Welcome to Gaia! ::

The RPS Guild: Dungeon Crawls For All

Back to Guilds

The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat. 

Tags: Role Play, Fantasy, Dungeon, Adventure, System 

Reply General OOC Discussion
Submit your ideas for new Spells here! Goto Page: 1 2 3 ... 4 6 7 8 9 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Master of Gladiators

PostPosted: Mon Dec 10, 2007 8:32 pm


Got an idea for a new spell, but no one seems to care? Well that's no longer true, because we want to know what's rolling around in that head of yours! Show us what you got, we really want to know. Now, there's no guarantee that what you got is what we want, however. I mean admit it, some of our ideas are just plain insane. But, if you got something that you know just has to be shared, leave it here. If we like it, we will let you know. If we really like it, chances are you will see it added to the Guild. Who knows where your ideas could take you?



The next submission competition is drawing nigh; have YOU decided which submission your going to enter? Be sure to post your final submission before April 1st, so that the bugs can be beaten out of it before voting begins on the 7th. Who knows, this time the winner could be you!

Oh and one submission per Adventurer only, please. And please, control your mules, okay?


~Voting~
Please vote for the Spell that you would most like to see actively used within the Guild. And if you absolutely must use your mules, try to spread the votes accordingly, so that we can get as honest a representation as possible of what the Guild truly wants. I'm not saying you can't vote multiple times; just try to avoid unfair ballot stuffing.
PostPosted: Mon Dec 10, 2007 8:41 pm


When posting your new Spell, please use the following format:

General Spell Category (Is it Damage, Defense, Support, Buff, Heal, Necromancy, Etc.)

Spell Name: (MP Cost) Brief but concise description of what the Spell does.

Expanded description of what the Spell does, and/or how you perceive it being used.

For Example:




Healing/with potential for Damage

Heal: (2MP) Heal yourself or one party member by 1 life per a point of Magic.

This Spell is designed primarily for healing yourself or a teammate. It's power is directly proportional to your current Magic Stat. The Higher the Stat, the stronger the effect. A secondary use for this spell could be damage against undead, although currently the rules don't allow for that kind of usage.

Master of Gladiators


Master of Gladiators

PostPosted: Mon Dec 10, 2007 8:42 pm


~Spells submitted for Contest~


The Refuge Series, by Jordan Windsfury

Refuge, Lesser: (1MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 50% vs Normal Monsters, 75% chance vs Lieutenant or Player Characters, and 100% vs Bosses.

Refuge: (2MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 25% vs Normal Monsters, 50% chance vs Lieutenant or Player Characters, and 75% vs Bosses.

Refuge, Improved: (3MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 0% vs Normal Monsters, 25% chance vs Lieutenant or Player Characters, and 50% vs Bosses.

Refuge, Greater: (4MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 0% vs Normal Monsters, 0% chance vs Lieutenant or Player Characters, and 25% vs Bosses.

The Aura series, by Atrus Legnacra:

Aura of Thorns: (4MP) The entire party gains 1 rank of vindictive (you chose attack, magic, or special). Lasts X turns equal to 1/2 your Base Magic score, rounded down. Re-casting with same type before the time is up only refreshes the number of turns. Stacks with each type.

Aura of Might: (4MP) The entire gains 1 rank of resistance (you chose attack, magic, or special). Lasts X turns equal to 1/2 your Base Magic score, rounded down. Re-casting with same type before the time is up only refreshes the number of turns. Stacks with each type.

Submitted by Perrian:

Taser Bolt: (2MP)
Deals 1 damage per a point of magic to one target, target loses one normal attack this round. This counts as a stun effect
PostPosted: Mon Dec 10, 2007 8:45 pm


~Winning Submissions~


1- Taser Bolt: (2MP)
Deals 1 damage per a point of magic to one target, target loses one normal attack this round. This counts as a stun effect

2- Refuge, Lesser: (1MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 50% vs Normal Monsters, 75% chance vs Lieutenant or Player Characters, and 100% vs Bosses.

2- Refuge: (2MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 25% vs Normal Monsters, 50% chance vs Lieutenant or Player Characters, and 75% vs Bosses.

2- Refuge, Improved: (3MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 0% vs Normal Monsters, 25% chance vs Lieutenant or Player Characters, and 50% vs Bosses.

2- Refuge, Greater: (4MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 0% vs Normal Monsters, 0% chance vs Lieutenant or Player Characters, and 25% vs Bosses.

Master of Gladiators


Master of Gladiators

PostPosted: Mon Dec 10, 2007 8:47 pm


~Last Competition's Winning Submissions~


1-Wings of Achilles: (4MP)
Grants the Ability Fury on the next round, for the duration of combat.

2-Heal, Lesser: (1 MP) Heal yourself or one party member by 1 HP per 2 points of Magic, rounded down.

2-Heal, Improved: (3 MP) Heal yourself or one party member by 1 and a 1/2 HP per point of Magic, rounded down.

2-Heal, Greater: (4 MP) Heal yourself or one party member by 2 HP per point of Magic.

3-Burden: (2MP) Each round of combat target enemy loses one point in equip, for three rounds. At the end of the third round their equip returns to normal.

3-Arc Lightning: (3MP)
Deal 3 times your magic damage to one enemy. You may pay an additional 1MP to hit another Enemy for 1/3 of the original damage. Max targets obtainable = to magic score.
PostPosted: Mon Dec 10, 2007 9:23 pm


I wrote earlier

Abjuration (protection), pyromancy (attack)
Flame-wall (4Mp)
Increases defense stat of three party-members (including you) by your magic stat round down, for three turns. All enemies take damage equal to your magic stat when they attack a buffed ally. Characters, luietenents, and bosses only have half chance of being damaged when attacked. You may spend an aditional 1 Mp to include one more ally. Only 6 people may be shielded with this spell. You cannot cast this spell as long as your allies still have a previous Flame-wall affect active.

This would allow you to defend your allies, as well as dish out some damage. Perfect for characters who uses support spells as they can protect themselves, their team members, and still dish out some damage. This is also good for people with another way of dealing damage, such as attacks. There is also no ways to defend party memebrs without getting hurt. ((Until organizations come out that is.))

(Stun)
Petrify (6Mp)
Works like a stun. An enemy hit by this spell cannot take actions, attacks, use special abilities, or cast magic. However, they gain a resistance of 20 CP of both special and attack damage. All magic damage however, is halved.

Mostlikely a monster spell for a high power boss monster. This would be used in conjunction with a damaging spell.

Evocation (damage)
Mana-cannon (5Mp)
Deal damage equal to five times your magic score, to one enemy.

Basically a high powered attack which is fair due to it having the power of fireball and energy-burst together. It costs the same too, and is more practical that twin blast when 1on1

Alteration (boost/buff)
Haste (8Mp)
When cast on an ally, they are treated as having the abillity: Fury (6cp) on the next round

Just wanted to say this one in the name of FF. It's a support spell which would help with team-ups.

Abjuration (protection)
mana-mirror (4Mp)
Deflect magic damage equal to double your magic stat, back at the caster. Can only be used on one spell.

For a more defensive mage. Currently, we only have one abillity and afew actions which lower spell damage, but they do not work on your allies.

Mass Heal
Guardian's heal (6Mp)
Heal damage equal to 3 times your magic score, divided how you wish among everyone in your party, including you.

Basicaly the fireball of the heal. Due to heal being 2MP for x1, it is reasonable that x3, would be 6Mp

random mistakes


Master of Gladiators

PostPosted: Tue Dec 11, 2007 12:33 pm


random mistakes

Abjuration (protection), pyromancy (attack)
Flame-wall (4Mp)
Increases defense stat of three party-members (including you) by your magic stat round down, for three turns. All enemies take damage equal to your magic stat when they attack a buffed ally. Characters, luietenents, and bosses only have half chance of being damaged when attacked. You may spend an aditional 1 Mp to include one more ally. Only 6 people may be shielded with this spell. You cannot cast this spell as long as your allies still have a previous Flame-wall affect active.

This would allow you to defend your allies, as well as dish out some damage. Perfect for characters who uses support spells as they can protect themselves, their team members, and still dish out some damage. This is also good for people with another way of dealing damage, such as attacks. There is also no ways to defend party memebrs without getting hurt. ((Until organizations come out that is.))

It seems more of a Mass Fire Shield spell, than a wall. Especially if your party can still attack normally. It has good potential though.
random mistakes

(Stun)
Petrify (6Mp)
Works like a stun. An enemy hit by this spell cannot take actions, attacks, use special abilities, or cast magic. However, they gain a resistance of 20 CP of both special and attack damage. All magic damage however, is halved.

Ummm... Interesting? Show me the monster that goes with it. (In the New Monster Submission Thread)
random mistakes

Evocation (damage)
Mana-cannon (5Mp)
Deal damage equal to five times your magic score, to one enemy.

Basically a high powered attack which is fair due to it having the power of fireball and energy-burst together. It costs the same too, and is more practical that twin blast when 1on 1.

Something about this Spell screams, make it harder to use or you'll regret it...
random mistakes

Alteration (boost/buff)
Haste (8Mp)
When cast on an ally, they are treated as having the ability: Fury (6cp) on the next round .

I like the thought of having this in the guild. The name might require a change for copyright issues though. And why so high a MP cost, when it only lasts for 1 round? This one has definite potential.
random mistakes

Abjuration (protection)
mana-mirror (4Mp)
Deflect magic damage equal to double your magic stat, back at the caster. Can only be used on one spell.

For a more defensive mage. Currently, we only have one abillity and afew actions which lower spell damage, but they do not work on your allies.

Might require some more specifics. Such as Max damage reflected is Total damage of Enemy Spell, or something along those lines. And if so, what happens to the spill-over damage?
random mistakes

Mass Heal
Guardian's heal (6Mp)
Heal damage equal to 3 times your magic score, divided how you wish among everyone in your party, including you.

Basicaly the fireball of the heal. Due to heal being 2MP for x1, it is reasonable that x3, would be 6Mp

Definitely a Mass Heal, and the antithesis of the Fireball spell. But I've often wondered, why the higher cost for healing? The current heal vs damage system seems a bit unbalanced. Perhaps one of the Senior DM's can shed some light on it. Otherwise, I think this is a good spell, and suspect it will be introduced into the system at some point.
PostPosted: Tue Dec 11, 2007 8:18 pm


Okay here it goes...

Flame wall was just the name that came to mind first. How about Greater Flame shield? Or Blazing Ageis?

((I'll make it later))

How bout...
Essence-cannon (3Mp, +5 Hp)
Deal damage equal to your magic score x3, plus one damage for every 1 Hp sacrificed. You can only sacrifice a total Hp equal to your magic score, and you must sacrifice atleast 5Hp.

Or

Frost impalement (5Mp)
Deal damage equal to your magic-scorex4, plus your attack score. This spell is subject to both magic damage defenses, and attack damage defenses.

So if you had a magic of 4, and attack of 6... You'd do 26 dmg... But agains someone with a defense of 4, and a spell resistance of 2.... You'd only get 18 dmg. This would KILL all pure damagers.... But suck against more balanced characters.

How bout Wings of Achillies, 6Mp cost ,and have it last until the combat is over?

Mana-mirror... How bout having it as an effect like the shield spell series. It makes a magical shield which can reflect up to double your magic stat back at the caster until all deflection points are used up. It would last until the end of the dungeon, but re-casting it only resets the shield.

Really, I think that the heal's are kinda over-priced... But then again... Arcane magic isn't really focused on this so... What about having a special "heal=magic statx3, for 3Mp" as a spell only cast-able by the Angellic choir members... And me if you put in in ;3 Jk, and jk about the jk.

~!~

Oh, and here's afew were-shaman spells.

De-luck de-buff.
Root Entangle (2Mp)
Deal damage equal to your magic score, and also decrease their combat roll down to 1, regardless of the minimum dice roll. This lasts for 2 turns; the one casted, and the next turn. Another spell does not add to the time, just resets it.

Basically another status adding spell cause we dont have enough status effect spells... Good for taking down high C.D monsters and opponents. I'm planing how to not only kill Gerbo... But also kill his monk friend rofl Anything wrapping around a person and making it harder to move... Not impossible however.

Stunning etheral claw
Sun-claw (4Mp)
Deal damage equal to double your magic-score, and stun the enemy, causing them to not be able to use actions, or attack. The damage is affected by Combat dice, however, the stun acts still affects the target even if it can negate damage.

Were-org special spell... Probably the shaman's spell of choice. Good for leveling the playing field when facing weapon bareing foes. Mages would like this because of it's anti-fighter promise, and the warriors have a 50% chance to avoid stun, and a way to reduce damage due to it being a magicall attack which they could try to 'dodge'. Picture three large lines of bright, focused sunlight slicing through the air.

Attack buff
Wind-blade (+2Mp)
This spell increases your, or a partymember's attack score by half your magic score, round down. An additional Mp may be spent to increase the bonus by 2. The maximun you can spend is equal to how many points your magic stat is over the 3 mark. This lasts for a period of rounds equal to 1/3 of your magic stat.

Good for mages with no attack to get into team attack... And a good offensive buffing for the mages who cant attack themselves but their party needs the damage. Imagine slicing winds sheathed over a sword, or in the shape of a claymore.

Fimbulwinter Fury (6Mp)
Deal damage equal to your magic score x3, divided evenly among your enemies. Choose a number of opponents equal to your magic score divided by 3, round down. These opponents can only attack on the party-members who attack them. Spells and actions work normally though. This lasts for only the round of casting, and the next round. Bosses and liutenants have a 50% chance of not being stuck. Adds the status effect, 'Pinned'

A were-spell based on my origional character design of Bellamin... (( This was the spellsword's favorite spell combo, and the name of his ship in sci-fi universe)) Useful for mass stun, although it takes a high magic score to fully utilise the destructional abillity as this... Basically... Imagine a big explosion of sudden frost shooting out in a circular fashion around the caster, and large pieces of ice blowing out and wrapping around enemies.

random mistakes


Master of Gladiators

PostPosted: Wed Dec 12, 2007 1:01 pm


random mistakes

Essence-cannon (3Mp, +5 Hp)
Deal damage equal to your magic score x3, plus one damage for every 1 Hp sacrificed. You can only sacrifice a total Hp equal to your magic score, and you must sacrifice at least 5Hp.

So this is a single target spell? It definitely has solid potential.
random mistakes

Frost impalement (5Mp)
Deal damage equal to your magic-scorex4, plus your attack score. This spell is subject to both magic damage defenses, and attack damage defenses.

So if you had a magic of 4, and attack of 6... You'd do 26 dmg... But agains someone with a defense of 4, and a spell resistance of 2.... You'd only get 18 dmg. This would KILL all pure damagers.... But suck against more balanced characters.

I would like to see a progressive series of spells using this style. It would give those few fighter mages running in the guild a real edge. Perhaps some more tweaking of the system though. Maybe using Attack and Magic Stats together as a solid base, then subjecting the final damage total to the same requirements as Normal Damage.
random mistakes

How bout Wings of Achilles, 6Mp cost ,and have it last until the combat is over?

I like it. Let's see what the "Powers that Be" think.
random mistakes

Mana-mirror... How bout having it as an effect like the shield spell series. It makes a magical shield which can reflect up to double your magic stat back at the caster until all deflection points are used up. It would last until the end of the dungeon, but re-casting it only resets the shield.

Again, this could be graduated in power. 2MP for equal to your Magic Stat, 4 MP for Double, 6 MP for Triple... The duration might be a problem though.
random mistakes

Really, I think that the heal's are kinda over-priced... But then again... Arcane magic isn't really focused on this so... What about having a special "heal=magic statx3, for 3Mp" as a spell only cast-able by the Angellic choir members... And me if you put in in ;3 Jk, and jk about the jk.

It's a potential line to follow... We will see what develops.
random mistakes

De-luck de-buff.
Root Entangle (2Mp)
Deal damage equal to your magic score, and also decrease their combat roll down to 1, regardless of the minimum dice roll. This lasts for 2 turns; the one casted, and the next turn. Another spell does not add to the time, just resets it.

Basically another status adding spell cause we dont have enough status effect spells... Good for taking down high C.D monsters and opponents. I'm planing how to not only kill Gerbo... But also kill his monk friend rofl Anything wrapping around a person and making it harder to move... Not impossible however.
It seems a bit overpowered, from a Status effect point of view. Maybe adding the same requirements of a Stun effect,
and decreasing the duration...
random mistakes

Stunning Ethereal Claw
Stun-claw (4Mp)
Deal damage equal to double your magic-score, and stun the enemy, causing them to not be able to use actions, or attack. The damage is affected by Combat dice, however, the stun actions still affects the target even if it can negate damage.

Were-org special spell... Probably the shaman's spell of choice. Good for leveling the playing field when facing weapon bearing foes. Mages would like this because of it's anti-fighter promise, and the warriors have a 50% chance to avoid stun, and a way to reduce damage due to it being a magical attack which they could try to 'dodge'. Picture three large lines of bright, focused sunlight slicing through the air.

I think it's the "or attack" part that bothers me the most.
random mistakes

Attack buff
Wind-blade (+2Mp)
This spell increases your, or a party member's attack score by half your magic score, round down. An additional MP may be spent to increase the bonus by 2. The maximum you can spend is equal to how many points your magic stat is over the 3 mark. This lasts for a period of rounds equal to 1/3 of your magic stat.

Good for mages with no attack to get into team attack... And a good offensive buffing for the mages who cant attack themselves but their party needs the damage. Imagine slicing winds sheathed over a sword, or in the shape of a claymore.

Seems unbalanced. Duration, increased bonus requirements, and Mp cost need some tweaking. But I do like the concept.
random mistakes

Fimbulwinter Fury (6Mp)
Deal damage equal to your magic score x3, divided evenly among your enemies. Choose a number of opponents equal to your magic score divided by 3, round down. These opponents can only attack on the party-members who attack them. Spells and actions work normally though. This lasts for only the round of casting, and the next round. Bosses and liutenants have a 50% chance of not being stuck. Adds the status effect, 'Pinned'

A were-spell based on my origional character design of Bellamin... (( This was the spellsword's favorite spell combo, and the name of his ship in sci-fi universe)) Useful for mass stun, although it takes a high magic score to fully utilise the destructional abillity as this... Basically... Imagine a big explosion of sudden frost shooting out in a circular fashion around the caster, and large pieces of ice blowing out and wrapping around enemies.
I think I get it, but I'm not sure why. So a mage with a Magic Stat of 9, does 27 points of damage, evenly distributed to all opponents. He can then designate 3 enemies who are basically considered bound, and cannot approach an opponent. If they are approached, they can attack normally. They can still use Actions and Spells, (how about abilities, like Defender) however. So the ultimate ability here is to deny the strong warrior types who rely on normal attacks the ability to do what they are designed for. The damage portion of this spell seem a bit redundant; the true power is in the status effect. Perhaps losing the damage portion would make it more realistic, or at least reducing it.
PostPosted: Wed Dec 12, 2007 3:50 pm


random mistakes

Essence-cannon (3Mp, +5 Hp)
Deal damage equal to your magic score x3, plus one damage for every 1 Hp sacrificed. You can only sacrifice a total Hp equal to your magic score, and you must sacrifice at least 5Hp.

So this is a single target spell? It definitely has solid potential.

Yep, single

random mistakes

Frost impalement (5Mp)
Deal damage equal to your magic-scorex4, plus your attack score. This spell is subject to both magic damage defenses, and attack damage defenses.

So if you had a magic of 4, and attack of 6... You'd do 26 dmg... But agains someone with a defense of 4, and a spell resistance of 2.... You'd only get 18 dmg. This would KILL all pure damagers.... But suck against more balanced characters.

I would like to see a progressive series of spells using this style. It would give those few fighter mages running in the guild a real edge. Perhaps some more tweaking of the system though. Maybe using Attack and Magic Stats together as a solid base, then subjecting the final damage total to the same requirements as Normal Damage.

I'll look into making it better... My brain is dead on these types right now.
random mistakes


random mistakes

Mana-mirror... How bout having it as an effect like the shield spell series. It makes a magical shield which can reflect up to double your magic stat back at the caster until all deflection points are used up. It would last until the end of the dungeon, but re-casting it only resets the shield.

Again, this could be graduated in power. 2MP for equal to your Magic Stat, 4 MP for Double, 6 MP for Triple... The duration might be a problem though.
The reason why the duration was long was because you could only get a x2 no matter what. And even if it did last longer, it would probably be too weak to do any lasting damage.

I'll see what the Syd's Guide to Alchemy and Abjuration has to say
random mistakes


De-luck de-buff.
Root Entangle (2Mp)
Deal damage equal to your magic score, and also decrease their combat roll down to 1, regardless of the minimum dice roll. This lasts for 2 turns; the one casted, and the next turn. Another spell does not add to the time, just resets it.

Basically another status adding spell cause we dont have enough status effect spells... Good for taking down high C.D monsters and opponents. I'm planing how to not only kill Gerbo... But also kill his monk friend rofl Anything wrapping around a person and making it harder to move... Not impossible however.
It seems a bit overpowered, from a Status effect point of view. Maybe adding the same requirements of a Stun effect, and decreasing the duration...

Sorry, that was I typo, it was supposed to be a stun effect. And the damage can be tooken out. And how bout this? It goes to the minimum that could be rolled (which isn't alwasy 1), and instead of dealing damage out front, when you cast this spell on someone already entangled, it does damage double your Magic stat, but does not entangle someone more?

random mistakes

Stunning Ethereal Claw
Stun-claw (4Mp)
Deal damage equal to double your magic-score, and stun the enemy, causing them to not be able to use actions, or attack. The damage is affected by Combat dice, however, the stun actions still affects the target even if it can negate damage.

Were-org special spell... Probably the shaman's spell of choice. Good for leveling the playing field when facing weapon bearing foes. Mages would like this because of it's anti-fighter promise, and the warriors have a 50% chance to avoid stun, and a way to reduce damage due to it being a magical attack which they could try to 'dodge'. Picture three large lines of bright, focused sunlight slicing through the air.

I think it's the "or attack" part that bothers me the most.

Brain damage. Sometimes I think one or two means one and two... Atleast when I get into making something too much that my grammar sufffers. it's ' action and attack'

random mistakes

Attack buff
Wind-blade (+2Mp)
This spell increases your, or a party member's attack score by half your magic score, round down. An additional MP may be spent to increase the bonus by 2. The maximum you can spend is equal to how many points your magic stat is over the 3 mark. This lasts for a period of rounds equal to 1/3 of your magic stat.

Good for mages with no attack to get into team attack... And a good offensive buffing for the mages who cant attack themselves but their party needs the damage. Imagine slicing winds sheathed over a sword, or in the shape of a claymore.

Seems unbalanced. Duration, increased bonus requirements, and Mp cost need some tweaking. But I do like the concept.

I'll work on this.
random mistakes


Fimbulwinter Fury (6Mp)
Deal damage equal to your magic score x3, divided evenly among your enemies. Choose a number of opponents equal to your magic score divided by 3, round down. These opponents can only attack on the party-members who attack them. Spells and actions work normally though. This lasts for only the round of casting, and the next round. Bosses and liutenants have a 50% chance of not being stuck. Adds the status effect, 'Pinned'

A were-spell based on my origional character design of Bellamin... (( This was the spellsword's favorite spell combo, and the name of his ship in sci-fi universe)) Useful for mass stun, although it takes a high magic score to fully utilise the destructional abillity as this... Basically... Imagine a big explosion of sudden frost shooting out in a circular fashion around the caster, and large pieces of ice blowing out and wrapping around enemies.
I think I get it, but I'm not sure why. So a mage with a Magic Stat of 9, does 27 points of damage, evenly distributed to all opponents. He can then designate 3 enemies who are basically considered bound, and cannot approach an opponent. If they are approached, they can attack normally. They can still use Actions and Spells, (how about abilities, like Defender) however. So the ultimate ability here is to deny the strong warrior types who rely on normal attacks the ability to do what they are designed for. The damage portion of this spell seem a bit redundant; the true power is in the status effect. Perhaps losing the damage portion would make it more realistic, or at least reducing it.

Yah, the damage was supposed to be on the side... How bout damage equal to 1 and 1/2 your magic score round down, just to those select people? I guess defender and special attacks would still work. And yah... It's to rob the confident full time axe swingers of attacks... 50% of the time.

random mistakes


DM of Death

PostPosted: Fri Dec 14, 2007 12:19 pm


Status effect spell.

Frog: (5mp)
Target creature Has Attack, Defense, and Combat Dice reduced to 1 for 1 round. Target also looses ability to uses actions and spells. This counts as a stun effect.
PostPosted: Fri Dec 14, 2007 12:52 pm


If the target is attacked in the same round the frog status would have to be negated. I could see this as a possible spell for crowed control, though it might need to cost more. Otherwise its way too over powered. Not only is it the equivalence of being both a stunning blow and a pounce at the same that would also be some insane stat reduction.

Kowsauni
Crew


Perrian
Vice Captain

7,050 Points
  • Citizen 200
  • Flatterer 200
  • First step to fame 200
PostPosted: Fri Dec 14, 2007 1:21 pm


Why would the frog status need to be negated? It doesn't say "The target can not defend" or "cannot be attacked." I don't think it would need to be negated. Also, 5mp is a high amount, which I think fits Frog. Possibly 6mp would be better, but that is a rediculous amount. Even for my old Perrian, that would take 2 turns to dish out enough for a 5MP spell and 3 turns for a 6MP spell. Most mages would rather use their MP instead of save it so making it a high cost spell will make it more likely not to be used as much, except with the party pool.

And it isn't a pounce, it doesn't stop the target from attacking. It only weakens the attack.
PostPosted: Fri Dec 14, 2007 1:44 pm


Reducing someone Attack and Defense and Combat to 1 is basically the same as pouncing them let alone taking away there ability to defend themselves as well. It costs 6mp alone to weaken either one persons attack or defense by one's magic score. That’s only one stat, this is 3. If you were to combine all the existing spells and actions together to make this spell it would cost like 19 mp. Put it simply it is too much for one spell to do. If you think of it in an actual game situation it’s pretty over powering.

Kowsauni
Crew


Perrian
Vice Captain

7,050 Points
  • Citizen 200
  • Flatterer 200
  • First step to fame 200
PostPosted: Fri Dec 14, 2007 1:50 pm


True, unless you made another cost in addition to MP. Another cost could be like 5mp+ # of Life. (Not sure how much life they should probably sacrficie.)
Reply
General OOC Discussion

Goto Page: 1 2 3 ... 4 6 7 8 9 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum