Design: Spells

Corlindale said:
Ah, yes, my english isn't always as good as I think it is.
Other suggestions, then:
Soul Gift
Vitalize Material

Ahh.. run Soul Gift through a thesaurus and I come up with Bestow Vitae (give life). What do you guys think?
 
Bestow Vitae makes me think of some Asheron's Call spell or something. This is not a democracy, but I'll vote no just the same. :P

how about
Gift of Amathaon
Amathaon's Boon
Awaken
Vivification
 
Lunargent said:
Bestow Vitae makes me think of some Asheron's Call spell or something. This is not a democracy, but I'll vote no just the same. :P

how about
Gift of Amathaon
Amathaon's Boon
Awaken
Vivification

I like Awaken. Loki, what do you think? It was your spell idea after all.
 
Kael said:
I like Awaken. Loki, what do you think? It was your spell idea after all.

Awaken has the same problem as animate. I like bestow vitae better personally. Awaken works better as an earth divine that turns a hill into a grassland and creates a bunch of earth elementals.

edit: btw vivify sounds good as well.
 
I cut the divine spells down to 2 ranks instead of 3. A priest level unit (t3) will gain the divine 1 spells and high priest level unit (t4) will gain the divine 2 spells. This was done because:

1. I don't think disciples should have spells.
2. To enforce the fact that the priest line doesnt have the casting ability of the mage line.
3. To take 21 spells off of our plate.
 
Kael said:
I cut the divine spells down to 2 ranks instead of 3. A priest level unit (t3) will gain the divine 1 spells and high priest level unit (t4) will gain the divine 2 spells. This was done because:

1. I don't think disciples should have spells.
2. To enforce the fact that the priest line doesnt have the casting ability of the mage line.
3. To take 21 spells off of our plate.

I like this idea. However, I think that disciples should start with something that allows them to get a divine spell after they level twice.
 
loki1232 said:
What if there were a spell that did a lot of damage against heros, but none against other things? Maybe an evil spell?

If we were going to use this mechanic I would rather use it as a unit ability instead of a spell. It just seems to make more sense there. Maybe an assassin hero who gained a significant bonus when attacking other heros?
 
Kael said:
If we were going to use this mechanic I would rather use it as a unit ability instead of a spell. It just seems to make more sense there. Maybe an assassin hero who gained a significant bonus when attacking other heros?

Yeah. I'm not sure what civ this would work best for, maybe grigori or svaltar(dark elves)?
 
loki1232 said:
Yeah. I'm not sure what civ this would work best for, maybe grigori or svaltar(dark elves)?

Thats exactly what I was wondering. I was thinking of putting it on Rathus (the Sidar) but I agree that the Grigori and the Svaltarfar work equally well. The Grigori (Branding) is probably the best bet because the other 2 civs aren't due for release until Shadow and we need the Grigori up and running for Light.

The Grigori also need a very special hero because they will be incented to not be religious, so they won't have access to the religious heroes.
 
Okay then, what if their hero was a 10 strength Recon Type that was given with fanaticism (to encourage them to research that) and got +100% versus heros. Also, his spells worked twice as well against heros. 1 movement.
 
Chaos Divine 2: Terror
Each unit in target stack has a chance to retreat randomly, and to deal damage to another unit in the stack.
 
Perhaps "confusion" would be a better spell name for a chaos spell.

The chance to proc for that spell would have to be pretty low, or it would be super powerful.
 
Lunargent said:
Perhaps "confusion" would be a better spell name for a chaos spell.

The chance to proc for that spell would have to be pretty low, or it would be super powerful.

Well it wouldn't work against cities, and perhaps it should work better on lower strength units?
 
Another chaos spell would be "madness of battle".
Tragets one unit--until end of turn, that unit fights the weakest in a stack, instead of the strongest. Works on both allies and enemies.

Dimensional: Remove obstacle--target square's defense value becomes zero.
Alternate realities--target unit gains a 50% chance of being sent down to hell, and a 50% of being sent away from hell.
 
loki1232 said:
Well it wouldn't work against cities, and perhaps it should work better on lower strength units?

Yeah, perhaps it's proc chance can be related to the unit's strength. We really need a moral stat like in SMAC, because that would be even better to use, and not just for this, but lots of stuff.
 
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