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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted April 15, 2011 05:42 PM |
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Now; I'm just on very short...it's a special round now...you give suggestions...but only one per person, please, and, as usual, nothing ridiculous please....
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ICTC announced
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gnomes2169
Honorable
Undefeatable Hero
Duke of the Glade
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posted April 15, 2011 05:47 PM |
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Should dungeon get a special spell if the hero meets the requirements?
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Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred
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einomida
Known Hero
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posted April 15, 2011 05:48 PM |
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Just a sidenote - Dark has too many spells compared to others. Light is not far behind.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted April 15, 2011 05:57 PM |
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Quote: Just a sidenote - Dark has too many spells compared to others. Light is not far behind.
We can always fill up with damaging spells in the elemental schools.
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What will happen now?
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einomida
Known Hero
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posted April 15, 2011 06:08 PM |
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Quote:
Quote: Just a sidenote - Dark has too many spells compared to others. Light is not far behind.
We can always fill up with damaging spells in the elemental schools.
True but we don't want to create a situation where one magic school is a lot more versatile aka has everything, while others can buff and damage/curse and damage/only damage.
Not complaining, but wanted to suggest that if people want to make up more spells that they'd focus more on other spellschools.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted April 16, 2011 08:22 AM |
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Good points.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted April 16, 2011 01:21 PM |
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Quote: Should dungeon get a special spell if the hero meets the requirements?
not quite understanding what you mean^^
anyway...no suggestions? O.o
then first a more general spell question:
In how many LEVELS shall spells come?
4
OR
5
OR
6
OR
7
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ICTC announced
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted April 16, 2011 01:35 PM |
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted April 16, 2011 02:11 PM |
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Quote: anyway...no suggestions? O.o
Sorry, it was only now I understood we were supposed to ask questions. Maybe I'm just daft, but apparantly I was not the only one who didn't notice this.
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What will happen now?
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted April 16, 2011 02:48 PM |
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ehm, maybe I was unclear with that, sorry
Now, I hope it's clearer putting it this way:
The next question/task is:
choose freely a spell you want in the game (that's not been explicitely said out before!) and put it in the school you want it in.
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ICTC announced
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted April 16, 2011 03:10 PM |
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Can you update the OP or post all prior suggestions here so we don't have to backtrack?
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted April 16, 2011 04:11 PM |
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Quote: choose freely a spell you want in the game (that's not been explicitely said out before!) and put it in the school you want it in.
Volcano: [Earth Magic] Creates a 2x2 obstacle on battlefield that targets nearby creatures with fire damage.
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What will happen now?
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted April 16, 2011 06:04 PM |
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Edited by Jiriki9 at 19:10, 16 Apr 2011.
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Quote: Can you update the OP or post all prior suggestions here so we don't have to backtrack?
OP is updated more or less frequently^^ I'll add a section about neglected things, soon...
EDIT:
here, again, a summarry of what we have in
Wood Magic:
4-Leaf Clover/Fortune (Increases units' luck)
Autumn's touch (decreases some stats with a minor value)
Bridge (SUmmons a bridge over a river for one turn. EXPENSIVE!)
Nature's Boon (Direct Heal)
Summon Bridge (over a moat or some obstacles)
Summon Carnivorous Plant/Waspwort
Summon Wood
Wasp Swarm (Direct damage)
Metal Magic:
Adamantium Soul (some blessing effect)
Deflect Missile
Magic Mirror/Reflect Magic
Metal Shards (Direct Damage)
Precision (
Quicksilver (lowers ini and def)
Rust (defense-)
Summon Flying Scimitars
Summon Mithril (AM--summons a bit of Mithril. Can only be cast once a day)
Wall of Blades
Fire Magic:
Armageddon (Direct damage for anyone)
Burn Ship (AM--Destroys an unused ship, highly damages an army on a used ship)
Cleansing Fire (Cleans from all negative effects)
Fire Ball (Fire Damage on target tile and all surrounding tiles)
Frenzy/Berserk (Target unit will attack any close unit, be it friend or foe)
Incinerate (does fire damage for X turns)
Passion (unit gains double strike)
Summon Fire Elemental
Water Magic:
Confusion/Forget (Targets ranged Units, which loose their ability for ranged attack)
Flood (decreases speed drastically, may do some damage)
Frost Ring (Direct Ice damage to all hexes around the target hex)
Frost Shield (slows down enemies attacking in Melee)
Good currents (AM--Can only be cast when on a ship. Highly increases the hero movement on water)
Hailstorm (=area of a hex and 2 hex rows around it get massive water/Physical damge)
Healing Rain (small AoE, low-medium heal) [NOTE@mrdragon: 3x3 not really possible with hexagonal tiles)
Phantom Army
Summon Arcanite
Summon Water Elemental
Earth Magic:
Dullness (all special abilities of the unit, except movement abilities (Fly, teleport, etc.) and some untakeable abilities, are inactive when this spell is on the creature)
Earthquake (damage to walls)
Landslide (Some form of direct damage)
Raise/Animate Dead (Corpse Reviving)
Slow (Increases Ini/movement)
Stone Skin (defense+)
Summon Earth Golem
Summon Stone
Travel Underground (AM--IF possible on the position the hero is, directly travels between underground and aboveground. WOuld maybe use hero movement)
Light Magic:
Bless (Target deals allways max damage)
Blind (Untis cannot act or retaliate when they are blind)
Glory (AM--Raises the morale of the target army/town/etc. for 1 day)
Lightning Bolt (direct lightning damage)
Martyr (TArget Stack gets damage for other target stack, both friendly)
Ressurrection (ressurrects units)
Summon Glory/Spirit of Light (Summons some Spirits of Light)
Vengeance (some form of direct damage that also takes damage dealt by enemy in sight)
Word of Light (name can be changed, effect is damaging demons&undead, single target)
Dark Magic:
Bloodlust (+damage)
CUrse (allways minimum damage)
Death Ripple/Curse of the underwoeld (Damages all units except of undeads&demons)
Fear (INstead of retaliating, target creature will run away when attacked; does not work on fearless creatures)
Grimbolt (direct Damage)
Hide/Cloak (THe enemy do not see the hero on the AM, unless they stand next to them, as long as the hero does not move after having cast this spell)
Hypnotize/Puppet Master (gain control of enemy unit)
Implosion (massive damage for single Target)
Misfortune/Clumsyness (luck-)
Shadow Aura / Aura of Darkness / Aura of Death (dealing Dark damage to any creature attacking the unit under the spell)
Shifting (Gives the target of the spell the "Incorporeal" ability.)
Sorrow (morale lowered)
Summon [Spider/Bat/Rat/VErmin/Beetle/Locust] Swarm
Summon Wraiths
Teleport
Elementary/Schoolless Spells:
Dimension Door
Magic/Eldritch Arrow (neutral damage)
Summon Gold
Town Gate
Here, every neglected spell/spell type:
Spells:
Fire Shield
Fire Wall
Sacrifice (sacrifices 1 stack for reviving of units of another stack)
Summon Sea Serpent
Summon Mantis
Types:
No Healing/Dispell Spell for Metal
NO Healing/Dispell spell for Dark
No Curse for Light
No Spells turning Terrain on AM
Spell School protection spells
Now, on basis of that let's go into a Cascade. We need to push Wood magic heavily forward in numbers of spells, but we shouldn't mass it up with useless spells either...
the next spells are allways designed for wood magic
1. Symbiosis (establishing some connection between two creatures (not damage share though)). Yes or No?
2. Growth (makes a small creature Large and increases it's HP and damage highly)
3. Shrink (makes a large creature small and decreases it's HP and damage highly)
4. Woodwalk (allows a hero to travel through woods for the rest of the turn, it still costs a bit more movement though)
5. Grow Wings (gives a non-flying target unit the "Flying ability". THis spell will also finish when the unit suffers fire damage)
6. Bloom/Spring/better name (Turns the battlefield into Grass as long as the spell works.
7. Now, for schoolless: shall it get the usual "Dispell" spell?
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ICTC announced
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted April 16, 2011 07:45 PM |
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6. Bloom/Spring/better name
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Warlord
Famous Hero
Lord of Image Spam
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posted April 16, 2011 11:14 PM |
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4-Yup
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted April 17, 2011 02:52 PM |
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1. Symbiosis (establishing some connection between two creatures (not damage share though)). Yes or No?
2. Growth (makes a small creature Large and increases it's HP and damage highly)
3. Shrink (makes a large creature small and decreases it's HP and damage highly)
4. Grow Wings (gives a non-flying target unit the "Flying ability". THis spell will also finish when the unit suffers fire damage)
5. Now, for schoolless: shall it get the usual "Dispell" spell?
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ICTC announced
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted April 17, 2011 02:54 PM |
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3. OF COURSE! (it was the coolest effect in Dark Messiah )
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"You turn me on Jaba"
- Meroe
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Warlord
Famous Hero
Lord of Image Spam
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posted April 17, 2011 03:04 PM |
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4-Yup
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DarkLord
Supreme Hero
Fear me..
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posted April 17, 2011 03:13 PM |
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2 - Yes (if there is Shrink, should be Growth as well then)
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted April 17, 2011 05:51 PM |
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1. Yes - as follows:
Symbiosis: [Wood Magic] Two creatures are bonded. If either creature is attacked, both creatures will retaliate. This effect only takes place if a) attacker is adjacant to the second creature (i.e. the one not attacked but part of the symbiosis) *or* b) the first and second creature are adjacant to each other, *and* only if first creature has retaliation left. In case b), second creature will move if necessary to perform the retaliation strike.
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