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Spell Tomes

Discussion in 'General Suggestions' started by Bixlo, Dec 1, 2020.

?

Should this be used or implimented?

  1. Yes (with changes)

    5 vote(s)
    83.3%
  2. no u are fishy boi

    1 vote(s)
    16.7%
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  1. Bixlo

    Bixlo I maybe am funny sometimes

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    Hello all and welcome to my shitpost of an idea(bc i stole it from like 7 different ppl and smashed am all together bc im bored)

    Okie dokie how this works

    Basically on another thread abt how there should be a fifth spell using tomes, its that, but better?
    I also saw somewhere ppl were talking abt exchangeable spells, so its that too. (idk where that was doe)

    Link to tome spells: https://forums.wynncraft.com/threads/spell-tomes-new-abilities.277839/#post-3330052
    So this thread is that ^ but a bit more worked out(also this isn't my idea I'm just elaborating on it with what I liked)

    Reminder: upgrades are the same as a normal spell upgrade. for instance upgrade three is gained at lvl 66 etc

    THE PLAMNNNNNN:
    Basically a new spell for every class that can be replaced with a current spell. The reasoning for adding this is that it gives the player MUCH more diversity. I.E instead of having two mages that do the exact same thing with different builds, one could be a super high dmg gun while the other is the fountain of life. This means that jimmy the mage is different than Bartholomew the mage. It gives much cooler party's and a strategy for parties too. For instance each person needs to be picked out specifically for one job. Like an assassin that actually gives vanish for everyone. A mage that can regen other's mana, and a warrior who acts like a giant brick wall.

    Here we go, salted forgive me

    Assassin:
    New Tome spell: Darkness(lmao edgy ik)
    Give everyone around you in a 5 block radius your current lvl of vanish for 5 seconds. However you yourself cannot enter vanish.
    Mana cost: 10(due to the fact that u give a lot of ppl it)
    Upgrades: none is based off the normal vanish

    Archer:
    New Tome spell: Arrow artillery
    Much like the arrow rain from arrow shield, cause multiple arrows to fall from the sky for 5 consecutive seconds, the radius is 4 blocks around the caster. The arrow's dmg is based off of your weapon. However you are immobile during the cast. (mostly for lag issues bc its based on your position and if you could move it would just be death for some ppl)
    Cost: 12 mana
    Upgrades:
    1. Arrows causes slowness for 1 second on contact. (mana cost: 13)
    2. arrows bounce up again one time coming down for a second time. (Mana cost: 14)
    3. All moving arrows explode on the final second of the cast.(Mana cost: 15)

    Mage:
    New Tome spell: Mana surge
    Much like the healing spell, you give everyone within a 5 block radius of you mana regen.(basically like giving everyone around you a mana pot that last 5 seconds. the mana regen is based on whatever mana pot is closest to your lvl) However during the time of this cast, you have no mana regen and cannot cast any other spells.
    Cost: 20 mana
    Upgrades:
    1. People at full mana will be healed for 10% of their max HP instead
    2. Mobs in the AOE have an inverse effect and lose mana at the rate you give it
    3. This spell's duration is increased by 2 seconds if the players is touching water or is at less than 50% max hp.

    Warrior:
    New Tome spell: Unstoppable
    Hold out your arms like a brick wall, taking all dmg given to any player within 3 blocks of you for 3 seconds. you cannot move at all. However on cast you gain resistance 5 and your healing is tripled(for 3 seconds).
    Cost: 13 mana
    Upgrades:
    1. any mobs that attack you are knocked back after they attack by 2 blocks. (mana:14
    2. 1/4 of the dmg inflicted on you is reflected onto the mob that damaged you.(mana:15
    3. at less than 5% max hp, you take no dmg at all(mana:16)

    Shaman:
    New Tome spell: Sacrifice
    Temporarily add 5% of any health you steal from a mob with less than 50% max hp that is inside your totem as bonus hp for 3 seconds. You gain weakness 2 and slowness 1 on cast, your totem does not heal you during this spell. (Reminder: this is BONUS hp, so if its removed and you cast this at low hp, you are not healed. you just get a dmg defense for 3 seconds. So you go right back to not being healed)
    Cost: 15 mana
    Upgrades:
    1. the percentage is increased to 75% max hp
    2. you will now be healed 4% of your totems healing during the duration.
    3. (this is a bit op) this spell now applies to everyone within the totem's range

    Alrighty how this works:
    Basically you can swap any spell within your 4 spells with these. Most likely all spells will be like tomes and there is a GUI where you can mix and match what spells you want where. SO you can have healing at L-L-L and mana surge at L-R-L. however then you only have room for 2 more, meaning u cut out TP, meteor, or ice snake. Theoretically this makes each build different from each other adding variation. Another thicc part. You can use these in combination, IE using sacrifice with unstoppable to make a dmg barrier for the party, incase something like the eye wants to idk, Incinerate your soul with the wretch. And using Mana surge with literally any other mage and or class to make great dmg/healing(for mages like me who cant use king of hearts bc we are tank builds)

    So that's my idea. Its either too OP or horrible bc i can balance anything. If u got any ideas tell me
     
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  2. ChrisTheBear

    ChrisTheBear Certificate III in Nature Wandering CHAMPION

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    I really like this idea although they seem to be based around being in extreme boss fights, If this idea was mixed with some more simple spells that would be great
     
    100klemonreimu likes this.
  3. 100klemonreimu

    100klemonreimu Poison Warrior Supermacy

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    Actually I am thinking of a elective 4th upgrade for the 4 base spells
     
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  4. ChrisTheBear

    ChrisTheBear Certificate III in Nature Wandering CHAMPION

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    That would be awesome, I wish they would add more spell upgrades
     
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