Post by joshivar on Oct 28, 2012 12:49:27 GMT -5
Right so I haven't found the topic for this, and I feel it's necessary to say what does what.
I'd first like to assume that the power of a spell IRP is dependent on the magic user casting it. An apprentice's fireball wouldn't do quite so much.
Icebolt: A shard of ice springing forth from the mages hand or tool, as in the description. Perhaps irp it could get stuck in armor or deflected by a weapon.
Fireball: A baseball sized orb that sets things alight on contact, or possibly makes a small explosion. Hadoken's are also an option.
MagicArmor: This would appear as something of a Halo shield against magic. Not a super advanced machine, but a sort of forcefield shimmer when magic hits, possibly causing deflection. Could also be used irp as a yoda style lightning absorbtion deal, wherein magic is redirected.
Bolt: ...Bolt. A bolt of lightning that comes straight from the sky. Possibly ban it irp while inside buildings, caves, or under anything or else set the entire place on fire. Also consider making it lethal or VERY dangerous when hit by bolt in water.
Lifetap: Something that wouldn't necessarily be seen, perhaps a paling of the skin or momentary shakiness of the joints. Only special effects would be a glow of red to blue.
Telekinesis: I've been told magic is limited by what it can do in PVP, so telekinesis would be little more then a gimmick for "magically" making walls open or pistons move. It could also be used to make books fly to the wizards hand,(they'd already have it in the inventory) and...yeah that's pretty much it. Just making getting things from the couch easier.
Wisdom: Another ability without any real special affects. Possible ones include a slight glowing of the eyes, enough to notice in the dark but not really during the day. Maybe people feel a little more energetic mentally when around a magic user that has Wisdom.
Firespin: This would be a roaring inferno of doom for any who saw it irp, something to fill a space and destroy everything within it's range. Firespin already looks awesome in pvp, But IRP it could be a massive pillar of fire that springs from the ground to the cieling.
IceAura: Totally useless at present, but it would appear to me as a whirlwind of ice crystals surrounding the one using it, causing small nicks and cuts, maybe bruises as someone got closer. Would be good used as a contrast between two mages if they had forces of doom flowing around them. Iceaura could differ in color from mage to mage if that makes it more interesting.
Firewall: Much like Firespin, but more concentrated. Rather then a giant pillar of fire, Firewall would be a, well, wall of fire stretching high into the air and filling hallways. IRP it would be used obviously to block retreat or assist with escape, possibly used to assault war machines and lines of troops.
Blizzard: Having not seen it in action yet, I have assumed blizzard to be a machine gun of snowballs as in the description. IRP it could be seen similar to ice aura, or more like Skyrim's Blizzard spell, possibly frostbite, just a stream of concentrated ice particles battering a player.
Poison: This is a bit harder to do irp, it would involve the wizard sending a bolt of green energy of some sort into another player, causing them internal issues. Not permanent, but obviously very unpleasant. Could be used irp to keep players weak over time if captured.
Root: This is easy, roots spring from the ground and wrap around a player, immobilizing them. The effect ending could be seen as either the player breaking free, or the roots/vines simply letting go.
Curse: Explainable as causing vision to become blurry or forcing blindness and discombobulation on a player, causing them to miss strikes. Could be used irp to hinder people trapped in a maze.
Multibolt: An unGodly storm of lightning hitting the earth. Multibolt is Pikachu's Thunder attack, Total obliteration of a target and anything near him/her/it. Flying or being high off the ground or wearing metal armor causes extra damage. Could be seen as an all powerful attack, dark clouds gather, thunder clashes, the whole nine yards.
Suggestion from Shawn.Benoit:
Combining skills is an excellent idea, one that is almost essential for a mage to survive. Root and Poison were the examples given, Poisonous vines/roots creeping from the ground. Other possibilities are that IRP several mages working in tandem could perform feats of magic beyond the normal scope of possible. For example, 3 wizards using multibolt ooc is powerful enough, but irp? Could be the thunderstorm of the century, Zeus himself would crap his pants. Or, that very same trio using multibolt could be seen as combining power for one massive single strike of the greatest lightning bolt ever seen.
For elementalists, Using firewall to keep people in a place and then firespin to destroy them is an excellent use of combo spells.
Curse and Ice Aura used by two players working in party could be used to not only make an opponent miss, but take a bit of damage just for trying.
Several people working together works best for combining skills, two mages of low level could use icebolt as a team to say, pin an enemy to a wall for a short time, or a wizard/elemenalist team could cause biome-changing shifts just from sheer power output alone.
Magic is just another form of energy, and should be treated as such. There should be fallout if enough magic is released in a single area. Too many mages/wizards/elementalists using big bad spells at once could cause a giant crater to form ooc and irp, forever a testament to the powers wielded.
Credit to Mageaegis for bringing this up:
Mages vs Warriors. Some people believe mages to be powerful to the point where fighting one in melee combat is pointless and would always lead to death. Keep in mind, mages don't often wear armor, and are almost never in the same physical shape as a warrior. Wearing armor all day and swinging swords = muscle, reading books = not so much muscle. A warrior would simply have to get close enough, and while this may pose a problem, it's far from impossible to kill a mage. For example, if hit by a fireball, it would hurt, a lot, and probably heat up your armor to an uncomfortable temperature, but as seen in pvp, it isn't the end of the world.
The people who think irp mage v warrior is pointless also fail to factor in that all important chemical, Adrenaline. A warrior charging into battle is unlikely to be stopped cold by an icebolt unless it is cast by a master wizard or an obscenely lucky apprentice with just the right angle and timing. Factor also in a shield, and many magic attacks become little more then painful temperature changes. In many images of dragons vs knights, we see the brave fighter deflecting fire and ice with his shield, while he stands behind being simply singed instead of cooked. The same holds true for mages.
If a warrior held his shield up and walked into several icebolts, they would thud and stick into the shield, saving him from much harm, as well as allowing the warrior to get closer to the mage. Once close, a good heavy sword swipe would end that mage for good, unless he had a backup plan or could outrun the warrior. See above for the average physical shape of a magic user.
These are ideas for magic class skills only, if you have some others let me know, as well as feedback.
I'd first like to assume that the power of a spell IRP is dependent on the magic user casting it. An apprentice's fireball wouldn't do quite so much.
Icebolt: A shard of ice springing forth from the mages hand or tool, as in the description. Perhaps irp it could get stuck in armor or deflected by a weapon.
Fireball: A baseball sized orb that sets things alight on contact, or possibly makes a small explosion. Hadoken's are also an option.
MagicArmor: This would appear as something of a Halo shield against magic. Not a super advanced machine, but a sort of forcefield shimmer when magic hits, possibly causing deflection. Could also be used irp as a yoda style lightning absorbtion deal, wherein magic is redirected.
Bolt: ...Bolt. A bolt of lightning that comes straight from the sky. Possibly ban it irp while inside buildings, caves, or under anything or else set the entire place on fire. Also consider making it lethal or VERY dangerous when hit by bolt in water.
Lifetap: Something that wouldn't necessarily be seen, perhaps a paling of the skin or momentary shakiness of the joints. Only special effects would be a glow of red to blue.
Telekinesis: I've been told magic is limited by what it can do in PVP, so telekinesis would be little more then a gimmick for "magically" making walls open or pistons move. It could also be used to make books fly to the wizards hand,(they'd already have it in the inventory) and...yeah that's pretty much it. Just making getting things from the couch easier.
Wisdom: Another ability without any real special affects. Possible ones include a slight glowing of the eyes, enough to notice in the dark but not really during the day. Maybe people feel a little more energetic mentally when around a magic user that has Wisdom.
Firespin: This would be a roaring inferno of doom for any who saw it irp, something to fill a space and destroy everything within it's range. Firespin already looks awesome in pvp, But IRP it could be a massive pillar of fire that springs from the ground to the cieling.
IceAura: Totally useless at present, but it would appear to me as a whirlwind of ice crystals surrounding the one using it, causing small nicks and cuts, maybe bruises as someone got closer. Would be good used as a contrast between two mages if they had forces of doom flowing around them. Iceaura could differ in color from mage to mage if that makes it more interesting.
Firewall: Much like Firespin, but more concentrated. Rather then a giant pillar of fire, Firewall would be a, well, wall of fire stretching high into the air and filling hallways. IRP it would be used obviously to block retreat or assist with escape, possibly used to assault war machines and lines of troops.
Blizzard: Having not seen it in action yet, I have assumed blizzard to be a machine gun of snowballs as in the description. IRP it could be seen similar to ice aura, or more like Skyrim's Blizzard spell, possibly frostbite, just a stream of concentrated ice particles battering a player.
Poison: This is a bit harder to do irp, it would involve the wizard sending a bolt of green energy of some sort into another player, causing them internal issues. Not permanent, but obviously very unpleasant. Could be used irp to keep players weak over time if captured.
Root: This is easy, roots spring from the ground and wrap around a player, immobilizing them. The effect ending could be seen as either the player breaking free, or the roots/vines simply letting go.
Curse: Explainable as causing vision to become blurry or forcing blindness and discombobulation on a player, causing them to miss strikes. Could be used irp to hinder people trapped in a maze.
Multibolt: An unGodly storm of lightning hitting the earth. Multibolt is Pikachu's Thunder attack, Total obliteration of a target and anything near him/her/it. Flying or being high off the ground or wearing metal armor causes extra damage. Could be seen as an all powerful attack, dark clouds gather, thunder clashes, the whole nine yards.
Suggestion from Shawn.Benoit:
Combining skills is an excellent idea, one that is almost essential for a mage to survive. Root and Poison were the examples given, Poisonous vines/roots creeping from the ground. Other possibilities are that IRP several mages working in tandem could perform feats of magic beyond the normal scope of possible. For example, 3 wizards using multibolt ooc is powerful enough, but irp? Could be the thunderstorm of the century, Zeus himself would crap his pants. Or, that very same trio using multibolt could be seen as combining power for one massive single strike of the greatest lightning bolt ever seen.
For elementalists, Using firewall to keep people in a place and then firespin to destroy them is an excellent use of combo spells.
Curse and Ice Aura used by two players working in party could be used to not only make an opponent miss, but take a bit of damage just for trying.
Several people working together works best for combining skills, two mages of low level could use icebolt as a team to say, pin an enemy to a wall for a short time, or a wizard/elemenalist team could cause biome-changing shifts just from sheer power output alone.
Magic is just another form of energy, and should be treated as such. There should be fallout if enough magic is released in a single area. Too many mages/wizards/elementalists using big bad spells at once could cause a giant crater to form ooc and irp, forever a testament to the powers wielded.
Credit to Mageaegis for bringing this up:
Mages vs Warriors. Some people believe mages to be powerful to the point where fighting one in melee combat is pointless and would always lead to death. Keep in mind, mages don't often wear armor, and are almost never in the same physical shape as a warrior. Wearing armor all day and swinging swords = muscle, reading books = not so much muscle. A warrior would simply have to get close enough, and while this may pose a problem, it's far from impossible to kill a mage. For example, if hit by a fireball, it would hurt, a lot, and probably heat up your armor to an uncomfortable temperature, but as seen in pvp, it isn't the end of the world.
The people who think irp mage v warrior is pointless also fail to factor in that all important chemical, Adrenaline. A warrior charging into battle is unlikely to be stopped cold by an icebolt unless it is cast by a master wizard or an obscenely lucky apprentice with just the right angle and timing. Factor also in a shield, and many magic attacks become little more then painful temperature changes. In many images of dragons vs knights, we see the brave fighter deflecting fire and ice with his shield, while he stands behind being simply singed instead of cooked. The same holds true for mages.
If a warrior held his shield up and walked into several icebolts, they would thud and stick into the shield, saving him from much harm, as well as allowing the warrior to get closer to the mage. Once close, a good heavy sword swipe would end that mage for good, unless he had a backup plan or could outrun the warrior. See above for the average physical shape of a magic user.
These are ideas for magic class skills only, if you have some others let me know, as well as feedback.