Ok, so. Spellstryker may well be the last Compleat Essential Skill, and it's going to be a doozy. The theme is "Weapon-dependent Magic Effects". The basic mechanic goes like this: Each level has 2 TargetHitEffectBuffs, 2 PlayerHitEffect Buffs, 2 Active Skills, and 1 Other Buff. Each of those requires you to have one of Sword, Axe, Mace, Staff, Dagger, Polearm, or Shield equipped for it to work. Each of these effects is about half the power of a typical level's spell effect, because the assumption is that you'll get two at a time -- one from each of your hand slots. Here's the kind of thing I'm thinking: Level 1: Elemental Mafipulations TargetHitEffectBuffs: Burnination: Acid Burn: Adds a DoT dealing (2+ .1* Magic Power) each turn for 4 turns. 60% trigger. Torch: Lights the square on fire (creating a spellmine that deals (2+.2* Magic Power) each turn for 5 turns. 40% trigger. PlayerHitEffectBuffs: Static Discharge: Zzap: Counterattacks for (6+.05 * Magic Power) 20% of the time. Static Stasis: Stuns the attacker (1-turn Paralyze) 20% of the time. Active Skills: Ice Cold:(Cooldown: 13) Ice Sickle: Buffs the player with +3 for 7 turns. Nordic Blizzard: Hits a Cogto-Ergo-Splat-sized area for (4+.19 * Magic Power) . Other Buff: Rocky Ball-Boa BlockBuff: 100% -- triggers Rockfall (as per the Boulder Drop Trap) upon block. So assuming each of those gets assigned a weapon/shield, you'd be able to choose which two of those seven you wanted to have active. That's the basics -- but I'm looking for some sweet themes for the levels to have. I'm hoping to have seven levels, so that each weapon/shield can show up in each of the seven slots once each. So far I'm thinking: 1: Elemental 2: Arcane Aggression (Tranmutative/Aethereal/meta-magical effects like Spirit Conduit-style) 3: Nature Magic (healing, fungus, etc.) 4: ...??? I need some sweet ideas to organize this mountain of effects (49 total procs/spells across the entire skill!) around. Prefering awesome flavor over mechanically-centered themes. Anyone want to contribute?
Hmmm. Odd that you came up with so similar a name as I did only eight hours after I did. But I do not think you ripped off my idea. (I ripped off Darkgod for the idea I had.) Here is the post I am referring to. http://forums.te4.org/viewtopic.php?p=144105#p144105
I have no idea what that even is. But I see how you got Burnination from it. (I never thought you were stealing what I stole.)
What do you ask now, exactly? Do we have to organize the skilltree, think of skills, spells, procs..?
I'm just trying to think of cool level-by-level themes to write the procs around. I don't want to just have random effects; I want each level to feel like it belongs to a 'school' of magic or something. Thus, the first level is about the four elements. The second level will be about classic Vancian/Hermetic "arcanity". The third level will be Druid stuff. but I need four more levels worth of sweet magical themes to theme around.
Shout- magic (OUCH YOU STEPPED ON MY TOE! as playerHitEffectBuff) It's a kind of- magic (Musicals) Genuine magic (turning things into frogs) Magic *snort snort* (Mr. Bean - okay this was a joke)
Fire|Water/Air|Earth/Contagion|Nature/Corruption|Purity/Illusion|Force/Arcane|Divine Those are the pairings I can think of at the moment: A|B = A opposes B opposes A.
This is my contribution. Please keep in mind that I could be currently considered to be ill and thus the idea is bound to be even more outlandish than the usual stuff (and not balanced, number-wise): Level whichever: Negative Energy TargetHitEffectBuff: Necromatic Taint: Powered by Souls (requires a stave): 15% trigger, places a buff with timer of 16 and stack size of 3 on the player, each buff gives +3 . Ritual Flame (requires a dagger): 15% trigger, places a brittle (1) buff on the target. If the buff is still on it after 3 turns, the target receives (7 + 0,42 ) . PlayerHitEffectBuff: Fire And Ice: Curse of Permafrost (requires a mace): 10% trigger, places a debuff with a timer of 8 and stack size of 1 (non-renewable) on the target, debuff gives -2 and an additional -1 every turn until it disappears (so a turn before it disappears it would give -9 ) Curse of Hellfire (requires an axe):10% trigger, places a debuff with a timer of 8 and stack size of 1 (non-renewable) on the target, debuff gives -2 and an additional -1 every turn until it disappears (so a turn before it disappears it would give -9 ) . Active skills: Life Siphon (Cooldown: 33): With Your Life Force Combined (requires a spear): puts a permanent debuff (-3 ) on every monster in a "13" template, for every instance of the debuff gives a buff (timer: 2, stack size: 20) on the player which gives +1 but also -1 . That Sort of Enchant (requires a sword): puts a removable buff with a timer of 22 on the player, which gives +9 but also -3 and drains 2 from the player every time he hits something. Other buffs: Draught of the Dead: BoozeBuff (requires a shield): gives a buff with timer of 22 and stack size of 1 on the player, the buff gives +3 but also -2 .
4) The Crazy. Featuring attacks such as beating monsters silly (-) , making them lose their edge (-) or blow a fuse (-) and having them literally become nuts (modified version of the Skepticism polymorph) while the player may go mental (+) or just lose it (blink curse)
Magitek/technomancy (numbers were pulled out of my ass- don't expect anything to be balanced in any way, shape, or form.) TargetHitEffectBuffs: lasers: Sub-orbital strike: hits the target for (4+ .5* Magic Power) and burns. 33% trigger. Laser cannon: fires a piercing beam in the targets direction (like Aetheric Death Ray) that deals (2+.3* Magic Power) each turn for 5 turns. 20% trigger. PlayerHitEffectBuffs: Poison: Exhaust fumes: releases a cloud of poison in the 8 squares directly surrounding the player (creating a spellmine that deals (2+.2* Magic Power) each turn for 5 turns 10% of the time. Dangerous Chemicals: Adds a DoT dealing (2+ .1* Magic Power) each turn for 4 turns. 40% trigger Active Skills: Robotics:(Cooldown: 13) Mechanical Fist:.Hits the target for (3+.4*Magic Power) with knockback and daze Tentacles: Pulls enemy to the character - he can appear on any of the 4 directly adjacent tiles. Deals (2+.2*magic power) Other Buff: Artificial Intelligence 10 % chance on spell cast to gain self-buff: +5, +5, Lasts 15 turns.