<pre><font color=red>Without a shadow of a doubt 8th Circle Spells are in need of a change!</font color=red>
Here is my suggestions.
1) Group all the summoning elementals & summoning Daemon (air, earth, fire, water) into one <font color=green>Summon Monster</font color=green> spell.
A) Add more choices to the spell such as the Summoning Creatures do. Such as Dragons, Drakes, Wymms, Ogre
Lords, and perhaps Nightmare.
B) Each of these would have success rates according to the monster summoned and Magery Skill level. However
once summoned, the monster stays summoned unless;
I) The caster dispells the monster
II) The monster is slayed in battle
III) The monster is dispelled by another caster (However only GM mages should be given this ability to dispell
another caster's monster AND with only a 20% chance of doing so.)
IV) The character casting the spell loggs off which the character which then automatically dispells the monster. However in the case of a connection loss and your character is not in an Inn or friendly house, your monster remains until your character disappears. This would give a mage some protection if attacked after an unfortunate disconnection. By doing this a monster can actually be trained such as tamers do to a certain extent since the spell would last alot longer then it does now.
C) With these powerful abilites for monster summoning, one major limitation should be implemented.
- A caster may only be able to summon ONE monster at a time.
2) After grouping the summoning spells into one major Summon Monster spell, this would free up 4 spell slots in 8th Circle. These slots could be filled with more effective 8th circle spells such as;
A) <font color=green>Shapeshift</font color=green>
I) A more advanced spell of polymorph. The caster shapeshifts into a monster of their choice WITH ALL OF THE ABILITES of that dungeon version monster type.
II) The choice of monsters would be the same menu choices as the new Summon Monster spell created.
III) Besides the caster being able to have all the abilites of that monster type, they would also be able to cast their own limited amount of spells if they have a second spell book in their pack. Some of the limited spells would include;
a) Not allowed to recast Shapeshift during current effect time.
b) Not allowed to Polymorph during Shapeshift current effect time.
c) Not allowed to cast Reactive Armor during Shapeshift current effect time.
d) Not allowed to cast Magic Reflection during Shapeshift current effect time.
IV) The duration of the spell would be the same as the current polymorph, and could be dispelled only by the caster.
B) <font color=green>Shadow Teleportation</font color=green>
I) This is an advanced form of teleportation & invisability.
II) Once cast you are instantly teleported to a targeted place of your choice while completly invisable. Neither your attacker, nor anyone else around can see where you have teleported to.
III) Once there you are allowed one free spell cast before becoming visable. This means you can cast ONE spell in complete invisability without the spell name shown to others or you becoming visable until after the spell is cast.
IV) If implemented correctly, this spell could be used as a powerful offensive or defensive spell.
a) After casting this spell you could safely recall to a safer destination without being noticed.
b) After casting you could cast a flame strike (if enough mana is available) upon your unsuspected enemy.
c) Many other spell combinations could be implemented using this spell.
V) One major limitation should be implemented for this spell.
- The spell would cost 60 mana points!
C) <font color=green>Etherealness</font color=green>
I) The caster becomes ethereal to all for a limited amount of time. The caster is greyed out (NOT INVISABLE) to everyone. However the caster will see everything and everyone grey as if they were a ghost.
II) The caster cannot be attacked in this state. However the caster cannot attack or cast any other spells in this state either. <font color=red>(*The exception would be Resurrection if the caster has a high Spirit Speaking skill.)</font color=red>
III) The caster can see all ghosts while in this state and can Resurrect them if the caster has at least an 80 Spirit Speaking skill. <font color=red>(*The caster does not have to use Spirit Speak while in this state. The caster can freely talk to any ghost, Spirit Speak is only used as a passive skill to allow the caster to Resurrect a ghost while in this state.)</font color=red>
IV) The caster can move freely through any object as though they were a ghost. This also includes doors, walls, trees, rocks, etc. However they cannot walk on water.
V) The spell duration lasts about as long as the current invisability spell.
D) <font color=green>Illusionary Mimic</font color=green>
I) The caster can duplicate an exact image of themself.
II) The duplicated character acts in every mannerism as the caster. Wherever the caster goes the mimc follows. If the caster casts another spell, the mimic casts the same spell and on the same target. (*The exceptions would be recall & gate)
III) The mimic's offensive spells (such as flame strike) do only half the damage of of what the caster does since it is an illusion. This would also mean that if an enemy has a 50% to resist your offensive spells, they have a 100% of resisting your mimics spells. Your mimic will also do melee attacks and shoot arrows if you are on your selected target, however the mimic does only half the damage on the target as you do.
IV) Since it is an illusion, it cannot be damaged at all. However if the caster dies, the mimic is dispelled.
V) The mimic can never perform 8th circle spells, and the caster cannot cast 8th circle spells while the mimic spell is in effect. This also means that only ONE mimic can be cast at a time.
VI) The spell duration lasts as long as the current summon elementals or summon creature spell.
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