New Exclusive Spell Ideas

New Exclusive Spell Ideas
effort 4.2 5 quality 3.8 5 reasonability 2.166666666666667 6

I heard somewhere that it was planned for magics to get access to some own exclusive spells to make them feel more unique, so like a spell tied only to wind magic or something. Here are a couple ideas that I’ve come up with for such spells (and this time I wont rate myself because I had no idea that the thing literally in the suggestions menu was off limits, oopsies)

Fire Magic:
Overheat

This spell would act essentially like an aura, except you can choose multiple stats to boost or one stat to boost heavily in the editing menu. The only exception is, at the cost of this immense power you will begin taking fire DoT that cannot be put out until the spell wears off. This could be a unique spell that can be toggleable but it’ll go on cooldown once you turn it off to prevent people from using it, using a move, then turning it off and back on to repeat

Wind Magic:
Cyclone

This spell would have a semi-long wind up (maybe 2-3 seconds) that can only be cancelled by grab moves, but upon casting it you will release a homing cyclone of wind that chases down nearby targets, dealing low aoe damage but keeping them in place kind of like the center of a whirlpool. This would mostly be a support move letting you charge up other moves to attack them while they’re stuck rather than doing good damage itself, though it will put hard to put up because of the wind up leaving you vulnerable and the cyclone itself would just act like a field hazard for the most part, it could last around 15 seconds before eventually vanishing.

i dont think so?
but these concepts are pretty cool for regular lost spells

Cyclone maybe, but something like Overheat needs to be tweaked a bit and renamed.

Cool idea but I’m pretty sure Vetex has stated that he’s not gonna make specific moves for magics like he did in AA pretty sure it was said in a QNA

3 Likes

These seem a bit unbalanced but they are generally decent ideas for rare/lost spells. Cyclone specifically, locking people in place and having homing properties. (overheat is probably fine as long as it doesnt stack with aura)

Lore wise magic exclusive abilities are practically non-existent as what a magic does is influenced by the users intent, with the magic type showing what intent it works best with. For example, you could theoretically make water magic “burn” things if the user intents, however it will be less effective than if someone with fire magic wants to burn something.

tl;dr
interesting spells, not lore accurate

i dont recall where it was from but i do distinctly remember vetex saying he wanted to give magics unique spells that set them apart from others rather than them all sharing the same exact spells, ill try to see where it came from but it was so long ago and just randomly popped into my head so i decided to make some ideas

my main basis for overheat naming and ability was the flame within talent from deepwoken, and obviously overheat just makes sense as its a common trope in many fictional works for fire-based powers to grant the user immense strength but come at a cost (i.e avatar the last airbender and my hero academia)

ah, i cant access all forms of media from the devs so i did not know this, but i do remember him saying he wanted a way to distinguish magics from each other other than just status effects, stats, and visuals through the use of spells, maybe he changed his mind or im misremembering, ill try to see

i purposefully made them vague so that the balancing could be discussed in the replies, i dont see a problem with “better aura but it damages you” and “hard to land move but very rewarding once it does” all classes have access to some kind of grab and it prevents most moves, though every move is uncancellable besides by a grab so that part was a bit redundant as its just how spells work. i also envisioned cyclone as being a bit slow, something that you can avoid if you just dash around maybe the same speed or a little bit faster than a player at normal running pace with no agility, but if you did happen to get caught maybe after dodging a move you’d be open for a attack which rewards the vulnerable position it puts you in (like being targetted by any hard to land spell while your essentially stunned during the wind up)

as for the lore part, i dont see how that’d be a case, obviously like you said all users can imagine things but, like with sea curses, i feel like magic can alter a person’s personality and attitude to match their element, earth users are likely more hard-headed whereas wind users are more liberated. the spells themselves would be reflections of how the users apply their magic. cyclone wouldnt be as viable with most magics as it would be something like wind, storm, tempest, etc magics (though i didnt include them because they are not added yet), so it would make sense for there to be spells that only a handful of magics can make viable. i really dont see how it goes against lore

1 issue I have with this is that it’s going to be particularly difficult to balance

mmm naaaah
tbh spells should be viable for every magic and only being affected by points spent on magic

and i dont want more mages choosing their second magic cus it only has the most op skill (like how tp reflex and arcanium works now omg delete tp reflex pls)

I thought of stuff like this to, but i would think for more balance purposes for them to just be way of life things, like ice could just be water walking or fire could be a torch in your hands not anything pve or pvp related

Exactly what they said, if all magics got unique spells relating to the magic then that would be fine but we have to consider the potential balance issues that might lead to.

Cyclone would allow for overpowered combos
Instead wind should get an ability where the user leaps forward and punches them with wind, having a lot of knockback, a small stun but little damage

For a sole magic, this is way too much, especially base tiers. this would probably work for like Ancient magics, as i believe they can only have scroll spells; this would by default give them a spell to use at base, and would be pretty cool for the pinnacle of magic.

The move concepts are cool though.

However for Basic/Lost Magics, I think a better idea is for categories of magic…


Magics could be defined into 2 of a couple categories: Solid, Liquid, Gas, Energy, Heat, Cold, Powder, Organic, & Fragile;

For example, fire would be classified as Heat/Gas, plasma would be Heat/Energy, some like lightning would only be Energy. You could then give each of these categories a couple of spells they could use, like the Corsair lady’s Tentacle move for Liquid magics.

This would also help invoke separation between similar magics some more, like Fire/Plasma, Earth/Metal, Ice/Snow, etc…

every category I'd put a magic into using my prior list

Acid - Liquid/Organic

Ash - Heat/Powder

Crystal - Solid/Fragile

Earth - Solid/Organic

Explosion - Heat/Powder

Fire - Heat/Gas

Glass - Solid/Fragile

Ice - Cold/Fragile

Light - Energy

Lightning - Energy

Magma - Heat/Liquid

Metal - Solid

Plasma - Heat/Energy

Poison - Gas/Organic

Sand - Powder/Solid

Shadow - Energy/Cold

Snow - Cold/Powder

Water - Liquid/Cold

Wind - Gas

Wood - Solid/Organic

Yes it was by intention that every TP reflex only got one category + Metal

2 Likes


sorry but this is the official balance team magic category board from trello

frame drops is crazy

Would be cool to have exclusive spells for types of magic (like the cyclone spell would ,ork with snow and storm magics). Much more intresting and elss work

1 Like

Overheat should just drain your magic energy greatly and lower its recovery once the ability ends

I don’t think Avatar had an overheat thing. Because the thing about fire breathing was always breath control, to use oxygen in order to fuel your fire bending. “Overheat” would just be bending poorly or something I imagine.