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Staredit Network -> Ideas -> Spell Concept
Report, edit, etc...Posted by Zeratul_101 on 2006-11-23 at 00:39:04
okay, i want the public help on a spell concept of mine. the concept requires 36 spells. currently, there are 23 spells done, meaning i still need help with ideas for 13.
QUOTE
Alpha & Omega - Spell Concept:

      The Spell Archive is based on the Greek alphabet.  Each letter represents a spell.  The spell archive will be divided into two Spell Sets,  the first will represent Life, while the other half represents Death.  Life can also be seen as Additive and Death considered Subtractive.  Each spell will be related to the mirrored spell on the other spell set, forming a Spell Pair.  Generally speaking, the spell pairs will have an Objective, but will differ in how they accomplish it due to the influences of their spell set.  For example, the objective for Alpha(Life) and Omega(Death) is to cause a change in HP.  Alpha, influenced by being an Additive spell, will restore the user's HP.  On the other hand, Omega will accomplish this HP modification by subtracting HP from an enemy.  From a top-down perspective of the spell archive, Additive spells will increase in power, while Subtractive spells will suffer a decrease.  Although spells will function when cast individually, by completing their spell pair, a Synergistic Spell can be employed.  A synergistic spell is the result of using both spells in a spell pair.  While the synergistic spell may simply be the combination of the base spells, it will likely be significantly different, often with a modified objective.  From a top-down perspective of the Additive spell set, correlating with the Subtractive spell set, the synergistic spells will decrease in power.  However, each synergistic spell is still stronger than the strongest individual spell.  The player will be allowed to attempt to form synergistic spells without using the spell pairs.  Although, in the vast majority of cases, this will result in negative effects for the player.  Certain spells may require the use of a medium or pre-requisite condition.

Spells will have their own Greek letter designation and also a spell name.  "???" signify areas in need of construction and public input. 

Spell-Pair Overview

Life/Death
Guardian/Pestilence
Light/Shroud
Growth/Necrosis
Conjugation/Pain
War/Fatigue
Persuasion/Treachery
Birth/Leech
Regenesis/Deception
Creation/Destruction
???/???
???/???

Spells
Letter  ---  Spell Name  --- Spell Description

Ordered

Alpha  ---  Life  ---  A simple healing spell for the hero.

Kappa ---  Birth  ---  Duplicates of an ally unit will be created. 

Lambda  ---  Regenesis  ---  A dead ally unit is resurrected with temporary invulnerability.  However,  the hero will lose the ability to invoke                                           'additive' spells for a temporary amount of time.

Mu  ---  Creation  ---  The hero will be temporarily transformed into a deity-like creature.  At the moment of its creation, it will absorb all                                      non-boss friend or foe units within itself.  When the deity-form is killed or the timer expires, the hero will revert back                                  to its standard form and all the absorbed units will reappear.

Nu  ---  Destruction  ---  A lightning storm is created all across the map.  The lightning strikes will occur randomly, but will be more                                                 concentrated around the caster.  The lightning strikes will target moving units, have a splash radius and will not 
                                   distinguish between friend or foe.  Also, this spell will be able to cause changes in the storyline.  The spell will not                                       affect interior locales.

Xi  ---  Deception  ---  The spell will instantly kill an adjacent, non-boss enemy.  However, the hero will receive an equal amount of damage                                  to that he caused.

Omicron ---  Leech  ---  A duplicate of the targetted enemy unit is created as an ally unit.  The new unit will 'leech' half of the enemy HP. 

Omega  ---  Death  ---  A simple damage spell.

Unordered

  ---  Conjugation  ---  Forces the enemy units to move towards your hero, whilst stopping their attacks.

  ---  Pain  ---  Explosive pulses are dispersed outwards in a circular pattern for a limited radius.

  ---  Guardian  ---  Spawns one of several ally units.  The type of unit spawned will be dependent on locale and/or mediums used for                                      spawning.

  ---  Pestilence  ---  A gradual loss of HP for the targetted enemy unit.

  ---  Light  ---  The vision of the hero is increased in dark areas, otherwise, it dispels the 'Shroud' spell.

  ---  Shroud  ---  This spell causes clouds to be formed overhead, resulting in a reduction in or a total loss of vision.  Lighting conditions                                inside buildings or other interiors are not affected.  The spell must be activated for the 'Destruction' spell to work.  This                              spell will continue working until it is dispelled by the 'Light' spell.

  ---  Growth  ---  The spell will cause plant life to rapidly grow.  As a result, enemies will become entangled and temporarily immobile.  This                           spell can only function in locales with plant life.

  ---  Necrosis  ---  This will cause the death of surrounding plant life, resulting in the release of poisons which will then poison your hero,                                 ally unit, and enemies.  This spell can only function in locales with plant life.

  ---  War  ---  Ally units, not including your hero, will possess regenerative HP and increased attack damage.

  ---  Fatigue  ---  Enemy units will suffer temporary fatigue and will absorb more damage, counter-attack less often, and do less damage                              per counter-attack.

  ---  Persuasion  ---  An enemy unit will become an ally one.

  ---  Treachery  ---  An enemy unit will turn on its allies. 

  ---   ???  ---  ???
  ---   ???  ---  ???
  ---   ???  ---  ???
  ---   ???  ---  ???

Synergist Spells

  ---  Life/Death  ---  ???

  ---  Guardian/Pestilence  ---  ???

  ---  Light/Shroud  ---  ???

  ---  Growth/Necrosis  ---  Enemy units will first be immobilized in the manner of the 'Growth' spell.  Depending on the strength of the                                                enemy unit, it will be able to escape the entanglement.  After a period of time, the growth will undergo an                                                amplified version of the 'Necrosis' spell, immediately killing all enemies still entangled.

  ---  Conjugation/Pain  ---  A circular pulse wave forms around the hero and begins to collapse inwards towards the hero.  At the same                                                time,  the normal 'Pain' spell is activated, sending a cicular pulse extending from the player.  Also, enemies                                              are forced to move towards the outer limit of the 'Pain' spell.  Both the inbound and outbound spell will reach                                            the range limit of the outbound at the same instance, resulting in double damage for enemy units on that                                                ring.

  ---  War/Fatigue  ---  ???

  ---  Persuasion/Treachery  ---  ??? 

  ---  Birth/Leech  ---  ???

  ---  Regenesis/Deception  ---  ??? 

  ---  Creation/Destruction  ---  The 'Shroud' spell must be cast prior to the activation of this spell.  The hero will be morphed into a deity-                                                 like creature, different than the one created from the 'Creation' spell.  This deity will represent evil and                                                     feature invulnerability.  The player will lose control of the hero, which will randomly attack both ally and                                                     enemy units with lightning strikes.  Also, the deity will only be able to attack outside of interior locales. 
                                             The hero will revert back to its standard form at the time of its choosing.  In addition, the deity-form will                                                   leech HP from the hero for the duration it exists.

  ---   ???/???  ---  ???
  ---   ???/???  ---  ???

while i primarily want help with more spell ideas, input on the existing ones will be fine.

ps, yes the name 'Alpha & Omega' is directly taken from Tux's cancelled production. It also inspired this concept.
Report, edit, etc...Posted by JaFF on 2006-11-23 at 12:17:58
  • You set a bomb that explodes when you give the signal. The closer a unit is to it, the more damage it gets
  • You unleash scarabs
  • Laser beam - deals damage to all units in a line from your hero to the point you target with the beam
  • Mana shield
  • Evasion - you cast it, and you have a chance to evade an attack for some set period of time

Sorry if I repeat some of yours - I just skimmed the text.
Report, edit, etc...Posted by Fallen(uF) on 2006-11-23 at 12:44:52
Arbiter with a tornado and explosion effects under it. It'd have several carriers with it and it'd kill units under it... or in the case of a boss do virtual damage.
Report, edit, etc...Posted by JaFF on 2006-11-23 at 14:43:41
That would look wierd and unprofessional.
Report, edit, etc...Posted by Zeratul_101 on 2006-11-23 at 22:13:36
QUOTE(Jammed @ Nov 23 2006, 09:17 AM)

  • You set a bomb that explodes when you give the signal. The closer a unit is to it, the more damage it gets
  • You unleash scarabs
  • Laser beam - deals damage to all units in a line from your hero to the point you target with the beam
  • Mana shield
  • Evasion - you cast it, and you have a chance to evade an attack for some set period of time

Sorry if I repeat some of yours - I just skimmed the text.
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little bit too futuristic there wink.gif , i forgot to mention, the spells should be fitting for a medieval rpg.

what i want is unique ideas, or a least a more creative version of existing ones. ones that has a twist usage are especially good. take conjugation and pain for example. conjugation simply orders the enemy units to move toward your hero. while that may seem like a very bad thing, it stops the enemies for attacking for a certain period of time(allowing your spawned units to attack them) and it also brings them within range of the pain spell(which is just basically a very short-ranged shockwave).

a good descriptor would be to make the spells mysterious.

mana shield and evasion are medieval enough, but they are just too generic :/

QUOTE(Fallen(uF) @ Nov 23 2006, 09:44 AM)
Arbiter with a tornado and explosion effects under it. It'd have several carriers with it and it'd kill units under it... or in the case of a boss do virtual damage.
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what Jammed said
Report, edit, etc...Posted by JaFF on 2006-11-27 at 14:43:51
I suggest you re-organize the description, because otherwise the medium SEN member won't understand you. pinch.gif Just ask them for ideas, and then do the organizing, distribution by classes and other stuff.
Report, edit, etc...Posted by Zeratul_101 on 2006-11-27 at 21:32:17
me and my elitist-style descriptions pinch.gif ... just two more spells pinch.gif

ADDITION:
ps, ZOMG!!! you're back!! how was hiking?
Report, edit, etc...Posted by JaFF on 2006-11-29 at 07:59:46
Hiking was good indeed.

Spells:
  • Meteors fall randomly around you (taken from Diablo 2's Druid)
  • You can't move, and the enemy units also can't for a set amount of time
Report, edit, etc...Posted by Zeratul_101 on 2006-11-29 at 11:19:42
QUOTE(Jammed @ Nov 29 2006, 04:59 AM)
Hiking was good indeed.

Spells:

  • Meteors fall randomly around you (taken from Diablo 2's Druid)
  • You can't move, and the enemy units also can't for a set amount of time

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lolz, i actually have both. but instead of meteors, i have lightning('destruction' spell). that second spell is actually split into two spells. one where you can't move and can't get attacked, the other where the enemy can't move but can be attacked.
Report, edit, etc...Posted by JaFF on 2006-11-29 at 14:26:28
Sorry, that was off the top of my head 5 days after reading your first post.

How about a wave of interceptors that is ejected from you in a direction. Each interceptor deals a set amount of damage.
Report, edit, etc...Posted by Zeratul_101 on 2006-11-29 at 21:26:34
well, the thing is, i don't want a direct damage spell. cause of the current 4 damage spell, only omega(the last spell you should receive) is the only one without a stipulation of any kind. 'destruction' requires you to be outside(and requires tons of mana), 'plague' requires the unit to be biological(think Irrad), and 'pain' requires the unit to be fairly close. while omega will hurt anyone at a great range regardless of your location.

basically, i want to establish a 'flow' with the spells and use them as an element of storyline rather than solely gameplay.
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