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Ooc: Shamans & The Magic Plugin

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So, recently, Respiren started a thread about a new "Anima" magic system. The link is here:

http://www.lordofthecraft.net/forum/index.php?/topic/49673-anima-magic-system/

This is an amazing topic, but there's a few things I found most important about it.

Shaman, Warlock - Shamanism

Meta: Amnesia - Help others to forget magical knowledge

reagents: element themed - bones, meat, blaze powder, feathers, dirt, water etc

- up to the shamans-

conjuration

Tier 1 : Spirit of Wolf (buff to speed) 60% chance of success / (debuff to speed) 40% chance of failure

Tier 2 :

Tier 3 :

Tier 4 : Chant of Krug (transforms surrounding blighted area back to its normal state)

Group: Summon Storm 70% success rate depending on the amount of shamans / If failed each shaman gets hit by a lighting bolt.

I, of course, knew this could be great; we finally get magic! The thing is, unlike the other groups,

/we/ get to choose what spells we get, as long as we don't become overpowered.

I know that there are the three types of shamans-- Major Spirits, Ancestors, and Elementals.

I, personally, was thinking that we could have sub-sections for the shamans-- each shaman would have to choose one of the three to use, and of course, we'd have to think of spells for it.

This is our job to figure this out! We should all collaborate on our efforts here to get us the spells, or else we'll be left with nothing.

EDIT: REMEMBER, these spells are "base" spells-- we can have combinations of spells, so it could be like a buff and a debuff at the same time.

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We can use "DisguiseCraft" to also allow for shamans to turn into wolves ~

HOLY SHITE

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I do think Shamans should be able to cast a single bolt of lightning with a decent % of failure/success but I'm not a Shaman so I'm not going to tell you guys what you should and shouldn't have.

I just remember Vaq and somebody else summoning 'Krug' to bring down lightning on opponents.

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We can use "DisguiseCraft" to also allow for shamans to turn into wolves ~

Can druid's turn into saplings? Please?

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Oh, /wow/. O: Thank you!

So, in that case, I was thinking about something like this for the all-shaman "conjuration" spells:

Conjuration:

Tier 1 : Spirit of Wolf (buff to speed) 60% chance of success / (20% debuff to speed) 40% chance of failure

Tier 2 : Form of Wolf (change into a wolf, unable to interact with objects or use armor/weapons, but does as much damage and is as fast as a wolf, along with visuals) 70% chance of success / If failed, slowed by 20% for the amount of time the buff would have lasted and 1 heart of damage

Tier 3 : Spiritual Balance (ReachSpell) 65% chance of success / if failed, unable to place/destroy blocks for the same amount of time the buff would have lasted

Tier 4 : Chant of Krug (transforms surrounding blighted area back to its normal state)

Group: Summon Storm 70% success rate depending on the amount of shamans / If failed each shaman gets hit by a lighting bolt.

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Can druid's turn into saplings? Please?

:P Unfortunately not - it only disguises players as creatures currently

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Shiftnative, would there be able to be a subsection of Shamanism?

Like, for example..

It would be like, say.. There's shamanism. Within shamanism, there's three groups- Elemental, Ancestral, and Major Spirits. Each of these would be allowed to use the Group and Conjuration spells, but also would be allowed their own Tier 1-3 spells that the rest of the shamans could not use.

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I was thinking, for the Elemental shamans, something like this:

Tier 1: Spiritual Waterfall(GeyserSpell): Creates a geyser of water that sends a player or mob into the air for a short amount of time. No damage. Based on the Water spirit, which is one of the easiest to learn.

Tier 2: Chaos and Order (ConfusionSpell + Splash Nausea potion effect, including on self): ConfusionSpell, from the plugin Respiren linked, makes all mobs around you confused and attack each other. Nausea, which is a natural potion effect stored within Minecraft, makes a player's screen wobbly, like if you're in a portal. Nausea would be a splash effect, along with ConfusionSpell, but Nausea would ALSO AFFECT THE CASTER. Based on the spirits of Chaos and Order.

Tier 3: Balance of Life (Drainlife Spell): SLOWLY drains health from a player/mob until spell is interrupted (maybe a certain amount of damage taken, or maybe "casting" the spell again just cancels it, or both options are viable). Based on how all things must be balanced (if you take, you give) and spirits of Life.

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Blawharag is a Battle Shaman, meaning he specifically uses Shaman rituals as an augment for melee fighting. In particular he uses the blessings from the ancestors to enhance his physical performance.

I think it would be a decent idea to have each type of magic (Shamanism, Druidism, Mage...ism) have general magic spells (Mages maybe have a teleport, druids have a tree popping skill, Shamans can turn into wolves) and then something like 3 subsections to the overarching schools (Battle Shamans vs Elemental Shamans, Dread Knights vs General Blood Mages).

I would love to help balance everything out, I spend a lot of time crunching numbers for balance anyways so might as well work directly with someone to work the spells and make them fit without breaking the game.

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:P Unfortunately not - it only disguises players as creatures currently

Even then, it's rather... touch and go... hopefully it'll be updated soon.

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I kind of wonder how something would change a person into a block. It's easy to change the skin and size of something, but why make it a block?

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A lot more thought needs to be put into this, so let's start collaborating. I definitely like the idea of some distinctive magic. I think we should enforce the need to specialize within shamanism, or at least choose a limited number of our own spells. This makes it a hell of a lot more interesting, as everyone has their strengths and weaknesses and would need to support one another. No shaman should be the jack of all trades, except for maybe the High Shaman, and there should be only one of those.

Here are some of the ideas for spells I had months ago when this plugin was first being discussed. It's really rough. I'll be thinking more on this when I have the time, perhaps later tonight.:

Spirit Walk – Blink. Allows one to seemingly teleport a short distance by travelling along a path or rift in the spirit world. Reagent: Ender Pearls.

Healing Hands – Heal, cure poison and remove hunger or other ailments from others by taking the pain or discomfort onto oneself. If you heal 4 hearts of damage, you endure 2 hearts of damage. If you cure another of poison, hunger or other ailments, you take them upon yourself until they wear off or are otherwise healed.

Meditation – Equivalent to Prayer. Replenishes personal health regardless of hunger and speeds up regeneration, activating after a cooldown. Must remain absolutely still. Any action or reaction, other than emotes or speech, cancels the spell.

Feast of the Flesh/Ritual Feast – Life Drain, but regaining hunger rather than health during combat. This would go well with an increased hunger debuff for orcs, essentially you’re

staving off the hunger by satisfying the lust for the blood.

Sandstorm – Force Push which also turns the surrounding land into sand. This would be interesting in conjunction with a bonus for fighting on sand.

Wall of Thorns – 5x5 diamond-shaped wall of cactus (8 cactus total) that forms around the player. Must be on sand for the cactus to spawn. The cactus disappears after the spell’s effect wears off. This would be a cool spell to cast in conjunction with sandstorm. You call in a sandstorm, force push your enemies back and then summon a defensive wall of cactus.

Rain Dance – causes rain, multiple casters required.

Daze – Allows you to perform a powerful blow with your staff that dazes your opponent. Must be entirely unarmored and have staff in hand.

Flare/Light – Ability to radiate a temporary aura of light.

Burning Hands – Ability to ignite things with your hands, without requiring the use of flint and steel. Simple and slightly redundant, but cool.

Stoneskin – Either innate or spell-activated. The skin becomes hardened, granting a slight increase in defense (equivalent to a full set of leather armor, or maybe chainmail) I figured Druids could get a Barkskin equivalent, while Mages and Clerics get a Magic Armor. They would still get smashed in PvP, but might have a slightly better chance of survival while traveling or working the first-aid tent, it would also help defend against mobs while traveling.

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I like those ideas, but we can't just allow all the shamans to have all those spells; each shaman needs to part of a certain "tier" of spells. Maybe each shaman has their own, since we all specialzie in different things! But the thing is, we need tiers. Maybe for a certain element, maybe for elements altogether, maybe for major spirits.. i'unno.

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I heavily agree with Ned, the spells widely encompass what shamans should have. Battle Shamans in particular will probably lose most of those spells and would have a spell list that looks more like:

~Spirit Walk: (See Ned's Spell)

~Meditation: (See Ned)

~Ancestral Blessing: As healing hands, but with chances to fail and harm the individual (the Ancestors are displeased with them). Fail chance diminishes based on shaman's individual prowess, however never fully goes away (reflects Ancestors more likely to make exceptions for a devoted shaman, but some people just really piss them off).

~Quiet Storm: Provides the user with a Damage Buff and Damage Resistance buff (potion based). This would be an advanced skill that requires much practice and devotion to the skill to master. If possible (I am not sure how difficult this would be to program) but there could be a system where those who have not mastered it end up with one of two effects. Both effects reflect the caster's inability to perfectly balance Rage and Serenity. They could have a 50% chance to have too much rage, causing the damage buff but reducing damage resistance by twice the amount they would have gained and a 50% chance to have too much serenity, providing the damage resistance but reducing their damage by twice the amount they would have gained as a bonus.

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