Antimagic-only infusions
Posted: Sun Mar 06, 2011 3:30 pm
Just brainstorming a bit to see if antimagic can be improved:
(the concept behind this are of infusions so delicate that the slightest taint of arcane on the host will render them useless)
(if you like any of the concepts i should be able to code them np)
Infusion: Vigor
'Lowers all your cooldowns by x'
(Large cooldown on this one)
Infusion: Warmaster
'Increases all your combat masteries for x for y turns'
(I wanted to do all masteries but it would probably be too abusable, should be ok like this)
Infusion: Slimespray
'Conjures a cone of slime with range x. Any target caught in the area will take y nature damage and be slowed for up to three turns.'
(You know you want this)
Infusion: Magic Supression
'Attempts to dispel up to x magical, curse and hex effects (both good and bad) on the caster and on each target up to y yards.'
(Kind like a devour magic but AoE)
----
On the other hand I don't really like items most people won't be able to use. Another choice would be to have normal infusions have an improved effect for antimagic characters.
For example:
Infusion: Movement
Grants immunity to daze, pin and stun effects for x turns.
Antimagic only - Also increases movement speed by y for x turns.
Infusion: Heroism
Grants +x to Strength, Dexterity and Constitution for x turns.
Antimagic only - Also increases all combat masteries by y for x turns.
(the concept behind this are of infusions so delicate that the slightest taint of arcane on the host will render them useless)
(if you like any of the concepts i should be able to code them np)
Infusion: Vigor
'Lowers all your cooldowns by x'
(Large cooldown on this one)
Infusion: Warmaster
'Increases all your combat masteries for x for y turns'
(I wanted to do all masteries but it would probably be too abusable, should be ok like this)
Infusion: Slimespray
'Conjures a cone of slime with range x. Any target caught in the area will take y nature damage and be slowed for up to three turns.'
(You know you want this)
Infusion: Magic Supression
'Attempts to dispel up to x magical, curse and hex effects (both good and bad) on the caster and on each target up to y yards.'
(Kind like a devour magic but AoE)
----
On the other hand I don't really like items most people won't be able to use. Another choice would be to have normal infusions have an improved effect for antimagic characters.
For example:
Infusion: Movement
Grants immunity to daze, pin and stun effects for x turns.
Antimagic only - Also increases movement speed by y for x turns.
Infusion: Heroism
Grants +x to Strength, Dexterity and Constitution for x turns.
Antimagic only - Also increases all combat masteries by y for x turns.