New/Updated spell ideas and adjusted spell list on 10/04/2016 01:49 PM CDT
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I'd like to see the spell lists adjusted (whether the new/updated spells I've listed below move to the wizard circle or MjE circle, doesn't matter to me) as such. I choose moving our CS based spells to MjE circle because (except for Weapon Fire because it sucks and we don't use it) the spells seem to make more sense as a Major Elemental spell. I'd like to see them adjusted as such:

Wizard - new layout MjE - new layout
Spell # Spell Name Spell # Spell Name
901 Minor Shock 501 Sleep
902 Minor Elemental Edge 502 Chromatic Circle
903 Minor Water 503 Thurfel's Ward
904 Minor Acid 504 Slow
905 prismatic Guard 505 Hand of Tonis
906 Minor Fire 506 Celerity
907 Major Cold 507 Elemental Deflection
908 Major Fire 508 Elemental Bias
909 Tremors 509 Strength
910 Major Shock 510 Hurl Boulder
911 Mass Blur 511 Floating Disk
912 Call Wind 512 Elemental Focus
913 Melgorehn's Aura 513 Focused Cyclone (was Sandstorm)
914 Weapon Fire 514 Stone Fist
915 Rapid Fire 515 Mana Leech
916 Invisibility 516 Lightning Storm
917 Charge Item 517 Cold Snap
918 Duplicate 518 Cone of Elements
919 Wizard's Shield 519 Immolation
920 Call Familiar 520 Stone Skin
925 Enchant Item 525 Meteor Swarm
930 Familiar Gate 530 Elemental Disjunction
935 Unknown 535 Haste
940 Unknown 540 Temporal Reversion
950 Core Tap 550 Time Stop


Focused Cyclone (Sandstorm) - 513

The creation of a localized vortex of wind around a single target that pulls all the oxygen out of the surrounding area creating a vacuum and causing unbalancing and void crits.
•CS based spell
•Single target only
•Base duration = 5 seconds. Every 10 ranks EL:A increases the duration by 1 second. Capped at 5 seconds (50 ranks) for a total of 10 seconds
•The initial cast causes a void crit cycle and has the ability to knock the target down based on unbalancing crit
- At 50 ranks EL:A you have 5% chance to outright kill the target. Every 10 ranks over 50 increase this by 1%. At 200 ranks EL:A you have a 20% chance for outright kill. A target already under the effect of 513 cannot be instantly killed by a second cast. A second cast will be dissipated by the spell that's already in effect.
•Damage flares occur every 2 second, this can be reduced to 1 second at 100 EL:A ranks. Each flare has a CS check. Every successful flare will be void crits with a chance to knock the target over if target is not already prone
- At 150 ranks you add a second crit cycle to every damage round after the initial cast.
- At 200 ranks you add a third crit cycle to the first 5 damage cycles.
•Upon a successful resist against a follow up crit cycle, the spell ends.
•ATTUNED to air will allow the following ability: If you have 50 ranks of another elemental lore, you can incorporate that lore (only 1 extra at a time) into your Cyclone (for lightning it requires 25 of each Air and Water). For example, when you cast the spell you would: INCANT 513 FIRE
- Fire will add extra fire damage on every flare
- Water will add extra ice damage on every flare
- Earth will add extra crush damage on every flare
- Lightning (requires 25 EL:A & 25 EL:W) will add extra lightning damage on every flare




Stone Fist – 514

The creation of a large stone fist to trap a single target; this stone fist can be manipulated with appropriate EL:E skill ranks.
•CS based spell
•Single target only
•Base duration = 10 seconds. Every 5 ranks EL:E increases the duration by 1 second. Capped at 20 seconds (100 ranks) for a total of 30 seconds
•The initial cast only roots the target unless you have enough skill to manipulate the fist to CLENCH or POUND. This would be done using: INCANT 514 CLENCH or INCANT 514 POUND
•EL:E Ranks needed to unlock verbs: SLAP = 20, CLENCH = 40, POUND = 75
•Every 50 ranks EL:E you can reduce the mana cost of verbs by 1 mana point. Minimum mana cannot be reduced beyond 1. See table below for minimum mana achievable on each verb.
- Every 10 ranks over 40 EL:E, CLENCH adds an extra 6 points of damage (caps at 200 ranks EL:E for 112 extra damage on each successful CLENCH)
CLENCH not all thresholds shown
Ranks Extra damage
50 +6
60 +12
70 +18
80 +24
150 +66
200 +96

- Every 10 ranks over 75 EL:E, POUND adds an extra 10 points of damage (caps at 200 ranks EL:E for 120 extra damage on each successful POUND)
POUND not all thresholds shown
Ranks Extra damage
85 +10
95 +20
105 +30
115 +40
155 +80
195 +120

•Every 2 ranks of EL:E over 100 reduces the targets TD against the spell by 1 point (capped at 51 TD pushdown at 202 ranks EL:E)
•As long as the fist holds the target, you can use any of the following verbs at the following mana costs:
Verb Mana Cost Minimum Mana cost
WAVE/PUSH 2 1
THROW 3 1
SLAP 4 1
CLENCH 6 2
POUND 8 4

•At 50 ranks EL:E, using INCANT 514 CLENCH will have a 5% chance to outright kill the target. Every 15 ranks over 50 adds 1% for an outright kill. 15% chance to outright kill at 200 ranks EL:E. A target already under the effect of 514 cannot be instantly killed by a second cast. A second cast will be dissipated by the spell that's already in effect.
•At 85 ranks EL:E using INCANT 514 POUND will have a 5% chance to outright kill the target. Every 8 ranks over 85 adds 1% for an outright kill. 19% max at 197 ranks EL:E. A target already under the effect of 514 cannot be instantly killed by a second cast. A second cast will be dissipated by the spell that's already in effect.
•ATTUNED to earth will allow the following ability: If you have 50 ranks of another elemental lore, you can incorporate that lore (only 1 extra at a time) into your Stone Fist (for lightning it requires 25 of each Air and Water)
For example, when you cast the spell you would: INCANT 514 FIRE OR for damage on the initial cast if you have appropriate lore skill: INCANT 514 POUND FIRE
- Fire will add extra fire damage on every successful verb
- Water will add extra ice damage on every successful verb
- Air will add extra void damage on every successful verb
- Lightning (requires 25 EL:A & 25 EL:W) will add extra lightning damage on every successful verb




Lightning Storm - 516

The creation of a localized electrical storm forms around the target causing lightning to lash out.
•CS based spell
•Single target only
•Base duration = 5 seconds. Every 10 ranks EL:A & EL:W (5 ranks each; 5 of Air and 5 of Water) increases the duration by 1 second. Capped at 5 seconds (50 ranks) for a total of 10 seconds
•The initial cast has a very good chance to STUN the target. Duration of the stun depends on the severity of the initial lightning strike.
- At 25 ranks of both EL:A & EL:W (50 ranks total) - a 5% chance to outright kill the target. Every 10 ranks (5 EL:W + 5 EL:A) over 50 increases the chance to kill by 1%. At 200 ranks (100 EL:A + 100 EL:W) a 20% chance to outright kill can be achieved on the initial cast only. A target already under the effect of 516 cannot be instantly killed by a second cast. A second cast will be dissipated by the spell that's already in effect.
•Damage flares occur every 2 second, this can be reduced to 1 second at 50 ranks each EL:A & EL:W (100 ranks total). Each flare has a CS check. Every successful flare has a chance to stun the target if not already stunned.
- At 150 ranks (75 ranks each EL:A & EL:W) you add a second crit cycle to every damage round after the initial cast.
- At 200 ranks (101 EL:A & EL:W) you add a third crit cycle to the first 5 damage cycles.
•Upon a successful resist against a follow up crit cycle, the spell ends.
•ATTUNED to lightning will allow the following ability: If you have 50 ranks of another elemental lore, you can incorporate that lore (only 1 extra at a time) into your Lightning Storm. For example, when you cast the spell you would: INCANT 516 FIRE
- Fire will add extra fire damage on every flare
- Water will add extra ice damage on every flare
- Earth will add extra crush damage on every flare
- Air will add extra void/vacuum damage on every flare




Cold Snap - 517

The creation of subzero freezing cold that can fully encase a single target in ice. If an OPEN cast is used, the spell will ONLY root any target that you successfully ward and impose a hard 3 second RT due to the shock of getting rooted by ice.
•CS based spell
•Single target only will encase the target in ice. OPEN cast version must be cast twice to encase targets in ice
Following is for Single target only version
•The initial cast will encase the target in ice for a base duration of 5 seconds. The duration can be increased by 1 second for every 10 ranks of EL:W known; capped at 15 seconds (150 EL:W) for a total of 20 seconds.
•Damage flares occur every 2 second, this can be reduced to 1 second at 100 ranks EL:W. Each flare has a CS check. Every successful flare will cause ice crits.
- At 100 ranks EL:W the initial cast has 25% chance to completely freeze off each limb (left arm, right arm, left leg and right leg). Each limb removed will cause 75 concussion damage (up to 300 damage if all 4 limbs are removed on the initial cast)
- At 150 ranks EL:W the initial cast has a 10% chance for an instant kill on the initial cast due to freezing off the head; every 5 ranks over 150 EL:W gains 1% increase to outright kill the target (20% chance at 200 ranks) If the target isn't outright killed, there is a 50% chance to completely freeze off each limb (left arm, right arm, left leg and right leg). Each limb removed will cause 100 concussion damage (up to 400 damage if all 4 limbes are removed on the initial cast).
•Upon a successful resist against a follow up crit cycle, the spell ends and the ice will melt away, allowing the target to be fully mobile.
•You can attempt to SHATTER the target by casting Major Cold (907) at 50 EL:W ranks on the initial cast ONLY by: INCANT 517 907 if you possess 50 or more ranks EL:W (see NOTE below) - will cause multiple Ice criticals if target isn't instantly killed + extra mana of the bolt spell
•ATTUNED to water will all you the following ability at 50 ranks EL:W: If you have 50 ranks of another elemental lore, you can incorporate that lore (only 1 extra at a time) into your Cold Snap.
- Fire will allow you to shatter the target encased in ice on the initial cast ONLY by: INCANT 517 906 or 908 - will cause Steam criticals if target isn't instantly killed + extra mana of the bolt spell (total mana is 23 or 25)
- Air will allow you to shatter the target encased in ice on the initial cast ONLY by: INCANT 517 505 - will cause Void criticals if target isn't instantly killed + extra mana of the bolt spell (total mana is 22)
- Earth will allow you to shatter the target encased in ice on the initial cast ONLY by: INCANT 517 510 - will cause strong Vibe criticals if target isn't instantly killed + extra mana of the bolt spell (total mana is 27)
- Lightning will allow you to shatter the target encased in ice on the initial cast ONLY by: INCANT 517 910 - will cause strong Lightning criticals if target isn't instantly killed + extra mana of the bolt spell (total mana is 27)

NOTE
To shatter the following criteria must be meet:
1) Must have 50 ranks EL:W and only 907 will work if you're not ATTUNED to water. Initial chance to shatter at 50 ranks EL:W = 5%
2) Any other elemental bolt can only shatter if you have 50 ranks of the same elemental lore
- using 906, you must have 50 ranks EL:F on top of the initial 50 ranks EL:W, plus you must be ATTUNED to water
3) Every 10 rank of EL:W over 50 increases the chance to shatter by 1%, maxing at 20% for 200 ranks EL:W
4) Every 10 ranks of other lores known over 50 adds 1% chance to shatter using the bolt of the same lore + the % known for EL:W (907 will always match the max % chance to shatter) - below are a few examples:
- you have 100 ranks EL:W & 50 ranks EL:F, using 906 or 908 you have 15% chance to shatter and 907 will also have 15% chance to shatter
- you have 50 ranks EL:W & 50 ranks EL:E, using 510 you have 10% chance to shatter and 907 will also have 10% chance to shatter
- you have 50 ranks EL:W & 50 ranks EL:A, using 910 you have 10% chance to shatter and 907 will also have 10% chance to shatter

OPEN cast version
•Works like it does now, but it is only a disabler spell. You cannot SHATTER targets that are frozen from the OPEN cast version.
•Two successful casts of OPEN 517 will encase multiple targets in ice. The duration is a minimum of 5 seconds and every 10 ranks of EL:W increases the duration by 1 second for a max of 15 seconds at 100 ranks EL:W
•Base targets for open cast = 3. Every 15 ranks EL:W increases the number of targets by 1. No cap, only limited by max EL:W ranks. At 250 ranks you can hit 16 targets with the OPEN cast version




Immolation - 519

The creation of intense fire that fully engulfs the target.

•CS based spell
•Single target only
•Base duration = 5 seconds. Every 10 ranks increases the duration by 1 second. Max duration is 15 seconds at 100 ranks EL:F (base duration = 5 + 10 from 100 ranks EL:F to give 15 seconds)
•The initial cast comes with the ability to outright incinerate the target. Chance to incinerate the target starts at 50 ranks EL:F, you get 5%. Every 10 ranks over 50 in EL:F, you increase the incinerate chance by 1%. At 200 ranks EL:F you get 20% to outright kill the target. This can only happen to a target that is not already under the effects of 519. A target already under the effect of 519 cannot be instantly killed by a second cast. A second cast will be dissipated by the spell that's already in effect.
- Any target that doesn't get incinerated, at 25 ranks EL:F there is a 15% chance to cause the target to stop, drop and roll to put the flames out. This % is increased by 5% every 10 ranks over 25 EL:F. 100% to cause target to stop, drop and roll is at 195 EL:F ranks.
•Damage flares occur every 2 second, this can be reduced to 1 second at 100 ranks EL:F.
- At 150 ranks you add a second crit cycle to every damage round after the initial cast.
- At 200 ranks you add a third crit cycle to the first 5 damage cycles.
•ATTUNED to fire will allow the following ability: If you have 50 ranks of another elemental lore, you can incorporate that lore (only 1 extra at a time) into your Immolation. For example, when you cast the spell you would: INCANT 516 WATER
- Air will add extra void damage on every flare
- Water will add extra steam on every flare
- Earth will add extra crush damage on every flare
- Lightning will add extra lightning damage on every flare




The spells, they all have very similar functions, but also do their own special thing as well. Minimal lore (50 ranks) lets you hit the base threshold for instant kill chance on these spells. If you're someone that wants to be train in all lores 50/50/50/50, you'll get the best of all spells - minus the extra damage they can unleash with higher lore training. While you won't excel at any spell, you should be very viable using any spell above for a solid setup spell.

If you want to focus heavy, we'll say 100 ranks, in a couple lores....you'll command a lot more power from those two spells.

If you really want to focus one lore and dabble in another (150/50), you'll get one spell that's very powerful and you'll have another that's decent to fall back on should you need it.

If you want to go all out in one lore, you'll excel in killing power with that spell. The other three will be okay spells to rely upon in a pinch.

ATTUNE also plays a role in the spells. I know it seems odd that you need to be attuned to the same element as the spell casts, but the way I see it, you're attuned to the spell better and have the ability to control the element more. Now you can add a second element to the spell to improve how it functions. Being attuned isn't a requirement to get a useful result from the spells. It's there to offer extra flavor should you feel the need and if you obtain the proper lore ranks. If anyone thinks of a better way to use ATTUNE in spells, I'd be all ears.

I had fun thinking up things for the spells - I spent the most time on Cold Snap (trying to word it so it made sense...not sure I accomplished it) and Stone Fist. The other three I cobbled together quick as I started to lose patience in writing this all out. Sure, they may want Wizards to be a bolt based casting pure, but who's to say I can't dream of having some butt kicking CS based spells. (I hope the spells make sense....been going back and forth between them, making adjustments...copying, pasting....)

-Drumpel (who's not bored at work today)
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Re: New/Updated spell ideas and adjusted spell list on 10/04/2016 01:58 PM CDT
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I disagree with splitting CS and profession circles when spells such as Charge Item and Enchant Item are rank based. Sorcerers do not have to split their offensive CS spells and their core utility spells that are rank dependent, so wizards should enjoy the same.

I wouldn't want to get rid of Invisibility entirely. It's part of wizard flavor.

I'm not willing to pay 34 mana for a level 17 Cold Snap mass disabler. I want Cold Snap to primarily stay as a mass CS-based disabler. This was one of the positive and effective changes from the wizard updates. 24 mana is already more than sufficient cost.
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Re: New/Updated spell ideas and adjusted spell list on 10/04/2016 02:15 PM CDT
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[table]
Cold Snap-517
OPEN cast version
•Works like it does now, but it is only a disabler spell. You cannot SHATTER targets that are frozen from the OPEN cast version.-Drumpel
I think any move of cold snap to a higher circle should automatically include the ability to have a one cast option to shatter in the open version.
GBB
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Re: New/Updated spell ideas and adjusted spell list on 10/04/2016 08:05 PM CDT
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<I disagree with splitting CS and profession circles when spells such as Charge Item and Enchant Item are rank based. Sorcerers do not have to split their offensive CS spells and their core utility spells that are rank dependent, so wizards should enjoy the same.

+1, why I liked my spell list update!

http://i.imgur.com/lsWPzG9.gif
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Re: New/Updated spell ideas and adjusted spell list on 10/04/2016 08:58 PM CDT
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<I disagree with splitting CS and profession circles when spells such as Charge Item and Enchant Item are rank based. Sorcerers do not have to split their offensive CS spells and their core utility spells that are rank dependent, so wizards should enjoy the same.-"

We were told on this topic that wizards are suffering for everyone else on this topic. The idea being that Developement wants choices to be had between 500's and 900's and that eventually Empaths and Clerics will get a spell that will make them want to have a high CS/ or Ranks in the 200s. Forcing Sorcs to have a high amount of ranks in the 100's would just be mean spirited in my opinion. So that is why 917 which works from ranks isn't in a wizards stronger CS major elemental 500 circle. In the end I can only hope that 97-101 ranks in the 900's circle would have produced the same result for 917 as it would if it was 517 and my wizard had 125-129 ranks in the 500's.

So while I would like all CS and rank based spells to be in one circle that doesn't seem to be in our future at all. When I look at the way 500's and 900's are currently divided moving all the wizardry stuff (rapid fire, enchant item, charge item et al) to the 900's looked best given what we were told was hard choices wanted between the two circles.

GBB
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Re: New/Updated spell ideas and adjusted spell list on 10/04/2016 09:06 PM CDT
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>that eventually Empaths and Clerics will get a spell that will make them want to have a high CS/ or Ranks in the 200s.

Desirable doesn't mean forced, and I presume that wouldn't include the removal of their core existing CS spells/abilities in their profession circles. If it does, let me vote against this right now because continuing to nerf core profession abilities for every pure does not result in more fun. I wouldn't want any of the other spiritual pures to suffer what wizards have had to suffer.

Right now wizards only have one major offensive CS option, one offensive CS-based mass disabler, and one CS-based pushdown. This isn't the same kind of choice at all that an extra option would be for the spiritual pures.
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