BitsySpider: This is a rehash of the old spells suggestion list split into four groups: Complete schools which, in my anything but humble opinion, don't need more spells, Incomplete schools which could use a little sprucing up, Divine Magic, and Other (including new schools and things like Demonology and Udun, which don't fit the paradigm).

Schools

Eru

Sing the Music (by BitsySpider)

Write the Music (by BitsySpider)

Manwe

Wind Blast (by BitsySpider)

Gwaihir's Talons (by BitsySpider)

Melkor

Absorb Corruption (by BitsySpider)

Corrupt Self (by BitsySpider)

Corrupt Other (by BitsySpider)

Tulkas

Triumphant Meditation

War Cry

Brand of War

Yavanna

Entish Vigor (by BitsySpider)

Nature's Wrath (by BitsySpider)

Ice Bite (by BitsySpider)

Sanctuary (by LukeHaub)

Chatter

DragonAtma: When casting Absorb Corruption, Artifacts should be teleported into a dungeon and added to the list of findable artifacts. Otherwise, the spell is more abusable than a level 1 Alchemist's Potion of Detonations -- just visit a Mountain square that's 99% unwalkable, and you only have to check a few squares to relocate it and recast the spell!

LukeHaub: I came up with the sanctuary spell when experimenting with various project flags and new damage types for an enchanter class i've been working on. It effectively prevents you from being melee'd for a short while although offers no protection from enemy spells. It's sort of like a stationary tidal wave. The cool thing is that using project with PROJECT_JUMP inside the 'monster' field of the GF declaration allows you to treat each monster specially doing different things to different types allowing you to keep enemies out whilst letting friends in, maybe even healing them a little bit.

IdeaArchive/Player/Spell Ideas: Divine Magic (last edited 2007-10-25 01:21:13 by c-69-140-162-196)