Patch Spell Revisions

Objectives of the redesign for spells:

- Link the effectiveness of all spells to the spellpower with which the spell is cast.
- Make all personal enchantment spells targetable spells to encourage co-operation.
- Establish a consistant damage vs. cost/level ratio for attack spell groups (touch spells, wall spell, etc . . .).
- Make lame spells that nobody ever uses cool.

The progress so far.

What Brian's been upto.

Notation:

- text in itlaics denotes a B-list change. (Usually due to dependency on other game systems, i.e. An AI change.)
- green text denotes a new spell school and level.
- red text denotes a new value for the relevent field. (e.g. 1 Elderberry would indicate that the spell will now require 1 elderberry.)
- + indicates an small increase in the current value, ++ indicates a great increase and +++ indicates more than double current value.
- - indicates an small decrease in the current value, -- indicates a great decrease and --- indicates less than half current value.

All changes are open to discussion and spell school/level changes in particular are not final.

Faren

Fog (1): - mana/vigor. 1 Elderberry. Make monsters avoid fog.

Glow (1): ++ mana/vigor cost. +++ reagent cost. Increase duration to (iSpellpower/2 + rand(1,iSpellpower/3)) hours (~ 10-200 hrs). Reuse distill labling infrastructure.

Light (1): 1 Elderberry

Mystic Touch (1): TBD

Sweep (1): 8 Mana Moves (iSpellpower/6) loose items into the player's inventory; upto normal holding limits.

Zap (1): TBD. Needs renaming.

Bramble Wall (2): TBD.

Resist Cold (2): Make a targetable spell.

Touch of Flame (2): TBD.

Winds (2): Faren (3). Has a: num = iSpellpower/2 + 10; bound(num,25,80) percent chance to cause any ranged attack to miss.

Dement (3): In addition to intellect effect; lowers spellpower of all spells cast by the victim by iSpellpower/3.

Heat (3): -- duration. Make into target spell, not room enchantment.

Spider Web (3): Make sure newbies are immune.

Brittle (4): + mana/vigor. + reagents. Adds itematt that increase weapon damage rate (3 - 5 hps/stroke) for 2 - 5 mins.

Fireball (4): TBD.

Firewall (4): TBD.

Ring of Flames (4): TBD.

Earthquake (5): Make do more damage to monsters.

Lightning Bolt (5): TBD.

SandStorm (5): Current effect, plus wind effect, plus does 3 - 5 hps damage. Only the wind effect affects the caster.

Shatter (5): % chance to shatter target item. Shatter % of number items.

Lightning Wall (6): TBD.

Spore Burst (6): Paralyzes everyone except the caster in spellpower/30 radius (bound(1,5)). Generate fog elements with one active elem. that watches radius and holds all who enter.

Jala

Truth (1): Chance to prevent Riija spells based on Truth spellpower vs. Riija spellpower. Small chance to reveal existing illusions

Warp Time (2): Reverse? Make casting times shorter. Not crazy about this.

Distill (3): I love this spell. Add karma thingy to the desc.

Spellbane (3): Jala (4). + mana, +++ Vigor. Like truth do a spellpower vs. spellpower thingy. Blocked by truce.

Jig (4): Jala (3). people holding tokens are immune.

Mana Convergence (5): Cool spell, just needs better PR.

Kraanan

Wistand Fire (1): Faren (1). Make a targetable spell.

Relay (1): No changes.

Bless (2): Make targetable.

Enchant Weapon (2): +++ reagents. +++ Duration.

Icy Fingers (2): TBD.

resist poison (2): Make targetable. Effectiveness proportional to iSpellpower.

Create Mace (2): Change name to "Create Weapon". Makes more powerful weapons based on iSpellpower.

Super Strength (2): - might boost. - Duration. ++ reagents.

Detect Invisible (3): 2 solagh. Clean up lingering bugs, look boxes, offer lists, etc . . .

Free Action (3): - Duration. No effect on Gaze of the Baselisk.

Haste (3): Rename "Endurance". Reduce running cost by: 50 + iSpellpower/2.

Magic Shield (3): Increases defense by 10% - 30%, depending on iSpellpower.

Martyr's Battleground (3): ++ chance to get a rev.

Night Vision (3): No changes.

Resist Shock (3): Faren (3). Put underscore in SID.

Deflect (4): No changes.

Discordance (4): 15 mana. 1 Sapphire. Chance to remove enchantment based on Discordance Spellpower vs. enchantment spellpower.

Dispell Illusion (4): Chance to remove illusion based on Spellpower vs. illusion spellpower.

Eagle Eyes (4): Increase effect on archery.

Mana Bomb (4): Make effect monsters.

Mend (4): No changes.

Shroud (4): 10 mana. 10 vigor. 4 mushrooms, 4 Elderberry, 5 Herbs. +++ Duration. Change shroud itematt to decrease wear and tear.

Anti-Magic Aura (5): No changes.

Armor of Gort (5): 10 mana. ++ Duration. Instead of capping damage, increases Armor 30 - 60 % based on spellpower.

Hunt (5): Change name to "Summon". Acts as a "Getplayer". Costs less for getting characters with high poKill_decay, if the justicar is involved in the casting, or if the target is on the "wanted list".

Killing Fields (5): 15 mana. 10 vigor. Acts as a super-bless spell for all within range of 2 + iSpellpower/20.

Resist Magic (5): Make targetable. - effectiveness. (Should be somewhat less effective than a more specific resistance spell.)

Shatter Lock (6): Will now teleport all players with high pkill_decay values into the guild hall of the Guild with the most white named players, while simulanteously teleporting the contents of ALL guild hall chests into the vault of a randomly selected 30hp ToF Mule . . . Yeah thats it. Cool, huh? (Kill it.)

Qor

Cloak (1): Warns caster if someone is casting Hunt on them and increases the iSpellpower required for hunt by 20 - 100% based on Cloak spellpower.

Darkness (1): Qor spells recieve (iSpellpower/25) bonus to spellpower when cast in dark room.

Evesdrop (1): - Mana Drain. if rand(1,iSpellpower) > 70 for a given message you get the person's name, not just "Someone says".

Unholy Resolve (1): Make Targetable. Make comprable to Resist Evil.

Acid Touch (2): TBD.

Detect Good (2): Make Targetable. Will also show monsters if the monster's karma is higher than the caster's Karma * -1

Kara'hol's Curse (2): +++ Duration (couple of minutes).

Unholy Weapon (2): +++ Duration. ++ Reagents

Enfeeble (3): + mana. + Vigor. -- Duration.

Fade (3): No changes.

Hold (3): No changes.

Silence (3): Chance to block spell use based on Silence iSpellpower vs. Spellpower of attempted spell.

Hold (3): No changes.

Animate (4): Add code in Monster's SomethingChanged() so that owned monsters will get their owners poTarget. (Make it so that summoned, seduced, animated monsters will fight their owners enemies).

Curse Weapon (4): Targeted. places ItemAtt on target's weapon that lowers the weapons to hit and dam temporarily.

Defile (4): Can cast on any corpse. Lowers karma based on iSpellpower.

Poison Fog (4): Monsters avoid fog elems.

Shadow Rift (4): Similar to Lloyd's Beacon. When cast in one room it ties the prism used to that location. Future castings w/ that prism create a portal to the target room. -- spellpower needed. No Ao3 requirement. Maleval sells.

Shal'ille Bane (4): Put underscore in SID. Make comprable to Qor Bane.

Swap (4): Kill.

Vampiric touch (4): TBD.

Blind (5): - Duration.

Blood Inheritance (5): No changes.

Death Link (5): Targeted spell.

Invisiblity (5): No changes.

Node Burst (3): Takes one random node. ++ Effect. bonus to magic damage.

Gaze of the Basilisk (6): Holds anyone who attacks the caster, upto spellpower/25 people, for 1 - 3 seconds.

Riija

Anonymity (1): No changes.

Blink (1): No changes.

Feign Death (1): Don't drop items whose value exceeds (X * iSpellpower/Y).

Flash (1): ++ Mana. -- Reagents. Chance to disrupt based on iSpellpower.

Shadow Form (1): Boost to dodge in combat.

Bait (2): Targetable spell. Outlaw spell if cast on other.

Foresight (2): Give better info.

Forget (2): No Changes.

Illusionary Firewall (3): No changes.

Illusionary Form (3): No changes.

Illusionary Wounds (3): No Changes.

Reflection (3): Lower Drain rate. Fix outlaw checking.

Vertigo (3): No changes.

Apparition (4): No changes.

Denial (4): Remove drain - use timer instead.

Artifice (5): Put on real attribute w/ one hour duration. -- Cast Timer.

Evil Twin (5): Link twin power to Spellpower.

Morph (5): No changes.

Summon Bovine (5): No comment.

Seduce (6): reintroduce, with better mechanics, if we have time to improve owned monster AI.

Shal'ille

Breathe of Life (1): No Changes.

Holy Weapon (1): ++ Duration. +++ Reagents. In line with new values for other enchantment spells.

Minor Heal (1): No changes.

Seance (1): No changes.

Create Food (2): -- Mana. More types of food at higher Spellpowers. (Rand(1,iSpellpower) with food types at intervals of 20).

Cure Poison (2): At low spellpower, reduces effect of the poison. Chance to remove altogether.

Detect Evil (2): As Detect Good.

Holy Symbol (2): Holds undead monsters at bay (holds). Can hold iSpellpower * 3 hps worth of monsters.

Holy Touch (2): TBD.

Remove Curse (2): Chance based on iSpellpower vs. the Curse's spellpower to remove curse.

Resist Acid (2): No changes.

Cure Disease (3): As cure poison.

Dazzle (3): ++ Mana. + vigor. -- Duration.

Identify (3): No changes.

Rescue (3): +++ Cast Time. Acts like town portal at higher skill levels. Caster can name the destination. ? Targetable ?

Forces of Light (4): Link Duration and effect to Spellpower.

Hospice (4): Rename. More Dependent on Spellpower. Casting on High karma person raises karma.

Mark of Dishonor (4): Powerful anti-Bless spell for - karma and red names.

Qorbane (4): in line with Shal bane.

Spiritual Hammer (4): +++ Duration.

Truce (4): 20 mana. 10 vigor. 1 Emerald. 1 Yrxl Sap.

Final Rites (5): targeted spell. Range attack against undead and Necros

Major Heal (5): Ranged spell. Remove karma lowering when cast on evil people.

Purify (5): Chance to remove based on spellpower vs. enchantment spellpower.

Reveal (5): Kraanan 3.

Umbrella (5): Something really cool. TBD.

Bond (6): Places a soft white light on the object which links the object to one person. The bond only works for that individual.

Portal of Life (6): Cast on the corpse of a player, limits the skill loss suffered based on time elasped since death and Spellpower.