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Next Msg   - Oct 22 12:19 (druid) Nothing in particular

Date:    Aug 14 20:18
From:    darklord
Subject: high level cleric spells
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a few idea for high level cleric spells:

excorism--this spells would utterly *** ROCK *** certain mob types, such
as undead, ghosts, ethereals, simulacrums (magical), and the like.  Would
be like 25-27 cleric, cost around 40-50 mana, and be an area affect spell.
could be in steps, like excorism and mass excorism?
curse--straight outta D&D, this spell forces the target to be only able 
to inflict minimum damage with physical attacks.  this would probably be
a little TOO powerful, so it could weaken the target percentage-wise, 
variable being the cleric level.  target's cleric level would effect
the savingthrow as well.  other ideas could be to lower target's damroll,
or cut attacks percentage-wise.  could be toned down to be a simple
countermeasure for bless.
death deflection--ok, this one is a really cool defensive spell.  first
effect is a light armor shield, around -10.  primary usage of this spell
would occur when mortally wounded.  a mortally wounded player with
death deflection would automatically begin attempting to recall.  Should
they be successful, player would still lose about 5-15 hp in transit, which
would kill some players.  forunately, since player died in transit, the
effect would be similiar to having the NEWBIE flag, with
the corpse appearing in recall with player's reincarnation.  successful
recalling induced by death deflection and normal recalling would dispel
the spell.  death deflection could also give player an aura
to attract other player's attention, like a blue aura?
decay--super-duper radical harm spell.  spell causes
target to artificially, temporarily age.  there would be a fairly good
initial damage, plus effects to strength and dexerity (but nowhere near
lethargy).  age would increased dramatically, increments of at least
50 with cleric level of spellcaster being a variable, effective reducing
target's hp regen (but stimulating mana regen). spell would be breath for
initial attack, poison for side effects
holy word--a god sponsored, sort of generic attack for use against evil
targets, basically calling upon your deity to harm a mob.  useless against
good and neutral mobs.  equivilent to high elemental spells, costing
35 mana with similar damage


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