Ammo Spells

Discussion in 'Treasure Creation' started by Devil-Steel, Nov 3, 2022.

  1. Devil-Steel

    Devil-Steel Your friendly neighborhood devil reg

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    So I feel like the support for archers is somewhat lacking and thats when I thought up a few utility spells for ammuntions such as arrows, bolts, and cannonballs.

    Hound Ammo Supply - a supply of hound ammo enough to be used for any typical quest (same as seed supplies). Hound ammo has tracking properties that cause the fired projectile to change course to chase its target until impact with something or destroyed.

    Viper Ammo Supply - a supply of viper ammo enough to be used for any typical quest (same as seed supplies). Viper ammo causes the projectile to split into a large amount of smaller projectiles. While each projectile will do less damage, this spell is good for damaging multiple enemies from a distance. It can prove fatal depending on how many projectiles on enemy takes.

    Anchor Ammo Supply - a supply of Anchor ammo enough to be used for any typical quest (same as seed supplies). Anchor ammo is slightly different from your normal ammo. It doesn't do physical damage to the target, but rather applies a weight to whatever body part is struck. Useful to slow down, or immobilize dangerous foes. This ammo passes through non physical shield and barrier effects, only capable of being stopped by solid objects.

    Chain Ammo supply - a supply of chain ammo enough to be used for any typical quest (same as seed supply). Chain ammo function differently from normal ammo in that it needs to be fired into the ground or a wall to be useful. Upon impact a magical chain will sprout from the point of impact and latch onto the nearest living being within a five(ten?) foot radius. These magical chains are too strong to be broken by just pulling at them, but can be broken by a weapon strike.

    We can either do these like this as a supply of ammo, or as spells/techniques. Whichever seems to work better.
  2. Doc Genz

    Doc Genz frozen again Moderator

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    There's a bit too much for me to address with this one but another idea I had is maybe giving a hookshot effect to the Chain Ammo, then an archer with good aim has better abilities to grapple a wall or object than a typical adventurer with a normal hookshot, effectively boosting archers as a class type in that way.
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  3. Devil-Steel

    Devil-Steel Your friendly neighborhood devil reg

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    Oh I like that idea too. Maybe as an augment to the normal chain ammo.
  4. Eevachu

    Eevachu Admin admin

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    I'm not going to comment on each one in detail now, but I like the ideas of them and am fine with all 4 conceptually. Can you make more formal write-ups of them modeled after the current supplies? Then we can work out the details of each one at a time.
  5. Devil-Steel

    Devil-Steel Your friendly neighborhood devil reg

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    I can do that. Just not off my phone. Lol
  6. Devil-Steel

    Devil-Steel Your friendly neighborhood devil reg

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    Hound Ammo Supply (open)
    Hound ammo looks like your typical arrows, bolts, or cannonballs but have a faint blue color to them. Upon being fired this ammo locks onto the target that the user was aimed at and will change its own flight path to continually chase the target down until it either hits them, something else, or is destroyed. Hound ammo doesn't strike with any extra force than normal, and the only magical thing about them are their tracking properties.

    This treasure represents an ample supply of this ammo, and as such the owner always has just enough for routine use of them
    Viper Ammo Supply (open)
    Viper ammo looks like your typical arrows, bolts, or cannonballs but have a faint red color to them. Upon being fired this ammo will split apart into roughly 30 projectiles that are about half the size of normal. Each projectile will do less damage than normal, but is capable of blanketing an area with each shot.

    This treasure represents an ample supply of this ammo, and as such the owner always has just enough for routine use of them
    Anchor Ammo Supply (open)
    Anchor ammo looks like your typical arrows, bolts, or cannonballs but around roughly twice the weight of normal. Upon impact these projectiles will cause a magical weight to sprout from the point of impact instead of doing physical damage. The heaviness of the weight is proportional to the strength of the struck target, always weighting just enough to hamper them.

    This treasure represents an ample supply of this ammo, and as such the owner always has just enough for routine use of them
    Chain Ammo Supply (open)
    Chain ammo looks like your typical arrows, bolts, or cannonballs but they have a metallic sheen to them making them appear as if they were polished metal. These projectiles will do normal damage upon striking an enemy, but their trick is revealed upon striking the a solid, non-living, non-undead object. From the point of impact a magical chain will sprout forth and latch onto the nearest living, or undead, being within 3m, or 10ft. These chains are strong enough that physical strength alone will not allow them to be broken, but a solid weapon strike can break the chain.

    This treasure represents an ample supply of this ammo, and as such the owner always has just enough for routine use of them
    Grapple Ammo Supply (open)
    Grapple Ammo looks like your typical arrows, bolts, or cannonballs but looks as if they are made out of wood from tip to tail. When this ammo is fired into a solid, non-living, non-undead object it creates a chain that is linked to the weapon that fired it. This magical chain can only form if the distance is 10m(30ft) or less. The user can have the chain magically shrink to pull themselves up, or magically lengthen to lower them down.

    This treasure represents an ample supply of this ammo, and as such the owner always has just enough for routine use of them.

    Augments: Long Chain. Triples the distance that the chain can form.


    Added a new ammo based on Genzo's comment. I felt like it would be better as its own type of ammo instead of an augment to the chain ammo.
  7. Doc Genz

    Doc Genz frozen again Moderator

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    I've agreed to do writeups of a lot of DS's recent ideas so we can add them. We agreed I should start with these. I'll be typing these so it's as easy as possible to paste.

    Hound Ammo (open)

    {Offensive Magical Item} Fields: {Projectile, Supply} Price = C {Lower Cost}
    Hound Ammo looks like your typical arrows, bolts, or cannonballs but have a faint blue color to them. Upon being fired this ammo locks onto the target that the user was aimed at and will change its own flight path to continually chase the target down until it either hits them, something else, or is destroyed. This special ammo can bend trajectory quickly during flight, but can still collide with surroundings or miss if the arc of its flight is forced to go too wide. As targeting is based on the user's perspective, locking is vastly improved with other visual treasures or aiming peripherals. Hound Ammo doesn't strike with any extra force than normal, and the only magical thing about them are their tracking properties.

    This treasure represents an ample supply of this ammo, and as such the owner always has just enough for routine use of them. Hound Ammo is not large or cumbersome, and can be loaded as quickly as normal ammo.
    • A Weaponsmith can treat Hound Ammo as a material for the purpose of combining its effects with other materials or treasures into one ammunition supply. For determining how many materials the Weaponsmith can craft into one item, treat this item as though it had a set cost of 15 rupees.
    • Straight Shooting also enhances aim by reducing drag, making it a good combination with this treasure.
    • Hound Ammo is an original treasure created by a Hyrule Castle member, its design is credited to DevilSteel

    Viper Ammo (open)

    {Offensive Magical Item} Fields: {Projectile, Supply} Price = C {Lower Cost}
    Viper ammo looks like your typical arrows, bolts, or cannonballs but have a faint red color to them. Upon being fired this ammo will split apart into roughly 30 projectiles that are about half the size of normal. Each projectile will do less damage than normal, but is capable of blanketing an area with each shot. All particles are evenly spread within the shape of a circle(cone) radiating outward unless modified.

    Augment: Fan Spread - Price = C {Lowest Cost}
    The user can modify a portion of their ammo to spread in a horizontal or vertical line of 30 pieces, not spaced perfectly but not in any abnormal spread. The individual pieces do not do any more damage than the basic Viper Ammo.

    This treasure represents an ample supply of this ammo, and as such the owner always has just enough for routine use of them. Viper Ammo is not large or cumbersome, and can be loaded as quickly as normal ammo.
    • A Weaponsmith can treat Viper Ammo as a material for the purpose of combining its effects with other materials or treasures into one ammunition supply. For determining how many materials the Weaponsmith can craft into one item, treat this item as though it had a set cost of 15 rupees. Each augment it gains increases the material's cost by 8 rupees.
    • Viper Ammo spreads its shots into a wide area, hitting evasive targets more easily. It combines well with debilitating or damaging treasures like Poison Enchantment or Fire Enchantment
    • Viper Ammo is an original treasure created by a Hyrule Castle member, its design is credited to DevilSteel

    Anchor Ammo (open)

    {Offensive Magical Item} Fields: {Projectile, Supply, Disable} Price = C {Normal Cost}
    Anchor ammo looks like your typical arrows, bolts, cannonballs, darts, or pellets but around roughly twice the weight of normal. Upon impact these projectiles will cause a magical weight to sprout from the point of impact instead of doing physical damage. The heaviness of the weight is proportional to the strength of the struck target, always weighting just enough to hamper them. Many targets will attempt to flee after being hit, immediately showing that they are forced to move significantly slower. The amount of weight of items they can lift will also be significantly reduced, but not their clothing or armor. (For example, a large backpack will have to be dropped if the target doesn't want to be immobilized.)

    This treasure represents an ample supply of this ammo, and as such the owner always has just enough for routine use of them. Anchor Ammo is more difficult to load due to its weight and can take several seconds longer to load than ordinary ammo.
    • A Weaponsmith can treat Anchor Ammo as a material for the purpose of combining its effects with other materials or treasures into one ammunition supply. For determining how many materials the Weaponsmith can craft into one item, treat this item as though it had a set cost of 25 rupees.
    • Anchor Ammo is an original treasure created by a Hyrule Castle member, its design is credited to DevilSteel

    Chain Ammo (open)

    {Offensive Magical Item} Fields: {Projectile, Supply, Disable} Price = C {Normal Cost}
    Chain Ammo looks like your typical arrows, bolts, or cannonballs but they have a metallic sheen to them making them appear as if they were polished metal. These projectiles will do normal damage upon striking an enemy, but their trick is revealed upon striking the a solid, non-living, non-undead object. From the point of impact a magical chain will sprout forth and latch onto the nearest living, or undead, being within 3m, or 10ft. These chains are strong enough that physical strength alone will not allow them to be broken, but a solid weapon strike can break the chain. The chains don't do anything abnormal, like latch onto unintended objects or form cumbersome shapes elsewhere, and will always attempt to wrap their target or they will vanish instead.

    This treasure represents an ample supply of this ammo, and as such the owner always has just enough for routine use of them. Anchor Ammo is more difficult to load due to its slick sheen and can take several seconds longer to load than ordinary ammo.
    • A Weaponsmith can treat Chain Ammo as a material for the purpose of combining its effects with other materials or treasures into one ammunition supply. For determining how many materials the Weaponsmith can craft into one item, treat this item as though it had a set cost of 25 rupees.
    • Chain Ammo is an original treasure created by a Hyrule Castle member, its design is credited to DevilSteel

    Grapple Ammo (open)

    {Offensive Magical Item} Fields: {Projectile, Supply, Travel} Price = C {Normal Cost}
    Grapple Ammo looks like your typical arrows, bolts, or cannonballs but looks as if they are made out of wood from tip to tail. When this ammo is fired into a solid, non-living, non-undead object it creates a chain that is linked to the weapon that fired it. This magical chain can only form if the distance is 10m(30ft) or less. The user can have the chain magically shrink to pull themselves up, or magically lengthen to lower them down. Unlike similar treasures like the Clawshot, Grapple Ammo isn't effective at cutting or injuring what it hits. Similarly to those treasures, the user can choose to pull themselves toward a struck enemy, or pull a struck enemy toward themselves. Its pull of the user is much stronger when connected to a solid part of the environment however, and somewhat weak if trying to follow any entity or object that is not anchored down.

    This treasure represents an ample supply of this ammo, and as such the owner always has just enough for routine use of them. Grapple Ammo is more difficult to load due to its unusual weight and shape and can take several seconds longer to load than ordinary ammo.

    Augments: Long Chain. - Price = C {Lowest Cost}
    Triples the distance that the chain can form, like the "Longshot" augment. A Long Chain shot will be subject to the same forces as the original, at maximum length it may be difficult to pull certain non-environment entities without additional anchoring.
    • A Weaponsmith can treat Grapple Ammo as a material for the purpose of combining its effects with other materials or treasures into one ammunition supply. For determining how many materials the Weaponsmith can craft into one item, treat this item as though it had a set cost of 25 rupees. Each augment it gains increases the material's cost by 8 rupees.
    • This treasure combines well with Iron Boots, greatly increasing the force an enemy or entity can be pulled toward the user.
    • Grapple Ammo is an original treasure created by Hyrule Castle members, its design is credited to DevilSteel and Doc Genz
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  8. Devil-Steel

    Devil-Steel Your friendly neighborhood devil reg

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    {Offensive Magical Item} Fields: {Projectile, Supply} Price = C {Normal Cost}
    Viper ammo looks like your typical arrows, bolts, or cannonballs but have a faint purple color to them. Upon being fired this ammo will do nothing special, but upon impact will explode with power equal to roughly half a bomb.

    Augment: Impact Increase - Price = C {Low Cost}
    This augment will double the power of meteor arrows, causing them to explode with the full power of a bomb.

    This treasure represents an ample supply of this ammo, and as such the owner always has just enough for routine use of them. Meteor Ammo is not large or cumbersome, and can be loaded as quickly as normal ammo.
    • A Weaponsmith can treat Viper Ammo as a material for the purpose of combining its effects with other materials or treasures into one ammunition supply. For determining how many materials the Weaponsmith can craft into one item, treat this item as though it had a set cost of 25 rupees. Each augment it gains increases the material's cost by 8 rupees.
    • Meteor Ammo is great for destroying cover and flushing your opponents out from behind cover.
    • Meteor Ammo is an original treasure created by a Hyrule Castle member, its design is credited to DevilSteel