Own
Moderator
A while back Fred mentioned that he would like there to be at least four magic spells per element, maybe as many as 1h/2h got.
But there's not really many mechanics the current skills don't cover. Or at least, I thought so for a while. Then I decided to think some up.
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Air
La'set Coil: Places a primitive electronic device with a crackling of electricity around it. Does nothing, but if another is place within a certain radius, a wobbling line of electricity courses between them. Enemies touched by the line take steady damage. Coils channel between (all other coils nearby [OR] only the coil placed before the current one, making a chain?).
Coils automatically break after # seconds. Enemies can possibly attack them?
Leveling La'set Coil increases the number of coils you can have active at once, the maximum range between coils and the width of the electrical arc. Maximum Charge summons a Super Coil, only one of which may be active at a time, that connects with your character instead of other coils.
Fire
Pyroghast - Summon a transparent flame spirit, with commands like Frosty Friend. Because Fire is the only element without a summon. When an enemy is in a cardinal direction to it, it will spit a small ball of fire at them - briefly turning tangible. The Pyroghast can only be attacked while tangible, and has much less HP than Frosty Friend.
Leveling it up adds commands.
Snuff: Desummons.
Simmer: Toggleable. When toggled on, Pyroghast stays transparent, essentially put into idle mode. If set to Simmer for at least # seconds, sparks start coming off of Pyroghast. It's next attack when Simmer is turned off will do increased damage.
Roast: When selected, it will drift to the nearest enemy, turn tangible and spew a steady stream of flames.
Pyroblast: Pyroghast stops where it is and turns tangible, glowing intensely red for a moment. It then creates an enormous explosion around itself, damaging all nearby enemies.
Water
Aqualung - Gives you 10 charges of water in your lungs, removing your ability to swing your weapon while you have a charge active. Tapping the attack button launches a single, small bubble out at enemies like rapidfiring slower arrows, using 1 charge each. The longer you hold the attack button, the larger the bubble blown is and the more charges it expends. The farther a bubble goes, the more it shrinks, so larger bubbles can travel longer before popping.
Leveling Aqualung increases the maximum number of charges you can hold at a time, the speed of charging bubbles and the maximum size of the bubble you can blow. Gold charge bubble is filled with a snowflake, popping upon contact with an enemy to shoot snowflakes in 8 directions.
Earth
Groundpound - Leap into the air for a very short time. You are replaced by a glowing red 'X'. When you land, stalagmites erupt around you in random directions like Winter's icicle barrage. Enemies hit by these are knocked back. If you land directly on an enemy, deal significantly increased damage to it.
Leveling Groundpound increases the time you can remain in the air, the size/distance of the stalagmites and allows additional bounces into the air if an enemy dies as a result of a direct Groundpound.
But there's not really many mechanics the current skills don't cover. Or at least, I thought so for a while. Then I decided to think some up.
---
Air
La'set Coil: Places a primitive electronic device with a crackling of electricity around it. Does nothing, but if another is place within a certain radius, a wobbling line of electricity courses between them. Enemies touched by the line take steady damage. Coils channel between (all other coils nearby [OR] only the coil placed before the current one, making a chain?).
Coils automatically break after # seconds. Enemies can possibly attack them?
Leveling La'set Coil increases the number of coils you can have active at once, the maximum range between coils and the width of the electrical arc. Maximum Charge summons a Super Coil, only one of which may be active at a time, that connects with your character instead of other coils.
Fire
Pyroghast - Summon a transparent flame spirit, with commands like Frosty Friend. Because Fire is the only element without a summon. When an enemy is in a cardinal direction to it, it will spit a small ball of fire at them - briefly turning tangible. The Pyroghast can only be attacked while tangible, and has much less HP than Frosty Friend.
Leveling it up adds commands.
Snuff: Desummons.
Simmer: Toggleable. When toggled on, Pyroghast stays transparent, essentially put into idle mode. If set to Simmer for at least # seconds, sparks start coming off of Pyroghast. It's next attack when Simmer is turned off will do increased damage.
Roast: When selected, it will drift to the nearest enemy, turn tangible and spew a steady stream of flames.
Pyroblast: Pyroghast stops where it is and turns tangible, glowing intensely red for a moment. It then creates an enormous explosion around itself, damaging all nearby enemies.
Water
Aqualung - Gives you 10 charges of water in your lungs, removing your ability to swing your weapon while you have a charge active. Tapping the attack button launches a single, small bubble out at enemies like rapidfiring slower arrows, using 1 charge each. The longer you hold the attack button, the larger the bubble blown is and the more charges it expends. The farther a bubble goes, the more it shrinks, so larger bubbles can travel longer before popping.
Leveling Aqualung increases the maximum number of charges you can hold at a time, the speed of charging bubbles and the maximum size of the bubble you can blow. Gold charge bubble is filled with a snowflake, popping upon contact with an enemy to shoot snowflakes in 8 directions.
Earth
Groundpound - Leap into the air for a very short time. You are replaced by a glowing red 'X'. When you land, stalagmites erupt around you in random directions like Winter's icicle barrage. Enemies hit by these are knocked back. If you land directly on an enemy, deal significantly increased damage to it.
Leveling Groundpound increases the time you can remain in the air, the size/distance of the stalagmites and allows additional bounces into the air if an enemy dies as a result of a direct Groundpound.