Sorcerer/Enchanter

Reckqq
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Joined: Wed Apr 20, 2016 10:57 am

Sorcerer/Enchanter

Postby Reckqq » Wed Apr 20, 2016 12:21 pm

Talk about Sorcerer/Enchanter here

Mage - Sorcerer - Enchanter
Requirements: 16 Int, 12 Wis
Experience points to level 25: 460 million exp
Spells
Burst
A low level mage spell, Burst focuses the energy of the caster into a material form, and launches it at the target. The effects of this attack differ based on the caster's divinity. The form the the burst depends on the divinity of the caster. Damage can be as much as 108 with 22 intelligence.
Classes: Sorceror (1), Necromancer (1)
Mana Cost 2
Damage Range ?-108
Healing Range n/a
Spell changes based on divinity.

Stoneskin
Stoneskin provides an aura of energy surrounding the target as if their skin has been magically hardened for a limited period of time. The Armor Count of the target gains a temporary bonus until the spell wears off. The amount of increase grows in power with the caster's level. The bonus varies according to class, light armor classes like Druids will receive a greater bonus than heavy armor classes like Clerics. The caster also receives greater protection when they cast the spell on themselves as opposed to another character.
Classes: Sorceror (1), Necromancer (1)
Mana Cost 20

Mingster

The target of the spell receives a magical boost, increasing their strength statistic by as much as 10 or 12 points for a short amount of time.

Feel weak? Those pesky Hell Rabbits getting the better of you? Well never fear Mingster is here! This special blend of mana and sweat came straight from Uncle Ming's alchemy... and it makes you stronger
Classes: Sorceror (6), Necromancer (6)
Mana Cost 10

Unkelming
Unkelming

Upon casting this spell the mage is able to summon a creature that is the embodiment of the caster's divinity. Up to five creatures may be summoned at time. The elemental will serve the caster and his party and attack anything that seems hostile (anything not in the caster's party) if commanded to do so. If the caster or a member of the casters party should attack the creature, the creature will no longer be under control and will attack anything around it.

Classes: Sorcerer (3), Necromancer (3)
Mana Cost 7

Airwalk
Airwalk - Sorceror Spell - Obtained at level ?, costs 15 mana
Airwalk is a basic spell created by elder mages in retaliation to assassinations of high rank magi. The spell allows the caster to avoid a predatory assassin.

Airwalk makes the target levitate a few inches above the ground. As the enchanted moves along no tracks are made so they cannot be stalked by Assassins, Rangers or Druids and they avoid triggering any traps.


Zot - Sorceror Spell - Obtained at level 9, costs 5 mana
Ming's Magical Attack - By combining various components, Ming came up with a powerful spell that damages a target.

The next level of attack over burst, this spell is much more commonly used once it can be learned. Zot casts a similar magical burst of energy at the target that causes damage based on the casters intelligence, up to 156 damage with 22 intelligence. The exact form the energy depends on the divinity of the caster, but can differ from burst's manifestation.

Enchant
Enchant - Sorceror Spell - Obtained at level 13, casting cost 1/2 of maximum mana
A gift from the DungeonMaster himself...this mysterious spell empowers your weapons and armor with magical powers. It will sharpen your blade, strengthen your staff and harden your armor...but beware the cost. He who giveth, can take away.

This powerful spell is the namesake of all Enchanters. With all their magical power, Sorcerers and Enchanters may magically enhance a weapon or piece of armor, giving it a glow of magical energy. Weapons gain damage potential, while enchanted armor's protection capabilites are increased. Enchantment is permanent, and can only be upgraded, not downgraded or "doubled."

There are three levels of enchantment, designated by the glow of the item. As Sorcerer's advance in training, they are able to infuse a more powerful glow into their enchants. A dull glow accompanies the least powerful enchantment and is available at level 13, a soft glow is the second level, and an item shining brightly has the most powerful form of enchantment available to players, obtained at level 24. The fourth level of enchantment, where the item glows with a brilliant shine, is currently beyond the means of mere mortals. Only a select few of the beings of the Outer Realms are able to cast the spell with such power. (Wardens, builders, artists, Quest/Event staff and Writer's do not have this ability, so please do not ask them to brill something for you.)

Weapons and body armor (swords, staves, leathers, plate mail, etc.) can have the enchant upgraded by simply casting a more powerful enchant upon the item. Each level of enchant adds 4 armor count over the previous level to body armor, and 2 ac to helms and shields. i.e. for body armor dull enchant adds 4 ac, soft adds 8, bright 12 and brilliant adds 16.

Iwuganti
- Sorceror Spell - Obtained at level 10 (?), casting cost 20 mana
"A centuries old spell originated by the Goblins of the Emagge Forest, this spell is rumored to have the power to render it's caster INVISIBLE..."

The target of this spell becomes completely invisible for a period of time. Spell duration depends mainly on the level of the caster. They cannot be seen by players and most monsters. However, some monsters like Trolls and most beings of the Wastelands have keen senses that will detect an iwugantied person's presence. The spell will not prevent these monsters from attacking, but they will not follow as you slip away. Any actions by the target, such as speaking, attacking, casting other spells, and eating or drinking, will be detected by anyone else in the vicinity.

Warpdoor -
Sorceror Spell - Obtained at level ?, costs 25 mana
This spell produces a door to the underworld, allowing the caster to call forth a demon from below. The strength of the caster determines what they can call upon.

Somewhat like unkelming, this spell summons a creature into the servitidue of the caster, but the servant called is much different. Rather than calling an elemental based on divinty, warpdoor summons a Midge from the underworlds. Much stronger than elementals, Midges are filthy creatures that can attack those hidden in the shadows or concealed by magical means.

Magestorm
Magestrom - Sorceror Spell - Obtained at level 25, casting costs 30 mana per target

A very effective attack spell, magestrom targets all npcs and players not in the caster's party and does a moderate amount of damage, usually 50 to 100. While currently costing a prohibitive amount of mana in relation to the effect, it is hoped that this spell will eventually grow in strength as new levels of training become available.

MightShield
- Sorceror Spell - Obtained at level 25, casting costs 50 mana
Ming's Magic Shield - This spell covers an entire party in an aura of protection, very useful for large parties of adventurers.

This spell is much like stoneskin, in that it causes the air around the target to harden and provide protection, but this spell effects the caster's entire party rather than just one individual. At currently available levels of training, the shield is still weak and dissipates soon after it is cast. It is assumed the power of the spell will increase with levels over 25.

Shocksphere
- Sorceror Spell - Obtained at level ?, costs ? mana
Shocksphere is a spell gained by only the strong of the magic. It is said to call upon the very forces of nature to rise up and destroy a target. It takes intense concentration and power to cast.

Yet another level of a mage's attack spells, shocksphere summons pure energy that blasts the target with immense force. As with all targeted attack spells, the form of the blast varies with the divinity of the caster. NOTE: This is a third tier spell, meaning it will not be available until levels over 25 are introduced into the game.
:evil: TJ Lethal :twisted:

Yue
Posts: 37
Joined: Mon May 02, 2016 2:23 pm

Re: Sorcerer/Enchanter

Postby Yue » Mon May 02, 2016 6:53 pm

I'd really consider removing Mightshield and giving that or something equivalent to minstrels.
Shocksphere FTW

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NiteHawk
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Re: Sorcerer/Enchanter

Postby NiteHawk » Mon May 02, 2016 8:32 pm

Yue wrote:I'd really consider removing Mightshield and giving that or something equivalent to minstrels.
Shocksphere FTW


I agree on Mightshield.

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Grahf
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Joined: Wed May 11, 2016 10:37 am

Re: Sorcerer/Enchanter

Postby Grahf » Fri May 27, 2016 9:26 am

Id like to see a Teleport spell for mages. It would have to be reduced from staff level of teleportation so maybe it only takes you a random direction 5 spaces away or to your last temple you saved at/your house?

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Thoth
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Re: Sorcerer/Enchanter

Postby Thoth » Fri May 27, 2016 9:33 am

Oh please please intro Shocksphere.....
Thoth, the original creator of the video game.

Driab wrote:What good is power if you can't use it when it is completely unnecessary?


Also....Thoth = Byr

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Lateralus
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Re: Sorcerer/Enchanter

Postby Lateralus » Fri May 27, 2016 9:43 am

Grahf wrote:Id like to see a Teleport spell for mages. It would have to be reduced from staff level of teleportation so maybe it only takes you a random direction 5 spaces away or to your last temple you saved at/your house?


didnt they have a teleport to like their guild house or something. Regardless yea I would like to see them get at least teleports to towns inns and maybe the start of big instances?

alvarlux
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Joined: Sat Apr 30, 2016 4:23 pm

Re: Sorcerer/Enchanter

Postby alvarlux » Fri May 27, 2016 5:00 pm

Teleport for Sorc/Ench - should return to where you are /set and would need to be only usable outside of combat, and should cost a % of mana. This should be about convenience and not an infinite escape hatch.

PvP with Teleport outside of events would be frustrating if they could kill or flee and then teleport. Some of the risk of transporting money between banks, non Sb items etc. is also heavily mitigated by this.

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NiteHawk
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Re: Sorcerer/Enchanter

Postby NiteHawk » Fri May 27, 2016 5:16 pm

The issue with teleport is it really removes the risk. Everyone will simply log their sorc alt and warp around to move gold/etc. At the moment I don't like the idea at all of a easy mode teleport.

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Grahf
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Re: Sorcerer/Enchanter

Postby Grahf » Sat May 28, 2016 5:42 am

NiteHawk wrote:The issue with teleport is it really removes the risk. Everyone will simply log their sorc alt and warp around to move gold/etc. At the moment I don't like the idea at all of a easy mode teleport.


I agree. Thats why i recommended a random direction and only around 5 squares. Gives them a quick jump to flee but doesnt allow them to use it for guided transort because it could take them the wrong way.

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NiteHawk
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Re: Sorcerer/Enchanter

Postby NiteHawk » Sat May 28, 2016 7:53 am

Yeah we can see about something.

Also, for Sorcs, I was testing out a magic missile spell. What it would do is take up all your attacks and launch X amount of missiles (3 attacks = 3 missiles). What would people think about it?

The benefit of it is that it's quicker then casting 4 spells. Right now casting 4 spells due to server limitations is minimum 400MS (or 0.4 seconds). Often includes your own delay too, probably be between .5-1 second to cast spells.

I'd say the damage could be -5% or -10% regular spells to compensate for the ease of use and speed. More or less I think it would be a nice little addition anyways. I was thinking that if you cast it, it randomly picked targets but then no one would probably use it.

What do people think about that?


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