Overview of the spell
Overcharge is a rare spell that can be used by magic classes. Overcharge acts similarly to aura spells, boosting the player’s magic performance. However, it is much stronger than aura, bringing out every stat of the magic further, but at the cost of much greater energy consumption, health loss and insanity.
Functions of the spell
Overcharge takes 1 second to cast and cannot be charged. Upon casting the spell, the player will immediately lose 10% of their energy and 5% of their health. They will also be inflicted with insanity 1 while the spell lasts.
Upon using overcharge, the player will get a magic circle corresponding to their magic on the back, as well as a much denser aura effect. The magic circle will look like a fully charged attack, glowing brightly. These changes remain until the spell is over.
Overcharge will significantly exaggerate all of the magic’s stats. This is not a flat bonus to every stat, instead, it will downgrade the stats that are <1.0 and upgrade those that are >1.0. For stats <1.0, the change reduces them by 50% of their difference to 1.0, while those >1.0 are increased by 50% of their difference to 1.0.
For example, if a magic has x1.5 damage, x0.75 size, x1.25 speed and x0.5 destruction, overcharge will bring the stats to x1.75 damage, x0.625 size, x1.375 speed and x0.25 destruction.
But this spell has three main drawbacks. First one is a 2.5x increase in energy cost, causing every spell to cost a lot more energy than usual. The player also loses 1.5% of their energy every second. This can be nullified with energizing potions and jewels, as well as manual charging.
Second drawback is the fact that the player loses a small amount of health each time they use a spell. This amount is 3% of their health every second. They are also more prone to taking damage, taking 8% more damage with overcharge.
Third drawback is the insanity effect given when the player uses the spell. It may only be a visual nuisance, but the spell also doesn’t allow players with atlantean gear, but inadequate warding, to use the spell, as insanity may kill them.
Settings of the spell
Overcharge doesn’t have any stats besides casting animation and aura. Casting animations are all the same as with aura spells. Aura setting let’s the player choose where the active spell’s aura will be the most intense. Options are, like with aura, body, arms and hands.
Lore behind the spell
Overcharge spell is cast by using an aura spell at complete charge, but then pulling all of the energy back into the magic circle before casting a new, much stronger aura spell. By doing this, the user oversaturates their magic circles with magic energy. This causes any type of attack they create with their magic to exaggerate the properties of the magic.
However, there are also great downsides to this. Humans are normally not adept enough to hold such a high amount of energy, unless they train it for years. As such, the user will find their spells draining them of energy much faster. Additionally, this much energy being kept in their body will cause effects similar to those in the Dark sea. The caster may find themselves hallucinating, and every spell they cast may cause them physical harm.