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Design your own spells!

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    An idea for the Tank archetype:

    United We Stand: The Tank raises their weapon in the air, inspiring nearby allies, reducing the damage they take by up to 20% for 10 seconds. The effect is reduced if the ally is more than 5 yards away from the tank, reduced to 5% at 15 yards. (2-10 minute cooldown).
    • Tank augment - Maximum damage reduction increased to 30%, reduced to 10% at 15 yards.
    • Cleric augment - Nearby targets also receive 10% more healing, reduced to 5% at 15 yards.
    • Rogue augment - Nearby targets also gain 10% attack speed, reduced to 5% at 15 yards.
    • Fighter augment - Nearby targets also gain 10% physical damage buff, reduced to 5% at 15 yards.
    • Ranger augment - Nearby targets also gain 10% armor penetration, reduced to 5% at 15 yards.
    • Summoner augment - Nearby targets also gain 10% spell haste, reduced to 5% at 15 yards.
    • Mage augment - Nearby targets also gain 10% magic damage buff, reduced to 5% at 15 yards.
    • Bard augment - Nearby targets also gain 10% evasion, reduced to 5% at 15 yards.
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    KabanKaban Member, Alpha One, Adventurer
    I will shamelessly bump this thread into existence.

    Battlemage:
    Proxy's Stigma - Stance. When active all mage spells are executed as melee attacks. Single target spells as thrusts AoE spells as round strikes. Spells cast that way have reduced cooldown by 15%, cost and BASE damage by 30%. Average weapon damage is added to TOTAL spell damage. Spells cast that way also carry weapon on hit effects. Weapon on hit effects are amplified by 50% while the stance is active.

    Duelist:
    Blooded Crown - Marks the target for 7 seconds. Every hit dealt against that target stacks a dormant bleed debuff that equals 33% of damage suffered while mark was active. When the effect is finished the target starts to bleed over next 7 seconds for the damage stored. Blooded crown can be activated again while the bleeding is in effect to heal the caster for the amount of damage bled. Activating Bleeding Crown again ends bleeding effect early.

    Necormancer:
    Grey Retinue - summon several spirits of the dead in targeted area. Spirits cannot be affected by attacks and spells. Every hit deals x to y magic damage and slows the target by 10%. Cursed targets take priority in Grey Retinue threat table. If an enemy dies within the range of the spell its duration is refreshed and area, and spirit count increased by 25%. This effect can stack up to 4 times.

    Cultist:
    Soul Grasp - when cast on enemy target creates its immobile copy at the target's location. The copy lasts up to 10 seconds and has 10% of target's max health and takes 50% increased damage. Dealing damage to the copy transfers all damage dealt to the original target and an additional 50% damage if the copy was killed.
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    I am not sure what a clade caller will be like but I imagine a sword sage from wuxia style games.
    one idea is having between 4-8 sword flying in the air to due various styles of aoe damage rathe it be cone shape or circle.

    another is channel elements in to your swords like ice or lighting and send them at you enemies like a ranged spell just the swords would be delivering them instead.
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    DerToastinatorDerToastinator Member, Alpha One, Adventurer
    I would love to see a

    Drain spell

    It would drain hp of a partymembero or yourselve to empower your next Spell.
    That could be a mechanic of the Nightspell or Shadow Lord
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    As someone who always mains a sorcerer/mage in MMO's. I've always been a fan of dome shields to protect myself and friends or be able to create walls of magic to keep enemies out in PvP. Would love to see some of that!
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    edited July 2021
    Archwizard Spells:

    Channel - You start to channel magic from the area. Effect: Mana regen.

    Slizard's Calamity - You pull a meteor from the sky, landing it on your enemies. Effect: Biggest damage and biggest AoE spell, costs 100% mana.

    Fast Casting - You attune with the aether around you on a more physical level. Effect: For the next X seconds, reduce casting time for spells by Y seconds.

    Arcane Flurry - The arcane energies respond to your cadence. Effect: Fire a seeking arcane missile for each spell cast in the last X seconds. Single target.
    Future Tulnar Archwizard

    For me, the only good day is one filled with study and explosions.

    -Archwizard Slizard
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    I would love to see a

    Drain spell

    It would drain hp of a partymembero or yourselve to empower your next Spell.
    That could be a mechanic of the Nightspell or Shadow Lord

    Draining your own party member?! That'd be interesting. Maybe you could cast a mark on one of your party members beforehand, and then they're the patsy for all your Drain skills. I'd actually really like to see a set of skills like that: powerful damage skills, but damage one of your own in the process. Can turn the tide of a battle, but only when you time it right.
    This link may help you: https://ashesofcreation.wiki/
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    NerrorNerror Member, Alpha One, Adventurer
    edited July 2021
    Create Food and Waiter - variation of the old D&D spell

    The caster summons a food-laden table on the ground, with an accompanying waiter. Players can interact and receive a temporary buff for the battle ahead.
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    IzilIzil Member, Alpha One, Adventurer
    edited July 2021
    Thousand Blades - Dualwield only Rogue spell; jump with spin attack dealing X dmg against surrounding enemies. Deals extra damage against ?weakened? foes.
    Izil.png
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    I am not sure what a clade caller will be like but I imagine a sword sage from wuxia style games.
    one idea is having between 4-8 sword flying in the air to due various styles of aoe damage rathe it be cone shape or circle.

    another is channel elements in to your swords like ice or lighting and send them at you enemies like a ranged spell just the swords would be delivering them instead.

    that sounds cool
    signature.png
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    RavelRavel Member
    edited July 2021
    For a moment I thought you meant building your own spells in game like in Ryzom, but better.
    The verb, not the composer name.
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    PigyPoggoPigyPoggo Member
    edited July 2021
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    Corrupted Ascension
    Type: Self buff
    Cast Time: 2 seconds
    Duration: Until cancelled
    Cooldown: 10 minutes

    The caster channels corruption in a desperate attempt to overcome their foe, damaging themselves in their pursuit of victory.
    Upon casting Corrupted Ascension you gain access to 5 new abilities and a resource, Corruption.

    Corruption
    Type: 0-100 resource bar
    Drains at a rate of 2 per sec.
    Each point of Corruption increases your spellcasting speed by 1% and damage by 0.5% (Could only be damage but I think cast speed increase further adds to the hectic playstyle)
    Upon hitting 0 Corruption you exit Corrupted Ascension and gain a 2 minute debuff "Corruption Withdrawal" increasing damage taken by 20%.
    Upon hitting 100 Corruption you die.
    20% of all damage inflicted while Ascended is inflicted on the caster as well.

    Corrupted Blast
    Type: Projectile
    Cast time 1.5 seconds
    Depletes 10 Corruption

    Damaging ranged ability without cooldown to manage corruption levels

    Enervation
    Type:DoT
    Cast Time: Instant
    Duration: 12 seconds
    5 Corruption per tick

    Deals damage every two seconds (modified to lower intervals by spellcasting speed, total duration remains same) and generates 5 Corruption every tick.

    Corrupted Fissure
    Type: Ground AoE
    Cast Time: 2 seconds
    Duration: 30 seconds
    Cooldown: 15 seconds
    Generates 25 Corruption on detonation.

    Creates a corrupted pool of energy at the chosen location, after a 5 second delay it detonates for significant damage. Detonation delay unaffected by spellcasting speed.

    Essence Drain
    Type: Ranged channeled spell
    Cast Time: Instant
    Duration: 5 seconds
    Depletes 3 corruption per tick

    Attempts to steal the life of the target dealing very low damage every second and healing yourself for 200% of the damage dealt.

    Power Hunger
    Type: Self "buff"
    Cast Time: instant
    Cooldown: -

    The caster sacrifices their own lifeforce to fuel their onslaught. You take 30% of your maximum health in damage and generate 45 corruption. This damage is non-lethal and cannot be used if current health does not exceed 30% of maximum.


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    Impending Doom
    Type: Debuff/Amplification
    Cast Time: 2 seconds
    Duration: 12 seconds
    Cooldown: 3 minutes

    Dooms the target, causing all your damage dealt to cause no damage and instead be absorbed by Impending Doom. Upon expiration the target takes 130% of the absorbed damage during the duration.
    If Impending Doom is dispelled/removed prior to expiring, it does nothing.

    Doomsday
    Type: Target/AoE
    Cast Time: Instant
    Replaces Impending Doom once cast

    Spreads the current Impending Doom to all hostile creatures near the target, it retains damage absorbed and duration left from the original.

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    Soul Puppet
    Type: Buff/Debuff/Amplification
    Cast Time: Instant
    Duration: 10 seconds
    Cooldown: 2-3 minutes

    Targets a creature and steals a fragment of their soul, imbuing it into your puppet. Can target both friendly and hostile creatures.
    Summons a targetable puppet on the ground. The puppet if used on an ally is friendly to you and your party, and hostile to your enemies. If the puppet is used on an enemy it is hostile to you and your party, and friendly to your enemies. The puppet has a max health pool about twice a players.

    All damage and healing to the puppet is replicated and amplified by 150% to the target tethered to it. The puppet is affected by player and monster abilities alike.

    Any damage and healing done to the affected target also affects the puppet without the 150% modifier. if the puppet dies the spell ends.
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