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juniperselkie

New Abililies

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So, we don't have a topic for this just yet, and I thought it would be nice for players to be able to suggest new abilities for the rpg that they would like to see. Now, I know that prestige classes are in the works. So maybe this will help produce some things we will all enjoy! I'll start first. Though, my suggestions are just stuff I brainstormed at four am. So don't expect too much!

 

BLOOD MAGIC

+Blood Bolt - lash out at a target, reducing their speed and dealing damage over time, at the cost of hp

+Blood Funnel - drain hp from a target

+Blood Barrier - sacrifice hp to create a shield that absorbs damage

+Transfusion - Transfer HP to a target

+Crimson Tides - increase damage done at the cost of hp

+Red Miles - heavy hp cost, attack multiple targets.

 

VOID/SHADOW MAGIC

+Mind Control - remove yourself from the turn order and seize control of a target for a few turns.

+Shadow Summons - call forth a minion of the void (voidwalker, shadowfiend, voidcaller, void terror, void revenant, voidlord, void wraith)

+Wraith Walk - shift over to the shadowlands, increasing dodge chance and damage mitigation, as well as disengaging from all targets.

+Void Shield - rather than mitigating damage, reflects a percentage of damage back at the attacker.

 

NECROMANCY

+Control Undead - seize control of an Npc of the undead type

+Raise Dead - summon forth an undead minion (skeleton, ghoul, abomination, geist, banshee, wraith, wisp) based on the parts you have?

+Death Coil - restore hp to an undead minion

+Death Pact - sacrifice your minion to restore your health

 

ARCANE MAGIC

+Invisibility - unable to be targeted/engaged for a period if time, potentially protects from being pulled into fights?

 

FEL MAGIC

+Summon Demon (imp, succubus, felhunter, felguard, observer, internal doomguard, shivarra, inquisitor, gan’arg, wyrmtongue). Each demon serves a different purpose (combat vs utility)

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Anything that stops a person from doing anything is something we want to avoid.

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Doing anything in what sense? Because I know there are abilities that prevent the use of certain types of magic, and abilities that prevent movement.

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Specifically the Mind Control. And by Anything I mean you don't get a turn. Just because you can't use a certain ability doesn't mean you have other options to use that turn.

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I mean, could limit it to use on npcs, or just not add it. Like I said, these were 4am ideas lol

Only reason I included it is cuz shadow/void stuff is supposed to be big on mental stuff, and mind control was a big aspect of the shadow priest back in the day. Not sure if it still is.

Edited by juniperselkie

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18/1 Spell Reflect, Tactical [Warrior]:

Buff self: Reflect the next spell cast on you within two turns to the caster. 

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On ‎5‎/‎19‎/‎2018 at 6:49 PM, Eleanor said:

18/1 Spell Reflect, Tactical [Warrior]:

Buff self: Reflect the next spell cast on you within two turns to the caster. 

Is that Warrior only? Or open to anyone?

Edited by juniperselkie

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Levitation or Slow Fall, Non Combat, Spend 1 essence to float. Self cast. Cannot be used over water?

Sleep, Non Combat, Requires Wand, Single Target, Spend 1 essence
Cast to sleep a target for five minutes. Damage will wake the target.
(Very useful for beginning combat or sneaking past a mob.

Sleeping Powder, Combat, Cost 12? Energy, Single Target
Cast to sleep for 3 turns. Damage will wake the target.
(For non casters, rogue types, dirty fighters. ;) )

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Slap! - can be used on  the enemies, your wayward allies, and yourself! Energy cost 6  Reduces target's Magic Action Check with Ingenuity * 5 Percent, for 1 round.

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18/0: Mirror Image

Summons an illusory copy of yourself which deals [Willpower * 3.0] damage, every turn for 5 turns.

A few notes:

The copy spawned should have low enough health that they can be destroyed with 1-2 attacks, maybe 100 HP?

The copy spawned should attack only targets that you have attacked.

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14/0: Arcane Blade

Enchants your main hand weapon with a temporary enchantment, which adds [Strength + Willpower * 2.0] extra magical damage. Lasts 3 turns.

0/2: Jeshan's Lock

Unlocks any locked object 

Notes:

-Cooldown should be 1 day

Edited by ram3n
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0/1: Conjure Effect

Conjures a random effect that is applied to yourself.

Notes:

-Should have the chance to be Gravely Wounded (albeit a low chance) or be Polymorphed.

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8/0: Travel Form [Druid]

The Druid changes into a stag, increasing their movement speed and allowing another player to ride on their backs. The Druid cannot cast magic while in this form. It has no combat benefits however offsets this through the convenience of travel for you and another.

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[Warlock]

Life Tap (8,1) - Self-Buff. Deal Magical Action Check * 300% damage to yourself or gain 1 Light Injury, instead, if the damage would kill you. Restore 2 Essence. Magical damage and you deal and recieve is increased by 10%. You may not use Wild or Divine abilities while this buff is active.

Edited by Prosopagnosia
forgot class limitation

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Smelling Salts (16/0) - Must engage the target. Revives target from incapacitation after two turns. 

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16/0 - Holy Shield [Paladin]
Increases dodge rating by 2 and dodge mitigation by .5 for two turns.  When struck you deal magical action check * 100% damage to your attacker.  Requires a shield equipped to use this ability.

Notes:
Might give it an essence cost and make it 14/1 lasting three turns might make it a bit nicer.  
Dodge can be toyed with however.

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On 5/21/2018 at 7:09 PM, Montague said:

8/0: Travel Form [Druid]

The Druid changes into a stag, increasing their movement speed and allowing another player to ride on their backs. The Druid cannot cast magic while in this form. It has no combat benefits however offsets this through the convenience of travel for you and another.


Cat form shouldn't have move speed at all. Game mechanics should not give any RPG advantages. And being able to run faster than people is an RPG advantage.

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18 hours ago, AlexV said:


Cat form shouldn't have move speed at all. Game mechanics should not give any RPG advantages. And being able to run faster than people is an RPG advantage.

move speed has no bearing on rpg combat lol

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4 hours ago, Montague said:

move speed has no bearing on rpg combat lol

It has a bearing on you catching and escaping from players by running faster than them and preventing them from ever engaging you.

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Generic:

Sprint

  • You run 30% faster at the cost of Fatigue draining.
  • Cannot be used in combat. Is cancelled if you aggro an enemy.

Because holy shit the run speed is a pain.

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