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Are new spells needed?
Poll ended at Sat Sep 27, 2003 2:36 pm
Yes 44%  44%  [ 4 ]
No 11%  11%  [ 1 ]
Perhaps 33%  33%  [ 3 ]
What about old spells? 0%  0%  [ 0 ]
What spells? 11%  11%  [ 1 ]
Total votes : 9
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PostPosted: Thu Dec 11, 2003 5:18 am 
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Sher'Tul Godslayer

Joined: Tue Jun 10, 2003 1:50 pm
Posts: 3427
Location: Virginia, USA
Ravenred wrote:
Would it be possible to have an attack/spell that does no damage, but only has an impact effect?

Just thinking that the Air School could use a spell like that... no damage, unless you happen to be next to a wall when it's cast...


Ummm... this is probably a very silly question, but why would you *want* to have an attack spell that only impacts and doesn't damage??


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 Post subject:
PostPosted: Thu Dec 11, 2003 5:24 am 
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Archmage

Joined: Thu Dec 05, 2002 5:07 am
Posts: 427
Location: In Mirkwood, spider hunting
Mainly because of the "Utility Spell" discussion above. If we merely judge spells on their dice damage, I think we're limiting both our gameplay and imagination...


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PostPosted: Thu Dec 11, 2003 5:34 am 
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Sher'Tul Godslayer

Joined: Tue Jun 10, 2003 1:50 pm
Posts: 3427
Location: Virginia, USA
I can understand that.... but what I can't understand is what such a spell would be good for.

I can't imagine a situation in which I'd want to shove monsters away and NOT do them damage... unless it was to push my own pets away from me, in which case a) I'd just dismiss them and summon more later, or use one of the other pet commands, and b) such a spell would tend to anger them anyway, especially if one got smashed against a wall.

Or, I could see that you might want to put MOST of the mana in the spell into pushing away (in order to cast stone prison, maybe?) but not all of it?

I haven't played with mages in ToME. So what I am wondering is: What am I missing here?


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 Post subject:
PostPosted: Thu Dec 11, 2003 5:46 am 
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Archmage

Joined: Thu Dec 05, 2002 5:07 am
Posts: 427
Location: In Mirkwood, spider hunting
Perhaps not NO damage, but in terms of it not being the primary thrust of the spell...

The polar opposite of manathrust, which has zero-effect other than hurting monsters...

I think what I'm TRYING to get across, is that the power of the impact flag should far, far outweigh the damage of the spell as a THEMATIC device... And if it is used as a beam or ball, scattering monsters could have a very beneficial effect (removing spell casters and heavy breathers from LOS, for example, think of a Silent Watcher in your way!)...


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 Post subject:
PostPosted: Thu Dec 11, 2003 1:39 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 10, 2003 1:50 pm
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Location: Virginia, USA
Ravenred wrote:
Perhaps not NO damage, but in terms of it not being the primary thrust of the spell...

The polar opposite of manathrust, which has zero-effect other than hurting monsters...

I think what I'm TRYING to get across, is that the power of the impact flag should far, far outweigh the damage of the spell as a THEMATIC device... And if it is used as a beam or ball, scattering monsters could have a very beneficial effect (removing spell casters and heavy breathers from LOS, for example, think of a Silent Watcher in your way!)...


Hmm, OK, I can see that! :)

Silent Watchers.... My char's wearing one. :wink:


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 Post subject:
PostPosted: Thu Dec 11, 2003 6:20 pm 
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Higher

Joined: Fri Jul 26, 2002 12:55 am
Posts: 71
Location: Nebraska
I would like to see Recall broken up a little. Perhaps you can fetch items at Conveyence level 15, recall to/from the dungeon at level 23, and swap positions at level 30. I'd like to see a mage that can fetch items magically, but it's way too expensive to pump up Conveyance that high. Fetching items seems like more of a cantrip to me(until you get to grabbing them through walls, of course).

Perhaps we could add another high level Conveyance spell and just bring down the overall level of Recall instead.
Maybe a spell that swaps the position of two "chunks" of dungeon terrain (and possibly the monsters/items therein)?
Maybe a controlled teleport spell? This could be level 40 or 45, makes sense if someone studied Conveyance *this much*.
Maybe split off void gate creation from phase door, since sometimes one would like to phase door without creating a jumpgate (or taking a whole turn to create one).


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 Post subject:
PostPosted: Thu Dec 11, 2003 8:11 pm 
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Sher'Tul Godslayer

Joined: Sat Dec 14, 2002 7:18 pm
Posts: 2438
Location: California (or sometimes Erebor)
If recall were to be split up like that, item fetching would most definitely NOT be the power you get first.


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 Post subject:
PostPosted: Thu Dec 11, 2003 11:22 pm 
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Higher

Joined: Fri Jul 26, 2002 12:55 am
Posts: 71
Location: Nebraska
We appreciate your input. Do you have anything positive to say?


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 Post subject:
PostPosted: Fri Dec 12, 2003 5:37 pm 
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Sher'Tul

Joined: Sat Sep 21, 2002 12:10 am
Posts: 1198
Location: Shadow Earth
void jumpgates fill the niche of a targeted teleport.

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 Post subject:
PostPosted: Wed Dec 17, 2003 11:45 pm 
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Wyrmic

Joined: Fri Sep 05, 2003 1:19 am
Posts: 210
Location: Florida
This one would spice up the mind school:

(needs better name)
Mind Control (Mind 35(40?))
This spell alows you to control the mind of another, temporalily making them co-aligned. The power increases with level, as well as the duration(never very long). The amount of monsters you can control at once also goes up with level (max 3).

The downside of this spell is that it is very expensive. I havn't work out exactly how much it should cost, but it should be alot.

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 Post subject:
PostPosted: Thu Dec 18, 2003 4:42 am 
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Sher'Tul Godslayer

Joined: Tue Jun 10, 2003 1:50 pm
Posts: 3427
Location: Virginia, USA
Makkoan wrote:
This one would spice up the mind school:

(needs better name)
Mind Control (Mind 35(40?))
This spell alows you to control the mind of another, temporalily making them co-aligned.


A pseudo-version of this exists in Symbiosis: Force Symbiosis. 'Cept it only works on non-moving, and is AFAIK permanent.


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 Post subject:
PostPosted: Thu Dec 18, 2003 5:11 pm 
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Sher'Tul Godslayer

Joined: Sat Apr 26, 2003 7:38 pm
Posts: 1970
Location: GMT-8:00
um, it works on anything, and allows you to use a power of theirs once (as if you had been wearing them and cast use greater power)

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