Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Magic Cometh  (Read 12425 times)

ThreeToe

  • The Natural
    • View Profile
    • http://www.bay12games.com
Magic Cometh
« on: August 01, 2002, 01:31:00 am »

The next release will really set Armok apart from the rest as a really bad-ass game.  There’ll be realistic horizons, detailed trees and plant life.  You’ll feel like your lost in the wilderness and have to keep that big mountain on your left to keep going in the same direction.  Then you’ll get jumped by a wild randomly-generated predator that tracked your trail through the brush which is realized and abstracted as the monster follows your smell/footprints.

While this next release is probably the best in the game, what it really does is set us up for the Magic Release.  Little things like wind speed and ambient temperature will allow for all sorts of nasty spells.  I will now detail the nastiest:

Inspired by Ralph Bakshi cartoons like “Wizards” and “Fire and Ice” I think their should be a spell of ultimate destruction that not only obliterates the target but also curses its'  memory with evil that far outweighs anything they possibly could have done to you:


“Vengeance of the Gods” (nuclear bomb)


Ingredients:

A) First you need two lumps of a material that, when combined, form a critical mass of pure evil.  We’ll call it “Armok Rock”

B) Next you a device to store the material.  This can be any Artifact of Darkness enchanted with the proper containment spells.  Also, you’ll probably want to have your dragon or giant bat hurl this device from a safe altitude.

C) You all need a trigger.  Keeping in the spirit of Slaves to Armok, this is also variable and can be any spell or ritual that sets off the blast.  The only restriction being that the energy put into the spell must be of sufficient power and hatred to not only trigger the bomb, but also to cast the wizard’s soul into the Outer Darkness.


Instant Effects:

1: Ambient heat at ground zero raised to 300,000,000 C all non-magic material vaporized.

2: Portal to Elemental plane of Fire temporally opened sending 500ft cone of flame into sky

3: Souls of those vaporized are unleashed as angry phantoms and possibly contribute to the creation of retarded "Lay-Lines"

4: 50% chance gateway to hell is opened releasing 1-5 major demons and accompanying Hell-spawn.

5: Shock wave (High Winds?) disrupts structures and uproots trees creating flying debris, which along with fires spawned by heat account for most immediate casualties.  Also blast will awaken any sleeping Mega-Beasts or Ancient-Gods in the area.

6: 50% of those within 1600m of the blast contract the Red Death*

7: Those remaining within one mile are Cursed by the Gods**


Effects to last as long as Half-Life of material fissoned by spell:

A)  Land 60 miles around is cursed- no crops will grow, only plants and water which, if consumed, will result in contracting The Curse of the Gods**

B)  Evil aura of death and disease will attract all wicked beings to the area.

C) Any intelligent being that dies in the blast zone has a 20% chance of rising and a zombie thirsty for vengeance!

*Red Death is a disease that kills all victims in 2 months via septicemia due to failure of bone marrow.  Symptoms include vomiting, diarrhea, bleeding, blindness and hair loss.  It does not effect creatures already twisted by evil magic.

**The Curse of the Gods increases the chance of it's victims contracting fatal wasting diseases as well as making all subsequent offspring into the closest "twisted" form with an average IQ of 5 less than the parent.  In the case of humans this would be any random goblinoid.  

As you can deduce, even after the Armok Rock loses its’ power in approximately 100 years, the twisted offspring of the survivors and the evil beings called to the wasteland will continue to terrorize the surrounding region for ages to come.

Whether cast by a demented wizard or the gods themselves, I think this spell will be one of Armok’s favorites.

[ August 01, 2002: Message edited by: ThreeToe ]

Logged
Show your true champion nature:  support Bay 12 games!

SkeleTony

  • Bay Watcher
    • View Profile
    • http://http://home.earthlink.net/~skeptic69/index.html
Re: Magic Cometh
« Reply #1 on: August 01, 2002, 06:45:00 am »

I am going to create a spell called "Bemused resignation of the Gods".It will cause all within it's radius of effect to shrug their shoulders, smile slightly and slowly shake their head back and forth while saying "What are you gonna do?" or "Oh well" or "Who's perfect?" and the ever popular "we're only human/Norway rat/naked mole dog/fleshball etc.".

What can I say, I am lazy.

Logged
quot;I am in a very peculiar business...I travel all over the world telling people what they should already know"-James Randi

ThreeToe

  • The Natural
    • View Profile
    • http://www.bay12games.com
Re: Magic Cometh
« Reply #2 on: August 01, 2002, 02:35:00 pm »

Oh no! We need Zonk!  Apathy........ too..........strong!..............Ach*
Logged
Show your true champion nature:  support Bay 12 games!

Zonk

  • Bay Watcher
    • View Profile
Re: Magic Cometh
« Reply #3 on: August 01, 2002, 04:34:00 pm »

I would help you. i canot post now.i have big computer problems.SOrry.Il try to fix them.
Logged

Zonk

  • Bay Watcher
    • View Profile
Re: Magic Cometh
« Reply #4 on: August 03, 2002, 10:51:00 am »

Spells:

Note that all effects should be modified depending on the spell
casting skill of the mage.

"Strenght of Heroes"

This modified,when cast on a creature:

ALL skills with his currently wielded weapon incrases by +100%
ALL skill of "body familiarity" increase by +50%
Strenght,Dexterity and Endurance are increased by +300%
Willpower increases by +200%
Rationality decreseas by 50%.
THE BIGGEST thing is that,on creatures affected by this spells,
wound do not lessen but INCREASE combat performances!


Note that,at the end of the spell,the creature will probably
die,since the higher willpower kept him alive while in "heroic"
status.


"Teleport"

A MUST for the magic release version.
"Horn of Valor"

This summons magical horn that,when blown,makes ALL the mage
allies affected by the "Strenght of Heroes"spell.At the end
of the spell,the horn vanishes.Maybe this could be a magical
item usable one time every 24 hours?When will we have
magical items?In the items version?

"Army of Wrath"

This summons a certain number of warriors(25-500?) from the outer plane
of Valor...something like the "Valhala".The warriors can be
of any race...maybe mixed!
All the warriors are bersekrs and fight until killed.When they
are killed they return to their plane.If they survive after
the spells ends,they return to their plane.
The player has little control upon these bersekers.They won't
attack him,of course.Note that the spells also summon a big
insignia wich the character must wield so the army will follow him.
At higher levels of spell casting skill,the insignia is usable
as a powerful spear to fight.
If the character does not have spear skills,he get it for the
duration of the spells.

"Kurtulmak Power"

Usable only by kobolds,this turns the caster in A MEGA KOBOLD!
He also gains the Megakobold "body familiarity"skills.

"Stoic Defense"

This powerful spells increases the Endurance and Blocking skills
of a creature by a factor of about +100% for the duration of the
spell.

"Mutation"

This spells basically allows to use a simplified editor on
the character.The characters could create growths and tissues
or increase his body attributes(not the mind ones).
If the spell is cast in a bad way,the mutations are random!

"Polymorph"

Another spell wich should be in the magic release.It allows
to polymorph into another creature.This is where body familiarity
skills come in play.

"Anti-matter bolt"

This high-cost spell fires a bolt of anti-matter.It can destroy
EVERYTHING and i mean EVERYTHING.The bolt NEVER stops until
the caster wishes it,and travels at the speed of light.
The bolt can easily destroy and bypass anything.
BUT on contact,the bolt just makes an hole and goes forward...
It does not explode....there is one BIG exception....
If two anti-matter bolt bump into ach other...THERE IS A ***BIG***
EXPLOSION!And i mean big!
There is also another things.Since the bolt travels at the speed
of light and could travel around the whole planet in little time,
if the caster does not stop it in a few time,he will get hit
by the bolt in his back.A sad end.And the bolt will CONTINUE
going forward :-)

I KNOW that a lot of these spell effect are to advanced and will
have to wait for future versions...but i have just given
some ideas.

By the way,think to many possibilities...An elementalist could
summon a GREATER fire elemental to obtain the necessary heat
to forge the greatest magical sword in the word.

Also..will magic be usable only by the player or also by other
creatures?I hope yes!I want to see what an human mage can do
againist my titan character!


Another things is that you should remember necromancy!When we
will have curses,we will be able to make undeads from bodies,i hope!!!
I just want to create an army of skeletons titan!Or a zombie dragons!
Or a kobolds vampires!
Or maybe just use necromancy on myself and become some sort of lich!

Logged

Kurtulmak

  • Bay Watcher
    • View Profile
    • http://www.bay12games.com
Re: Magic Cometh
« Reply #5 on: August 03, 2002, 01:34:00 pm »

All spells are within bounds of plans for magic release except for anti-matter spell because T hasn't decided whether the world is round.  (Sheres cannot be modeled with current map scheme)

Naturally all creatures capable of it will be casting spells- this might pose problems so you might want to restrict the kinds of people who can use magic in your universes unless you can deal with the wierd results.
(Limiting magic to really smart people is a good standard)

There will be necromancy.  Bodies will be animated by "curses" so there will be no undead creature files.  This will be added with Curses which are not in the magic release.  However there will be demonic possession and spirit-monsters in magic release!

Kurtulmak approves of "Kobold Power"- 5 people to date have downloaded the Mega Kobold, one from an Ivy-League University!

[ August 03, 2002: Message edited by: Kurtulmak ]

Logged
"The evil gnome-god Urdlen makes his home in a layer of solid rock criss-crossed with the infinite tunnels that he has carved in his hatred."

ThreeToe

  • The Natural
    • View Profile
    • http://www.bay12games.com
Re: Magic Cometh
« Reply #6 on: August 03, 2002, 01:45:00 pm »

What about my favorate DND spell:

Power Word: Kill!

roll "saving throw" or spirit ripped from lifeless body.

Logged
Show your true champion nature:  support Bay 12 games!

spelguru

  • Guest
Re: Magic Cometh
« Reply #7 on: September 03, 2002, 05:08:00 am »

I have thought about some spells:

Stench: The target smells so bad that
anyone near him will puke or even faint.
Does have some uses when trying to be a
one-man-army.

Dual Doors: My friend made this as a joke, but I will post it anyway: It basicly summons two random material (based on skill) to appear on two sides of the target and then crush it

Vertical Horror: This basicly lifts the
target up a bit, then creates a portal
beneath him and it leads to an portal above
him. Then it drops him in the lower portal.
He falls in the lower and comes out of the top only to fall in the lower again. After 10 minutes or so, the portals will disappear in a split nanonanosecond.
The target will crash to the ground and hopefully die. If he doesnt at least he
will be paralyzed so that you can finish the job.

Punch: This will send forth a big ball of
pure force. When it hits something it wont slow down, it cannot slow down. It will push whatever it hits aside or in front of it. The ball can be seen as a shimmering
ball of air. When used, the caster can
decide how fast or slow it will travel.
This spell will be great for sieges,
because even if it hits the wall in
0,0001 mph, it will still push the walls
out of its way, but it will do so slowly.

Glue Punch: This will glue a layer of force
on the target, the same kind of force used
in the Punch spell. If you cast it on an
arrow head, it will be an arrow that will
push the items/beings it hits away, and then
travel through the earth until it stops near
an gravity source. Use it on a person, then
something special will happen, all his body
will be coverid in Glue Punch exept his feet. He will still be able to walk above the ground but will be a fearsome melee fighter since he cannot be hurt exept throught the bottom of his feet, and he will be able to knock walls down by just touching them with a finger.

AntiPunch: If this spell hits an Punch spell, it will reverse its direction for a few seconds and then dispel it. If this spell hits an Glue Punch spell, then it will implode it. Poor fighters with that spell, they will be crushed when they hear of this spell... get it? "Crushed"? haha

Everburning Flame AKA Caamoora: I read a fantasy book where giants couldnt be hurt by heat, but they could feel the pain of it. So I devised this spell: It will set the target object/being to flames. It will burn until it is extuingished with water. It burns but does not consume he thing that is burning and cannot spread to any other objects. So if you set a rock ablaze with this spell and throw it in a pile of grass or hay, that grass7hay wont begin burning. But if it was a being that touched the flame, they would feel the pain of the flame but not be burned. If you cast this spell on a person, they will begin to burn under their clothes and feel as if they were burning, but they wouldnt get injured by the flames (exept for choking due to an neverending scream of pain). Cast this on a person that cannot feel pain and *POOF* you got an fire elemantal (that cannot make fires even though he is burning). This spell would be great to cast to create torches, and if you are an evil wizard, cast it on the big, onetile floor that the heroes are standing on...  :D

Death: This is just simple what the name says: Death. It will do whatever it takes to kill a being. And this spell also got an mind of its own so it can do things to amuse itself as well. A human, needs maybe just a blunt strike to the head to die, the spell will stone him to death with grains of sand instead. A really evil spell.

Thats all for now!

Logged

spelguru

  • Guest
Re: Magic Cometh
« Reply #8 on: September 03, 2002, 05:16:00 am »

2 more things:
1. a spell
Spelgurus Piece of the Sun: This spell will kill all the people that have won over the caster in any game.

2. Can someone plz fix my last message since it looks annoying with just a long line
and then a short one,
And then a really loooooooooooooooooooooong one again (i made the long longer so you would get the point).

Logged

spelguru

  • Guest
Re: Magic Cometh
« Reply #9 on: September 03, 2002, 07:34:00 am »

Punchplate: The mage creates a big plate made of the force that the other Punchspells uses. This plate can be formed as a circle or an square. The size depends on how good the mage is and how large the mage wants it to be. Then it can be used like the normal Punch. It can be moved up or down and at different speeds. A really welltrained mage could make a Punchplate over a city that is the same size of the city, and if the citizens dont do what he wants, then he will crush the whole city.

Fragile: This spell is like a spear with an edge on both ends. The upside is that the targets body becomes immune to heat and cold if encountered alone. Also makes the targets body become hard as any type of rock, which could be good in a battle. The downside is that the target also becomes more fragile than glass, so a blunt hit can crush the target into a million pieces. Also, if the target suffers extreme heat and then extreme cold, he will do what any rock would do: Shatter!

Cube: This spell will be highly popular with stonemasons and other people who build in stone. When this spell is cast, the caster chooses an section of air, rock or whatever material this spell is cast upon, then it will make cubes of it. So if you have rock (sphereish) and use this spell on it,it will make it into as many cubes in (the desired size)as possible with the material provided. The leftovers can be used again with some more material. If you use the spell on two rocks that are large enough for 2,7 (rock 1)cubes of the size you want and 3,4 (rock 2) then you would have 5 cubes of the desired size and some leftovers (unless the cubes you were planning to make were *LARGE*).

I would be very happy if just the cube spell were added with the magic patch so that I can make a wizard and build alot of stuff!

Logged

SkeleTony

  • Bay Watcher
    • View Profile
    • http://http://home.earthlink.net/~skeptic69/index.html
Re: Magic Cometh
« Reply #10 on: September 04, 2002, 10:48:00 am »

More spells from the college of absurdity:


"Fragility of Fred Taylor"

(note:Fans of NFL football will appreciate this one most)

The unfortunate recipient of this particular curse has a cumulative 1% chance per meter that s/he runs of recieving a nasty injury(i.e. groin tear, torn ACL etc.)!For example, if the creature runs for 80 meters (and somehow avoided injury in the first 79 meters) then he has an 80% chance of falling to a nasty injury!
Material components:Piece of astro turf.

"Dubya"

This particular curse causes the recipient's IQ to drop by 50% and the creature to have difficulty communicating in it's native language.Every third word out of the creature's mouth will be either mispronounced or outright replaced with a non-existent word(leaving those within earshot of the creature's blatherings quite confused and embarassed for him).

Material components:A shrub.


"Amazing Randi's revelation"

Dispells all illusions within the spell radius and causes all acts of subterfuge and deception to become glaringly obvious to all nearby sentient creatures.Increases the rationality of all allies within radius by %200.

Material components:Stage magician's wand.

Logged
quot;I am in a very peculiar business...I travel all over the world telling people what they should already know"-James Randi