Mines Malingerer
Posts: 36
Joined: Wednesday, 13th February 2013, 00:38
Ideas for viable yet thematic Poison Magic spells
Level 7 - Insanity
(Poison/Transmutation)
Afflicts a living target with an insanity-causing toxin. Under this effect, target gains pain resistance (halved damage from pain, agony, torment, excruciating wounds, etc), immunity to paralysis or slows, and there is a 15% chance to deal a bonus melee attack for each of the adjacent spaces around. As this effect causes overwhelming poisoning out of every pore of the body, being hit in combat will poison the attacker, and 1-7 hp will be lost per turn (less with higher spellpower) until health falls below 20% of max HP. Target must have over 20% health to have the stamina to go insane.
Level 8 - Summon Venomvine
(Poison/Summoning)
Create a long-lasting stationary vine at a smite-targeted position that will whip and attack enemies within 2 spaces away, and also poison them. Small to medium size enemies can be knocked around. Casting this on fruit will grow a longer lasting Venomvine. There is a limit of 8 Venomvines at one time.
Level 9 - Explosive Putrefaction
(Poison/Hexes)
Fills a corpse (or undead) with festering poisons that will build up until reaching max turns or when the afflicted corpse is struck, after which an explosion of gases is released. Deals 1d(Power/6) damage and +1 explosion range for every turn it's allowed to build up, max 8 turns, and 50% of the damage dealt is poison-based. After explosion, a 3x3 miasmic cloud is left. Damage is greatly reduced by shield value.