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November 7th, 2004, 10:26 PM
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First Lieutenant
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Join Date: Sep 2004
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Re: Newbie ?? re: Spell Damage
Thanks for the explanations!
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November 7th, 2004, 10:30 PM
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First Lieutenant
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Join Date: Sep 2004
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Re: Newbie ?? re: Spell Damage
So, is it +3 for spells with dmg 20-30?
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November 8th, 2004, 12:27 AM
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Private
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Join Date: Mar 2004
Location: San Francisco, CA
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Re: Newbie ?? re: Spell Damage
Cool! Thank you so much for the clarification(s)!! Really does help me a lot, and also affects the spells I'll be casting going forward (with some of my spellcasters, at least!). 
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November 8th, 2004, 12:41 AM
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First Lieutenant
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Join Date: Sep 2004
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Re: Newbie ?? re: Spell Damage
Yeah, I just decided that my 9-Fire, 9-Astral Flaming Head Baphomet really ought to cast Power of the Spheres, Phoenix Power, Summon Fire Elemental, Luck, Holy Pyre.
Don't tell Argitoth.
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November 8th, 2004, 01:02 AM
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Lieutenant General
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Join Date: Feb 2004
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Re: Newbie ?? re: Spell Damage
ooh, also check astral fires...
and living fire, the mass elemental spell, would give you 11 elementals...
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November 8th, 2004, 01:07 AM
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First Lieutenant
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Join Date: Sep 2004
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Re: Newbie ?? re: Spell Damage
Those are way too advanced for my simple-minded nation of campaigning religious fanatics.
Also Astral Fires doesn't have "+" damage, and magic resistance negates. Bleah. Oooh, but I see that the area of effect has a "+" on it. Cool. If my mages ever get tired of throwing themselves into battle and decided to do some research, we'll look into that.
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November 8th, 2004, 03:47 AM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Newbie ?? re: Spell Damage
Fire Darts is very fun at the early stages if your pretender has 8-10 in fire. Dmg is only 10, but 10-12 darts is still very useful unless the opponents have heavy armors. Besides the dmg is armor piercing.
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November 8th, 2004, 07:27 AM
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Major
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Join Date: Sep 2003
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Re: Newbie ?? re: Spell Damage
Quote:
Zooko said:
Also Astral Fires doesn't have "+" damage, and magic resistance negates.
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True, but higher skill helps you bypass the target's MR more easily (+1 bonus for each 2 levels above the spell requirements - ie, +3 with your Baphomet).
__________________
God does not play dice, He plays Dominions Albert von Ulm
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November 8th, 2004, 01:12 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Newbie ?? re: Spell Damage
Quote:
Zooko said:
Also Astral Fires doesn't have "+" damage, and magic resistance negates. Bleah. Oooh, but I see that the area of effect has a "+" on it. Cool. If my mages ever get tired of throwing themselves into battle and decided to do some research, we'll look into that.
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And a high magic pretender (or empowered + item boosted mage) not only gets a larger area of effect, but it becomes harder and harder to resist the magic. Then you add on an item or two that helps with spell penetration, and rings of sorcery and wizardry raise magic skill level _and_ penetration. 
__________________
Wormwood and wine, and the bitter taste of ashes.
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November 8th, 2004, 06:50 AM
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Major
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Join Date: May 2003
Location: Solomon Islands
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Re: Newbie ?? re: Spell Damage
Quote:
Zooko said:
Yeah, I just decided that my 9-Fire, 9-Astral Flaming Head Baphomet really ought to cast Power of the Spheres, Phoenix Power, Summon Fire Elemental, Luck, Holy Pyre.
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Oooh! So that's what you have. Lucky I didn't start next to you. You must have really kick *** flagellents!
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