Tuesday, August 11, 2009

Veneficus Spell List

Right now, I have two ideas floating around in my head - Mulligan, WY, and Veneficus. This post concerns Veneficus, a game concerning a wizard who awakes to find his hometown destroyed and swarming with monsters. The title is Latin for Wizard, and is a working title only.

Anyways, to the point. I need to compile a spell list for the game, and attempt at a system for organizing these spells into categories. So, here is the first draft of the spell list:

Chaotic Magic (Combat only, unless specified):
1. Fireball - Throw a fireball at a foe, which engulfs them in flames for several turns.
2. Magic Arrow - Fire a needle of magical energy at a foe.
3. Astral Asp - Call forth a venomous serpent that bites a foe and poisons them, reducing their attack.
4. Acid Spray - Spray a foe with a jet of caustic acid, which reduces their defense.
5. Iron Dart - Gather ambient sediment and magical energy into a sharp discus that strikes a foe.
6. Call Lightning - Call down a series of lightning bolts on a foe over several turns.
7. Animate Vines - Wraps a foe's legs in tough vines, holding them down. This prevents them from running, chasing you, and reduces their evasion.
8. Repel Undead - An undead foe turns and runs in fear.
9. Destroy Undead - Greatly damages an undead foe with searing light.
10. Drink Blood - Draw life essence from a foe and absorb it into yourself.
11. Focus Beam - Gather ether into a weak beam of light which grows more powerful with each successive cast.
12. Reflect Magic - A swipe of the hand sends a spell hurtling back at the caster.
13. Ice Needles - Spray a cone of razor-sharp icicles at a foe, reducing their evasion.
14. Banish Demon - Smites a demonic entity with holy power, which either damages them or sends them fleeing.
15. Sonic Burst - Blast a foe with concentrated sound waves that pierce through defences.
16. Ether Strike - Strike a foe with a magically infused weapon.
17. Freeze Time - Stops time long enough for you to batter a foe multiple times with your weapon. Cannot use magic while time is frozen.
18. Shrink - If successful, the targeted foe shrinks to half its size for several turns.
19. Curse - Change foe into randomly chosen vermin (such as toad, spider, bat, or other).
20. Shatter - Usable both in and out of combat. Break a foe's equipment, or, if the opponent is a construct, damage it. If used out of combat, breaks an item into scenery (junk).
21. Dispel Magic - Nullifies any magical enhancements the foe has upon them.
22. Telekinesis - Slam an opponent with a scenery object, destroying the object and damaging your foe.
23. Inspire Fear - Weaken your foe's resolve with horrifying imagery and nightmares.
24. Blood Bomb - Form a ball of life energy that explodes on contact with your foe. Damages yourself and your foe.
25. Summon Meteors - Rain down flaming balls of rock from the sky. Does not function indoors or underground.

Enchantment Magic:
1. Sanctuary Portal - Non-combat only. Changes a doorway into a portal back to your sanctuary. One round trip only.
2. Enchant Weapon - Infuses a weapon with magic, adding additional magic damage. Temporary buff.
3. Repair - Restores an objects durability.
4. Chef's Helper - Non-combat only. Improves the quality of one meal, increasing its nutritional value.
5. Tame Beast - Combat only. Binds one animal to your will. Lasts until death.
6. Charm Person - Charms a person into aiding you, either joining as a companion or offering better deals on bartering.
7. Magic Barrier - Combat only. Improves your resistance to magical attacks. Lasts until end of combat.
8. Mend Wounds - Restores some health.
9. Heal Companion - Restores your companion's health.
10. Shape Shift (Werewolf) - Combat only. Change into a half-wolf aberration.
11. Shape Shift (Automaton) - Combat only. Change into a mechanical construct.
12. Shape Shift (Behemoth) - Combat only. Change into a colossal demon.
13. Shape Shift (Vampire) - Combat only. Change into a blood-drinking undead.
14. Shape Shift (Wild Thing) - Combat only. Change into a swirling mass of elementally charged ether.
15. Sense Life - Non-combat only. Reveals nearby characters on map.
16. Sense Magic - Non-combat only. Reveals nearby magic items on map.
17. Sense Traps - Non-combat only. Reveals nearby traps on map.
18. Sense Food - Non-combat only. Reveals nearby food and water on map.
19. Warding - Non-combat only. Creates a field that repeals foes, preventing them from entering.
20. Invisibility - Turn invisible, greatly improving your evasion and stealth. Ends if you perform an action other than moving.
21. Invigorate - Combat only. Improves damage with melee weapons. Lasts until end of combat.
22. Aura of Fear - Non-combat only. Foes are afraid of you, and will be less apt to attack.
23. Aura of Pain - Combat only. An opponent that attacks you with a melee attack takes damage.
24. Circumvent Lock - Disables one lock.
25. Disable Trap - Disables one trap.

Conjuration Magic (Non-combat only unless specified):
1. Summon Familiar - Summons a magical animal and binds it to your will. Lasts until death.
2. Animate Golem - Animates a being made of earth and base metals to serve you. Lasts until death.
3. Conjure Blade - Compresses magic and ambient sediment into a sharp blade. Recurring cost until ether runs out or the spell is dispelled.
4. Conjure Bludgeon - Compresses magic and ambient sediment into a heavy club. Recurring cost until ether runs out or the spell is dispelled.
5. Conjure Armor - Compress magic and ambient sediment into full body armor. Recurring cost until ether runs out or the spell is dispelled.
6. Call Devil - Calls forth a devil, who promptly attacks you.
7. Illusory Self - Bends light into a holographic illusion, which distracts your foes and raises your evasion.
8. Temporal Cocoon - Non-combat only. Wrap yourself in threads of time, causing you to suddenly "jump" forward in time 6 hours.
9. Ether Wall - Combat only. Stops all spells from passing through. Neither you nor your foe may cast magic that targets the other until it wears off. Gradually diminishes with each spell cast.
10. Create Light - Non-combat only. Summons a small hovering torch that follows you, illuminating the area.
11. Transmute (Blade) - Non-combat only. Change one scenery object into a bladed weapon.
12. Transmute (Bludgeon) - Non-combat only. Change one scenery object into a bludgeoning weapon.
13. Transmute (Firearm) - Non-combat only. Change one scenery object into a firearm.
14. Transmute (Armor) - Non-combat only. Change one scenery object into armor.
15. Transmute (Focus) - Non-combat only. Change one scenery object into a focus.
16. Transmute (Sustenance) - Non-combat only. Change one scenery object into food or water.
17. Transmute (Medicine) - Non-combat only. Change one scenery object into medicine.
18. Transmute (Ammunition) - Non-combat only. Change one scenery object into ammunition.
19. Phase Door - Non-combat only. Change one doorway into a passage straight onto the nearest street. Ends after one use.
20. Raise Dead - Animate the corpse of a recently killed foe and binds it to your will.
21. Summon Imp - Call a minor devil to your side and bind him to your will.
22. Obfuscate - Shroud yourself in illusions that make you appear to be another creature (such as an elemental or demon). This may provoke unusual reactions from foes.
23. Craft Staff - Create a magical conduit from a wooden scenery object that stores excess ether. When equipped as a weapon, it grants you the extra ether to be used (and will be used after your regular stock of ether runs dry).
24. Lock Portal - Creates a magical barrier in a doorway, preventing enemies from entering or exiting.
25. Create Phylactery - Seals the caster's soul in a cold iron box, which stays where the spell was originally cast. Instead of dying, the phylactery shatters and you are revived at it's location. This allows you to circumvent going to the Underworld when you die, but it pisses off Death quite a bit.

Techniques (Always on, unless specified):
1. Magic Bullets - Toggle-able. Use ether instead of ammunition for all unloaded firearms.
2. Second Wind - Allows you to restore health from reserves once per battle at a 1:2 ratio.
3. Center Mind - Allows you to restore ether from reserves once per battle at a 1:2 ratio.
4. Full Power - Toggle-able. Increases the potency of most spells, while decreasing their efficiency.
5. Careful Measurements - Toggle-able. Increases the efficiency of most spells, while decreasing their potency.
6. Reflexive Casting - Toggle-able. A chosen spell is cast instantly when combat begins. Does not work if ambushed.
7. Blood Magic - Toggle-able. Cast magic using health when ether runs dry.
8. Fencing - Improved evasion when wielding a blade.
9. Heavy Hitter - Improved damage when wielding a bludgeon.
10. Sniper - Improved accuracy when wielding a firearm.
11. Black-belt - Improved damage, accuracy, and evasion when fighting unarmed and unarmored.
12. Vampire - Can cast Drink Blood for free, but you count as Undead and gain a weakness to sunlight, taking fire damage while outside during the day.
13. Devil-kin - Immunity to Fire and can cast Fireball for free, but you count as a Devil and may be hunted down by angelic assassins.
14. Cannibal - Humanoid foes can be butchered and consumed, but humans are more violent towards you.
15. Dousing - Can sense food and water in adjacent map squares, but only when you are starving.
16. Free Runner - Toggle-able. Improved chance to run away from combat. Also, enemies cannot pursue you. Costs some stamina to do so.
17. Controlled Teleportation - Toggle-able. When casting Phase Door, you can choose where the door leads to for some extra ether.
18. Lich - When you die, you respawn at your Sanctuary instead of going to meet Death, but you count as Undead and cannot heal yourself.
19. Death's Lackey - Death likes you, and will allow you to gain favor with him while alive for killing Undead. However, he expects more from you, so revival costs more.
20. Hedge Mage - You have access to 3 times as much ether, but you have no ether reserves to draw on.
21. Berserker - You have access to 3 times as much health, but you have no health reserves to draw on.
22. Gearhead - You have access to a working car, so you can move much faster on the city streets, but you need petrol to run it, which is rare.
23. Workhorse - You can carry much more than the average person, but you can't fight as effectively when burdened as such.
24. Nerd - You have less health reserves than usual, but more ether reserves.
25. Jock - You have less ether reserves than usual, but more health reserves.

I hope this initial list will grow and change as this idea reaches fruition.

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