Spells of Old: Abjurations
Spells of Old: Abjurations is a mod that adds a number of
new spells to the game based around the Spell School of Abjuration from the popular
pen and paper game Dungeons & Dragons. Whether this includes spells that
defend, spells that hurt foes or spells that do both, you'll find them in this
mod.
As of current spells have already been design and re-design
where necessary (Glyph spells for example).
This mod changes Glyph Spells so that there are now two
trees of them, Supporting and Trapping as well as Veil Spells, Abjurations that
can help allies and hurt enemies.
For an example of some of the work being done here is the
rough designs of the new Veil Spells!
---[/b]
Veils[/b]
A Veil spell manipulates the veil that lies between our worlds and the fade that is home to
demons. Through this a mage can boost allies and attack enemies.
Red Veil
[/b][Single Target]
Creates a Glyph that is focused on the target and also follows
the user where ever they walk. As long as Red Veil is activated allies standing
within the glyph gains a bonus to defence against arrows and bolts and receive
a bonus to their fire resistance.
Any enemy who steps into the glyph is set on fire and takes fire damage as long
as they are with the glyph or until they stop burning.
Blue Veil
[/b][Single Target]
Creates a Glyph that is focused on the target and also follows
the user where ever they walk. As long as Blue Veil is activated allies
standing within the glyph who are attacked by a magical spell have a 50% chance
to instead absorb mana and receive a bonus to their cold resistance.
Any enemy who steps into the glyph takes cold damage and
risks being frozen.
Silver Veil
[/b][Single Target]
Creates a Glyph that is focused on the target and also follows
the user where ever they walk. As long as Silver Veil is activated allies
standing within the glyph have their attack speed increased and receive a bonus
to their spirit resistance.
Any enemy who steps into the glyph takes spirit damage and
have reduced accuracy.
Purple Veil
[/b][Single Target]
Creates a Glyph that is focused on the target and also follows
the user where ever they walk. As long as Purple Veil is activated allies
standing within the glyph have a increased chance of not being stunned,
paralyzed or other effects that require a physical resistance check and receive a bonus to their nature
resistance.
Any enemy who steps into the glyph is paralyzed.
---[/b]
Should anyone wish to use any of the content to be provided
in this mod either contact me, or wait for the first release where a builder to
builder package will be available! Those
interested in collaborating on this mod should contact me at
onemanhorde@googlemail.com
[/b]
[Announcment] Dragon Age - Spells of Old: Abjurations
Débuté par
Sarodin
, déc. 11 2009 11:32
#1
Posté 11 décembre 2009 - 11:32
#2
Posté 14 décembre 2009 - 11:56
what about the release?
#3
Posté 15 décembre 2009 - 02:24
We have a few of these ideas already being implemented in the Rift Project. We're also adding some wizard ("Mage on Crack specialization) that allows the wizard to call down comets, metors, floods, tornados, and storms to maipulate the battlefield and cause catastrophic damage in the battlefields. The wizards will have 2 buffs and 2 single target spells that are specific just to the wizard:
1. Harvest Mana (allows the wizard to use a single point of mana for a long-casting spell (that will stop if taking ANY damage regardless of combat skills) that will fully replenish his/her mana pool with a very long cool-down (5 mins).
2. Familiar (sustained ability that will conjure a wisp(level 1-5), bat(level 6-15), dragonling(level 16-25) that depending on level grants the Wizard additional mana, greater critical rates, and a decreased chance of interruptions and the chance of completely restoring the Wizard's health if he should fall in combat as the familliar will sacrifice himself to restore his master's life-force.
Single Target Stuff:
1. Conflagration - High damaging/High mana cost direct damage spell. Should this spell critical, there is a chance only ash be left behind (surrendering any possible loot from the monster) or completely burning the flesh from the body and leaving the monster in skeleton form.
2. Rend - Channel's pure mana in a form that strips the flesh from your target. Should this critical, it will turn your target into a skeleton for the duration of the fight.
Anyways we thought they were neat ideas, we haven't released anything yet as we're still working on the effects ourselves.
1. Harvest Mana (allows the wizard to use a single point of mana for a long-casting spell (that will stop if taking ANY damage regardless of combat skills) that will fully replenish his/her mana pool with a very long cool-down (5 mins).
2. Familiar (sustained ability that will conjure a wisp(level 1-5), bat(level 6-15), dragonling(level 16-25) that depending on level grants the Wizard additional mana, greater critical rates, and a decreased chance of interruptions and the chance of completely restoring the Wizard's health if he should fall in combat as the familliar will sacrifice himself to restore his master's life-force.
Single Target Stuff:
1. Conflagration - High damaging/High mana cost direct damage spell. Should this spell critical, there is a chance only ash be left behind (surrendering any possible loot from the monster) or completely burning the flesh from the body and leaving the monster in skeleton form.
2. Rend - Channel's pure mana in a form that strips the flesh from your target. Should this critical, it will turn your target into a skeleton for the duration of the fight.
Anyways we thought they were neat ideas, we haven't released anything yet as we're still working on the effects ourselves.
#4
Posté 15 décembre 2009 - 08:02
this means custom VFX also?
#5
Posté 02 janvier 2010 - 10:50
I wanna' see this happen. As soon as it does I will have to install the mod.





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