.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old December 8th, 2008, 07:41 PM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Shadow Magic

My attempt to design a new magic path for Dom3--to go along with my "Why magic paths are like mod Nations" thread.

Note: This is just a hastily made example of how a new path *might* work. Obviously, a better effort could be made with more work and thought put into it, and certainly a better balance. Hopefully, it will serve to illustrate the potential of new paths to benefit the overall strategy and fun of the game.

First, the bless. At 4 Shadow Magic picks, sacred units get "Strength in Darkness +1". This improves by 1 point at 6, 8, and 10. At 8 Shadow Magic picks, sacred units get Darkvision 50. If they already had Darkvision 50, they would now have Darkvision 100. I contend that this isn't overly powerful, and it serves to help nerf the "Utterdark" spell.

Mages, at Shadow Magic 5, get Stealth 0. This increases by 1 point at 6+.

Forged items might include:
Blade of the Sentinel, Const 2 1 handed magical shortsword that gives Darkvision 50% and Patrol Bonus +5.
Shadow Shield, Const 4 shield which strikes attackers with a Fear 5 attack.
Beggar's Rags, Const 4 armour which gives Stealth 0,
Rose Glass Spectacles Const 4 helm which gives Glamour,
Shadow Banner, Const 6 2-hand weapon which gives friendly units in a 5 area range, Strength in Darkness +2, and Darkvision 50%.
Slayer's Helmet, Const 6 helm which gives Stealth 5,
Ring of Night, a misc artifact which gives Stealth 25, Darkvision 100%, and Strength in Darkness +5, but also strongly horror-marks the user.
Banner of the Coming Dawn (requires Shadow and Fire magic to forge), a misc 2-hand weapon that dispels Darkness on the battlefield.

Shadow gems would *not* be alchemizeable into gold, but could be converted from Astral gems.

Possible Site:
Hall of Broken Mirrors. Uncommon, Shadow 1, Produces 1 shadow gem.
Dark Tower, Rare/Unique, Shadow 3. Produces 2 shadow gems, and allows shadow mages to enter to summon Shadow Dancers.

Generic spells:
Alt=
Level 0 Alt--Shadow Hand-touch type spell that reduces target's Att and Def by 2 each, MR resists.
Level 1 Alt--Knife in the Dark--increases mage's Att and Str by 6 each for 1 attack
Level 2 Alt--Obfuscate--gives the mage Glamour.
Level 6 Alt--Sons of Hel--gives a small group of units Glamour

Evo=
Level 1 Veil--touch attack, MR resists, only affects units *without* darkvision or blindness, causes the effects of blindness for the target, but only for the duration of that combat.
Level 3 Flicker Bolt--distance lifedrain attack, MR resists easily, costs 1 shadow gem
Level 5 Flicker Wave--area lifedrain attack, MR resists easily, costs 1 shadow gem
Level 7 Flicker Storm--distance lifedrain area attack, MR resists easily, costs 1 shadow gem
Level 9 Darkness Falls--Veil type attack, but affects all units, friendly and enemy, and MR easily negates. Costs 3 Shadow Gems.

Conj=
Level 4 Conj--Summon Tenebrum, combat only, summons a size 6 etherial tentacle that starts with 1 Hp, and does Lifedrain Tentacle damage, gains Power in Darkness +2 and Darkvision 100%, costs 1 Shadow gem
Level 5 Conj--Shadow Dancers: summons a group of 5 stealthy/etherial human-sized units that have Darkvision 100 and get stronger in darkness.
Level 7 Conj--Master of Shadows: summons "Shadow Lord", an appropriately powerful SC.
Level 9 Tenebrous Bore, combat only, summons 8+ Tenebrums. Costs 2 shadow gems.

Const=
Level 3 Zuni Doll--sends a size 1 4 hp assassin (Zuni fetish doll) to a distance province. Costs 1 shadow gem. Zuni fetish doll is armed with a spear and a bite, and regenerates damage/heals self.

Thaum=
Level 2 Pinprick--A ritual distance attack spell that only does 1 point of damage but horror-marks the target. Costs 1 shadow gem.

Level 3 Shadow Walk--teleport self only spell. Costs 5 shadow gems.

Level 4 Blind Eye--shadow site detection spell.

Enc=
Level 1--Shadow Mask--combat only, gives the mage 100% darkvision.
Level 8--Shadow Company--combat only, gives all friendly units 50% darkvision, cost 2 Shadow Gems.

Pretenders might include: Daughter of Night--titan sized female Pretender with 2 shadow magic, produces 1 shadow gem per turn.
Mother Night--female rainbow mage with 1 shadow magic.
Grandfather of Assassins--male lich immortal assassin with Stealth 30, shadow and death magic, glamour, armed with 2 serpent kryss's. Summons shades in battle. Unlike other Liches, costs 60 for new paths.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:46 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.