02-24-2016, 05:52 PM
(This post was last modified: 02-24-2016, 05:53 PM by Kubius. Edited 1 time in total.)
Fireball is pretty much the weapon of choice for no-fun wizards, but I've found on my rare Wiz rounds I almost always end up taking it simply based on the fact it's quite difficult to defend oneself otherwise. More cool alternatives would help a lot, but the Fireball situation should optimally be addressed.
-Reworks of existing spells-
Bull's Charge: I'd prefer it just be a straight up charge. Knock people over segway style, setting them on fire as you do so, and bust through windows/grilles/walls (depletes the timer faster). Would be a completely badass tool for a head-on assault.
Knock: It's good as it is, but having it be an "ID replacement" type deal (open any door, locker or crate, but can't relock anything) could be good. I think a slight cooldown (~2sec, maybe more if not wielding staff) would be useful.
Soulguard: Should really clear radiation and toxins.
-New Spell Stuff-
(disclaimer: I went fookin' nuts)
Ley Walker: Free starter spell. Allows you to create and move through travel salts (explaned below).
Magic Salts: These are available infinitely on the Wizard's Shuttle and allow a skilled Wizard to prepare traps and countermeasures.
Each bag can spread onto eight tiles, and spells can only affect a group of up to eight tiles (excepting Travel Salts, which do not have a limit). They are slightly transparent, but still fairly easily visible (excepting Travel Salts again - explanation below).
There are two main ways to use them: Infusion and casting. Infusion involves casting the spell on the bag held in your inventory, regular casting involves casting the spell on un-infused salts on the ground. Both involve a regular cool-down, meaning spell preparation takes time.
A third way is with a ring, which amplifies specific spells.
-Reworks of existing spells-
Bull's Charge: I'd prefer it just be a straight up charge. Knock people over segway style, setting them on fire as you do so, and bust through windows/grilles/walls (depletes the timer faster). Would be a completely badass tool for a head-on assault.
Knock: It's good as it is, but having it be an "ID replacement" type deal (open any door, locker or crate, but can't relock anything) could be good. I think a slight cooldown (~2sec, maybe more if not wielding staff) would be useful.
Soulguard: Should really clear radiation and toxins.
-New Spell Stuff-
(disclaimer: I went fookin' nuts)
Ley Walker: Free starter spell. Allows you to create and move through travel salts (explaned below).
Magic Salts: These are available infinitely on the Wizard's Shuttle and allow a skilled Wizard to prepare traps and countermeasures.
Each bag can spread onto eight tiles, and spells can only affect a group of up to eight tiles (excepting Travel Salts, which do not have a limit). They are slightly transparent, but still fairly easily visible (excepting Travel Salts again - explanation below).
There are two main ways to use them: Infusion and casting. Infusion involves casting the spell on the bag held in your inventory, regular casting involves casting the spell on un-infused salts on the ground. Both involve a regular cool-down, meaning spell preparation takes time.
A third way is with a ring, which amplifies specific spells.
- Forcewall: When infused into a bag of the Salts, it creates Force Salts that (when placed) block projectiles and thrown items until cleaned away. When cast normally while near a line of ordinary or Force Salts, it causes the entire line to turn into a Forcewall instantly.
- Magic Missile: When infused into a bag of the Salts, creates Spark Salts that form into individual piles when placed and explode in a puff of smoke when stepped on, temporarily stunning the victim. Magic sandals prevent this.
- Blind: When this spell is cast on Magic Salts, it causes all of the connected salts to create a 3x3 field of pitch-black darkness.
- Warp: When this spell is cast on Magic Salts, anyone standing on any of the connected salts is instantly teleported to another location. Magic sandals prevent this.
- Ley Walker: When this spell is infused into a bag of the Salts, it causes them to become Travel Salts, which are invisible to anyone but a Wizard or Chaplain (however, they can still be cleaned by anyone if they know where the salts are). These allow you to travel along them Voltron-style for an indefinite period of time, but they create sparks the same as a Voltron does. If the tile you're Ley Walking in is cleaned while you're in it, you are brought out of Ley Walking and dealt major damage.
- Clairvoyance: When this spell is infused into a bag of the Salts, you gain Seeing Salts that give you a 3x3 radius of sight near them, through all walls, and they tell you when they've been cleaned ("You feel your incantations being disssipated in (area)") with a few-second cooldown.
- Animate Dead / Summon Golem: When cast while you and the target are centered within a ring of Magic Salts, cooldown is reduced by 10 seconds.
- Spell Shield: When cast while you are centered within a ring of Magic Salts, the shield lasts 25 seconds instead of 10. (You're still vulnerable due to salt washing and the 5 second gap, plus dislodgement and immobility risks.)
- Pandemonium: When this spell is infused into a bag of the Salts, it becomes a Light Grenade, cup of mugwort tea, or bee at random. When cast on a group of basic magic salts, it causes them to turn into regular salt and scattered glitter.