06-02-2015, 07:00 PM
Quote:I think some of the balancing could be solved by rebalancing the telecrystal allowances and costs. Instead of straight up 1 tc for 1 spell, each spell could have it's own cost depending on it's relative power. This would allow for another dimension of control in regards to buffing and nerfing a spell. Though from a style point I'd be more partial to calling them levels instead of telecrystals. Not quite DnD, but closer to nerdom.
I'm gonna give my 2 cents on this idea in a thread of its own to avoid derailing the original post.
I really like the idea of this. What if there schools of magic that each had 4 spells of escalating power, following a cost scheme of 1/3/5/10? It would be something like this.
Pyromancy:
Flaming Hands: Your generic spell that spouts a gout of fire, something like a flamethrower in your magical hands. Very short cooldown.
Firebolt: A nerfed version of fireball, it's still a burst of fire but without the explosion.
Fireball: Fireball as it is.
Firebomb: A bowling ball made of fire is tossed in a certain direction and will continue until it hits something. Upon contact with said something it will explode in the same fashion as a welding tank.
Teleportation:
Blink: Blink as it is.
Warp: Warp as it is.
Teleport: Teleport as it is.
Banish: A nasty bolt of fuck you that will teleport whatever it hits straight to the lava moon or maybe the rarely used hell area.
Summoning:
Summon Wasp: Causes a wasp to appear, it will not attack the wizard.
Animate Golem: The golem spell as it is now.
Summon Bear: Bear pops up, won't maul the wizard, etc.
Raise Dead: Credits to vampirate on this one, creates a zombie mob instead of a skeleton. The fact it's a mob means people won't line up to get murdered by the wizard.
Illusions:
Blind: Blind as it is, but perhaps with the stun removed.
Doppelganger: The regular doppelganger spell.
Blinding Light: Launches a few orbs that track targets like magic missiles, acting like a flashbang upon contact. Wizards are immune to this flash.
Insanity Bolt: Fires a projectile that injects a hearty dose of rajaijah into its victim.
Lightning Spells:
Lightning Bolt: A bolt of lightning arcs at the target, causing some burn damage and stunning.
Electric Form: Functions like a temporary voltron without the damage.
Shocking Grasp: EI NATH
Tempest: Places a tempest core where you stand, arcing at and slowly dragging non-wizards in. Anyone that isn't a wizard and is dragged in/runs into the tempest core is vaporized.
Kinetic Spells:
Magic Fist: Sends a flying fist towards the target, does decent damage and sends people flying.
Empower: The existing empower spell.
Bull's Charge: Sends a 3 tile line of magical bull heads in whatever direction you choose, knocks people back so it can potentially hit the same person multiple times.
Rathen's Secret: Rathen's Secret, but with the delimbing rates jacked up high.
This would allow wizards to have ridiculously powerful spells at the cost of having to rely on that s
This is definitely a work in progress. After all I still need to find a place to fit Clown's Revenge in.