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== Existing Spells ==
== Existing Spells ==
- : .
- Wind + Water
- Wind + Watertemporarily freezes the target.
Revision as of 00:59, 26 February 2012
Spells in Tomes of Mephistopheles are constructed by the player by combining various combinations of runes, which consist of several categories, including: Delivery, Forks, and Elements. These spells can be created beforehand by writing them into your spell book and accessed at any time from the hotbar. There may be an option later to create spells on the fly by placing runes on the hotbar and activating runes in the desired sequence.
The first type of rune used in a spell is always delivery. The next is usually an element or combination of elements, but can also be a fork depending on which type of delivery rune was used. Delivery runes such as Throw, Fly, and Guide all must preceed an Element because they require a physical form to function. Runes Touch, Direct, and Self may use a fork, which will activate as long as the target is valid. For example, if a player casts a touch spell and isn't touching anything, the spell fizzles and the fork never occurs.
Delivery runes represent how a spell will get to its intended target, the way it moves, it's speed, and where and if it appears when cast.
Types of Delivery Runes
- Self: The spell is cast directly on the caster.
- Touch: When using a Touch rune, the caster has to physically touch the target for the spell to succeed. Releasing a touch spell without a valid target will waste all the mana that was used to charge the spell.
- Throw: Just as it sound, the caster throws the spell as it is released.
- Flight: When the spell is released it flies straight forward. Like a thrown spell with no gravity applied.
- Guided: The caster can direct the spell's flight path by looking in the desired direction of flight (also with no gravity).
- Direct: The spell fires off at point blank range at the intended target. This does not always result in a hit as the spell still has to physically hit the target. Fast targets may be able to move out of the way of a direct spell.
The purpose of fork runes is to allow spells to affect more than one target, generally other targets close to the primary target, and to increase the effectiveness and intricacy of spells as players progress and can afford to cast more costly spells. Fork runes allow for multiple methods of hitting extra targets, and can be used in multiple stages of the spell or used in combination with each other to create devastating effects.
Types of Fork Runes
- Split: A Split rune will cause a spell to multiply from that point in the runes string causing all runes following it to duplicate a number of times depending on how powerful the split rune is. This can have various results depending on the runes following it. After each Split rune, one of the following delivery runes must be used: Throw, Fly, Direct, or another fork rune of any kind to multiply the effect further. So for example a SplitX2, then a Direct would cause 2 point blank effects to be cast on the target. A SplitX3 then a Throw would create 3 new spells thrown randomly outward from the target.
- Chain: A Chain rune shifts the focus of a spell to the nearest unaffected target. Ususally this would be used after a Split or another Chain. Using Chains in such a way creates effects similar to the Radius rune, but spells that use Chains instead cost less mana as they only hit as many targets as the chaining allow.
- Radius: Radius runes create a radius effect around the target, causing the spell to affect all targets in radius.
Element runes specify the effect of the spell that will occur upon the target once hit. Elements can be used alone or combined in various ways to create new effects. For example, combining Water and Wind will create an ice effect. Combining Fire and Life would create a flame that burns the target over time, but heals instead of damages. Fire and Water would create steam. Space and Electricity would create ball lightening that moves at a slow speed and lashes out at nearby targets.
Types of Element Runes
- Death: Death magic is used to cause direct physical harm, ailments, curses, and other evil uses for magic.
- Earth: Earth magic is the control of hard natural elements, rocks, dirt, mud, and the ground itself.
- Electricity: Electricity is a powerful offensive element with alternate uses such as creating light or energizing an object.
- Fire: Fire, very similar to electricity, useful as an offensive element, a light source, or a source of ignition.
- Life: Life magic is used to heighten the abilities of the target, heal, and even resurrect.
- Space: Space magic allows for manipulation of natural laws such as gravity, space, and time. This can be used as a utility to move objects, teleport, manipulate speed of an object or event by manipulating time, or to cause physical harm by altering space around a target.
- Wind: Wind is the control of air and and air temperature. This can be used to push a target away, change temperature, or to add velocity or fuel another element.
- Water: Water magic allows the player to control not only water but all liquids. This elements allows the creation and control of water, which can be used in a variety of ways. Water can be used offensively as physical force or defensively as a change in environment such as combining with other elements to make a slippery or a sticky liquid to cover the floor or even the target. Or you can just cast it into a container and drink it.
- Fireball: (Fire) Damages target.
- Freezing Wind: (Wind + Water) Damages and temporarily freezes the target.