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Forum Name Events & Contests
Topic subjectNew system suggestion
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=25&topic_id=1824&mesg_id=1989
1989, New system suggestion
Posted by Exit on Wed 31-Dec-69 07:00 PM
This is message 1 of 2. I wrote too much for the forum to let me post it, so breaking it up into two posts.

You asked so here's my idea. This would be in line with the 'scrap the old system completely, rework the whole idea of dam redux' line of thinking.

All mage classes are given unique, dam redux spells. All spells are immune to 'dispel' and 'cancelation' All a/b/s wands disappear. Potions, pills, and talismans stay (edit: sentence added). There are three types of spells:

Level 20 - 25% - 12 hour duration - 24 hour timer
Level 40 - 33% - 6 hour duration - 24 hour timer
Level 47 - 50% - 6 hour duration - no timer

LOWER TIER
The level 20 spell has no drawbacks. It is a basic dam redux spell with a 50% uptime per day.

MID TIER
The level 40 spell is also a utility spell. It has a 4 round cast time and offers differing effects per mage class:
Invokers - physical attacks against this shield have a 33% chance to trigger a reactionary effect, turning 25% of damage dealt back to the attacker. Shield dissipates after 6 reactionary charges have been expended. This is put into the lightning path.

Necromancers - physical attacks against this shield have a 25% chance of triggering Mistform (edit: accidentally named this Wraithform), a one-round chance to mitigate 33% of auto-attack melee damage. Dissipates after 6 charges.

Transmuters - physical and magical attacks have a 10% chance of triggering Rapid Reflexes, a skill that increases parry chance by 25% for 1 round. Fades after 2 rounds.

Shapeshifters - physical and magical attacks trigger a unique effect based on majorfocus. For offense - a riposte. For defense, increased dodging/minor heal. Et cetera. Fades after x charges based on what effect is triggered.

Conjurers - physical and magical attacks trigger the Shimmer effect. Similar in scope to Mistform for necromancers from above. Fades after same amount of charges. Further edges can refine this spell based on alignment and morallity, giving further bonuses such as increased healing/spells/rescues from servitors. If this spell is forcibly removed, servitors become unhappier. Devils no longer cast aura.

MAJOR TIER
The level 47 spell provides the greatest amount of dam redux, and carries the biggest amount of risk. This spell is also the easiest to dispel, however it can be recast without any downtime. It has a 4-round cast time and carries a base 25% mana cost. Additional mana can be funneled into the spell to offset some of the side effects. Additional utility of each spell is triggered based on every damage attack or spell. Multi-hit attacks such as iceneedles and flurry count as one chance to trigger these effects:

Invokers - Each elemental path has one of these spells. There is a 10% chance to autocast the following spell based on path: windwall, fireball, geyser, avalanche, vitriolic stream (dissipates if another spell is cast), improved icicle (more damage and hits multiple people), chain lightning. Using elemental damage weakens this shield regardless of immunity to said damage. When 100% of the invoker's base hp has been dealt in elemental damage (bypassing all dam redux), this spell is forcibly removed and delivers damage to the invoker.

Necromancers - 10% chance to cast vampiric touch. If there is a suitable corpse in the room, the necromancer attempts to auto-animate regardless of any timers. Holy damage equal to the necro's base hp shatters this spell. When shattered, the resulting blast from the Negative Material Plane damages all undead in the room. Graveyards amplify positive effects by an additive 10%, and reduce the holy damage done to this spell by 50%.

Transmuters - 10% chance of restoring 10% base mana and triggering 0 ticks of anti-magic shell. This spell is removed when an enemy deals the transmuter's base hp in elemental or 'magic' type damage. When this spell shatters, the transmuter has 0 ticks of a magic malison effect that worsens saving throws.

Shapeshifters - 10% chance of triggering a unique effect based on majorfocus. For offense, riposte-like attack. For defense, increased dodging/healing/damredux. For air, a wingsweep type effect. Et cetera. This shield is shattered when the shapeshifter's base hp is dealt to them via slashing or piercing damage. When this spell is shattered, the shapeshifter has a random chance of triggering the following effects: haste removal, stone skin removal, or forced revert (lower chance, influenced by Veil, and increased as the shifter's mana supply is lowered)

Conjurors - 10% chance of triggering the 'conjure minor elemental' effect. When triggered, a random minion is summoned and auto-bound to the conjuror that deals damage similar to a necromancer's lesser golem. This minion disappears once combat has ceased, can be dismissed, and cannot turn on the caster. This spell can be shattered when opponents have dealt the conjuror's base hp damage in blunt damage. Archons and devils no longer cast sanctuary and barrier. When this shield is forcibly removed, the conjurer's minions become unhappy. In addition, every minion has 'dismissal' cast on them as though the conjuror was casting it with no additional mana. If a minion is dismissed in this way. Conjuration and binding timers are halved per successful dismissal.