Create-a-spell thread

Feng Leung

Feng Leung

Frost Gate Guardian

Join Date: Nov 2005

[Yarr] We Plunder You Now

W/

Quote:
okay, my turn again!

Mesmer
Amnesiac's Distress [E]
Domination Magic
Hex Spell
Energy:
10
Recharge: 20
Description: Target foe suffers from amnesia. Foe suffers from energy degeneration of 2, is incapable of attacking or casting spells, and moves 25% slower. This spell ends when foe's energy reaches 0.


-Elessar
wow..that would be abused..and monks would die in a blink..you couldn't do anything basically. i could see a horde of mesmers going into ca and casting this on all the warriors..

ok my spell idea

Holy Hymn (elite) spell
divine favor
cost:5 or 10
Recharge 2 seconds
Cast: 1 sec
Description: Removes a hex from target ally, and ally is healed for X health for every remaining hex. Basically, a hex removal that doesn't suck, since the rest really..suck.

zxerox

Ascalonian Squire

Join Date: Jun 2005

E/Me

holy hymn sounds useful, dont like the name holy hymn though

heres my idea(s)

Landslide (earth magic)
cast 1 sec
recharge 20 sec
cost 10 energy
discription:spell. You create a landslide at target foes location. All foes near this location are knocked down for (1...3) seconds and take (10...50) earth damage per second they are knocked down, and suffer from bleeding

Elemental Harmony (E) (energy storage)
cast 2 seconds
recharge 60 seconds
energy cost 15
discription: Elite spell. For (5...25) seconds, any elemental spell you cast costs you 10 less energy (minimum cost 5 energy). This spell causes exhaustion.

Ubernoob

Ubernoob

Academy Page

Join Date: Nov 2005

Look behind you...

Pronteria Knights

E/N

Edit: Sorry forgot to rate the skills :P I think that landslide spell is cool we need an earth AoE spell but elemental harmony will probably cause an unbalance mabye having 5 less energy off is good but 10 is a bit much imagine an eco nuker with firestorm it will only cost 5 energy :S

Necromancer Skill

Unholy Bond
Death Magic
Elite Spell. If you are killed by an attack or skill in the next 10 seconds the damage is ignored and the one minion under your controll dies instead.
Energy 25, cast 1/4, Cooldown 120

Unholy Rampage
Death magic
Elite Spell. If you are killed within the next 15 seconds you gain controll of the closest minion for 20 seconds. The spell ends if the minion dies or you are Ressurected. (BTW The minions have no skills you just attack)
Energy 25, Cast 1/4, Cooldown 120

Blessed Winds

Blessed Winds

Lion's Arch Merchant

Join Date: Jan 2006

I live in Panda Land. It's wonderful.

PLU (Panda Lovers UNITED)

Me/Mo

Edit: Rating: ^^^ 6/10 for Unholy Rampage. I don't like the idea of controlling an undead minion =/ ^^^
8/10 for Unholy Bond

Ranger Skills =P

Name: Drill Shot
Attribute: Marksmanship
Energy Cost: 15
Recharge: 15 Seconds
Cast Time: 1 Second

Elite Spell: All preperation skills are removed and have no effect. Shoot an arrow at target foe that strikes for +25...50 Damage. If shot hits, target foe bleeds for 5...10 seconds

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

People are still not rating the others before posting their own...

Murder In China

Murder In China

Banned

Join Date: Sep 2005

/B/Chan

Looking for one

W/

Quote:
Originally Posted by Blessed Winds
Name: Drill Shot
Attribute: Marksmanship
Energy Cost: 15
Recharge: 7 Seconds
Cast Time: 1 Second

Elite Spell: All preperation skills are removed and have no effect. Shoot an arrow at target foe that strikes for +25...80 Damage. Target foe suffers from bleeding if hit is successful
4/10 Way over powered.

Blessed Winds

Blessed Winds

Lion's Arch Merchant

Join Date: Jan 2006

I live in Panda Land. It's wonderful.

PLU (Panda Lovers UNITED)

Me/Mo

Meh...Edited it =P

theclam

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by Blessed Winds
Edit: Rating: ^^^ 6/10 for Unholy Rampage. I don't like the idea of controlling an undead minion =/ ^^^
8/10 for Unholy Bond

Ranger Skills =P

Name: Drill Shot
Attribute: Marksmanship
Energy Cost: 15
Recharge: 15 Seconds
Cast Time: 1 Second

Elite Spell: All preperation skills are removed and have no effect. Shoot an arrow at target foe that strikes for +25...50 Damage. If shot hits, target foe bleeds for 5...10 seconds
Still a little overpowered, but it's an elite. 7/10

Here's a couple of mine:

Delayed Gratification
Healing Prayers
Energy Cost: 5
Recharge: 5 seconds
Cast Time: 1/4 second

Enchantment Spell: For three seconds, Delayed Gratification has no effect. When Delayed Gratification ends, target ally is healed for 30..80.

_____________________________

Instant Gratification
Healing Prayers
Energy Cost: 5
Recharge: 5 seconds
Cast Time: 1 second

Enchantment Spell: Target Ally is healed for 40..90. That ally cannot be the target of Monk spells for 3 seconds.

The Primeval King

The Primeval King

Lion's Arch Merchant

Join Date: Aug 2005

Theres A Frog On My [Cape]

W/

Very nice monk spells.. 8.5/10

Lets see..

Warrior Skill

Kick of Kickingness
No Attribute
Cost: 5 Energy
Recharge: 30 Seconds
Cast Time: None
Skill: Kick enemy in the shins to disrupt any skill being used.


Elementalist Skill

Lightning From Underworld
Air Magic
Energy Cost: 15
Recharge: 30 Seconds
Cast Time: 1 1/2 second
Spell: Summon a lightning bolt that comes out of the earth to strike target enemy for 15..40 damage. For 10 seconds, all water damage is increased by 25%

Monk Skill

Holy Divine Pure Super Duper Shield (Elite)
Smiting Prayers
Energy Cost: 20
Recharge: 45 seconds
Cast Time: 2 seconds
Enchantment Spell: For 8..20 seconds, target ally has a 15% chance to dodge attacks, and any foes near target ally received 8 damage per second.

theclam

Jungle Guide

Join Date: May 2005

Kick - Nice idea, but it seems to similiar to existing skills. 4/10
Lightning - Good nuke but a bit underpowered. 7/10
Shield - I like this one. Shield of Deflection plus Balthazar's Aura. Lower the cost to 15 and give the dodge chance and damage a range of values and it would be great. 8/10

I have another one:

Refreshing Signet:
Divine Favor
Energy Cost: 0
Recharge Time: 10 seconds
Cast Time: 1 second

Signet. Target Ally is healed for 10..40. Gain 3..5 energy.

Elessar Telrúnya

Elessar Telrúnya

Ascalonian Squire

Join Date: Jun 2005

Team Invincible [INV]

Mo/Me

Nice, but I'd up its recharge a bit...


Necromancer
Strength Sap [E]
Hex Spell
Attribute:
Blood Magic
Energy Cost: 10
Recharge Time: 30
Description: For 5-15 seconds, target foe experiences 2-6 Health Degeneration and 1-3 Energy Degeneration, while at the same time, you gain 2-6 Health Regeneration and 1-3 Energy Regeneration.


-Elessar

mark3h

Frost Gate Guardian

Join Date: Jun 2005

Ireland

DUK

Warrior
Shouts

Leave Me Alone!
Tactics

Energy: 5
Cast:N/A
Cooldown: 60

Cannot be target of physical damage for 3-10 seconds

Fight Me!

Energy: 10
Cast: 1/2
Cooldown: 45

All Nearby Foes Target You 10-30% evade melee

Mosgerion

Mosgerion

Academy Page

Join Date: Oct 2005

E/Me

Quote:
Originally Posted by theclam
Kick - Nice idea, but it seems to similiar to existing skills. 4/10
Lightning - Good nuke but a bit underpowered. 7/10
Shield - I like this one. Shield of Deflection plus Balthazar's Aura. Lower the cost to 15 and give the dodge chance and damage a range of values and it would be great. 8/10

I have another one:

Refreshing Signet:
Divine Favor
Energy Cost: 0
Recharge Time: 10 seconds
Cast Time: 1 second

Signet. Target Ally is healed for 10..40. Gain 3..5 energy.
An interesting signet, and it definetly would open up the power of the signet monk. However, five (or six, if you aren't talking within 1...16) energy every ten seconds is a bit high. Most signets have long cast times and recharge times. I might increase cast time to two, and reduce energy gain to 1...3

Yeah, try to stay within the guidelines. Rate the post before you, or, if that post doesn't contain a skill, go back until you find one that does, and rates the skill before that. Just to keep it courteous.

Polarize
Earth Magic, Hex
For 5...10 seconds, all air magic spells have increased range when they target hexed foe. Lightning damage also has 2%...7% additional armor penetration.

Antipode
Fire Magic, Water Magic Spell
If target foe is on fire, they suffer from Antipode for 8...18 seconds and move 66% slower. If target foe is suffering from a Water Magic hex, they are set on fire for 1...3 seconds. If target foe is on fire and suffering from a Water Magic hex, Antipode deals 5...45 fire damage, 5...45 cold damage and target foe loses the condition 'Burning' and all Water Magic hexes.

EDIT: Missed Telessar, thought he was just modifying someone else's skill.
Quote:
Originally Posted by Elessar Telrúnya
Necromancer
Strength Sap [E]
Hex Spell
Attribute:
Blood Magic
Energy Cost: 10
Recharge Time: 30
Description: For 5-15 seconds, target foe experiences 2-6 Health Degeneration and 1-3 Energy Degeneration, while at the same time, you gain 2-6 Health Regeneration and 1-3 Energy Regeneration.
-Elessar
Hm, while not as powerful as Life Transfer, it is only shy by one pip of Health regeneration. The energy regeneration also seems a bit high compared to the cost. With higher than 12 blood magic, you could keep this up about 1/2 of the time, not to mention Arcane Echo.

You might want to change to about 6-11 second range, and lower the Regeneration to around 2-4. I might not evern stop there. After all, 3 pips of Energy regeneration is huge.

Elessar Telrúnya

Elessar Telrúnya

Ascalonian Squire

Join Date: Jun 2005

Team Invincible [INV]

Mo/Me

Quote:
Originally Posted by Mosgerion
Polarize
Earth Magic, Hex
For 5...10 seconds, all air magic spells have increased range when they target hexed foe. Lightning damage also has 2%...7% additional armor penetration.

Antipode
Fire Magic, Water Magic Spell
If target foe is on fire, they suffer from Antipode for 8...18 seconds and move 66% slower. If target foe is suffering from a Water Magic hex, they are set on fire for 1...3 seconds. If target foe is on fire and suffering from a Water Magic hex, Antipode deals 5...45 fire damage, 5...45 cold damage and target foe loses the condition 'Burning' and all Water Magic hexes.
Polorize is definitely an interesting spell, but I'm not quite sure what you mean by "increased range," as for Antipode, wow, thats some complex spellcasting! While I'm not entirely sure why some one would be a dual fire and water elementalist without this skill, there are some great timing needs with this spell. It needs to be a short cast, otherwise you're not likely to catch them with burning on, maybe a one second casting time, especially if you're trying to catch them with both a water magic hex and burning on them. Overall I think its a good skill, but I'd make it an elite with about 10/10 Energy/Recharge.
Quote:
Originally Posted by Mosgerion
EDIT: Missed Telessar, thought he was just modifying someone else's skill.

Hm, while not as powerful as Life Transfer, it is only shy by one pip of Health regeneration. The energy regeneration also seems a bit high compared to the cost. With higher than 12 blood magic, you could keep this up about 1/2 of the time, not to mention Arcane Echo.

You might want to change to about 6-11 second range, and lower the Regeneration to around 2-4. I might not evern stop there. After all, 3 pips of Energy regeneration is huge.
Hehe, ya, I suppose it is a huge energy regeneration amount, but after all Blood Ritual gives target ally +3 Energy Regen, and Offering of Blood gives you a lot of energy on the spot. I agree, it probably woudl be better to change to a 6-11 Second range, but the energy regeneration/degeneration must be changed, I think it'd probably be changed to 2 flat, otherwise, I'd keep it at 1-3, after all, some people give themselves only 1 or 2 pips of energy regeneration because of item selection.

My turn again, this will be nasty!
Monk Spell
The Tides of Battle [E]
Smiting Prayers
Energy Cost:
25
Recharge Time: 30
Description: For 6-11 Seconds, all you're party members attack and cast spells 33% faster, and deal 20% more damage whenever they deal damage to opponents.

-Elessar

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Monk Spell
The Tides of Battle [E]

Looks like a warrior skill than a monk spell. Anyway, very powerful but it has a hight cost and its an elite to make balance of its power...... 7.5/10

My turn

Ranger:

Beast Mastery

Call of strikes (E)
Cost: 15
Recharge: 30
Activate: Instant

Shout. For 5-15 seconds, whenever you strike with physical damage, your pet's attacks do 50-75% damage you did to the target foe.


Expertise

Throw Rock

Cost: 10
Recharge: 45
Activate: 1

Skill. You deal no damage while using this skill. Whenever target foe is hit by throw rock while casting a spell, that foe is knock down for 2 seconds and dazed for 10-20 seconds.

(Throw Rock was inspired when I battled those giants in Shiverpeaks near Droknars Forge)

Warrior:

Strength

''All is mine!'' (E)

Cost
: 5
Recharge: 60
Activate: instant

Shout. Whenever your party is dead except you, you gain 5-9 Health regeneration, gain double adrelaline and attack 66% faster for 30-45 seconds. This skill end if you use an attack skill.

funbun

Wilds Pathfinder

Join Date: Apr 2005

I forget. Really. I don't know.

Mo/

Monk Fu {e}
General
For 5...10 seconds flurry melee punches and kicks. Strikes 20 hit point per second.
20% chance to block enemy melee hits
Energy: 25 | Cast: 0 | Recharge: 90 sec

Bale_Shadowscar

Bale_Shadowscar

Wilds Pathfinder

Join Date: Sep 2005

Manchester, England

New Dragons [NDR]

So, "All is Mine!" Is basically an Insanely powerful IWAY? Interesting... Although, whats the point of gaining adrenaline if you can't use an attack skill?


Necromancer

Soul Gathering {E}
Attribute: Soul Reaping
Enchantment Spell
10e;2c;60r;
For [10...40] Seconds, whenever a creature near you dies, you are healed for [10...30] Health.

I thought this up a while ago, a way in which Soul reaping also heals you when stuff dies.

Gravekeeper's Vengance
Attribute: Death Magic
Enchantment Spell
15e;2c;20r;
Whilst Enchanted with this spell, you suffer from -1 Helath regeneration. When you die, the creature that kills you is enchanted with it, and a further -2 Health regeneration is added. Whenever the creature enchanted with this dies, it is passed to the creature that killed it, and a further -2 Health regeneration is added.

This one is more for PvP. I guess it's pretty situational as a PvE move, but could be pretty useful if you're about to die.

Monk

Hex Shield {E}
Attribute: Protection Magic
Enchantment Spell
15e;1c;30r;
for [5...10] Seconds, the next time you are the target of a hex spell, that hex fails and the caster is hexed with that spell.

Signet of Dwayana
No Attribute
Signet
1/4c;15r;
You are healed for 15 health for each 'healthy' ally in the area. A 'healthy' ally is an ally with health above 50%.

A nice self-heal skill to reward good healers Maybe a bit overpowered in large teams though.

Mesmer

Illusion of Mana
Attribute: Illusion Magic
Enchantment Spell
For [10...30] Seconds, you benefit from +2 Energy Regeneration. When this spell ends, you suffer from -1 Energy Regeneration and Exhaustion for [5...15] Seconds.

Power Shock {E}
Attribute: Domination Magic
Spell
10e;2c;30r;
Target foe takes [20...60] Damage, and loses [3...15] Energy. If target foe is suffering from a Mesmer hex, They are Interupted.



And finally, a skill for any class to use (Like Rez sig)

Signet of Recharge
Signet
1s;(Once per adventure: Like Rez sig)
Remove all D.P

^That should stop people from selling Candy Canes for loads

Elessar Telrúnya

Elessar Telrúnya

Ascalonian Squire

Join Date: Jun 2005

Team Invincible [INV]

Mo/Me

All nice spells, however, I'd consider changing Hex Shield to a mesmer spell called Mirror Hex.

Necromancer
Hex Spell
Grenth's Disease [E]
Unlinked
Energy: 10
Recharge: 30

You suffer from Grenth's Disease. You lose half of your maximum health and suffer from 1 Health Degeneration and 1 Energy Degeneration. After 5-3 seconds, you gain half of your maximum health and have 1 Energy Regeneration. Nearest foe is afflicted with Grenth's Disease for 5-7 Seconds. Whenever Grenth's Disease is aleviated from foe, his nearest ally suffers from Grenth's Disease for 5-7. A foe cannot be afflicted by Grenth's Disease more than once every 30 Seconds. Variables of Grenth's Disease change according to the caster's level.


-Elessar

D'Arcangelo

D'Arcangelo

Academy Page

Join Date: Jan 2006

Me/

Here are my contributions.

Mesmer Skills

Illusionary Havoc: Elite
Illusion Magic
Maintained Hex -1 Energy Regen
Energy Cost: 15
Casting time: 1
Recharge time: 45
As long as you maintain this hex target foe and all adjacent foes take 15..40 chaos damage every 10 seconds and are hexed with Illusionary Havoc. When Illusionary Havoc ends target foe(s) take 30..60 chaos damage.

Brain Drain: Elite
Domination Magic
Hex Spell
Energy cost: 10
Casting time: 1/4 of a second
Recharge time: 20
Interrupt target foe's spell. That foe experiences health and energy degeneration of 1..3 and takes 50% longer to cast spells.

Elementalist Spells

Fire Scream: Elite
Fire Magic
Spell
Energy cost: 20
Casting time: 2
Recharge time: 25
Target foe takes 9..25 fire damage per second for 10..15 seconds and suffer from burning for 3 seconds. This spell causes exhaustion.

Bitter Cold: Elite
Water Magic
Spell
Energy cost: 25
Casting time: 2
Recharge time: 25
Target foe takes 10..20 cold damage each second for 10..15 seconds. Bitter Cold interrupts foes attempting to cast spells. Whenever a spell is interrupted by Bitter Cold target foe is frozen solid for 5 seconds. While frozen solid target foe cannot move. This spell causes exhaustion.

I figured water magic needed a serious offensive boost. And finally gave fire magic a good non-aoe attack similiar to immolate but with constant damage. My two cents. If they were skills they would probably be nerfed a little.

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

For Bale, I forgot to put one word (sorry everyone who are confused) Its non- attack skills for ''All is mine!''

For Elessar, is it a mix of Aura of the lich and a similar rotten flesh?

Mesmer:

Lyssa power

Domination

Hex spell
cost: 10
recharge: 30
Activate: 1

For 5-8 seconds, whenever target foe use an skill that require adrenaline, the action of that foe is interrupted and lost all adrenaline. All your adrenaline skill are recharged.


Elementalist

Unrelated link

Glyph of switching
cost: 5
recharge: 10
Activate: 1

Your next spell change of these element: Fire becomes Water, Water becomes Air, Air becomes Earth, Eath becomes Fire. The attributes stay at the initital of the element.

(This skill is proprably the most random I thought but tricky too. For exemple, if someone casts meteor shower, everybody know its fire dmg and many of them shield-up to fire protection. With this skill, it turns the fire dmg into cold dmg.)

Elessar Telrúnya

Elessar Telrúnya

Ascalonian Squire

Join Date: Jun 2005

Team Invincible [INV]

Mo/Me

Ahh... Grenth's Disease is a tricky spell to understand, frankly, atm, I think its energy should be raised to 20, and recharge to 45, and make it so they cannot be effected again for 90 Seconds. To better explain it, I'll give an example.

Grenth's Disease is a hex defined as once effected, you immediately lose 1/2 of your maximum health and have 1 health degeneration.

Basically, say my necro casts Grenth's Disease. Immediately, my necro will loose half of her maximum health, so if I'm at 500 HP, and that's my maximum health, her health is chopped to 250, and I suffer 1 Health Degen. After 5-3 Seconds, she no longer has 1 Health Degen, and gains teh 250 Health she lost at the beginning. As soon as she recovers, her nearest enemy suffers from Grenth's Disease, and for purposes of this description, we'll keep it so that ALL players have 500 health. The enemy that now suffers from Grenth's Disease for 5-7 Seconds, meaning, that enemy looses half of his or her health(250 in the example) and has 1 Health Degen. However, at the end of 5-7 seconds, he or she does not regain the health he or she lost in the beginning, and his or her nearest ally suffers from Grenth's Disease, again, loosing half health(250) and 1 health degen, for 5-7 seconds. Every time it ends for one foe of the caster, it goes to an ally of the caster who has not had it in the past 90 Seconds. Ending Grenth's Disease prematurely for any reason(ex, remove hex) does not cause Grenth's Disease to spread to nearest ally/enemy(if its removed from the person who initially casted it)


Here's another necro goody

Aura of Distrust [E]
Curses
Hex Spell
Energy: 10
Recharge: 25
Description: Target foe is hexed with Aura of Distrust. For 10 seconds target foe and all adjacent foes take 10-25 Damage a second.

Basically a Balthazar's Aura that can be cast upon an enemy.


-Elessar

Blessed Winds

Blessed Winds

Lion's Arch Merchant

Join Date: Jan 2006

I live in Panda Land. It's wonderful.

PLU (Panda Lovers UNITED)

Me/Mo

Monk
Healing Prayers
Dwayna's Winds
Energy: 15
Recharge: 15...
Cast Time: 2 seconds

Entire Party gains +1...4 health regeneration for 5...10 seconds

Regen version of heal party :P

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

From Elessarif its removed from the person who initially casted it) You give me an idea for another spell an the last for this forum

For Blessed Winds: I know Healing is good and create a heal party healing is a good idea. But the recharge time, 1 second, you dont need to recast after you did. 10-15 seconds is ok but not 1 second. Maybe I except if its an elite skill.


My last spell (inspired from Elessar words)


Mesmer:

Domination
Shatter Dreams(E)
Cost: 15
Activate: 1
Recharge: 15

Spell: Remove one hex from target foe. If an hex is removed, that target foe suffer 35-75 dmg. If a mesmer hex is remove, that foe suffer an additional 15-25 dmg.

A more powerful spell than shatter delusion. I dont want to counter your idea Elessar, but this is an elite I wanted to see in the expansion: Remove an hex(watever the profession) to target foe and deal damage, because SD removes only mesmer hex. Perhaps less damage and it would be correct.

tafy69

Wilds Pathfinder

Join Date: Sep 2005

N/Me

Quote:
Originally Posted by Blessed Winds
Monk
Healing Prayers
Dwayna's Winds
Energy: 15
Recharge: 15...
Cast Time: 2 seconds

Entire Party gains +1...4 health regeneration for 5...10 seconds

Regen version of heal party :P
I like that, very usefull

ange1

ange1

Wilds Pathfinder

Join Date: Aug 2005

Mo/

root the dead signet

recharge 60seconds

root the body of dead enemies for more items, have 25% chance of getting anything.

seven

Academy Page

Join Date: Dec 2005

i liked the confusion mesmer spell earlier, really fits the "distrupts" the opponent theme.
the recharge sig is also quite nice. it seems balanced with the way you can only use it once per mission.


some variants of mesmer skills
i personally wish to see:



Unpredictable Actions (Elite)
Illusion Magic:
15e
1s cast
10-15s duration
20 recharge

hex spell. for 10-15 seconds, hexed opponent will get randomized movement and skill controls. forwards may become back, left may become down. mouse clicks to the east may send you to the north; and activating your skill no.3 may activate skill no.7 instead.



Illusion of Wellness (Elite)
Illusion Magic:
15e
1s cast
15-25 duration
30 recharge

hex spell. for 15-25 seconds, hexed enemy will receive an erroneous health and energy display, always showing full life and mana.



Muddled Mind (Elite)
Illusion Magic:
15e
1s cast
15-25 duration
30 recharge

hex spell. for 15-25 seconds, hexed player will receive randomized and erroneous skill recharge and status (enchant/condition/hex) displays. skills might show the ready status even though it's not yet ready; and might show not yet usable even though it is. condition icons might still appear on your screen even though it's deactivated. your enchants might not show on the status bar, or may falsely show that it is still active even though it already expired.



Blinded Senses (Elite)
Illusion Magic:
20e
1/2 cast
15-20 duration
30 recharge

hex spell. for 15-20 seconds, opponent will not be able to see or use his/her
minimap, party window, and chat window.



Mirrored Strings (Elite)
Domination Magic:
20e
1/2s cast
10-15 duration
20 recharge

hex spell. for 10-15 seconds, hexed adversary will lose control of his character, copying exactly the movements and actions of the hex caster. If the caster moves backwards, the hexed player moves back too. If the caster casts his skill no. 1 against an opponent; the hexed player will also use his/her skill no.1 against his teammate. normal rules to skills and movement will apply. skills that cannot be used on teammates will not activate, and any movement blocked by walls will stop the hexed player from moving.



Attribute Havoc (Elite)
Domination Magic:
20e
1/2cast
20-30s duration
35s recharge

hex spell. for 20-30 seconds, target enemy will randomly swap his/her attribute pts. with the highest among the lowest sttribute. the 12 pts. in healing might be swapped with the 0 pts. in smiting; the 11 pts. in stregth might be swapped with your 0 in axe mastery.



Rusted Reflexes (Elite)
Domination Magic:
20 e
1s cast
15-20s duration
30s recharge

hex spell. for 15-20 seconds target opponent will have a (1-2) second delay before using their skills or using movement commands.



Enraged Gaze (Elite)
Domination Magic:
25e
1/2s cast
20-30s duration
40s recharge

stance. for 20-30 seconds all of your succeeding hex spells will become unremovable or cannot be shattered, destroyed, or transferred. this does not prevent anti-spell measures such as spellbreaker.

Elessar Telrúnya

Elessar Telrúnya

Ascalonian Squire

Join Date: Jun 2005

Team Invincible [INV]

Mo/Me

eep! -hides under pillow from seven- SCARY! lol, thank god they're all elites!

ooo!
-gets an inspiration from the day after tomorrow-

Elementalist
Storm of the Millenium [E]
Attributes: Water Magic(minimum required: 5), Air Magic(minimum required: 5), Earth Magic(minimum required: 5)
Area of Effect Spell
Energy: 30+All your remaining energy.
Recharge: 300 Seconds(5 minutes)
Description: This spell consumes all your remaining energy. For the next 20-30 Seconds, a massive storm is generated that effects all allies and enemies in the vicinity. It rains, sleets, snows, and hails. Foes in the aoe are struck for 5-10 Damage from hail every 5-3 Seconds. Allies in the aoe are struck for 3-5 Damage from hail every 7-5 Seconds. Hail falls at a constant rate. Rate at which hail falls and damage from the hail is determined by the water magic level of the caster.
There is lightning. Every 7-5 Seconds, a random foe is struck by lightning for 10-50 Damage. Every 10-7 Seconds, a random ally is struck by lightning for 5-45 Damage. Rate at which people are struck by lightning is randomly generated; ex. a player may be struck by lightning and then 7 seconds later another player on his side is struck by lightning, but another player is struck by lightning only another 5 seconds after that. All damage from lightning is determined by the Air Magic level of the caster.
Random tremors occur in the area of effect every 13-10 Seconds. Foes affected by these tremors are knocked down and take 10-50 Damage. Allies affected by these tremors take 5-45 Damage. Rate at which people experience tremors is randomly generated like with the lightning. All damage from tremors is determined by the Earth Magic level of the caster.


-Elessar-who-is-starting-to-become-evil-with-his-spells

fires Scape

fires Scape

Academy Page

Join Date: Aug 2005

R/

^ I don't think there should be any spells at all that damage allies. If there would be one like that. Than there would be jerks who cast it when there are no enemies around, and that would realyl screw it up for the rest of the team.


Necro:
Summon The Undead {e}
Soul Reaping
25e, 1/4 cast, 45 r
Hex Spell. Sacrafice 15% health. For 27...8 seconds target for is hexed. Whenever Summon The Undead ends, a level 1..14 Undead Servant is summoned. (I mean the kind they have in Kryta, and the kind that gets summoned would depend on the persons profesion, upon whom the Hex was cast on) Target foe is stripped of all enchantments and hexes. Whenever an Undead Servant dies, you lose 14...6 energy.

Robster Lobster

Krytan Explorer

Join Date: Dec 2005

Quote:
Originally Posted by fires Scape
^ I don't think there should be any spells at all that damage allies. If there would be one like that. Than there would be jerks who cast it when there are no enemies around, and that would realyl screw it up for the rest of the team.


Necro:
Summon The Undead {e}
Soul Reaping
25e, 1/4 cast, 45 r
Hex Spell. Sacrafice 15% health. For 27...8 seconds target for is hexed. Whenever Summon The Undead ends, a level 1..14 Undead Servant is summoned. (I mean the kind they have in Kryta, and the kind that gets summoned would depend on the persons profesion, upon whom the Hex was cast on) Target foe is stripped of all enchantments and hexes. Whenever an Undead Servant dies, you lose 14...6 energy.
Nice idea, I think some form of elite Necro summon type skill is needed. And it seems kind of balanced as well.


Okay, my idea

Monk:
Tear Hex
Not sure what profession, it sounds like smiting, but as Healing or Protection it would be much better.
5e, Cast time 3/4s, recharge time, 2s

Remove a hex from target ally. Target ally takes (120...75) damage if a hex is succesfully removed.


A way for better hex management, but at a cost? Although divine favour along with boon could make this over powered, could maybe work better as a Mesmer, or even Ritualist skill.

theclam

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by Robster Lobster
Nice idea, I think some form of elite Necro summon type skill is needed. And it seems kind of balanced as well.


Okay, my idea

Monk:
Tear Hex
Not sure what profession, it sounds like smiting, but as Healing or Protection it would be much better.
5e, Cast time 3/4s, recharge time, 2s

Remove a hex from target ally. Target ally takes (120...75) damage if a hex is succesfully removed.


A way for better hex management, but at a cost? Although divine favour along with boon could make this over powered, could maybe work better as a Mesmer, or even Ritualist skill.
I can imagine a N/Mo using that in CA to create corpses. Any spell that damages a teammate is ripe for griefing.

Signet of Friendship
Divine Favor
2s Cast
15s Recharge
Heal your party for 20..60.

Signet of Devotion is a free Orison, so I decided Heal Party needed a Signet version.

Korg The Unfriendly

Academy Page

Join Date: Nov 2005

awsome... i cant tell u how many times ive needed something like that when my energy was running low

Necro skill

Bang head _ death magic [E]
casting time.....recharge....energy
1/4.................60.............15

effect: (enchantment spell)
for 20-40 sec. spells targetng corpses are cast 50% faster, recharge 50% faster, and cost 50% less energy to cast. and corpses may be used twice. during bang head u may not attack. when bang head ends u are dazed for 10-5 sec.

yeah... it's overpowered... but its a necro skill so i say it is alright

disposable-hero

disposable-hero

Frost Gate Guardian

Join Date: Oct 2005

MU tants [MU]

N/

Mesmer:
Name: Mind Warp [E]
Type: Hex
Attribute: Illusion
Energy Cost: 15
Recharge Time: 60
Description: For 5....25 seconds spells cast effect a random target, friend or foe, within range. If one or less targets are currently in range spells have 10%....60% of failing completly.

It's about time illusion was able to mess with your head.

thor hammerbane

thor hammerbane

Forge Runner

Join Date: Jun 2005

Dark Side of the Moon

Fat Kids Are Hard To Kid[nap]

nice skills guys, theclam, all your monk skills are great, your gonna make monking much more enjoyable for me Most of the skills posted are good or can be altered to be great. but the ones that stood out for me were theclams monk skills, very well thought out, i'll give one a shot.

Berkserkers Aggression {E}
Stance
attrib:hammer mastery
cost-15 energy
recharge-45 seconds
for 8-18 seconds, Berserkers Aggression takes over you. You attack 33% faster and gain double adrenaline on hit. If you hit a foe with more health than you, you strike for 5-10 more dmg. Berkserkers Aggression ends if your health falls below 50%.

muffins867

Pre-Searing Cadet

Join Date: Jan 2006

Death By Metal

W/Mo

~~~Power of Muffins~~~
All classes, under no attribute (like res sig).
Cast time = 1 second.
Recharge time = 5 minutes.
No energy cost.
All nearby allies eat a muffin, giving them full energy and full health. All nearby enemies become jelous, making them imobile and unable to use skills or attack for 5 seconds. 5 seconds after the spell was cast all allies who ate a muffin want more muffins, making them immobile unable to attack or use skills (just like the enemies) for 1 second.

Inureface

Inureface

Banned

Join Date: Nov 2005

Asian in Lousiana

The Endbringers

R/Me

^ what needs to be said?

Fear {E}
Mesmer Illusion Hex
10e 1c 20r
For 8...18 seconds target foe and all adjacent foes attack 50% slower, gain half adrenaline from attacks, and require 1.5x more adrenaline for all skills.

Headbutt
Warrior Strength Melee Attack
10e 0c 30r
Daze target foe for 5...15 seconds. If this attack fails to hit, you take 20...60 damage and are knocked down. All of your skills are disabled for 5 seconds. (if it doesn't hit) 50% chance of failure with Strength 4 or less.

Deathbond {E}
Necromancer Deathmagic Hex
10e 2c 30r -1 energy regen
Target foe is hexed with deathbond. While you maintain this hex, whenever you receive damage, half of it is transfered to hexed foe. Damage transfered in this way is amplified by 0...35%. This hex ends if you fall below 50% Health.

TheLordOfBlah

TheLordOfBlah

Jungle Guide

Join Date: Jan 2006

California

None

Mo/N

Fear seems a little overpowered.

MESMER

No Name (I suck at naming things)

Energy=10
Cast time= 2 seconds
Recast time=30 seconds

For 5-30 seconds target foe can not gain natural health regeneration.

blakmajik

Pre-Searing Cadet

Join Date: May 2005

edit: Blah's skill looks pretty cool, maybe make it a necro curse?

Purgatory {E}
necromancer Enchantment
25e cast4
Resurrect Target ally with Purgatory. WHile you maintain this enchantment, target ally can be healed by minions heals and can be exploited. If Target ally is exploited, Purgatory ends and ally dies incurring no death penalty.

TheLordOfBlah

TheLordOfBlah

Jungle Guide

Join Date: Jan 2006

California

None

Mo/N

Yea I was thinking of making it necro too.

I'm not sure I understand your skill correctly.

Anyway, heres one my brother thought of.

ELEMENTALIST

Ice Prison (guess what attribute)

cost=10
cast=2
recast=45

For 3-12 seconds, target foe is trapped within an ice prison where he can not move, or attack. Target foe gains 30 armor agianst physical damage. Ice prison ends if target takes fire damage.

Triple Evel

Frost Gate Guardian

Join Date: Dec 2005

Order Of Noble Excellence {ONE}

N/

thats a good spell .. but i think there is an actual spell that uses that name ....


Ranger

Trappers Lucky Day {E} .. Wilderness Survival
Cost 35
Cast 10
recharge 60

Natural Ritual . Create A Level 1-16 Trapper Spirit , For Each Level This Spirit Have Increase The Time This spirit stays for 10 seconds , HP for 50 points . Traps in the Aree Last For a Doubled Time , Casted In Half Time , And Do Double Damge .. And The the player who set that trap gains the energy that trap costed him when it's activated . the spirit lasts for 1 second . this spirit can't be casted if there was another Trapper Spirit In the are . when this spirit dies , ALL rangers on your team have only 10% of their Max HP for 20 seconds and it cant be increased in that while .

^^ thats one heck of a long spell isnt it :P .

Elessar Telrúnya

Elessar Telrúnya

Ascalonian Squire

Join Date: Jun 2005

Team Invincible [INV]

Mo/Me

1) Purgatory's description makes no sense.
2) Ice Prison is a real spell, and that is the real discription.
3) Trapper's lucky day is way overpowered until the 10% max health, then it just makes their team EXTREMELY easy to kill.


-Elessar