ChanceSuggest A Spell
#1
Quote:Spell Name:
Spell Tree:
What It Does:
Visual:
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#2
Spell Name: Mistier Shroud
Spell Tree: Mist
What It Does: Master version of Mist aura (10%AP, 5%DR). Active is a short straight line mistform-dash on a medium-long length CD.
Visual: Like mist shroud but with transparency.
[Image: MYqnJtt.png]
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#3
Spell Name: Contagion (Basic)
Spell Tree: Poison
What It Does: A particularly high-velocity, short-ranged projectile spell with low damage, moderate CD and a generous hitbox. On impact or when reaching its range limit, it leaves behind a 5x5 AOE of poison-inflicting tiles. Main purpose is inflicting poison at medium range (as the only source of the ACTUAL poison debuff currently is Infection).
Visual: A medium-sized glob of toxic goop, launched at high speed. Styx AOE tiles.
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#4
Spell Name: Pleasant Rain/Shining Rain/Healing Rain/Soothing Rain/Protective Rain
Spell Tree: Well-Spring
What It Does: What this spell does is that randomly over the RPB, it spawns a few fluffy white 'clouds'. Lets say, 1-3. These clouds 'rain', which would lead to the next part of the spell. Under these clouds, a number of 'well-spring' tiles (the same ones pond and burst has) appears in a circular formation around the cloud. So sort of like small AoE's, alittle like cosmic's star rain. These would not heal the caster, but allow for zoning and potentially healing other-teammates. Maybe these small AoE's could 'slow', provide a AP buff or DR buff if standing on it, or something else. But the idea is to stick to these puddles, and so benefit and play around them.

Alternatively, make the 'cloud' part the same. But instead of just dropping healing AoE's, it drops a pickup like blood sacrifice instead, just one or a few. But instead of 'healing' these pickups provide a temporary shield for the caster that picks it up. Not too much, and not too long in duration, but enough together that it is worth it. Make them spread out and random so there is counterplay like blood sacrifice, yet strictly not playing into 'just healing'. It would sort of fit with Sanctuary too
Visual:
A Cloud DMI combined with well-spring pond tiles. Do you know that staff from Terraria that summons small clouds? The Nimbus rod? Basically it would be a cloud like that, combined with the raining. With a very low transparency (but enough to see), I think both could work. The tiles themselves could be simple well-spring tiles. And the other pickups could be... Hm, maybe a Typhoon? A smaller sanctuary bubble? Something water and protective, so bubbles would probably work best.
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#5
Spell Name: Sword Barrage
Spell Tree: Metal
What does it Does: Basically light blades, but metal and same sprite as SoH.
Visual: Light blades but use the sprites used for SoH

Spell Name: Bladesinger
Spell Tree: Metal
What It Does: I suggest another master for Metal, but it gives ap/crit and with active that throws shrapnel similar to marksman but deals a bit more damage. 10% to proc bleed through armed too? sounds cool.
Visual: Ok, mini Swords with the appearance of the ones in SoH that surrounds player. Or daggers. These blades surround the player.
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#6
Spell Name: Idol of Corruption
Spell Tree: Occult Mastery
What It Does: Creates a slowly growing damaging AoE from its point of origin until it is destroyed, 'corrupting' the ground around it.
Visual: A corrupted version of the Summoning Obelisk, spreading an occult AoE around it over time


Spell Name: Embrace the Flame
Spell Tree: Fire (Hidden?)

What It Does: Toggle that steadily damages you but gives you an AP% increase, and makes fire AoEs (except firestorm) 'indefinite'
Visual: Burning veins along the character model



Spell Name: Holy Aegis
Spell Tree: Holy Mastery

What It Does: Creates an indefinite barrier akin to Conjurer's active, that while active, continuously heals the user until the barrier is destroyed
Visual: A golden bubble swirling around the caster



Spell Name: Obscuring Mist
Spell Tree: Mist

What It Does: Creates a large fog bank that does minor damage, while also reducing enemy vision inside the mist to only a few tiles around them
Visual: A denser, darker fog bank



Spell Name: Curse of Rust
Spell Tree: Metal

What It Does: Increases the target's vulnerability, giving them a negative DR for a period of time
Visual: Red flakes drift off of the afflicted target



Spell Name: Teraflare
Spell Tree: Explosion

What It Does: After a period of charging up (perhaps able to move, perhaps not), create a series of explosions across the battlefield that do large damage, and leave small AoEs around the impact sites
Visual: A set of lasers that fly off from the caster, causing large explosions wherever they land, and craters filled with flames



Spell Name: Lava Bomb
Spell Tree: Magma

What It Does: Launches a projectile that explodes into a lava aoe upon impact
Visual: A ball of rock with veins of magma, similar to earth bomb



Spell Name: Plasma Storm
Spell Tree: Plasma Mastery

What It Does: Creates a storm of electricity and fire centered on the caster's location, dropping lightning bolts into random spots around the center and spreading fire AoE
Visual: A crackling storm of plasma, dropping recolored fire AoE



Spell Name: Devouring Maw
Spell Tree: Absorption

What It Does: A spell that, when held, allows you to gain a percentage spell dodge. When it absorbs a spell in this manner, increases a 'limit gauge' similar to cosmic granting AP%. Limit gauge is lost on Flux, but adds increased damage to Flux depending on how much stolen mana you've absorbed
Visual: A vortex that surrounds the caster while they're channeling it. Should be -obvious- they're channeling it.



Spell Name: Bone Aura
Spell Tree: Bone

What It Does: Increases DR and partially heals you for a percent damage that you take.
Visual: Boney plates cover the character



Spell Name: Decoy
Spell Tree: Illusion

What It Does: Creates one or more randomly moving copies of the caster that, when destroyed or when they physically touch an enemy, explode for a large amount of damage
Visual: One or more randomly moving copies of the caster



Spell Name: Living Shadow
Spell Tree: Shadow

What It Does: Creates a clone a few tiles away from the caster that mimics the caster's spells and movements for a period of time, at a lesser value
Visual: A humanoid shadow that copies the movements of the user



Spell Name: Guardian Style
Spell Tree: Stances

What It Does: DR and AP%, gives a shield like Conjurer's Shield on Q.
Visual: It's just Guardian Style, but fixed.
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#7
(edit im combining my two separate spell suggestions into one)

Spell Name: Blade Toss
Spell Tree: Metal.
What it Does: 3 projectiles of swords that shoot towards the enemy, dealing damage. Chance to proc bleed (optional).
Visual: Three small sized swords shooting out, similar to mist shotgun perhaps.

Spell Name: Lance Charge
Spell Tree: Metal
What it does: A dash similar to dash strike, but low damage and could pierce dr.
Visual: manifests a temporary spear of metal and charges forward with a slash animation.

Spell Name: Sea of Blades (e.e see what I did there)
Spell Tree: metal
What it does: Casts an aoe with swords on the ground, dealing damage to anyone that step foot in them.
Visuals: A bunch of swords piercing the ground, cracking it. The swords are arrayed to match the appearance of a typical damage aoe.

Spell Name: Sword Barrage
Spell Tree: Metal
What does it Does: Basically light blades, but metal and same sprite as SoH.
Visual: Light blades but use the sprites used for SoH

Spell Name: Bladesinger
Spell Tree: Metal
What It Does: I suggest another master for Metal, but it gives ap/crit and with active that throws shrapnel similar to marksman but deals a bit more damage. 10% to proc bleed through armed too? sounds cool.
Visual: Ok, mini Swords with the appearance of the ones in SoH that surrounds player. Or daggers. These blades surround the player.
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#8
Spell Name: Sea Serpent's Whimsy (Or Sea Serpent's Dance)

Spell Tree: Wellspring (Master spell! ^.^)

What it Does: After a short delay, summon a sea serpent that chases, then crashes down on the nearest target before returning to the castor or an ally to provide a moderate heal then attempts to strike an enemy again, restarting the cycle. Lasts a set amount of time rather then stopping after a number of 'hits'. Should be able to be outran. Could trail typhoon's water tiles.

Visual: A noodly blue glowey water snek with a frilled neck that lets out a whale sound upon spell execution.
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#9
spell name: something slash
Spell Tree: Armed
Tier: Basic
What it does: Launches a 3x3 straight foward blade projectile that stuns for 1.5 seconds on hit, and if it lands it sets your armed gcd to 1 to allow for a free follow-up afterward for 1.5 secs.
visual: A slash icon.

spell name: plasma somethig
Spell Tree: Plasma
Tier: intermed
What it does: Release a small aoe around you similar to lightning burst from lighting, but with much less damage. If the plasma castbuff is active, then the move gains a short tp forward  similar to Lightspeed kick before releasing the shock afterward while also being GCDE
Visual: Lightning static around body.

Spell name: Magma something
Spell tree: Magma
Tier: Basic
What it does: Fire off three straight forward molten rocks that slow and place down a small magma aoe upon landing with each rock doing 4 sd each.

Spell Name: Sand something
Spell name: Sand
Tier: Basic
What it does: If there's someone standing on a sand tile or if someone's rooted by the sand root move, you tap this button for a move that smacks them hard then cleansing the opponent afterward. A good way to captialize off of landing  your sand root. Would probably need a pretty high SD since it cleanses.
Visual: A thing of sand imploding on ur body

Spell name: Sound something
Spell name: Sound
Tier: Master/Intermed
What it does: When activated or when its active, it turns sound into a mini-game. Every once in a while (with a set, non-randomized duration) a que would pop up, lasting for... around a second, maybe less for skill gap and if you take an action you get a boost depending on it. Ex:

If it pops up and you dash, you gain +2 or +3 extra dash tiles

If you tap block while it pops up, you get 10 dr or an hp shield for 5 seconds

if you cast a spell you gain 10 ap for 5 seconds.

octavia mains will love this one.
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#10
Spell Name: Whirling Dervish
Spell Tree: Tempest
What It Does: A short-ranged swing with one's weapon that deals moderate damage on a mid-high CD (with a hitbox akin to Psmash, or Sweeping Cleave). On hit, gives a brief window of +1 speed and 33% spelldodge chance, allowing for a duck-and-weave fighting style.
Visual: A swipe of wind, similar to Flurry.


Spell Name: Thousand Volts (Mastery)
Spell Tree: Plasma
What It Does: A toggle-buff that increases your agi by 10 and crit by 30. Each critical hit you land (that is above 2000 damage, to prevent cheese with DoTs and, importantly, plasma javelin) stores a charge, the amount of which is indicated by the glow of Volts' sprite. When you have 6 charges, it casts Plasma Overcharge for free (which CAN be stacked with Plasma Overcharge)! Charges degrade at a slow rate of 1 per 8 seconds, emphasizing an aggressive playstyle to maximize its value.
Visual: Crackling plasmatic lightning wreaths your character, its opacity intensifying drastically with each charge accumulated.

Spell Name: One With Absence (Intermediate)
Spell Tree: Shadow
What It Does: Has a 2 second charge and a sound cue. On release, 3 shadowy figures emerge near the opponent and close in rapidly with quick, slashing pounce attacks, finishing with a larger swipe attack before disappearing. Low-medium damage, multiple hits, duration of 3 seconds. Long CD.
Visual: A shadowed figure melting in and out of existence. Black charge particles on the player.

Spell Name: Glitter Shroud
Spell Tree: Crystal
What It Does: Releases a cloud of colorful fragments that slowly track towards the target, Blizzard-style. Spawns 2-3 crystals in the cloud over the duration of the spell. Low damage, multiple ticks, long CD.
Visual: A recolor of Blizzard with many colors, fairly easy to make.

Spell Name: Impale
Spell Tree: Crystal
What It Does: Sends a homing rumble of earth at the opponent, moves slowly but has high range. Small AOE trail lingers that inflicts a slow. On hit, a spike of crystal jolts upward, dealing moderate damage and rooting very briefly (0.5sec~). Medium CD.
Visual: A small mound of earth rumbling beneath, soon pierced through by a spike of crystal (with random coloration).
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