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Thread: [Suggestion] Death Magic | |
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Ravel
Hired Hero
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posted October 22, 2015 12:09 AM |
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[Suggestion] Death Magic
Something I thought was odd, with the introduction of "favored" schools of magic, was that there is no death magic school for the Necropolis.
Understandably Haven has light magic, and Dark Magic - it's counterpart - understandably belongs to the Dungeon. However, I feel like Prime Magic (being more about the essence of magic itself) doesn't really fit the Necropolis. If anything it feels more like an Academy school, but I understand the decision to give them no preferred school.
It wouldn't have to be called "Death Magic", but it would be nice to have a school of magic which could sensibly be given as the Necropolis's favored school. Ideally it would also make more use of the Necropolis creature's "Undead" trait, which feels someone ignorable at the moment. Off the top of my head you could create the old Raise Dead and Death Ripple spells.
Thoughts?
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Maurice
Hero of Order
Part of the furniture
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posted October 22, 2015 12:14 AM |
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While the assumption you make is a logical one, the Necropolis faction in Heroes 7 is not the evil Undead faction that we know from previous Heroes titles. In Heroes 7, it's a faction of Buddhist zen Monks, striving to attain eternal life. As such, Prime actually makes a lot of sense: they aim for the very core and purity of life, stripped of all other essence.
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Stevie
Responsible
Undefeatable Hero
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posted October 22, 2015 12:16 AM |
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Sandro400
Promising
Supreme Hero
Shadow of Death
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posted October 22, 2015 12:59 AM |
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Well, "Necromancy" - the "Death" school - is actually just a branch of Prime. So, spells like "animate dead" belong to Necromancy. Right now we have "death magic" as a racial skill, and, to be honest, I don't think we'll find enough spells for Necromancy to make it a full-fledged school.
But I have to say that I personally have no problem with making Necromancy a school of magic. Dwarves got their Runic magic afterall.
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Ravel
Hired Hero
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posted October 22, 2015 01:09 AM |
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Maurice said: While the assumption you make is a logical one, the Necropolis faction in Heroes 7 is not the evil Undead faction that we know from previous Heroes titles. In Heroes 7, it's a faction of Buddhist zen Monks, striving to attain eternal life. As such, Prime actually makes a lot of sense: they aim for the very core and purity of life, stripped of all other essence.
I understand that the Necropolis in 7 isn't evil, but more of a "reformed" Necropolis. However, I'd argue death magic wouldn't necessarily have to be evil-aligned either - at least no more than other magics with destructive power (fire isn't necessarily evil, it's just fire).
Just looking at the spell selection for Prime, you have a number of space/time-bending effects like Teleport, Time Control, Time Stasis, Implosion, and Instant Reinforcements... and then a couple effects which seem to be of a "base" magical nature like Dispel Magic and Summon Elemental. I think the only one i'm missing (aside from Reveal Treasure and Instant Recall, which are different sorts of spells) is Fortune. None of these really make me think of Necropolis... at all - nor do they really have anything to do with life or death (aside from summon elemental, sort of).
Maybe it's just me, but it feels very out of place to have Prime Magic as Necropolis's favored school.
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JollyJoker
Honorable
Undefeatable Hero
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posted October 22, 2015 08:07 AM |
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Not at all, it's something else that's out of place.
If we consider the 6 "elemental dragon" magics as the magic of Asha's children, then we can consider "Prime" Magic as the magic of both Asha and Urgash. Asha stands for Order, Urgash for Chaos - and in this constellation UNLIFE is an incarnation of Order (while uncontrolled, mutating life would be the incarnation of chaos).
So if anything, "Prime" might be divided into Order and Chaos magic, Necropolis being the Order Magic faction and Inferno the Chaos Magic faction.
And while "Time Control" is certainly one way to see spells like Haste and Slow, giving additional Initiative, there is enough room for speed-manipulating spells in Earth and Air.
In any case, for Order spells, look no further than H4's Order school.
Chaos has a school in H4 as well, but an interesting source of inspiration is AoW3's Wild Magic: Swap Locations (self-explanatory), Warp Equipment (random debuffs), Degenerate (high vulnerability against every kind of damage), Spontaneous Mutation (gives a unit two positive abilities, for example "Swollen Muscles", translating into a damage plus), Pandemonium (all units are displaced by up to 4 hexes, enemy units get a 100 Weakness for one randomly picked damage channel, and so on.
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