I got this idea from the "Tales of" rpg series for those that have played it. A Mystic Spell is a spell that is an ultimate spell that could only be used one time only per battle. They affect all enemies (or allies) and they each will leave some form of lingering effect. (like a weakness or Damage Over Time) They can not critical because they are already high damaging/healing. All of these spells will be obtained at a high level. Here is a list of spells I formed: - Hurricane. Deals 1400 + 600 damage to all enemies. (Leaves a damage over time effect that deals 200 per turn) - Ice Age. Deals 900 damage to all enemies and gives a -50% incoming universal shield to all allies. - Solar Flare. Deals 1600 damage to all enemies and leaves behind a -30% accuracy charm. - Pandemic. Deals 1500 damage to all enemies and leaves a -40% outgoing universal damage charm. - Miracle. Heals all allies 1000 + 1200 health. (Leaves a heal over time that heals 400 per turn) - Nightmare. Deal 500 damage then deals 1000 damage to all opponents. Leaves a +30% incoming universal trap. - Big Bang. Deals 1400 damage to all and removes all enemy pips. - Overlimit. Enchants card to deal +700 damage or +400 heal. Cannot enchant a mystic spell. - Mystic Form. Turns you into a creature of one of three astral schools. Storm or Myth = Moon, Ice or Death = Star, Fire or Life = Sun. Balance = Star. - Last Stand. Creates an aura that will prevent you from being knocked out. If the amount of damage recieved is greater than your current health, your health is reduced to 1 instead. Aura lasts 4 rounds.
Adressing PvP: Seeing how you would obtain these spells at a high level AND the fact they can only be used once per battle, I don't think there will be a problem with them in pvp. Sure it may be unfair if you're playing unrated pvp, as anyone can join (if you didn't set requirements), and ranked should pair be pairing you up with a person of similar level.
I got this idea from the "Tales of" rpg series for those that have played it. A Mystic Spell is a spell that is an ultimate spell that could only be used one time only per battle. They affect all enemies (or allies) and they each will leave some form of lingering effect. (like a weakness or Damage Over Time) They can not critical because they are already high damaging/healing. All of these spells will be obtained at a high level. Here is a list of spells I formed: - Hurricane. Deals 1400 + 600 damage to all enemies. (Leaves a damage over time effect that deals 200 per turn) - Ice Age. Deals 900 damage to all enemies and gives a -50% incoming universal shield to all allies. - Solar Flare. Deals 1600 damage to all enemies and leaves behind a -30% accuracy charm. - Pandemic. Deals 1500 damage to all enemies and leaves a -40% outgoing universal damage charm. - Miracle. Heals all allies 1000 + 1200 health. (Leaves a heal over time that heals 400 per turn) - Nightmare. Deal 500 damage then deals 1000 damage to all opponents. Leaves a +30% incoming universal trap. - Big Bang. Deals 1400 damage to all and removes all enemy pips. - Overlimit. Enchants card to deal +700 damage or +400 heal. Cannot enchant a mystic spell. - Mystic Form. Turns you into a creature of one of three astral schools. Storm or Myth = Moon, Ice or Death = Star, Fire or Life = Sun. Balance = Star. - Last Stand. Creates an aura that will prevent you from being knocked out. If the amount of damage recieved is greater than your current health, your health is reduced to 1 instead. Aura lasts 4 rounds.
Adressing PvP: Seeing how you would obtain these spells at a high level AND the fact they can only be used once per battle, I don't think there will be a problem with them in pvp. Sure it may be unfair if you're playing unrated pvp, as anyone can join (if you didn't set requirements), and ranked should pair be pairing you up with a person of similar level.
Really? You gave storm 2,000 damage to everyone, but ice got 900 damage to everyone & a tower shield to allies. Storm's is a 25 pip spell! But Ice's is more like 10 pip, maybe 11. I think you need to re-think these ideas a bit, not making storm do a ton more damage.
@Blaze Sandblade: I can see your point and at the time I think I exaggerated ice's weakness for raw damage without blades, I will change this. Also, storm deals 1600 initial damage, than deals the additional 600 over three turns. Might I add that storm is the strongest in raw power so I made it thus in my listings. Also, I've been thinking about life's mystic and I decided healing 2200 is a bit much for a heal over time. So I'm going to boost Ice Age to 1400 damage, and make Miracle heal 1000+800 health.
Also, these would be side spells, something you would work for instead of leveling up for a new spells. I think making it a side spell would add to the reward rather than leveling up, getting a quest and earning it through your school.
Forgot to add this in my previous post, the edits would make it: - Ice Age. Deals 1400 damage to all opponents and give a -50% universal shield to all allies.
- Miracle. Heals 1000 + 800 health. (leaves a heal over time)