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Old February 16th, 2009, 03:41 PM
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Default Re: CPCS - CrossPathCombatSpells - v0.2 is out!

All main spells done! Now I'll have to move my testing underwater.

So I came up with a cool idea for E/W. I'm just a bit afraid it might be unbalanced. Here it goes:

Quote:
2E1W - Traveller's Curse: This spell will turn the land beneath the target in to a muddy sludge, trapping him waistdeep in oozing mire. Only when he escapes, will the victim realize the full scale of his curse. With each step the victim takes, the land under his feet will turn into this thrice-damned sludge. The cursed will have to struggle fiercly just to manage move and will be greatly hampered in combat. Unless the victim is magically reinvograted, he will eventually pass out from exhaustion. Throughout the ages, numereous heroes have been found after battle, having faced the humiliating defeat, drowned in a feet-deep puddle of mud.
Alt lev 5, R:20+, NoE: 1, Prec 10, Fat:50, UW-
I just really find myself liking the theme of this. Defeated by mud, that's just priceless.

So it Earth Grips, Slimes (halved att/def/AP) and gives Curse of Stone (moving causes d4 fatique points and striking d8 fatique points). This will pretty much screw anything without reinvogration. Perhaps I should make the Curse of Stone effect MR resists? Then it really won't affect anyone in the long run.

Quote:
Originally Posted by Aezeal View Post
what paths UW spells do you need?
These are what we have currently. The paths or path combos should be those available to UW nations.

Quote:
W: Crushing Pressure, some physical damage, frightens

N/W: Ink Strike, Poison damage + blind (resisted by def, like earthquake), Small AoE, inaccurate (thanks to Vedalkenbear )

D/W: Call Drowned, summon spirits of drowned sailors. (ghosts, in rule speak)

W/A (could be W/S): Chaotic Currents, the caster takes 'control' of powerful sea currents and tries to crush his opponent with them. Even if the target survives, struggling with the currents will have likely moved him somewhere else in the battlefield. Does some physical damage and blinks opponent.

2W1E Deep Drowning:
The caster animates the sand, silt, and muck of the seabed, swirling it around his foes until the murky sludge cakes their gills/lungs, sending the victims into terrible spasms of asphyxiation.
Alt 4, R= 25+,Dam= 20+AN (Fatigue damage only), AoE= 2+, NoE= 1, Prc= -2, UW++, MR
Quote:
Originally Posted by llamabeast View Post
Yeah, "Mind over Matter" and "Baptism of Hades" both seem potentially very powerful, but also they're pretty cool - I like them.
Baptism of Hades had to be scrapped, apparently the lighting vulnerability from Ironskin overrides the frost vulnerability from stoneskin and that overrides fire vulnerability from barkskin. I made it a niche undead-healing spell since I had no other ideas. (waters from tartarus is pretty good, so your D/W mages can cast that).
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