Okay, so 3 guild spell ideas were brought up:
1) Cthulhu Summon
2) Ship Bombardment
3) Some sort of buff.
Right now, I would like to come up with spells for the guild to use. They don't have to be balanced all the way, but creating the spell itself is kinda what I want (i'll do some balancing after they are created) and I want all of you to help me create these spells!
Note: If you guys have other ideas that seem interesting, bring those up too! They would be much appreciated.
I'll lead off with my interpretation of a potential guild spell.
Guild Spell 1:
Guild Spell 2:
Guild Spell 3:
The spells are done..
I want opinions.
1) Cthulhu Summon
2) Ship Bombardment
3) Some sort of buff.
Right now, I would like to come up with spells for the guild to use. They don't have to be balanced all the way, but creating the spell itself is kinda what I want (i'll do some balancing after they are created) and I want all of you to help me create these spells!
Note: If you guys have other ideas that seem interesting, bring those up too! They would be much appreciated.
I'll lead off with my interpretation of a potential guild spell.
Guild Spell 1:
- Spoiler:
Name
Elder God, Cthulhu
Rank
H+
Type
Summon / Support
Duration
20 Posts
Cooldown
Once Per Thread
Description
Upon being summoned, the Elder God, Cthulhu unearths itself from the ground. The large Elder God stands at 80 feet (24 m) tall. The Elder God lets out a massive roar before pulling itself out of the earth. The giant tentacles, blood red glowing eyes, and massive musculature is terrifying for the average mage. The fact that someone has this monstrosity under their control is something to fear.
Upon being summoned, this creature deals the summoner's rank in damage to a 100 meter bubble around the Elder God, itself. The Elder God primarily attacks with it's fists, it's tentacles, or even a focused roar with a range of 100 meters.
Passive
Terrifying Presence
The very presence of this summon can cause weak or normal strength enemies to instantly flee. Those that are of equal or lower rank of the summoner take 50% more damage. Targets of 1 rank higher than the summoner only takes 25% more magic and melee damage. This effects all people who does not have the "Jolly Roger" within a 100 meter radius.
Active
Gravitational Roar
With a loud roar, the Elder God opens a rift in time and space. This rift has a near infinite mass causing those within a 100m area around the Elder God to be pulled into a single point. This point is located 40 meters away from the Elder God. Those that are pulled into the singularity are dealt 50% H Rank damage and are pulled into an extremely tight space, making AoE attacks aimed at the group effect everyone. This effects lasts for 1 post with a 5 post cooldown.
Strengths
+ Strong at putting a debuff on a target's damage resistance to both Melee and Magic damage.
+ Gravitational roar is good for everyone to use AoE spells upon a group of enemies.
+ Those that hold the "Jolly Roger" (the guild mark of Black Sails) are not effected by any of these abilities, including the damage from the initial summoning.
Weaknesses
- Large target making it easy to be hit.
- Incapable of moving once it has been summoned.
- It's attacks are easily countered and dodged by quick opponents.
- Cannot attack the round it is summoned.
- Targets 2 ranks higher than the summoner aren't effected by the "Terrifying Presence"
- Gravitational Effects of Gravitational Roar do not effect those higher ranking than the summoner.
Guild Spell 2:
- Spoiler:
Name
Airship Bombardment
Rank
H+
Type
Offensive / DoT
Duration
5 Posts
Cooldown
Once per Thread
Description
The Guild's Airship flies in the stratosphere over the battlefield. Upon being called-forth, the ship hovers directly over the battlefield. The user of this spell concentrates on the target that the spell is meant to obliterate. After concentrating on the target, the Airship's lower doors open up for a massive cannon to pop through the bottom of the ship. After absorbing a little bit of energy, the airship lets out a massive blast downwards, completely oppressing and devasting the ground below. This weapon fires in pulses and is capable of moving around freely.
Effect
This spell deals 50% H Rank damage for 5 posts. Flying targets in the area are grounded instantly and remain grounded for the duration of the spell. Targets effected by this spell suffer a 80% movement speed loss, dropping by 20% each post. The diameter of this spell is 150 meters wide. This does not effect those with the Jolly Roger
Strengths
+ Very hard to dodge
+ Grounds flying targets
+ Flimsy cover cannot protect the target (Flimsy being buildings, trees, etc)
+ Does not effect those with the Jolly Roger Guild Mark
Weaknesses
- Those who move out of the range are no longer bothered by the spell's effects.
- Due to the spell being a pulse, it gives people time to move out of the way or heal w/o taking any damage.
- This is considered a Light Spell, so Light Slayers are capable of devouring this.
- Hardened buildings or being underground will make the target immune from this spell
- Mirrors can redirect a portion of the spell. When used to redirect the light from the spell, it can target those with the Jolly Roger Guild Mark.
Guild Spell 3:
- Spoiler:
Name
Curse of the Ghost Ship
Rank
H+
Type
Support
Duration
20 Posts
Cooldown
Once Per Thread
Description
A thick fog is created that distorts and greatly hinders the vision of everyone else that isn't in the guild. The fog is so thick, that the visual range of those not in the guild is reduced to 1 meter. While inside, this extremely thick fog, members of the Black Sail can move around this fog freely without their vision being hindered. This isn't an illusion, however, as the members of Black Sails can see the fog, but their ability to see through it isn't hindered.
This fog is eerie as it gives the victims a sense of a predator or something supernatural existing within the mist; as if a Ghost Ship will appear from out of nowhere. Paranoia starts to kick in as the target's senses start to diminish and go awry, leaving on their imagination and the primal instinct of "fight or flight" kicks in.
Effect
This effects an area of a 100x100 meter area. The fog is so thick that the targets inside can only see 1 meter in front of them. Their sense of hearing and smell are also diminished by 30% and fear begins to kick into the targets within. Targets effected by this fog are also inflicted with a 30% slowness. Inside of this fog, those who brandish the Jolly Roger are not effected by the fog and can see clearly through the fog. Once every other post, they are granted a single movement skill equal to their rank's range:
D Rank -- 15 meters
C Rank -- 30 meters
B Rank -- 50 meters
A Rank -- 75 meters
S Rank -- 100 meters
H Rank -- 150 meters
This traveling spell moves instantly as long as they stay within the fog.
Strengths
+ Movement spell granted does not use up MP
+ Targets within have their vision and other senses diminished vastly.
+ Negative effects of this spell does not effect those that wield the Jolly Roger
Weaknesses
- Moving outside of the spell's range removes the effects of the spell.
- Friendly units that don't have the jolly roger are affected by this spell.
- Does not affect skills such as infra-red or heat-vision.
- Wind spells of H Rank or higher can move this spell away by that rank's average distance.
The spells are done..
I want opinions.
Last edited by Anastasia Isayev on 16th November 2016, 3:34 pm; edited 5 times in total