Title says it all. Post your spell ideas here! If you wanna suggest an overall theme for an Affinity, see this thread!
Post spell ideas here
Have some science.
Water Spell
- REQUIREMENTS: Water (Level: 1)
- COSTS: 4 Magic
- DESCRIPTION: A silly Water spell that hits one target.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: +0
- vs. Fire: +2 Successes
- vs. Nature: -2 Successes
It could also do stuff like this:
Water Spell
- REQUIREMENTS: Water (Level: 1)
- COSTS: 4 Magic
- DESCRIPTION: A silly Water spell that hits one target.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: +0
- vs. Fire: + success equal to your water affinity
- vs. Nature: +2 magic cost
Stabbity Stabbing Sword of Stabbiness
- A blunt, but sharp sword capable of doing massive damage by Stabbing a target repeatedly.
- Roll your Courage +9 dice vs. targets' Courage dice
- Damage: +0
- If Wielder has Fire affinity:
- Applies 1 stack of Burn Affliction per Fire Affinity level:
- Target takes 2 Neutral Damage at the start of each round.
Now for some Wind spells:
Wind
PSI Spell
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Any lightning or thunder based spells could have the effect of bypassing armour. Or/and extra damage to aerial targets, both would make sense contextually. Not sure how to balance that though.
Assuming Wind is bypass cover, what would Earth do, given that its main function right now as part of Nature is "Bypass Cover"? I agree with Lunaria that it should probably be "bypass armor" since that's sorta what it does now as part of Nature, but that would be very difficult to balance- if you don't make it set or halved damage, it has the potential to be incredibly overpowered just for doing base success difference in damage, especially to enemies with almost no Wisdom. On the other, if you make it halved damage, it could be way too weak at the start to ever be worth it. Set damage seems like the best option, but is that balanced? Say PSI Bolt does a set 3 damage. Against high-armor enemies, this is insanely useful at the beginning, but the boon drops off quickly as enemies start getting more and more HP and other spells and allies are doing more and more damage. I suppose it depends on WHEN such a spell becomes useless. If it does so around the time you'd be able to take your next affinity level and thus next spell tier, it's perfectly fine. If it goes to that point sooner, however...
In regards to "Bypassing Armor", many spells have that ability. In ZURPG, this takes the form of "Ignores half of targets' Armor", which makes it much easier to balance. Usually said spells and attacks have half the bonus attack dice/damage/successes they would normally have without the "Ignores half of targets armor" ability. There used to be attacks that dealt damage based on difference in successes and ignored Armor completely or attacks that dealt Neutral Damage based on difference in successes, but those were nuked in the game's current build for being nigh-impossible to balance.
This role has however been taken up by Shadow in the past, as many Shadow attacks ignore half of armor. With the revamping, I propose this can be moved to Wind (more specifically Lightning).
This role has however been taken up by Shadow in the past, as many Shadow attacks ignore half of armor. With the revamping, I propose this can be moved to Wind (more specifically Lightning).
This is an over arching thing we need to decide on though: Which affinity have which gimmicks. I don't have a grasp on they have currently, but here are is a list of suggestions:
Fire: Some spells causes burn status ailment. (Damage over time)
Water: I'm drawing blank here. Maybe some cool based effect such as "shiver" or something that causes the afflicted to lose attacking and/or defending dices, maybe for physical stuff only? *shrug*
Earth: Bypasses cover.
wind: Lightning based spells bypasses armour in some regards.
Shadow: Spells have steal effects, such as life steal, etc. Some spells get boosted effects in darkness?
Light: No idea about main gimmick for this either. Some spells get boosted effects in broad daylight, etc?
Arcane: None, since it is the generic form of magic.
Fire: Some spells causes burn status ailment. (Damage over time)
Water: I'm drawing blank here. Maybe some cool based effect such as "shiver" or something that causes the afflicted to lose attacking and/or defending dices, maybe for physical stuff only? *shrug*
Earth: Bypasses cover.
wind: Lightning based spells bypasses armour in some regards.
Shadow: Spells have steal effects, such as life steal, etc. Some spells get boosted effects in darkness?
Light: No idea about main gimmick for this either. Some spells get boosted effects in broad daylight, etc?
Arcane: None, since it is the generic form of magic.
Have a spell list! So far, I've only gone up through Fire, Water, and Nature, and still taking suggestions for each of those.
2.0 Spell List
2.0 Spell List
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