100th Level Spell Implementation: Concepts for 100/400 06/18/2017 02:13 PM CDT


I am really pushing for 100th level spell designs and then we can get onto Uber/Mega lists for the Pures who train post-cap. Tell me this would not add a lot of flavor for the ones who invest as much time/effort? Of course. Game can start at cap if we want it to.

400100

The caster creates a glowing orb of pure mana from the essence. Depending on the actions of the caster, the object may become a single-cast imbeddible from any list they possess. It can be eaten for a boost of +10 per mana pulse, +10 to AUR STR CON AGI DEX, and when casting elemental spells the cost will be reduced to half. If the caster throws/hurls the orb, it becomes a SPELL AIM based attack with a combination of every bolt going off at the same time if it hits, a 'multi-bolt'. If the orb cools and forms into a delicate crystal form then the orb can be broken and it will contain 50 mana in a bubble which will spring up and when touched bestow the mana on toucher.

100100

The spirit of the caster comes from inside the body to create a spirit shell around them. The caster's mastery of the spirit circle allows them to contain their power by bonding with the invisible world. Their spirit is able to see attacks much faster and also is able to perceive the enemies from their perspective in the spirit world, thus giving them a giant advantage for all spiritual based attacks. Their CS will flare for +1-25 along with their TD so long as it runs and their spirit spells will cost half their previous amount while 100100 runs. If mana spellup is used after a cast of 100100, then all the spells will last twice their duration per 25 ranks of SMC.
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