Quote:
Originally Posted by Ragnarok-X
Astral + Death could call a Aether Pulse, small AoE instant death chance.
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Thanks for the idea, but I think I'll pass. I'm pretty happy with the current S/D spell "Gaze of Azrael". Besides, D & S both have insta-kill spells already (disintegrate/soul slay)
Quote:
Originally Posted by Ragnarok-X
About Death + Nature, a low range (touch?) single target kill spell which creatures a skeleton or ghoul would work. Something like "Corrupt flesh" or something.
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Thanks. IIRC, I've gotten a lot of suggestions like that in the first CPCS brainstorms, but it won't work. There is no way to mod "if" clauses. In this example, a skeleton should always be created if a unit dies by this spell. But the skeleton will always be created, even if the target makes the save. And making a insta-kill spell wihtout save is a strict no-no.
I'm working on the update and it is sort of snowballing. When I was going through the spells I noticed a lot of stuff I didn't like. Because I want this mod to be simple and to the point, I'm going to replace more spells with new ones. Here is a quick list;
OLD ---> NEW
Soul Fire (F/S) (costs gem, niche, hard to balance) --->
Celestial Flame (F1S1,low range, AP holy damage, non-elemental, boosts morale in nearby firendly units)
Mind over Matter (S/E) (costs gem, niche, takes 2 spell slots) --->
Chains of Fenrir (S1E1, low range, imprisons one target with bonds of fire + earth meld + false fetters + tangle vines)
Celestial Shield (S/A) (clunky like hell) --->
Celestial Embrace (S1A1, creates a small aoe cloud (lass 3 turns) that gives "twist fate", MR negates the effect)
Anger of God (A/S) (niche) --->
Static Bolt (A2S1, weaker lighting bolt that gives the target "Charge Body" effect)
I'll also probably figure something out to replace the "Styxian Baptism" which is suffering from a really small niche. It takes two spell slots too!