Requests For New Spells
MainPage»Idea
References:
Bullet points to flesh out your ideas:
- Magic school: Do you get it from basic sorcery, advanced sorcery,
master sorcery or a new technology altogether?
- Special powers: What does the spell actually do?
- Cooldown : Do you have to wait a long time for the spell to be
reused again?
- Concept: What is the logic behind this and how does it belong in an
RPG?
- Purpose in game: Why is this unique/different from other spells?
- Optional features: What extra things might make it even better?
List the suggestions below:
Necromancy
Necromancy is a popular theme among players. This is only one version of
how to make it work.
Undead cloud
- Magic school: Master Necromancy
- Special powers: Surrounds the caster with a cloud of poisonous gas.
- Cooldown : 500
- Concept: Poison your foes using a cloud of death gas.
- Purpose in game: A decent combat spell with a large cool-down
- Optional features:
1) Put it in a new necromancy school instead of the existing master
sorcery school. New magic schools only accessible by finding a
technology book. 2) Give caster temporary poison resistance.
Raise corpse
- Magic school: Basic _necromancy_ (Cooldown = 500, zombies only,
duration 100)
- Magic school: Advanced _necromancy_ (Cooldown = 400, zombies,
skeletons, duration 150)
- Magic school: Master _necromancy_ (Cooldown = 300, zombies,
skeletons and vampires, duration 200)
- Special powers: Resurrects a corpse as a zombie at its level
minus 3. Different levels take higher magic schools.
- Cooldown : 400 +/- 100
- Concept: Necromancy/Summoning
- Purpose in game: To make a fun way to play, like trying to solo-raid
with one mage.
- Optional features: Custom zombies for each mob, skeleton things and
custom vampires.
- Discussion: (Keeperman) 3 different ways to implement this. Could
have 3 different spells or choose one:
- 1-Could raise the first corpse on the pile you are standing on.
- 2-Could use the directional arrow to target a corpse in your line of
site
- 3-Could raise up to 3 nearby corpses.
Evil_Lee03 I like option 3
-Zombie level, spell cool down, duration of pets can be balanced to
ensure it works really well.
Basic sorcery additions
Detection
- Magic school: Basic
- Special powers: allows the caster to detect cloaked or otherwise
hidden units or structures
- Cooldown: 100
- Discussion: Can either be in a radius around a unit or as an area of
effect over targetted tiles
- Discussion: Can be done by temporarily giving the unit a disarming
skill for 20 turns.
Pull
- Magic school: Basic
- Special powers: allows the caster to pull an item to them. Can also
be used on units to pull them a few tiles towards the caster.
- Cooldown: 100
- Concept: Pull an item that is relatively far so you don’t have to
walk much. Can also be used to pull creatures trying to run away
from you.
- Purpose in the game: Can be useful when you want to kill something
or someone trying to run away from you, so you can use this to bring
them closer to you, or pull an item that would be across a river or
lake, in an unreachable location.
- Discussion:
Light Bolt
- Magic school: Basic
- Special powers: Caster shoots a bolt of light that blinds any
creature it hits for about 10 turns.
- Cooldown: 100
- Concept: Blind Enemies.
- Purpose in the game: Could be a useful early game offensive spell,
since the keeper doesn’t know any good spells at the start.
- Discussion:
Advanced sorcery additions
Night vision
- Magic school: Advanced Sorcery
- Special powers: Temporarily lets you see in the dark
- Cooldown: 30
- Concept: Temporary night vision
- Purpose in the game: This may get you out of a tight spot or let you
target enemies with a bow, which were normally not visible
- Optional features: Different magic school.
Discord
- Magic school: Advanced Sorcery
- Special powers: Generally speaking, modulates hostility between
target creatures
- Cooldown : (variable)
- Concept: Like in Brogue, the idea is that discordant units will
attack any unit in the vicinity, even friendly ones.
- Purpose in the game: It doesn’t exist.
- Optional features: Various types of discordance (i.e., only
discordant against humanoids, beasts, elementals, etc).
- Discussion: There is a power like this one, when a ghost touches
someone they become “Insane” and attack everything they see, even
their allies.
Magic Missile (Implemented in Alpha 23)
- Magic school: Advanced
- Special powers: Spellcaster casts a ball of energy that takes a few
turns to reach its target (which it homes in on)
- Cooldown: 100
- Concept: Allows spell-casters to perform ranged damage, but also
allows targets to hide
- Optional Features: Magic missile can come in several flavors,
dealing various types of damage or on hit effects
Summon Elemental (Implemented in Alpha 23)
- Magic school: Advanced
-
Special powers: This is a family of spells that allow the
spellcaster to summon an elemental unit that exists for a defined
period of time
-
Water elementals can be summoned from any body of water - Earth
elementals can be summoned from any mountain wall - Air elementals can
be summoned on any outdoor tile - Fire elementals can be summoned either
from magma or from a burning tile
- Cooldown: 200
- Purpose in the game: Allows spell caster to cleverly use terrain in
order to gain a tactical advantage
- Optional features:
- Discussion:
Magic Mine
- Magic school: Advanced
- Special powers: Spellcaster (or goblin) buries a hidden mine that is
activated whenever enemies come near it. When it is activated, it
attack-moves towards the nearest enemy.
- Cooldown: 100 (active number of magic mines is limited per caster)
- Purpose in the game: Mines are not “traps,” but suicidal units that
can be placed in non-home zones. They allow a spellcaster to support
fighting units by zoning out enemies.
- Concept: These act like spider mines from Starcraft Brood War (but
just modified a bit to fit the theme of KeeperRL). Because mines
have to catch up to their target, they can be cleverly disarmed by
using one unit to kite them while another ranged-attacker shoots
them from a distance. Detecting units can also detect burrowed mines
so that ranged units can pick them off safely from outside the
mine’s trigger range.
Summon Tree Spirit (Implemented in Alpha 24 as summon elemental when in the woods.
- Magic school: Advanced
- Special powers: Turns an ordinary tree into a fearsome Tree spirit
for 50 turns (or an amount of time dependent on ability power)
- Cooldown: 200
- Concept:
- Purpose in the game: Allows spell caster to cleverly use terrain in
order to gain a tactical advantage
- Optional features:
- Discussion:
Eviscerate
- Magic school: Advanced
- Special powers: Caster shoots a red bolt that cuts off a limb of the
creature it hits. (Randomly cuts of 1 leg or 1 arm.)
- Cooldown: 250
- Concept: Cripples a creature. (By cutting one of their limbs to give
them a permanent disadvantage)
- Purpose in the game: A Really good offensive spell that offers a
great combat advantage to the caster.
Master sorcery additions
Levitation
- Magic school: Master Sorcery
- Special powers: Allows creature to fly
- Cooldown: 20
- Concept: Flying with your magic
- Purpose in the game: Gives more mobility to some casters, allowing
to run away or picking alternative ways to the keep
- Optional features: Different magic school.
!Change Places!
- Magic school: Master Sorcery
- Special powers: Swaps the positions of two team members
- Cooldown : 150
- Concept: Strategically repositioning team members
- Purpose in game: Nothing else works like this
- Optional features: Variants could also swap two enemy creatures, or
just two of any creature
- Variant: Use the directional arrows to swap places with any creature
in your line of site (Friend or foe).
- Discussion:
Elite sorcery (new tech)
Regrow Limb
- Magic school: Elite sorcery
- Special powers: Regrow one random, or all limbs.
- Cooldown: 500 (could also take a long time to cast).
- Concept: Really powerfull mages can create life? Well, why not
create arms and legs! (Possibly even heads for vampires!)
- Purpose in game: One of the most annoying things might just be
losing limbs with powerfull units, making them next to useless, this
would make it possible to fully recover from injury as lost arms or
legs.
- Optional features: Maybe have a potion as well (or only). Which
could cost up to 1000 mana.
- Discussion:
Reveal treasures
- Magic school: Elite sorcery
- Special powers: Displays all chests on the map even when they are
located in otherwise unexplored areas
- Cool down: 3000 - Once per day is easily enough
- Concept: Powerful magicians can do this stuff.
- Purpose in game: Gives some hints about where the settlements/loot
is (Not easy otherwise)
- Optional features: Show gold even when not in chests.
Dark Persuasion
- Magic school: Elite sorcery
- Special powers: Turns hostile creatures neutral and neutral
creatures friendly. Doesn’t work on undead. Must be next to the
creature. Small chance of success. The creature will use its turn to
attack you if you fail. Tough creatures are even harder to persaude.
- Cooldown : 3000 - once per day
- Concept: Most creatures can be won over with magic and persistence.
Don’t be fooled though, it is hard work.
- Purpose in game: Really cool to win over creatures that you normally
would never get in your dungeon.
- Optional features: Put it in a new psychic magic school instead of
master sorcery.
New magic schools only accessible by finding a technology book.
Grow trees
- Magic school: Elite sorcery
- Special powers: Create some trees nearby.
- Cooldown : 150 and also costs some mana (unlike most spells)
- Concept: Magic can grow trees if you know how to do it.
- Purpose in game: Protect yourself from ranged attacks. Small source
of wood.
- Optional features:
Put it in a new nature school instead of the existing sorcery school.
New magic schools only accessible by finding a technology book.
Firestorm
- Magic school: Elite Sorcery.
- Special powers: Blasts things nearby with a firestorm. Trees and
bushes will catch fire. It will also burn you if you are not fire
immune.
- Cooldown : 500
- Concept: Blast everything. Hurt friend and foe alike.
- Purpose in game: More spell variety. Different monsters with
different spells.
- Optional features: The vengence techology and spell school could be
for legendary humans not keepers. ie. They have different spells.
- Discussion: Discuss the idea here.
Invisible wall
- Magic school: Elite sorcery
- Special powers: You choose a direction and the spell creates an
invsible wall in front of you for 5-10 turns
- Cooldown : 100
- Concept: Create a magic barrier between you and an enemy
- Purpose in game: Defensive magic, to let you play for time.
- Optional features: The barrier could be visible
- Discussion: Or mede of fire/magical force (Naur)
Windstorm
- Magic school: Elite sorcery
- Special powers: Area of effect spell; penalizes projectile accuracy
if the projectile passes through affected tiles. Also increases fire
spread/damage from flames.
- Cooldown : 200
- Concept: Provides protection from ranged units
- Purpose in game:
- Optional features:
Slows down lightweight creatures? Blows away poisonous gas? Damages
flying units? Turns tiles blue? Persists a while? Spreads a bit after
trap triggers?
- Discussion: Discuss the idea here.
Acid ball
- Magic school: Elite sorcery
- Special powers: Degrades acid of target
- Cooldown : 200
- Concept: Counters heavily armored units
- Purpose in game:
- Optional features:
- Discussion: Acid weapons (or attacks, for biological creatures)
could be a general class of armor-degrading weaponry
Summon Ancient Spirits
- Magic school: Elite sorcery
- Special powers: Summons 1-4 Ancient Spirits. Each lasts 80 turns.
- Cooldown : 200
- Concept: Summons powerful creatures called Ancient Spirits, that
will fight for the caster. This spell already exists in the game, it
can be cast by Shamans and unicorns.
- Purpose in game: Summon powerful allies for some turns to aid in
battle.
- Optional features:
- Discussion:
Summon Target Dummy
- Magic school: Elite sorcery
- Special powers: Summons 1-2 Target Dummies, which last 60 turns.
- Cooldown : 200
- Concept: Summons Wooden Practice dummies, each with 250 HP. They are
immune to poison and cannot bleed. They can’t attack, move, or see.
- Purpose in the game: Act as a distraction, so enemies will attack
them and you can use this time to escape.
- Optional features: Maybe make it so it requires some wood to cast
this spell.
- Discussion:
Creature abilities implemented as spells
Burrow
- Magic school: None (creature ability)
- Special powers: allows creature to burrow underneath the ground and
to remain undetected and immoile
- Cooldown: none
- Concept: allows for stealth attacks
- Purpose in game:
- Optional Features:
- Discussion:
Pickpocket
- Magic school: None (creature ability)
- Special powers: allows bandits to steal an item from your inventory
(That you don’t have equipped). They have to be at melee range to
perform this spell.
- Cooldown: 200
- Concept: Bandits can steal items such as gold from your character,
making it annoying so you have to kill the bandit that stole it to
retrieve the item. Not only that, but they can steal potions that
could be used against you.
- Purpose in game: Make bandits annoying and harder to fight against,
because if you get cornered by them, some might attack you while
others attempt to pickpocket you.
- Optional Features: Make it so only a few bandits have this ability,
and also make it that they have a low success rate of casting the
spell successfully. If they fail to cast it, you can deal x2 damage
to the bandit that just tried to steal from you.
- Discussion:
Dragon breath
- Magic school: None (creature ability)
- Special powers: gives dragons cone AOE attack based on type
- Cooldown: 10
- Concept: Dragons are too weak right now, breath will make them
scarier
- Purpose in game: Making dragons more deadly
- Optional Features: Various effects depending on dragon type
- Discussion:
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