Omnipotence - Mo' Like OmniSUCKance.

Healing is Life, not Creation. :p

Healing is Body, not Life :P

I'm just trying to make sure that miscast thing gets removed. It could grant extra healthy to the city the unit is stationed in (though that doesn't really help the unit out much). Maybe it creates a clone of you with severely reduced stats and miscast chance. So a puppet or something, but permanent?
 
That would be cool. My main beef is that it's a mandatory ability (for an Omnipotent Mage) with a negative effect.

Anything that removes the miscast chance would be great :P
 
How about you have a 10% chance to generate a random (non-unique) barbarian within 1 tile, kinda of a "wrong hat" Rocky and Bulwinkle sorta thing.
 
Healing is Body, not Life :P

Actually, looking at the lore, Life is healing. Body seems to be about physical strength, more than anything.
 
I like the Temporary wasteland idea. It's good, and considering how long wasteland takes to revert it could be terrible.

I'd say also have a chance of destroying improvements on a tile, or in a city killing some of the population. Maybe creating a Haunted Land.

The trick of course is balancing it for all races. D'tesh would LOVE a free Haunted land or Wasteland. Not so much the City loss though, that hurts everyone. Maybe it ends up drawing energy from a nearby city and drains some of the pop?

Really, I don't think that one matters. D'tesh has no reason to go for Creation magics at all. :P

Though the next version they may be able to rival the Calabim for Omnipotent mages.

Healing is Body, not Life :P

I'm just trying to make sure that miscast thing gets removed. It could grant extra healthy to the city the unit is stationed in (though that doesn't really help the unit out much). Maybe it creates a clone of you with severely reduced stats and miscast chance. So a puppet or something, but permanent?

No, Healing is Life. Regeneration is not healing, it is empowering the body so that it may heal itself. Body is all about strength.

That would be cool. My main beef is that it's a mandatory ability (for an Omnipotent Mage) with a negative effect.

Anything that removes the miscast chance would be great :P

I just feel there has to be something showing that it can go wrong.

Hmm.... How would you feel about just a 10% or so to cast Wonder instead of a standard spell?

Easiest way to do that would just be to force-cast Wonder that turn, preventing you from one of your normal casts.

How about you have a 10% chance to generate a random (non-unique) barbarian within 1 tile, kinda of a "wrong hat" Rocky and Bulwinkle sorta thing.

I don't particularly like that one. Can imagine it being worse than being unable to cast.
 
Omnipotent = all-powerful. I don't think you can really have a negative effect while staying true to the nature of the promotion.
 
Omnipotent = all-powerful. I don't think you can really have a negative effect while staying true to the nature of the promotion.

Omnipotent has no negative effect.

Master of Creation does, and it is entirely lore appropriate for it to do so.

Very different things, even if the latter is required for the former. ;)
 
Omnipotent has no negative effect.

Master of Creation does, and it is entirely lore appropriate for it to do so.

Very different things, even if the latter is required for the former. ;)

According to the OP, omnipotence causes miscasts even after master of creation is worldbuildered out.

Does master of creation cause miscasts on all spells, rather than just creation ones?
 
I think that once you get OP, it should remove all the negative effects from other promotions like MOC.
 
According to the OP, omnipotence causes miscasts even after master of creation is worldbuildered out.

Does master of creation cause miscasts on all spells, rather than just creation ones?

Omnipotence does not cause miscasts. Master of Creation does. MoC is not lost on gaining Omnipotence. They are completely different promotions.

MoC cannot be worldbuildered out on it's own. It is an autoacquire promotion, requiring Creation3. Remove that promotion as well, and you will no longer have miscasts.

And yes, MoC causes miscasts on all spells. Can't do just one spellsphere without directly modifying the spells and adding python to loop through your promotions and just no. :p

I think that once you get OP, it should remove all the negative effects from other promotions like MOC.

No. Master of Creation should be very powerful, but have potential for negative effects. That's what is most true to the lore, and what it shall remain.

Omnipotence is just a name. Unless the mage gains Avatar, it is NOT omnipotent. It is nearly so, but it is not a god. If even the God of Creation can have his spells go awry, no mage can ever hope to perfect the sphere.
 
And yes, MoC causes miscasts on all spells. Can't do just one spellsphere without directly modifying the spells and adding python to loop through your promotions and just no.

Well that's not lore appropriate at all. Just because a mage gets good at creation, the flaws inherent to it suddenly apply to every other sphere he knows?

Why not just remove MoC's drawback and modify the high level creation spells themselves? Let them roll a dice to cause miscast, and if it doesn't come up positive the spell is cast as normal. No need to check promotions through python or whatever. Why should they matter? If powerful creation magic can backfire, then it can backfire regardless of what promotions the mage has.
 
Well that's not lore appropriate at all. Just because a mage gets good at creation, the flaws inherent to it suddenly apply to every other sphere he knows?

Why not just remove MoC's drawback and modify the high level creation spells themselves? Let them roll a dice to cause miscast, and if it doesn't come up positive the spell is cast as normal. No need to check promotions through python or whatever. Why should they matter? If powerful creation magic can backfire, then it can backfire regardless of what promotions the mage has.

Because I did not want to modify the spells.

Regardless, it will be changed. I have a few ideas at this point.
 
No, Healing is Life. Regeneration is not healing, it is empowering the body so that it may heal itself. Body is all about strength.

Going to have to argue with you on this one. Life has no healing spells - none.. zero.. zip. According to the lore life magic is mastery over life and death, not healing the wounded. So like.. if something is unnatural to the normal state of life it will appose it. If something has previously died, it can restore it. That doesn't mean that life mastery can't have healing rate associated with it.. it's just that it makes no less sense than having creation provide it.

And.. 10% chance to cast wonder.. you mean if you cast the spell associated with creation, or any of your spells? At 10% chance using twin cast, every 5 turns you would end up casting wonder, which would probably end up mutating your caster, and every so often killing him. Neither of these make the caster stronger. Considering the general theme of the masteries was to give a bonus to the spell casting for learning all the spheres, it seems odd to make it provide a penalty. There's nothing wrong with this being associated with the spell creation grants, just not the mastery. The mastery should do something positive.
 
Going to have to argue with you on this one. Life has no healing spells - none.. zero.. zip. According to the lore life magic is mastery over life and death, not healing the wounded. So like.. if something is unnatural to the normal state of life it will appose it. If something has previously died, it can restore it. That doesn't mean that life mastery can't have healing rate associated with it.. it's just that it makes no less sense than having creation provide it.

The only healing spell possessed by Body is regeneration, which is not healing. It is an empowerment, enabling your body to heal itself over time. Strength, not Healing, even if it has that affect.

And.. 10% chance to cast wonder.. you mean if you cast the spell associated with creation, or any of your spells? At 10% chance using twin cast, every 5 turns you would end up casting wonder, which would probably end up mutating your caster, and every so often killing him. Neither of these make the caster stronger. Considering the general theme of the masteries was to give a bonus to the spell casting for learning all the spheres, it seems odd to make it provide a penalty. There's nothing wrong with this being associated with the spell creation grants, just not the mastery. The mastery should do something positive.

First off, in the post where I mentioned it I said it would be 10% chance per turn, not per spell cast. So once every 10 turns.

Second, I've since had an idea. I'll be using an effect similar to Wonder (different effects, no hell terrain for instance), but it will be it's own spell. Will add a new Creation spell to the Mastery promo, and drop the Twincast.
 
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