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Re: Spell ideas
Posted: Sun Apr 29, 2012 4:51 pm
by hannamarin
I agree with Clarke Kent - There should be a power ratio which gives more power to spells as your abilities increase.
I also feel that the number of spells is way too low, and that there should be spells to cover the commoner potions - anti-venom and healing.
If the potions are only going to be available through mixing ingredients then there should be more potions and also more ingredients and more frequent appearance of ingredients.
Some of us have got used to the variety of spells and potions through playing the Elder Scrolls games, even the original 'Dungeon Master' by FTL gave more variety.
You hardly get any incentive when the level is so high before you can use a spell. Also practising with spells and also weapons should get experience points.
Re: Spell ideas
Posted: Sun Apr 29, 2012 6:17 pm
by BlueLegion
hannamarin wrote:there should be spells to cover the commoner potions - anti-venom and healing.
If the potions are only going to be available through mixing ingredients then there should be more potions and also more ingredients and more frequent appearance of ingredients.
I have to disagree with this. Having healing spells would completely remove any challenge as well as the viability of not having a mage in your party. Also, having a strict limit on potion ingredients and food is an integral part of the game and makes part of the challenge, too.
It's called resource management, people. Deal with it!
That said, having an extra potion type or two would probably be nice.
Re: Spell ideas
Posted: Sun Apr 29, 2012 6:55 pm
by M.M
I think it is too many spells for one class. I somebody arleady mentioned those spells use same runes some other spells arleady use. The prime example is air+earthand (poison bolt) earth+balance ( poison shield).
I think there should be more than one caster class. I once agian say there should be cleric class introduced.
Re: Spell ideas
Posted: Sun Apr 29, 2012 11:31 pm
by 1varangian
I like it how the healing effects are limited to potions which in turn are limited by reagents. If you could just easily click away conditions like diseased and poisoned they would become meaningless.
I would actually like it if the game didn't have any instant healing or if it would be outrageously rare. Healing potions that just speed up regeneration are much better at maintaining that sense of danger.
Re: Spell ideas
Posted: Sat Aug 17, 2013 12:40 am
by thomson
Bumping this thread to have it moved.
Re: Spell ideas
Posted: Sat Aug 17, 2013 6:10 am
by Neikun
Ooh, I missed this one. Very good! =D
Re: Spell ideas
Posted: Sun Aug 18, 2013 5:49 am
by Neikun
Short reply to the long list of great spells in the first post.
Earthquake (Earth+Life+Physicality+Balance) - Shakes the area violently, creatures get thrown in random directions and can take damage from falling rocks, square where spell is cast is unaffected.
Falling rocks would be dependent on the area where the spell is cast. Throwing the monster is also a little weird.
I propose that the spell functions differently like so,
- Shakes the area violently (perhaps the square in front of you, or every square adjacent you.
sss
sps
sss
s=shake
p=party
Rather than the spell dealing damage, it would stun the enemies for a number of seconds and render them vulnerable to a rogue's sneak attack even from the front.
Rootgrapple (Earth+Life) - Roots surface to entangle enemies
I like the spell, but I offer that the spell should not work against creatures like the Herder.
Re: Spell ideas
Posted: Sun Aug 18, 2013 10:26 am
by eLPuSHeR
You are coming up with nice ideas. Keep it up.
Re: Spell ideas
Posted: Mon Aug 19, 2013 1:35 pm
by Drakkan
is rune system like LOG1 be used again ? I personaly hope there will be some improvements in magic system and not just making rune table larger (altough even this could be fine)
I propose scroll-learning system, or make some spells more dependant on some stats (like you can cast fireball from certain level etc...) --- I really hated to start with new character, invest all points to fire magic and start fireballing monsters from level 3, it was almost like cheating...
Re: Spell ideas
Posted: Mon Aug 19, 2013 1:40 pm
by Neikun
Drakkan wrote:is rune system like LOG1 be used again ? I personally hope there will be some improvements in magic system and not just making rune table larger (although even this could be fine)
I propose scroll-learning system, or make some spells more dependent on some stats (like you can cast fireball from certain level etc...) --- I really hated to start with new character, invest all points to fire magic and start fireballing monsters from level 3, it was almost like cheating...
In a way I agree and disagree with Drakkan
Maybe there's some sort of middle ground that can be achieved?
Perhaps if the game doesn't start off with the players having no belongings, a spell caster will start off with a spell book with only some spells in it (perhaps a random selection of low level and a couple high level to work towards.) And scrolls could be written into the spell book later.