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  #1  
Old June 1st, 2004, 05:26 PM
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Default Improving the Transformation spell

Not sure if anyone else has noticed but the transformation spell has only a limited number of possibilities. Hopefully the next patch will add more possible creature types.


Also we should everyone here should list what creature/being types should not be added into the transformation spell.
Doom Horror and Vastness should not be added in my opinion.
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Old June 1st, 2004, 06:01 PM
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Default Re: Improving the Transformation spell

No Horrors, Void monsters, Undead or Demons.
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Old June 1st, 2004, 06:04 PM

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Default Re: Improving the Transformation spell

Awwww C'mon, i really really want the chance to turn my 0 point pretender into a all conquering doom horror with multiple magic paths.... pleaaase?
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Old June 1st, 2004, 06:48 PM
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Default Re: Improving the Transformation spell

Quote:
Originally posted by Cheezeninja:
Awwww C'mon, i really really want the chance to turn my 0 point pretender into a all conquering doom horror with multiple magic paths.... pleaaase?
Any pretender would need at least 1 in nature magic plus items for nature bonus to cast the spell. Also it would be advisable to have some nature gems and a nature mage which can do gift of reason if something goes wrong.


The spell should definitely have more possibilities for it to be considered since it has such a high level for what it does.
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Old June 1st, 2004, 07:00 PM

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Default Re: Improving the Transformation spell

err... I believe you mistook an attempt to be light hearted for a remark that contained content. I didnt mean to imply the spell should not be made more powerful, i was just being flippant.

I've never even used the spell, actually.
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Old June 2nd, 2004, 09:02 AM
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Default Re: Improving the Transformation spell

It shouldn't Transform your mage into anything that would need more research to summon it. So no level-9 units. Also, Magical units should not be included. And as most units (militia, knight, longbowman etc.) come with the training and equipment... There is not much left. All the animals(maybe not hydra), Foul Spawns (heh, these should be pretty rare), maybe some cheaper pretender forms... Well, not cheaper but weaker, as a Wyrm or a Manticore, would be evil! Maybe the Freak of the Freak Lord.

Teraswaerto said no undead, horrors, demons or void monsters. I would say nothing inanimate or undead and no units that are "out of this world", that is, from hell, void, Astral Planes...
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Old June 2nd, 2004, 09:14 AM

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Default Re: Improving the Transformation spell

Are there even any GOOD transformations? I'm not quite sure what the benefit of turning a perfectly good mage into what will likely be a feebleminded, poorly-slotted animal is, especially since you have to be a fairly decent nature mage to even cast it in the first place...and the benefit is to be turned into a dog?
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Old June 2nd, 2004, 09:25 AM
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Default Re: Improving the Transformation spell

The spell should have a chance of getting a powerful form, hydra, tarrasque, wyrm, etc. since it's a high level spell and it would only be a small chance, and there's the danger of getting feebleminded too.

I said no undeads, etc. mainly for thematic reasons.
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Old June 2nd, 2004, 10:50 AM
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Default Re: Improving the Transformation spell

You may want to check out the discussion about this spell we had some time ago in another thread - look here ...
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Old June 2nd, 2004, 12:54 PM

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Default Re: Improving the Transformation spell

Played around with transformation a bit a while ago. Transformations are various animals, the various drakes, a chimera, foul spawns are also possible but they always seem to come with feeblemindedness. Think ritual of rebirth is a better option if you want your immobile pretender to become mobile. Just teleport somewhere you drown to avoid getting any afflications.

Transformation doesn't go bad very often. Advantages are reduced upkeep and stronger forms for your mages.
Disadvantages are most transformation only have two misc slots and crappy precision.
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