New Spells for Renaissance:

[Draft 5: Oct 28, 97]

[link to Draft 4: Oct 9, 97]

New:

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:

Wall of Bramble (Tim)

Web (Tim)

Wall of lightning (Tim)


Kraanan:

Reflect (Tim)

Hunt (Tim)

Shatterlock (Tim)


Jala:

Jig (Tim)

Mana Convergence (Asif)


Riija:

Feign Death (Tim)

Evil Twin (Tim)


Shal'ille

Holy Symbol (Asif)

Final Rites (Asif)

Bond (Asif)


Qor:

Poison Cloud (Tim)

Death's Door (Asif)

Blood Inheritance (Asif)



B-List:


Faren:

Fog


Kraanan:

Assess


Riija:

Divine


Shal'ille:


Qor:

Infest




A-list:


Faren:

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

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.]

Hunt: Chant spell. Principal chanter says the name of a murderer while chanting. After the spell fires, the hunted player acquires an enchantment which periodically tells the principle chanter his location, and as long as the enchantment lasts (proportional to spellpower and number of the murderer's pks) the principal chanter is notified every time the hunted player changes rooms. The hunted player is notified that s/he's being hunted. If the hunted player logs, the enchantment is paused (as normal) and its remaining time is multiplied by 1+piLogoffPenaltyCounter. If the hunted player tries to hide out in a non-pk safe zone, for every second spent there that second adds to the enchantment's duration, rather than subtracting from it. If the hunted player is online but the principal chanter is not, the enchantment is paused.

Shatterlock: Chant spell. If the principal chanter holds trance in close proximity to guild-protected door, the spell will eventually open it. The chant time varies inversely with the number of guild members logged on at the time the chant is initiated.


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

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).

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

Bond: Targets a non-number item. When the spell fires, the item is now semi-permanently 'bonded' to whoever is holding it at the time (if it's on the ground, it defaults to the caster, and if the item is destroyed in the interim the spell fizzles). If the player loses the item, s/he will recieve periodic notification of where it is (in a location, in a player's inventory, etc.). The item may not be placed in a vault or chest. If someone other than the item's true owner logs off with it in possession, it drops to the ground. It is never auto-disposed. Each player may have exactly one bonded item at a time.


Qor:

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

Blood Inheritance: Cast on an item. Erases a bond (see Bond, above). Requires a lengthy trance.



B-List:


Faren:

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:

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


Shal'ille:


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?]

Death's Door: Chant spell. When the spell fires, it creates a one-way portal at the principal caster's location which leads to the main plaza of Brax. Any death in the room during the chant contributes to the chant.