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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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[ADMIN] Arkham
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Message #29367 Posted: Apr 16, 2009, 4:59 pm
Burn Motivation : Successful critical hits will take away from your opponent's motivation.


Speed +5 golem speed (obvious upgrades from here akin to the strength boosts)


Sticky coating- Could be a spell or an item, but it allows your golem to carry more loot without a strength enhancement.


Silence: Neither golem may deal sonic damage during combat. In addition, if the other golem has a spell, it does not activate (due to the lack of a verbal componant)


These are all doable ideas.

Couple of notes, though. A Silence spell wouldn't keep spells from activating since there's no verbal components for Muelsfell spells once they're on the golem. And I'm also wary of a spell that affects speed since this could be a very powerful.

Some of the "official" spells in the pipeline (no idea on a release date, sorry):

Rust: "Burst" spell that damages all iron (golems and parts).

Frost Blast, Fire Ball, Thunderclap: Single blast of damage during combat. Functionally similar to Flying Anvil, but deals cold, fire, or sonic respectively (and less damaging over all).

Dispel Magic: A chance of dispelling spells before combat, based on magus level versus magus level.

Wall of Iron: Hardens the workshop wall, giving it great resistance to damage (likely working out to be something very high, like +20/+20/+20 to the wall's resistances).

Song of Distance: Through a combination of illusion and land alteration, extends the starting distance of a combat to 250' instead of 100'.

Kep
Rednaxela
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Message #29752 Posted: Apr 22, 2009, 7:02 pm
Arkham said:

Song of Distance: Through a combination of illusion and land alteration, extends the starting distance of a combat to 250' instead of 100'.


Hmm, maybe Song of Distance should also increase the range of ranged weapons (of both) as well? It seems to me it would be a little less pointless that way. I mean, since nothing ranged works at close to such distances, it would otherwise just decrease the number of effective rounds in the battle.
laidan
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Message #29754 Posted: Apr 22, 2009, 7:08 pm
Also, shouldn't we get some sort of song of closing, making it so a golem without a ranged weapon has a decent shot of getting more than a round of combat against a golem with one?
[ADMIN] Arkham
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Message #29815 Posted: Apr 23, 2009, 5:26 pm
There's a Teleport Golem idea I'd been toying around with for closing distances. ;)

Kep
GordonIronsmith
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Message #33220 Posted: Jul 8, 2009, 5:48 pm
Maybe rather then teleporting to close distances, you could have something like "Stealth" or "Cloaked in shadows" which allows the golem to start combat in combat range :D. This would have to be a high level spell though, And maybe it would be less effective for Larger golems, as there cover would be blown more easily.
XenoTheMorph
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Message #33374 Posted: Jul 10, 2009, 8:17 pm
Well if we went with the Stealth or Cloak of Darkness route it should be less effective during the day. This would also promote Lantern/Gem golem use, well unless the basic lantern can't be shuttered of course ;)

EDIT: if this wasn't a stickied thread I'd accuse you of necromancy Gordon! Another of your nefarious plans?
Last Edited: Jul 10, 2009, 8:20 pm
GordonIronsmith
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Message #33380 Posted: Jul 10, 2009, 10:54 pm
Hey now you should know I like Bashing undead, not creating it. Mostly this spell would be for Letting your Big nasty scary, but slow golems to get a couple extra rounds in before they get 15 arrows in there face. But it would also be fun for those hunter killers floating around.
Harryhausen
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Message #34136 Posted: Jul 31, 2009, 3:35 am
Roots: once your golem successfully strikes with a non-ranged weapon, the opponent is stuck to the ground, unable to retreat or advance.(yeah pretty standard)

on the opposite side of the spectrum-

Skates: whenever your golem is struck, it is retreated a distance equal to the amount of damage it was struck for.

also-

Weaponmorph: Your golem sacrifices half the hp of one of its hands to create a weapon that improves stabbing damage by 1/4 the hp sacrificed.

maybe-

Caltrops: Your golem's enemys' legs are damaged when they advance.

possibly-

jump start: Your golem gains a little energy on successful strikes.

even-

Discharge: Your golem loses 1 energy whenever struck, and does 1 fire damage to the striker.

while-

Penetrating Gaze: Your golem's opponent loses energy equal to the accuracy rating of your golem's eyes.(I dont know if monsters even have energy like golems, but for all I know, they might. )

during-

Midas Touch: Your golem's opponent drops additional gold equal to the total damage done by your golem.

meanwhile, back at the hall of justice-

Swollen Fist: Your golem's damage is increased by 1/8 the hp of its chest, but the chest hp is cut in half until the end of combat.(sorta like the material of the chest flowed into the fists, swelling them, eh eh?)
Last Edited: Aug 26, 2009, 2:27 am
Naelwyn
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Message #35491 Posted: Aug 26, 2009, 1:50 am
An Update of my old ideas with one new one.

"
Looking at spells that increase the mundane damage categories and increase their resistance. I.e.

+10 Blunt
+10 Slash
+10 Pierce

+15 BR ( DONE! o.o Yay.)
+15 SR ( DONE! o.o Yay.)
+15 PR ( DONE! o.o Yay.)



"
Along with the spirit of the above and some of the new clan spells:

Force Augmentation:
+7 Blunt, Slash Pierce, Ala Elemental Fury.

Elemental Warding:
+15 Fire, Cold, and Sonic resist.



Along the lines of the rainfall spell.

Mire (MK I, II,)

Makes the land around the workshop magically murky, making the terrain (25%, 50%) wetland dependant upon the level of the spell for the duration of the spell.

Overgrowth (MK I, II,)

Makes the land around the workshop magically forested, making the terrain (25%, 50%) wooded dependant upon the level of the spell for the duration of the spell.

And similar for mountain, desert, darkness, and storm.

Splitting this into two posts to make it a little more managable.
Naelwyn
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Message #35493 Posted: Aug 26, 2009, 2:13 am
Spell Clan Item/Spell:

Persistant Spells / Talismans / Runes:

Three possible versions of this idea, some of which have been stated before elsewhere.

Persistant Spells: Available as either upgrades to personal spells or as clan spells.

A persistant spell lasts until dispelled or disjoined (Wink, Wink) or replaced by another spell. A persistant spell costs exactly 10 times the cost of the regular version of the spell. This also requires a magus to be of a particular strength (Be it level or experiance) to cast the majority of these spells. The benefit to persisted spells is that their cost is incurred once. The cons are that they are exceedingly expensive motivation-wise to cost, and can be dispelled by a skilled caster. Certain spells CANNOT be persisted. (Such as Wall of Stone.)

Talisman: Spell Clan Item. A spell clan can make a talisman out of any spell they know (Out of resources). When a talisman is equipped onto a golem, is is treated as having the talisman's spell cast upon it at all times. A talisman that is dispelled is knocked out for 1 day, but then returns to full functionality. A talisman that is disjoined is permanently destroyed. Removing the talisman from a golem destroys it. Possiblility for Balancing: Talismans can only be attached to the head or chest.

Rune: Spell Clan Item. A spell clan member can make runes out of all the spells they know if the clan chooses the particular type of rune in a slot. There are three kinds:

Manual Rune: This rune is triggered manually by the magus. It performs the function of the spell it is created with without costing the magus motivation. Instead it costs resources. Both Workshop spells and Golem spells can be turned into runes.

Defensive Rune: This rune is triggered when the magus is attacked. It otherwise is identical to the manual rune. A magus can have (1-3?) defensive runes equipped to their workshop and (1) equipped on every golem. (Slotless.?)

Offensive Rune: This rune is triggered when the magus attacks something else. It is otherwise identical to the manual rune. A magus can have (1) offensive rune equipped to their workshop, (For strategy purposes. Not entirely all that useful now but could become interesting with new spells.) and (1) rune equipped on every golem. Note: An offensive spell that carries a buff will replace any active buffs on a golem, but an offensive rune that carries an instantaneous spell / one-shot spell will use it in addition to any other buffs the golem may possess. (No offensive instantaneous spells exist at this point, though can be tweaked from existing ones. Please See Post three, as all of these are strictly separate ideas. (That I would be willing to both bug and balance test and implement.))
Naelwyn
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Message #35494 Posted: Aug 26, 2009, 2:31 am
Post three: Totally "New" spell ideas.

Counterspell: Attempts to stop any instantaneous spell cast during combat. Instantaneous. (Works once during combat.)

Dispel Magic: Attempts to stop or pause all active spell effects active on an opponent (Be it golem or creature(Wink2)). Instantaneous. Yes you can counterspell a dispel.

Disjunction: Attempts to destroy all active magic effects on a golem. If all effects are destroyed or none are present, attempts to damage the magical powersource powering the golem. (Drains energy.) Instantaneous.

Antimagic Shell: Covers a golem in a protective shell that keeps all magic, both friendly and hostile, from effecting it. Passive.

Fireball: The quintesential magic. Deals 20-40 fire damage to each golem part/creature limb?(Touchy balancing.) within 10 ft of the enemy golem's chest. Instantaneous. If both enemies start close together (See below), this spell may damage the casting golem as well.

Lightning Bolt: Deals 40-60 damage (Sonic?) to a single body part on the enemy. Likely to strike the most prioritized part, if none exists, random. Has a chance of jumping to other metallic parts nearby and dealing halved damage each time, prioritizing: (Copper, Bronze, Brass, Iron, Admantine.) (10ft?) Instantaneous. Same danger (Though negatable in this case.) as fireball.

Frost Blast: Deals 20-40 damage to a random body part. If it hits the torso/arms, drains energy. If it hits the legs, slows movement. If it hits the head, reduces vision. Effects reduced with frost resistance. Instantaneous.

Teleport, Aggresive: Golem starts combat some distance closer to enemy.
Teleport, Defensive: As above, but away. Both are Instantaneous.

Haste: Increases move speed / reduces energy required for moving.(I have no idea how the formula works.) No change to attack rate. Passive.

Blink: The golem blinks in and out of combat. %Miss rate to both golems attacks, less for the blinking golem. Stacks or Overlaps but does not overwrite other miss chances. I.e: Shield 10 + blink 10 = 20% chance, or two 10% chances, but not just 1 10% chance. Passive.

Possibly more of these ideas to follow. I'm of course willing to help expedite any of these making it into the game in any way. Especially the antimagic and instantaneous ones, as they add a LOT of new strategy. (Likewise to my old golem customized special abilities thread. End Shameless Plug.)

My apologies for all the spells and the possible mechanics change. It's just that mages should have magic, and the more the merrier, especially when you can start having magic fights.
Last Edited: Aug 26, 2009, 2:34 am
Harryhausen
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Message #35495 Posted: Aug 26, 2009, 2:37 am
Glassteel
Gives your glass golem or glass parts resistances of:
blunt:8
slice:11
pierce:8
fire:8
ice:6
sound:6
Last Edited: Aug 26, 2009, 2:39 am
Naelwyn
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Message #35497 Posted: Aug 26, 2009, 2:47 am
Post 4: Workshop spells:
(Yes, there's more. Sorry about the massive walls of text.)



Snare Trap: Locks an attacking golem in place for x turns (Possibly determined by strength). Useful for catching ranged attackers or holding melee attackers at bay. Useless against anything with flight. (Even though right now it dosen't exist.)

Landmine: Creates a magical trap that explodes when an attacker is close. Deals sonic and fire damage to an attackers legs. Instantaneous.

Catapault Trap: Flings away a golem that steps on it a large distance, dealing impact damage when the golem lands. Can be used defensively or aggresively. If a golem happens to LAND on another one, fun results.

Wall of Iro..Nah. Wall of Fire!: Enhances the wall with flames that reach out and strike an attacker. Amplified effect if spikes are also present.

Teleport Trap (This one should be much less expesive than wall of stone, I'd make it 5 mot, as it can be counterspelled/antimagiced): Teleports an agressor back to it's place of origin. Instantaneous. (I.e. Works once in a battle and once per cast.)
Nanashi
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Message #35582 Posted: Aug 27, 2009, 3:14 am
Maze/Thousand Gate: Illusory spell causing an attacker to become lost in a maze or endless path. (Effect similar to granite wall but...)

To counter:

Map/Pathfinder: Dispels illusory traps with the benefit of reducing motivation cost by 1 or 2 points to a minimum of 6.

or

Dispel/Negation: One shot spell, applied to an attacker removes any workshop trap spell at medium/high motivation cost. (I think this has been mentioned before but who hasn't gotten tired of people provoking attacks then sitting behind granite wall with an armless fleshy?)
Harryhausen
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Message #35585 Posted: Aug 27, 2009, 3:45 am
Plague

Opponent flesh golem recieves the plague on any flesh body parts struck. Infection lasts 24 hours and damages the hp of that part by 8% every hour. also, once an hour, the plague spreads to an attached flesh part of the golem, and if every flesh part of the golem is plagued, and the golem is placed into the basement, the plague can be spread to other flesh parts on other golems at a rate of 1 part per hour.
Naelwyn
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Message #36272 Posted: Sep 9, 2009, 1:58 am
After searching through, I'm suprised that no one has mentioned the following (Including myself.)

Light:

(To make this spell useful, it uses another possible spell dynamic {Conjuration}, but I'm not getting into more interesting spell dynamic suggestions until I get some feedback on the first set. [They're rather... noticible on this page.] )

*I've got PLENTY of things both easy and difficult to implement. Conjuration is most likely the easiest.*

Creates a temporary item placable anywhere on a golem that negates night-time penalties. 3 Motivation. Duration 2 Hours.
GordonIronsmith
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Message #36275 Posted: Sep 9, 2009, 2:27 am
2 hours duration for 3 moti? that's a bit low I'd say at least 6, but 10-20 would be more inline with current spells, but since it works With other spells I'm leaning more towardsthe 15-20 range.
Naelwyn
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Message #36276 Posted: Sep 9, 2009, 2:33 am
A few reasons why I placed it's motivation so low:

One, most players just wait till the daytime to attack (Unless they have items that negate night utterly.) A spell that allows things to work at night must be efficient or else people will simply wait until daytime.

Two, it's not that effective. Granted, it should be up around 6, but any more motivation than that and It will just be another unused spell. If it was made 10 or higher I doubt people would use it, as they could instead wait and gain the benefits of the spell as well as GAIN motivation.

Edit 1: I realized that my two reasons are identical. Please disregard the above word few, and most of the plurals.
Last Edited: Sep 9, 2009, 2:34 am
laidan
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Message #36686 Posted: Sep 18, 2009, 8:42 pm
I still like the Dispel magic idea Kep mentioned above. Especially if it worked to remove (hypothetical) cursed items. Also:

Detect magic-Castable on an item or workshop, this tells you any and all effects on said item, including energy use, hidden effects etc, or any spells cast on a mage's golems or workshop.
laidan
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Message #37385 Posted: Oct 2, 2009, 6:53 pm
How about a workshop spell that reduces the energy of all golems fighting there by 30%, but increases all exotic attacks by 50%? That's very limitedly useful, so maybe 8 moti for 24 hours?

And
Golem spell: +80% energy, +2 additional fire damage per round for each round after 5, if both golems still combat ready at end of round 10, blows up dealing 30 fire damage to every limb of the golem it's cast on. It'd be a big boost, but very risky to use, so maybe level 7ish, 15mot, 4 hours?
GordonIronsmith
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Message #37659 Posted: Oct 7, 2009, 10:46 pm
Assassin/Deep shadows: Begins combat at 50 yards away.

Ward of protection: Reduces the Chance too be hit by all and any attacks, by 50%. But also reduces Golems damage by 50% (After other modifiers, rounding up).

Warp time: Has a different effect for each different stance.
-Aggressive: Increases Movement for the first round by 15. (Not speed, but the movement)
-Normal: Increases Acuracy by 7%
-Hang back: when stuck in combat the first time, the golem moves back 30(or so) yards.

Quick Escape: If a golem would be destroyed, it instead is teleported back too your workshop where all the part that where not destroyed are still attached. No treasure is collected, and any parts lost are destroyed (besides clan items as normal)
Semaj
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Message #38939 Posted: Nov 8, 2009, 6:22 pm
Clan options:

Dual Cast- Allows two spells to be cast on a golem or workshop at the same time. Spell effects do not stack.

Followed by:

Improved Dual Cast- Prerequisite: Dual Cast
Allows duel cast spell effects to stack.

---------------------------------

They would be taken in place of spells as enhancement options. with the first on you could get the benefit of two spells like element fury and force field no problem. But 2 elemental furies would still give only 0,0,0,7,7,7.

With the next upgrade some thing like two elemental furies would give 0,0,0,14,14,14.
Semaj
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Message #38940 Posted: Nov 8, 2009, 6:35 pm
Almost forgot,

Any spell other than a strength enhancement that will add damage to ranged attacks.
Yamikuronue
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Message #38941 Posted: Nov 8, 2009, 8:33 pm
Dual Cast could be a workshop spell, too, so instead of having workshop defense, you get two on golems.
Semaj
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Message #38943 Posted: Nov 8, 2009, 9:45 pm
I would guess that if need be it could be broken into Dual Cast (Golem) And Dual Cast (Work Shop) if just the one would be over powered.

EDIT: On reading your sentence for the fifth time, yes, I get what you are saying. Sacrifice the workshop spell to put an extra one on your golem. Makes sense but oddly I don't like that idea as much. *Shrug*

Maybe just that at the level this idea would occur we should be past having to make that kind of sacrifice for an extra bit of power. Now if we had some spell that could truly make it worth it...
Last Edited: Nov 8, 2009, 9:51 pm
 
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