Spiritism Revamp Suggestion

Zazz

New member
Dec 27, 2021
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As of right now, Spiritism is just utterly useless and so is portal knowledge.
Portal knowledge is also hard to come by and thus should not be required to be able to use most spiritsm spells.
The Ether world is also highly uninteractive.
Combat in the Ether World is also incredible boring.

A whole revamp of spiritism is required to make it work at all, for that Spiritism Spells should interact differently depending if you are in the real world or ether world.
Furthermore a spiritist in the ehter world should be able to supportive help their mates, without being uncounterable or removing interaction from the game.

How Spells should be changed:

Ether Barrier
You can only have one Ether Barrier running at the same time.
Real World:
You generate a spirit shield around you which gives you temp HP. This temp HP doesn't benefit from any armor at all and when hit, reduces your mana and removes some spirits from your spirit box.
Temp HP will always not include your armor value. If you have temp HP of 50 and get hit by 40 damage, your temp HP goes down by 40 and you lose some mana on top. If you get hit by 60 damage, you lose your 50 temp hp and the 10 remaining damage will bleed through and hit your armor.

Target Yourself:
That will help Spiritists to be a bit more sturdy in combat. Hybrid characters either use their mana for offensive spells or to have a spirit shield up and will run out of mana rather quickly. Full mages will survive a bit longer, but getting hit will hurt their mana and limit their capabilities.

Target Others: You generate a spirit shield on someone else, but you are required to stand close to them, if you move too far away the spell goes away too.
With that mages need to put themself more into danger, if they want to shield someone else. For PvP a mage will quickly become the target and get attacked, in PvE it will help mages to support their team better.

Ether World:
Target Yourself in the Ether: It Could stay like it is, reducing Kau damage taken.
Target Others in the Ether: Same as above.

Target Others in the Real World: You give the targetted character in the real world temp HP. You still need to stay close to the target and you drain more Kau and spirits when the target gets hit.
That will give spiritists in the ether world a way to support their team slightly. Though a spiritists should drain Kau and spirits rather quickly when he keeps the shield up, so that the player he targets can maybe take 2-3 hits more before the spiritists runs out of Kau. Running out of Kau will automatically banish the spiritist too.

Expel Spirit
You can only have one Expel Spirit running at the same time.
Real World:
Target Yourself: You create a spirit weapon in your hand. It drains your mana and kau with each parry and each time you hit someone. Due to its magic nature it will cause spirit damage on hit. The damage should not benefit from melee damage modifiers and should not outclass real melee weapons. If you run out of mana the spirit weapon automatically disappears.

Target Others: Rather then creating a spirit weapon on someone elses hand, you buff their weapon damage to deal additional spirit damage. Each hit they do drains your mana and kau. You need to stay close to your target to keep the spell up

Ether World:
Target Yourself in the Ether: It can stay as it is, allowing spiritists to fight other spiritists and spirits in the ether world.

Target Others in the Real World: Like casting it in the real world, you buff the damage of the targeted player. You drain more Kau and Spirits when the player hits someone and get banished if you run out of mana.

Ether Momentum
You can only have one Ether Momentum running at the same time, stops working if you go onto a mount
Real World:
Target Others: You transfer some of your movespeed to the target (you lose movespeed and your target gains movespeed). You need to stay close to them to keep the spell up and it constantly drains your mana. The further you are away from your targe the more mana gets drained.
This will be an interesting buff since now you can have a really fast melee figther, but since the mage needs to stay close and is slowed, the mage becomes a much easier target. Furthermore the spell will not stay on for a long period of time if the fast melee fighter chases another target down.

Target Yourself: You cancel the ether momentum spell you casted on someone else

Ether World:
In the Ether: An AoE buff which gives all spirit in range movement speed.

Target Others in the Real World: Like casting it in the real world, you buff the speed of the targeted player and reduce your speed. You constantly drain Kau and your speed is reduced by a much stronger value.

Kau Regeneration
You can only have one Kau Regeneration running at the same time.
Real World:
Target Yourself: You stop the running spell

Target Others: You generate a mana link to the targeted player. Allowing them to use your mana as well and turning you into a mana batterie. You still need to stay close to your target, otherwise the link disappears

Ether World:
Target Yourself in the Ether: You stop any link you have
Target Others in the Ether: You link your Kau with another spirit

Target Others in the Real World: You link your Kau to the mana of your target, allowing them to use your Kau as mana too. If you cast it again on them the link is broken. If all your mana is used up you get banished. You need to stay close to the target and you drain more mana then when you use it in the real world.

Mental Healing
Real World:

Target Yourself: You raise your mana regeneration if you sit down.

Target Others: You give some of your mana to your target.

Ether World:
Target Yourself in the Ether: You raise your passive Kau regeneration
Target Others in the Ether: You give Kau to the target

Target Others in the Real World: You give the target in the real world some of your Kau as mana. the conversion rate is 1:2

Transcendental Seance
Real World:

Target Yourself: You cast an AOE which gives a spirit link to you for each player in that AoE. The spirit link allows you to see the player if you are in the ether world. The buff lasts 1 hour.

Target Others: You cut the spirit link connection the player has.

The idea is to allow spiritists to see other players in the spirit world with that so their spells from the ether can target players in the real world.
That allows limited spirit scouting, since a spiritists needs to suicide run into a group to link with them first.
It also allows counter play since you can rather easily break the link as well.
Furthermore all spells from the ether world require you to see the target, cutting the link means the spiritists can not give the target any more buffs.

Ether World:
Target Yourself in the Ether: Same as right now
Target Others in the Ether: You cut their spirit link connection

Target Others in the Real World: You cut their spirit link connection

To make spiritism even more interesting, Portal Knowledge should allow you to create a special spirit box which stays on ONCE you when you die, afterwards it turns into a normal box again. That box is not tradable and you can only have one of them in your inventory.
That allows spiritists with portal knowledge to have some form of second life. They can either portal back into the world or support their teammate in their fight from the ether, if the portal mage should die first.
Since you can only carry one box, the amount of spells you can cast is limited too.

All that would make spiritism useful without portal knowledge
Portal Knowledge would extend the use of spiritism and give another spin on dying as spiritist with portal knowledge and makes a portal mage unique and useful.