New Spells for Renaissance:

[Draft 4: Oct 9, 97]

This list is split into three levels of priority. A's get done before B's, C's are pretty much a wish-list and are likely to fall off the schedule.

note: there is a new type of spell, summoning. This means any type of spell which creates objects in the room. This includes wall of fire, reflection, fog, web, etc. Any spell of this type must count other summoned objects in the room before allowing the spell to be cast. The max number should be roughly equivalent to two walls/minefields, three webs/fogs, x reflections. This has already been implemented in a nonstandard way with reflection and firewalls, but since this update contains a number of new spells of this type, it needs to be standardized.

[Tim: this means it might be warranted to create a new kind of passive object which firewall, web, mine, and other objects will subclass. Dealing with reflections and attackable bramble objects will require additional handling, but most things would fit under that umbrella.]

[Tim: mana, vigor, etc numbers here are first-pass estimates. If you think some need tweaking, I defer to your judgement. Let me know if you want to adjust them majorly though.]



A-list:


Faren:

Web: The floor is covered with a sticky substance, and any player or monster (except spiders) who walks through it may get stuck (3x3 square of hotplates). While stuck, player can turn, attack, cast spells, but cannot move. Web objects are visible on ground, and a stuck player has a graphical overlay of webbing on legs and feet. Chances of getting stuck and duration are proportional to spellpower.

Wall of lightning: Similar to Wall of fire, but extremely damaging. Hurts players who walk through or stand in. Very damaging to players wearing/using metal objects.


Kraanan:

Reflect: Personal enchantment (can target other players). Damage from any faren spell has a chance of reflecting onto that spell's caster (chance based on spellpower, and is never more than 75%, to prevent someone from casting it then standing in a firewall without fear of harm). [investigate - would be nice if multiple reflections were possible, i.e. if both mages have reflect cast on them the spell will ricochet between them until one of them fails the reflect chance.]


Jala:

Jig: Forces all players in room to dance, preventing them from using items, running, casting spells, or attacking. Paralyzes all monsters while this silliness is going on.. Lasts as long as bard holds trance.

Mana Convergence: All spellcasters in room receive a bonus to spellpower. High mana drain to upkeep the song.


Riija:

Feign Death: Caster looks like a corpse (name disappears) as long as s/he holds trance. Also sends a fake death notice, but only to the yell-list. Player can walk, and is attackable (neither of these break the trance). Lowers viewpoint to just above the ground.

Evil Twin: Creates a reflection of target player who will immediately attack his/her original. An evil twin is stronger than a reflection, but there can only be one twin of any given player in a room at a time. The evil twin cannot tell the difference between its original and any other reflections which may be present. Similarly, reflections cannot tell the evil twin apart from the original or other reflections (unless the twin attacks it). The caster must hold trance to keep the spell active.


Shal'ille

Final Rites: Damages all undead creatures in a room (including necromancer players). Requires a fairly lengthy trance.


Qor:

Poison Cloud: Similar to fog, except moving through or standing in the cloudy area may poison player (no effect on monsters).



B-List:


Faren:

Wall of Bramble: Player/monster takes damage while walking through it, but not if standing stationary.

Fog: Visual effect only, thick partially translucent clouds of fog, arranged in a 3x3 square.


Kraanan:

Assess: Cast on a monster. Tells the caster how the monster toughness compares to his/her ability level. If misfires, delivers misinformation. Requires a medium-length trance.


Riija:

Clairvoyance: Cast on an item. For the last three times it was looted from a player corpse, tells the caster who looted it and who it was looted from. Requires a lengthy trance.

Divine: Locates a token. Spell is always cast successfully, but if it fails it provides misinformation. Requires a lengthy trance.


Shal'ille:

Holy Symbol: Has a chance of frightening undead creatures, making them run away from the caster (each monster checks individually). If an undead monster is not frightened and has no target, it will aggressively pursue the caster (hatred=100).

Seek: Cast on a player. Acts as a detect spell, highlighting any player who is carrying something that was looted from the seeker's corpse.


Qor:

Infest: Summons lots of rats. Requires a lengthy trance. [investigate - how to decide where to gen them? Normal monster gen points, spots adjacent to caster, spots adjacent to monster gen points?, spots adjacent to other players or monsters in the room?]

Blood Inheritance: Cast on an item. Erases all record of corpse looting. Requires a lengthy trance.



C-List:


Kraanan:

Shatterlock: If caster holds trance in close proximity to guild-protected door, will eventually open it. Multiple casters decrease trance time.


Riija:

Disguise Alignment: Cast on a player. Fools detect evil/good spells (reverses effect).


Shal'ille:

Soothe: Improves the mood of npcs, lessens monsters' hatred of their target.


Qor:

Grate: Worsens the mood of npcs, increases monsters' hatred of their target.