Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Spells  (Read 16448 times)

Denim Sk8r

  • Bay Watcher
    • View Profile
Spells
« on: January 21, 2003, 02:20:00 am »

This is pretty much an open topic where I wanted to find out what sort of spells people are hoping to be able to create (or have created for them if they aren't up to the task) with the next release.

Anti-Fire:
Of course, we'll be able to set things on fire. But, what if for some reason, we set too much on fire (if that's possible)? Well, I figure I'll need to make some sort of spell to stop fire for when I inevitably overuse the spell. I'm not sure how I'll do it yet though (getting rid of combustables, making things uncombustable, water, or using it as a spell component).

Repair:
I don't know about other people, but my weapons don't hold up too well after stabbing many things to death with them. They get all bloddy and chipped and broken is half. Well, it's hard to find a kill someone with a similar weapon, so why not fix the one I've got?

Creation/Polymorph:
Now this spell should be easy to make on much lower levels (turning lead to gold) but it's obviously higher level stuff that I'm looking for. I'm not sure how high up the editor will allow (if entire beings can be created?) but for later releases this will be quite important when I absoluetly need something I can't find. Until then, we just turn out enemey's person into something undesirable. (Let's say that we turn their hair into leaves just to laugh at them)

Healing:
Of course, I like almost every aspect of the game, except for one, I die alot. I seem to die mostly because of some mnor wound that festers until it overcomes me. Or even worse I kill my character off because he gets some wound where he can no longer walk and no amount of sleep seems to heal it. Healing spells of somekind are a must.

Translocation:
There's two ways to go with this; 1) move something to/away from me, 2) move me to/away from something. Walking sucks and taks too long, let's go 50 miles east, I hear it's nice there this time of year. Or, I can mark some relatively safe area with my symol and go there whenever in danger. Naturally I can make other do the same. Now if I see something that I like, I want to keep it, unfortunately, it's quite heavy/violently trying to kill me so, I mark it with something and when I feel nostalgic, bring it to me, or at least put it in between me and something that wants to kill me.

I have more, but I'd like to hear other ideas first. I was mostly just giving general spell ideas now, but be as specific as you want with yours.

[ January 21, 2003: Message edited by: Denim Sk8r ]

Logged
nd then Trogdor smote the Kerrek, and all was laid to burnination...

Captain_Action

  • Bay Watcher
    • View Profile
Re: Spells
« Reply #1 on: January 21, 2003, 08:21:00 am »

Summon seed eating ant
After I saw one take out one of those very large mammals, I realized that they would be helpful allay.

Detonate Rabbit
:)

Sublimnation of flesh
My favorite spell from CRAWL. Restores the the caster's spell points by rotting any flesh in the target. The caster can be the target.

Logged

spelguru

  • Guest
Re: Spells
« Reply #2 on: January 21, 2003, 10:12:00 am »

Horny: This gives your characters big horns on his forehead... or maybe just small horns on his head, if he has low spellskill...

Ewww: This spell is overpowered, but... It makes the target skin become almost as hard as rock, while everything inside the skin becomes liquidfied...

Transfer Wound: Cool, a spell with a name that tells what the spell does... It lets you choose a wound inflicted on target one, and moves it to target two. Say someone cuts your arm off, then you transfer the wound to him, then you get your arm back, and he loses his!

Minor Petrification: This spell tries to turn the target into stone, but if it doesnt suceed, it slows em down alot. The more wounded the target is, the chance of petrification increases.

Winds: This spell throws the target back about 10-20 feet with a strong wind. This spell is good vs those melee fighters. Of course bigger beasts (like my precious black dragons) are immune to this spell due to their huge size. Smaller beings (like rats) can be thrown across HUGE distances.

And now... something not to powerful:

Burnt Hair: This spell causes all large collections of hair on a being (not small collections like on the arms, but the large ones like beard, headhair, and pubic) to burn away instantly... This isnt a dangerous spell but it sure is a painful one... Especially for males.

[ January 21, 2003: Message edited by: spelguru ]

Logged

Demon

  • Bay Watcher
  • From a time before a time before time
    • View Profile
Re: Spells
« Reply #3 on: January 21, 2003, 12:47:00 pm »

This isnt a dangerous spell but it sure is a painful one... Especially for males.

Perhaps youre unfamilar with females...    :p

Logged

Denim Sk8r

  • Bay Watcher
    • View Profile
Re: Spells
« Reply #4 on: January 22, 2003, 12:46:00 am »

How about some non-violent spells, maybe after this release you can actually live a peaceful life!

Sleep:
Vastly reduces target's energy causing them to pass out. Energy may be returned after a period, or for a longer lasting versiom, is replenished naturally.

Confinment:
A being is confinded to an area about a targeted object by having to use increasingly more strength and energy when moviing away from it. Intelligent or lucky creatures will be able to figure what the object is that they are bound to and , if possible, simple keep it with them or destroy it.
A stronger version of this spell would link the two in a greater way, such that if the object is destroyed so id the creature.

Pacify:
This is simple, all creatures wish to destroy all creatures of different species. This spell makes them not wish to destroy any.
Since I'm doing "stronger versions" let's say you can have it turn on its own species instead.

Anti-Magic Field:
No sort of magical energies may enter the area around the enchanted object. No spells may target things within the feild. Non-magical energy and material objects could still get in if targeted elsewhere and then brought in, so a stronger version: Nothing can enter the area ever.

Logged
nd then Trogdor smote the Kerrek, and all was laid to burnination...

spelguru

  • Guest
Re: Spells
« Reply #5 on: January 22, 2003, 01:01:00 am »

Demon, you must be a girl since you dont know that males are MUCH more sensetive to pain between their legs than females... But the females got more hair on the head so it is kinda even...
Logged

spelguru

  • Guest
Re: Spells
« Reply #6 on: January 22, 2003, 03:36:00 am »

I just got another idea for a spell that I will "try" to make:

Heat: This spell is a 1 element only spell, and that is the element of fire. Depending on your skill and how much effort you put into the spell, the target heats up. You could cast it weakly and give a living target a slight fever or use all your might in the spell so that the target might melt. You can melt enemy soldiers swords, and then give em all a fever! Pure evil I tell ya!

Logged

spelguru

  • Guest
Re: Spells
« Reply #7 on: January 22, 2003, 09:01:00 am »

Denim had a good idea with some ideas for passive spells that we players might try to make...

Alter Shape: This gives you control of the objects shape (not living objects) so that you can alter it to your wishes, but the new shape cannot have a bigger volume than the old shape.

Growth Nonliving: This spell targets a nonliving object and makes it expand by copying it, so that 1 bar of steel might grow into the size of 2 bars of steel. This is great for industry... and bad for item values. To not make this spell to powerful it will only work on common materials such as stone and iron/steel but not on rarer such as gold/mithril and rare gemstones.

Growth Living: This is the same as the Growth Nonliving spell exept that it targets beings that are built up with cells instead of atoms. The target does not have to be "alive" (breathing, heart beating) but just as long as it is made of cells it can be a target. You cannot target any fully alive beings either (breathing and heart beating) since this is a passive spell. Maybe some evil wizard will change it so that he can! Target a big steak and then you have a solution to world hunger.

Thin as Air: This spell makes removes the state of "solid" from you and all your items you are wearing/carrying. As a result, anything that hits you, goes right through you... But also, since your weapon(s) also are affected, you cannot hurt anyone. This spell is great if you do not wish to fight and flee instead (Coward!!!)...

See... My mind isnt *that* twisted... Even I can create a spell that doesnt mean pain and suffering for others. This spells are all noncombat or protective.

Logged

Harlander

  • Bay Watcher
    • View Profile
Re: Spells
« Reply #8 on: January 23, 2003, 07:22:00 am »

Here's a few spell ideas:

Energy Transfer: This spell allows the caster to transfer energy from one location to another, and change its form. For example, they could push a boulder off a cliff and use its kinetic energy to propel them about, or recharge their magical power. I think the energy would have to be of a sort such that the caster can see that it's being expended (i.e stuff moving, lightning, fires) or some energy that the caster understands the proof of its existance, even if it's not an obvious one (magnetic flux, magical power, etc)

Focus: Magical energy can be transferred to an object by use of this magical method, either to store it for later use, or to create and power enchantments upon objects. Different objects would be able to store differing amounts of magic; for example, ferrous metals may simply cause any magic poured at them to dissipate, whereas crystals store a great amount. An object overloaded with magic would dump the excess to the environment, probably destructively.

Enchantments: the best way I've seen that enchantments have been handled is that of the Elder Scrolls series.. essentially, any object can have any spell effect on it, to activate when it's specifically activated, when an enchanted article of clothing is worn, or when an enchanted weapon strikes.. However, this doesn't allow for special enchantments to the properties of the weapon, i.e sharpness, keenness, extreme hardness, and whatnot.

Logged

Renaxer

  • Bay Watcher
    • View Profile
Re: Spells
« Reply #9 on: January 23, 2003, 09:42:00 am »

I'd like to some Aura or Cloud spells....
ones with

Acid Aura- Burn off a stampede of kobolds or goblins heh....

Stinky Aura- Make most humaniods stay away from you....

I like that Alter Shape spell..... I cant wait until houses have real sizes and doors
then.... use a lock door spell while trapping people inside a house then make the house tiny and crush those inside Bwahahahahaha

So I'd like to see a spell that could lock doors.... but that wont be for a while.... 8D

Of course Im lazy and probably wont make them myself because Id have to read... and type stuff.... and click.... too much work..

Logged
oof

spelguru

  • Guest
Re: Spells
« Reply #10 on: January 23, 2003, 01:19:00 pm »

Renaxer, you cannot use the Alter Shape to make an object (bar of metal, stone block, house) become bigger or smaller. The old shape must have the same number of cubic millimeters (mm^3 or something) as the new shape. You could probably alter the house so that no new air is let in so that they slowly suffocate, or reshape it so that the house is like really flat and the inside height level is like 1 inch (crushing anything inside) but the point is, you cannot make it tiny with that spell.

*inhales deeply*

Logged

Renaxer

  • Bay Watcher
    • View Profile
Re: Spells
« Reply #11 on: January 23, 2003, 02:25:00 pm »

Yes but still the whole point of it for me was to crush them.....  8D


Edit: I didnt mean for me to make it tiny and pocket it to use as a weapon for later by throwing it at someone and casting alter shape....  >8D

[ January 23, 2003: Message edited by: Renaxer ]

Logged
oof

Demon

  • Bay Watcher
  • From a time before a time before time
    • View Profile
Re: Spells
« Reply #12 on: January 23, 2003, 04:09:00 pm »

Volume could change pretty easily.  Think of solid/liquid/gas, the same ammount of substance is still there.

Its mass that has to stay the same!  Afterall, a single kilogram of mass has the same energy as 89,875,517,873,700,000 J.  If any caster could create that kind of energy nothing on the planet would survive...  (BTW thats a real number, not something I made up...)

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Spells
« Reply #13 on: January 23, 2003, 04:17:00 pm »

HE he he....  maybe I should put in yet ANOTHER material characteristic...  compressibility...  it would apply to liquids and solids I guess.
Logged
The Toad, a Natural Resource:  Preserve yours today!

spelguru

  • Guest
Re: Spells
« Reply #14 on: January 24, 2003, 02:38:00 am »

Well the spell I made doesnt change how much volume the target occupies, just the shape.

Maybe I should go back and try to think of ultra power spells of super overkilling again... It doesnt take to much time to explain those!

Total Chaos: This spell causes every single being on earth to try to destroy a randomnly selected target, and when it is destroyed, they will get a new target!

(I will not try to make that spell, it was just me being silly, it is not a serious request for a spell and I wouldnt use it if anyone made it)

Logged
Pages: [1] 2