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spell_shuffle [2017/09/22 17:27]
saru
spell_shuffle [2018/03/24 07:38]
karl moved to :arch: namespace
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 |Sorcery|Spells that remove energy (cold spells, draining, paralyzing/​slow/​fear/​confuse)|Sorcerers work magic to debilitate and freeze their opponents. The source of these arts is obscured but shunned arts such as necromancy are known to derive from this school and few feel comfortable discussing its merits in public. When applied directly to the environment,​ sorcery can drain the very heat out of the air. When applied to others the affects are truly horrifying, recipients can quickly become decrepit and befuddled and even completely unable to move.| |Sorcery|Spells that remove energy (cold spells, draining, paralyzing/​slow/​fear/​confuse)|Sorcerers work magic to debilitate and freeze their opponents. The source of these arts is obscured but shunned arts such as necromancy are known to derive from this school and few feel comfortable discussing its merits in public. When applied directly to the environment,​ sorcery can drain the very heat out of the air. When applied to others the affects are truly horrifying, recipients can quickly become decrepit and befuddled and even completely unable to move.|
 |Pyromancy|Spells that add energy (fire, lightning, light)|Pyromancers are specialists in using magic to generate and control energy directly. By carefully weaving magic to contain heat, fire that can melt flesh and bone can be controlled to the detriment of any who would stand in their way. A more subtle application of pyromancy is to use conduct the energy as electricity rather than fire, greatly improving the distance practitioner'​s destructive urges can be felt. | |Pyromancy|Spells that add energy (fire, lightning, light)|Pyromancers are specialists in using magic to generate and control energy directly. By carefully weaving magic to contain heat, fire that can melt flesh and bone can be controlled to the detriment of any who would stand in their way. A more subtle application of pyromancy is to use conduct the energy as electricity rather than fire, greatly improving the distance practitioner'​s destructive urges can be felt. |
-|Summoning|Spells that call and control monsters (golems, pets, etc)Summoners do not create things but rather bridge space and time to draw things to them. The summoning school has one of the worst causality rates as those who don't quickly learn the skills to control what they summon soon beckon something they shouldn'​t. These skills also give summoners the ability to readily move between areas by teleporting or even creating semi-permanent gateways that they and others can navigate through, instantly moving from one area to another.|+|Summoning|Spells that call and control monsters (golems, pets, etc)|Summoners do not create things but rather bridge space and time to draw things to them. The summoning school has one of the worst causality rates as those who don't quickly learn the skills to control what they summon soon beckon something they shouldn'​t. These skills also give summoners the ability to readily move between areas by teleporting or even creating semi-permanent gateways that they and others can navigate through, instantly moving from one area to another.|
 |Praying|Spells gifted by channelling your gods wishes through prayer|| |Praying|Spells gifted by channelling your gods wishes through prayer||
  
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   * StatSVN   * StatSVN
-    * http://​crossfire.real-time.com/​svn/​statsvn/​branch/​+    * http://​crossfire.real-time.com/​svn/​statsvn/​branch/​spell_shuffle/
   * ChangeLog   * ChangeLog
-    * http://​crossfire.real-time.com/​svn/​changelog/​branch/​+    * http://​crossfire.real-time.com/​svn/​changelog/​branch/​spell_shuffle.html 
 + 
 +===== Future Ideas arising from the spell shuffle ===== 
 + ​- ​ Limit the total number of a spells (and even spell schools) that a player can know at one time (perhaps also associated with player level) so that players must choose their prefered spells. This would make spells at different levels desirable as a player progress but not clog up the players spells at high levels (e.g. small bullet, bullet, large bullet). It also means players have to give more consideration how they want to play than simply learning everything. 
 +  -  Add more spells at high levels for the schools.  
 +    - Evokers could have something like animate weapon (evoke weapon?) that materialises and controls whatever weapon they have previously seen? holding?.  
 +    - Summoners could have something like a perpetual ball lightning (that doesn'​t destory items). 
 +    - Sorcerors could have a ball of draining magic? perhaps attacks with confuse, slow, paralyze?