Runes Logic and Custom Spells

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Thels
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Re: Runes Logic and Custom Spells

Post by Thels »

montagneyaya wrote:Slay Spirit (sound good) in Death Magic.
The game would need more spirits, then.
montagneyaya wrote:True Sight , Magic Footprint, Open door, in Support or Spellcraft, not sure.
Invisibility should change tree I think (in the same that True Sight).
It's tough. Some of these spells feel really mage'ey, so it would be nice to make them mage only. Perhaps we could add one or two to the current elements. Magic Footprint could for example be a spell in the Earth Magic tree, like Air Magic has the Invisibility tree. If not, then we should move them to Spellcraft, and add a different skill for priests, but would it be possible to give spells like light to priests as well, without having the skill in common?
montagneyaya wrote:Bomb and potion are useful if you are out of mana. For create potion or bomb, flask is necessary (like arrow for enchanted).
If you create bomb with flask you lose the flask (destroy when you use the bomb).
Sure, potions are useful if you're out of mana, and being able to make bombs would actually be a nice addition.

But I still don't think it should be a priest spell to make these potions. If it's a priest spell, you can't make the potions without a priest, making the priest too much of a requirement. Best keep potion brewing to the current system: Mortar and Pestle + Ingredients.
montagneyaya wrote:Open Door is convenient for avoid turning when the lever is on the wall left or right of the door, but not really useful.
But we can imagine a dungeon with door without open mechanic, only the spell Open Door can open this door (or slash attack if breakable wood doors are add).
That's what I suggested. Make them useful for specific doors, and balance the need for this spell by:

1) Giving the spell to multiple classes.

2) Give other classes a similar mechanic, like Pick Lock, or Bash Door.

3) Provide other means of opening the door, like solving a very hard puzzle or beating a tough group of monsters and looting a key. This way, the spell saves you the problem of solving the puzzle or beating a tough group of monsters.

4) Make the opening of the door optional. For example, it would simply hold a few mundane items, like some ammunition or ingredients. Perhaps even a weapon or armor that is a minor upgrade, as long as it's not the endgame weapon or armor.
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montagneyaya
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Re: Runes Logic and Custom Spells

Post by montagneyaya »

Priest and Mage are both magic classe, it makes sense to me there are a common tree (speelcraft) like Rogue and Fighter (with unarmed combat), but that's just my opinion.

I consider that if there are a priest, only him can use Mortar and Pestle + Ingredients (he have Martar and Pestle in the beginning, not find in dungeon) because he is an expert.
The Mortar and Pestle are still usefull when he is out of mana.

If you don't use Priest in your party, you use only potion find in Duneon and Crystal of Life for heal.

Again it's only my opinion.
Thels wrote:
montagneyaya wrote: Open Door is convenient for avoid turning when the lever is on the wall left or right of the door, but not really useful.
But we can imagine a dungeon with door without open mechanic, only the spell Open Door can open this door (or slash attack if breakable wood doors are add).
That's what I suggested. Make them useful for specific doors, and balance the need for this spell by:

2) Give other classes a similar mechanic, like Pick Lock, or Bash Door.
Yes, this point is a good idea. The other points are not really useful.
Spells are only for Mage or Priest.
If you create a puzzle for a door, it's not for open this with Pick Lock or Spell.
And simply hold item is like a puzzle (good idea for puzzle).
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Thels
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Re: Runes Logic and Custom Spells

Post by Thels »

montagneyaya wrote:Priest and Mage are both magic classe, it makes sense to me there are a common tree (speelcraft) like Rogue and Fighter (with unarmed combat), but that's just my opinion.
Yes, I'd imagine they both have the Spellcraft Skill. Perhaps both of them have the Staff Defense Skill as well, but that's optional.
montagneyaya wrote:I consider that if there are a priest, only him can use Mortar and Pestle + Ingredients (he have Martar and Pestle in the beginning, not find in dungeon) because he is an expert.
The Mortar and Pestle are still usefull when he is out of mana.

If you don't use Priest in your party, you use only potion find in Duneon and Crystal of Life for heal.

Again it's only my opinion.
Giving the Priest Mortar and Pestle to start with could be possible. Still, I don't think the Mortar and Pestle should be removed in it's entirely if you don't have a Priest in your party. It makes the Priest too important, and basically forces everyone to bring a Priest. Also, if you don't have a Priest, then you have no use for all those ingredients and recipes whatsoever.

It would feel like removing an important part of the game to those that didn't bring a Priest along.
montagneyaya wrote:Open Door is convenient for avoid turning when the lever is on the wall left or right of the door, but not really useful.
But we can imagine a dungeon with door without open mechanic, only the spell Open Door can open this door (or slash attack if breakable wood doors are add).
Thels wrote:That's what I suggested. Make them useful for specific doors, and balance the need for this spell by:

2) Give other classes a similar mechanic, like Pick Lock, or Bash Door.
montagneyaya wrote:Yes, this point is a good idea. The other points are not really useful.
Spells are only for Mage or Priest.
If you create a puzzle for a door, it's not for open this with Pick Lock or Spell.
And simply hold item is like a puzzle (good idea for puzzle).
I didn't mean to give the spell to other classes like Fighter or Rogue. I meant to put it in the Spellcraft tree, so both Priests and Mages could cast it.

Still, we can't just expect every party to have an option available to bypass the lock. Therefor, it cannot be required for important doors (those that are required to continue the game, or those that hold items that are superior to the other available items).
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Flashheart
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Re: Runes Logic and Custom Spells

Post by Flashheart »

The Earth school of magic is crying out for a 'freeze' type spell...something like Entangle should do.

Runes required: Earth and Life
Image Image

By means of this spell, the caster is able to create plants in the area of effect to entangle creatures. The grasses, weeds, and bushes wrap, twist, and entwine about the creatures holding them in one place.


Spellcraft could get a nice 'Enchanted Weapon' spell.

Runes required: Spirituality, Physicality and Death
Image Image Image

This spell conjures forth a random magic weapon. The weapon may either be a mace, axe, or sword. The weapon last for 5 minutes. The caster may recast the spell removing the previous weapon and conjuring a new one.
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Thels
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Re: Runes Logic and Custom Spells

Post by Thels »

Flashheart wrote:The Earth school of magic is crying out for a 'freeze' type spell...something like Entangle should do.

Runes required: Earth and Life
Image Image

By means of this spell, the caster is able to create plants in the area of effect to entangle creatures. The grasses, weeds, and bushes wrap, twist, and entwine about the creatures holding them in one place.
Hmm, an entangle spell that would prevent the creature from moving, but still allowing it to turn? That could be cool!

I do wonder if it could be abused with ranged damage. Perhaps the entangle is destroyed when the monster takes damage?
Flashheart wrote:Spellcraft could get a nice 'Enchanted Weapon' spell.

Runes required: Spirituality, Physicality and Death
Image Image Image

This spell conjures forth a random magic weapon. The weapon may either be a mace, axe, or sword. The weapon last for 5 minutes. The caster may recast the spell removing the previous weapon and conjuring a new one.
This sounds more like a "Summon Weapon" spell, or perhaps a "Spiritual Weapon". Would the caster be able to give the spell to others?

It could also be added to Fire or Frost, maybe, casting a Flame Blade. A low mana spell that gives the mage a good attack weapon, not as powerful as his spell attacks, but it gives him something to use when he's low on mana.
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Flashheart
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Re: Runes Logic and Custom Spells

Post by Flashheart »

I was thinking that the Entangle spell would work similar to the Ice Spell which freezes enemies...i.e. it wears off after 5 to 10 seconds.

If the Spiritual weapon was able to be passed to another party member it would need a high spell cost. If it's for the mages use only, then it should be a cheap spell cost.
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Thels
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Re: Runes Logic and Custom Spells

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Flashheart wrote:I was thinking that the Entangle spell would work similar to the Ice Spell which freezes enemies...i.e. it wears off after 5 to 10 seconds.
That could work. Entangled until received one attack could be an alternative, as it still allows for that massive backstab. It has it's advantages and disadvantages over freezing.

This would require quite a bit of graphic support, though, unlike...
Flashheart wrote:If the Spiritual weapon was able to be passed to another party member it would need a high spell cost. If it's for the mages use only, then it should be a cheap spell cost.
My thoughts exactly. :)
arconis
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Re: Runes Logic and Custom Spells

Post by arconis »

I think that the best way to do a priest class would be to have it be a buff/debuff class. Maybe something like:

Spellcraft and Staff Defense

Life Spells -

1. Strength - Everyone’s next physical attack does double damage (lasts for 10 seconds). Life + Physicality.
2. Reflect - For the next 10 seconds, the next time a monster attacks you, it breaks the shield and attacks itself instead (or if its a bolt it is reflected back). Life + Spirituality
3. Cure - Restores some HP to each character. Life + Spirituality + Physicality
4. Resurrect - For next 10 seconds, if a character would die he/she is instead resurrected with 25% HP and EP. Life + Spirituality + Physicality + Balance.

Death Spells - For all of these you'd probably have to be on an adjacent square to debuff an enemy.

1. Weakness - Enemy’s attacks do half damage for 10 seconds (or whatever). Death + Physicality.
2. Chains of Death - For next 20 seconds, whenever the targeted enemy attacks, it takes X damage. Death + Spirituality.
3. Sadistic Glee - For next 10 seconds, if you kill an enemy all your party's physical attacks do double damage for next 20 seconds (if you don't kill an enemy in 10 seconds then the spell does nothing). Death + Spirituality + Physicality
4. Life Drain - Deals X damage to enemy and restores some HP to each character. Death + Life + Spirituality.

Obviously there are some balance issues but this could be a cool direction for a class.
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Thels
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Re: Runes Logic and Custom Spells

Post by Thels »

arconis wrote:I think that the best way to do a priest class would be to have it be a buff/debuff class. Maybe something like:

Spellcraft and Staff Defense

Life Spells -

1. Strength - Everyone’s next physical attack does double damage (lasts for 10 seconds). Life + Physicality.
2. Reflect - For the next 10 seconds, the next time a monster attacks you, it breaks the shield and attacks itself instead (or if its a bolt it is reflected back). Life + Spirituality
3. Cure - Restores some HP to each character. Life + Spirituality + Physicality
4. Resurrect - For next 10 seconds, if a character would die he/she is instead resurrected with 25% HP and EP. Life + Spirituality + Physicality + Balance.

Death Spells - For all of these you'd probably have to be on an adjacent square to debuff an enemy.

1. Weakness - Enemy’s attacks do half damage for 10 seconds (or whatever). Death + Physicality.
2. Chains of Death - For next 20 seconds, whenever the targeted enemy attacks, it takes X damage. Death + Spirituality.
3. Sadistic Glee - For next 10 seconds, if you kill an enemy all your party's physical attacks do double damage for next 20 seconds (if you don't kill an enemy in 10 seconds then the spell does nothing). Death + Spirituality + Physicality
4. Life Drain - Deals X damage to enemy and restores some HP to each character. Death + Life + Spirituality.

Obviously there are some balance issues but this could be a cool direction for a class.
There are some nice ideas there. The idea of Strength and Reflect to do it upon next attack rather than for a brief duration is nice. What would you fill the 5th and 6th skill slot with?
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Merethif
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Re: Runes Logic and Custom Spells

Post by Merethif »

Thels wrote:
arconis wrote:I think that the best way to do a priest class would be to have it be a buff/debuff class. Maybe something like:

Spellcraft and Staff Defense

Life Spells - (...)
Death Spells - (...)

Obviously there are some balance issues but this could be a cool direction for a class.
There are some nice ideas there. The idea of Strength and Reflect to do it upon next attack rather than for a brief duration is nice. What would you fill the 5th and 6th skill slot with?
Armour and Mace? At least if we're talking about classic D&D cleric.

Personally I don't think there's need for a priest class - regular mage could have option to become buff/debuff class as well. I'd rather see more versatile mage, who can be shaped into DPS pyromaniac, crowd controller, buffer, de-buffer or anything in-between. Most players "feel" some spell are for priests, but that's only because D&D made them think like this. In most good RPG, like Lands of Lore or Diablo, spells like Heal were available to any Magic-User, and if you think about it, it actually seems more logical.

That said I like many spells ideas out there. These ones are my favourites:

Entangle - great idea. For easier animation it could be changed into Quicksand - also Earth spell, same runes and same purpose. Work well with Poison Cloud.

Enchanted Weapon/Spiritual Weapon - another good idea. I'd rather make it caster-use only. Also I think it should be reach weapon and options for all elemental magic skills should be available (Spear of Thunders, Whip of Flames, Trident of Depths, Jade Quarterstaff).

Exorcism - Good spell, and not necessarily priest exclusive. Something like good, old Holy Bolt in Diablo comes to mind and it would fit perfectly to Spellcraft skill. I like thinking outside-the-D&D-box, where priests are the only reliable undead busters ;-)

Shield of Faith - good idea, but of course I'll put it to Spellcraft skill and change its name to Magic Shield or Circle of Protection.


Also, as an alternative for healing spells maybe there could be "potion enhance" spells?
- Physicality + Life (68) + Healing Potion in hand = turn Healing Potion into Potion of Life, that restore health and grants temporary +50% health regeneration
- Physicality + Life + Earth (681) + Antivenom in hand = turn Antivenom into Potion of Purity, that heals poison and grants permanent tiny bonus to poison resistance (like +2).
- Physicality + Balance + Spirituality (654) + Energy Potion in hand = turn Energy Potion into Arcane Potion, that restores mana and grants temporary +50% mana regeneration
- Physicality + Life + Balance (685) + Antidote in hand = turn Antidote into Potion of Longevity, that cures disease and grants permanent tiny bonus to Health (like +2).
- Physicality + Life + Death + Balance + Spirituality (84562) + Arcane Potion in hand = turn Arcane Potion into Potion of Omniscience, that provide some Experience Points upon drinking (not too much but significant number).
and so on...
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