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Mytical
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Unread postby Mytical » 06 Nov 2006, 11:01

Not even with Mutant Giant Jenacores??? Dang :(. I will have some serious stuff here soon. And probably a story in the Dimensions area...
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DaemianLucifer
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Unread postby DaemianLucifer » 06 Nov 2006, 11:05

We are not nival.We care for originality :devious:

Oh,and its Mutate Gaint Whale :devil:

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Mytical
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Unread postby Mytical » 06 Nov 2006, 11:11

How about Telemarketron - Annoys the enemy creatures and moves them back on the ATB at random and at the worst possible time? :) counter only by killing every one of them repeatedly? *giggles*.
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asandir
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Unread postby asandir » 07 Nov 2006, 03:15

Just get a couple of calls did ya Myst? :D

and I can dig the X town, only cause I just watched X-III though!! :D
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Mytical
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Unread postby Mytical » 07 Nov 2006, 06:43

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.
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Unread postby asandir » 07 Nov 2006, 06:47

if an undead one "dies" does and Un-undead one appear?? where does it end

the humanity of it all :D
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Mytical
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Unread postby Mytical » 07 Nov 2006, 06:50

Yep, and nothing humane about it..after all the purpledinosaurous is just another form DL assumes to further his/her/it's evil.
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Unread postby asandir » 07 Nov 2006, 06:51

I think DL prefers "her" .... DL as a woman, now that is an evil thought!!
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Mytical
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Unread postby Mytical » 26 Nov 2006, 05:45

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.
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DaemianLucifer
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Unread postby DaemianLucifer » 26 Nov 2006, 06:30

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)
Infernopollis gaaaaah!! :devil:
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.
A bit too strong,dont you think?

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Mytical
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Unread postby Mytical » 26 Nov 2006, 07:10

Just remember you can only duplicate up to tier 6 creatures, and with 1/4 normal hp they are very frail. Since you can only duplicate each stack 1 time max, it is powerful, but so are the others I've put up :).
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DaemianLucifer
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Unread postby DaemianLucifer » 26 Nov 2006, 07:13

Oh it isnt?Duplicate a big stack of pit lords and say goodbye to your opponent.Or the mages.Or,worst of all,those masive skeletons(25% of a few thousand is way to much).

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Unread postby Mytical » 26 Nov 2006, 07:16

Not like it is ever going to be used anyhow :). So sometimes a powerful spell idea just has to be put down. I just don't like the idea of 1hp troops. Maybe 1/4 of them are copied at full hp, or something such. *shrugs*.
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DaemianLucifer
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Unread postby DaemianLucifer » 26 Nov 2006, 07:22

Mytical wrote:Not like it is ever going to be used anyhow :).
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:

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.

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Mytical
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Unread postby Mytical » 26 Nov 2006, 07:25

No I mean not like somebody from Nival or Ubi is ever going to use the spell. Yes I am working on different new spells :) (and not just shaman ones) but that spell above is great.
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Mytical
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Unread postby Mytical » 26 Nov 2006, 09:53

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.
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Unread postby asandir » 27 Nov 2006, 02:30

Circular Death eh?

I like the sound of that, could be quite an irritating spell for shooters if the battle goes long enough!
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Mytical
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Unread postby Mytical » 27 Nov 2006, 06:35

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.
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DaemianLucifer
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Unread postby DaemianLucifer » 27 Nov 2006, 08:25

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.
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.

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Mytical
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Unread postby Mytical » 27 Nov 2006, 08:26

I figured because their own units could be targeted by their spell it would be a higher level...
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