ChanceSuggest A Spell
#11
Spell Name: Precision Stab(or Impale if the above isn't used)
Spell Tree: Armed
What It Does: a short ranged dash attack that does moderate damage and causes bleed+cripple. Intermediate/Master
Visual: Dash Strike would probably work but a lot shorter

Spell Name: Ward
Spell Tree: None (starting spell like strike/tackle/ect?)
What It Does: Weak damage soak spell based off pow
Visual: Bubble from shield stances but lighter?
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#12
Spell Name:Mana Drain
Spell Tree: Absorption Tree
What It Does: A linear dash attack that if lands, stuns both target and user while it deals continous damage ticks and drains mana. If the opponent has 0 mana during Mana Drain, the next damage ticks will deal higher damage. Once the move ends, both user and enemy get out of stun at the same time (could add a knockback to the target at the end to make it less prone to immediate retaliation)
Visual:

[Image: image.png]
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#13
Spell Name: Victory Fanfare
Spell Tree: Sound (Basic)
What It Does: Party-Wide Castbuff that increases AP by 5% and Critical by 50 for 10 seconds. Grants Immunity to all Conditions (similar to War Cry) for 5 seconds.
Visual: Golden notes that hover around a character's head. (Placing it in a spot that doesn't distract too much from Charge spell indicators)

Note: It's similar to Aera and Silver Surge, as both increase crit by 50. While it's party-wide like Silver Surge, it takes parts from both spells and does it a bit “weaker”. (5% AP vs 10% Air element pow on Aera and Immunity vs Cleanse and Slow Immunity on Silver Surge)


Spell Name: Deafening Silence
Spell Tree: Sound (Signature or maybe Master)
What It Does: Low Range Auto Hit, that maybe has 5 or 6 tile range. Plays a distinct sound effect, deals moderate damage, and then prevents the opponent from hearing any sound effects for the duration, as if the sound deafened them or as if the caster is actively preventing sounds from reaching them. (If turning off a certain person’s ability to hear sound effects is even possible) Due to the lack of sound / damage to the ears, the opponent receives the annoying and weak pull effect that Styx has, as it disrupts their balance occasionally for the duration.
Visual: Black quarter, eighth, and half notes hit the opponent from all sides.


Spell Name: Rick Roll Magnum Opus (I’m really bad at names and can’t think of something good)
Spell Tree: Sound (Intermediate)
What It Does: Place an invisible note that requires a short delay to arm itself. The note “explodes” when an opponent walks 2-3 tiles away from it. Upon activation, deal heavy damage in a small circular AoE centered on the note’s location that causes heavy confusion.
Visual: For the user, the invisible note that is placed down is similar to Volcanic Geyser’s trap, but it’s a faint blue note. As for the AoE, it can look like a smaller Boomburst.
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#14
Spell Name: Helburst
Spell Tree: Occult (Intermediate?)
What It Does: On press, you are put in a charge state (think Sear), before releasing an explosion of projectiles from all around you. Confuses targets hit, low individual damage but incentivizes charging straight at your target.
Visual: Darkens the user’s icon on use and adds a bit of an unstable aura overlay. When the charge is over, the projectiles released are like the Occult Imps projectiles, but colored to be more like the Occult Flame aura.

Spell Name: Accursed Rebuke
Spell Tree: Occult (Intermediate)
What It Does: A self-centered AoE attack like Lightning Burst. If the user is suffering from a status condition, anyone hit by the attack is stunned.
Visual: Probably similar to Adversity’s black pulse.
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#15
Spell name : Crystalline talons
Spell tree : Crystal (Intermediate) 
Summons crystalline spikes around your target in a 6x6 area. Each color inflict a specific debuff when stepped on (green = 2s Slow / Red: 2d -10% DR / Blue = 2s Silence )

Spell name : Reflecting mirror
Spell tree : Crystal (Master)
For the next 2 seconds, become immune to damage, and reflect all projectiles, beams and sears spells back to the caster

Spell name: The First Prism
Spell tree : Crystal/Light (Hidden/Signature)
While you hold the spell, slow your movement. Rays of colors slowly merge together into a beam shooting forward, dealing continuous damage. Can be interrupted by stuns. Drains mana while holding.

Spell name : Entangling roots
Spell tree : Nature (Intermediate)
After a short delay, create a small aoe of constriction roots on the location of your target. Deals damage in the zone, disable dashes, teleports and knockback effects, and apply a T2 slow.

Spell name : Spinning buzz saws
Spell tree : Metal (Intermediate)
Summon a pair of buzzing saws on your sides. They windup for 2 seconds (dealing quick but low damage if someone is inside). After the windup, the saws hurl forward, dealing damage and applying a bleed effect. If the target is hit in between both saws, they become slowed and have their healing halved for some seconds.

Spell name : Lightning charge
Spell tree : Lightning (intermediate)
Hold the spell to gather speed on place. Release the spell to dash into your target. Speed, damage, and knockback scales the longer the spell was held.

Spell name : Sniper stance
Spell tree : Combat Stance (master)
+10 Agi, +10%AP. Doubles the range of throwing weapons.
On Q press, toggles aiming mode, making your thrown weapons direct towards your mouse cursor rather than forward. Can shoot at any angle.
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#16
Spell Name: Bound In Blood
Spell tree: Take a wild guess (Blood)
What it Does: A skillshot ability that, upon making contact with a foe, creates a tether between the caster and the target. While the tether is active the target takes constant bleed damage. Lasts for 5 seconds or until the target manages to break distance (10 tiles or so).
Visual: A visceral red lasso when sent out. Becomes a pulsating red line connecting the two players on hit. A 'snap' effect in the center when the tether is broken.
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#17
Spell Name: Devour
Spell Tree: Shadow Master
What It Does: AOE that deletes spell tiles, projectiles, and slows enemies who enter
Visual: abyss but bigger

Spell Name: Gale Thrust
Spell Tree: Tempest
What It Does: Linear insta dash that sends the target flying back
Visual: maybe mighty low speed, shockwave on impact

Spell Name: Overload
Spell Tree: Plasma
What It Does: Storm AOE, but burns.
Visual: Pink lightning, Pink fire tiles, no need for fire nados

Spell Name: Divine Slash
Spell Tree: Light
What It Does: fast 3 tile projectile that burns/bleeds
Visual: That one shiny light slash from spires it was like… yellow

Spell Name: Cleansing Tides
Spell Tree: Wellspring
What It Does: A wave (beam code) of water that drags anyone and anything in it back, extra damage against walls.
Visual: a wave ?


Spell Name: Wild Growth (growth pre req)
Spell Tree: Nature
What It Does: tilled land tiles appear, (3x3) and if the enemy walks over them a tree erupts from below sending them flying. If you have springs bloom, blooms come out with the trees, if you have cruel thesis, vines and undead come out with the trees, if you have neither you’re a basic bitch with simple trees
Visual: stuff above, cool colored trees depending on variants

Spell Name: Demon Killer
Spell Tree: Armed
What It Does: stomp forward locking your opponent in a short PowerPoint slideshow of beautiful animated slashes (does extra damage to demons because why not)
Visual: the original flash sword sprite where it did a million cuts
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#18
Spell Name: Ravenous Void
Spell Tree: Mana Absorption Master
What it Does: A small AoE that eats projectiles and the enemy PC if they get too close. If it eats a projectile then the caster of the void is healed 50% of the damage it would do. If the void hits a player then it purges any cast buffs on the player on top of the usual mana drain and damage. (not toggles/auras)
Visual: A twisting void of sorts, similar to galaxy nova that looks more aggressive in nature
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#19
Enjoy my actually terrible idea, suffer in my mediocrity, cause damnit I like my THEMING!

Spell name: Fundamental Mastery
Spell Tree: Armed (honestly probably a sig)
Extra Requirements: Garuda, Ifrit and Fomorian bought.
What it does: Look at those three stances right there. See how they’re nice individual concepts?
What if instead I took a giant hammer and made them all one stance. 10 vit, 10 pow, 20 agi. Garuda two tile teleports. Press Q? ALL. THE. THINGS.

Gcde armed skills, 20% DR, Cleanse and slow immunity for like 8 seconds or whatever.

And then cry when they press Mist Form.

Everything you could ever want, a power fantasy and a harsh dose of reality to make you suffer.
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#20
Spell Name: Capricious Tempest
Spell Tree: Tempest
What it does: Summons an x amount of fast wind projectiles (either consecutively or all at once) around the target from random directions. Projectiles drag for a short distance and inflict an agi debuff.
It's like Whims of Wind, but smaller and, as said, in random directions rather than just behind. (no tornado aftereffect). Consider it to be an upgrade of it.

Idea is you basically get dragged by a short distance a bunch of times in random directions.

What it looks like: Whims of wind with a smaller hit box going at random directions rather than just behind. Also faster.

Spell Name: Sword Will (Hidden)
Spell Tree: Armed
What it does: You are unable to use Armed Spells. Summon a sword(or preferably your weapon). It can use all of the Armed spells you have learned.
Requirement: Unique Weapon?
Stats based on your main weapon. Unkillable.
What it looks like: A floating sword/your weapon summon.
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