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Index » Muelsfell Game Forum » Spells and Magic Discussions Muelsfell World v1.0 Forums
AuthorThread: Cool Spell Idea Thread
1 | 2 | 3 | Page 4
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 113 years old
Message #38945 Posted: Nov 9, 2009, 1:06 am
No I love this Idea and it would work Great! Just to make it fair make it so spells give out diminsing returns when you place 2 similar spells, of say one third as normal rounding down.

You place Burning Aura and Thunder strike on the same golem (in that order). you'd gain 10 Fire damage, and 3 (10x0.33=3.3=3) sonic damage.

or

You place Force field, and frost aura on the same golem. You gain 15+ to all normal resistances as normal, but would only gain 5 Frost resistance.

But if you place 2 different spells the effect wouldn't be affected meaning no Super attack golems with 14+ to all attacks.
Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #38946 Posted: Nov 9, 2009, 1:28 am
Logistically, if "Dual Cast" is a spell that allows you to put two spells on a golem, it's useless.

Kep seems wary of putting two spells on a golem, so my suggestion was offered as a way to let him feel more secure about balance.
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
Website: Click Here
Message #39374 Posted: Nov 19, 2009, 12:33 am
Automation
Duration: 24hrs

Gives your golem hunter AI. It automatically scans the nearby locations, finds the weakest creature that still gives it 10xp, then attacks it, heals, waits 5 minutes, then repeats as long as it has the motivation and the resources to heal itself fully.
Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
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Message #39386 Posted: Nov 19, 2009, 3:46 am
It's called, install a macro engine ;P
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
Website: Click Here
Message #40921 Posted: Jan 1, 2010, 11:20 pm
Indestructibility

hp of core cannot be reduced below 1. All other damage is the same.

Ultimate Stealth
Your golem can raid one workshop as though it was completely undefended.
Last Edited: Jan 1, 2010, 11:32 pm
PhatsMahoney
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Posts: 558
Location: Shuul
Magus Age: 108 years old
Real Name: Donkey Hodey
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Message #40924 Posted: Jan 1, 2010, 11:32 pm
By core, do you mean main body structure? If so, hell, I would be in favor of that spell making damage to the body structure null, but damage to the chest can still be received down to one, making a shut down possible, but a kill impossible.

Hmm... maybe a little more tweakage to what I just wrote, but I like it.

High moti cost, long duration (5 hours)

or

fair moti cost, short duration (half hour or so)
Kenneth
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Posts: 133
Location: Asylum
Magus Age: 104 years old
Clan: OASIS
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Message #41060 Posted: Jan 6, 2010, 1:46 am
This would DEFINATELY help out with slaying Narimasa(and Akhenaten, too, if you're still having trouble with him).

Mirage
Castable on Golems only. Decreases opponent's accuracy by a percent equivalent to half the percentage of dry desert environment in the location.

For example, in the Nehtaku, it's 50% desert, so the accuracy of the creatures in the Nehtaku would be decreased by 1/2 of 50=25%.

Also works if you're defending. if your workshop has 20% desert, the attacker's accuracy will drop by 10%.

duration: 6 hrs. motivation: 15
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 113 years old
Message #41065 Posted: Jan 6, 2010, 4:39 am
Kenneth said:

This would DEFINATELY help out with slaying Narimasa(and Akhenaten, too, if you're still having trouble with him).

Mirage
Castable on Golems only. Decreases opponent's accuracy by a percent equivalent to half the percentage of dry desert environment in the location.

For example, in the Nehtaku, it's 50% desert, so the accuracy of the creatures in the Nehtaku would be decreased by 1/2 of 50=25%.

Also works if you're defending. if your workshop has 20% desert, the attacker's accuracy will drop by 10%.

duration: 6 hrs. motivation: 15


Like The Idea :) but maybe make it an Illustion instead, so it's useful beyond the desert (maybe make it a powerful level 12 spell *wink nudge nudge*)
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
Website: Click Here
Message #41196 Posted: Jan 9, 2010, 4:42 am
I dont know much about these things, but that seems like a powerful spell(though limited, which makes it more game-worthy). I'd think that something like that, if it's gonna cost 15moti, would last for 2 hours. I'd still be willing to cast it no problem!
Rednaxela
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Posts: 177
Location: Rimesvin
Magus Age: 119 years old
Message #41249 Posted: Jan 10, 2010, 7:48 am
New clan spell idea:

Dampening Field
Castable on Golems only. Decreases enemy damage bonus by 1 point per every 3 Effective Combat Levels of the golem it is cast on.
Duration: 2 hrs. Motivation: 15

I think something like this would be rather nice...
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
Website: Click Here
Message #42043 Posted: Feb 12, 2010, 3:11 am
Enlarge:Adds 5hp to each body part and the core, even if that brings the hp of the body part to above maximum. This does NOT change the maximum hp of the part, and repairs after damage will not raise the hp to above maximum, only a fresh dosing of the enlarge spell.
Last Edited: Feb 12, 2010, 3:12 am
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 113 years old
Message #42553 Posted: Mar 3, 2010, 5:34 am
Bad Luck.

This spell was first used by a very unlucky magus, she found herself being beaten at every turn, so created a spell to turn the luck of her opponents against them, but the spell has an unintended side effects.

Spell clan level 13 library spell

Reduces The accuracy of an opposing target by 15-20%, and both golems are subject to a higher crit chance.

20 Moti for 2 hours?
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
Website: Click Here
Message #42934 Posted: Mar 21, 2010, 6:04 pm
Rope-a-Dope

Creates a 150hp stand-in that does no damage, but remains in effect until destroyed or 3 rounds have gone by, at which point your golem comes in swinging hard with full energy!
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 113 years old
Message #43769 Posted: Apr 17, 2010, 4:32 am
I think it's been said before but for Spell clan if we could get 2 spells I had the idea that in order to do that you'd need to build a "Spell slate." (This would give it a cost

"Spell Slate" (Clan item)
15 lbs
Fits in the Abdomen
500 Gold & silver
1000 Gems
10000 Stone
10000 Money
Effect: Allows two spells to be cast on this golem.

As for Spells


Harden: Increases all physical Damage and Resistances (Blunt Slash and Pierce) by 10
----------------
Giants strength: Increase Strength by 50, and Acuracy by 10%+, but reduce speed (including weapons) by 5.
----------------
Retaliate: Every enemy attack has a chance of giving your Golem an extra attack(maybe 5%) (or maybe replenish energy if that works better) So this would work great vs those super fast targets but have almost no effect on slow ones.
----------------
Direct control: (Low initial moti cost), The Mages take complete control of the golem, Increasing its speed, Accuracy, strength, and Critical chance (Based on character level). But it comes at a cost. Every attack costs extra motivation(calculated after Stables), based on golem level and/or golem type.
Pegga
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Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #44242 Posted: May 6, 2010, 12:13 pm
I don't read this thread, as very little spell use, but this popped into my head so I'll leave it here.

Animate Workshop
This spell brings the workshop to life and provides a 25% bonus to a single resource generation (primary only; iron for example) at the expense of a 25% penalty to all other primary resource generation.

So, for example, casting the spell on the foundry would cause it to produce 25% more iron, but everything else would start producing 25% less materials.

It can be nerfed a bit if needed. Make the spell duration 8 hours, but the penalty to the other resources lasts 24 hours. And of course, this can be the only spell active on the workshop.

Another idea is to make it several different levels. L1 is a 10% bonus, L2 is 15%, and L3 is 25%.

Anyway. There it is.
DonJuanDeBascobel
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Posts: 450
Location: Rimesvin
Magus Age: 111 years old
Clan: ARROW
Website: Click Here
Message #44245 Posted: May 6, 2010, 3:08 pm
I'm on board with Pegga's idea.
Souji
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Posts: 1376
Location: Darghelm
Magus Age: 115 years old
Clan: ARROW
Website: Click Here
Message #44443 Posted: May 17, 2010, 2:25 pm
/sighed for Pegga!
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
Website: Click Here
Message #44560 Posted: May 27, 2010, 3:14 am
Radial Defense
Your golem uses an arm and hand as a shield, blocking all attacks, thus causing all damage to strike the arm and hand. Only castable, and only operable when a golem has both arms and both hands, and either the left or right set is weaponless. If both are weaponless, it blocks with the side with the most armor.
DemonDurai
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Posts: 92
Location: Jaaron
Magus Age: 111 years old
Message #44715 Posted: Jun 14, 2010, 2:29 pm
1) Blackthorn Fog spell it's effect:

Right now, the workshop is guarded by a Thick fog of blackest smoke. what is beneath that mysterious you have to attack find out.



2)A huge light more brilliant than the sun shone as you cast the Torch Of Revealing Light spell on this magus workshop.

It shows that

Right now, the workshop is guarded by his Iron Golem (Level 5 Transmuted
Wood).


Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #44719 Posted: Jun 14, 2010, 4:45 pm
We already have Wall of Shadows for 1).
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 113 years old
Message #45812 Posted: Dec 18, 2010, 1:18 am
New personal spells, Elemental Guardians.

Summons an elemental to defend your workshop one use.

All spells require: Summon Rat

Fire Elemental Requirements: Fire resistance, and Burning Aura.

Ice Elemental Requirements: Ice resistance, and Frostbite.

Wind Elemental Requirements: Sonic resistance, and Thunderstrike.

Earth Elemental Requirements: Rhinos strength, and summon rat swarm.

The Elemental summoned would be level 6 or 7 so it wouldn't be super powerful, but could definitely damage an unprepared attacker. And since it takes at least 4 spell slot to get, I think it would be a fair level of power for inputs involved.

I'm not sure on the stand, but probably, Earth slow powerful, with lots of health. Air. Fast but low strength attacks. Water, Blanced health damage and speed. Fire low health but large damage and fast.
Semaj
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Posts: 273
Location: Shuul
Magus Age: 114 years old
Real Name: Semaj
Website: Click Here
Email: thegreatsemaj@hotmail.com
Message #45816 Posted: Dec 19, 2010, 2:27 am
Clairvoyance:
The next attack preformed by this golem happens in your minds eye.

Motivation for the attack would be spent and an attack report is produced but the attack would have never really happened. (No rewards, no repairing, no return time.)

EDIT: Cast-able golems only. No motivation cost. Doubles (Triples?) the motivation for the golems next attack.
Last Edited: Dec 19, 2010, 2:30 am
 
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