Random Magic Moves

Random Magic Moves
effort 5.0 2 quality 4.0 2 reasonability 2.5 2

I was bored so I made these:

Telekinetic Grasp (320): A ranged grab-type spell that allows the user to send their captured enemy to a desired location/place within range. Essentially Telekinetic Grasp causes the user to send out a slow (wtv idk) moving projectile that upon impact with an enemy, freezes them mid-air before the user can re-cast the ability to send the enemy to their mouse location, wherein they will create a crater and take some low-medium(wtv) damage. The user can also choose not to recast the spell, instead holding the enemy in place for the duration of the spell for allies to attack. (Enemy takes greatly reduced damage while in Telekinetic Grasp, and the final impact damage scales down sharply with amount of time held.)

Magic Grenades (240): A set-up type of magic spell that allows the user to conjure 2-5 Magic Grenades around them, before sending them out to deal AOE damage. Magic Grenades has a decently long start-up, allowing for enemies to potentially get chip damage in during start-up. Magic Grenades would function by recasting the key, sending out the grenade to deal low-medium AOE damage depending on the number conjured. Important to note that Magic Grenades, like Array, does not lock the user in place during the firing of the conjured projectiles. Magic Grenades has a decently long CD period, longer than or equal to Array.

Impart Spell (360): Imbue a construct or magic circle with an additional magical spell that has reduced effects. Essentially this magic spell allows you to add on an additional spell to preset constructs like summons or spells like Create Mine (see below). Impart Spell works in three parts, the activation of Impart Spell, the selection of the Imparted Spell, and the automatic application of the chosen spell to the most recent construct. For example, a user would press Impart Spell (let’s say Z), and the spell would be marked as active. Following that, when the user presses another spell of the same magic, the spell would NOT activate. Instead, it would appear as a magic circle that gets sent to a construct of some kind. These constructs properties would vary depending on the type, for instance, Summon Elemental would have the original spell replaced with a downgraded version of the Imparted Spell. With the Elemental periodically sending out the new spell. Other types, such as the spell Construct, would release bursts of the applicable spell. If Aura was put on Construct, Construct would occasionally send out a wave of the spell Aura, applying it to the user. Damaging spells would also appear as a wave but deal varying damage and have varying speeds. (This has to be the most fun spell I’ve thought of yet, and the shenanigans people could use it for would be crazy.)

Redirect (240): Redirect is a combination type spell that is able to be used on the user’s own projectiles, allowing them to be redirected to a pointed location. Redirected projectiles will gain speed depending on their distance travelled, with spell that have travelled farther gaining bonus speed. Redirect’s energy use is 1.5x each redirected projectile. (Redirect affects ALL currently outgoing projectiles.)

Accelerate (320): Accelerate is a combination type spell that increases the speed of the next applicable spell. Following the use of Accelerate, a magic circle will hang on the user’s back, remaining until the next applicable spell is launched. If a spell is not used in time, Accelerate will dissipate. Accelerate affects most/all projectile spells, and certain other spells. Such as Flight (reduced effectiveness) or Array.

Recast (300): Recast is a combination type spell that allows the user to recast a previously used spell, albeit with added drawback on the spell. Recast functions on all spells, excluding Ultimate arts. Spells like Aura will have drawback DOT for their recasted duration, although the effects will stack if used repeatedly. (If the buffs from these stack too much, decreasing scaling can be added for buff type Recasts.) Recast’s activation works similarly to Impart Spell, where the user must select Recast and then select a currently on CD spell to use it again.

Create Mine (280): Create Mine is a set-up type spell similar to array that creates 2-5 magic circle around the user. Which can be thrown out on a CD to set up a Mine at the stopping point of the magic circle, which can also be in the air. The magic circles of Create Mine do count as constructs, so they can be imbued with certain abilities such as Impart Spell, where they would unleash the Imparted Spell rather than a simple explosion. The explosion from a person stepping on a Mine has decent knockback in a non-upward direction. If the user steps on their own Mine, they will be sent directly up a distance and take small damage from their own Mine.

Delay (360): Delay is a combination type spell that allows for another magic spell to have its release delayed for a set-duration/until it is activated. Delay can only be used during the charge-up for a spell, where it will pause the spell in place until it is recasted. After which the spell will be released and its effects applied. Delay can be used on non-ultimate moves, such as Aura where its effects will stack with other Aura spells used during the same time period. Spells that are delayed will go on their CD, and Delay’s effects can last for a total of 45 seconds. (IDC about this its balance so the numbers can be wtv.) It can also be used on combination type spells such as Accelerate to stack their effects.

3 Likes

it’d be cool if it could also target certain environmental things to throw at people like trees or rocks

this is so confusing to my brain

i could see this being a passive spell that when put onto the magic causes the magics blasts to always track the mouse even after firing, but as an actual spell i think it may suffer from endlag and such

interesting idea

I’ll be uploading my strength moves tomorrow or in the next few days. I didn’t make any spirit or weapon cus they’re boring.

Caesar Dynasty Approved™

Telekinesis? kay..

Magic Grenades? Losing the point since we have Array, I get the point, but imo that’s OP in a way that adding it would ruin the game at some point/s.

Impart? Are we turning the game into Fortnite or something? Especially with some effects?

Redirect? Cool, best one so far, but I would give it a long cooldown so its not spammable or rather, make players THINK, when to use it

Accelerate? Perhaps has some potential, since we don’t have speed potions, but instead jewels which boost your movement only out of combat, but then again, we have aura spell, type that speeds you up, Speed, I think its called

Recast? What, are players now gonna schedule their pvp? Braindead logic to me

Create Mine? Interesting, could make fighting interesting, but at the same time annoying.

Delay? If I got this correct - you could create frozen spells in the air that later, can be triggered by Recast? If so, then interesting, however I don’t see how it can be used in regular gameplay of AO, unless you’re walking around w ton of size stat. Personally I’d say it cool when you think, but horrible in practice, its usable against some big-hitbox entities maximum, like dragons or sea monsters

And just to be clear, all I said is my opinion on how these spells will affect the world, community, how people will use it, what will make them do that, and other stuff.