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Daggertooth
Tavern Dweller
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posted September 10, 2002 07:06 PM |
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Gold Magic
Alright maby I've just played MTG to long, but I think it would be really neat to have some dual magic in an expansions.
Basicaly spells that require you to be at a required level of 2 different magic to be able to cast. Kinda like those Demonology spells, Only being available just like normal spells and having combinations for all the magics.
For Example: Say a black and Blue spell that Kills X creatures and makes an illusion at the same time. Something to that effect.
I think it would be fun to have one spell for each possible combination and each level of skill. Course more than one would be fun.
Daggertooth
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Nakolnasadi
Hired Hero
and also a lord of cheaters!
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posted September 13, 2002 06:09 PM |
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Take a look on me! I am like you!
What would you like to kombine? Upgrade is cool too! How about a some new an cold ice magic?
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I forget something....... oh! A cheats is cool!!!!
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Largo_LeGrande
Promising
Known Hero
from the Carribean
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posted September 29, 2002 10:37 AM |
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Hmm... what about these?
Order+Meditation
The spells of this combination allows the caster to transform into an animal. Casting a tranformation spell wouldn't take a turn so you could attack in the same turn. There would be a new action in the "cast/walk/ranged/melee" screen "retranformation" when you've transformed. It doesn't take a turn either. You could not cast spells when you're transformed. A transformation would increase/decrease your stats debending which spell you cast. All the bonuses of skills would stand except spell casting (and ranged bonuses except if you chose cobra.
Level 1 - Wolf: the hero transforms into a big wolf, gains bonuses on speed movement and attack, looses bonuses on defence and gains second strike and pathfinder (can walk on every combat terrain at normal movement/speed) special.
Level 2 - Eagle: the hero transforms into a big eagle, gains great bonuses on speed and movement, looses bonuses on attack and defence and gains strike & return (and no retallion when does this attack), charge/jousting bonus, flying and high flying (can fly over other flyers and fly over walls in the same turn) specials.
Level 3 - Cobra: the hero transforms into a big cobra, gains bonuses on (ranged) attack and speed, looses bonuses on movement, defence and (mêlée) attack and gains ranged, unlimited shots, unlimited ranged retallions, ranged first strike, ranged no retallion, short distance ranging (can shoot even if he is blocked) and cancellation+poison attack specials.
Level 4 - Tiger: the hero transforms into a big tiger, gains bonuses on all stats and gains no retallion, first strike, unlimited retallion, negate first strike and negate no retallion specials.
Level 5 - Bear: the hero transforms into a big bear, gains bonuses on attack and defence, looses bonuses on speed and movement and gains attack (enemies's defence is decreased to 1) and defence (enemies's attack is decreased to 1).
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-Largo has spoken-
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johnsone79
Hired Hero
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posted September 30, 2002 03:18 AM |
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How about dual spells where if two spellcasters cast certain spells in the same round some sort of interaction occurs causing some sort of large effect. Especially when they are spells of opposite magics, so that you have to be very careful what you cast. For example one of the chaos fire based attack spells and ice bolt interact to cause flash flood that sweeps x number of randomly selected creatures off the battlefield, so that they aren't available for the rest of the fight and are scattered in a 5 square radius on the world map.
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Largo_LeGrande
Promising
Known Hero
from the Carribean
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posted October 02, 2002 03:55 PM |
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More....
Life Magic & Conjuration
This combination allows you to summon infernal (and maybe celestial?) semi-god creatures in the combat. It's familiar to the Final Fantasy aeons or what ever are they called (Shiva, Ifrit...). They would appear as heroes next to the summoner. Should it take spell points to keep a semi-god on the combat (when the SP goes 0 the semi-gods run berserk) or should the summoner be not able to do anything until these creatures die or should it work normally. You could hold 1 semigod/player/at the same time. They would dissappear when they die so they cannot be resurrected. I won't list them here but one of them would be an extreme spellcaster, one a shooter, flyer or melee creature. They would have their own specials but one thing is sure, they would be strong!
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-Largo has spoken-
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Djive
Honorable
Supreme Hero
Zapper of Toads
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posted October 02, 2002 04:39 PM |
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Let's see.
We will have:
Nature + Demonology.
Chaos + Wizardry.
Death + Spirituality.
Order + Meditation.
Life + Pyromancy.
Chaos + Wizardry:
Gives Hero an attack which causes Cold damage in addition to any other damage caused. Additional damage depends on level of Hero and level of the spell. The Hero also gains the Cold attack in melee, with chances of success as follows:
Level 1: 20%
Level 2: 30%
Level 3: 40%
Level 4: 50%
Level 5: 75%
(The Hero gains a spell to cast which has the above effects.)
Death + Spirituality.
Hero gains spells which increases Health levels of all friendly creatures and gives them limited Regeneration.
Level 1: Max of 10% or +1 Health, and 10 HP regenerated.
Level 2: Max of 20% or +2 Health, and 20 HP regenerated.
Level 3: Max of 30% or +3 Health, and 30 HP regenerated.
Level 4: Max of 40% or +4 Health, and 40 HP regenerated.
Level 5: Max of 50% or +5 Health, and 50 HP regenerated.
Order + Meditation
Hero gains the ability to reduce the damage of the next attack on the Hero to 0.
The protection lasts for as many attacks as the level of the spell.
Life + Pyromancy
Hero gains the 'Rebirth' ability, which triggers automatically when the Hero dies in Combat.
Level 1: Hero is revived with 10% HP.
Level 2: Hero is revived with 20% HP.
Level 3: Hero is revived with 30% HP.
Level 4: Hero is revived with 40% HP.
Level 5: Hero is revived with 50% HP.
All spells have costs as per the Demonology spells.
Level 1 = 5 spell points
Level 2 = 8 spell points
And so on...
Now all that is needed is names for all the spells...
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
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Largo_LeGrande
Promising
Known Hero
from the Carribean
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posted October 03, 2002 08:40 PM |
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More...
Djive, I don't understand. You speak about spells but the numbers reference to skills!
Death & Spirituality
Because this hero knows a lot of the human body mechanism and the system of undead he can rule undead forces better than others. These spells are a little more powerful than their normal cousins:
Level 1: curse/sorrow/other cursing spell effects that normally don't affect undead
Level 2: undead plaque (works on undead only! njäh, njäh!)
Level 3: undead blind
Level 4: undead berserk
Level 5: undead hypnotise
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-Largo has spoken-
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Djive
Honorable
Supreme Hero
Zapper of Toads
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posted October 03, 2002 09:13 PM |
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Quote: Order+Meditation
The transformation is a neat idea... As long as they can implement so that it doesn't add frames to every existing hero animation.
Quote: Life+Conjuration
This actually breaks the pattern since Conjuration is the first secondary skill giving spellpoint and not the second which increases efficiency.
Hmmm... What happens if several Heroes have this skill? Would they summon the same demi-god? And isn't a level 1 spell summoning a demi-god a bit too strong? Summon Imp can get you quite a few Imps, but these would not be a match against a demi-god.
The death and spirituality one. Hmmm.... These spells are useful only AGAINST death creatures, at least the higher levels. I'd prefer an ability that have more general use. On the other hand, this skill looks balanced. You would perhaps expect this ability from mixing Order magic skills with Death magic skills? (But these two are allied...)
About your Question on my post. If I list the Nature Magic + Demonology skill like this then perhaps it becomes clearer:
Level 1: Summon Imp
Level 2: Summon Cerberi
Level 3: Summon Ice Demon
Level 4: Summon Venom Spawn
Level 5: Summon Devil
So the levels are referring to the level of the skills you must have, and it's also the level of the spell which is placed in your spell-book. The thing that's missing is the name for the spell.
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
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Odvin
Promising
Famous Hero
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posted October 03, 2002 09:34 PM |
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I think all these combinations are too 'unnatural'. IMHO, Order and Chaos are so different that you can't get anything good by combining them. This applies to some other examples, and even to Nature+Demonology that is really implemented in H4.
But I don't say that it's bad to combine some neighbouring schools. For example Nature+Spiritualism could give you spells that can change the landscape somehow...
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Djive
Honorable
Supreme Hero
Zapper of Toads
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posted October 03, 2002 09:56 PM |
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Edited By: Djive on 3 Oct 2002
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If you have played MtG, then your could look at the gold cards to get ideas for what is suitable.
Heroes are unique anyway, so something being rare is no reason not to include it in the game.
In fact the difficulty in getting the non-allied skills involved and develope them adds a replay value to the game.
When it comes to choas and order, my feeling is actually that Order has stolen spells that should have been in chaos. Hypnotize and Berserk are Chaos spells in my opinion. Order is also the only other school that has general direct damage (Magic Fist and Ice Bolt)
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"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"
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Odvin
Promising
Famous Hero
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posted October 03, 2002 10:08 PM |
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Well, it was just my point of view. As for me, this would be too strange to see totally different schools resulting in a good spell. But no doubt, looking purely from the point of gameplay it would be very interesting.
And about chaos and order - every school has its own specialty in H4: Life is healing and protecting, nature is summoning, Chaos is direct damage, Death is weakening the enemy and, finally, Order is affecting the mind of the target. And since both Hypnotize and Berserker affect the mind, IMHO they belong to Order. (But Magic Fist and Ice Bolt certainly don't).
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Klauts
Famous Hero
lost in a mourning hall!
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posted October 04, 2002 09:37 PM |
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Death+spirituality
Lvl1:Hero becomes insubstantial.
Lvl2:Hero=insubstantial+1/4 life drain
Lvl3:Hero=insub.+1/2 life drain
Lvl4:Hero=insubstantial+100% life drain
Lvl5:Hero=insubstantial+100% life drain+regeneration
Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth.
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