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New wizard spell ideas thread
#31
I've got a few ideas that come to mind:

- Life Drain: No mention of healing spells yet? Regular healing is a little boring though, how about draining the lifeforce from victims who you have an aggressive grab on? Alternatively...

- Circle of Mending: A one-time deployable ritual circle that stays there permanently until removed by the crew, slowly healing any wizard (or perhaps anyone?) who is standing within it from all injuries.

- Ritual of Summoning: Requiring the corpses of several humans or monkies which when complete can bring forth a powerful creature or several less powerful creatures to cause chaos on the station.

- Mind Control: Temporarily take control of a character (5-10 seconds perhaps), during this time you cannot make that character use the suicide command. Needless to say, this would be hiliarious in the right situations and allow for many shenanigans.

- Magical Tutor: Transform the target into your apprentice, granting them a random spell, wizard clothes and giving them antag status. This would of course require a very long cooldown but would make rounds with friendly wizards in particular considerably more interesting. This would also likely have requirements, perhaps like polymorph requiring the target to remain still for a short duration.

- Arcane Cage: Create a an impassable cage centered around the targetted area for a short duration which works similar to forcewall but allows you to entrap small groups for nasty combos at the cost of a shorter duration and longer cooldown.

- Annihilation Beam: An incredibly powerful spell requiring a long charge time and to be used on-station on regular flooring as to not be used inside a wall or from just outside the station in space, sending out a station-wide alert to it's presence like a nuke and setting a timer of a few minutes or so. When the timer expires, the spell completes and a (3-5 tile width?) disintegration beam blasts forth from the wizard with a (20-30 tile length?), instantly destroying everything in it's path. The wizard would be unable to move or cast spells during this without cancelling the spell, forced to rely on barricades and other wizards to assist them.
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#32
Blood Sword (Da'hrk Dh'rk) - An off hand weapon (doesn't count as your staff) that causes bleeding easily on hit. Also drains a small amount of blood from it's target to heal the wielder. Maybe give it the Cthulu staff return ability.

Spore Aura (Pah Tee Tyme) - Wizard has a bubbling aura for 30 seconds. Mobs within 5 tiles will be randomly infused with LSD, THC, CBD, Cat Drugs, Psilocybin, or Space Drugs. The amount infused increases with how close you are to the wizard. Something for the friendly wizards but still useful.

Shockwave (Gonavay) - Like the power hammer ability

Copycat (Eye Bee Ewe) - Duplicate the appearance of someone on screen including all their clothing (you don't actually get it. Just your sprite). Cancels when you cast another spell.

Dark Blight (Koph Eetup) - A disease touch that takes awhile to cast and needs to be next to the target. Infects the person so that when it reaches stage 5, they begin to cough up their internal organs ending with their heart. Can be treated by the doctors.

Noxious Cloud (Wu Far Ded) - Everyone on screen projectile vomits, losing any food benefits they had in them. Doesn't sound like much at first, but can create a ton of slippery puddles for those chasing you.

Summon Wisp (Go Stee) - Creates a glowing ball of light mob. Will attempt to flash nearby people or toss a weak short range flame. Can move through walls.

Summon Swarm (Maneemeece) - Creates a group of rabid mice around caster.

Call Item (G'mi Daht) - Requires the caster to have an empty hand. Removes an item from a player (whatever they had in the same hand the wiz had an empty hand) and gives it to the wizard. Will also teleport targeted items on the floor to their hand.
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#33
I know this is kinda an old post but I just had some ideas and couldn't be bothered to get an account until now.

Invigorate (PIKH MEHUPP): Works similar to the Adrenaline Rush mutation, injects the caster with a cocktail of healing chems and stimulants (ex. omnizine, meth, epinephrine). Casting without a staff grants a weaker mix of chems (ex. saline-glucose, coffee, ephedrine).

Create Construct (ATHAH MATTAHN): A matsci counterpart to golems. Turns a piece of a material into a minion with health that scales with density and attack power that scales with hardness. Releases scraps/shards of its material as it is damaged.

Technopathy (HAHH KAHRMANN): Temporarily EMAGs targeted objects. Staffless casting increases cooldown.

Illuminance (PRAIZH DHAZUHN): Drains stamina and dazes nonwizards in a medium-sized radius around the caster. Blocked by sunglasses and other sources of eye protection. Also sets them on fire, like a more powerful flash/cell assembly. Casting without a staff causes it to be like a normal flash/cell assembly.

Runic Plate: It's wizard armor, simple as that. In addition to offering increased physical protection, also grants additional fire, explosion, and body disorient resist. Also, the helmet is acidproof. Maybe have it burn anyone who tries to remove it? Not sure.
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#34
(06-14-2021, 12:23 PM)Cal Wrote: Mindswap sounds abysmal. Can't wait to get swapped with a Staffie when I'm HoS who proceeds to give me a horrible reputation for the rest of the round

That sounds hilarious, add it in
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#35
Plague Touch: ("GEDUWN WIFTA SICKNESS") Gives the target a random disease, or causes them to vomit out a random organ.
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