Nazzarus/ideas/blackfire

From Elanthipedia
< Nazzarus
Revision as of 15:35, 21 July 2023 by ASHBOMB (talk | contribs) (page created)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Blackfire Spellbook Proposal:

1) Blackfire Fissure -

Spell description - a swirling miasma of elements and something else (lunar/holy) blend chaotically together to form an unstable and dangerous tear in the fabric of the plane itself.

Benefits -

- Increases elemental and (other) mana in the room significantly (if lunar, this would be cool) 
- Affects targetting matricies, for given mana types, increasing the damage output/potency
- Can trigger bonus *flare* damage from any elemental source (fire/cold/electric)

Penalties -

- Will randomly discharge, damaging people in the room. (locks caster open 1 hour)
- Significant DO hit, multiple casts = death
- Social Outrage, massive fines (would honestly setup some sort of jailtime if it were feasible)
- Room can not have another cast for a very extended period of time (would show up as a lingering trauma in power perc) 

2) Blackfire Blast -

Spell description - a beam of elemental nothingness tears across the target, shredding their molecular structure.

Benefits -

- Multiple body part damaging spell, significant vitality hit, boosted chance to stun. Damage calculations run against elemental resistances and physical absorptions of armor (maybe? something to signify this is magic but not elemental)
- Can hit incorporeal targets. Extra effective against demonic or extraplanar entities. 

Penalties -

- Singificant DO hit for any non-demonic targets (if possible to differentiate) 
- Social Outrage, standard fines. 

3) Blackfire Cloak -

Spell description - this sorcery warps incoming damage, changing the type to the specified element. this will completely change any magical damage, and only partially change physical damage. This spell is a cyclic, and any prolonged usasge will find the caster being ripped apart by the very elements they are attempting to channel.

Benefits -

- So long as mana is held, any incoming damage will be converted to the specified element. Elemental damage is fully converted, as is (other) magic type that is woven with the spell. Any other magical damage is mostly converted, while physical damage is half converted.

Penalties -

- Every pulse causes slight DO which will build up faster the longer the spell is held, eventually leading to death.
- When releasing spell, chance to end "violently" causing signficant stun, vitality loss, and multiple internal/extrenal wounds (If possible to track damage locations affected by conversion, it would be there, but if not then randomly across body) 
- Every pulse does damage to the caster's nerves. Complete nerve damage causes spell to end "violently" every time.