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
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Options: Power/Speed/Destruction
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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:
- Automatically cap each type to their minimum, and amplify the constructs based around that.
- 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.