ChanceSpell DLC - Suggest!
#11
Spell Name: Shield Breaker
Magic Tree: Giant Race
Mechanics: 
"Utilize your massive size against the weaker and feeble masses."

After a short-windup (1s), charge forwards in an oppressive lariat. Cracking the ground beneath you and slowing anyone stuck within this uneven terrain, anyone hit by the lariat will be struck for moderate damage that completely ignores DR


Spell Name: Time Reversal
Magic Tree: Time (Replaces Timeskip)
Mechanics:

[Image: l9%2B8WR.gif]

Only capable of being used while at least one spell is off-cooldown and one is on cooldown. In exchange for placing a random spell on your bar on cooldown, immediately bring said on-cooldown spell off its cooldown. (Gacha but RPB.)


Spell Name: Time Jammer
Magic Tree: Time (Replaces Time Slow)
Mechanics:

[Image: mMWaDx.gif]

Spawns several 3x3 faded time magic circles across the rpb; faded, inactive. When stepped on, all activate, rooting the target for 2s & applying heavy damage.
Reply
#12
Spell Name: Sundering Strike
Magic Tree: Unarmed
Mechanics: A heavy strike that disables the ability to block for several seconds if it lands, or heavily reduces DR for a short time
Visuals: (you could link reference images) Psmash effect so that it is immediately clear what just happened, and you don't have to do a bunch of animation work
Other: (optional)
[Image: unknown.png]
Reply
#13
Quote:Spell Name:
Quantum Tunnel (Mastery)

Magic Tree:
Time

Mechanics:
For the cost of 1500 Energy and one 72-hour temporary injury, you may reach through the timelines and duplicate a single unit of any kind of resource item. Attempting to duplicate another resource item while you still have the temp will cause it to become a -10 vit perm and apply a second 72-hour temp.
You may duplicate Chiron (or whatever the equivalent is in Meranthe), but doing so will cause you to be struck with an unhealable -40 vit perm.
It cannot be refunded once you've taken it - to prevent abuse by time users who aren't truly dedicated to this branch of the magic - but only costs 5 RPP and one mastery point.

Visuals: Maybe there could be some kind of overlay upon things that have been duplicated via the spell?
--
Quote:Spell Name:
Temper Equipment (Mastery)

Magic Tree:
Metal

Mechanics:
For 1500 energy, temper a piece of equipment and optimise it. This raises it up by one rarity tier (uncommon -> rare -> ultra). This can only ever occur once to any particular type of equipment.
--
I think utility spells like these would be great because they give options to non-combat characters for spending Mastery Points while also representing the pinnacle of what you can achieve in a particular school of magic if you truly dedicate yourself.
Reply
#14
Lots of great submissions so far. Going to post a list of which we'll be including in a few days or so.
Reply
#15
Spell Name: Prism strike
Magic Tree: light
Mechanics: Fires out 8 instantaneous beams around the character, each a different colour of the rainbow. Does low damage but applies a confuse.
Rob

[Image: nudd67u.png]
[Image: Ou20Kwc.png]
Reply
#16
this is less of a new spell and a rework

Spell Name: Nature's Command
Magic Tree: Nature
Mechanics: Summons three vines that chase around your opponents- Upon landing a strike, they attach themselves to an opponent for a few seconds and apply a slow. If damaged, they will de-attach early.
Visuals: [Image: unknown.png]
Other: They attach by visually and physically copying the opponent's movement one to one- When they de-attach, they could get launched back a good few tiles. Right now, they seem to just be a bit of extra dps and really don't amount to much- So making them grab and grasp like any good vine should might make them more viable. Of course, depending on how this goes, the amount of vines might have to be reduced to one. Anything in the name of making them more of a unique summon than just being there to get some smacks in.
it's not what it looks like
Reply
#17
All of these submissions make me very hype for the spell dlc. Keep it coming!!!
Reply
#18
Spell Name: Advection
Magic Tree: Mist
Mechanics: A homing dash spell, that replaces the functionality of dash strike when you buy it, akin to what venodash does.

When you use it, you enter mistform for the duration of the dash.

Visuals: [Image: MakiutheMagicalMist-OP12-EN-C-UE.png]
Other: I think it'd be real neato.
Reply
#19
Spell Name: Bone Skewer
  
Magic Tree: Bone
  
Mechanics: To manifest an extension of bones, a caster may use so to jab its sharpest edge upon a pivotal point against the form their target. To sunder defenses, leaving the enemy vulnerable.
  
A skillshot 'beam' that looks like a slender and sharp bone that jabs forward a few feet of where the user is facing. Enemies hit by the skillshot takes massive amounts of damage and is either stunned or momentarily loses a percent of DR; if Bone Blades is active, it both stuns AND reduces DR. Short range but big damage and provides a strong opening for the caster.
  
Visuals:
[Image: 300px-Ridley_Down_B_SSBU.gif]
  
  


   
Spell Name: Glacial Tomb
  
Magic Tree: Ice 
   
Mechanics: To be met with an icy end. The longer one lingers against the brunt of the cold, the likelier one is to succumb to lockjaw and frostbite. Those that succumb becomes nothing more than icy statues at the mercy of the caster.
  
A an icy and wispy projectile flies straight forward, moving around 5 tiles ahead before it detonates. It bursts into a large glacier AoE that jabs outward, freezing everything in its wake. Any enemy caught within the AoE is rooted for a few seconds, after which (when the root expires/wears off/is cleansed) the target is then hit with frostbite.
   
Visuals:
[Image: Icy_Slider_KHIIIRM.gif]
Reply
#20
(08-10-2022, 03:45 PM)Avee Wrote: Spell Name: Advection
Magic Tree: Mist
Mechanics: A homing dash spell, that replaces the functionality of dash strike when you buy it, akin to what venodash does.

When you use it, you enter mistform for the duration of the dash.

Visuals: [Image: MakiutheMagicalMist-OP12-EN-C-UE.png]
Other: I think it'd be real neato.

I like the flavor of this, I think mist fits best in its niche as zone denial and a unique form of kiting. A toggle that allows dash to leave behind fogbank tiles as well as gives you some I-frames/mistform. 

Master.
Reply
Topic Options
Forum Jump:




Users browsing this thread: 1 Guest(s)