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-   -   New Idea for Magic Item (Huge Advantage, Huge Disadvantage) (http://forum.shrapnelgames.com/showthread.php?t=16948)

Argitoth November 29th, 2003 04:54 AM

New Idea for Magic Item (Huge Advantage, Huge Disadvantage)
 
To combat the mind-afflicting spells like Mind Burn and Mind Hunt, etc, I have formulated a new magic item.

Helmet Slot
Mind Prison

A commander wears this helmet and gets the status "Mindless". Now, I know this seems too cheap, so the helmet also causes a commander to become "FeebleMinded". Good for those R'lyeh armies.(CURSED)

That way, you cannot protect your mages. It is only good for regular commanders and requires 5 astral gems and is a level 6 construct.

Another solution is that the helmet prevents any spellcasting or rituals but the mage becomes mindless without having to become feebleminded. That way it would have a wider use. (NOT CURSED)

[ November 29, 2003, 03:01: Message edited by: Argitoth ]

PDF December 1st, 2003 05:03 PM

Re: New Idea for Magic Item (Huge Advantage, Huge Disadvantage)
 
Quote:

Originally posted by Argitoth:
To combat the mind-afflicting spells like Mind Burn and Mind Hunt, etc, I have formulated a new magic item.

Helmet Slot
Mind Prison

A commander wears this helmet and gets the status "Mindless". Now, I know this seems too cheap, so the helmet also causes a commander to become "FeebleMinded". Good for those R'lyeh armies.(CURSED)

That way, you cannot protect your mages. It is only good for regular commanders and requires 5 astral gems and is a level 6 construct.

Another solution is that the helmet prevents any spellcasting or rituals but the mage becomes mindless without having to become feebleminded. That way it would have a wider use. (NOT CURSED)

<font size="2" face="sans-serif, arial, verdana">I'm ok with the idea of a mind protecting helmet, but why should it be so penalizing ? Magic armor for example does not force you to speed 1 and def 0 .. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Argitoth December 1st, 2003 05:38 PM

Re: New Idea for Magic Item (Huge Advantage, Huge Disadvantage)
 
It should be penalyzing because being protected from mind hunt and mind burn is very beneficial.

PDF December 1st, 2003 06:05 PM

Re: New Idea for Magic Item (Huge Advantage, Huge Disadvantage)
 
Quote:

Originally posted by Argitoth:
It should be penalyzing because being protected from mind hunt and mind burn is very beneficial.
<font size="2" face="sans-serif, arial, verdana">Bah, not much more than being protected from Fire/Cold/etc, being etheral, having increased Magic Res and so on...
The problem with the Mind stuff spells is that they have no real counter, so are easily abusable, the remedy is to give them a "normal" counter.
I however think that a protected mage should not be able to cast the Mind spells he is protected against himself (or maybe any Astral magic), but no more than that.

[ December 01, 2003, 16:12: Message edited by: PDF ]

johan osterman December 1st, 2003 07:06 PM

Re: New Idea for Magic Item (Huge Advantage, Huge Disadvantage)
 
If you want to get feeble minded you can allways give yourself a slave collar. That way you lose all magic, including astral, and render yourself immune to mind duel.

Argitoth December 1st, 2003 08:06 PM

Re: New Idea for Magic Item (Huge Advantage, Huge Disadvantage)
 
cool, how do you make it?


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