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Re: Magic Items Suggestions
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Don't you think it's a little ridiculous to demand information and history to back up arguments about fiction? Quote:
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Re: Magic Items Suggestions
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Re: Magic Items Suggestions
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But it may be better to hardcode the maximum and make it gives for example 1 level for 1-2, 2 for 3-5, 3 for 6-9, 4 for 10-14 and 5 for 15+. |
Re: Magic Items Suggestions
Some other ideas :
forgers becoming the item... (probably too much work to code this kind of things but a fun idea) My Own Demilich Skull (very powerful death 6 item) : to forge this item the death mage must kill himself, as his own skull will become the demilich one. The demilich skull can then be carried by another character and will randomly cast spells in battle its forger was able to cast (but will be of no use to cast ritual spells). Like Carcator demiliches generally tend to be grumpy and often cast curses even on their own troops. A pretender god becoming an item can't be called back as long as the item is in game. Controling Soul (astral 5-6 vp misc) : to create this item the astral mage must definitivly quit his physical body, becoming this globe of astral energy. The controling soul can then be carried by another character and will take control of one of his ennemies in every battle (MR negates but the controling soul has a penetration bonus equal to the astral level of the item creator ; this enslave mind spell is casted every round untill an ennemy fails, but the soul can only take control of one per fight). But this power is not the most exceptionnal of a controling soul : this indestructible globe will always be found if his wielder dies in battle, and has such a powerful spirit that it may control even its finder. An ennemy commander finding the controling soul will be seduced like by a succubus if he fails his MR check (pretenders gods are of course immune). Living Demonic Sword (very powerful blood 4 two handed sword) : to forge this item the blood mage must infuse a sword with his own blood, killing himself in the process, but transfering his soul and some of his powers into it. The dammage done by a demonic sword are based on the skills of its creator in elemental magic. The physical dammages this sword may done are increased by 3 by level he had in earth magic, and the sword gets one more attack by other elemental path practiced by its forger, doing 3 points of appropriate dammage by level he had (ie if he was a fire 3 air 2 blood 4 the sword will have a fire 9 dmg and an electrical 6 dmg attack in addition). The wielder of this sword will also gain 1 to his blood magic skill by 3 points the sword creator had in blood, and 1 to each statistic by 8 points its forger had in it. A pretender god becoming an item can't be called back as long as the item is in game. Living Diabolic Sword (very powerful blood 4 two handed sword) : to forge this item the blood mage must infuse a sword with his own blood, killing himself in the process, but transfering his soul and some of his powers into it. The dammage done by a diabolic sword are based on the skills of its creator in arcane magic. The attack of the diabolic sword will be armor negating if he had 3 or more in astral magic, have a drain strength power if he had 3 or more in death magic, and will be poisonous in proportion to his nature skill (from weak poison for 1 to death poison for 6+), and the sword will give its user a berserking hability with a bonus equal to the skill of the creator in blood. The wielder of this sword will also gain 1 to his blood magic skill by 3 points the sword creator had in blood, and 1 to each statistic by 8 points its forger had in it. A pretender god becoming an item can't be called back as long as the item is in game. (the same may be done for armors, demonic living armor giving resists or auras based on the elemental paths of the creator, diabolic living armor giving powers like etheral form if created by an astral mage, regeneration for nature, cursing attackers for death, + the general stat/blood bonuses) more items having control powers on magical creatures (with a powerful but very situationnal power, good counters against some strategies) : Crown of Elemental Control (1 by elemental path, greater or vp item needing about 3-4 levels in the school) : This crown will try to take control of all ennemy elementals each round. (a MR check will be done for each elemental creature of the item school in the ennemy army each round, the elemental is controlled for the round if it fails). Crown of the Seasons (nature 4-5 greater or vp item) : this crown will try to take control of all seasonnal spirits in the ennemy army each round. Crown of the Ingenior (earth item, same effect on mechanical men and clockwork horrors) etc... or even non magical creatures, but less efficiently : Ring of Human influence : this ring will try to control the human ennemy soldiers close to you (MR check for all ennemy humans in a 5 or 10 range or control for the round). Rings/Crowns of Troll/Lizardmen/Tritons influence, (etc...) |
Re: Magic Items Suggestions
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What you are suggesting is UNRealistic Fantasy where all weapons, items, people are exactly the same. http://forum.shrapnelgames.com/image...s/rolleyes.gif **edit in Might&Magic I refer to sequel#4 thru #7 because those are the ones I played. Quote:
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Re: Magic Items Suggestions
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Also, I like the idea of the forgers becoming the magic item. Maybe the champion's head (already present) can be made free, but require the forger's life? The possibilities are monumental... http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Magic Items Suggestions
About the magic items debate, I do agree that for technical reasons they should be identicle, but random stats for troops commanders and items would be nice.
However magic drain scale was mentioned, why not have that affect magic items but on a current province level, not a home province level |
Re: Magic Items Suggestions
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If you can show me, one instance where a real elf isn't 100ft tall with glowing pink noses I'll shut up and apologize. (actually I do remember reading one story where the elves were extinct giants...but I don't think they had pink glowing noses) Theres no such thing as unrealistic fantasy. Its whatever the author wants it to be. Quote:
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Re: Magic Items Suggestions
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UNRealistic fantasy is as simple as saying wizards only melee fight in battle. Sorry you can't grasp this. Quote:
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Re: Magic Items Suggestions
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