loyus
Ronin Warlock
Posts: 20
|
Post by loyus on Dec 17, 2007 16:42:43 GMT -5
I'm sure a lot of you have imagined new spells for this game, and I'm curious to see them, so don't be shy and share them with everybody Let me start : Name : Divination Category : Enchantment Gestures : not sure Description : The subject of the spell is able to foresee the gestures of his opponent for the next turn. The opponent must enter his orders for the next turn before the subject of the spell, who will then have access to them before entering his own orders for the turn. The subject of the spell is also able to anticipate physical attacks such as monsters one or stabs and won't be hit. You are protected from the effect of this spell if you casted it on the same turn as your opponent(s). I'm not very good in english so maybe it's not very clear but I did my best. I'm not sure about the gestures because I'm not sure about the power of such a spell. Maybe if you could see all the data (gestures, spells, targets) it would be quite interesting... The shield-like effect make it somewhat interesting as well. It would be very powerful in melee prolly. So, what are your own custom spells ideas ?
|
|
|
Post by ExDeath on Dec 17, 2007 18:35:39 GMT -5
Hmm, interesting but not an overall powerful effect. I mean any mind spell is better since it gives you the same predictability plus restricts their gestures. But, it would be interesting if it was DW or SW (Maybe even PW?), to give you some idea of whether to carry on with a counterspell line or not, and it would make WWS better if you could also shield on the second W which is another effect of this spell.
|
|
|
Post by xade on Dec 17, 2007 20:12:45 GMT -5
I reckon this would be fantastic to use with Permanacy...
|
|
|
Post by vilhazarog on Dec 17, 2007 22:16:59 GMT -5
I'm not sure the game mechanic works though... what if both players cast it at the same time, then what? What if in a melee two players cast it and one didn't? You'd have to alter how force surrender works too, otherwise, when Warlock A casts it, Warlock B could wait to enter his moves until just under the force surrender deadline, and then quickly force surrender Warlock A who didn't happen to be online at the time and was waiting for you to enter your moves before he entered his. I like Slartucker's Free Action spell (immunity to para for 3 turns). How about Absorb Spell? You target the hand of the warlock that is going to cast a spell (like summon) and if he completes the spell, instead of it completing, the spell is immediately banked for you. (like Delay effect). What about some damage over time spells? Like Leech: target takes 1 damage a turn until cure light or cure heavy is cast? Maybe cap it at 5 damage? A million things you could do with summon... spell casting monsters? Anyway, spells are easy to come up with, the hard part is fitting in gestures for them that adds something to the game without destroying the balance... and too many new spells would make it harder and harder to fit the gestures into a crowded "spell space"... although I suppose you could always add more gestures...
|
|
|
Post by ExDeath on Dec 17, 2007 22:38:45 GMT -5
Anyway, spells are easy to come up with, the hard part is fitting in gestures for them that adds something to the game without destroying the balance... and too many new spells would make it harder and harder to fit the gestures into a crowded "spell space"... although I suppose you could always add more gestures... Well, really the best way is just to remove old spells. i.e. replace WPFD with that DoT you mentioned. Unless it's a really long spell, which there is always room for.
|
|
|
Post by Slartucker on Dec 17, 2007 23:30:02 GMT -5
The divination spell has been suggested frequently (commonly called "Precognition") and I think it would be a pretty neat spell, actually. If you make it last for 3 turns, it becomes quite powerful.
|
|
|
Post by nawglan on Dec 18, 2007 9:06:00 GMT -5
I'd like to see a snowball or something like that. Would allow you to escape a firestorm, fireball by negating the dmg if you target yourself. Just like fireball, but the ice version.
|
|
|
Post by BioLogIn on Dec 18, 2007 9:07:41 GMT -5
cone of cold
|
|
loyus
Ronin Warlock
Posts: 20
|
Post by loyus on Dec 18, 2007 9:12:21 GMT -5
Anyway, spells are easy to come up with, the hard part is fitting in gestures for them that adds something to the game without destroying the balance... and too many new spells would make it harder and harder to fit the gestures into a crowded "spell space"... although I suppose you could always add more gestures... Yes but it doesn't matter, this thread only asks for the easy part : coming up with a variety of new spells, gestures are secondary here since it can always be arranger later, even in another game than warlocks... This thread was inspired by the "purchasing spells before game" idea, we could imagine for example that before a game each player has to choose one and only extra bonus spell to add in his spellbook. Now we are asked to imagine what could be these new spells... A DoT spell is a neat idea ! But it would have to be at least a 5 gestures one imo. I'd also introduce a new element to the game : Name : Tornado Category : Damaging spell Gestures : SPWWc or SPSWc ? Description : The subject of the spell casts a Tornado that will strike every creature in the arena for 3 dmg. However, the tornado will avoid the subject of the spell (and only him). edit : Of course all creatures are stuck in the wind and cannot attack during a tornado turn (wich means stabs are also impossible) A deluxe area spell, perfect for cleaning a zone when surrounded by monsters. I honestly made the gestures in 30 secs but I tought a clap was important.
|
|
loyus
Ronin Warlock
Posts: 20
|
Post by loyus on Dec 18, 2007 9:12:51 GMT -5
Oh, and I agree we lack some cold spells
|
|
|
Post by Citanest on Dec 18, 2007 9:21:12 GMT -5
K, here's a couple of ideas from me.
Firstly, my replacement for paralysis:
Puppetry (wiggling fingers implies dancing marionettes to me) Category: Enchantment Gestures: FFF
Puppetry can be cast for three consecutive turns on one hand. Further gestures of F have no effect. Switching hands resets this three turn limit.
All other effects are the same as Paralysis.
That should keep paralysis useful, but not permit players to use it to stifle creative play. It would also make ParaFoD less gambling more skill.
New Spell:
Malignancy Category: Non-mind enchantment Gestures: DSFPSFc [really unsure about that]
Rules: Malignancy does 1 damage to target the turn after it is cast. The following turn it does 2 damage, the turn after 3 damage etc. [This might be too much. Perhaps 2 damage per turn from the turn of casting is better]
Malignancy can be stopped by a counterspell on the turn it is cast, but once cast, the only way to remove it is with Dispel Magic, Cure Heavy Wounds or Remove Enchantment.
Malignancy will still damage the victim on the turn it is removed [unsure about that- possibly better if not]
It does not cancel with mind spells.
There you go, a new accompaniment for Poison and Disease. The key with this spell though is that a successful cast will do some permanent damage. The gestures above might be too flexible... the Troll/Malignancy option might be too powerful... but it is a whopping 7 gestures ending in a clap.
Thoughts?
Edit - I only just noticed the DoT bit of the discussion. Seems like the idea is popular.
|
|
loyus
Ronin Warlock
Posts: 20
|
Post by loyus on Dec 18, 2007 9:57:20 GMT -5
I find the incremental dmg to Malignancy a bit powerful, but it's mainly because I find the gestures quite easy to pull. DSF then PSF wich gives you the choice to cast a troll or Malignancy, it's quite powerful knowing that your opponent will avoid the curse at all cost. A spell that takes away from you 1hp per turn is already very powerful considering we start with 15hp...
|
|
|
Post by Citanest on Dec 18, 2007 10:47:32 GMT -5
I don't think 1 damage per turn is powerful enough... it would have to be in place for 5 turns to be equivalent to a Bolt. If Disease if present for 6 turns you lose the game, so 6 turns of Malignancy should equally be pretty crippling.
|
|
|
Post by spez on Dec 18, 2007 13:01:48 GMT -5
An other idea which has been proposed before, but i liked a lot, the "Ice Lance / Fire Sword" idea.
Cast it at someone (player or creature). His "Combat Damage" (stabs for player, attack for creatures) are increased by 1, but the damage is now elemental and can be protected by the appropriate Resist.
A lot of possibilities (even protection possibilities if you happen to already have a resist in place).
Didn't think about the gestures though...
|
|
|
Post by xade on Dec 18, 2007 16:55:32 GMT -5
oh, Malignancy is nasty... though unlike Disease/poison, who's effects dissapear after it's dispelled, this one stays around forever (ie - you just lost 6 damage, live with it)... which tells me that it should be very difficult to pull off... And when I think difficult, I think DW's and FW's... Much like poison, but with a clap at the end... DWFWDWc There are a number of places to abort the spell, however, once you hit DWFW, there is ample time for a counter... and it's also the toughest spot in the weave to move out of... of course, you can always dummy to Blindness... There seems to be a lot of "big" spells that open DW, (Blindess, Delay, Poison), So what's one more option...
|
|