Rare Spell Ideas for Nimbus

Rare Spell Ideas for Nimbus
effort 4.833333333333333 6 quality 4.5 6 reasonability 4.333333333333333 6

Aura Zone Rare Spell

Speculated Rare Spell requirement: 500

Aura Zone covers an area with a barrier made from your magic and fills the inside with an aura/representation of your magic. Non-Solid magics fill the area with an aura, and solid magics the inside of the barrier takes on the form of something more physical. The aura barrier itself has its own durability, and can be destroyed from the outside, with inside attacks chipping at its integrity regardless of where they hit (just matters if they are used).

Aura Zone

  • Options: Power/Speed/Destruction

  • Zone Size:
    Larger results in a reduction of the zone’s durability.

  • Effects of Attack Size:
    Increases Zone durability (Zones can be destroyed or worn down as an enemy attacks or directly attacks the barrier)

  • Effects of Intensity:
    Amplifies the duration of the Zone

  • Ultimate Art:
    Increases the size and durability of the zone by 1.5x, and amplifies its effectiveness by 1.2x.

Uses/Consequences

Pros:
Buffs you and your allies (neutral if your allies don’t possess the same magic as the zone)
Oppressive to the enemy, and can nerf them
Contains an enemy and can prevent them from easily escaping
Can be dispelled at any time
Disrupts auras/focus

Cons:
Can buff your enemies (reduced effectiveness, but them having the same magic as the zone)
When destroyed, your zone is placed on a 2x CD
You cannot use your own aura, and other auras/focus are disrupted (including allies)
Constantly will drain energy (5x Energy Musgravite can negate?)
When energy runs out or domain is dispelled, you are “magically fatigued” which nerfs your energy regen for 20 seconds.

Note:
Base nerf/buff effectiveness towards your enemies is 50%
Fighting styles are affected at 20% effectiveness and imbues
Aura/Focus when canceled are placed on a CD proportional to their duration (say 40 second duration and 20 seconds of aura are used, then CD is 50% as long)

Elemental Constructs

Speculated Rare Spell Requirement: 300

Elemental constructs vary based on your chosen options. You can summon multiple weaker ones, or summon one stronger one. Increasing the amount summoned increases the initial spell cost of the elemental constructs, and there is a reduction in their raw stats (notably HP) and potentially appearance.

Additionally, there is a slight upkeep involved with each construct, and while an individual stronger construct might have a higher cost than multiple lesser ones individually. The increased quantity of constructs results in a net higher cost. As constructs are destroyed, the cost required to maintain them also decreases in proportion to the amount of constructs destroyed.

Construct Types

Juggernaut
Hulking behemoth of a construct, these things serve to absorb damage, and draw agro.

  • Amount Cap: 2
    Increasing the cap results in a reduction of your construct’s size and health.
  • Armor Focus
    Choose your juggernauts armor tier, the more durable the more damage they can take.
    Standard: Standard armor, nothing special
    Reinforced: +20% Upkeep cost; 1.1x Health
    Spiked: +35% Upkeep cost; 1.1x Health and Damage
    Heavily Armored: +35% Upkeep cost; 1.2x health
    Armored Titan: +100% Upkeep cost; 1.5x Health and Damage, 2x Size; Caps Amount at 1

Fighter
Balanced warriors and the default option, these guys excel in taking a hit and dealing damage.

  • Amount Cap: 3
    Increasing the cap results in a reduction of your construct’s health and damage.
  • Combat Focus
    Choose your fighter construct’s focus.
    Destruction: Increases the AOE of your fighter’s attacks
    Power: Increases the raw power of your fighter’s attacks
    Speed: Increases the speed of your fighter’s attacks
    Savant: Makes your fighter worse at everything

Scout
Fast and agile constructs, they are numerous but weak. AI will spread out and attack using hit and run tactics.

  • Amount Cap: 7 (Minimum 3)
    Increasing the cap results in a speed reduction for your constructs.
  • Mobility Focus
    Choose your scouts method of mobility.
    Land: Increased dash distance and run speed while on/near the ground.
    Aerial: Grants the scout a dodge reflex in the air and increases speed of attacks while in the air.
    Flying: Basically turns your scout constructs into sirens. Reduces cap to a max of 4 scouts, and reduces their overall damage output by 20%.

There is no ultimate art for this spell, but if there was then there are two options:

  1. Automatically cap each type to their minimum, and amplify the constructs based around that.
  2. Allows you to select two construct types to summon. So you could summon Juggernauts with Fighters or Scouts with Juggernauts. Potentially you could even dual summon, and I do see the appeal in summoning 2 Armored Titan Juggernauts.

I’m unsure on how much upkeep constructs should have each. Individually though, Juggernauts should be the most expensive, fighters balanced, and scouts the cheapest.
Also I’m aware that there exists a lost spell concept for elementals, but that could be the improved version of this spell. Perhaps no upkeep involved with that spell whatsoever. Functionally though, I don’t know how that archived spell will work out, or if it’s even still planned/being considered.

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Forgot to also mention it at the bottom, but I’m aware of the archived zone spell. Functionally though, that spell could be used to destroy/negate this one, and it seems to function in a way where it can deal damage and potentially apply statuses. Imagine being 5x blinded constantly within an area because someone used that lost version of zone.

When you’re fighting a mage and then they hit you with their lost magic aura zone:

But seriously, nice suggestion, my only concern is someone using the zone spell to basically guarantee a free hit with a self-explosion ultimate art or just any ultimate art in general.

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make it so zoned have a small increase to allies reguardless of magic?
(perhaps aura zone could be a “imbudment” so you could buff your friends with your magics effects, eg: crystal applies crystalized but only crystal can proc it)

I mean, we could make the aura zone work like a gel for allied players/the main player with different magics, and for those with the same magic it’s a buff.

The magma aura zone user getting bodied by the Gojo cosplayer

“Domain Expansion: Fodder Trap!”

Explosion zone:

Explosion construct:

LETS GOOOO

Bro think he the honored one

stop giving mages CqC moves

weird how a few suggestions you made are jjk related anyways domain expansion

Partly that, but these are also part of an archived list of lost spells which may or may not exist/have been scrapped.
Just in case they are scrapped or something because the idea itself wasn’t fully fleshed out, I just delved a bit more into those.

Except these existed at one point? Or at least a similar concept existed before it was archived.

it existed before classes were really assigned roles

Well regardless of that, this isn’t mage being directly involved with CQC, and even if it was then the hypothetical rare techniques and weapon skills we would have by the time we get these spells would be superior in that regard anyways.

Mage should not be debuffing in CqC? It’s also the reason Bursting Aura was removed, at higher levels it would totally invalidate Berserker and other Strenght Classes

Right, which is why it’s the weakest nerf here, if you would normally do 200 damage and are affected by this…
Assuming your aura/focus gives you say, a 10% buff, this would now be a 20% of that or 2%. 2% of 200 = 4 damage
Let’s use level 250 as that would be when mages first unlock it, and assume no power.
19 + (1 x level) = 269 power
269 power with crash assuming basic combat is ~266 assuming it’s just the damage affinity with the 1.1x damage boost it gets last I recall.
266 x 0.02 = 5 damage
So unless you wanna sob over 5 damage then that’s on you.
I should probably include that the resistance aura isn’t going to reduce your HP though. It should solely be an amplification of your and your allies HP based on your magic, albeit it should be less efficient based on the number of people there. Actually, it should be less efficient overall based on the number of people inside the zone.

Nevertheless, I’ll throw you a bone and let’s assume a drawback build and apply a 2.5x multiplier to a 212 power build (I don’t remember the exact highest power value we can get). Let’s also assume focus is now a whopping 50% buff to make this as bad as possible for me.
791 damage x 0.1 = 79 damage

This is the nerf you’re giving a berserker (higher against a warlock with imbue, but a counterplay is to unimbue). I should also mention that on top of this, you will have an additional energy drain for the duration of the zone. The main benefit from this zone against strength users is that it negs their focus for the duration of the zone.

I’ll edit in a clarification/changes for the effects on aura and focus later

crystal magic: crystals everywhere
metal: same as crystals but just bars of that variation

damn

me omw to use double explosive blast with earth and name it twin meteors

I just double checked my suggestion, and the part I mentioned about resistance aura does not exist as resistance aura is not part of this suggestion. Although I still feel like aura should be nerfed based on the number of people so I’ll do this.

Should the aura buff/nerfs be affected by the number of players? Examples provided are just examples and not balanced so view them as just that, examples.
  • Aura Buff/Nerf split based on all players (allied or not, eg. 3 players = ~33% split)
  • Buff and Nerf are split based on the player type (2 allies = 50% split; 1 enemy = 100% split)
  • Buff/Nerf should not be reduced based on the number of players
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Using aura as a blanket term, but know it relates to the aura zone effects.