Hiii!! I’ve recently been seeing some posts sharing spell ideas and so I decided to share a few of my own spells I’ve come up with, especially because I want to see magic (and other classes) have more niche/gimmick-based abilities that suit different playstyles.
Please note that all numbers and such are only for example purposes. Nothing here is completely balanced because even if they were added (which is highly unlikely), the devs/balance team will most definitely rework all the numbers and such anyway.
Also, I would love to hear your feedback, good or bad, what can be changed/improve, whether the one and only mage supremacist would approve or not, etc. etc.
Here’s the list (feat. ultimate kindergarten level drawings):
Conjure Decoy
Conjure Decoy
Misdirection/Utility
“Use your magic energy to dodge backward and leave behind a humanoid decoy that will attract enemy fire away from you and explode upon defeat.”
Cooldown: 30s
📖 Details
Essentially the magic version of a taunt. Upon use, the user uses their magic to blink backwards a short distance away, gaining a brief, minor invisibility effect for a set duration.
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This invisibility buff ignores the positive effect cap and is affected by potency% from jewels.
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Blink distance is affected by the range stat and other speed modifiers.
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At their original position, summons a stationary elemental, which constantly aggros nearby NPCs (including summons). Additionally, auto-targeting attacks (such as array, spirit barrage, and snare) will prioritize this decoy if they’re within its aggro range.
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This decoy is similar in appearance to the elementals from conjure elemental. If possible, it could wear the user’s armor/accessories. (but made out of the user’s magic)
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Additionally, this elemental can have a random or selected pose upon summon. This is purely cosmetic.
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This decoy also cannot gain grab immunity, meaning it can constantly be used to block grabs from enemies.
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Aggro range scales with the size stat and other size modifiers.
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While the decoy is on the field, it will be highlighted for all enemy players within its aggro range. Additionally, all enemies within the decoy’s range will be highlighted for nearby players that are allied with the spell’s user. These highlights are identical to the on-hit sensing highlight effect.
After being defeated or when its duration is up, the decoy explodes, dealing AoE damage to nearby enemies. If the decoy is in the midst of a grab when defeated, this explosion will ignore the damage immunity of the attacker.
This spell’s cooldown does not start until the decoy is destroyed.
📝 Customization
Duration
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Affects the maximum duration of the decoy and the base damage of its explosion. Higher duration results in lower damage.
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Could range from 5s to 20s and 150% to 100% the base damage of a placed explosion spell.
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Allows you to lean more towards utility or damage potential.
Health
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Affects the maximum health of the decoy.
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Could range from 10% to 100%.
Pose
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Changes the pose of the decoy. Could be either a basic stand or random by default.
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Could affect aggro range, explosion AoE/damage, health of the decoy, and invisibility potency/duration or just be completely cosmetic.
Aggro Range
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Affects the aggro range of the decoy and the potency/duration of invisibility granted to the user. Higher
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Could range from 200% to 0% (no aggro) the size of a self-explosion spell and 100% to 250% potency/duration of granted invisibility.
Blink Distance
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Affects the distance of the backwards dodge when casting this spell.
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Could range from 20% to 100% distance.
Ultimate Art
- Increases the decoy’s aggro range, health, duration, explosion AoE and damage, the user’s blink distance, and invisibility potency and duration at the cost of more energy, and a much longer cooldown.
Olethros
Olethros
Set-Up Dependent Nuke
“Absorb your own magic nearby to empower a potentially highly devastating beam.”
Cooldown: 60s
📖 Details
A beam spell if it were upgraded to LV.999. Relies on set-up for potentially high payoff by absorbing your own nearby spells to enhance itself dramatically. Also, uses an incredibly high amount of energy to cast compared to other spells.
Upon cast, all nearby spells casted by the user are disintegrated into magic energy and absorbed into a sphere above them, which compresses and simultaneously descends to head level.
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Nearby spells must be of the same magic that is used to cast the Olethros spell in order to be absorbed. Imbued moves (ex. a magic imbued rite) and spells casted by summons (ex. an elemental’s blast) are not considered.
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Spells that can be absorbed include summons (conjure elemental), certain constructs (construct, barrier), and projectiles (array, annihilation, pulsar, blast, barrage, etc).
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Absorbed spells will enhance the Olethros spell based on the percentage of how much of that spell is absorbed. For example:
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A barrier spell set at 5x would give the same amount as a barrier spell set at 1x.
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If you only absorb 15 projectiles from a 20-projectile spell, this spell gets 75% of the enhancement it would’ve gotten if you were to absorb all 20.
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Or maybe it could be based on the base damage of absorbed spells. (Similar to how regeneration is calculated)
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Enhancement from absorbed spells would have diminishing returns past a certain point.
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Enhancement given varies based on the quality of the spell. For example, an annihilation (lost) spell will enhance more than a simple blast (base) spell, and an ultimate art and lost knowledge enhanced spell will enhance more than a regular spell.
After a short delay, the user fires off a single, huge beam at their mouse pointer. The laser pierces through targets, dealing medium damage based on enhancement.
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At base (no spells absorbed) the beam will resemble a regular beam spell with slightly increased beam size, which grows much larger with enhancement.
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At high enhancement, could have extra SFX/VFX.
After connecting with a solid surface or reaching its maximum distance, the laser does not immediately detonate and will at first cause a harmless explosion similar to annihilation’s impact VFX. Then, after a very brief delay, it will explode with a lingering, rapidly growing AoE, with its size, damage, and destruction based on enhancement.
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The explosion will deal rapid damage to enemies within while also dealing constant destruction damage to terrain/constructs within its expanding AoE as it lasts.
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This explosion leaves behind cracks in the ground with the magic’s color shining through, similar to Quake.
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The slight delay in the explosion is meant to give the enemy a little reaction time to block, parry, or dodge.
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With no enhancement, it will only have somewhat increased damage, destruction, and AoE (at maximum AoE expansion) compared to a regular beam spell. These attributes grow much larger based on enhancement.
🗒️ Side Notes
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Perhaps this spell could be dropped by magic-wielding dragons? But even though they can speak telepathically, they’re probably illiterate unless Thandor set up dragon schools or something.
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Olethros is an Ancient Greek word that basically means “destruction” or “ruin”
📝 Customization
Speed
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Affects the speed and damage of the spell. Higher speed results in lower damage. Speed affects how fast nearby spells are absorbed and the beam is prepared as well as the delay in the explosion and how fast it expands. These attributes are also affected by dexterity and range where applicable.
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Could range from 50% to 100% speed and 150% to 100% damage.
Absorption Distance
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Affects the distance spells can be absorbed. This attribute is also affected by size.
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Could range from 50% to 300% of the size of a spherical self-explosion spell.
Ultimate Art
- Increases the size, damage, and speed of the beam and resulting explosion at the cost of more energy, and a much longer cooldown.
Plummet
Plummet
Anti-Air Ranged Grab
“Encase your target in your magic and drag them into the ground, dealing higher damage the further they fall.”
Cooldown: 18s
📖 Details
An unconventional grab that’s designed around anti-air, punishing things such as Fortnite build mode mages and other methods of air-stalling. (such as with hover)
Casting/aiming would be somewhat similar to a slightly wider and much taller placed pillar explosion spell, but with slightly faster windup and potentially unique casting VFX.
Any airborne enemies caught in the AoE are encased in the user’s magic before being dragged downward. Constructs/rubble in their path are destroyed, regardless of owner. Additionally, colliding with constructs (i.e. barrier and construct spells) deals minor damage to the encased enemy.
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This spell does not affect grounded targets.
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Fall speed and maximum fall distance scales with range.
After a set duration or upon making contact with a surface or water (to prevent dragging people down to the sea floor), releases the target and deals damage. Additionally, inflicts Anchored for a base of 2s, which is a debuff that forcefully sets air charges to 0 while it lasts.
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Damage dealt and debuff duration increase exponentially with total fall distance, up to a cap of maybe 50% increased damage and a 250% longer debuff (7s).
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This debuff’s duration is affected by status effect duration jewels.
This move is considered a grab, meaning bosses or targets with grab immunity will not be affected, and the spell will grant victims grab immunity.
Could potentially synergize with quake when its knockback is actually fixed
(and trampoline, another spell idea in this post)
🗒️ Side Notes
- This was actually included in a post I made in the past, prior to me getting suggester permissions. I’ve made some tweaks to it ever since, however.
📝 Customization
Shape
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May affect fall speed/duration, damage, AoE, debuff duration, or just be completely cosmetic.
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Could potentially include:
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Hands extending from the floor and grabbing your victim.
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Animals devouring/capturing your target (Ex. sharks, birds).
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Weapons (sword, hammer, spear) falling from above to crush your enemies.
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Chains latching onto them from the ground.
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A tombstone or anvil falling from the sky.
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Fall Speed
- Affects fall speed and fall duration. Slower fall speed leads to longer fall duration, but results in the same overall maximum distance. Could range from 70% to 100%
Size
- Affects AoE of the grab when casting and the damage dealt. Higher size results in lower damage.
Ultimate Art
- Increases AoE, base damage, damage increase cap, and debuff duration at the cost of more energy, and a much longer cooldown.
Chariot
Chariot
Offensive Transportation
“Form a moving platform of your magic that carries you and nearby allies with it, damaging enemies in its path.”
Cooldown: 20s
📖 Details
A spell that combines both mobility and a little bit of offense. Essentially a cannon spell that you and your party can ride.
After a short delay, creates a disc of your magic beneath your character that moves horizontally in the direction you aimed at when casting. You and allies within the AoE are picked up and ride/stand on the platform as it moves. (similar to boats)
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The platform’s direction cannot be changed after casting, and it cannot travel up or down.
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The platform’s speed is based on your magic’s speed, but its duration is also decreased accordingly, meaning all platforms will travel the same overall distance regardless of the magic used. The platform’s speed and overall distance is also affected by your range stat.
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The platform’s lifetime is decreased rapidly while in contact with ocean water. If the magic the platform is composed of cannot be used underwater, the platform will instead dissipate immediately.
If an enemy is run over by the platform, it causes a small magic explosion and continues moving (similar to cannon and annihilation), dealing minor damage and knocking them away. (give boars a taste of their own medicine or commit vehicular manslaughter in towns)
At the end of its duration or upon collision with a solid surface/construct in front of it, it can either simply dissipate into magic energy or explode to deal low damage.
Takes all air movement charges to cast.
📝 Customization
Size
- Affects the size and damage of the platform. Larger platform results in lower contact damage. Size could range from 25% to 50% the size of a shockwave self-explosion spell.
Speed
- Affects the speed and duration of the platform. Faster platform speed results in lower platform duration but still resulting in the same overall distance.
Shape
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Changes the shape of the platform. Could include disc (default), shapeless, wheel, spiked, square, star, and triangle shapes.
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Could affect the AoE, contact damage, and speed of the carpet or just be completely cosmetic.
Ultimate Art
- Increases the size, damage, duration, and speed of the platform at the cost of more energy, and a much longer cooldown.
Trampoline
Trampoline
Vertical Mobility
“Create a solid platform of your magic that launches you and allies into the air.”
Cooldown: Similar to Construct
📖 Details
Similar to a placed explosion, but it instead creates a flat, stationary platform of your magic that initially deals no damage.
If you or any ally stands on it, it will briefly charge up before exploding and launching the user and allies standing on it high into the air, scaling on the caster’s range stat (and maybe even knockback).
- This explosion can also launch enemies and deal damage to them if enabled in customization.
Takes an air movement charge to cast, but not from being launched.
📝 Customization
Size
- Affects the AoE and duration of the trampoline. Larger trampoline results in lower duration.
Uses
- Affects the amount of uses the trampoline has before disappearing. More uses results in less launching strength and less damage (if triggering by enemies is enabled).
Triggered By Enemies
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A toggle that affects whether or not the trampoline can also be triggered by and launch enemies or not.
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Enemies launched by the trampoline will take minor damage.
Ultimate Art
- Increases the launching strength, AoE, and duration of the trampoline at the cost of more energy, and a much longer cooldown.
Transmutation
Transmutation
Defense/Energy Regeneration Support
“Cast a harmless, lingering burst of your magic around you that breaks down incoming attacks into absorbable energy for you and allies.”
Cooldown: 16s
📖 Details
Has a faster than average cast time and deals absolutely no damage. However, it leaves a briefly lingering clashbox that can clash with nearby moves/projectiles and has better clashing power than a standard explosion spell.
Casting and VFX is visually similar to a sped-up Enchantment, and AoE is similar to a spherical self-explosion spell.
If any moves from enemies that clash with this spell are destroyed, they burst with your magic and leave behind sparkling orbs of your magic that automatically home onto you or nearby allies if any of you have less than 50% of your current maximum usable energy.
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These orbs regenerate energy, which is based on a flat amount plus a small percentage of the damage/power of the move that was transmuted. Maybe this energy regeneration can be increased based on the user’s energy efficiency effects.
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This can synergize with spells that constantly use energy or a high amount of it, such as Ray, Hover, Surge, lost knowledge enhanced spells, and ultimate arts.
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Orbs become slightly larger the more energy they hold.
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However, if moves that clash with this spell aren’t destroyed, orbs will not be created.
📝 Customization
Size
- Affects the AoE of the spell and the energy regeneration of resulting orbs. Larger AoE results in less energy regeneration from orbs.
Shape
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Affects how the resulting orbs appear. Can include sphere, cube, sparkle (4-pointed star), star (5-pointed star), heart, shapeless, and spike-ball shapes.
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Could affect the AoE of the initial explosion, energy regeneration of resulting orbs, or speed of the spell (endlag/startup) or just be completely cosmetic.
Ultimate Art
- Increases the AoE of the initial explosion and the energy regeneration of resulting orbs at the cost of more energy, and a much longer cooldown.












