi Beam
Mental Blast

Attacks (Psychometabolism)
Static Dart: (does lightning damage)
Static Blast: (does lightning damage)
Static Explosion: (does area lightning damage)
Shock Beam (does lightning damage)

Control (Telepathy):
Dominate Will: enslave NPC
Mindlink:  Enslave NPC

Summon (Telepathy)
Summon Illusionary Chimera
Summon Illusionary gnome
Summon Illusionary Soldier
Summon Illusionary Guard
Summon Illusionary Monstrosity

Add in updates:

Circle of Warding:

Blessings:
Minor fire ward
Minor frost ward
Minor lightning ward
Minor water ward
Greater fire ward
Greater frost ward
Greater lightning ward
Greater water ward
Poison ward: slight bonus resistance to poison
Pestilence ward: slight resistance to disease

Curses:
Weakness to poison
Weakness to Disease

------------------------------------------------------

Circle of Life:

Cures:
Cure Paralysis
Cure Minor Poison
Cure Major Poison
Cure Greater Poison
Cure Blindness
Cure Minor Disease
Cure Major Disease
Cure Greater Disease
Cure Plague ? Party spell

--------------------------------------------------

Circle of Time:

Attack:
Temporal Shift: single target
Temporal Rift: Area attack

May 27, 2006, 06:09:16 PM #28 Last Edit: May 27, 2006, 07:57:53 PM by The Crazy Animal
Add in Updates:

Circle of Protection:

Blessings:
Shield of Faith (priestly only) +AC/DR, +Prot from all alignments other then caster (self)
Shield of Law (good only) +AC/DR
Shield of Chaos (evil only) +AC/DR
Elemental Shield: +AC, + slight resist fire, cold, lightning, water, stone (self)
Elemental Globe: +AC, + slight resist fire, cold, lightning, water, stone (party)
Resist Energy Glyph: +MR
Greater Resist Energy Glyph: +MR
Prismatic barrier: +AC against ranged attacks from one direction (self)*
Prismatic Sphere: +AC against ranged attacks from all directions (self)*
Prismatic Wall:? +AC against ranged attacks from one direction (party)*
Prismatic Globe:? +AC against ranged attacks from all directions (party)*
Lesser globe of invulnerability: +AC/DR, Spell immunity +10
Major globe of invulnerability: +AC/DR, Spell immunity +20
Greater globe of invulnerability: +AC/DR, Spell immunity +30
Glyph of Heroism: Remove slight fear
Greater Glyph of Heroism: Remove fear

*notes:
The type of range attacks for prismatic spells is for use against attacks coming in from other rooms only. See post http://greatermud.com/forums/index.php?topic=463.0

----------------------------------------------------------------

Circle of Warding:

Blessings
Minor Stone Ward:
Greater Stone Ward: Resist stone attacks

Curses:
Weakness to stone:

------------------------------

Circle of Darkness:
Attack:
Nightmare: damage, +chance fear spell

-----------------------------------------

Circle of Necromancy:
Attack:
Harm
Vampric Touch: Dmg, +chance steal mana spell

Curse:
Symbol of Death: (castable on mortally wounded only) ?HP Regen, +tickdown dmg
Symbol of Fear: Tick down dmg, slight Fear
Symbol of Pain: Tick down dmg, Slight confusion.
Symbol of Weakness: tick down dmg, - min/max dmg, -min/max bs dmg
Touch of Fatigue: -HP Regen

Bless:
Death Ward: Alter current hp = 5% of max hp each round for 10 rounds (self only)

------------------------------------------------

Circle of Poison:
Attack:
Acid Fog: Tick down Area dmg, -perception

--------------------------------------------------

Circle of Nature:

Utility Spells:
Call of the Wild: Lore creature usable from 1 room away

Summons:
Summon Wood Elemental
Summon Spirit of the woods
Summon Hunting Pact: While hunting pact is alive user has tracking, +tracking bonus.
Summon Guardian of the Hunt ? will guard hunting pact if used together

Attacks:
Thorn Whip:
Herbicidal Blast: dmg (effects plants only)

Area Attacks:
Call Blizzard: dmg, Chance blind (cold damage)
Chaos Storm: dmg, (multi-spell each part of the spell different element damage)

Bless:
Hibernation: +50% hp regen, sleep, lasts 5 rounds

Curse:
Thunder Clap: Fear, slight confusion
Quicksand: Tick down dmg, + hold

Curse attack:
Frost Bite: tick down dmg, +slight confusion message disrupts actions (cold damage)

Heal:
Lesser Restoration:
Greater Restoration:

Party heal:
Healing spring:
Stream of life:

Control Plant: works on plants only (See spell type seed)
Lesser Command Plant:
Command Plant:
Greater Command Plant:
Voice of the Forest:

Seed: (grows a plant it?s like a summons but not under your direct control right away)
All plants are lawful neutral when grown all have 0 exp. Each plant has a command level. Plants can?t move and each plant has a life span. Attack powers of plants are also increased with the type of control spell used. This could be done by using coding a use temp spell variable in the monsters attack list type field. Then by using a textblock to give the plant its attacks in the form of spells tempspell. Tempspell variable would fill in the spell number. These would be pulled from the monsters abilities properties in order from attack 1 ? attack 5.

Magic Acorn ? grows oak tree
Magic Pine nut ? grows pine tree
Magic Birch nut ? grows birch tree
Magic Bean ? Grows Giant Vine* use as rope.
Magic Ambrosia Seed ? Grows Ambrosia Tree* pickable fruit
Magic Rose Seed ? Grows Giant Rose Bush
Magic Thicket Seed - Grows a Thorny Thicket*

*Notes
some trees have utility functions:
such as being climbable or having fruit that can be pick.
The fruits of trees each have different effects when eaten or used.
Thorny Thicket - Creates a living wall that blocks players from using an exit. The effect lasts untill it is killed or it lifespan runs out. Spell uses syntax (cast spell) Direction.

New circle to add:

Circle of Arcane

Utility Spells:
Detect Secret: casts on area finds secret doors
Detect Magic: like in game
Detect Magic Trap: detects magical traps
Detect Curse: works like detect magic for cursed items
Detect Undead: will tell you if a target is marked undead
Arcane Knock: Opens doors
Lesser Dispel: Cast on spell to end spells effect.
Greater Dispel
Detect Lore: if lore ability is on an item it reads the message number give as a variable
Mark: gives target abilities Mmark for map# Rmark for room#. Mark ends on death (self)
Recall: recall teleports user back to the location saved by mark. (self)
Area Effect:
Arcane Barrier:  Creates a magic barrier in a direction for x rounds

Blesses:
Eyes of Magus: see invisible
Arcane Sight: night vision
Greater Arcane Sight: better night vision
Glyph of Rage: works like mmuds frenzy
Arcane Armor: +AC/DR (need circle of protection too for this one)
Cloak of Chaos: +stealth, +bs dmg max, min (evil only)
Arcane Power: +dmg max/min

Curse:
Slumbering Mind: sleep
Greater glyph of sleep: sleep
Glyph of Insanity: randomizes the result of an attack command to any viable target
Soul Bind: cast on pc or monster duplicates 25% of damage dealt to caster and deals it to target. Uses Sbind ability the variable equal?s casters player number.
Arcane Fog: area blind, -acc
Arcane Binding: prevents spells from being cast by target for x rounds
Feeble mind: Confusion
Faerie fire: disallows targets ability to hide or sneak.
Glyph of False Vision: removes room name and room description from targets sight.

Control:
Dominate Mind: Living only, non-creature,  non-plant
Dominate Creature: Animal only
Dismissal: ends the effects of a dominate spell


Conjuration:
Lightning bolt: dmg
Ball lightning: summons ball lightning, ball lighting shoots area lightning bolts
Lesser energy shield: Gives temp item for x rounds not givable or droppable.
Greater energy shield

Attack:
Dream Terror: effects sleeping targets only DMG
Chaos Hammer: (evil only)
Arcane Bolt:
Arcane Blast:
Mana Storm: Area attack
(Note - need more attacks)