Ideas (back by unpopular demands :))
- DaemianLucifer
- Round Table Hero
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- Joined: 06 Jan 2006
- Location: City 17
Yeah telemarketers have to be working for DL directly. Or would even he stoop this low??? I swear they know the most annoying time to call exactly..like esp or something. Can see it now... well this girl has just gotten in the shower, lets call her as soon as she puts the shampoo in her hair.. but I have actually came up with a more frightening monster...one that is sure to send the enemy army screaming home in fright.
Purpledinosaurous - att 0, def 0 hp 1 damage 0/0. Special attack. Hug... makes every enemy creature vomit continuiously for the rest of the battle making them unable to act at all. Not even killing this creature does any good, because each time one dies an Undeadpurpledinosaurous arrives with exactly the same abilities only undead.
Purpledinosaurous - att 0, def 0 hp 1 damage 0/0. Special attack. Hug... makes every enemy creature vomit continuiously for the rest of the battle making them unable to act at all. Not even killing this creature does any good, because each time one dies an Undeadpurpledinosaurous arrives with exactly the same abilities only undead.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
Some random spells, and possibly a new spell 'school' I whipped up. They are in no order besides my own type of order .
Holy Symbol - Target unit deals extra damage to undead or inferno type creatures and recieves 25% less damage from such. Circle 5 spell (light)
Mark of Undeath - Any time a creature in an effected stack dies it comes back as an undead of equal level (and if upgraded the undead unit will be upgraded also). These units are under the control of the person who casts this spell. Can only affect 1 unit at a time. Circle 5 spell (dark).
Shadow Force - (Summons Circle 5) - Like phantom force only they have 25% of the hp of the stack they were copied from still insubstantial. If cleansed then they loose insubstantiality, but remain on the field.
Forces of Nature - (Destructive Circle 5) - All units are hit by every elemental force and a physical force as well. All fliers initiative is halved for 1 round and ranged units can not use ranged attacks.
Coming to this thread shortly - shamanistic magic.
Holy Symbol - Target unit deals extra damage to undead or inferno type creatures and recieves 25% less damage from such. Circle 5 spell (light)
Mark of Undeath - Any time a creature in an effected stack dies it comes back as an undead of equal level (and if upgraded the undead unit will be upgraded also). These units are under the control of the person who casts this spell. Can only affect 1 unit at a time. Circle 5 spell (dark).
Shadow Force - (Summons Circle 5) - Like phantom force only they have 25% of the hp of the stack they were copied from still insubstantial. If cleansed then they loose insubstantiality, but remain on the field.
Forces of Nature - (Destructive Circle 5) - All units are hit by every elemental force and a physical force as well. All fliers initiative is halved for 1 round and ranged units can not use ranged attacks.
Coming to this thread shortly - shamanistic magic.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
Infernopollis gaaaaah!!Mytical wrote: Holy Symbol - Target unit deals extra damage to undead or inferno type creatures and recieves 25% less damage from such. Circle 5 spell (light)
A bit too strong,dont you think?Mytical wrote: Shadow Force - (Summons Circle 5) - Like phantom force only they have 25% of the hp of the stack they were copied from still insubstantial. If cleansed then they loose insubstantiality, but remain on the field.
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
Why?Just because its a level 5 summoning?Please,summon phoenix is used a lot,and this one would be even used more.Besides,we dont need copies of existing spells.Not even stronger ones.We need something new.For example:Mytical wrote:Not like it is ever going to be used anyhow .
Circular death(summoning level 3):summons a big circular saw that deals massive damage to anything it hits.It starts from the space where the hero is,then goes in a straight line in a direction the hero states,moving 3 tiles every round(initiative of 20).If it hits a creature it tries to go through it dealing damage untill the creature moves or dies.
Shamanistic spells
Spirits of the fallen - After a entire stack of the casters has fallen, if they cast this spell all friendly units get an extra attack, and an extra retaliation. How powerful that attack is depends on what tier the fallen unit was, how many their were originally in the stack, spell power, and skill level in Shamanistic Spells. (But since this is a low level spell the effect will be very weak in most cases).
Death's Grasp - Caster suffers a morale penalty, but enemy units are effectively slowed (speed not initiative) and a minimum ammount of damage is done until it wears off or is dispelled. The max movement penalty is 2 regardless of skill. The damage done per turn, how long the spell lasts, and morale penalty are determined by SP and Skill. Visual effect is skeletal hands bursting from the ground trying to grab the enemy units.
Blood totem - Places a (a) attack/ (a) defense / (a) hp object on the playing field. As long as the totem is on the field attack of friendly units is raised (and enemy units attack is lowered) by (b). (a) = spell power x (.25 for no skill, .5 for basic, 1.0 for advance, 1.5 for expert). B = Skill Level x 2. If destroyed the unit that destroys the totem takes 1/2 its hp in damage.
Circle 2 coming soon.
Spirits of the fallen - After a entire stack of the casters has fallen, if they cast this spell all friendly units get an extra attack, and an extra retaliation. How powerful that attack is depends on what tier the fallen unit was, how many their were originally in the stack, spell power, and skill level in Shamanistic Spells. (But since this is a low level spell the effect will be very weak in most cases).
Death's Grasp - Caster suffers a morale penalty, but enemy units are effectively slowed (speed not initiative) and a minimum ammount of damage is done until it wears off or is dispelled. The max movement penalty is 2 regardless of skill. The damage done per turn, how long the spell lasts, and morale penalty are determined by SP and Skill. Visual effect is skeletal hands bursting from the ground trying to grab the enemy units.
Blood totem - Places a (a) attack/ (a) defense / (a) hp object on the playing field. As long as the totem is on the field attack of friendly units is raised (and enemy units attack is lowered) by (b). (a) = spell power x (.25 for no skill, .5 for basic, 1.0 for advance, 1.5 for expert). B = Skill Level x 2. If destroyed the unit that destroys the totem takes 1/2 its hp in damage.
Circle 2 coming soon.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
Circle 2 shaman spells.
Spiritual Guidence. Reveals the following. No skill, nearest unclaimed wood or ore mine. Basic Skill - reveals nearest unclaimed mine of any type. Advanced skill - Reveal nearest unclaimed minor artifact. Expert Skill - reveal nearest unclaimed artifact of any kind.
Ethereal presence - Target stack has a chance to create fear in its enemy. Percent chance is determined by sp and skill.
War Drums - Gives your own target stack the bezerk effect (double damage but attacks nearest unit) and increases HP by small ammount (sp and skill determined.
Circle 3 Shaman Spells
Cowardice - Target creature has a chance of being feared whenever attacking, defending, waiting, or being attacked. When moving no chance of fear from this spell. % chance is determined by skill and sp.
Pack Spirit - Calls for a group of spectral wolves (number depends on sp and skill) that are like regular wolves but insubstantial and stay for only 1 round per skill rank regardless. These wolves do not summon others of its kind either.
Circle 4 Shaman Spells
Wild Magic - Enemies spells has a chance of costing more or less, being stronger or weaker, and targeting the wrong target. However, 1/2 of the mana used by the enemy is drained from your own mana pool. Skill and SP play no part and each set is randomly figured.
Tempest - Slow flyers (speed and init) and range units suffer penalties to damage. Skill determines how much speed/init/and penalties are suffered.
Circle 5 Shaman Spells
Spirit Merge - Link any enemy unit to a friendly unit. A portion of damage that your unit takes is subtracted and sent to the enemy unit instead. If your friendly unit dies, the enemy unit suffers -3 morale for 3 turns.
Spirit Avatar - Links the hero with a physical manifestation of his/herself on the battle field. This unit has the att/def of the hero, and hp = to 15xlevel. It's damage is twice that of the highest damage unit on the field, and has unlimited retal. However, if it is destroyed all your units immediately go to the lowest possible morale and all your heros mana is drained.
Spiritual Guidence. Reveals the following. No skill, nearest unclaimed wood or ore mine. Basic Skill - reveals nearest unclaimed mine of any type. Advanced skill - Reveal nearest unclaimed minor artifact. Expert Skill - reveal nearest unclaimed artifact of any kind.
Ethereal presence - Target stack has a chance to create fear in its enemy. Percent chance is determined by sp and skill.
War Drums - Gives your own target stack the bezerk effect (double damage but attacks nearest unit) and increases HP by small ammount (sp and skill determined.
Circle 3 Shaman Spells
Cowardice - Target creature has a chance of being feared whenever attacking, defending, waiting, or being attacked. When moving no chance of fear from this spell. % chance is determined by skill and sp.
Pack Spirit - Calls for a group of spectral wolves (number depends on sp and skill) that are like regular wolves but insubstantial and stay for only 1 round per skill rank regardless. These wolves do not summon others of its kind either.
Circle 4 Shaman Spells
Wild Magic - Enemies spells has a chance of costing more or less, being stronger or weaker, and targeting the wrong target. However, 1/2 of the mana used by the enemy is drained from your own mana pool. Skill and SP play no part and each set is randomly figured.
Tempest - Slow flyers (speed and init) and range units suffer penalties to damage. Skill determines how much speed/init/and penalties are suffered.
Circle 5 Shaman Spells
Spirit Merge - Link any enemy unit to a friendly unit. A portion of damage that your unit takes is subtracted and sent to the enemy unit instead. If your friendly unit dies, the enemy unit suffers -3 morale for 3 turns.
Spirit Avatar - Links the hero with a physical manifestation of his/herself on the battle field. This unit has the att/def of the hero, and hp = to 15xlevel. It's damage is twice that of the highest damage unit on the field, and has unlimited retal. However, if it is destroyed all your units immediately go to the lowest possible morale and all your heros mana is drained.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- DaemianLucifer
- Round Table Hero
- Posts: 11282
- Joined: 06 Jan 2006
- Location: City 17
To weak for the level 4.If it was only damaging to your enemy,perhaps,but this way,absolutelly not for a level higher than 2.Mytical wrote: Wild Magic - Enemies spells has a chance of costing more or less, being stronger or weaker, and targeting the wrong target. However, 1/2 of the mana used by the enemy is drained from your own mana pool. Skill and SP play no part and each set is randomly figured.
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