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Please add a chiv spell

Mirt

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NuSair I like your spell ideas they give more options to those using chiv and they also make RP sense.
 

iamSnippa

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I vote no on giving chivalry any more spells that act as spells from other skills.
 
K

Kayne

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Summon Steed- gump like Ninjitsu animal form. Allows caster to summon a mount based off skill.
40- Normal Horse
60- Colored Horse (color based off Karma level, black to white)
80-Silver Steed
100- Ki Rin/Unicorn
110-?????
120-Nightmare/Paladin War Horse

Light's Gift- Strikes with weapon are considered Slayer against Deamons/Undead or Fey- depending on Karma

Retributive Strike- Buff: self only: when caster dies, hits attacker with direct damage based off karma.

Holy Armor / Shield: Buff: Self only: increased armor ratings (possibly above cap), damage mitigation, immunity to low level poisons.
Definitely like these suggestions though with the summons they should be rideable only, none of the special properties of the animal they are based on should be available.
 

Ahuaeyjnkxs

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Isn't it funny that random ppl "vote" no and then don't explain why they disagree lol...

Have you guys also forgotten that ilshenar is in the past ?! Gargoyles evolved since that time, the changed.

Sometimes I feel like the only one who remembers UO history...

To draw a parallel, this reminds me of the old babylonian clay tablet stories... the wigned reptiles (ophanim) and the wingless (nephilim). The former were more intelligent and could create their own "bliss juice" (meaning creational energy was chanelled upwards to the higher "bird" brain) and the later were more warlike, addicted to the "spice" (yes same parallels with DUNE and other stories)...

food for tought...
 
J

Jhym

Guest
I think a "holy strength" should be targeted, allowing you to help others, and scaled according to karma and skill, with 120skill+max karma giving +25.

I'm not certain I like the ability to summon a steed at most levels, it seems like something you should only get when you've put effort into the skill, like around 90 or so.

I do think they need a turn undead ability (not spell), it makes sense for them to have one and there were some notes about it(or a early when they added chivalry but they backed off on it as I recall. Perhaps they have a natural "undead repellent" ability that has some base chance for undead nearby to get a "fear" response, with a "dispel undead" spell that can target individual creatures based on karma and skill, scaled similarly to how barding works.

As for other new spells, I like the idea of all spell-based skills getting new spells at the higher end periodically. It adds complexity to the skill, and they could use the "recipe" method for people to gather the new spells (you have to do a quest or find the recipe to activate the new spell ability.)

I just don't want duplication of magery spells, I think they need to be unique to each skillset and should balance any "opposite" skills (i.e. necromancy.)

I think Paladins should get a "mastery" set of skills, where they can activate: slayer (for undead and daemon, as well as evil karma players); Holy-Avenger = triple damage against undead/daemon/evil player at the cost of no-heal/no-cure while effect is active; Protection from Evil: used with valor to gain extra hci/dci and damage reduction against raiding parties.

:popcorn:
 
K

Kayne

Guest
I do think they need a turn undead ability (not spell), it makes sense for them to have one and there were some notes about it(or a early when they added chivalry but they backed off on it as I recall. Perhaps they have a natural "undead repellent" ability that has some base chance for undead nearby to get a "fear" response, with a "dispel undead" spell that can target individual creatures based on karma and skill, scaled similarly to how barding works.
Wouldn't that just be dispel evil - it makes any mob run away for a short period. We don't need it added to the list of spells twice surely?
 

Basara

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Back to the original subject...

Idea:

Divine Portal:
Minimum Skill: 90
Tithing cost: 500

Description: This spell cannot be cast in a guard zone. When cast, a silver moongate opens up to the targeted rune location. The caster, nor any other living Player controlled character, may not enter the moongate from the caster's side; however, anyone dead may do so. On the destination end, it is treated like a normal red or blue moongate, for travel to the caster's end.
Also, if the rune is to within the guard zone of the destination desired by an escort mission belonging to anyone present, if they walk through the moongate so that the escort enters it, the escort is considered delivered to their destination, for completion of the quest and rewards.
 
K

Kayne

Guest
Back to the original subject...

Idea:

Divine Portal:
Minimum Skill: 90
Tithing cost: 500

Description: This spell cannot be cast in a guard zone. When cast, a silver moongate opens up to the targeted rune location. The caster, nor any other living Player controlled character, may not enter the moongate from the caster's side; however, anyone dead may do so. On the destination end, it is treated like a normal red or blue moongate, for travel to the caster's end.
Also, if the rune is to within the guard zone of the destination desired by an escort mission belonging to anyone present, if they walk through the moongate so that the escort enters it, the escort is considered delivered to their destination, for completion of the quest and rewards.
A good idea there, makes it useful to paladins to get someone to a rez point safely away from battle and then get them back again. It also fits nicely in with the nature of a Paladin and doesnt really constitute the magery gate travel spell.
 
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