Personally i would want the gun rather than the pen when facing down an orc or evil dragon.
Ah, but what if you could cast Control Magick on the evil dragon and tell him to kill the orc?
OT: By the way, why are dragons always evil!? I mean, maybe they're just grumpy that humans are always bashing them!
Anyway, in a game like Hexen or Heretic, where you have spells instead of guns, alteration magick is just tomfoolery. I think my RPG may be less action-oriented than yours if that is your preference.
I think I like non-combative magick better because games like EverQuest and Final Fantasy are losing their luster for me as far as combat is concerned.
Name: Raging Ivy Element: Organic Range: OSR-SSR (Any single target) style: vines from the ground Effect: Immobilizes, Poison Status Effect: Vines burst from the ground to hold you in place and poison you at the same time!
Love the spell btw. Yeah but the thing is, Dragons are usually immune to weaker magic like mind control but you can kill them with attack spells PLUS I’m a warrior not a rouge or illusionist.
Dragons are very badly portrayed in mythology, i mean ffs you create a race of beings who are like Gods, have far more intelligence, power and ability than that of a human and can even become human if they wish to deal with their world AND THEN you make it so humans hunt them, kill them and hate them or fear them. We are gods you created and then you spite us. For your malice we reward you with our pact of vengeance. We kill you gladly.
The magic systems from a MMORPG or the most liner set of RPG's ever created is boring you, gee i wonder why. In this respect, non-combative magic would be the best option, however i would prefer to have improved combat rather than a submission to tactical game play...what about having both or the choice of.
Siolis
RPG: I'm going to rewrite this genre even if it kills me.
That's the neat thing about Magic: The Gathering; essentially, there are no resistances! Control Magic will work on anything that is a valid target. I think that's why I like it, because there's no random chance that my spell will totally fizzle out right before I get pummeled.
Of course, the reason I dislike it is the randomness of cards you draw; I guess if it weren't random, though, then all my friends with more expensive cards would soundly trounce me at every turn.
I like the idea of combative magick, but there are so many other areas to expand into. For instance: air magick would be good for damage and knockback, but you might also create an air bubble with which to explore underwater. Earth magick could create huge rocks, duststorms to blind enemies, or alter the terrain to give an archer a height advantage (on a much more complex game than mine)!
How would you feel if you had to learn basic non-combative spells before learning the uber-ultima stuff?
I mean, you'd have to learn Spirit Sense, just to see your own mana bar, then Spirit Channel to gather mana, then learn Telekinesis or some piddly utility spell, THEN you can start learning nuke spells.
I think it would re-mystify magick, but do you think it would turn off players who want to just jump into a wizard class and start nuking in the 1st 5 minutes?
XBox 360 gamertag: templewulf feel free to add me!
Original post by templewulf I totally agree with Fruny, in that, if you really were a wizard, you'd probably spend more time with mind-control spells, illusions, food spells, protection spells, than you would with any uber-ultima spells.
CRPG spells usually fall into one of two categories. Offensive spells, and buffs. And frankly, it gets old fast. You only need *so many* attack spells, and there are only so many buffs you can cast before it gets silly. Where are the interesting, quirky spells with subtle, but highly abusable effects?
Name: Inflict Hunger Element: Organic Range: OSR-SOR (Any single target + additional nearby targets) style: no visible effect Effect: Alters behaviour Status Effect: The affected targets are stricken with incredible hunger that immediately distracts them from their current purpose. Sentient creatures will seek to take a break from whatever they are doing and seek suitable food to eat at the earliest possible opportunity. Carnivorous creatures will immediately attack the nearest suitable prey animal, or leave the area to go hunting. Herbivores will simply stop whatever they're doing, locate the nearest suitable plant life and start grazing. This spell has no effect on creatures that do not eat, such as undead, plant based creatures, elementals etc. This spell can be immediately countered by Adjuration of the Elder Leporidae Lords. [grin]
Original post by Sandman Where are the interesting, quirky spells with subtle, but highly abusable effects?
Quirky AND abusable? I say rating++ on that!
I've also been playing Shin Megami Tensei lately, and being able to talk to monsters seems terriffically novel in the context of all these super-ultima spells. [lol]
One thing in CRPGs I've noticed is that all status effects are useless unless cast on you! If demi doesn't work on anybody but a monster with 5hp, then why did you include it at all!
I think some additional diverse status effects could help. How about Inflict Hypochondria! Creates intense fear of everything not disinfected.
Off-Topic: Man, I've been posting waaaay more than I should today. Especially for being at work...I mean -- oh, crud, don't tell anyone!
XBox 360 gamertag: templewulf feel free to add me!
Original post by templewulf I'm not sure I like the Warner Brother's RPG, but at the very least you can be sure it hasn't been done too many times! [smile]
I take it you've never played Toon. Since this is the Game Design forum, I think the designers's names should be familiar to you...
"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." — Brian W. Kernighan
Name: Magic Distractor Element: Non-Elelmental Range: Single Target or a few close together targets style: While several enemies are facing the caster, the caster creates an illusion of a giant monster. He then yells "Oh my goodness, what is THAT thing?!" and points over the enemies shoulder. If the targets turn around they are shocked and distracted by the imaginary beast which stays stationary and remains until the caster moves more than 100ft away, then it vanishes. Effect: none Status Effect: illusion
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Name: Ungrateful Dead Element: Devilic Range: A wide area around the caster style: Any dead characters around the caster rise up as undead zombies. However, they are obviously displeased about that and will hunt down the caster to kill them. They can't be killed with conventional weapons and will attack and destroy anything that stands between them and the caster. They will only find peace if they either kill the caster or are cleansed with certain Angelic spells, then they return to corpses. Effect: Raise from dead Status Effect: Turn to zombie
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Name: Ranged Yoink Element: Wind Range: Single Target Item style: Caster reaches out to one holdable item or equipment item (Small rock, stick, sword, potion etc...) that is on the ground and not in a locked chest or being carried by a character. This item then flies into the casters hand where it can be used as if they had picked it up normally. Effect: grab item Status Effect: none
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Name: Instant Sword Element: synthetic Range: The Caster style: a sword magically appears in the casters hand and can be used like a normal sword. However, if they un-equip it or if it is stolen the sword vanishes into nothing. Effect: Get sword Status Effect: none
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Name: Take the Pain Element: Angelic Range: One target style: The caster chooses one injured ally and absorbs all their damage and negative status effects, the ally is healed to full health. So if the ally is paralysed and has 20 hp of damage, the caster receives 20hp damage and becomes paralysed but the ally is cured of both. Effect: heal ally, take damage Status Effect: whatever the ally had
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Name: Share the Pain Element: Devilic Range: One Target style: Same as Take the Pain but gives YOUR status aliments to an enemy and cures you. Effect: Heal you, damage enemy Status Effect: whatever you had
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Name: Steal Skin Element: Devilic Range: One target style: When enemy has low health or is unconsious, you kill them and take on their shape. While disguised, you can't attack, cast spells, or talk to others without reverting to your natural form but you are treated like the creature you stole the skin from. Effect: damage Status Effect: disguise
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Name: Turn Blue Element: none Range: the caster style: the character turns completly blue, this includes their clothing weapons and armor, if they change armor or weapons the new item turns blue and the old one returns to normal. Effect: Change color Status Effect: turn blue
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Name: Turn Red (see above)
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Name: Invert Gravity Element: celectial Range: one target style: the targets field of gravity is reversed, if it can fly it simply turns upside down but can't dive bomb, if it can't fly it falls into the sky or onto the ceiling. the effect wears off after a few minutes (basically an instant-kill for ground based creatures in an open space and immobilizes flying creatures or ones indoors for awhile). Effect: instant kill or immobilise Status Effect: none
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Name: Attack in the Box Element: none Range: the caster and any allies style: The caster creates a gift box. Then they and all allies shrink and get inside. When an enemy gets near to the box, the group leaps out and all hit the enemy with a standard attack. After this one attack, the group returns to normal and the box vanishes. If the enemy attacks the box, the group returns to normal and each gets damaged as if they were struck normally. Effect: none Status Effect: none
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Name: Pie on the fly Element: devilic Range: group of enemies style: Creates an "evil pie" the pie is super-delicious and restores max HP to whoever eats it, naturally all enemies will want to eat it. However, the pie is evil and always moves away when anyone approaches it. The result is that soon all the enemies are chasing a pie that runs along the ground just beyond their grasp. Effect: create item Status Effect: attract
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Name: My Sign Element: synthetic Range: caster style: Creates a sign right infront of the character that reads "[Casters Name] was here." Effect: create item Status Effect: none
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Name: Toon Dodge Element: Devilic Range: Caster style: For a while, the caster becomes highly elastic and dodges any and all physical attacks. While dodging, the character qickly stretches jumps and flattens to avoid damage. They can still be hurt or killed by magical attacks... but if they are killed or petrified or whatever they are instantly revived with full HP but without Toon Dodge. Also, while they can still attack if they actually kill anything it stops being funny and they lose their Tooniness. Toon Dodge wears out after a few minutes. Effect: invincibility Status Effect: Tooniness
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Name: Thunderwear Element: Thunder Range: Caster style: After casting, the casters pants glow brightly with electricity. They receive slow damage while it's in effect, but any enemies that venture close are repelled with powerful electric attacks. It wears out when either the casters HP gets low or after a few minutes. If the caster is hit with an electric attack, they avoid the damage and Thunderwear gets re-cast on them lengthening the time. There is a small chance the caster will get paralysed whenever Thunderwear repels an enemy. Effect: slow damage to caster, damage to enemies Status Effect: Possible paralysis to either caster or enemies
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Name: Leveling gaze Element: non-elemental Range: Multiple targets infront of caster style: All enemies with a level significantly lower than the caster (ie the level 3 bunnies that harrased the player at the beginning of the game but are an annoyance when they waste his time at level 20) are instantly incinerated with heat-vision... even if they are supposed to be immune to fire. This spell uses very little power and can be auto-cast just so those pesky weak monsters don't waste any more time with their mere existance. It can't be used on monsters with levels more than half of that of the casters. Effect: insto-death Status Effect: more death (just so they don't come back as zombies)
Name: Pie on the fly Element: devilic Range: group of enemies style: Creates an "evil pie" the pie is super-delicious and restores max HP to whoever eats it, naturally all enemies will want to eat it. However, the pie is evil and always moves away when anyone approaches it. The result is that soon all the enemies are chasing a pie that runs along the ground just beyond their grasp. Effect: create item Status Effect: attract
====
LOL! XD
Quote:
Original post by templewulf That's the neat thing about Magic: The Gathering; essentially, there are no resistances! Control Magic will work on anything that is a valid target. I think that's why I like it, because there's no random chance that my spell will totally fizzle out right before I get pummeled.
Of course, the reason I dislike it is the randomness of cards you draw; I guess if it weren't random, though, then all my friends with more expensive cards would soundly trounce me at every turn.
I like the idea of combative magick, but there are so many other areas to expand into. For instance: air magick would be good for damage and knockback, but you might also create an air bubble with which to explore underwater. Earth magick could create huge rocks, duststorms to blind enemies, or alter the terrain to give an archer a height advantage (on a much more complex game than mine)!
How would you feel if you had to learn basic non-combative spells before learning the uber-ultima stuff?
I mean, you'd have to learn Spirit Sense, just to see your own mana bar, then Spirit Channel to gather mana, then learn Telekinesis or some piddly utility spell, THEN you can start learning nuke spells.
I think it would re-mystify magick, but do you think it would turn off players who want to just jump into a wizard class and start nuking in the 1st 5 minutes?
Well you’re talking field magic which should be available in RPG's, the more of it the better. I say that because of games like Golden Sun which have loads of field magic and use it very well in all of the games puzzles.
I wouldn’t mind learning non-combat magic but it should be AS WELL as combat magic i.e. learn a spell to move rocks like telekinesis but also access to fire ball. I’m not sure you should go as basic as "Learn a skill to see your own Mana bar" though.
There’s always going to be someone who wants to cause big flashy explosions before learning any puzzle based magic but as I’ve just said, learn it equally to satisfy both ends of the spectrum.
Siolis
RPG: I'm going to rewrite this genre even if it kills me.
Name: Halon Burst Element: Water Range: STR - A wide area around and including yourself style: A swirling cloud of white mist Effect: Extinguishing, area of effect dispell Status Effect: Extinguishes all fire effects (on both caster and enemies) in a radius around the caster. This includes but is not limited to offensive burn effects, ignited materials, fire-based buffs and debuffs.
Name: Starless Night Element: Celestial Range: OSR-STR - Any single target and a wide around that target (extra spill effect) style: A field of darkness accompanied by invisible shards of energy Effect: Slashing damage Status Effect: Spikes of energy rend the body and soul of the target(s), dealing light physical damage that is uneffected by armour or magic resistance. Effectiveness doubled if the target is defending or under the protection of any defensive ability.
Name: Red Cell Element: Devilic Range: SSR - Yourself style: A flickering red aura Effect: Adrenaline boost, minor haste Status Effect: Increase the casting, attack and movement speed of the user by 30%. However, all mana consumed and damage taken is increased by 30% as well.
Original post by Radiostorm Name: Red Cell Element: Devilic Range: SSR - Yourself style: A flickering red aura Effect: Adrenaline boost, minor haste Status Effect: Increase the casting, attack and movement speed of the user by 30%. However, all mana consumed and damage taken is increased by 30% as well.
You made a very good spell hear becuase no one has mentioned trade off spells yet such as lowering one set of stats to raise the level of anouter such as: O Raiseing M-Attack and P-Attack by 30% O Lowering M-Defence And P-Defence by 30%
The mana cost of this kind of spell would be low or nothing due to the trade off.
Siolis
RPG: I'm going to rewrite this genre even if it kills me.
Name: Tic-Tac-Toe Element: Computive Range: single Mechanical/robotic target style: The target is forced to play Tic-Tac-Toe with itself. Status Effect: Target is stunned for n turns until gives up. n dependant on targets computive power.
Name: Global Thermo-nuclear War Element: computive Range: single Mechanical/robotic target style: The target is forced to play Global Thermo-nuclear War. Status Effect: Target is stunned for n turns until gives up. n dependant on targets computive power. Effect: May result in other character on battle field being nuked. Dependant on targets computive power.