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Index » Muelsfell Game Forum » Spells and Magic Discussions Muelsfell World v1.0 Forums
AuthorThread: Cool Spell Idea Thread
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Mongo
Posts: 6
Location: Arzenbourg
Magus Age: 98 years old
Message #391 Posted: Mar 13, 2008, 1:45 am
Hey, I just thought that it'd be fun to start discussing what would be interesting ideas for spells in Mueslsfell.
From my limited understanding, spells are only used to buff your golem- they cannot be used on enemy golems or magi. Once you learn a spell, its powers increase as your level increases.

I think that spells could provide an opportunity to encourage players to build and use golems of different types. For example:

Regeneration: can only be cast on Flesh, Bone or Wood Golems. During combat, the golem can call upon the magicks of its (once)-living components to heal itself spontaneously.
A random wounded body part is healed X points every Y turns, where X increases by level and Y decreases by level.

Temper Metal: May only be cast on Iron, Copper, Brass, Bronze, or Adamantium golems. You use your fire magicks to supernaturally heat the golem and improve its armor. Its armor increases by X and it deals an additional Y points of fire damage.

Pathfinder: You can call the earth magicks inherent in your golem's components to attune it to the battlefield's environment. This spell can only be cast on wood, clay or stone golems.
The golem can use Earth magic to create paths through swamps and forests, negating the speed penalties from these environments by X percent.

Finally, here's a spell idea that can inflict penalties on an opponent's golem:

Blinding Strike:Your Golem is imbued with energies of magical light or darkness, depending on your alignment, and may deliver a blinding spell on your opponent. The first attack that hits your opponent deals no damage, but blinds ir. For the next X combat turns, the enemy either loses the accuracy bonus from its eyes or suffers a -Y% penalty to its to-hit if it has no eyes (like a monster or blind golem).
Poseidon
Poseidon's Avatar
Posts: 241
Location: Shuul
Magus Age: 89 years old
Real Name: Jack
Website: Click Here
Email: kingclown00@hotmail.com
Message #395 Posted: Mar 13, 2008, 4:07 am
Freezing Field:Can be cast on copper colems only. Slows the other golems attack speed by X% by subtracting from the amount of attacks they have each turn. Also deducts from the movement speed of golems using ranged weapons.

Vampirism:Flesh and bone only. Your hits will restore health to a random part on your golem. Will never attempt to heal a full health part.

Burst:Glass and flesh only. Boosts your golems speed by X% each level.

Mighty gaurd:Adamant only. Your golem has a chance to redirict damage done to your arms and hands towards the attacking golem.

Resonate:Brass only. Physical attacks will cause this golem to vibrate violently, causing minor sonic damage to the attacking golem.

Caustic finale:Any golem. Parts of your golem that are destroyed in combat will create a deafening explosion, causing moderate damage to the golem that destroyed it based on the part destroyed and type of part.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 100 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #411 Posted: Mar 14, 2008, 6:06 pm
Some of these duplicate ideas I already have, by the way.

Feel free to add more. :)

Kep
Poseidon
Poseidon's Avatar
Posts: 241
Location: Shuul
Magus Age: 89 years old
Real Name: Jack
Website: Click Here
Email: kingclown00@hotmail.com
Message #482 Posted: Mar 22, 2008, 2:47 am
Got a few more.

Freezing point: Bronze only. Each succesive ice based attack will decrease this golems temperature. As temperature decreases, proportional bonus cold damage will be dealt on each of this golems attacks as a result.

Boiling point: Copper only. Each successive fire based attackw ill increase this golems temperature. As temperature increases, proportional bonus heat damage will be dealt on each of this golems attacks as a result.

Foresight: All golems. Each level increases this golems accuracy by X%, as well as giving them the ability to see into the near future, giving them Y% chance to dodge an opponents attack.

Magnify: Glass only. The glass golem uses its own hand as a scope for ranged weapons, giving it X% ranged wapons accuracy bonus per level.

Adrenaline: All golems. When your golem is at critical health, it gains a +X to its strength and resistances.



Daniel
Posts: 102
Location: Last Alvia Dawning
Magus Age: 90 years old
Real Name: Daniel
Message #499 Posted: Mar 23, 2008, 8:06 pm
Solid Teleport Removes the travel time for the more solidly built golems (Stone, Iron, Adamantine, So on) at a cost of extra motivation and energy, (motivation formula (2+X)+Y wherin X is the Level of Golem+type of golem and Y is original motivation cost to get to your destination, I haven't thought out an energy forumla yet but it'd be less taxing the better the golem type (adamantine loses less energy than stone, though it increases with golem level)

Drain Teleport Removes travel time for Flesh golems at the cost of 10 hitpoints per level (10 at level 1, 20 at 2, ect) but no extra cost to motivation.

I'll think up some more later =D Possibly...If I remember...heh...Maybe a *lot* later

camlorn
Posts: 3
Location: Jinkara
Magus Age: 90 years old
Message #1054 Posted: Apr 8, 2008, 12:14 am
Teleporting vortex: allows any golem to teleport at the cost of strength. The strength lost for the golem would be equal to the number of minutes (rounded down) it would take for a return trip from a given location. This spell should be gained only at high levels because of the immense potential as strength loss would be lessened by one for each fight the golem performed after the original casting. Furthermore, as the golem would be exercising itself on return trips with loot, each minute for the return trip would give it one point of strength back.

molten glass: cast only on glass golems, this spell would allow a glass golem to literally become molten glass. With this newfound ability, a magus would be able to increase the resistance of a glass golem tramendously. However, all armor worn by the golem would be destroyed as well as the weapon of the opponent upon it's next use. Ranged weapons would be left out of this peanalty due to the fact that only the ammo would be destroyed.

electroredirection: working best with metal golems, this spell would allow the golem to redirect electricity from a storm at a foe during combat. Such a spell would require a sufficiently bad storm and would destroy any loot on the enemy. Wood golems and flesh golems would be unable to use this spell because of their flamable nature and this spell would be very draining on a golem's power supply. Upon exhaustion of a golem's power supply, the spell would expire.

polymorphic golem: This spell would allow a golem to copy special moves of an opponent during combat only after their use. The golem would have a 25% chance to copy any special attack (spell affect, possibly ranged weapon) by reconfiguring it's molecular structure to match that of the opponent for an extremely brief instant. Due to the reconfiguration involved, a golem would suffer a 50% defense penalty for the next 6-x where x is the current level of the golem. If the spell fails to opperate successfully, the -x part of the formula would be ignored and the golem would have the penalty for 6 rounds.

wb: Usable by glass golems only, this spell would allow a glass golem to expend any of it's limbs to form a sticky web of glass. Upon hitting the opponent, this glass web would instantly cool and harden limiting a golem's movement for one round of combat. The limitation would be 10%*l where l is the level of the golem to yield a maximum of 50%.
The bonus would be factored in by:
golem's defense multiplyed by the decimal conversion of the percentage.

and lastly, to end this long list,

ghost golem: Being that golems are already inanimate technecally, a golem would be able to become an ethereal mist for a brief moment. At a cost of motivation (2*damage of incomming attack), a golem could completely avoid any attack for one combat round.


I understannd the above ideas are a bit larger than previously posted, so feel free to ask questions. If you see an immediate problem, it would be my extreme pleasure to revise the formula, penalties for both combatants, etc. (please, please find problems in the design.)
Excavolt
Posts: 7
Location: Last Alvia Dawning
Magus Age: 89 years old
Message #1057 Posted: Apr 8, 2008, 12:52 am
Shrapnel blast: stone, iron, and glass golems- instantly obliterates the golem, doing an obscene amount of damage to the opponent....thats all i got.
Nageya
Nageya's Avatar
Posts: 86
Location: Asylum
Magus Age: 87 years old
Message #1060 Posted: Apr 8, 2008, 1:36 am
spell: sense of pain- allows opponents golem to feel pain when it takes damage it suffers a temporary accuracy loss severity and time off accuracy loss would depend on relative amount of damage received, activated golems come in contact with each other (damage is dealt) missing components would give a heavy accuracy penalty as long as spell is in affect

Spell: Lingering Torment- debuff spell used in combination with Lingering torment stays in effect for 24 hours

Spell: Sapping blight- debuff spell that drains flesh, wood and bone golems energy over time

Spell: Festering blight- debuff spell that drains flesh, wood and bone golems health over time

Spell: Corroded- debuff spell that drains metal golems health over time

Spell: invasive vegetation- debuff spell that drains clay golems energy and stone golems health
Ileazar
Posts: 125
Location: Hans Mina
Magus Age: 94 years old
Message #1061 Posted: Apr 8, 2008, 1:59 am
Barkskin: Flesh golems temporarily gain resistances equivalent to wood golems.

Calcify: Bone golems temporarily gain resistances equivalent to stone golems.

Ironwood: Wood golems temporarily gain resistances equivalent to iron golems.

Stoneskin: Flesh golems temporarily gain resistances equivalent to stone golems.

Frost/Fire/Sonic Brand: Temporarily imbue weapon with added elemental damage.

Efficiency: Golem's combat actions take less energy.

Solar Cell: Golem's energy regenerates more quickly during combat. Only works during the day.

Critical Strike: Increases chance for critical hits.

Crushing Blow: Increases impact damage.

Sharpness: Increases slashing damage.

Penetration: Increases piercing damage.

Frost/Fire/Sonic Shield: Increases resistance to elemental damage.
Joachim
Joachim's Avatar
Posts: 208
Location: Asylum
Magus Age: 95 years old
Clan: STEAM
Real Name: Walt
Message #1072 Posted: Apr 8, 2008, 3:20 am
Shield: Nullifies all critical damage that your golem takes.

Teleport Anvil: When employed properly, this little gem gives your golem an effective ranged attack.

Flesh to Plush: Temporarily transmutates target flesh golem into a soft, cuddly (and harmless) animated plush toy.

Monkey Grabs the Peaches: Gives each successful attack your golem makes a 50% chance of striking a specific, player chosen, area on the target.

Conjure Chicken: Don't know the usefulness of this one...but it sure sounds like fun.
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 98 years old
Clan: ADV
Message #1074 Posted: Apr 8, 2008, 3:33 am
Joachim said:
Conjure Chicken: Don't know the usefulness of this one...but it sure sounds like fun.

Can be nullified during a rain storm by evoking the Soup spell.
Tallis
Tallis's Avatar
Posts: 30
Location: Villuno
Magus Age: 91 years old
Real Name: Kel
Message #1119 Posted: Apr 8, 2008, 10:55 pm
I'm no good at names;

Treasure Hunter - increase your loot from NPC wins by N percent, where N is equal to [(the level of the NPC - the level of the golem) * 10] (or whatever is determined to be fair). Minimum increase of 5%, maximum increase 50%.

Toolkit Aide - decrease the time spent on building by increasing the number of resources required. 2x resources = .5X time(or similar). Could also be used when artificing.

Summon Aide - Summon a "backup" golem from your basement (or clan storage) if your golem is destroyed while guarding your workshop.

Maquerade - Guard golem appears as another/lower level golem to attackers.

Golem Queue - Arrange for a Basement Golem to replace a destroyed Guard Golem in X time (30 minutes, 60 minutes?)

Safe Haven - make workshop unassailable for X period of time. Castable on 5X increments. (i.e. Safe Haven for 1 day, can't cast it again for 5 days; 1 hour can't cast for 5 hours, etc.)

Charisma - increase attacker's motivation costs to assault your workshop. Attackers should be notified of the increase prior to attacking.

Phantom Barricade - Double the defense value of your barricade for X period of time. Minimum Barricade of level 1 required to cast.

Lending Library - Allows allies/clan members to use your library. Can be cast once per X (week/month?). Limit 1 active lending library per clan. Borrowing Mages must pay x% "research" resource for items they have not researched themselves. (I.e. Flesh and Bone costs increase - you have to take notes.)
Last Edited: Apr 8, 2008, 10:56 pm
Tibba
Posts: 9
Location: Rimesvin
Magus Age: 93 years old
Message #1153 Posted: Apr 9, 2008, 7:03 pm
Another strange/crazy spell ..

Knitting: Costs a large amount of motivation, may be cast once per day on a golem in your basement. That golem will spend the next 24 hours knitting (or some other time-consuming non-combat activity) and cannot be removed from the basement. However, it will generate X experience per hour, depending on the level of the golem.

Zeldisgar
Zeldisgar's Avatar
Posts: 51
Location: Shilo Steppe
Magus Age: 87 years old
Real Name: Mark
Message #1155 Posted: Apr 9, 2008, 7:19 pm
Ancient Alchemy - changes any thing in the thing you desire (resurces in money, gold ect.), should cost all motivation points of a player and decreses two other resoures in the exact number as offered resource (excluding dimnishing desired one)
Joachim
Joachim's Avatar
Posts: 208
Location: Asylum
Magus Age: 95 years old
Clan: STEAM
Real Name: Walt
Message #1161 Posted: Apr 9, 2008, 8:47 pm
Tibba said:

Another strange/crazy spell ..

Knitting: Costs a large amount of motivation, may be cast once per day on a golem in your basement. That golem will spend the next 24 hours knitting (or some other time-consuming non-combat activity) and cannot be removed from the basement. However, it will generate X experience per hour, depending on the level of the golem.



I like this one. Maybe instead of exp, you are given a random amount of gold. Kinda like selling "golem art" to the masses. :)
Tibba
Posts: 9
Location: Rimesvin
Magus Age: 93 years old
Message #1168 Posted: Apr 9, 2008, 11:10 pm
Joachim said:

I like this one. Maybe instead of exp, you are given a random amount of gold. Kinda like selling "golem art" to the masses. :)


I had thought about the gold, and wasn't really sure which would be more appropriate. Is the golem doing crafts to become more dextrous, or is it a sweatshop, plain and simple? Either one would really work.

Of course I partly just want to see an Iron golem bending over yarn and needles with a serious look on its face. Too cute :)

Genuine hand-crafted potholders, anyone?
Tallis
Tallis's Avatar
Posts: 30
Location: Villuno
Magus Age: 91 years old
Real Name: Kel
Message #1180 Posted: Apr 10, 2008, 1:29 am
I can't believe I forgot this;

Damage Shield - Your golem is enveloped in a magic shield of *blah*. Attacking golems take 1, 2, 5, whatever (level-based) points of damage on striking to the striking surface (i.e. hand). Lasts for 3 successful strikes. (i.e. deals out three units of damage, then is gone.)

*blah* can be different per level or per golem type - thorns, fire, lightening, etc.
Kaelas
Kaelas's Avatar
Posts: 1052
Location: Darghelm
Magus Age: 94 years old
Real Name: Barry
Message #1193 Posted: Apr 10, 2008, 5:33 pm
Joachim said:

Conjure Chicken: Don't know the usefulness of this one...but it sure sounds like fun.



Maybe a percent chance each round that the opponent just stares at the chicken instead of attacking or regaining energy? Start at a low percentage that increases per level, maybe 5% + 2%/level. So 7% at level one, 9% at two, etc. Not sure if every kind of opponent should have the same percent chance- ie subtract opponent's level from the the chance or something.

Sounds useful to me ... ... plus, chicken weaponary? Awesome. :)
Tibba
Posts: 9
Location: Rimesvin
Magus Age: 93 years old
Message #1197 Posted: Apr 10, 2008, 7:54 pm
An extremely expensive spell . .
Improved Connection: You have a stronger magical bond with this golem, and it requires one less motivation than usual to send it into combat.

A spell for the confident . .
Hollow Leg: Your golem has hollowed-out areas in its body and limbs. It is much more fragile, but can carry back more resources inside the hollows.

Or vice versa . .
Super Dense: Your golem has been condensed. It gains attack strength and defense but suffers a penalty to size and item-carrying.
Joachim
Joachim's Avatar
Posts: 208
Location: Asylum
Magus Age: 95 years old
Clan: STEAM
Real Name: Walt
Message #1215 Posted: Apr 11, 2008, 11:57 am
Joyride: Only uses half the required motivation when you send the golem out...but it attacks a random NPC (80%) or a random player (18%) or the golem explodes for no apparent reason (2%).
Last Edited: Apr 11, 2008, 12:12 pm
Nageya
Nageya's Avatar
Posts: 86
Location: Asylum
Magus Age: 87 years old
Message #1274 Posted: Apr 14, 2008, 3:46 am
Horde: must have full motivation to use uses all motivation all golems attack defending golem at once,haveing all the golems attack the opponent same combat with the defenders attacks randomly spread between the attackers
Kaizhireith
Posts: 20
Location: Jaaron
Magus Age: 110 years old
Message #1413 Posted: Apr 17, 2008, 7:35 pm
Resonance: adds sonic damage to a (metallic) golem's attacks, but also reduces resistance to sonic damage.
Alternatively: successive hits to the same body part by (and to) this golem deal progressively more damage.
(Edit: Okay, now I notice Poseidon's Resonate spell; not bad, but brass-only seems a little specific until we get enough spells)

Nightbringer: reduces the accuracy of both your golem and your opponent (i.e.: as if it were night); good if you're hunting for experience rather than kills, or if you're attempting to close to melee with a ranged opponent.
Conversely, Starlight either negates the accuracy penalty for night or simply grants a straight accuracy boost to both sides (see a pattern here yet?).

Frost Thorns: encases a particular body part with (magical) icy spikes, causing any contact with that body part to deal cold damage to the opponent (so one could enchant a golem's hands with this to deal extra cold damage in melee). Potential drawback: the golem itself takes some cold damage each round from the enchantment.

Edit 2: More spells

Lethargic: Temporarily increases the motivation requirements to attack and to be attacked. Great spell for hermits, but there's a further drawback - it slows motivation regeneration.
Alternatively, just reduces energy of all combatants.
Last Edited: Apr 17, 2008, 8:34 pm
ShaoKahn
Posts: 99
Location: Jaaron
Magus Age: 117 years old
Real Name: Craig
Email: craigbrett17@aol.com
Message #1429 Posted: Apr 17, 2008, 11:46 pm
Stunner: If a critical attack hits, the opponent will take all strikes thrown at it from your golem in the next round, regardless of conditions and your accuracy. Guaranteed hits, pretty much.

Poseidon
Poseidon's Avatar
Posts: 241
Location: Shuul
Magus Age: 89 years old
Real Name: Jack
Website: Click Here
Email: kingclown00@hotmail.com
Message #1484 Posted: Apr 19, 2008, 5:55 am
Swipe Kick : Golems with this ability will have chance to, when an attack lands, knock the opposing golem off its feet, forcing it to use some energy to get back up and lose a few attacks from that turn in the process.

Counter : Gives a chance that, upon an opponent's attack landing, the defending golem will respond with a fierce counterattack that does not use energy or use an attack turn from the next round.

Night Vision : Removes the accuracy penalty from night.

Martyrdom : Golems with this spell will not move to advance the other golem, regardless of stance. On the first three rounds of actual combat, the golem will take 3x normal damage. On the fourth round, the golem will return 4x all damage absorbed to random body parts of the opposing golem.

Take Flight : Cannot be cast on heavy golems (Stone and up). Allows the golem to hover above ground, removing marsh movespeed penalties and giving a boost to it's own movespeed and evasion. However, when using melee weapons, it will deal reduced damage.

Break Slash : Against golems with higher slash defense than impact defense, a golem with this spell and using a slash weapon will deal damage based on the opponents impact defense rather than its slash defense.
Nageya
Nageya's Avatar
Posts: 86
Location: Asylum
Magus Age: 87 years old
Message #2378 Posted: May 10, 2008, 11:12 pm
Humpty Dumpty: defending golem takes damage equal to wall defensive modifier and loses the benefit of said modifier

Suicide Bomber: your golem is completely destroyed opponents golem takes damage based upon destroyed golems level
 
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