List of Hyborian sorcery spells

I did some digging and it seems some spells in sorcery have been omitted, one of them caught my “eye of set”, energy drain, why not have a spell for sorcerer for PvP that affects enemy player stamina/health? Perhaps one day.

https://hyboria.xoth.net/sorcery/spell_list_wizard.htm

That is just a D&D spell list with slightly modified names in some places.

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While this one agrees in principle that the spell list should be tweaked and expanded, this one would prefer if the lion’s share of those spells directly match to literary examples.
Hour of the Dragon mentioned quite a bit of the nasty things Sorcery can do.
Now, some of what was there could have been dependent upon the Heart of Ahriman or, it’s scope may have been impacted by the presence of that fell artifact.

What we do seem to be short on is mind control and curses/afflictions, especially those which spread diseases.

There is a diseased condition in game. That is such an obvious choice for the type of nastiness Sorcery could do.

Furthermore, Harvest Resources should have a lesser version, one that just destroys the resources, blighting the land.

Continuing with this theme, many things in this game have a decay timer, that is something sorcery would be perfect for clucking around with, either rotting good meat, or preserving the freshly harvested heart of a hero…

To say nothing of more weather manipulation, which would have been more useful when this was a survival game.

But getting back on track, more spells would be nice, but it is unlikely that any D&D spell list will receive a warm reception from those who control such things.

It’s the only list I could find I will try to find more.

Mage armor T1(+100 Armor)
Cause Fear basic NPCS run after being damaged. T1 Last 30 seconds), T2 mass fear effect, T3 mass effect last 1 minute.
Unseen servant T2 (follower is cloaked. Last 1 minute)
Spider climb. T1 Half your stamina expending for climbing (last 5 minutes)
Obscure object T3 Makes buildings and placeables invisible. Last 1 hour. NOTE area causes corruption during the spell length.
Vampiric touch. T3 Damage returns health back. Last 1 minutes
Dominate person T3. Enemy thralls are now your thralls . Last 1 minute aura effect.
Control undead t3. Same as dominate person but affects undead regular NPCs
Astral projection. T3 Allows character to move with cloak ghost and fly ability. Last 2 minutes.

As LostBrythunian said, summoning, mind control via illusions or sending terror and nightmares, diseases, curses (debuffs in general) - yes, this is lore friendly magic.

But fireballs and other D&D things do not belong here… we could discuss whether Golems are not a step too far already.

I have a pretty good idea of where they are drawing their list of potential spells from. Its the same RPG book they get some other bits of lore from especially when you consider what they have done in Conan Exiles so far, Isle of Siptah, and Age of Conan.

And many of our spells we have now are sort of derived from that, some are just created for Conan Exiles itself. But many of the spells don’t really pass the litmus test.

Spells like Speak to the Dead, Demonic Pact, and other spells that require role-playing to function well are likely going to be right out. Those don’t even need any sort of mechanics since players can use emotes and roleplay to use them already.

Then there are others that just aren’t really feasible or even that fun to use. Either because translating turn based dice rolls to real time action doesn’t always work, or because the mechanics needed for the spell would need to be individually developed just for that spell and the impact is minimal.

The other consideration is do we already have something that fills the niche a spell is trying to accomplish? If so, what’s the point of a spell that will likely be a nerfed version of that.

Like one of the things that some people have requested is more combat oriented magic. Well we already have swords, spears, and bows. Combat is pretty well covered there. Why expend sorcerous powers, risk one’s body or soul in a dangerous incantation when they can just stab a foe with a knife? Just remember if a sorcerer is in combat, their other spells and contingencies have failed.

This one agrees with much of your post.

An excellent inquiry.
The point would be that, in pursuing sorcery, one has forsaken certain avenues. One decided to become a twisted nugget of evil magic and probably wishes to accomplish goals in that way.

We already have daggers, why did we need katanas?
The same concept applies, a different option of how to accomplish the same goal.
Why do we need explosive jars, explosive arrows, and explosive orbs?
Vigilance must be maintained to avoid it becoming a carbon copy and too samey, but harvest resources is just a fast mid grade pickaxe. But it feels different. It feels correct in context. It accomplishes the same goal, but does so in the way a Sorcerer would.

@Scorpy , there are few utile lists online.
But you may find a cliffnotes version of Hour of the Dragon a good start, then Red Nails.
Funcom loves cleaving to their Howard, so for best results, focus on first principles

Cull Resources is interesting because while I’ve seen it compared to mid tier pick axes, I simply don’t agree that it is even close. Mid tier pick axes cannot mine starmetal. Cull Resources can. Multiple star metal nodes need muiltple explosives, if you use a pick to mine them. If they are relatively close, you can nail 2-3 nods with the spell, and my personal best is 5.

The other difference is using Cull Resources inside a Crystal Cave… you only need to do it once to see the difference. You also only need to do it once to get pretty much all the Crystal you will ever need.

But thankfully the spell doesn’t replace the more mundane way of mining. An Eldarium/Black Blood pick is preferred in many other cases. Especially when mining silver or gold, as well as Brimstone.

But on the subject of weapons and their use by sorcerers the reason a sorcerer uses a dagger or katana is because they are readily available, and they are also way more efficient than sorcery at killing. Remember that to get sorcerous power, you need to slay several helpless individuals. Killing to kill is… well inefficient. The sorcery is used to gain influence, power, and dominate. Killing is a means to sorcery, not the other way around.

And we do have spells that kill, specifically Lightning Storm. Which is incredibly effective against world bosses and NPC camps. And while sacrificing a life simply to take a single life is wasteful, it is less so when you slay dozens with a single spell, or use it against a large dangerous monster. I’m curious to see its effect on the new purge too.

But this is one of the things I do like about our current spell set. You have to think like a sorcerer to use these abilities in the way that is most effective. If its just game mechanics, it loses its mystique and becomes dull.

I do wish to see more spells, but I would love for the focus to be on region affecting rituals.

Valid point.

While the focus on region rituals would be an excellent next tier (what sort of affects did you have in mind? This one is partial to calling the Sandstorm or some other very unpleasant weather that is less directly aggressive than Lightning Bolts), how do you feel about hypnosis type abilities, of course only useful against the weak willed (read: NPCs valid targets or concussion damage), but putting enemies in a haze and then walking them to the sacrifice place seems to be both in theme and have function.

Hypnosis is one of those things that is probably best reserved for RP.

I’ve actually used a spell like that in Conan Exiles already, and its really not that fun to use. You get into a fight with some NPCs, charm one and it helps you fight. But because its not a leveled thrall with decent equipment it gets trounced pretty easily. Its kind of a waste of corruption and components, or time if the previous are free.

The only game I’ve really seen charm and hypnosis work well in is in Everquest. In that game NPCs are significantly stronger than players and even regular ‘mobs’ require groups of players to take on. So charms and hypnosis spells are super effective and worth casting. There are even characters that specialize and focus on such and are VERY highly desired in player groups for that.

Even pre-Age of War NPCs weren’t particularly threatening enough to warrant this sort of mechanic. The best form of crowd control in CE is to kill things outright.

Ah, this one was thinking, perhaps more of a-
Wait, no, we have the purple lotus potion for drug induced haze to tie someone up.

But not entirely dissimilar from that, in that it is a Sorcerous way of harvesting the resource of thrall, so possibly more of a lethargy or torpor enchantment.

Turning enemies against each other is possibly more useful for aggro management than for actual slaying.

Also, no fair bringing up EQ, this one left reverse gravity alone, no matter how tempting it would be to have something that works like the somewhat amusing bug of flying rhinos.

Oh I don’t know. Sounds like a half-decent sniping ability to me. Not that sniping is particularly useful in CE, but anyway, just gotta shift your goal from having an enemy help you kill other enemies to having those other enemies kill the particular enemy you hypnotized.

Also sounds like a very trollish ability on a PvP server though.

Hey, wouldn’t it be fun if we could cast that onto corpses, and the corpse would keep repeating the same battle cries and one-liners they did in life? Or variations of those:

“My death will be as meaningless as my life!”
“Set granted me cunning, but didn’t grant me strength!”
“As the snake dies, so did I!”
“Poked me, poked me, mate!”

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