User talk:Gargamel

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random email from 2004 that I found ... I'll expand on these later:


Spells

"Drainers" - I figure wizard can make some use of the "Drain" damage type, and hopefully these spells could be coded in a way that won't be easily exploited...

  • Lifetap - (level 8-15ish) - drains 5% of the target mob's hitpoints, (obviously very useful in the beginning of a battle, but less so as the battle goes on), maybe have it damage the caster for 5% as well?, slight casting delay .... don't want to spamcast something like this and have a mob go down to low hps too quickly... maybe success dependent on the level of the caster v. the target.
  • Lifesteal - (level 40-50ish) - drains 10% of the target mobs hitpoints, same as above only maybe a slightly longer casting delay?
  • Lifedrain - (level 85-90) - drains 20% of the target mob's hitpoints, (higher %?), this one should have a penalty to the caster in terms of hps, fairly long casting delay...
  • Dieing Breath (level 35-50) - (or a cooler name if you can think of one) basically, the spell power is dependent on the caster's hps...the less hps a caster has, the more powerful the spell (maybe it would be done as a %?) so if a wizard had 200 hps, at full strength the spell would do a base damage of say, 50? (less?) and if the wiz had like 20 hps (10%) the spell would be much more powerful (just using wizard as an example) - this could possibly also be exploited with a large hp amount via vamp touch...

"The Sky is Falling" - i'm a big fan of meteor swarm, and figure we can have a family of spells related...i'm not sure what i would choose for the damage type..maybe a mixed bag for the different spells -- energy, earth, fire

  • Meteorite - (level 6-10) - damage range probably around "color spray" currently.
  • Meteor - (level 15-20ish) - similar to fireball damage (maybe even keep the fire damage type or earth)
  • Meteor swarm - Keep as is...
  • Comet - (level 35ish) - damage range around slay maybe? - 300 damage? (fire damage)
  • Star Shower - (level 50-55) - area damage, basically beefed up meteor swarm - keep the energy damage type on this one
  • Asteroid - (level 65-70) - Fairly high damage, maybe a bit less than the current WOD - i'm thinking 600-750 maybe? - dont know what necro or other class damage spells are in this range...
  • Extinction - (level 95-99) - basically calls forth a major asteroid from the skies - could be either area or single target damage - could even have a small percent chance at instant death, but if not, still pretty major damage...massive damage, big time casting delay - could there even be a 1-time fight casting limitation?, maybe some of the same effects on caster as fission bomb? (blind, hp loss, death?)
Possibly have Extinction changed to "Moonfall" if Nynaeve gets her wish and has "moon" damage added......

"Physical Damage" - spells that are based on the caster "summoning/conjuring" magical weapons to strike the target.

  • Needle Spray - (level 1-5) - very similar to magic missile only with pierce damage...
  • Blade Fury - (level 20-25) - Slash damage, the wizard conjures magical swords to strike the target...maybe 100/150 ish damage?
  • Hammer of Wrath (Mallet of Malice?! hehe) - (level 37-42) - Blunt Damage - caster conjures a magical hammer that slams into the targets skull - varied damage, 50-250?
  • Arcane Sabre - (level 60) - the wizard traces the shape of a sword with his finger, uttering certain arcane words...the sword flies directly at the targets chest, inflicting damage - maybe 400ish?
  • Dagger of the Mystics - (level 75-80) - the wizard summons a dagger made purely of magic to repeatedly strike the target...maybe either 1 time damage of 500-650, or damage over time (think rotting flesh/poison) of maybe 50-75 per round for 5-10 rounds
  • Blade Shield - (level 50?) - caster conjures a number of spinning blades to whirl around him, 15% slash resistance.... ONLY ABLE TO CAST ON SELF -- **could be done similarly with other damage types, pierce/blunt)

"It's time to get Nucular" - there isn't a lot out there currently, so why the hell not..

  • Gamma Ray - (level 10-15) - caster summons a small amount of radiation to spring forth from his hand at the target...(damage similar to color spray, chance to poison?)
  • Gamma Blast - (level 40) - stronger version of above - 200ish damage? (better cast to poison? or maybe chance to blind)
  • Event Omega - (level 97-99) - very strong...could be used as an area attack or single target..up to you.. i'm thinking fission bomb's big brother...massive damage, high chance to cause the bad side effects (might need to recode this, because wizards won't have mana....) - or possibly just have it reduce the casters hp to 25% of maximum?

"presto-chango-rearrango" - or "might morphing mages"

I have quite a few ideas for these, dependent on how many you would want, if you'd want them to be spells similar to what necro has, or a much larger addition to the polymorph list....but I could come up with about 10ish right off the bat

"miss-key-lay-knee-us"

  • Sacrifice (maybe another name?) - (level 33-38) - to take the place of magical burst (leave that on sorcs?) -- The wizard could sacrifice a number of int/wis (can't remember which one is important to wizards) in favor of magic points.
  • Arcane Wisdom - (level 80+) - the wizard utters certain arcane words that enable him to reduce his memorization time by 10%. Maybe limit this one to once per day? - could be a granted spell.
  • Close Portal (!) - (20 levels after the portal spell) - please please please?!
  • Double - (level 70) - during battle, the wizard summons the image of himself from the ethereal plane. The image takes 100% of the damage for the next round. (limit this...maybe major casting delay) - possibly exploitable..there would have to be some checks on this one...
  • Enchant Shield - (level 50-65) - gives the caster the ability to imbue a shield with an elemental resistance... (i,e cast 'enchant shield' fire Shield) - would give the shield 10% resist fire to the wearer. Restrict this so that a shield could only be imbued with one element at a time. Maybe at level 50, it gets 5%, 65, 10%, 90 - 15%?
  • Illusionary Barrier - (level 60-70) - caster calls forth an illusion of a solid wall, effectively blocking an exit for a short period of time
  • Quench/Sate - (level 30-40) - allows the caster to becom !hunger/!thirst for a short while, NOT stackable, cast only on SELF
  • Essence of the Troll - (level 65) - toughens the casters skin - effectively adding 10% of the casters NATURAL maxhit (this spell is a BAD idea if it isn't limited to natural hps...othewise ppl will use it in conjunction with black scrolls for MEGA hps)
  • Mystical Cloud - (level 20) - replacement of the fly spell...
  • Luminescence - (level 10-15) - allows the wiz to create an item to be worn in the "orb" slot (unless that's a remort only spot..not sure), with no stats other than infinite light. Or, possibly similar to another spell on the mud, adds light to a previously extinguished source.... ORRR - a combination of infravision and detect invis *which would be clutch*
  • Gloom - (level 5) - creates a cloud of darkness around a mob's head (basically blindness)
  • Binding Ties - (level 37-43) - during battle can be cast on the target which if successful would "stun" the target from doing anything (the target's arms would be bound) - this again would have to be time/round limited

(these were all from the 99 lvl days - so there would need to be some adjustments - i just wanted to get them down on the wiki before i forgot about them!)