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February 24th, 2004, 12:22 AM
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Corporal
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Join Date: May 2001
Location: Oxon Hill, Md. USA
Posts: 91
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Re: Fun with ... TRANSFORMATION
Arralen,
Thanks so much for this (and presumably follow on) thread(s). I've stared at this spell many times, as recently as the vanilla C'tis game I'm playing. (I wanted to try out the Tartarian Gate spell after reading up on it here.)
Having gotten to the point where I am relatively secure in my borders (after driving a stake in Ermor ... yesh) I was thinking of trying this on to see what you get.
(For those who care, current game is vanilla C'tis on the World map [not the scenario] against all 16 nations on normal AI.)
I had thought that it might be a way around having an immobile pretender. Cast transformation and ... voila! Seeing your results has made me somewhat less enthusiastic about the possiblity.
Looking at the results, I'm unsure about something. Where your volunteers still have magic, is that what they started with (or some fraction thereof)? Or new magic native to the creature? (I expect it's remainder magic, but wanted to be sure.)
Ciao,
V'ger gone
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February 24th, 2004, 12:30 AM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: Fun with ... TRANSFORMATION
It's the magic they started with Vger. Good idea to use this spell as a workaround for immobile pretenders. Why didn't I think of this myself?
It's no big risk using the spell since you can recast it until you get something interesting as well as curing Feeblemind using Gift of Health or the artifact.
[ February 23, 2004, 22:32: Message edited by: Wauthan ]
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February 24th, 2004, 12:37 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: Fun with ... TRANSFORMATION
Lifeless immobiles might be immune to the spell. I cannot swear they are, but it seems logical.
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February 24th, 2004, 05:33 PM
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Sergeant
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Join Date: Sep 2003
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Re: Fun with ... TRANSFORMATION
Quote:
Originally posted by Arralen:
So all in all there doesn't seem to be much variety, and most of the funs seems to come from the nerve-wrecking tension, if your mage blew himself totally or if he's still at least somewhat useful. A heavy investment of gems to get some commander to nature-3 and have him transform into a fearsome fighting machine wouldn't pay off most times, though.
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You could raise the nature level of a mage to 3 by items. After casting the spell, if he can't use it, the items go back to the lab in Dom 2 (not in Dom 1).
8 gems to turn a druid into an Fire Drake who can cast "Personal Regeneration" and "Elemental Fortitude". I'd call that a bargain.
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February 24th, 2004, 05:37 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: Fun with ... TRANSFORMATION
i think pretenders in general are immune or rather not effected by this spell.
Oh and a tip when playing man: Get a few crones, they usually have nature 3 and are VERY weak. Not just transform them, you usually (at least in my game) get Chims, all kinds of drakes or even Wyvern. The good thing about this is the increased protection AND the movement, i really like to have my strong mage cranes fly around at 3 provines per turn. it comes very handy indeed !
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February 24th, 2004, 05:41 PM
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Sergeant
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Join Date: Sep 2003
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Re: Fun with ... TRANSFORMATION
Quote:
Originally posted by Kristoffer O:
Lifeless immobiles might be immune to the spell. I cannot swear they are, but it seems logical.
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I tested Oracle and Golem.
Apparently, inanimate or lifeless is not affected. The computer will happy spend you gems and tell you the turn afterwards that it's ineffective.
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February 24th, 2004, 05:46 PM
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Sergeant
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Join Date: Sep 2003
Posts: 296
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Re: Fun with ... TRANSFORMATION
Quote:
Originally posted by Ragnarok-X:
i think pretenders in general are immune or rather not effected by this spell.
Oh and a tip when playing man: Get a few crones, they usually have nature 3 and are VERY weak. Not just transform them, you usually (at least in my game) get Chims, all kinds of drakes or even Wyvern. The good thing about this is the increased protection AND the movement, i really like to have my strong mage cranes fly around at 3 provines per turn. it comes very handy indeed !
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It's even nicer to use them on Bard with items .
One additional note on my previous post. The item will be in the lab if the new body of the commander can't use them. BUT they'll be gone if he/she dies in the process - not sure whether it is a bug or intentional.
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