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Ooc: Shamans & The Magic Plugin

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I have determined a spell that would be better than the Ancestral Purge I suggested. This spell would be less useful, but more fun, while actually making way more sense for the Battle Shaman's than Ancestral Purge. It would like take the T1 or T2 spot and push everything else up appropriately.

Spiritual Roar: This would be the same thing I use to summon the Spirit Council to a mean, only at point blank (you'll notice everytime I RP'd using it, I was at the top of the Uzg Kaktuz with no one around). The effect would be instilling the 1 minute inebriated debuff (I think that is what it is called when you are drunk) to everyone with X amount of blocks of the caster. The idea is the caster is releasing a roar through the spiritual planes, so powerful that spirits can be affected by it far away (thus how all Elder Shaman are able to hear it and come to the meeting) but at point blank the force of the roar knocks your spirit into a daze. The result in the physical plain is that your body becomes disorientated, vision is distorted, and even speech becomes inhibited until your spirit can shake off the force of the roar.

Now tell me that would be fun to launch when child rearing? You know when a drill sergeant yells at you? It's like that, but the Orcish equivilant.

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I like the Spiritual Roar. We need something that gives us the capability of calling upon one another, and this is a pretty nice alternative to the "hive mind" concept. This would also be an interesting spell to use for overall intimidation. Very much a battle shaman ability. If it could sort've "splash" whatever the effects are of drinking ale, that would be pretty boss, even if the one doing the roar was affected as well.

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Sounds good to me.

But, I bring this up again-- Are our spells too advanced? Most other magic groups have MUCH less spells.

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Sounds good to me.

But, I bring this up again-- Are our spells too advanced? Most other magic groups have MUCH less spells.

I think we need to approach the plug-in with a simpler, smaller list of spells. We should start with an amount of spells similar to that which other magic groups will be using. This is also the reason I was saying let's just start with, like, three or four and let it develop from there. I haven't really spoken with any of the other magic groups regarding their magic, but we probably should try to coordinate with them as we plan, so that we're all on a similar page, for the sake of balance.

I know Mogroka and Blundermore work together occasionally, so I'm assuming some of this has already been discussed. We just need to get in the loop ourselves before we get too far ahead of the planning.

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So, if we simplify this a bit (a lot), maybe we'd come down to..

Tier 1: Spiritual Defense: (Skin becomes "hardened". Granting a slight increase in defense, equivalent to about leather or chainmail. Not stackable with other armor, cannot wear armor while using.)

Tier 2: 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 3: Storm Spirit Strike: (Lightning. Long cooldown.)

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.

How's this for more compact?

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