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GreaterMUD Discussion => GreaterMUD Ideas => Topic started by: DeathCow on May 26, 2006, 04:57 AM

Title: [Spells] Spell Circles.
Post by: DeathCow on May 26, 2006, 04:57 AM
As per the MMUD 2.0 post, I thought it might be interesting to explore the idea of spell circles.? What circles could there be?? And what spells would be in each circle?? After not putting much thought into this, I'm thinking of making the class type being a limiting factor in what circles you can take, and the magic level being the amount of circles you can learn, and having spellcasting modify how early you can learn a spell.
Mage-1Mage-2Mage-3Druid-1Druid-2Druid-3Priest-1Priest-2Priest-3Summoner
Circle Of FireYesYesYesYesYesYesNoNoNoYes
Circle Of AirYesYesYesYesYesYesNoNoNoYes
Circle Of EarthYesYesYesYesYesYesNoNoNoYes
Circle of WaterYesYesYesYesYesYesNoNoNoYes
Circle of PoisonYesYesYesYesYesYesNoNoNoYes
Circle of ProtectionNoNoNoNoNoYesNoNoYesNo
Circle of NatureNoNoNoYesYesYesNoNoNoNo
Circle of HealingNoNoNoNoNoNoNoYesYesNo
Circle of DarknessNoYesYesNoNoNoYesYesYesNo
Circle of LightNoYesYesNoNoNoYesYesYesNo
Circle of WardingNoNoNoYesYesYesYesYesYesNo
Circle of TimeYesYesYesNoNoYesNoNoNoNo
Circle of MindYesYesYesNoNoNoNoNoNoNo
Circle of SummoningNoNoNoNoNoNoNoNoNoYes
Circle Of NecromancyYesYesYesNoNoNoYesYesYesNo

Spell casters will have a limited amount of circles they can choose from.? The maximum allowed is determined by Magic Level.? Circles are assigned either Primary, Secondary, or Tertiary status.? That status is a modifer for their power level.
------------PrimarySecondaryTertiary
Magic-3------120
Magic-2------011
Magic-1------010
Summoner1------111

1. A summoner's primary must be Circle of Summoning.

Spell casters may choose to learn as many circles as possible, or they may choose to devote more energy to a single pursuit.? This can be represent numerically.

------Total Points
Magic-3------9
Magic-2------6
Magic-1------3
Summoner1------6

1. Summoners are assumed to have 3 points in Circle of Summoning.

So, a Magic-3 could have 9 points in 1 primary ability, or, 6 in 1 primary with 3 in a secondary, or simply have 3 points in each.



The Circles Of Magic


















Drain SpellsDirect AttackAoe AttackHealAoe HealCursesAOE CursesArmourElemental ResCharmBlessesAoe BlessesSummons
Circle Of FireNONEVHGHHIGHNONENONEAVGAVGPOORPOORNONEAVGAVGPOOR
Circle Of AirNONEAVGHIGHPOORPOORAVGPOORAVGPOORNONEAVGAVGAVG
Circle Of EarthNONEHIGHAVGNONENONEPOORPOORVHGHPOORNONEAVGAVGAVG
Circle of WaterNONEAVGHIGHNONEPOORAVGAVGAVGAVGNONEPOORPOORAVG
Circle of PoisonNONEAVGAVGNONENONEVHGHVHGHNONEAVGNONENONENONEAVG
Circle of ProtectionNONENONENONEPOORPOORNONENONEVHGHAVGNONEAVGAVGAVG
Circle of NaturePOORHIGHHIGHAVGPOORAVGAVGAVGAVGAVGPOORNONEAVG
Circle of HealingNONEPOORPOORVHGHVHGHNONENONEPOORNONENONEPOORPOORPOOR
Circle of DarknessAVGAVGAVGPOORNONEAVGAVGAVGPOORPOORAVGAVGHIGH
Circle of LightNONEAVGPOORAVGAVGPOORPOORAVGNONENONEAVGNONEHIGH
Circle of WardingPOORNONENONEAVGPOORAVGNONEAVGVHGHNONEPOORPOORNONE
Circle of TimeNONENONENONEPOORPOORVHGHVHGHNONENONENONEVHGHVHGHNONE
Circle of MindNONEHIGHNONENONENONEVHGHVHGHNONENONEVHGHNONENONEPOOR
Circle of SummoningNONENONENONENONENONENONENONENONENONENONENONENONEVHGH
Circle Of NecromancyHIGHHIGHHIGHNONENONEPOORPOORAVGNONEAVGNONENONEVHGH


Very High
High
Average
Poor
None



Title: Re: Spell Circles.
Post by: The Crazy Animal on May 26, 2006, 06:40 AM
I don't really feel like giving examples for each of these:

Necromancy:

Summon undead:
Summon Spirit
Summon Zombie
Summon Zombie Wolf
Summon Skeleton
Summon Skeletal Warrior
Summon Shade
Summon Wraith

Exorcize minion ? destroys a summoned undead creature no exp gained.
Animate Dead ? would be cool if bodies remained on ground for 5 minutes and you could reanimate them.

Form of undead: see necromancer class post for info
Wraith?s Form
Lich Form
Greater Lich Form
Form of Hellion
Form of Greater Hellion
Demonic Visage

Attacks:
Withering Touch
Rotting Breath
Diseased Breath
Necromatic Blast
Exorcism
Dark Banishing

Defensive Blesses:
Corpse Skin - barkskin type effect with dead skin - finally a use for severed body parts :)
Bone Shield - Creates an offhand sheild for duration of spell
Spectral Shield - Creates a Proctective spirit energy sphere around the caster

Combat Blesses:
Cursed Weapon ? Give weapon wielder a chance hit of drain life ?self only?
Greater Cursed Weapon ? Give weapon wielder a chance hit of drain life and drain mana ?self only?

Utility Blesses:
Lich Eyes: Nightvision, See hidden for x rounds.

Tick down Attack Curses:
Decaying Touch - per round damage
Withering Flesh - per round damage
Death Panges - per round damage

Curses
Haunting Curse - haunting illusionary creature type thing
Poltergeist - haunting illusionary creature type thing

Control spells:
Control Undead ? Control undead, level 1
Dark Pact ? Control undead, level 2
Demonic Pact ? Control undead, level 3
   
Leach Heals: "numbers are just examples"
Leach
Greater Leach
Dark Touch
Drain Life
Soul Siphon

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

Space - Time:

Teleportation:   
Teleport player/Target ? simple enough
Create Portal ? A shimmering portal opens in front of you!

Bless type:
Quickening
Speed
Blinding Speed
Mass speed

Curse type:
Dawdling Curse
Snail?s Pace
Slow

Area Effect:
Time Shift ? slows everything but the caster
Time Freeze ? Stops all action in a room and prevents any action from any NPC or PC other then the caster (very short duration)
Title: Re: Spell Circles.
Post by: The Crazy Animal on May 26, 2006, 07:44 AM
I was just thinking about this should healing be treated just as healing or should it be seperated out so you have:

Druidic healing
Priestly healing
Title: Re: Spell Circles.
Post by: DeathCow on May 26, 2006, 07:48 AM
Well I was thinking that the Circle of Healing would be a priest type only circle.? There can of course be some overlapping.? The light, and nature circles very well might have their own healing spells.? And the healing circle might have some undead damaging spells.? Both air and water will use cold effects..and will both have rcol spells.


Fun  with colors.
Title: Re: Spell Circles.
Post by: The Crazy Animal on May 26, 2006, 08:21 AM
Circle of Healing:

Self heal spells:
Merciful Grace
Angelic Favor
Divine Favor
Divine Intervention

Single target heal spells:
Minor healing
Major healing
Greater healing
Angelic Mercy

Non-caster PC target heals:
Blessed Touch
Anointed Touch

Party Heals:
Healing Breeze
Healing Wind
Healing Gust
Healing Rain

Resurrection: - targets are only viable when mortally wounded
Merciful Touch ? aids mortally wounded and heals percent of - hp
Angelic Touch ? aids mortally wounded heals, percent of ? hp, and raises hp regen
Divine Aid ? aids mortally wounded, heals percent of ? hp, and raises hp regen
Resurrection ? aids mortally wounded, sets hp to 1 ? 10% hp
Divine Resurrection ? aids mortally wounded, sets user at 12 - 25% hp

Healing Blessings:
Soothing Prayer: +Hp/round
Blessed prayer: +Hp/round
Healing Prayer: +Hp/round
Angelic Prayer: +Hp regen
Divine Prayer: +Hp regen

Anti-heal Curses:
Sinners mark: - hp regen
Angelic Condemnation: - hp/round
Divine Condemnation: -hp/round
Undead:
Exorcism: (overlap with necromancer) Damage spell
Divine Banishment: exorcism upgrade
Purify: ?hp/round undead only

Blessings:
Protection from undead
Title: Re: Spell Circles.
Post by: The Crazy Animal on May 26, 2006, 09:52 AM
Is it just me or shouldn't circle of healing be available for all the priestly ranks?
What do you have in mind for light and darkness ??? is that like good and evil or day and night?

Anyway here is a fun little one

Circle of Illusion

Illusionary summoning:
Summon Illusionary Chimera
Summon Illusionary Homunculi
Summon Illusionary Soldier
Summon Illusionary Guard
Summon Illusionary Monstrosity
   
Combat Blessings:
Blur: +AC based on casters spellcasting
Illusionary Shield: +AC
Monstrous Visage: lowers mob follow level
Chameleon Skin: +Stealth, +bs min/maxdmg
Vanish: makes player invisible (not findable by search) breaks on action.
   
Combat Curses:
Illusionary Attacker: chance ?hp per round, breaks players actions, lowers accuracy
Twisted Vision: Causes stumbling, randomizes exit/entrance messages (player/Monster exits to east could = east, west, up, down?.)
Illusionary Storm: Causes rain, snow, lightning at random, each having their own effect on the player.
Globe of Illusion: Causes all command exits to be randomized ? player commands to go west but goes a random direction. Bashing direction could result in bashing in any direction.
Title: Re: Spell Circles.
Post by: DeathCow on May 26, 2006, 09:56 AM
Ya think maybe mind and illusion go together?

And that chart is kinda arbitrary atm.
Title: Re: Spell Circles.
Post by: The Crazy Animal on May 26, 2006, 10:03 AM
I could see how it could and how it couldn't be put with mind. My thoughts on the circle of mind were they would be more direct psychic attacks. Where as illusion is mostly defensive and trickery based.
Title: Re: Spell Circles.
Post by: Valentine on May 26, 2006, 10:06 AM
It's the difference between smoke/mirrors and ESP.

Edit: Or what he ^ said....because I'm slow.
Title: Re: Spell Circles.
Post by: The Crazy Animal on May 26, 2006, 10:23 AM
Still want an answer on the light and dark thing....

Circle of Divination: this is very bare bones at the moment and I?m not sure if it?s viable at the moment but sounds fun.
   
Tarot:
Draw 1 card
Draw 2 cards combos
Draw 3 cards combos

Runes:
Draw 1 rune
Draw 2 runes combos
Draw 3 runes combos

Tarot and runes work similarly but require different objects: tarot deck or rune bag. Each card or rune gives a temp spell that can be cast after being drawn. Similarly multi draws will give more powerful temp spells. Drawling runes or cards is limited by a set number per amount of time per deck or bag. Further you can acquire different types of rune bags and tarot decks as treasure or by purchase.

Scrying: - requires object
Find item
Spy on player
Is x monster alive
Title: Re: Spell Circles.
Post by: DeathCow on May 26, 2006, 10:36 AM
I kinda like just lumping smoke mirriors and esp together...

Darkness, and Light only good and evil to a point, Darkness might have quite a few evil only spells, and light good only..but you don't have to be good or evil to take the abilities.  Its sort of a combination of the 2, day/night-good/evil

And gypsies are going to have an alter fate ability.  Although I won't be opposed to making it a spell circle avaible only to them.
Title: Re: Spell Circles.
Post by: The Crazy Animal on May 26, 2006, 10:51 AM
I figured that Circle of divination would be restricted by class. I was thinking witchdoctor/shamman type and gypsies but thats just me.

If you want to lump illusion and mind to gether go ahead but its going to make it more difficult in the long run if you want to have prestige classes like illusionist and a psi class that are seperate and unique to each other.

Circle of Summoning:

Summon Creature of unusual size:
Summon Giant Rat
Summon Giant Bat
Summon Giant Cat
Summon Giant Dog
Summon Giant Roc

Summon Guardian:
Summon Guardian Dog

Summon Sprit:
Summon wraith
Summon Specter
Summon Vision

Summon Great Beasts:
Summon Fire Salamander
Summon Griffin
Summon Frost Serpent
Summon Drake
Summon Elder Wyrm

Summon Golems:
Summon Ice Golem
Summon Stone Golem
Summon Gargoyle

Summon Elementals:
Summon Fire Elemental
Summon Water Elemental
Summon Air Elemental
Summon Lightning Elemental
Summon Earth Elemental
Title: Re: Spell Circles.
Post by: DeathCow on May 26, 2006, 11:00 AM
I have a witchdoctor class I'm working on, well will be working on.?

Btw added stuff to top, and added some commentary.
Title: Re: Spell Circles.
Post by: The Crazy Animal on May 26, 2006, 11:56 AM
Maybe you should think about using a point delineated system that lets the player pick how many of x points to put in their primary, secondary, and tertiary magic rating.

Magic 3 = 9 points and can pick up to 3 circles
Magic 2 = 6 points and can pick up to 3 circles
Magic 1 = 3 points and can pick up to 3 circles

The Circle ratings could then range from 1 ? 9 in power, which would give room for prestige expansion later.
Title: Re: Spell Circles.
Post by: DeathCow on May 26, 2006, 12:00 PM
I like it.? Alot.? Certainly Adds alot of customization to characters.

Only problem is figuring out how to make that make sense in game.  What I mean to say is I was planning to have this be based on a NPC interaction, rather than something you decide during character creation.  Of course sitting here i'm coming up with ideas.
Title: Re: Spell Circles.
Post by: The Crazy Animal on May 26, 2006, 12:30 PM
Quote from: DeathCow on May 26, 2006, 12:00 PM
I like it.? Alot.? Certainly Adds alot of customization to characters.

Only problem is figuring out how to make that make sense in game.? What I mean to say is I was planning to have this be based on a NPC interaction, rather than something you decide during character creation.? Of course sitting here I'm coming up with ideas.

This should solve that problem extra points could be given out by npcs as the game progresses the cap of 9 points would just need to be raised. Each magic level could then say raise its points by say x amount over their starting placements. What this would allow you do have is a fair amount of growth room for later while still doing what you wanted to.

Prestige could be handled a few ways from there we could give extra points again and allow the player to pick up yet more circles or just build on what has been already picked or some combination in-between the two.
Title: Re: Spell Circles.
Post by: DeathCow on May 26, 2006, 12:34 PM
Feel like working on either darkness or light? :P


I'll do the other one :P
Title: Re: Spell Circles.
Post by: The Crazy Animal on May 26, 2006, 12:39 PM
Circle of Protection:

Blessings:
Protection from fire
Protection from water
Protection from cold
Protection from lightning
Protection from good
Protection from evil
Protection from neutral
Holy Shield: +AC, + prot. from evil (priestly only)
Unholy Shield: +AC, + prot. from good (priestly only)

Curses:
Weakness to fire
Weakness to water
Weakness to cold
Weakness to lightning
Weakness to good
Weakness to evil
Weakness to neutral

Force Shields:
Fire Shield: +AC, damage shield (damage returned is fire type)
Frost Shield: +AC, damage shield (damage returned is cold type)
Lightning Shield: +AC, damage shield (damage returned is lightning type)
Mana Shield: +AC, damage shield (damage returned is resistible by MR)

This is all I got for darkness and light so far... Having trouble with them... going to need to put some more thought into it.

Circle of Light:

utility spells:
Mana flare - Illumination

Priest utility spells:
Holy Light - Illumination

Circle of Darkness:

Mage utility spells:
Mana flare - Illumination

Priest utility spells:
Un-Holy Light - Illumination
Title: Re: Spell Circles.
Post by: Valentine on May 26, 2006, 01:04 PM
Maybe I'm off the mark here, but you also include Blinding Light (blinds opponent, thereby cutting their accuracy and dodge) and Light Beam (as an attack).

Dark Cloud could also blind, Damning Darkness causes damage.
Title: Re: Spell Circles.
Post by: DeathCow on May 26, 2006, 01:07 PM
very good :P
Title: Re: Spell Circles.
Post by: The Crazy Animal on May 26, 2006, 01:26 PM
Circle of Darkness:

Blessing:
Twilights Cloak: + Stealth

Curse:
Minor Hexing: - accuracy
Major Hexing
Greater Hexing
Lunar Eclipse ? lowers room light

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

Circle of Light:

Blessing:
Blessed words - +acc

Curses:
Starbright: - Stealth

Title: Re: Spell Circles.
Post by: Locke Cole on May 26, 2006, 08:52 PM
I really fucking like this shit, it rocks my socks. :o I was so busy liking it, that it took me all this time to respond.

This absolutely fucking rocks. Thank you, please make sure all of this gets into GMUD in one form or another.
Title: Re: [Spells] Spell Circles.
Post by: proteus on May 26, 2006, 11:20 PM
I honestly can't see how you do this shit drunk. Man..


Anyway, what's the difference between Warding and Protection?
Title: Re: [Spells] Spell Circles.
Post by: Ian on May 27, 2006, 12:23 AM
Quote from: Locke Cole on May 26, 2006, 08:52 PM
I really fucking like this shit, it rocks my socks. :o I was so busy liking it, that it took me all this time to respond.

This absolutely fucking rocks. Thank you, please make sure all of this gets into GMUD in one form or another.
I second that.  I lacked the eloquence to express my feelings as well as Locke, but he's got it just right.  He should write Hallmark cards.

One of the ways mmud sucked was that the only variance you could introduce to a class was sneaking/tanking it.  Otherwise, a mage is a mage.  Now you'll have so many different types of mages... it'll rock.

Like the late Big Kev (aussie icon) said... "I'm excited!"
Title: Re: [Spells] Spell Circles.
Post by: DeathCow on May 27, 2006, 12:35 AM
Quote from: proteus on May 26, 2006, 11:20 PM
I honestly can't see how you do this shit drunk. Man..


Anyway, what's the difference between Warding and Protection?

Thats a good Point, I'll have to make the purpose of each group more clear.  Maybe a chart?
Title: Re: [Spells] Spell Circles.
Post by: Ian on May 27, 2006, 01:34 AM
Quote from: DeathCow on May 26, 2006, 04:57 AM
Spell casters will have a limited amount of circles they can choose from.? The maximum allowed is determined by Magic Level.? Circles are assigned either Primary, Secondary, or Tertiary status.? That status is a modifer for their power level.
------------PrimarySecondaryTertiary
Magic-3------120
Magic-2------011
Magic-1------010
Summoner1------111
OMG that was awful to quote.? Tags everywhere.

Anyway, since tertiary circles are essentially weaker than secondary or primary, will a magic-3 class get the option of 1 primary, 1 secondary and 1 tertiary?? Or 1 primary and 3 tertiary?? Or 3 tertiary if they felt inclined?
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 27, 2006, 02:44 AM
Update for Circle of the Mind:
The list is sub-divided into power ranges to gain the better powers players would need to develop the individual sub-divided powers.

Circle of Mind

Utility (Telekinesis):
Levitate: climb with out a rope

Utility (Pyrokinesis):
Flicker - illumination

Bless (Telekinesis):
Kinetic Shield: +AC, +DR
Psi Shield: +MR

Bless (Telepathy):
Precognition: +dodge, +accuracy
After image: +AC party
Blur: +AC based on casters spellcasting
Illusionary Shield: +AC
Monstrous Visage: lowers mob follow level
Chameleon Skin: +Stealth, +bs min/max dmg
Vanish: makes player invisible (not findable by search) breaks on action.

Bless (Psychometabolism) (these are useable only on self like many mystic powers)
Claws of the Beast: users gains a claw attack
Exoskeleton: users skin hardens +AC, +DR, -speed
Battle Vigor: +HP
Poisoner?s bane: User gains poison immunity
Battle Valor: removes fear spells
Bone Spike: User gains shock shield effect (gives normal dmg)

Curse (Telepathy):
Distract: - Dodge, -Accuracy
Illusionary Attacker: chance ?hp per round, breaks players actions, lowers accuracy
Twisted Vision: Causes stumbling, randomizes exit/entrance messages (player/Monster exits to east could = east, west, up, down?.)
Illusionary Storm: Causes rain, snow, lightning at random, each having their own effect on the player.
Globe of Illusion: Causes all command exits to be randomized ? player commands to go west but goes a random direction. Bashing direction could result in bashing in any direction.

Curse (Telekinesis):
Kinetic manipulation: +AC, -DR
Psi Disrupter: -MR
Animate Object: anio (item) target: non-equiped weapon attacks target X rounds

Attack (Telekinesis):
Rock Pelt:  target is pelted with rocks
Sand Blast: target is blinded with sand, does round damage
Boulder: Target is hit with flying boulders
Telekinesis Blast: target is hit with a telekinetic blast
Concussive force: area is hit with telekinetic force wave

Attacks (Pyrokinesis):
Finger of Fire
Hand of Flame
Fire Bolt
Fire Storm Blast
Mana Burn

Attacks (Telepathy)
Mind Dart
Mind Drain
Psi Beam
Mental Blast

Attacks (Psychometabolism)
Static Dart: (does lightning damage)
Static Blast: (does lightning damage)
Static Explosion: (does area lightning damage)
Shock Beam (does lightning damage)

Control (Telepathy):
Dominate Will: enslave NPC
Mindlink:  Enslave NPC

Summon (Telepathy)
Summon Illusionary Chimera
Summon Illusionary gnome
Summon Illusionary Soldier
Summon Illusionary Guard
Summon Illusionary Monstrosity
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 27, 2006, 03:49 AM
Add in updates:

Circle of Warding:

Blessings:
Minor fire ward
Minor frost ward
Minor lightning ward
Minor water ward
Greater fire ward
Greater frost ward
Greater lightning ward
Greater water ward
Poison ward: slight bonus resistance to poison
Pestilence ward: slight resistance to disease

Curses:
Weakness to poison
Weakness to Disease

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

Circle of Life:

Cures:
Cure Paralysis
Cure Minor Poison
Cure Major Poison
Cure Greater Poison
Cure Blindness
Cure Minor Disease
Cure Major Disease
Cure Greater Disease
Cure Plague ? Party spell

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

Circle of Time:

Attack:
Temporal Shift: single target
Temporal Rift: Area attack
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 27, 2006, 05:09 PM
Add in Updates:

Circle of Protection:

Blessings:
Shield of Faith (priestly only) +AC/DR, +Prot from all alignments other then caster (self)
Shield of Law (good only) +AC/DR
Shield of Chaos (evil only) +AC/DR
Elemental Shield: +AC, + slight resist fire, cold, lightning, water, stone (self)
Elemental Globe: +AC, + slight resist fire, cold, lightning, water, stone (party)
Resist Energy Glyph: +MR
Greater Resist Energy Glyph: +MR
Prismatic barrier: +AC against ranged attacks from one direction (self)*
Prismatic Sphere: +AC against ranged attacks from all directions (self)*
Prismatic Wall:? +AC against ranged attacks from one direction (party)*
Prismatic Globe:? +AC against ranged attacks from all directions (party)*
Lesser globe of invulnerability: +AC/DR, Spell immunity +10
Major globe of invulnerability: +AC/DR, Spell immunity +20
Greater globe of invulnerability: +AC/DR, Spell immunity +30
Glyph of Heroism: Remove slight fear
Greater Glyph of Heroism: Remove fear

*notes:
The type of range attacks for prismatic spells is for use against attacks coming in from other rooms only. See post http://greatermud.com/forums/index.php?topic=463.0

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

Circle of Warding:

Blessings
Minor Stone Ward:
Greater Stone Ward: Resist stone attacks

Curses:
Weakness to stone:

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

Circle of Darkness:
Attack:
Nightmare: damage, +chance fear spell

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

Circle of Necromancy:
Attack:
Harm
Vampric Touch: Dmg, +chance steal mana spell

Curse:
Symbol of Death: (castable on mortally wounded only) ?HP Regen, +tickdown dmg
Symbol of Fear: Tick down dmg, slight Fear
Symbol of Pain: Tick down dmg, Slight confusion.
Symbol of Weakness: tick down dmg, - min/max dmg, -min/max bs dmg
Touch of Fatigue: -HP Regen

Bless:
Death Ward: Alter current hp = 5% of max hp each round for 10 rounds (self only)

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

Circle of Poison:
Attack:
Acid Fog: Tick down Area dmg, -perception

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

Circle of Nature:

Utility Spells:
Call of the Wild: Lore creature usable from 1 room away

Summons:
Summon Wood Elemental
Summon Spirit of the woods
Summon Hunting Pact: While hunting pact is alive user has tracking, +tracking bonus.
Summon Guardian of the Hunt ? will guard hunting pact if used together

Attacks:
Thorn Whip:
Herbicidal Blast: dmg (effects plants only)

Area Attacks:
Call Blizzard: dmg, Chance blind (cold damage)
Chaos Storm: dmg, (multi-spell each part of the spell different element damage)

Bless:
Hibernation: +50% hp regen, sleep, lasts 5 rounds

Curse:
Thunder Clap: Fear, slight confusion
Quicksand: Tick down dmg, + hold

Curse attack:
Frost Bite: tick down dmg, +slight confusion message disrupts actions (cold damage)

Heal:
Lesser Restoration:
Greater Restoration:

Party heal:
Healing spring:
Stream of life:

Control Plant: works on plants only (See spell type seed)
Lesser Command Plant:
Command Plant:
Greater Command Plant:
Voice of the Forest:

Seed: (grows a plant it?s like a summons but not under your direct control right away)
All plants are lawful neutral when grown all have 0 exp. Each plant has a command level. Plants can?t move and each plant has a life span. Attack powers of plants are also increased with the type of control spell used. This could be done by using coding a use temp spell variable in the monsters attack list type field. Then by using a textblock to give the plant its attacks in the form of spells tempspell. Tempspell variable would fill in the spell number. These would be pulled from the monsters abilities properties in order from attack 1 ? attack 5.

Magic Acorn ? grows oak tree
Magic Pine nut ? grows pine tree
Magic Birch nut ? grows birch tree
Magic Bean ? Grows Giant Vine* use as rope.
Magic Ambrosia Seed ? Grows Ambrosia Tree* pickable fruit
Magic Rose Seed ? Grows Giant Rose Bush
Magic Thicket Seed - Grows a Thorny Thicket*

*Notes
some trees have utility functions:
such as being climbable or having fruit that can be pick.
The fruits of trees each have different effects when eaten or used.
Thorny Thicket - Creates a living wall that blocks players from using an exit. The effect lasts untill it is killed or it lifespan runs out. Spell uses syntax (cast spell) Direction.
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 27, 2006, 08:42 PM
New circle to add:

Circle of Arcane

Utility Spells:
Detect Secret: casts on area finds secret doors
Detect Magic: like in game
Detect Magic Trap: detects magical traps
Detect Curse: works like detect magic for cursed items
Detect Undead: will tell you if a target is marked undead
Arcane Knock: Opens doors
Lesser Dispel: Cast on spell to end spells effect.
Greater Dispel
Detect Lore: if lore ability is on an item it reads the message number give as a variable
Mark: gives target abilities Mmark for map# Rmark for room#. Mark ends on death (self)
Recall: recall teleports user back to the location saved by mark. (self)
Area Effect:
Arcane Barrier:  Creates a magic barrier in a direction for x rounds

Blesses:
Eyes of Magus: see invisible
Arcane Sight: night vision
Greater Arcane Sight: better night vision
Glyph of Rage: works like mmuds frenzy
Arcane Armor: +AC/DR (need circle of protection too for this one)
Cloak of Chaos: +stealth, +bs dmg max, min (evil only)
Arcane Power: +dmg max/min

Curse:
Slumbering Mind: sleep
Greater glyph of sleep: sleep
Glyph of Insanity: randomizes the result of an attack command to any viable target
Soul Bind: cast on pc or monster duplicates 25% of damage dealt to caster and deals it to target. Uses Sbind ability the variable equal?s casters player number.
Arcane Fog: area blind, -acc
Arcane Binding: prevents spells from being cast by target for x rounds
Feeble mind: Confusion
Faerie fire: disallows targets ability to hide or sneak.
Glyph of False Vision: removes room name and room description from targets sight.

Control:
Dominate Mind: Living only, non-creature,  non-plant
Dominate Creature: Animal only
Dismissal: ends the effects of a dominate spell


Conjuration:
Lightning bolt: dmg
Ball lightning: summons ball lightning, ball lighting shoots area lightning bolts
Lesser energy shield: Gives temp item for x rounds not givable or droppable.
Greater energy shield

Attack:
Dream Terror: effects sleeping targets only DMG
Chaos Hammer: (evil only)
Arcane Bolt:
Arcane Blast:
Mana Storm: Area attack
(Note - need more attacks)
Title: Re: [Spells] Spell Circles.
Post by: DeathCow on May 27, 2006, 11:39 PM
oi, i get home only to fidn more work..i'll update asa I shower and eat.
Title: Re: [Spells] Spell Circles.
Post by: Valentine on May 28, 2006, 01:25 AM
As of 2:25 Central Daylight Savings Time, that post is 35 screens long in an 800x600 Internet Explorer window.

I just thought everyone should know that.
Title: Re: [Spells] Spell Circles.
Post by: Valentine on May 28, 2006, 01:32 AM
I meant the first post of this thread, dingbat? :P

Edit: Ahh...I thought you were making the thread as a whole longer just to be annoying. Actually, I still think that.  :)
Title: Re: [Spells] Spell Circles.
Post by: DeathCow on May 28, 2006, 01:35 AM
That is the first post.
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 28, 2006, 09:26 AM
Quote from: DeathCow on May 27, 2006, 11:39 PM
oi, i get home only to fidn more work..i'll update asa I shower and eat.

I seem to be lacking the words to express myself at not seeing this update yet....? ?

:o :whip2:

Title: Re: [Spells] Spell Circles.
Post by: DeathCow on May 28, 2006, 09:29 AM
Quote from: The Crazy Animal on May 28, 2006, 09:26 AM
Quote from: DeathCow on May 27, 2006, 11:39 PM
oi, i get home only to fidn more work..i'll update asa I shower and eat.

I seem to be lacking the words to express myself at not seeing this update yet....   

:o :whip2:



I got a word for you.  :P

Give me a break here man, i'm working on stuff..

BTW spell check works now.
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 28, 2006, 09:57 AM
Quote from: DeathCow on May 28, 2006, 09:29 AM
Quote from: The Crazy Animal on May 28, 2006, 09:26 AM
Quote from: DeathCow on May 27, 2006, 11:39 PM
oi, i get home only to fidn more work..i'll update asa I shower and eat.

I seem to be lacking the words to express myself at not seeing this update yet....? ?

:o :whip2:



I got a word for you.? :P

Give me a break here man, i'm working on stuff..

BTW spell check works now.

Don't make me get meh fish again... Oh here it is  :fish:

I'm just screwin with you cause you said it 10 hours ago.
It's is very metro of you. ;)

I always just use google's toolbar spell check since it lets me add my own words in.
Title: Re: [Spells] Spell Circles.
Post by: DeathCow on May 28, 2006, 10:06 AM
Oh gayzor
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 28, 2006, 12:33 PM
All I can say to that is :P
Title: Re: [Spells] Spell Circles.
Post by: Valentine on May 28, 2006, 12:48 PM
Get a room  :-*
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 29, 2006, 01:10 AM
DC, should I add any of the all the updates you didn't get to the wiki page or are there some I should leave out?
Title: Re: [Spells] Spell Circles.
Post by: Locke Cole on May 29, 2006, 01:18 AM
Quote from: The Crazy Animal on May 29, 2006, 01:10 AMDC, should I add any of the all the updates you didn't get to the wiki page or are there some I should leave out?

I would say make any changes you like on the wiki version, there's a full edit history available and edits can be fairly easily rolled back if there's a problem.

I'm hoping that ideas will eventually be proposed entirely on the wiki (with maybe a link from the forum to the proposed idea), where it can be built on by others quickly and easily. Logged in users can create any page they like (and pages can be renamed (moved) if there's a naming convention agreed upon later). And if you have an RSS/ATOM feed reader, you can subscribe to the Recent changes feed to get updates delivered to your feed reader.

Just my take on how I hope things go. :P

For people unfamiliar with what a wiki is, read this article (http://en.wikipedia.org/wiki/Wiki).
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 29, 2006, 01:33 AM
Quote from: Locke Cole on May 29, 2006, 01:18 AM
Quote from: The Crazy Animal on May 29, 2006, 01:10 AMDC, should I add any of the all the updates you didn't get to the wiki page or are there some I should leave out?

I would say make any changes you like on the wiki version, there's a full edit history available and edits can be fairly easily rolled back if there's a problem.

Ya some of the stuff I'm just not sure exactly if he (DC) would want to go in like some of the stuff for the Circle of nature. Plus I added a whole circle as I realized we were missing a lot of mage type spells. I guess I'll just add some of the ones that seem fairly close to what we already have and then make a post here asking about whats left.

I like that any member can do some editing to the wiki pages but I can see how it could create some organizational content development problems if people just post edits with out some type of authorization....
Title: Re: [Spells] Spell Circles.
Post by: Locke Cole on May 29, 2006, 01:42 AM
Quote from: The Crazy Animal on May 29, 2006, 01:33 AMI like that any member can do some editing to the wiki pages but I can see how it could create some organizational content development problems if people just post edits with out some type of authorization....

It can be problematic, I agree, but wikis are organic. As we run into problems we can create rules and guidelines to try and curb behavior that causes problems. If worse comes to worse, we can also block people from editing (individually block a user or block their IP (and ranges within) entirely).

Unlike most wikis though, where opinions are generally treated equally, in this case a few peoples opinions carry more weight (really, veto power) over content (I'm thinking of DeathCow and Vitoc, specifically). But we're certainly not going to get anywhere by being afraid to attempt to collaborate. :P

And even if you make an edit/change and someone (Vitoc, DeathCow, even another peer who simply dislikes your changes) reverts/rolls back/undos your edit, your contribution remains in the edit history (click the "history" tab at the top of the page) and you can easily view the page as you left it (in the state it was in when you saved it) and copy out any content you want to discuss further either here in the forums or on the discussion page on the wiki.
Title: Re: [Spells] Spell Circles.
Post by: Faceless thing on May 29, 2006, 02:44 AM
should there be a circle of animal  and take some of the animal stuff outa circle of nature?
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 29, 2006, 04:41 AM
Quote from: Faceless thing on May 29, 2006, 02:44 AM
should there be a circle of animal? and take some of the animal stuff outa circle of nature?


We can subset some of it look at the circle of mind.
Title: Re: [Spells] Spell Circles.
Post by: Faceless thing on May 29, 2006, 05:13 AM
What about like the circle of air fire water and earth we can make that a circle of elements and put them in it  would make it easier to distribute points  ? just an idea..
Title: Re: [Spells] Spell Circles.
Post by: DeathCow on May 29, 2006, 05:31 AM
Quote from: Locke Cole on May 29, 2006, 01:18 AM
Quote from: The Crazy Animal on May 29, 2006, 01:10 AMDC, should I add any of the all the updates you didn't get to the wiki page or are there some I should leave out?

I would say make any changes you like on the wiki version, there's a full edit history available and edits can be fairly easily rolled back if there's a problem.

I'm hoping that ideas will eventually be proposed entirely on the wiki (with maybe a link from the forum to the proposed idea), where it can be built on by others quickly and easily. Logged in users can create any page they like (and pages can be renamed (moved) if there's a naming convention agreed upon later). And if you have an RSS/ATOM feed reader, you can subscribe to the Recent changes feed to get updates delivered to your feed reader.

Personally I see the forum as an area to discuss and build ideas and the wikipage a place to build a presentation for them. ?I wouldn't want to have a pages called. ?"I think there should be manwhores OOOOooooO." Or something on the wikipage. ?But honestly if someone wants to bring that idea to the table, and have a discussion here about it thats fine. ?Should it happen that through discussion manwhore becomes a viable idea then the ideas wikipage can be used to present the idea completely. ?

Future wise I see the wikipage containing a "added/ingame" ?area that will present what moved from the ideas section into the game. ?It will serve as a learning bridge for player migrating from majormud.

No, there shouldn't be a circle of animals, and I want the 4 elemental circles seperate. ?Yes feel free to add to the spells list. ?I've decided I like the arcane as a mage-2/mage-3 only circle.

I know i didn't updated anything yesterday. ?I was drinking. ?Sue me. :P

Title: Re: [Spells] Spell Circles.
Post by: Locke Cole on May 29, 2006, 05:40 AM
Quote from: DeathCow on May 29, 2006, 05:31 AMPersonally I see the forum as an area to discuss and build ideas and the wikipage a place to build a presentation for them.  I wouldn't want to have a pages called.  "I think there should be manwhores OOOOooooO." Or something on the wikipage.  But honestly if someone wants to bring that idea to the table, and have a discussion here about it thats fine.  Should it happen that through discussion manwhore becomes a viable idea then the ideas wikipage can be used to present the idea completely.

If someone made a page like that, we could make a rule classifying stupid ideas as delete-on-sight. It's organic, as we run into issues, we can design guidelines and rules around them. If we start getting too many ideas on the wiki, we can provide a "Proposals" page where ideas can be discussed/voted upon before being given their own pages. Further, each page on the wiki has a discussion page which can act as a mini-forum for the page it's attached to.

Ultimately I'd like to see the ideas forum redirect to the main ideas page on the wiki. :P

QuoteFuture wise I see the wikipage containing a "added/ingame"  area that will present what moved from the ideas section into the game.  It will serve as a learning bridge for player migrating from majormud.

Agreed, and once we have content to document hopefully things will pick up more (and maybe you'll see why moving ideas there is a good idea itself). ;)
Title: Re: [Spells] Spell Circles.
Post by: DeathCow on May 29, 2006, 05:51 AM
Quote from: Locke Cole on May 29, 2006, 05:40 AM
Quote from: DeathCow on May 29, 2006, 05:31 AMPersonally I see the forum as an area to discuss and build ideas and the wikipage a place to build a presentation for them. I wouldn't want to have a pages called. "I think there should be manwhores OOOOooooO." Or something on the wikipage. But honestly if someone wants to bring that idea to the table, and have a discussion here about it thats fine. Should it happen that through discussion manwhore becomes a viable idea then the ideas wikipage can be used to present the idea completely.


If someone made a page like that, we could make a rule classifying stupid ideas as delete-on-sight. It's organic, as we run into issues, we can design guidelines and rules around them. If we start getting too many ideas on the wiki, we can provide a "Proposals" page where ideas can be discussed/voted upon before being given their own pages. Further, each page on the wiki has a discussion page which can act as a mini-forum for the page it's attached to.

Ultimately I'd like to see the ideas forum redirect to the main ideas page on the wiki. :P

QuoteFuture wise I see the wikipage containing a "added/ingame" area that will present what moved from the ideas section into the game. It will serve as a learning bridge for player migrating from majormud.

Agreed, and once we have content to document hopefully things will pick up more (and maybe you'll see why moving ideas there is a good idea itself). ;)
That would be nice.  But as a whole the mud community is more familar with the structure of forums rather than wikimedia.  I'm not against the idea should greatermud's community evolve to favor it,  I just don't know if that likely.  Although I am for the idea of at least attempting to make such a transition.  We can at least test the waters
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 29, 2006, 02:46 PM
Ok the updates are for the circles are all in on the wiki page with the exception of updating the second chart...

Title: Re: [Spells] Spell Circles.
Post by: Faceless thing on May 29, 2006, 06:35 PM
i have a question tho in circle of nature there is .. fire storm (should be in fire) lighting storm (should be on air)blizzard (should be in water)..  i thought nature was animal and plant life spells?
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 29, 2006, 07:41 PM
Quote from: Faceless thing on May 29, 2006, 06:35 PM
i have a question tho in circle of nature there is .. fire storm (should be in fire) lighting storm (should be on air)blizzard (should be in water)..? i thought nature was animal and plant life spells?

I agree Fire storm should be moved too.

However; Call lightning, Call Lightning storm, Call blizzard, are just overlaps dealing with the effects of weather on nature that's the only reason they are there. So I wouldn't move those but you could tag them with a needs this circle too note with the correlating circle type. That would make more sense in the long run to have some spells that are only able to be learned if you have the appropriate combinations of circles. I would add a Brushfire or Flashfire AOE attack in to replace Fire Storm that uses the Circle combination as mentioned above.
Title: Re: [Spells] Spell Circles.
Post by: Faceless thing on May 29, 2006, 08:56 PM
So what circle is transformation in i thought druids where able to transform? into like animals trees and stuff?
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 29, 2006, 09:58 PM
Quote from: Faceless thing on May 29, 2006, 08:56 PM
So what circle is transformation in i thought druids where able to transform? into like animals trees and stuff?

Well thats a hard one there could be a few views on that. I would say I would leave it up the the individual transformation spell unless one of the higher ups puts their foot down on where it belongs.

So far transformation is a aspect of a couple of circles with the theme being the form it self:
we have shadow form in circle of darkness
we have lich form and a few others in circle of necromancy
Theres a section in circle of mind for psychometabolism type effects

I would probably just keep the number of them in any one circle on the light side since I think we might have a class dedicated to shapeshifting already. If that class goes in we probably would add most of them to its own circle similar to the circle of summoning.

Its fine by my standards to let circle of nature users or just druids have a few animal transformations. It might be a good idea to also put some elemental forms in to the individual circles for the elements.

DC, should we make a Circle of transformation for the Beast Master class?
Title: Re: [Spells] Spell Circles.
Post by: DeathCow on May 30, 2006, 02:11 AM
Beast Masters's abilities are going to be entirely seperate from this.
Title: Re: [Spells] Spell Circles.
Post by: Faceless thing on May 30, 2006, 02:12 AM
how bout something like this?


Circle of transformation

transformation to Wolf

transformation to Tiger

transformation to Bear

transformation to Bat

transformation to Bull

transformation to Viper

transformation to Monkey

transformation to Gorilla

transformation to Draco

transformation to Wyvern

transformation to Sea Serpent

transformation to Dragon

transformation to Spiders

transformation to Locust Swarm

transformation to Natures Choice

transformation to Nature?s Fury
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 30, 2006, 02:32 AM
Quote from: DeathCow on May 30, 2006, 02:11 AM
Beast Masters's abilities are going to be entirely seperate from this.

Ok I figured it would be treated similar to the mystics but I wanted to make sure while we were on the topic of shapshifting.
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on May 30, 2006, 07:42 PM
Just a thought:

I was looking at the circle power levels and I think we made a little snafu on how we describe it working as we left in both methods of rating the circle power levels. I would like to see if we can merge the two ideas so we can move on from there:

The current methods of rating Circle of magics power:
http://www.greatermud.com/wiki/index.php/Idea:Circles_of_Magic#Circle_Power_Levels




EDITED: June 1st

I know DC mentioned liking idea two so I'm going to go from there and cross connect it to the primary circle title idea:

Circle Power Levels:

Spell casters will be able to customize their PC class's magic style by distributing rating points into the available circles for their chosen class. Each of the Classes based on their Magic Rating will posses a differing starting number of points. Each PC will pick a primary circle and this circle will vary the titles received through the game by leveling.


? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ?? ? ? ? ? ? ? ? ?
Magic Rating:Total Points:Primary Circle:Other Circles:
Magic-3:900
Magic-2:600
Magic-1:300
Summoner:16310

1. Summoners have the Circle of Summoning automatically placed as their primary circle with 3 points from the starting point total.

Gaining magical power:

There also needs to be a way of gaining magical power over the course of the game. I wouldn't mind seeing extra circle points being purchased by spending CPs as this would both alleviate some of the CP build up that MMUD had problems with and help to balance the class dynamics over the course of the game. I could also see maybe having some special one use per PC quest items that could award extra circle points too. For example maybe eating a beholder's eye would award a point in circle of the mind and using a rune of water could award a point in the circle of water.

What a circles rating does:
While all ratings for a given circle need to be usable is there should be a clear system laid out that describes the bonuses causes to each circles spells at any given rating. The types of special enhancements given to each circle can range from extra mana, mana efficiency, or boosted spell damage. However in my opinion the type of bonus should be on theme with the individual circles but could vary from class to class.

Theme for each Circle of magic:
This is something that we have yet to really put into clear words but really needs to get done. We could use about a three line paragraph for each circle describing the general theme behind it.




Does anyone have any ideas on this on how to make this work better?
Does anyone have problems with some part of it?
Title: Re: [Spells] Spell Circles.
Post by: rootc on Jun 20, 2006, 11:36 AM
Circle of Song??? or are the days of the Bard numbered?
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on Jun 20, 2006, 12:29 PM
Quote from: rootc on Jun 20, 2006, 11:36 AM
Circle of Song??? or are the days of the Bard numbered?

Bards and Mystics are handled outside of this system.
Title: Re: [Spells] Spell Circles.
Post by: Mukami on Jun 28, 2006, 06:44 PM
Im going to preface this with i didnt bother reading half the posts (and only maybe half the first post) but...

ok first. summoner? that doesnt sound like a class it sounds like a subclass or title. How about you chose the school of magic you want to be in (arcane, nature, divine) by class (mage, druid, priest). Then for the big 3 they can have a side quest that gives them the ability to specialize. So a mage has his general mage type spells that he learns until lvl 5 then he wants to be focused in necromancy he meets up with a necromancer who he trains at and get the title "necromancer" hes still a mage as far as armor and eq goes but his title just changed. its not a new class. same with summoner. Maybe when he trains there he is given 2 token by the necromancer (could be more for other specializations) and he can then use those tokens at another trainer to get trained in (but not levled) in the 2 others. so say summoning requires so much focus that you can only be involved in one other circle. I would add in direct conflicts are not allowed. like if you study necromancy it is so against light that the teachings would conflict so you cant use it there. now the spells that they can learn are all either general or in one of their circle. just becaue hes focused on summoning and necrmancy doesnt me he wouldnt still get some basic things like wizards knock or mana flux.
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on Jun 29, 2006, 01:38 AM
Quote from: Mukami on Jun 28, 2006, 06:44 PM
Im going to preface this with i didnt bother reading half the posts (and only maybe half the first post) but...

Read this since the idea has been moved up to the wiki to better explain it and further develop on it:
http://www.greatermud.com/wiki/index.php/Idea:Circles_of_Magic

It will answer most of your questions.

QuoteSo a mage has his general mage type spells that he learns until lvl 5 then he wants to be focused in necromancy he meets up with a necromancer who he trains at and get the title "necromancer" hes still a mage as far as armor and eq goes but his title just changed. its not a new class.

This will be handled by prestige classes.

QuoteMaybe when he trains there he is given 2 token by the necromancer (could be more for other specializations) and he can then use those tokens at another trainer to get trained in (but not levled) in the 2 others.

I would have liked to see each circle get a rating and be backed with a skill point system but DC wanted to keep it very simple. Rating and the characters spellcasting ability would have then unlocked new spells.

Quotejust becaue hes focused on summoning and necrmancy doesnt me he wouldnt still get some basic things like wizards knock or mana flux.

All the spells given by the circles are supplemental to those given by class or magic type.

QuoteI would add in direct conflicts are not allowed. like if you study necromancy it is so against light that the teachings would conflict so you cant use it there.

I'm not sure what you mean maybe you can explain it some more. Some spells will conflict and negate others but this is done on a per spell basis.
Title: Re: [Spells] Spell Circles.
Post by: Mukami on Jun 29, 2006, 02:00 AM
Presige classes eh? are we playing 3rd editon dnd? lets see how many copyrights we can step on the toes of. Also what i was trying to say when he was give 2 token when he levels was he could then get 2 more circles that he can learn spells in.  so a necromancer as his primary could cast say neco 1 and neco 2 spells but if a summoner primary takes necromancy as a second circle then he could only cast neco 1 spells but could cast summoning 1+2. and for direct oppsite if his primary was summoning he wouldnt learn any destruction it just kinda goes against what he was first taught...that part was an after thought originaly. i didnt check if destruction was a circle or not...to tired oh well :P
Title: Re: [Spells] Spell Circles.
Post by: The Crazy Animal on Jun 29, 2006, 02:54 AM
Quote from: Mukami on Jun 29, 2006, 02:00 AM
Presige classes eh? are we playing 3rd editon dnd? lets see how many copyrights we can step on the toes of.

Grin we need to have a long term plan in place to handle players at high levels

QuoteAlso what i was trying to say when he was give 2 token when he levels was he could then get 2 more circles that he can learn spells in.

I got that part I wanted to have it as a pure skill type system where you could open up more circles but at the moment with there only being 16 circles it would lower the diversity that the circles are there to bring to the game. Right now the lowest amount of available circles that any magic rating has available to them is 4 so the min amount of circles that they could get could not be more then 3 in order to maintain the diversity. If you get what I'm saying.

Quoteso a necromancer as his primary could cast say neco 1 and neco 2 spells but if a summoner primary takes necromancy as a second circle then he could only cast neco 1 spells but could cast summoning 1+2.

I get what your saying with this part but with in order to handle high levels way this was thought out to be done is based on their spellcasting value. so if you have a high spellcasting rating you will get spells sooner then players that do not have a high spellcasting. Since spellcasting gain is based on magic rating this automatically helps rate the spells but at the same time allows high level players to still get them since a magic 1 class will take much longer to get to the point when they would get magic 2 class spells.

Quoteand for direct oppsite if his primary was summoning he wouldnt learn any destruction it just kinda goes against what he was first taught...that part was an after thought originaly.

The dualities aren't really opposites though they are just 2 sides of the same coin. They might reverse each others effects but in reality they all work on the same principles. This can be illustrated as such: chaos is not separate from order but is merely the lacking of order. Now banning the use of something because of teaching that is something different then just being a duality because that intertwines belief, ethics, and a heap of other things.

Quotei didnt check if destruction was a circle or not...to tired oh well :P

There isn't a current circle of destruction in the works if it was to go in what kind of spells would you think that circle should get.
Title: Re: [Spells] Spell Circles.
Post by: Thergin on May 05, 2009, 02:24 AM
I do like this idea, and I can see the amount of work and thought that has gone into it but I think its over complex.

Currently as a pure melee class you dont have many choices to make to effect the outcome of fights, as a spellcaster you have many. This is adding even more options and variaty to spellcasters, thats not a bad thing as such but whats awsome I think about mud is the simple nature of everything, its not such a big learning curve, Druid, Priest, Bard, Kai, Mage are allready circles in them selves. There is another issue in regards to pvp. You can plan and use strats since you know what spells the other person has available. Now it would be nice to have one or 2 spells up your sleave, but whole circles, massive amounts of spells that everyone needs to know how they work and who has what, sounds like a pain.

How you customize what character spells you want, is based on what class you pick, circles makes it far harder for balancing, since people will come up with broken combinations, of class, and circles.

I like the idea of choosing spells, and sacraficing something to gain more focus, maybe that can be brought in as prestige class.

Maybe the prestige is next to priest in the who list, so ppl are aware what you are.

So I guess I am saying, keep the existing spells original, expand on them with presitge class via quest, that happens im not sure level 15, 20, you have a feel for basic mage for example so now you know what type of spells you like what you would like, and you keep getting mage spells, but now gain your presitge class, which could be 1 circle, or a preset combination of circles, but not too many spells.

You can expand on this at later levels, allowing for specific spell choices as long the way, or based on your allignment.

Summoner if evil gets undead, if neutral gets elementals, if good gets beasts.

Thanks for reading my 2 copper.
Title: Re: [Spells] Spell Circles.
Post by: DeathCow on May 12, 2011, 09:17 AM
Circle Of Fire Mage/Druid
Level 1 Scorching Hands
Level 3 Candle Light
Level 4 Fireball
Level 5 Resist Fire
Level 5 Ember
Level 7 Fire Bolt
Level 8 Rage's Furnace
Level 9 Fire Shield
Level 11 Blaze
Level 13 Burning Aura
Level 14 Fire Storm
Level 16 Flamewave
Level 17 Arson's Curse
Level 20 Globe of Fire
Level 22 Cinder Cloud
Level 24 Conflagration
Level 25 Flare
Level 28 Searing Pain
Level 30 Inferno
Level 32 Inferno Bolt
Level 36 Blazing Frenzy
Level 38 Magma Blast
Level 40 Summon Fire Elemental
Level 42 Ignite
Level 44 Incenerate
Level 48 Cremation Shield
Level 50 Volcanic Blast

Circle of Air Mage/Druid
Level 1 Chill Touch
Level 2 Air Shield
Level 4 Resist Lightning
Level 6 Frost Jet
Level 8 Haste
Level 9 Stinking Cloud
Level 10 Lightning Bolt
Level 12 Breath Of life
Level 14 Winds of Opposition
Level 15 Updraft
Level 16 Shock Shield
Level 17 Raging Wind
Level 18 Call Lightning
Level 20 Glass Air
Level 21 Winds of Haste
Level 22 Winds of Aegis
Level 24 Summon Air Elemental
Level 26 Aerial Servant-Reserved
Level 28 Vortex of Air-
Level 29 Falcon's Talon
Level 30 Form of Mists
Level 32 Forked Lightning
Level 34 Fueling Wind
Level 35 Globe of Mists
Level 37 Energy Arc
Level 40 Summon Lightning Elemental
Level 45 Chain Lightning
Level 45 Thunderclap
Level 48 Healing Breeze
Level 50 cloud of Decay

Circle of Earth Mage/Druid
Level 1 Stoneskin
Level 2 Resist Elements
Level 3 Swelling Pebbles
Level 5 Stonestrike
Level 7 Partial Petrify
Level 9 Pebblestorm
Level 10 Stone to Flesh
Level 11 Quicksand
Level 13 Crystaline Armour
Level 15 Earthbind
Level 17 Tremors
Level 19 Might
Level 20 Ironskin
Level 23 Claymire
Level 25 Earthquake
Level 28 Earthfist
Level 30 Mass Stoneskin
Level 32 Earthen Wall
Level 35 Mass Might
Level 38 Mudslide
Level 39 Boulder
Level 41 Ray of Petrification
Level 44 Golemskin
Level 45 Meteor
Level 47 Caraclysm
Level 50 Atlas's Might

Circle of Water Mage/Druid

Level 1 Resist Fire
Level 2 Frostbite
Level 3 Fog
Level 4 Ice Shield
Level 5 Water Jet
Level 7 Resist Toxin
Level 9 Cure Poison
Level 10 Life Stream
Level 11 Ice Lance
Level 12 Hail
Level 15 Ice Blast
Level 18 Ice Storm
Level 21 Freeze
Level 23 Asphyxia
Level 25 Drench
Level 26 Freezing Mists
Level 28 Spiked Body
Level 30 Whirlpool
Level 32 Frozen Spike
Level 35 Prison of Ice
Level 37 Icey Visage
Level 40 Summon Ice Elemental
Level 42 Serenity
Level 45 Ice Mantle
Level 50 Tsunami

Circle of Poison Mage/Druid
Level 1 Acid Bolt
Level 2 Venom
Level 4 Cure Poison
Level 5 Immunity
Level 6 Acid Rain
Level 8 Acid Jet
Level 9 Corrosion
Level 10 Dissolve
Level 11 Poison Beam
Level 12 Toxin Cloud
Level 14 Poison Bolt
Level 15 Viper's Gift
Level 17 Eroding Maelstorm
Level 18 Poison Cloud
Level 19 Vitality
Level 21 Spore Cloud
Level 22 Acid Shield
Level 24 Resistance
Level 25 Searing
Level 27 Acidic Mists
Level 30 Venom Spray
Level 33 Poison Gas
Level 35 Dae Curse
Level 38 Nightshade
Level 40 Acid Tempest
Level 42 Summon Acid Elemental
Level 45 Virus
Level 48 Incurable
Level 50 Pestilence

Circle of Protection Druid-3/Priest-3
Level 1 Armour
Level 3 Blur
Level 5 Protection from Evil
Level 5 Protection from Good
Level 10 Weakness to Evil
Level 10 Weakness to Good
Level 15 Manashield
Level 17 Fire Shield
Level 19 Frost Shield
Level 20 Lightning Shield
Level 21 Resist Fire
Level 22 Resist Cold
Level 24 Resist Stone
Level 25 Resist Lightning
Level 27 Healing Touch
Level 29 Rejuvinating Field
Level 31 Mass Armour
Level 33 Minor Globe of Invulerability
Level 35 Rust
Level 37 Weakness
Level 39 Project Image
Level 40 Defensive Harmony
Level 41 Manashield
Level 43 Free Action
Level 45 Resist Fear
Level 47 Resist Elements
Level 49 Life Fortress
Level 50 Globe of Invulerability

Circle of Nature Druid
Level 1 Vine Strike
Level 2 Starlight
Level 3 Mend
Level 4 Alertness
Level 5 Elemental Chaos
Level 6 Resist Fire
Level 7 Resist Cold
Level 8 Resist Lightning
Level 9 Charm Animal
Level 10 camouflage
Level 11 Barkskin
Level 12 swarm
Level 13 Entangle
level 14 Regeneration
Level 17 Freedom
Level 19 Antidote
Level 20 Rotting Flesh
Level 24 Plasma Bolt
Level 26 Creeping Doom
Level 27 Natural Prowess
Level 29 Mass Entangle
Level 30 Plague
Level 33 Sandstorm
Level 35 Nature Tap
Level 37 Globe of the Elements
Level 39 Treefist
Level 40 Spore Cloud
Level 44 Close Wounds
Level 45 BarbSkin
Level 50 Elemental Fury

Circle of Healing Priest-2
Level 1 Minor Healing
Level 2 Annointed Hands
Level 3 Turn Undead
Level 4 Bless
Level 5 Soothing Prayer
Level 6 Glitterdust
Level 7 Cure Poison
Level 8 Major Healing
Level 10 Healing Rain
Level 12 Cure Blindness
Level 14 Cure Disease
Level 15 Greater Healing
Level 16 Disrupt
Level 17 Major Healing Rain
Level 18 Purify
Level 20 Angelic Prayer
Level 21 Sinner's Mark
Level 22 Sacrifice
Level 24 Greater Healing Rain
Level 26 Godheal
Level 28 Cure Paralysis
Level 30 Divine Mercy
Level 35 Condemnation
Level 40 Merciful Grace
Level 42 Divine Prayer
Level 44 Blessed Vision
Level 47 Exorcism
Level 48 Divine Prescence
Level 50 Divine Intervention

Circle of Darkness Mage-2/Priest
Level 1 Bolt of Darkness
Level 3 Dark Cloud
Level 5 Night Shroud
Level 6 Minor Hex
Level 7 Shadowform
Level 8 Dark Gift
Level 10 Major Hex
Level 11 Damning Darkness
Level 12 Ensnaring Shadow
Level 13 Mana Flare
Level 14 Dark Vision
Level 15 Twilight Cloak
Level 17 Demonic Presence
Level 18 Night's Kiss
Level 20 Black Orchid's Hex
Level 25 Black Lightning
Level 28 Shadow Blades
Level 29 Lunar Eclipse
Level 30 Nightmare
Level 31 Night's Kiss
Level 33 Shadow Dance
Level 35 ShadowStorm
Level 38 Dark Binding
Level 40 Vampiric touch
Level 42 Dusk
Level 45 Sphere of Darkness
Level 47 Demonic Carnival
Level 50 Infernal Darkness

Circle of Light Mage-2/Priest
Level 1 Infravision
Level 2 Flash
Level 3 Glow
Level 4 Spirit Hammer
Level 5 Vision
Level 6 Healing Ray
Level 7 Holy Aura
Level 8 Benediction
Level 10 Boon
Level 12 Light Beam
Level 14 Holy Light
Level 17 Dispell Shadow
Level 19 Mana Flare
Level 21 Stardush
Level 23 Angelic Blessing
Level 25 Starbright
Level 27 Dazzle
Level 30 Summon Light Elemental
Level 32 SOlar Flare
Level 34 Radiant Light
Level 36 Prismatic Light
Level 38 Healing Light
Level 40 Summon Deva
Level 42 Blinding Light
Level 44 Wall of Light
Level 46 Radiant Armour
Level 48 Sunburst
Level 50 Summon Planetar

Circle of Warding Druid/Priest
Level 1 Minor Fire Ward
Level 2 Minor Air Ward
Level 3 Minor Earth Ward
Level 4 Minor Water Ward
Level 5 Minor Poison Ward
Level 6 Nature Ward
Level 7 Darkness Ward
Level 8 Light Ward
Level 9 Time Ward
Level 10 Mind Ward
Level 11 Death Ward
Level 15 Banner of the Unseen
Level 17 Banner of Courage
Level 19 Radiation Field
Level 20 Spell Ward
Level 21 Major Fire Ward
Level 22 Major Air Ward
Level 23 Major Earth Ward
Level 24 Major Water Ward
Level 25 Major Poison Ward
Level 26 Elemental Ward
Level 30 Melee Ward
Level 35 Draining Ward
Level 40 Anti-Magic Ward
Level 45 Power Ward
Level 50 Invisibility Ward

Circle of Time Mage/Druid-3
Level 1 Rift
Level 2 Speed
Level 3 Gravity Beam
Level 4 Teleport: Silvermere
Level 5 Slow
Level 6 Vector
Level 7 Teleport: Ganghouse
Level 8 Dawdling Curse
Level 10 Immobilize
Level 13 Teleport: Rhudar
Level 15 Melioration
Level 17 Teleport: Khazarad
Level 20 Mass Speed
Level 22 Inertia Barrier
Level 25 Quickening
Level 26 Time Dilation
Level 27 Quick Healing
Level 28 Teleport: Lost City
Level 30 Blinding Speed
Level 32 Revivify
Level 35 Synchronization
Level 36 Temporal Shift
Level 39 Vitaesynthesis
Level 40 Snail's Pace
Level 42 Minkowski's Manifold
Level 45 Teleport: Storm Fortress
Level 48 Banish
Level 50 Time Stop

Circle of Mind Mage
Level 1 Kinetic Shield
Level 2 Project Image
Level 3 Chameleon Skin
Level 4 Vigor
Level 5 Alterness
Level 6 Poisoner's Bane
Level 7 Distract
Level 8 Charm
Level 9 Illusionary Attacker
Level 10 Psionic Storm
Level 11 Mental Drain
Level 12 Mana Burn
Level 13 Senselessness
Level 14 Telekinetic Blast
Level 15 Willpower
Level 18 Enslave
Level 20 Telekinetic Throw
Level 24 Sand Blast
Level 26 Fear
Level 28 Valor
Level 30 Precognition
Level 32 Mindlink
Level 35 Temple Mind
Level 37 Mirror Image
Level 40 Mental Cage
Level 42 Agnosia
Level 48 Ataxias
Level 50 Phantasmagoria

Circle of Necromancy Mage/Priest
Level 1 Drain Life
Level 2 Corpse Skin
Level 3 Demonic Wail
Level 4 Control Undead
Level 5 Decaying Touch
Level 6 Withering Bolt
Level 7 Unholy Aura
Level 9 Agony
Level 11 Blind
Level 13 Bone Dance
Level 14 Skulltrap
Level 15 Blood Ritual
Level 17 Bone Blight
Level 18 Host
Level 20 Wound Conferral
Level 22 Ebony Hand
Level 24 Spectral Sense
Level 26 Insanity
Level 28 Scourge
Level 30 Death Pact
Level 32 Leach
Level 37 Poltergeist
Level 39 Haunting
Level 41 Death Panges
Level 43 Dark Pact
Level 45 Bone Shield
Level 48 Soul Siphon
Level 50 Lich

Just putting this here for me.
Title: Re: [Spells] Spell Circles.
Post by: Jigga on May 12, 2011, 01:04 PM
Wow, this blew my mind.

Could someone explain to me what a "spell circle" is exactly? I'm a bit lost =)
Title: Re: [Spells] Spell Circles.
Post by: Crabster on May 13, 2011, 07:56 AM
Quote from: Jigga on May 12, 2011, 01:04 PM
Wow, this blew my mind.

Could someone explain to me what a "spell circle" is exactly? I'm a bit lost =)

since DC got banned for cheating and refuses to roll his cheating character he has had alot of extra time on his hands apparently....