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9th and 10th Circle Spells

Discussion in 'UHall' started by Zyon Rockler, Sep 26, 2008.

  1. Zyon Rockler

    Zyon Rockler Guest

    Since magery has been updated to allow 120 skill, not to many new spells have been added. Also, alot of mages use weapons. I would like to see spells implemented that require certain skills to use or they fail.

    These skills would include: magery 120 eval 120 inscription gm and make wrestling more benefical by adding touch spells.

    This group of Spells is 110 to 120 Magery.

    Eyes Spell- you see through the eyes of who the spell is cast on through a transparent view or window.

    Blindness Spell- causes view to become obscure or blurred.

    See Enemy Spell- allows you to see everyone on your map in a radius.

    Bionic Ear Spell- allows you to hear things when map is targeted in that area.

    Close Ears Spell- stops all sounds for a short period, with a ringing sound added.

    Shockwave Spell- causes ears to bleed, a ringing sound, and possibility to become paralyzed.

    Smell Spell- you smell a type of spawn, food or camp.

    Odor Spell- stops you from moving towards the smell and can cause vomitting.

    Nose Bleed Spell- causes your nose to bleed and you to stop fighting.

    Stink Bomb Spell- makes a large puff cloud of stink and closes your lungs as long as you're in the cloud (you smell something really stinky)!!

    The next group of spells require: 120 magery, 120 eval and gm inscription

    Fire Spell- places the castee on fire and burns them from the inside out, can cause death or massive damage. Caster must touch opponent to deliver spell.

    Frozen Touch Spell- freezes the castee from the inside out causing enourmous cold damage. If hit with weapon in this state, the weapon uses 100% cold damage. Caster must touch to transfer the spell.

    Infection Spell- causes 1 higher level poison that can not be cured, lasts X time, If caster has poisoning skill can use lethal. Has base chance to lower resis and poison.

    Wind Spell- port party to a location that is precast or repel 1 enemy to that locale.

    Beserker Spell- causes pets to attack randomly and move faster.

    Weapons Edge Spell- places a powerful 0 mage weapon in the caster's hands, random properties, unique moves, durability 5.

    Magic Shield Spell- places shield in caster's hand, spell channeling, reflect physical damage, hit dispel 50%. Attemps to dispel if shield is struck, durability 5.

    Add Armageddon to book.
     
  2. Bodhi

    Bodhi Guest

    Dont think you really thought this true...
     
  3. I have an oder and smell spell I use but its prepared by my GM cook and has to be eaten by my warrior the night before.
     
  4. InTooDeep

    InTooDeep Guest

    Magery already has touch spells of sorts- spells that require you to be about 1 tile away from your target to be effective. Harm and resurrection come to mind.
     
  5. ColterDC

    ColterDC Visitor

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    Magery already has 3 times as many spells as Chiv, Necro, Spellweaving, Ninja and Bushido.

    I think you're focusing your efforts in the wrong direction.
     
  6. Aibal

    Aibal Slightly Crazed
    Stratics Veteran

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    Uh, no. Magery is fine, no need to add a bunch of overpowered/worthless spells.
     
  7. Sir Kenga

    Sir Kenga Guest

    What did u smoke?
     
  8. Doomsday Dragon

    Doomsday Dragon Visitor

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    9th and 10th circle spells would not be possible because traditionally in any ultima magery has only ever contained 64 spells. Sure the magery in UO is different from magery in say u7 or even u9 but there are only slight differences that were made to balance magery for online multiplayer use.

    Adding a 9 circle would break the old ultima lore behind magery and ruin something classic.
     
  9. Ender

    Ender Crazed Zealot
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    This and 120 skills are already "required" too much. :/
     
  10. Bo Hica

    Bo Hica Guest

    2 things came to mind as I read this.

    1. Adding more spells would only lead to more need to "nerf" or re-balance the current spell list. This would also affect ALL spells from every other spell list. NO spell in this game can be cast by only one type of character. This means that since all skills are usable with every other skill in the game, that this will lead to a even more unbalanced pvp interaction without adding more spells to other spell list to counter these new additions. For example when they added evasion they did not take into account that it could be used by mages creating a template that could do damage and could not be hit. Without thinking of all the combos of skills that could be used with any other skill you cannot add new things to the game and keep a sense of balance.

    2. Making or adding any spell that needs above gm to be usable (not to the max but just usable) would be against the statement that the dev team released about the power scrolls before they were adding to the game. We were told that we would would never need to be above gm just to use anything in game. We were also told that things will be scaled up to 120 instead of based on 120. We can agree that we were lied to on the latter statement but that first is still true (for the most part).
     
  11. Zyon Rockler

    Zyon Rockler Guest

    I'm not sure exactly what would be needed for something like this but you would think simply using more mana for these spells would easily balance the game. For example: if 2 flamestrike=said damage then 1 spell could be equal so this would be balanced but more spectacular with a higher goal to reach and could be radically changed for PvM.

    Also, the touch spell isn't a one tile spell, it's a spell that is cast and then held until the hand, using wrestling skill touches the other player, thus releasing the spell.

    As far as UO Lore could we not change the past by adding to the future of perhaps something found, a knowledge hidden away by the elders. Even if this would not work maybe we could just change what we call them. Instead of spells it could be a book of chanting that uses the same skill but at the higher level with wrestling, magery, eval, inscription. Again i'm not sure if this would work because I really don't understand all the rules based on UO Lore and its control over the changes the game makes.

    I did not get to see that statement but I would say it would be a mistake to not make it more valuable a choice for players to have the 120 skills because you see alot of templates being cut up and exploited. Making even just 1 120 skill worth having so a player could do or cast that spell or thing would keep that type of thing in check. Also, if the game wasn't going to make those skills any better to have it would not make sense to do at all.

    That's why I would like to see some really powerful things given to these skills, even if it means zapping my mana 100% and making me useless with no hit points. I would be willing to use that 120 skill.

    But, remember these are not real ideas I could really see happening. These are more in the way of thoughts of what might be possible.