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New Spells, anyone?
- ThunderTitan
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got some new ideas for some light magic spells, and as I cannot sleep, I figured I might post them out.
LvL 1 Light: Mirth
Effect: This is just the opposite of the Sorrow spell so it should work exactly as its reversed. Dispels Sorrow when cast.
Spell Duration: SP rounds
Mastery: Master of Wrath: Grants Mass Mirth spell which is cast 50% initiative.
This out of the way let's get to more interesting ideas:
LvL 2 Light: Precision
Effect: Increases the target friendly ranged creature's attack by a minor amount, and increases the range at which the creature gets no range penalty.
For example: You cast it on an archer stack, and it will do full damage at longer range than before.
Mana Cost: 5.
Proficiencies:
None: +1 Attack, +1 Range
Basic: +2 Attack, +2 Range
Advanced: +3 Attack, +3 Range
Expert: +4 Attack, +4 Range
Mastery: Master of Blessings allows Mass Precision to be cast, affecting all your archer creatures. Also, if having Expert Light Magic and Master of Blessings this spell completely removes the range penalty of all ranged creatures. Town wall penalties still apply.
Explanation and Purposes: Well, this is simple. It boosts your archers by making them more effective at range. The spell also removes the ranged attack penalty induced by the Confusion spell but It is dispelled by the confusion spell.
LvL 3 Light: Lightning Reflexes
Effect: The target friendly creatures gains extra retaliation attacks per round. Creatures with infinite retaliations are not affected by this skill.
Mana Cost: 6
Proficiencies:
None: target gains 1 extra retaliation per round
Basic: target gains 1 extra retaliation per round
Advanced: target gains 2 extra retaliations per round
Expert: target gains 3 extra retaliations per round
Mastery: Master of Abjuration Grants Mass Lightning Reflexes.
This spell also removes the retaliation penalty induced by the confusion spell, but it is dispelled by it.
LvL 4 Light: Eldritch Empowering
Effect: Greatly enhances the combat capabilities of one friendly stack. Increases the Attack, Defense, Damage, Hit Points and Speed(not Initiative) of the selected friendly stack.
Mana Cost: 10.
Increases Attack by +5.
Increases Defense by +5.
Proficiencies:
None: Increases Damage by +1
Increases Hit Points by +1
Increases Speed by +1
Basic: Increases Damage by +1
Increases Hit Points by +1
Increases Speed by +1
Advanced: Increases Damage by +2
Increases Hit Points by +2
Increases Speed by +2
Expert: Increases Damage by +2
Increases Hit Points by +3
Increases Speed by +3
Explanation and Purposes: The main point of this spell is to enhance your low level creatures. The boost is quite huge for lvl 1-2 creatures who become thus something to be reckoned with. Nevertheless high level creatures also benefit, mainly from the speed boost which, at expert proficiency is quite good (+3), and also the Attack and Defense bonus which comes in handy for everyone.
LvL 5 Light: Word of Light - *** REWORKED***
Effect:
*Deals damage to infernal and undead creatures on the battlefield
*Fully heals all friendly creature stacks and war machines.
*Casts upon all friendly stacks a random level 1-3 light magic spell, that is not already affecting the stack.
For Example: You cast this. If there are no undead or infernal enemies your creatures still get healed (not resurrected, mind you). Furthermore, one random spell (not necessarily in your spell book) is cast on each stack. The spells can differ from stack to stack, but if the stack is affected by a certain effect it will not be cast a second time. If you have cast all lvl 1-3 spells on all your creatures with the exception of Haste then this spell will be like casting a Mass Haste plus the other 2 effects.
Mana cost: 20.
Proficiencies: All blessings are cast at expert proficiency, as you require Expert Light Magic to get Word of Light in the first place.
Explanation and Purposes: This makes a perfectly useless spell to be a nearly overpowered one. The spell cost should be of course increased. It has multiple purposes which I bet you can imagine. For example, healing your Treants, Magma Dragons or Archangels as they are nearing death, or completing your set of blessings with the ones you don't have, you don't have the mass versions, or you want for example to diversify the casting.
It should work wonders with the new White Unicorns, probably casting all the Light spells on them in one single cast. It seems a bit too strong, but it is a 5th level spell nonetheless. It also keeps the minor damage to unholy creatures to work wonders against that type of enemies.
LvL 5 Light: Elrath's Sanctuary
Effect:
*Increases the Defense of all friendly creatures and war machines on the battle field by a huge amount for a short period of time.
*Grants Magic Resistance to all friendly Creatures and War Machines for a short period of time
*Grants an attack penalty for all friendly creatures and War Machines for a short period of time.
Duration: 2 rounds.
Defense Gain: +30 - only for direct attacks. The damage received by retaliations applies with the normal values of the defense skill.
Grants 100% Magic Resistance
Grants 100% Magic Proof (Irresistible Magic Still Applies.)
Penalty: -50% to the Attack Skill.
Special: After a cast of this spell, it has a casting delay of 5 turns.(Or I can be cast only one per battle - suggestions?)
Mana cost: 25.
Explanation and Purposes: This is an adaptation of the Sanctuary spell in Heroes 4. The idea behind it is, you get a huge protection to your troops so you can freely cast blessings, curses or damaging spells without taking too much damage in the first two rounds. If you attack, you have an attack penalty, not to abuse this to rape your enemy, and the retaliations are made at full power. This is kinda overpowered... I am expecting suggestions to make this on par with the rest of lvl 5 spells.
LvL 1 Light: Mirth
Effect: This is just the opposite of the Sorrow spell so it should work exactly as its reversed. Dispels Sorrow when cast.
Spell Duration: SP rounds
Mastery: Master of Wrath: Grants Mass Mirth spell which is cast 50% initiative.
This out of the way let's get to more interesting ideas:
LvL 2 Light: Precision
Effect: Increases the target friendly ranged creature's attack by a minor amount, and increases the range at which the creature gets no range penalty.
For example: You cast it on an archer stack, and it will do full damage at longer range than before.
Mana Cost: 5.
Proficiencies:
None: +1 Attack, +1 Range
Basic: +2 Attack, +2 Range
Advanced: +3 Attack, +3 Range
Expert: +4 Attack, +4 Range
Mastery: Master of Blessings allows Mass Precision to be cast, affecting all your archer creatures. Also, if having Expert Light Magic and Master of Blessings this spell completely removes the range penalty of all ranged creatures. Town wall penalties still apply.
Explanation and Purposes: Well, this is simple. It boosts your archers by making them more effective at range. The spell also removes the ranged attack penalty induced by the Confusion spell but It is dispelled by the confusion spell.
LvL 3 Light: Lightning Reflexes
Effect: The target friendly creatures gains extra retaliation attacks per round. Creatures with infinite retaliations are not affected by this skill.
Mana Cost: 6
Proficiencies:
None: target gains 1 extra retaliation per round
Basic: target gains 1 extra retaliation per round
Advanced: target gains 2 extra retaliations per round
Expert: target gains 3 extra retaliations per round
Mastery: Master of Abjuration Grants Mass Lightning Reflexes.
This spell also removes the retaliation penalty induced by the confusion spell, but it is dispelled by it.
LvL 4 Light: Eldritch Empowering
Effect: Greatly enhances the combat capabilities of one friendly stack. Increases the Attack, Defense, Damage, Hit Points and Speed(not Initiative) of the selected friendly stack.
Mana Cost: 10.
Increases Attack by +5.
Increases Defense by +5.
Proficiencies:
None: Increases Damage by +1
Increases Hit Points by +1
Increases Speed by +1
Basic: Increases Damage by +1
Increases Hit Points by +1
Increases Speed by +1
Advanced: Increases Damage by +2
Increases Hit Points by +2
Increases Speed by +2
Expert: Increases Damage by +2
Increases Hit Points by +3
Increases Speed by +3
Explanation and Purposes: The main point of this spell is to enhance your low level creatures. The boost is quite huge for lvl 1-2 creatures who become thus something to be reckoned with. Nevertheless high level creatures also benefit, mainly from the speed boost which, at expert proficiency is quite good (+3), and also the Attack and Defense bonus which comes in handy for everyone.
LvL 5 Light: Word of Light - *** REWORKED***
Effect:
*Deals damage to infernal and undead creatures on the battlefield
*Fully heals all friendly creature stacks and war machines.
*Casts upon all friendly stacks a random level 1-3 light magic spell, that is not already affecting the stack.
For Example: You cast this. If there are no undead or infernal enemies your creatures still get healed (not resurrected, mind you). Furthermore, one random spell (not necessarily in your spell book) is cast on each stack. The spells can differ from stack to stack, but if the stack is affected by a certain effect it will not be cast a second time. If you have cast all lvl 1-3 spells on all your creatures with the exception of Haste then this spell will be like casting a Mass Haste plus the other 2 effects.
Mana cost: 20.
Proficiencies: All blessings are cast at expert proficiency, as you require Expert Light Magic to get Word of Light in the first place.
Explanation and Purposes: This makes a perfectly useless spell to be a nearly overpowered one. The spell cost should be of course increased. It has multiple purposes which I bet you can imagine. For example, healing your Treants, Magma Dragons or Archangels as they are nearing death, or completing your set of blessings with the ones you don't have, you don't have the mass versions, or you want for example to diversify the casting.
It should work wonders with the new White Unicorns, probably casting all the Light spells on them in one single cast. It seems a bit too strong, but it is a 5th level spell nonetheless. It also keeps the minor damage to unholy creatures to work wonders against that type of enemies.
LvL 5 Light: Elrath's Sanctuary
Effect:
*Increases the Defense of all friendly creatures and war machines on the battle field by a huge amount for a short period of time.
*Grants Magic Resistance to all friendly Creatures and War Machines for a short period of time
*Grants an attack penalty for all friendly creatures and War Machines for a short period of time.
Duration: 2 rounds.
Defense Gain: +30 - only for direct attacks. The damage received by retaliations applies with the normal values of the defense skill.
Grants 100% Magic Resistance
Grants 100% Magic Proof (Irresistible Magic Still Applies.)
Penalty: -50% to the Attack Skill.
Special: After a cast of this spell, it has a casting delay of 5 turns.(Or I can be cast only one per battle - suggestions?)
Mana cost: 25.
Explanation and Purposes: This is an adaptation of the Sanctuary spell in Heroes 4. The idea behind it is, you get a huge protection to your troops so you can freely cast blessings, curses or damaging spells without taking too much damage in the first two rounds. If you attack, you have an attack penalty, not to abuse this to rape your enemy, and the retaliations are made at full power. This is kinda overpowered... I am expecting suggestions to make this on par with the rest of lvl 5 spells.
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