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Preparations for Quadovian Game series (NEED HELP)

 
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7/20/2014 21:29:24   
1girlhousefan
Member

This is to get all of you to help me with a thing. I'm going to make a game, but I simply do not have the time, energy, or creativity to make a vast and diverse array of spells, which are actually important for the game.

You can even make spells that require certain weapons, as long as they are not clubs, maces, axes, or bladed polearms. Don't worry, they probably will be in the game, I just don't want any spells relying on their presence. Things are complex enough already.

Thank you for your time. I could probably make a bunch of spells, but I want to GM the game sometime relatively soon!

I will, however, be determining whatever restrictions are needed.

All suggestions will be considered. The only reason I will not accept a suggestion would be if it is identical to another suggestion. No really I am not joking here. I especially challenge Lord Darkblade to try his best to make something so ridiculous that I will not accept, if he still frequents the place. Yes, I know what manner of horror I have unleashed.
AQ DF MQ AQW Epic  Post #: 1
7/21/2014 6:42:24   
steel blade
Member

How diverse do you plan the spells would be? As in diverse in depth, each element becomes stronger in each new spell, or diverse in...diversity, as in different kinds of spells, not limiting from traditional elements?
DF MQ AQW Epic  Post #: 2
7/21/2014 8:45:27   
megakyle777
Member

I'm not Lord Darkblade, but I'll give it a shot.

Ultimate Dragon Death Meteor Storm
Mana Cost:1
Cooldown:1
Effects: Summons a lightning storm that shoots lightning and meteors and has dragons flying about killing everything. Only use when hiding in a bunker. Has a 0.001% chance of summoning giant flying fire breathing ponies instead of dragons.

Kill Everything:
Mana Cost:1
Cooldown:1
Effect: Kills everything. Ever.

Death Curse:
Mana:0
Cooldown:0
Effect: You die, but leave a truly terrifying curse of your choice on your opponent. Can be anything.
DF  Post #: 3
7/21/2014 9:31:55   
Lord Darkblade
Member

Frequent...? I still slightly pay attention but the only game I'm in is superpowered.

Spell Name: Decomposition
Mana Cost: 10
Cooldown time(in hours): 1
Effect: Completely transforms target into energy, causing a massive explosion.

Spell Name: Regrowth
Mana Cost: 1
Cooldown time(in hours): 1
Effect: Resets target to its/his/her's state from 24 hours ago, heals all wounds.


(These spells are based on a certain character from a certain anime, I won't you have to guess, If you guess correct you can has a cookie.)
AQ DF MQ AQW  Post #: 4
7/21/2014 11:08:01   
1girlhousefan
Member

I will also probably be adjusting the mana costs and cool down times. Diverse as in spells. Any spell. More spells that do things in general, more spells that do anything in general. I would also like a diverse array of different spell strengths.

more like
quote:

different kinds of spells, not limiting from traditional elements


I will also be pinning tags onto spells. I'll show you guys a sample of what they will end up looking like later.
AQ DF MQ AQW Epic  Post #: 5
7/21/2014 12:41:29   
Nartbor
Member

quote:

I especially challenge Lord Darkblade to try his best to make something so ridiculous that I will not accept...


I knew I wasn't the only one!
AQ DF MQ AQW Epic  Post #: 6
7/21/2014 13:49:32   
1girlhousefan
Member

@Nartbor: ??? Elaborate?
AQ DF MQ AQW Epic  Post #: 7
7/21/2014 15:25:50   
salene
Member

Mans transfusion
Requires: staff or stave
Mana cost: 5
Cool down: 5
Transfer mana from target A to target B, or vice versa (I.E give all of your mana to someone, or take someone else's mana for yourself. It's essentially a mana drain that has the possibility of working in reverse)

Incandescence
Requires: transfusion stone
Mana cost: 10
Cooldown: 20
Your body turns translucent for a certain amount of time, reflecting light and focusing your magical abilities. During this state, all spells mana cost is reduced by 5, and all spells are twice as powerful as they would normally be. However. You are extremely vulnerable in this state
AQ DF AQW  Post #: 8
7/21/2014 22:46:27   
Superemo
Constructive!


Spacetime Flux
Requires: Timepiece or Scythe
Mana Cost: 0
Cooldown: 100
If cooldown is a non-zero number while casting, enables one additional spell to be cast this turn. Switches Cooldown and Mana Cost values for spells.

Life's Finale
Requires: Musical Instrument, Baton, or Scythe
Mana Cost: 500
Cooldown: 0
Must be first spell cast in a turn. Instantly destroys any number of target enemies.

Gravity Well
Requires: Warhammer or Scales
Mana Cost: 0
Cooldown: 100
Multiplies cooldown of target enemy's spells by 10.

Event Horizon
Reqires: Timepiece or Scales
Mana Cost: 100
Cooldown: 100
Instantly drain all MP from all participants in battle for remainder of battle.
AQ DF MQ AQW  Post #: 9
7/25/2014 7:33:07   
kkutwar
Member

Opherus Blizzard
Requires: Physical Motion, best done with a sword
Mana Cost: High
Cooldown: Zero
Starts off by forming ice with the hand, and then slam it into the ground in front of you. Large chucks of ice will then form by your side, and follow then up by slamming your left palm into the blade. Four large sized blasts of ice shoot forward, and then you swing the blade upwards. A large ice chuck forms up to thirty feet away, and the chuck explodes when swung back down. Finally the ice chucks next to you explode into mist to then reform into smaller ice spikes to be launched in any direction.
AQ DF MQ AQW Epic  Post #: 10
7/25/2014 17:24:33   
Disc Lorde
Member

Subversion
Mana cost: 10
Cool down: 10
Reverse the effects of all spells cast by target. Lasts 2 turns.

Lightning Bolt
Mana cost: 20
Cooldown: 2
Hits target with a bolt of lightning. Damages them and reduces their mana by 10

Heal
Mana cost: 10
Cooldown: 2
Heals target by a small amount.

Sonic Boom
Mana cost: 20
Cooldown: 5
Damages target. No participants can cast spells next turn.

Overdrive
Mana cost: 50
Cooldown: 15
Reduce cooldown of all your spells by 1 for 10 turns. You may cast one additional spell this turn.
AQ  Post #: 11
7/25/2014 17:27:00   
Frost Moglin
Member

Yeah, making spells is not fun. I ended up giving up and accidentally deleted the whole list before copying it anywhere. I'll try writing up some I remember, but most of them were just some simple, basic spells of each element.
AQ DF MQ  Post #: 12
7/25/2014 17:37:00   
Disc Lorde
Member

I'm having fun writing these. Give me a theme or a character and I'll write a whole spell list for them. How much HP and MP are the characters and monsters expected to have at the start, and will these values go up as the characters level up?
AQ  Post #: 13
7/25/2014 18:07:38   
1girlhousefan
Member

Here's the classes if you are wondering, or are looking for some specific things to work on. Try to make spells that work with multiple classes. (Sorry, still working on the official spell format, will post and example… eventually)

Advanced classes require a certain level to reach (10, 20, or 30, haven't decided yet) Each "+" adds five levels to the requirement.

Feel free to suggest classes (Must be magic based) if you have an interesting idea.

Black Mage: Focuses on basic and elemental offensive spells. Cannot heal or buff.
Red mage: A mage that practices basic offensive, defensive, healing, and melee fighting styles. A basic jack of all trades.
Blood mage: A mage that excels in both basic offensive and melee. Cannot heal or buff.
Brown mage: A red mage that deals only in magic.
Cleric: Master of healing individuals. Can use defence magic
Healer: Heals groups of people. Can only use healing magic
White Mage: Master of all types of support magic
Invoker: Spells that are wrought from words. Takes longer to cast, but can give more variety of results. Some phrases, adjectives, and commands are more effective than others. Some incantations can be found in libraries. (Special Class)
Runecaster: They have to prepare the spells they will use. The more powerful spells are more elaborate and take more time. Libraries usually have a few that can be copied. They can also write spells on paper, or other drawing tools. (Special Class)
Spellsword: Mage that uses a sword as the focus of their magic, instead of a conventional staff or wand. Powerful hand-to-hand and short range spells.
Dancers: Uses kinetic energy to power their spells (special class)
Elementalists: Focus on one of the basic elements. Elemental forces are usually different from what they are normally. For example, elemental fire can become a solid. That is how it works in Quadovia. Fire, Water, Earth, Wind, Thunder, Cold, Light, Darkness, Luna, Twilight, and Time.
-Fire: Fire magic is good for burning and mostly offensive. Cannot use wand or staff as focus, cannot cast healing
-Water: Water magic is usually not very effective for full on offense, With ingenuity and strategy, can be deadly. Weak healing abilities
-Earth: Mostly defensive magics
-Wind: Mostly boost/buff magics
-Thunder: Harder to aim, twice the boom. Higher crit rate at cost of accuracy
-Cold: Do not confuse with ice. You cannot make ice without water. Can slow enemies down and freeze water among other things.
-Light: Elemental light is good for healing and damaging foes over periods of time.
-Darkness: Can heal also, but effectiveness may vary. Better for offense
-Luna: Call upon the power of the moons and unseen celestial bodies. Time (moon cycles) changes power. (Advanced Class)
-Twilight: Use both elemental light and darkness (Advanced)
-Time: Though time travel is impossible, advanced elementalists can manipulate elemental time to serve their purposes. (Advanced Class)
Nosferatu: An advanced class that steals life. Also loses life over time. Non-vampiric spells cast from HP(Advanced class)
Apprentice: A weaker mage that learns quickly. Levels up faster, starts with half the stats. Gains a free basic spell of their choice every third level.
Shifter: Advanced class that can change their form. (Advanced, Special)
Cosmic: Uses distant stars to power spells. Powerful area atracks. (Advanced)
Necromancer: Raises the bodies of the unknown dead to do their bidding. Can call upon the spirits of the known dead shortly after death from the beyond.
Golem master: Carve a form from the land and send it into battle. (Special)
Storm mage: Master of wind, water, and thunder (Advanced)
Dual mage: Uses the abilities of two classes, but levels at half the speed.
Summoner: Summons people and creatures to aid. (Special)
Archmage: Can use all spells. Does not gain levels. Archmagi are considered the most powerful of mages. They master even the most difficult arts. Archmagi are masters using staves, but can use nearly anything as a focus. (Advanced+)
Chaos Mage: This is what magic is, at its core. Turning thought to reality using power. No carefully made spells. No method. No incantation. No focus. Only magic. Most who follow this path do not survive, and cannot be revived or called upon postmortem. Of those who live, most lose their sanity, or even their humanity. Now, only the bravest and most foolhardy archmagi dare even consider this path. (Advanced++, Special)
AQ DF MQ AQW Epic  Post #: 14
7/26/2014 6:20:24   
megakyle777
Member

I will try and write one spell for each class. Balancing I will leave to you. if you can get others to write one for each all the better.

Black Mage:
Lightning bolt: fires a bolt of lighting at the foe

Red Mage:
Healing Blade: deals melee damage with a magic sword and heals the mage.

Blood Mage:
Bloody Blade: strike at the foe with a magic sword, dealing major damage and leaving a dot.

Brown mage:
Phoenix Fire: Burns the foe and heals the party.

Cleric:
Healing buff: Casts a heal on a target and buffs a random stat.

Healer:
Greater Heal: Heals the party for a large amount.

White Mage:
Greater Buff: Buffs the party with a stat.

Invoker:
Powerword Strike! (or, you know, a better magic name): stirkes the foe with nothing. Deals large nothing damage.

Runecaster:
Rune of Axeos: Stuns the foes for a few turns

Spellsword:
FireBlade: Inbune your blade with the power of FIRE! Lasts the match.

Dancers:
Dance of the Magi: buffs all magic used.

Elementalists:

-Fire: FLAMETHROWER!: Summons a massive sustainable jet of fire.

-Water: Endless waves: Wear down the foe each turn.

-Earth: Shield of the land: Resist some damage.

-Wind: Speed of the Wind: Speed buff.

-Thunder: Bolt of The Gods: Casts a really damaging lightning bolt with extra crit chance.

-Cold: Heart Of Ice: Freezes the foe in place.

-Light: Blessed heal: heals the whole party and adds a heal over time

Darkness: Nightime Eternal: Fades into shadow, negates damage for a turn.

-Luna: Gravity: makes the foe super heavy. Can cause them to crash through floors.

-Twilight: Blessed Nighttime: Fades into Shadow, negating damage for a turn, while also healing the party and adding a heal over time.

-Time: Future Forseen: Can see the move of one foe before he makes it.

Nosferatu: Sleep of The Dead: Can go into a coma for a amount of turns you set and goes into a healing coma. You lose the set turns but regain health per turn. Can cast a spell at "random". Damage is reduced in this form but NOT negated. (read: The player chooses a amount of turns to "sleep". During those turns so his turn is not wasted doing nothing he can cast a spell from a choice the GM will give him.)

Apprentice: Fireball: Casts a basic fireball.

Shifter: Draconic Form; Turns into a Half Dragon Half Human Hybrid. Can fly, breathe fire and claw things. Melee and resistance goes up dramaticly.

Cosmic: Fire of the Dying Star: Casts a supernova like spell from a dying star. Deaqls massive AOE damage.

Necromancer: Summon Champion: This spell takes the undead chosen and forms it into a Champion of the Necromancer. Gains more power and effects and stats and equipment and stuff. Can only have one Champion at a time, but they are really powerful.

Golem master: Golem of Power: Summon a Golem focused on naught but pure strength. Can bust open even the mightiest things, but is slow and cumbersome.

Storm Mage: Spell of Storms: Summons a massive storm to strike down your foes and leave you standing.

Dual Mage: FireBolt: Summons a bolt of lightning and fire.

Summoner: Summon Dragon: Call upon a dragon to aid you.

Archmage: Great Power: calls upon the powers of magic to strike the foe with it's greatest weakness.

Chaos Mage: You do not want to know. Okay yeah you do. Madness Of magic: Turn one persons magic focus into something else.
DF  Post #: 15
7/26/2014 9:46:49   
1girlhousefan
Member

Oh, and Chaos Mage doesn't have any spells. That is literally the point of Chaos Mage. It's like all the properties of magic, Green Lantern style. As long as they have enough mana, they can do whatever they want.

Dual Mages choose which two classes they are, there aren't any spells specifically for them.

Edit: Also, whoever's playing as invoker chooses their own words. They write a sentence, word, or phrase, and use it as a spell.

@megakyle: Some of those spells will/can be used by multiple classes. I am not asking if they can, I am telling you that they will.

Thanks for the spells! Keep them coming!

@FM Even the basic spells help! I really didn't write many!

@DL Um… I don't have numbers. This game isn't really using numbers, but mana will go up by level.

< Message edited by 1girlhousefan -- 8/2/2014 13:58:37 >
AQ DF MQ AQW Epic  Post #: 16
7/26/2014 11:22:33   
megakyle777
Member

Hey, can you tell us a bit about this game? I would like to know more, like how we can become other classes? I'd like to be a Nosferatu if that spell suggestion I made gets in.
DF  Post #: 17
7/26/2014 11:39:10   
1girlhousefan
Member

Kay let me give you a brief summary, This is actually the second game in the series, but since I made it up, and since you don't need to know the first part, I can run them in whichever order I please. I'm doing this one first because it is by far the easiest. Basically, humans have wiped out pretty much anything that threatened them with magic, and because of a mana well tower thing in the desert (which is also the only place you can go from Archmage to Chaos Mage, it is heavily guarded) magic is over powered. Very much so. Anyone who can't use magic is out of a job.

There are a bunch of ancient relics, people aren't sure why they were left there, or who left them there, be it the first dragons in existence, ancient humans, or a race that opened up the mana well a long time ago. They players' job is to go get them and bring them back to either sell or donate to a wizardly place of learning for safekeeping and studying. There are five known so far, one already kept in the capital city.

You start as any class, and most schools are willing to teach you another one, for a price. You can have as many classes as you want, but only Dual Mage can use more than one at a time.

This is the shortest of four games. In my opinion, it is the easiest.
AQ DF MQ AQW Epic  Post #: 18
7/26/2014 12:01:17   
megakyle777
Member

Wait... we can start as ANY class? And how do you become a Dual mage? I think a Nosferatu Healer could be interesting...
DF  Post #: 19
7/26/2014 12:13:25   
1girlhousefan
Member

Well, any non advanced class. You can start as Dual mage even. It is also a taught one. You could technically have Nosferatu already, but you won't be able to use the class until a certain level.

Dual mage, like any class, is taught at an academy or university.
AQ DF MQ AQW Epic  Post #: 20
7/26/2014 12:38:12   
megakyle777
Member

So, how does Dual Mage work if you pick it as your starting class? Also, am I the only one who thinks it may be TOO much of a disadvantage to level half as fast since you will always be at half power then the others, but don't want to lose the power?
DF  Post #: 21
7/26/2014 14:40:00   
1girlhousefan
Member

If you pick Dual Mage first, you get to choose two classes to be. And you level up at half the speed as the others. It would be better if you learned Dual Mage later on, after at least a few levels. But if you get Dual Mage at first, you automatically get two classes of your choice. For free. But then Dual Mage is automatically the class you use, so switching classes or learning another one would require going to a town or city. (Classes are not armors, an I think getting dual mage just for a free class is cheating)

Each class gets some bonus to certain stats and spells. Especially elementalists, because they can only use spells of their element as well as basic non elemental spells. It's also most effective if one of the classes is a special one, or if you find a good pairing, like you did with Nosferatu and any non elemental healing class.
AQ DF MQ AQW Epic  Post #: 22
8/1/2014 11:21:13   
megakyle777
Member

Also, just a thought. I recall seeing your last game noone posted and you eventualy just killed off everyone.,. It might be a good idea to implement a you can only apply if you can post once a week rule to keep updates to at least once a week.
DF  Post #: 23
8/2/2014 2:25:39   
1girlhousefan
Member

Two things went wrong with the last games. One, I made it too player dependant. I had set goals, but allowed players to roam free with virtually no clue of what was happening on a whole. Which I should have realized was not the brightest idea. Secondly, I got bored of them. Rather than the things I wanted to happen, other things happened instead. Sure, near the end there, if I'd written just one more update for Hero School, I would have been able to do something cool for one of the characters, maybe directed one of the others a little closer to what I was planning, but what then? Updates and updates of attempting to maneuver while letting the characters do whatever they would? Having some characters move plot and say "Sorry, I got nothing for you" until something happened that needed them? Either attempt, or even a mixture of both would have been halfhearted at best, intolerable at worst.

Games are meant to be fun, and through fault of mostly my own, they ceased to be. Some of the players were making it relatively clear that it was losing its goal. I remember one character stuck in a correctional facility of some sort, as his bio made it the logical option. Unfortunately, the same logic made it near impossible to move forward. Another was stuck in a laboratory, and even after two separate chances for freedom of action, nothing happened. A bunch of students working together to set up a plot important device soon dispersed, learned how to make teleporters, and went off doing unimportant stuff.

These games, Starting with the second chronological installment, will be different. Though the player will still have plenty of freedom, what is expected and what is required will be known, even from the start of the character creation process. More time is going to be spent in the OOC before the game begins, so everyone knows what is going on. I will be (trying) to do weekly updates, but characters that have not posted by the deadline will be put on automatic in battle, on hold if interacting with NPCs, or a mix of both if dealing with PCs.




The frequency of people posting was not the issue; the issue was my skill as GM. I was, and still am, green. But this game, which I dub "Mage Quest" is going to be totally easy. Really.

Actually, this one's more about exploration, where the last two were more about discovery. There is a difference.
AQ DF MQ AQW Epic  Post #: 24
8/2/2014 3:51:09   
megakyle777
Member

Hey, quick question, if we use Dual mage can we combine classes like Healer and Blood Mage? Because healer says you cannot damage, but Blood Mage says you cannot heal. I'm assuming that if you use Dual Mage to combine the two they keep their full powers but can use both? Because I'm thinking of combing Healer and a different basic class until I unlock Nosferatu. I like the idea of having two different classes from the start, even if it will probably backfire with slow leveling.
DF  Post #: 25
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