Spell suggestions
- MoC-Icefire
- Channeler
Name: Mana Tunnel
Cast: M (To use tunnel, you use Warp)
Mana cost: Cheaper than beacon, allowing for effective transport quickly between areas in a battle especially.
Power Cost: Takes all power (With no doms) Add about an eighth of the bar for each extra dom.
Description: Mana Tunnel functions very similarly to a beacon. It is a version of travel. In order to use, you must have one in your view region. Once that is accomplished, target and use the Warp spell.This will bring you to a list of tunnels in your area. To move through a tunnel takes from 5-10 seconds, depending on how far the tunnels are from each other. Never exceeds 10 seconds, never is shorter than five, even if they are right next to each other.
Benefits: Is more efficient in battles to move around, perhaps to flank enemies, or get to difficult areas. Still can only be casted to the immediate area next to you, similar to a beacon.~
Costs less mana~
Health is overall stronger than beacon, changes with specialization.~
If the other tunnel is in your area, you can go to it, regardless of whether or not they are your friend. You still cannot tunnel to enemy tunnels.~
Downsides: Is less efficient than the beacon when not in a battle, considering that it takes time to warp between them.~
Costs quite a bit of power to use.~ [unconfirmed how much, will need opinions.]
NEXT:
Name:War Chant
Cast: -
Mana Cost: Almost nil, about 60 mana.
Damage: 100 (Give or take about 50 damage, similar to WCoL(War Chant of Light), how it varies every time it is cast.)
Description: A downgraded version of the WCoL. Cannot be specialized, only has one rank, which you receive upon starting as a level 1.
Benefits: Effective vs. weaker spirits, or when a spirit/mage is about to die~
Costs almost nothing, especially in comparison to WCoL~
Downsides: Almost not effective at all against healthy spirit/mages.~
Does very little damage.~
Only has one Rank, so damage range is kept, besides upgrades in willpower.
NEXT:
Name: Shroud of Darkness
Cast: l (lower case L)
Mana Cost: Half Bar
Power Cost: Not much (About a tenth of the bar.)
Description: Encases you in a shroud of darkness, shielding yourself from your enemies prying eyes. You can attack in this state, however your cloak will be lifted as soon as the spell is cast.
Benefits: Effective for recon missions. Useful when trying to evaluate the opposition, especially in large battles.~
Completely invisible and untargetable.~
Stays with you between warps, and beacons. (If tunnel is implemented, that too)~
Useful for going to danger zones, such as AHC'S for the Animators, or ABC'S for Architects, as you will be able to go in, undetected.
Downsides: Cloak lifted upon casting a spell. The only exception being warp spells.~
Ineffective to use any other times than at battles or on recon missions.~
Cast: M (To use tunnel, you use Warp)
Mana cost: Cheaper than beacon, allowing for effective transport quickly between areas in a battle especially.
Power Cost: Takes all power (With no doms) Add about an eighth of the bar for each extra dom.
Description: Mana Tunnel functions very similarly to a beacon. It is a version of travel. In order to use, you must have one in your view region. Once that is accomplished, target and use the Warp spell.This will bring you to a list of tunnels in your area. To move through a tunnel takes from 5-10 seconds, depending on how far the tunnels are from each other. Never exceeds 10 seconds, never is shorter than five, even if they are right next to each other.
Benefits: Is more efficient in battles to move around, perhaps to flank enemies, or get to difficult areas. Still can only be casted to the immediate area next to you, similar to a beacon.~
Costs less mana~
Health is overall stronger than beacon, changes with specialization.~
If the other tunnel is in your area, you can go to it, regardless of whether or not they are your friend. You still cannot tunnel to enemy tunnels.~
Downsides: Is less efficient than the beacon when not in a battle, considering that it takes time to warp between them.~
Costs quite a bit of power to use.~ [unconfirmed how much, will need opinions.]
NEXT:
Name:War Chant
Cast: -
Mana Cost: Almost nil, about 60 mana.
Damage: 100 (Give or take about 50 damage, similar to WCoL(War Chant of Light), how it varies every time it is cast.)
Description: A downgraded version of the WCoL. Cannot be specialized, only has one rank, which you receive upon starting as a level 1.
Benefits: Effective vs. weaker spirits, or when a spirit/mage is about to die~
Costs almost nothing, especially in comparison to WCoL~
Downsides: Almost not effective at all against healthy spirit/mages.~
Does very little damage.~
Only has one Rank, so damage range is kept, besides upgrades in willpower.
NEXT:
Name: Shroud of Darkness
Cast: l (lower case L)
Mana Cost: Half Bar
Power Cost: Not much (About a tenth of the bar.)
Description: Encases you in a shroud of darkness, shielding yourself from your enemies prying eyes. You can attack in this state, however your cloak will be lifted as soon as the spell is cast.
Benefits: Effective for recon missions. Useful when trying to evaluate the opposition, especially in large battles.~
Completely invisible and untargetable.~
Stays with you between warps, and beacons. (If tunnel is implemented, that too)~
Useful for going to danger zones, such as AHC'S for the Animators, or ABC'S for Architects, as you will be able to go in, undetected.
Downsides: Cloak lifted upon casting a spell. The only exception being warp spells.~
Ineffective to use any other times than at battles or on recon missions.~
- MoC-Icefire
- Channeler
Tell me what you think. Constructive criticism only please!
~Mages of the Century - Icefire
~Mages of the Century - Icefire
Edited by MoC-Icefire (Sept. 29, 2011 00:56:25)
- Birdnerd
- Awakened
I would've just said the ability to give other teammates some of ur mana, like healing each other only with mana, I wasn't expecting such a detailed discription. I think it's a very well thought out idea for a spell, and I hope it gets encouraged by others.
Well done, this spell should be considered
Well done, this spell should be considered
- MoC-Icefire
- Channeler
Thanks, but which spell are you talking about? There is three different ones. Thanks for support though!
- Birdnerd
- Awakened
I was talking about the mana tunnels idea, but now that I looked again, I think that the shroud of darkness idea is also brilliant.
Edited by Birdnerd (Sept. 29, 2011 22:31:27)
- Meridius
- Awakened
I am so on board with the War Chant. Nothing irritates me more than when, due to lag, the spirit regenerates just enough health to where what would have been the coup de grace ends up leaving them with 6 health, and you're left having to use a 400hp attack.
I think it should be called the "Coup de Grace" and do 30% of the damage of the WCoL, while costing the equivalent in mana. It should a sub-spell feature of WCoL IV, so you won't actually get it until you've fully specialized that spell. The rune could be "<" or something.
I'm also on-board with the Shroud of Darkness, name and all. I also think you should be spawned under the Shroud until your health fully regenerates or you cast a spell, whichever comes first. That part isn't a necessity, though. I'd suggest "D" for the rune.
I think it should be called the "Coup de Grace" and do 30% of the damage of the WCoL, while costing the equivalent in mana. It should a sub-spell feature of WCoL IV, so you won't actually get it until you've fully specialized that spell. The rune could be "<" or something.
I'm also on-board with the Shroud of Darkness, name and all. I also think you should be spawned under the Shroud until your health fully regenerates or you cast a spell, whichever comes first. That part isn't a necessity, though. I'd suggest "D" for the rune.
- MoC-Icefire
- Channeler
Thanks for the comments guys. I like your idea Meridus. I will think on Coup de grace, and likely edit SoD. Thanks again any and all ideas will be taken into consideration and added if I like at some point, when I can get on a computer. ( typing this on iPod)
Edited by MoC-Icefire (Sept. 30, 2011 01:43:46)
- Birdnerd
- Awakened
I'd suggest "D" for the rune. (quote from Meridius)
I think that "D" and the "O" for summoning catchers r too similar to each other, and this may cause the game to do a different spell then wat ur trying to achieve. Like when u want to do the 'Shroud of Darkness' but it thinks ur trying to summon a catcher and vise versa. It has to be less similar rune to the catcher's one. Maybe a "~"? i thought the squiggly would represent the steam or smoke that covers u. XD
I think that "D" and the "O" for summoning catchers r too similar to each other, and this may cause the game to do a different spell then wat ur trying to achieve. Like when u want to do the 'Shroud of Darkness' but it thinks ur trying to summon a catcher and vise versa. It has to be less similar rune to the catcher's one. Maybe a "~"? i thought the squiggly would represent the steam or smoke that covers u. XD
- Meridius
- Awakened
Birdnerd
I'd suggest "D" for the rune. (quote from Meridius) I think that "D" and the "O" for summoning catchers r too similar to each other, and this may cause the game to do a different spell then wat ur trying to achieve. Like when u want to do the 'Shroud of Darkness' but it thinks ur trying to summon a catcher and vise versa. It has to be less similar rune to the catcher's one. Maybe a "~"? i thought the squiggly would represent the steam or smoke that covers u. XD
That's a good point. Sometimes it accidentally summons wards when I want a beacon. Lol
- Cryslam
- Scholar
Shroud is good but has the potential to be OP because you'll have ninja squads going in and out of areas, sneaking up on you (imagine 10x lvl 15 shrouded mages...!!)etc; I would recommend it being detectable by Wards as a balance?