I think this is what *we all want. More Spells. *Or at least a lot of us. The majority of these Spells are designed and balanced around the tactic of using specific Spells for different playstyles, and not just having elemental variants of preexisting Spells. There's obviously a few exceptions to this, but they're all mechanically original, for the most part! Please understand that I've made every single Spell with the general knowledge of just how far our current plugin/CMD Block technology can carry these ideas, and intend to make these Spells unique and powerful in the context of Wynncraft's current line-up of Spells. Equipping Alternate Spells Like Skill Points, you could reconfigure them in your menu, but it would cost 2 Soul Points to unequip/re-equip and change the Spells to your liking. You'd only be able to use Alternate First Spells in your First Spell Slot, Alternate Second Spells in the Second Spell Slot, and so on. Soul Point Usage There would be a new Soul Point consuming option - Total Reset, which would reset all of your Skill Points and your chosen Spells for 3 Soul Points. This way, you can save a single precious Soul Point if you ever want a complete make-over, instead of having to spend 4 Soul Points to reset everything, while not making it a better option for re-equipping only the Skills or the Spells. The New Spell Ideas Onto the fun stuff you're here for! Spoiler: Warrior Spells Dirty Dunk - Alternate Third Spell Stab the enemy where it hurts (you know where I mean) before knocking them on the head, leaving them 'stuck' in the ground for a bit! Base Tier - 12 Mana Hits the enemy there for 200% damage, before they get grounded for 100% damage! The first hit is 15% Thunder, and the second hit is 15% Earth. The enemy is stuck in place, unable to attack for 1 second and unable to move for 3 seconds. + Paralyzing - The stab shocks them there for an additional 50% damage, making them unable to attack for 2 seconds instead of 1. Makes the first hit 35% Thunder. + Geyser - As if that spot didn't get damaged enough from being impaled and electrocuted and literally soiled all at the same time, a geyser erupts beneath the victim, dealing an extra 50% damage (which is 35% Water) and launching them out of the ground and into the air! They're still paralyzed and immobilized for the usual time. Berserk - Alternate First Spell Launch into a frenzy where you cannot cast Spells, but you can rapidly attack! Base Tier - 7 Mana This Spell makes you Berserk for 5 seconds, which not even scrolling off of your Weapon will cancel. While Berserk, your Main Attacks strike twice! WARNING: Berserk makes you unable to use Potions, Food, Spells, your Inventory, or the Menu for it's duration! Use this Spell at your own risk! + Retaliation - You deal 50% damage (15% Fire) to every enemy within 1 block of you whenever you're hit! + Self Control - Casting the Spell again will deactivate Berserk early. Spell Summary: Berserk is intended to greatly support Main Attack oriented Builds. It's also meant to be incredibly fun for mowing down enemies! Guarding Stance - Alternate First Spell A bold tactic which takes enemy attacks head-on! Time your Main Attacks moments before the enemy hits you to significantly reduce the hit's damage! Base Tier - 1 Mana This Spell, after being cast, is active for 3 seconds, draining 1 Mana every second it's active. Your Main Attack gains a 90% damage penalty while this is active and will not proc LS/MS. If you use your Main Attack 1/8 of a second before getting hit, then you'll Block that hit, reducing it's damage by 25%, and instantly refresh your Main Attack. You'll get a notification in chat when you Block a hit, similar to Heal's details: "Block! (-X damage taken)" + Perfect Block - If you time your Main Attack 1/12 of a second before being hit, not only is it refreshed, but it also knocks back every enemy in a 3*3 radius for 100% damage (15% Fire, 10% Air), restores 1 Mana, reduces the damage from the attack by 60%, and gives you a special notification in chat: "Perfect Block! (-X damage taken)" + Stronger Stance - This Spell can remain active for 10 seconds now! It also effectively drains 10 Mana over time, too. You can cancel it by scrolling off of your Weapon, like with Vanish. Spell Summary: I took Paper Mario's Guard mechanic and made it a Spell. Hopefully, it does something to stop ranged enemies from being so annoying...! Sprint Dash - Alternate Second Spell Makes you Sprint 1.5 times as fast for 10 seconds. Handy for closing in on ranged opponents! Base Tier - 1 Mana Multiplies your Walk Speed by 1.5 times for 10 seconds and drains 1 Mana every second it's active. Canceled if you Jump or switch off of your Weapon. + Rampage - You're now immune to knockback for the duration of the Spell! + Lunge - Jumping while the Spell is active performs an attack! (It also doesn't cancel the Spell now!) Spell Summary: This would give Warrior much, much needed horizontal mobility in combat. Half the Warrior division in the Ragni Army complains about projectile stunlocking, and we need a fix for that! Homemade Food - Alternate Fourth Spell You pull out a delicious bowl of homemade food and devour it. Base Tier - 10 Mana You regenerate 80% of your Health over the course of 8 seconds (10% recovery per second). You cannot move, attack, or cast Spells while eating unless you're hit by an enemy attack, which will knock you out of your big snack. + Fast Eater - You now eat the Homemade Food a lot faster, regenerating 20% every second. + Titan's Pleasure - You now take no knockback while eating and can't be knocked out of eating. Spell Summary: I honestly don't think that not having a healing source as a tanking Class is very fair, and is what makes me never play Warrior. Warrior needs a healing source besides Potions (cause dang, do they get pricey) so that they can profit from doing solo Dungeons, instead of having to run for the Potion Shop whenever they need some actual healing. Flamethrower - Alternate Third Spell Breathe fire from your mouth! Base Tier - 10 Mana Sprays enemies up to 3 blocks in front of you with flames, hitting them for 20% damage (25% Fire) 20 times over the next 2 seconds. You cannot move, attack, or cast Spells while this is active, but you can still aim this. + Flame Rage - You can now move, attack, and cast Spells while this Spell is active! + Fire Scream - Yelling as you breathe fire increases it's range by 3 blocks! The damage becomes 25% Fire, 15% Air. Spoiler: Assassin Spells Bounty Mark - Alternate First Spell You mark the enemy in your crosshair for killing, increasing the damage you deal to that enemy, but reducing the damage dealt to other enemies until the Bounty Mark goes away. Base Tier - 3 Mana You mark a single enemy for assassination, and deal 35% more damage to it for 10 seconds. However, until the Bounty Mark goes away, you deal 35% less damage to all enemies except for the one which is Bounty Marked. + Promised Bounty - You and all of your allies, at the promise of the bounty's Emeralds, deal an additional 15% damage to the Bounty Marked enemy with all attacks. Allies don't suffer the damage reduction when attacking other Mobs. + Rebounty - You can now cast the Spell while it's active to either refresh it's duration or set the Bounty Mark on a different target. Spell Summary: Designed to single down enemies one by one. You know, like what an Assassin is supposed to do. Dagger Throw - Alternate Fourth Spell Throw a duplicate of your Dagger at the enemy from afar. If your enemies think that being up to 10 blocks away from you will prevent their demise, they've got another thing coming! Base Tier - 4 Mana Starts your Attack Cooldown, as if you had just used your Main Attack. The Dagger flies at a steady pace of 8 blocks per second, and can only hit a single enemy for 50% damage (which is 15% Air). + Swift Throw - Your cloned Dagger is propelled by the wind, making it deal 100% damage instead of 50%. Makes the attack 35% Air. + Venom - Acidic fluids cover the cloned Dagger, allowing it to pierce enemies and inflict an additional 60% of your damage as Poison damage (conversion is 1.0 times -> 0.6 times). If you have a Poison ID, then the converted-to-Poison damage stacks on top of the usual Poison. Spell Summary: Why can't the Assassin have a decent ranged option? Stalk - Alternate Second Spell Similar to Vanish, except it's, well, more careful. You move slower for it's duration, but it lasts longer than Vanish and is cheaper. Base Tier - 1 Mana every other second Drains 1 Mana every other second and lasts for 7 seconds by default. You gain Slowness 1 for it's duration; you also don't do that jump which Vanish causes. + Invisibility - Enemies deal 90% less damage to you when Stalking. + Light Feet - You no longer have Slowness when this is active. Spell Summary: Simple, but useful, just like Vanish itself! Time Bombs - Alternate Third Spell Throws a clump of invisible timed bombs which stick to surfaces and Mobs alike. These timed bombs explode after a few seconds. Base Tier - 7 Mana 3 Timed Bombs are thrown about 2/3 the distance which Smoke Bomb can be thrown, but are completely invisible to players and enemies alike. They only make themselves visible a fraction of a second before they explode, and make enemies freeze for half a second as they discover their explosive demises too late. Freezes don't stack. The bombs deal 150% damage each when exploding, blowing up everything in a 3*3*3 area around themselves. + Leeching - Timed bombs now deal 5% damage (25% Air, 15% Earth) to the targets which they're latched onto, damaging them once per second. You regain 1% of your Health whenever this hits. The bombs' leeching cannot kill enemies. + Fragments - The shrapnel of the bombs fly all over, invisible and deadly. They effectively hit both their 'hosts' and the enemies in a 5*5 radius around them for 50% damage (25% Air, 15% Earth). Spell Summary: In the right hands, this Spell could be a Hunted player's worst nightmare. The Timed Bombs' delay don't make them a good panic option, but their damage is pretty valuable. The only problem is that you can't tell where they are half the time, making predicting where they're gonna land crucial to using them well. Double Daggers - Alternate First Spell Pulls out a second invisible Dagger which you use for follow up attacks! Base Tier - 5 Mana This Spell lasts for 10 seconds. For it's duration, all of your attacks and Spells are followed by an attack from the second Dagger, which is exactly like your Main Attack and does 100% damage. + Double Slash - If you cast the Spell while it's active, then you perform 2 attacks immediately, which deal 125% damage each. This costs 7 Mana to do. + Follow Up - The second Dagger is now used in the Third and Fourth Spells, which either casts those Spells a second time or doubles the Spell's damage. This also makes those Spells cost twice as much to perform, however. Spell Summary: With most of the other Classes getting hand-crafted, monstrous damage/recoil styled Spells from your truly, I figured that the Assassin should have one, too. Spoiler: Archer Spells Double Draw - Alternate First Spell Readies two arrows to be fired at the same time. Your next attack will fire two arrows! Base Tier - 3 Mana Each arrow does 90% damage. + Quick Draw - Sneak while casting Double Draw to immediately fire two arrows! Keep in mind that this puts your Main Attack on cooldown. Each arrow now does 100% damage. + Double Cast - You can cast a Third or Fourth Spell after casting this one, and it will deal doubled damage! It also doubles the Mana cost of Spells which are Double Cast. (Double damage multiplier is applied after all calculations; Double Cast's 2 times Mana cost multiplier is applied after all other cost calculations.) Spell Summary Not too special, honestly. But, hey, it's blessed in that you can't just double Arrow Storm. Dear Salted, that'd be terrifying... Assault Leap - Alternate Second Spell Launch yourself forwards at a diagonally upward angle, gaining a temporary damage boost from your mid-air height advantage! Base Tier - 5 Mana You leap about the same distance as Escape, but instead of being locked in place really awkwardly at the end, you retain your momentum. Watch out for fall damage! + Air Time - You gain Slow Falling if you hold Sneak while in mid-air! Keep in mind that this will drain 1 Mana every second! + Focus - You now deal 25% more damage with all of your Main Attacks and Spells while in midair! Spell Summary: The very much-needed, offense-oriented bigger brother of Escape. I think everyone would pick this over Escape in a heartbeat, if only it gave Speed 3. Rocket Arrows - Alternate Third Spell Launches 5 flying firework arrows which explode on contact. Base Tier - 9 Mana The 5 fireworks each do 55% damage (35% Fire) and explode on contact, dealing their damage in small 3*3*3 areas. They fly 3/4 as fast as your atypical arrow, and fly up to 30 blocks before auto-exploding. They fly straight ahead in a '+' formation of sorts. + Guiding Winds - Air magic allows the fireworks to home in on their targets; their damage changing to 35% Fire, 15% Air. + Rocket Impact - Enemies directly hit by the rockets take 80% damage (35% Fire, 15% Air)! Arrow Lunge - Alternate Third Spell Dash forwards with your Bow, and fire an arrow into the enemy's head at point-blank! Base Tier - 10 Mana You lunge forwards about 6 blocks in the direction you're aiming in and fire if you run into an enemy. The enemy you fire at takes 350% damage (30% Air, 20% Thunder), and is knocked back a block. + Swift Strike - Your sudden, reckless leap is too fast for enemies to catch, making the enemy you hit unable to move or attack for 1 second. + Bomb Lunge - Instead of using a normal arrow, you instead use a Bomb Arrow to attack, hitting the enemy for 500% damage and launching them back 3 blocks instead of 1. Sniper's Stance - Alternate Fourth Spell Uses a rock as a perch for shooting from, increasing the damage of all attacks you use, but making you unable to move for it's duration. Base Tier - 2 Mana Drains 1 Mana every second for 5 seconds and disables movement, but increases all damage you deal by 50%. Spells which make you move will do nothing while in the Sniper's Stance, and enemies will also knock you out of it. + Retaliation - You dodge the attack which knocks you out of the Sniper's Stance, and knock back every enemy in a 3*3 area of you for 50% damage (50% Air). The dodge can only be triggered once every 5 seconds. + Mobility - Instead of being unable to move or cast Spells which make you move, your Walk Speed is cut in half by Sniper's Stance, and you only gain the damage buff when standing still. (Walk Speed 0.5 times modifier is applied after all calculations.) Spell Summary: Designed to let Archers be campy in more than just PVP. I have no idea why something like this isn't already in the game, to my knowledge... Strong Shot - Alternate First Spell Fires off a deadly shot which whistles through the air. Base Tier - 8 Mana While pricey for a First Spell, it's reasonably pricey, due to it dealing 350% damage. It's also fast enough to not be affected by gravity, though it can only hit a single enemy. + Iron-Tip Arrow - The arrow's previously stone tip is replaced with an iron one, making it deal 425% damage! The Spell now costs 10 Mana to use. + Piercing - The arrow now pierces through enemies and blocks unhindered. Spell Summary: It might as well be Bomb Arrow assigned to a new slot, but hey - not every Spell here is revolutionary, and doesn't have to be. Arrow Hail - Alternate Third Spell Fires off a stream of icy arrows. Base Tier - 9 Mana Acts exactly like the Tier 2 Arrow Storm, the primary difference being that it instead fires 10 Arrows which each deal 25% damage (25% Water) and are trailed by particles of ice. + Icicles - Arrows are replaced by freezing icicle shots which inflict Slowness 2, explode 3*3 areas on contact, and are 30% Ice, 10% Air. + Impaling - Arrows pierce enemies and will only explode on contact with surfaces. Each Arrow is now 35% Water, 15% Air. Spell Summary: We seriously need a rapid fire Spell for long range, and we could also use some Elemental Spells. I mean, it's not like there's Elemental Weaknesses and Defenses which you're supposed to pay attention to in almost every boss fight...Right? Wild Fire - Alternate Fourth Spell Fires Arrows all over the place to get enemies off of your back, unleashing havoc in the process! Base Tier - 10 Mana Fires 15 Arrows at the 3 enemies which are closest to you, firing off 3 Arrows at a time. Arrows are automatically aimed and deal 10% damage (50% Fire). All of the Arrows are fired over the course of 1 second. + Burning - Enemies which are hit take 50% damage (50% Fire) every second for 5 seconds. Burns can't stack. + Engulfing - Enemies within 2 blocks of Burning enemies take 25% damage (50% Fire) every second! Spoiler: Mage Spells Energy Travel - Alternate Second Spell Turns you into a ball of concentrated Thunder to fly ahead, but it stops upon contact with an enemy or surface. Base Tier - 2 Mana You fly forwards in the direction you were aiming in, traveling at a speed of 7 blocks per second until you run into an enemy, projectile, or surface. You can manually pop out of Energy Travel by Sneaking or Jumping, and will automatically pop out of it when attacking or casting Spells; the Spell drains 2 Mana per second while active and lasts up to 3 seconds. + Spirit Control - You will always fly in the direction you're aiming in. The Spell lasts for up to 5 seconds now! + Zap - If you're holding Sprint while the Spell is active, it travels 13 blocks per second, but drains 4 Mana per second. Popping out of Energy Travel while Zapping will blast back enemies in a 3*3*3 area, damaging them for 40% damage every second for 6 seconds after being hit. Spell Summary: If Vanish and Teleport had a kid, then this is what it would be. Well, minus the invisibility and actually instantaneous travel. Sandstorm - Alternate First Spell Whips up a deadly sandstorm around you, which hinders your movement and disables your ability to attack and use other Spells. As a trade off, however, it's incredibly powerful. The sandstorm will center itself around you, and will even follow you through a Teleport! Base Tier - 5 Mana Drains 5 Mana per second for every second it's active, on top of halving your Walk Speed while in it's radius. Damages enemies in a 5*5 radius of you for 80% damage (which is 25% Earth and 15% Air) 6 times per second, following you around like a sort of shield. The sandstorm only starts damaging enemies starting on the second, well, second it's active. + Super Sandstorm - The sandstorm now halves enemies' movement speed and lowers the damage of enemy projectiles which enter the radius by 25%. + Eye of the Storm - The sandstorm no longer inhibits your combat abilities or movement, allowing you to attack and cast Spells. Sneaking when casting the Spell makes it slowly move forwards in the direction you aimed it in, traveling 3 blocks per second. Spell Summary: Powerful, but technically debilitating. It's something which you don't just use without thinking things through first. Depower - Alternate Fourth Spell Sends out a magical bolt which heavily nerfs enemy damage, but also nerfs your damage. Base Tier - 4 Mana Fires a slow magical bolt which lowers the enemy's damage by 25%, but nerfs your damage by 50% if the bolt hits an enemy. If the Spell lands, you and the target suffer your respective debuffs for 6 seconds, 2 Mana being drained every other second. The bolt flies at a pace of 5 blocks per second and dissipates on contact with a surface. Depowering effects from multiple Mages don't stack. + Fatiguing - The Depowering bolt now lowers enemy damage by 35% and permanently slows them by 15%. + Power Trade - Allies within 2 blocks of you gain a 10% damage buff which can stack with other buffs! Spell Summary: A highly support-based Spell for (what was supposed to be) a support-based Class. Pretty simple, but incredibly valuable for something like a Raid. Mana Star - Alternate Third Spell Channels all of your Mana into a single Spell, and then fires a deadly magical attack! Base Tier - 1 Mana Drains 1 Mana 4 times per second until you run out of Mana. Once all of your Mana has been drained, you summon a shooting star composed purely of Mana above your head. This Mana Star will fire a deadly beam at the enemy, hitting them with 80% damage (25% Rainbow) for every single Mana you spent on this Spell! The Mana Star hits enemies at a rate of 5 times per second, and it's beam has a range of 15 blocks. The Mana Star will constantly attack any enemy in it's range, singling down one enemy at a time with it's beam, prioritizing the enemy with the lowest Health first. You can attack, cast Spells, and move normally while the Mana Star is active. Do note that it can only drain up to 20 Mana, and that Mana Potions will be nullified and disabled/cancelled for 3 seconds after the Spell ends. You can still recover Mana with Mana Regen and Mana Steal throughout this, though. Buffs to it's damage are only half as effective; The Mana Star's auto-aiming does not let it auto-target enemy players. + Arcane Control - Now you control where the Mana Star fires it's beam. However, if you'd rather stick to it's previous auto-targeting, you may cast the Spell while Sneaking to do so. + Arcane Swiftness - Mana is now drained at a faster rate of 1 Mana 7 times per second, and the Mana Star will now attack enemies 7 times per second. Spell Summary: All the Mana for all the damage. Just think before using it - having 0 Mana left to Heal or Teleport away can be your downfall in a lot of scenarios. Note: Mana Star is due for a functional overhaul. I'll have that overhaul finished by the next time I update this post! Focus - Alternate Fourth Spell A special Spell which buffs the power of the recipient's next attack. Stacks up to 3 times; all stacks last for 7 seconds. Base Tier - 5 Mana Makes your next attack or Spell do 35% more damage. Buffs the next attack of allies in a 5*5 radius to do 25% more damage. Allied Mages which also have Focus equipped will receive the 35% buff from your Focus instead of the 25% one. All Focus stacks will be applied to the damage after all other damage calculations and modifiers have been applied. + Determination - Focus stacks fill you with determination, reducing the damage and knockback you take by 15% for each stack. + Hyper Focus - If you Sneak while casting Focus, you and your allies gain 3 stacks instantly. However, this drains 11 Mana in addition to the 5 Mana cost, totaling for 16 Mana. Spell Summary: A very damage-oriented supportive Spell which also has it's uses for those who fight alone. Snowman - Alternate Fourth Spell Summons a cute mini-snowman which stands still and attacks enemies. Base Tier - 5 Mana The Spell doesn't instantaneously spawn the Snowman. Instead, it builds it in a mini-snowstorm over 5 seconds, slowly copying 100% of your Health and Elemental Defenses as it's own at a pace of 20% per second. Construction can be sped up if you heal it. If it loses all of it's Health, then it crumples into a snow pile and vanishes. The Snowman, once finished, will attack enemies in a 9*9 area around itself, launching 4 snowballs a second for 20% damage each (30% Water, 10% Air). It lasts until it melts or is destroyed by enemies, since it loses 10% of it's Health every second. + Longevity - The Snowman now melts at a pace of 5% Health lost per second. + Snowstorm - The Spell now costs 10 Mana to use, but the Snowman attacks with 9 snowballs per second! Each snowball still does 20% damage each (30% Water, 10% Air). Spell Summary: A simplistic Spell, but a good Spell. Also encourages the use of Heal to speed things up. Hyper - Alternate Fourth Spell Cast Spells for free, for a short time!...And be prepared to pay the ensuing debt. Base Tier - 19 Mana You get 40 temporary Mana which lasts for 5 seconds. This temporary Mana is separate from the regular Mana. The cost of this Spell cannot be lowered by Intelligence or Modifiers. + Speed Casting - Left Click while holding your Weapon to instantly cast the Spell you last used! Does nothing if you, for some reason, haven't casted any Spells. + Relentless - You no longer receive penalties when casting a single Spell multiple times in a row! Spell Summary: It obviously seems to be incredibly broken, but the cost will hit you hard if you use this with reckless abandon. This Spell is Spell-Spamming to the absolute extreme. On a side note, while this Spell is active, your Weapon would have the Enchanted glow on it. Wave Crash - Alternate Third Spell Sends forth a giant wave which crashes into enemies and continuously knocks them back. Base Tier - 9 Mana The wave is 3 blocks wide and 2 blocks tall, and behaves almost identically to Ice Snake, except that it starts out much slower and becomes quicker as it travels. Can hit every enemy in it's path up to 5 times in a row for 110% damage (50% Water) per hit, knocking them back slightly with every hit they take. + Splash - Enemies which are hit by the Wave cause 5*5 explosions of water from the sheer force of the Wave's impact. This explosion deals 10% damage (50% Water), and triggers on the final hit which enemies take from the Wave. + Dunk - The Wave now carries enemies, damaging them for the full 5 hits over a short period of time and disabling their attacks and abilities until it stops! Doesn't affect CCI (Crowd Control Immune) Mobs. Spell Summary: Ice Snake, but as a Third Spell. Pretty simple, but probably game-changing for Water build players. Spoiler: Shaman Spells Ever Totem - Alternate First Spell The Ever Totem is basically everlasting. However, it's more just for buffs than damage, and all Spells it can perform deal greatly reduced damage. This is also the only Totem which can be attacked by enemies and subsequently destroyed by Mobs. Base Tier - 8 Mana Everyone within the 10*10 radius gains a 20% damage boost, and regains 4% of their HP every second. All Spells which involve the Totem (except for Uproot) will only deal 1/2 of their usual damage. The Ever Totem copies 100% of your Health as it's own, sharing all of your Elemental Defenses, Thorns, Agility, Defense, and Reflection. The Totem lasts for 2 minutes and is invulnerable while damaging Spells are active (such as Aura's Cage). + Upgrade - By casting the Spell again while you're in a 5*5 area of the Ever Totem, you can Upgrade it. Every Upgrade to the Ever Totem will increase it's damage buff by 10%, Health Regeneration by 2%, and Health copied by 25%; you can Upgrade it up to 3 times, each Upgrade costing the same amount of Mana as the Totem. Mana cost is reduced to 7. + Transfer - Sneaking while casting the Spell lets you pick it up, retaining all of it's Upgrades. (It costs 6 Mana to pick up the Totem, though.) When you next deploy the Ever Totem, you'll deploy it with it's Upgrades from last time completely intact! Mana cost is reduced to 6. Spell Summary: An incredibly expensive Totem which makes the Shaman mega-supportive. Your top priority is defending your precious little Ever Totem at almost all costs, because that thing can be a lifeline for you and your team! I know that 8% healing per second on the Totem is busted. It absolutely is. Log Totem - Alternate First Spell The Log Totem is cheaper but weaker than the normal Totem. Base Tier - 2 Mana The Log Totem flies further and faster than the normal Totem, and does only 10% damage (20% Air, 10% Fire) every second in a 5 block radius. Plus, Spells which inflict damage using the Totem, such as Aura, have their damage's and range's effectiveness cut to 1/3. Lasts 5 seconds and doesn't buff. + Clone Totems - If you cast the Spell while your Log Totem is already out, a Clone Totem will be deployed instead! You can have up to 3 clone Totems out at a time; summoning a fifth will just make the first one dissipate. Clones only last for 3 seconds, and only deal 8% damage (10% Air, 20% Fire) every second, and don't disappear when you scroll off of your Weapon. Sneak while summoning a Totem to re-summon the original. + Magic Havoc - Every single Totem is affected by Spells! (Except for second Spells, where only the original is used.) Spell Summary: Quantity over quality is the name of the game with this Spell. You might want to not consider it, though - it doesn't have buffing or healing of any sort! Nature Swap You and your Totem switch places. Use this less as a mobility Spell and more as a free dodge! Base Tier - 7 Mana The Mana cost makes it the most expensive Second Spell in the game, but the advantages speak for themselves. + Fake Out - Enemies will lose track of you for 2 seconds, allowing you to attack them as much as you want without them trying to retaliate. Keep in mind that the same trick won't work twice, so this is effectively a stun which only works once. Fake Out also doesn't work on enemy players. + Totemic Activation - The Third Tier of the First Spell activates when using Nature Swap (if it's not a passive effect). Spell Summary: The highest (average) damage Class, paired with a dodge. A damaging dodge which can guarantee Aura. Oh, ho-ho...! That said, it's not just a free win button, because every enemy in the game can only be Faked Out one time. That, and the cost is incredibly steep, making it not as useful for travel. Totem Explosion - Alternate Third Spell Why make the Totem emit a damaging Aura when you can make it explode? Base Tier - 9 Mana Blows up the Totem, making it expire early while dealing 400% damage (20% Earth, 15% Fire) to all enemies within a whopping 10 block radius. Upon casting, the Totem explodes after 2 seconds. + Burn - Every enemy caught in the blast takes 25% damage (50% Fire) every second for the next 10 seconds after the Totem explodes. Burn doesn't affect Hunted players and can stack up to 5 times on a single enemy. + Super Explosion - The explosion now deals 600% damage and costs 11 Mana. Your enemies had better stay away, unless they want to die! Spell Summary: Aura's not a nuke. Now, this, on the other hand...This is a nuke! It's also probably one of the only field-nuking Spells you'll ever see me make, and for good dang reason, too. Ricochet - Alternate Fourth Spell Fires a single bolt. One. Single. Bolt...Which ricochets. Base Tier - 6 Mana Fires a single bolt which deals 100% damage to enemies. The bolt travels in a completely random direction, and angles itself at a random enemy, using it's bounces to try and hit an enemy. When it does hit an enemy, it bounces off in a random direction, and then repeats it's cycle of bouncing at enemies. The bolt can bounce off of surfaces and Mobs up to 3 times, and flies as fast as an arrow. It will dissipate if it travels more than 14 blocks before bouncing off of a surface. + Air Bounce - If it reaches it's maximum range, instead of expiring early, it simply ricochets off of thin air. Damage is increased to 125%. + Division - Every time it bounces, the bolt releases 2 mini-bolts which fly just as fast and can bounce up to 2 times off of surfaces, but deal only 25% damage to enemies each and can only hit 2 enemies before expiration. Spell Summary: One single bolt which causes so much chaos. Nature Embodiment - Alternate Fourth Spell You power yourself up with the power of nature magic, and become it's humanized conduit! Base Tier - 1 Mana This acts more like a Powder Special in that you have to charge it up by attacking enemies using your Spells, and it charges twice as slowly as your atypical Powder Special. This Spell lasts for 20 seconds and doubles your damage. + Mana Charge - You can use Mana in place of charge percent (conversion is 1 Mana -> 4% charge). You cannot use more than 19 Mana to substitute. + Natural Recovery - You passively gain 2% charge every second. I'll be adding more Spells to this post over time, as well as balancing them based on you guys' feedback on them! Please leave a comment on them if you have the time - I appreciate all (positive/constructive) feedback and comments you have to give on these ideas and concepts! Don't be afraid to be critical or construction with your feedback, if you have any, but please don't be condescending when commenting. If there is a major flaw or a build of sorts which would greatly abuse one of the Spells, please leave a Wynndata link to such a build/explain your reasoning in greater detail for me! Spoiler: Changelog Spoiler: Changes #1 Added the Bounty Mark, Stalk, Timed Bombs, Rocket Arrows, Mana Star, and Rabbit Totem Spells. Spell Balances/Changes: Concentration - individual stack values have been nerfed for the caster and allies: 50% -> 35%; 25% -> 15%. It's still kinda broken this way, but at least it's not as bad as before. Jewel Bombs - Crit-stals has been replaced with Mini-Crits which are more consistent, though more boring-sounding. It's effectively a 10% -> 25% Chance buff, again, for more consistency. Sandstorm - Damage has been nerfed from 65%*8/sec -> 80%*6/sec, reducing the DPS of the Sandstorm from 520% -> 480%. It's also been buffed with the ability to let it travel forwards slowly by casting the Spell while Sneaking. (Shoutout to strikeflame5386 for coming up with the idea!) Nature Swap - Cost increased from 6 -> 7 Mana. Now, just to get out of a pinch for free and Aura your attacker, you effectively have to spend a total of 15 Mana just for the Spells, at default cost. Wooden Totem - Replaced with the Rabbit Totem. Oh, I'm cracking up just imagining how dumb it would be in-game...! Guarding Stance - Nerfed the damage of the Main Attack while the Spell is active: 100% DMG -> 10% DMG; LS/MS cannot trigger when active. Spoiler: Changes #2 Added the Totem Explosion (aka Totemic-Splosion) Spell. Spoiler: Changes #3 Updated the descriptions on Dagger Throw to better indicate that it puts your Main Attack into it's cooling-down state. Also added the Log Totem (replacing Rabbit Totem) and Berserk Spells, and reworked the Merciful Totem (now called the Ever Totem) and Swiftness (now called Running Rampage) Spells. Spoiler: Changes #4 Modified the following Spells: Assault Leap - The Third Tier, Rapid Fire, has been replaced with Focused Calm. Plus, Assault Leap has had Air Time nerfed to decrease Archers' ability to just hang in the air for all eternity. Log Totem - We can all ignore that I accidentally didn't finish that one, rightokaycool! Nature Swap - Nerfed Fake Out's trickery duration: 4 secs -> 2 secs. Sure, it only works once, but 4 seconds is long enough for most Potions to do their thing, and we can't have that! Ever Totem - Nerfed Upgrade for being a (nearly) free Mana source: Natural Mana Regen Increase removed from Upgrade. That would've literally been free Vanish for every Assassin in range...! Spoiler: Changes #5 Added the following Spells: Energy Travel - Based off of my recent suggestion on changing Mage's Spells a bit! Arrow Lunge - More variety is always a good thing (melee-ranged Archers could exist with this thing!) Sniper's Stance - For the Archers who love camping and want to see their opponents become salty from very, very far away. Hyper - Any of you Mages want to Spell Spam? If so, then this is likely the best Spell in the game. Modified the following Spells: Concentration - It's now called Focus, since people were seemingly worried that the Powder Ability Concentration would be confused for the Spell. Snowman - Gave it the ability to copy 100% of your Elemental Defenses! Mana Star - After realizing that it's range outclassed Meteor's and Ice Snake's entirely (my bad!), I've nerfed Mana Star's range: 15*15 Area -> 9*9 Area. Double Draw - Increased the Mana cost of Spells which are Double Drawn because HOLY CARP I just realized what you could do with that thing: 2 Mana -> 3 Mana + 2 times Spell Cost. Also changed the Third Tier's name from Spell Draw to Double Cast. Dirty Dunk - Lowered the Mana cost, since apparently Uppercut got a buff...I think. Eh, it needs a buff, anyways: 13 Mana -> 12 Mana. Berserk - Replaced the Third Tier, Defiance, with Bloody Adrenaline: unable to die for 10 seconds; Usable once a Minecraft Day -> Can attack even when out of Mana, but every attack makes you lose Sprint, and then Health. I'm aware that Berserk is still unbalanced due to how it handles Super Fast and Super Slow Attack Speeds (Super Slow clearly being better for Berserk as of now), but I'll balance that at a later time. Because the Shaman Nerf dropped yesterday (1/20/2021) with the 1.20 update, I felt obligated to nerf or tweak every single Shaman Spell which I've suggested: Totem Explosion - Nerfed the range, but buffed the damage: 12*12 Area -> 8*8 Area; 325% to 25% -> 400% to 150%. For 4 seconds (or 2 seconds) of delay, I'm making it as strong as I can to compensate. Log Totem - Nerfed the range: 6*6 Area -> 4*4 Area. Ever Totem - Mana costs lower by one with each Tier (8 Mana -> 7 Mana -> 6 Mana), buffed the base healing of the Ever Totem (1% Health/sec -> 3% Health/second), buffed the initial damage buff of the Ever Totem (+15% DMG -> 20% DMG), and buffed the Upgrade of the Ever Totem (+5% DMG/Upgrade -> + 10% DMG/Upgrade). Spoiler: Changes #6 Replaced Jewel Bomb's Third Tier, Mini-Crits, with Instability: 25% chance to deal +50% DMG -> Explodes on contact with enemies. Spoiler: Changes #7 Modified the following Spells: Bounty Mark - Replaced the Third Tier, Trickery, with Rebounty: Can trick other Mobs into attacking the Bounty Marked enemy -> Can use Bounty Mark again while active to put it on a different enemy. Hyper - Updated the description to include details on how Mana Steal and Mana Regen interact with the Mana Debt. Added the Spells Depower, Double Daggers, and Ricochet Bolt. Also modified the Changelog to be under a Spoiler, because wow, is it long! Spoiler: Changes #8/Repost #1 Yes, I reposted this, 'cause dangit, I'm getting lonely here, and the multiple people I recently pinged (as of 1/25/2021) haven't really given any critique or feedback. Look, I get that you have your own lives to attend to, and I can respect that, but please at least tell me if you'll be busy for awhile instead of pretending to not exist to me. I don't wanna be too harsh about this... That said, I might as well take the time to make some new Spells while I'm here, so I added the Spells Homemade Food, Strong Shot, Wave Crash, Sky Jump, Nature Rang, and Energy Embodiment (technically also adding Tearing Tides and Spring's Boom.) If you haven't noticed, I'm struggling to come up with good ideas for new Archer Spells, but I do it anyways, because it wouldn't be fair to leave Archer out of the whole New Spells trend! Spoiler: Changes #9 Double Daggers - Buffed Double Slash, which now does more damage: 100% damage, 2 hits -> 125% damage, 2 hits Nature Embodiment - It's now a First Spell. I think I made a typo when accidentally turning it into a Second Spell earlier. Spoiler: Changes #10 Double Daggers has received a few nerfs to not be incredibly overpowered. This isn't intended to be Vanish: The First Spell. Increased the Mana Cost in general: 1 Mana -> 7 Mana Increased Double Slash's Mana Cost: 6 Mana -> 7 Mana Decreased the duration: 20 seconds -> 10 seconds Nature Embodiment's been changed, too: Now only provides double damage. No movement debuffs, no cool upgraded Spells, none 'a that complicated stuff! Now takes 5% charge per second, effectively nerfing the duration: 100 seconds (1% charge lost/second) -> 20 seconds (5% charge lost/second) Now a Fourth Spell. Shaman will basically always have a First Spell that's a Totem. Jewel Bomb has been removed. As much as I love it, it just doesn't work in Wynncraft's setting. Spoiler: Jewel Bomb Jewel Bomb - Alternate Second Spell Launches a magical Crystal which is lightly affected by gravity and can bounce off of Mobs. Hit this Crystal with your main Attack, and it'll explode! Base Tier - 5 Mana The Crystal will deal a measly 50% damage to a Mob if it ricochets off of one. However, hitting a Crystal with your Main Attack will make it explode for 150% damage in a 3*3*3 area! Explosions damage you for 15% of your Health, but also knock you back several blocks each! Only one explosion can hit you at a time. + Imbedded Crystals - Crystals will now imbed themselves within surfaces and pierce through Mobs, dealing 50% damage to them. Hitting imbedded Crystals will make them explode for 200% damage in a 5*5*5 area, though their explosions still hurt you for 15% of your Health. + Instability - Crystals explode on contact with Mobs for 100% damage, but don't dissipate when exploding. Instead, they continue to pierce through them and fly as if they hadn't just exploded. Spell Summary: I don't think anybody's going to complain over being able to effectively play as fantasy-edition Demoman in Wynncraft. Is it dumb? Yeah, it is - but it'll also be fun as Nether! (Please note that explosion friendly fire only hurts you, and can't hit allied players.) Ever Totem has been changed: The radius of the Totem is now specified, and it's pretty big: Whatever-amount-it-was blocks -> 10 block range Enemies within a 10*10 radius of the Totem which aren't attacking you instead attack the Totem. You are prioritized over the Ever Totem, so please don't be a wuss and try to hide behind it. Totem Explosion has been buffed: Fall-off? What's that? Up to as little as 50% damage at maximum range -> 400% damage, regardless of proximity to the blast Nearly instantaneous explosions, anyone? Explodes after 4 seconds -> explodes after 1 second More damage, because yes: Swift Explosion -> Super Explosion; shorter delay between casting and explosion -> 600% damage, but now costs 11 Mana Spoiler: Changes #11 A few changes to Sniper Stance: Now only lasts for 5 seconds instead of 6. Now buffs all damage you deal by 50% instead of 25%, to encourage it's use. Retaliation can now only trigger once every 5 seconds, to encourage a safer playstyle than shoving arrows up the enemy's back end at point blank 24/7. Some changes have been made to some of Archer's Spells, but I may have missed them in editing. There's a lot I have to scroll through when writing up these changelogs, so sorry if I missed something! Changes to Hyper: Hyper is now a Fourth Spell. Hyper has been overhauled to give you 40 temporary Mana which all expires after 5 seconds. A Mana Queue would be infuriating to deal with if you didn't have Mana Regen to hurry it up, anyways. You can't change the cost of Hyper. Ever. You can now use Potions while Hyper is active. Buffed Ricochet Bolt: Mana cost has been reduced to 6 (it was previously 8). Air Bounce now permanently increases the bolt's damage to 125%. Division's bolts now deal 25% damage each, upscaled from 20%. Modified Nature Embodiment: Mana Charge's ratio of Mana-to-Charge % has been increased to 1 Mana to 4% (previously 1 Mana to 2.5%). Mana Charge cannot consume more than 19 Mana, so you can only ever substitute up to 76% of the charge using Mana. You always have to have 100% charge to use this Spell. Any less does nothing. Timed Bombs has been nerfed (kinda): No longer procs Mana Steal. No matter which way you slice it, you can't have a Spell which does that. Enemies now notice you if they take damage from Leeching. Then again, if your enemies can be hit by Timed Bombs, you're probably already in their sightline, anyways. Spoiler: Changes #12 Dear Salted, these Changes are taking too long to make. By the time I finish balancing a few Spells, I've already forgotten my ideas for new Spells! (Whoop-dee-do, that happens too often.) So, instead, I'm just gonna place before/after changes Spell comparisons for you guys. If you wanna read 'em, go ahead. These Before/After Changes will only apply for Spells which have had large reworks/overhauls, so less complicated changes will still be listed. Also, sorry if I forget to note certain changes! Spoiler: All Modified Spells BEFORE Their Changes Berserk - Alternate First Spell Spoiler: All Modified Spells BEFORE Their Changes Launch into a frenzy where Main Attacks cost Mana, cannot use Spells, but can rapidly attack! Base Tier - 1 Mana This Spell makes you Berserk for 5 seconds, which not even scrolling off of your Weapon will save your enemies from. While Berserk, you can attack as frequently as you can Left Click (or hold Right Click to simply attack 7 times per second, which is the limit), but every Main Attack you throw out drains 1 Mana when you use it. Being Berserk makes your Main Attacks deal 75% damage (10% Fire; 40% Spell, 60% Main Attack), but it also makes you take 20% more damage from all enemy attacks (-20% Base DEF when active). Regardless of your Weapon Attack Speed Modifiers, all Main Attacks have their damage calculated as Normal Attack Speed Tier Main Attacks. If you have no Mana to use, then your Main Attacks only deal 25% damage (10% Fire; 40% Spell, 60% Main Attack. WARNING: Berserk makes you unable to use Potions, Food, Spells, your Inventory, or the Menu for it's duration! Use this Spell at your own risk! + Vengeful Strikes - Enemies which hit you take 100% damage (10% Fire; 40% Spell, 60% Main Attack) from the next Berserk Main Attack you land on them instead of the usual 75% damage. + Bloody Adrenaline - Even when you're out of Mana, you can keep using your Main Attack, each doing the same damage as usual! However, every Main Attack you use without Mana drains 5% of your Sprint, and once all of your Sprint has been consumed, it drains 5% of your HP per Main Attack. Spell Summary: Berserk allows you to become an absolutely monstrous damage dealer, at the cost of your Health, Sprint, and Mana. Running Rampage - Alternate Second Spell Makes you Sprint 1.5 times as fast for 10 seconds. Handy for closing in on ranged opponents! Base Tier - 2 Mana Multiplies your Walk Speed by 1.5 times for 10 seconds and drains 2 Mana every other second. You also deal 25% more damage with your attacks after Sprinting in the same general direction for 1 second - this state is indicated by the dust clouds you'll start to kick up behind you in your Sprinting's wake. + Accelerate - For every second you're Sprinting in the same direction, your Walk Speed is increased by 0.25 times. Can make your Walk Speed 0.25 times faster up to 2 times, effectively translating to doubled Walk Speed at top speeds. You'll lose 0.25 times Walk Speed temporarily for every additional direction you turn in, and lose all of it immediately if you stop Sprinting. + Stampede - If you've been running in the same general direction for 1 second, then you don't take knockback and can run over enemies for 150% damage! Spell Summary: This would give Warrior much, much needed horizontal mobility. (Please note: 'general direction' refers to North/South/East/West and their diagonals. Changing direction 1 time equals S to SW, NE to E, etc.) Spoiler: All Modified Spells AFTER Their Changes Berserk - Alternate First Spell Launch into a frenzy where you cannot cast Spells, but you can rapidly attack! Base Tier - 7 Mana This Spell makes you Berserk for 5 seconds, which not even scrolling off of your Weapon will cancel. While Berserk, your Main Attacks strike twice! WARNING: Berserk makes you unable to use Potions, Food, Spells, your Inventory, or the Menu for it's duration! Use this Spell at your own risk! + Retaliation - You deal 50% damage (15% Fire) to every enemy within 1 block of you whenever you're hit! + Self Control - Casting the Spell again will deactivate Berserk early. Spell Summary: Berserk is intended to greatly support Main Attack oriented Builds. It's also meant to be incredibly fun for mowing down enemies! Sprint Dash - Alternate Second Spell Makes you Sprint 1.5 times as fast for 10 seconds. Handy for closing in on ranged opponents! Base Tier - 1 Mana Multiplies your Walk Speed by 1.5 times for 10 seconds and drains 1 Mana every second it's active. Canceled if you Jump or switch off of your Weapon. + Rampage - You're now immune to knockback for the duration of the Spell! + Lunge - Jumping while the Spell is active performs an attack! (It also doesn't cancel the Spell now!) Spell Summary: This would give Warrior much, much needed horizontal mobility in combat. Half the Warrior division in the Ragni Army complains about projectile stunlocking, and we need a fix for that! Minor Spell Changes Sandstorm's Eye of the Storm no longer has a damage penalty. That would absolutely suck, by the way. 50% damage penalty -> no damage penalty. Flamethrower's Second and Third Tiers have switched places. That way, the trend of 'it gets better by Level 36' can apply to this Spell! Time Bombs' Leeching has been reworked. Trust me when I say that you don't wanna mess with Life Steal-reliant Spells. 1/10 of your Life Steal on Leeching hits -> regain 1% Health on Leeching hits. Again, please comment if there are any Spells which seem unbalanced! If you don't understand one of them, or just have questions on one of them in general, feel free to ask me here or in a Conversation about it!