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Ooc: Shamans & The Magic Plugin

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Yeah, I just threw those in for the record, as we scheme.

We need to establish how we're going to structure our magic first, and while doing so, we may have to develop some of our lore to mesh with the addition of the plugin. We need to establish how we're going to learn this magic and how we're going to transition into using it.

Personally, rather than starting out with a heap of spells, all pre-ordained, I would rather see us begin with just a minor, very minor, handful of spells and let it evolve naturally from there in-game, through events, lore development and role-play. For starters, let's cast lightning (non-PvP), turn into wolves and make it rain. That's it. Lightning's already in our lore, we've got tight connections with wolves and rain would be naturally sought after for a culture living in a scorching desert. The rest of our spells would develop from there over time and would directly correlate to the needs of the War Uzg. Perhaps we would have a shaman council every so often or go on spirit walks and open ourselves to the spirits, gaining a new spell or ability every so often. This would be a much more natural progression into magic and it would give us time to develop a system that actually makes sense, rather than just slamming down a dozen spells from out of nowhere and calling it cannon.

I would like to see the magic implemented in this way. Start small and let it grow from there. We could still guide it's progression along and think ahead, but I don't think any of the magic groups should rush to usher in a complete and flawless system. By doing things a piece at a time, it would allow us to see what works and what doesn't work, and it would make the role-play much more enjoyable.

Lightning bolts, wolves, rain dances, and we evolve from there over time. Baby steps make this concept much more approachable for the administration. By all means, let's continue to plan this all out, but as far as getting the initial plugin implemented, we might want to consider starting with something very simple and low-impact.

Edit: I would also like to see at least one or two initial buff/healing type spells, such as the ones Blawharag listed. Those would be easy to implement into our lore, as he's been performing Quiet Storm for months, we all meditate and most of us have at least some sort of healing capability. Add one or two of those to the previous three spells I mentioned and we would at least have something for every branch of shamanism to start out with and enjoy.

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Yes, but as I /said/, they need certain tiers to work! To unlock the magic, you have to go through certain tiers. You cannot learn the next spell in the tier without knowing the previous spell! It's supposed to be balanced like that.

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As far as tiers go, the spells we start out with would be bottom-tier. Lightning or Rain Dance could be the base of the Elemental Shaman tier, Quiet Storm or Ancestral Blessing could be the base of the Battle Shaman tier, Meditation, Wolf Form and whatnot, maybe those just fall into the general spells available to all, or we tier them in somehow. As we develop lore and role-play for further spells, we could begin adding tiers from there.

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I would also like to point out the merits of slowing introducing and making magic available over time. A slow introduction of the plugin via regulated release of spells to the magic using population will lessen the shock value of it over all. Essentially this should serve to stem the "I WANT MAGIK STUFF NUW PLZKTHNXBYE!!!" that will occur. And it will occur. Maybe at first only have lesser spells like Rain Dance available and work your way up to things like blink or Quiet Storm. I am ok with text RPing Quiet Storm for an extra month if necessary to shake off and weed out any non-dedicated RPers.

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

If darn sharman are going to turn into wolfes

THE DRUIDS HAVE TO BE ABLE TO TURN INTO CHICKENS!

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If darn sharman are going to turn into wolfes

THE DRUIDS HAVE TO BE ABLE TO TURN INTO CHICKENS!

You can happily turn into wolf fodder

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You can happily turn into wolf fodder

See? Shamans > Druids.

Anyways--

Yes, Blaw, Ned, I agree completely. The certain types of shamans (Battle, Elemental, Major) would all start with certain spells. I'm guessing the tiers would start like this:

ELEMENTAL:

Tier 1: Lightning

Tier 2: Mental Corruption (Nausea splash potion effect on enemy, ConfusionSpell)

Tier 3: Balance of Life (LifedrainSpell)

BATTLE:

Tier 1: Meditation (see Ned)

Tier 2: Quiet Storm (see Blaw)

Tier 3: ???

MAJOR:

???

ALL SHAMANS:

Tier 1: Daze (see Ned)

Tier 2: Stoneskin (see Ned)

Tier 3: Feast of the Flesh (see Ned)

ALL SHAMANS, CONJURATION:

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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Gunna have to adjust the spell lists, like taking stone skin and making it an elemental T3, because a Battle Shaman with Stoneskin and Quiet Storm could be an issue. Replace Stoneskin with Blink/Spirit Walk

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Yeah, good idea. Wait, should it be blink or phase? (blink is just go a certain distance, phase is teleport through objects)

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Phase is not teleport through objects, its No-Clip mode. It should be blink I think. Such a spell would operate via some method of separation from physical self, which should not be something that can occur throughout an extended period of time. As such, blink (which occurs much faster) represents a brief break from traditional laws that bind us, rather than an extended bastardization which I feel should be nearly impossible.

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That's what I was thinking, too. Okay. Any ideas for the Major Spirit shamans-- well, that's up to Mog, I guess. So:

ELEMENTAL:

Tier 1: Lightning Strike: (Derp. Based on the spirits of Storm, Air, and Fire.)

Tier 2: 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)) Maybe 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. Based on spirits of Earth and possibly Metal.)

Tier 3: Balance of Life: (LifedrainSpell—SLOWLY drains life from target into self. Based on spirits of Energy, Death, and Life.)

BATTLE:

Tier 1: 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.)

Tier 2: 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.)

Tier 3: ???

MAJOR:

Up to Mogroka

ALL SHAMANS:

Tier 1: Daze: (Allows you to perform a powerful blow with your staff that dazes your opponent. Must be entirely unarmored and have staff in hand.)

Tier 2: Spirit Walk: (Blink—Take yourself out of the physical plane and teleport through the Spirit World for a short moment.)

Tier 3: Feast of the Flesh: (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.)

ALL SHAMANS, CONJURATION:

Tier 1 : 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 2 : 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 3 : 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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EDIT:

I looked it over and realized some lore-wise things were missing. So I edited the list slightly.

That's what I was thinking, too. Okay. Any ideas for the Major Spirit shamans-- well, that's up to Mog, I guess. So:

ELEMENTAL:

Tier 1: Burning Hands: (Ignite things with your hands w/o flint & steel.)

Tier 2: Lightning Strike: (Derp. Based on the spirits of Storm, Air, and Fire.)

Tier 3: 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)) Maybe 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. Based on spirits of Earth and possibly Metal.)

Tier 4: Balance of Life: (LifedrainSpell—SLOWLY drains life from target into self. Based on spirits of Energy, Death, and Life.)

BATTLE:

Tier 1: 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.)

Tier 2: 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).)

Tier 3: 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.)

Tier 4: Krugmar’s Wrath: (Force Push which also turns the surrounding land into sand. 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.)

MAJOR:

Up to Mogroka

ALL SHAMANS:

Tier 1: Daze: (Allows you to perform a powerful blow with your staff that dazes your opponent. Must be entirely unarmored and have staff in hand.)

Tier 2: Spirit Walk: (Blink—Take yourself out of the physical plane and teleport through the Spirit World for a short moment.)

Tier 3: Feast of the Flesh: (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.)

ALL SHAMANS, CONJURATION:

Tier 1: 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 2: 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 3: 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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The only remaining spell that I think would be marginally appropriate for Battle Shamans is perhaps:

Ancestral Purge: Your body becomes a conduit for the ancestor's indiscriminate wrath. As Flamewalk spell. The idea here is that the ancestor's are using your body to direct their wrath towards all the weaklings that surround you. Those who are strong will overcome it, those who are weak will be brought down by it. You are an instrument of their own will to wage war.

Though I may be able to find other spells with time and examination.

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AHEM.

Bump.

I was sort of thinking about simplifying the Shaman spells, actually. It seems we might have a lot more than other "magic" systems.

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