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April 12th, 2004, 12:36 PM
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Private
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questions/answers about specific spells
well I made this topic because I daily runs into ponderings about how a spell works, how to make it work and so on.
And I think a topic with the purpose of gaining knowledge about spells is in order.
so anyone feel free to join, with teachings questions or answers
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April 12th, 2004, 12:42 PM
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Private
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Re: questions/answers about specific spells
Curse off stones questions
I will start with this one.
Curse off stones: battelfield (alteration 4 earth lvl 3, earth gems 3, fattique 300.
I finally got my mage to cast it,(how I miss a force the casting of spell X option, to override the AI.)
It does gives the targets i could observe more fatique , but how much?
And anyone have experience with when its really good to cast? maybe combined with some reinvigoriation on own troops or with other enemy burdening spells.
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April 12th, 2004, 02:17 PM
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Corporal
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Re: questions/answers about specific spells
__________________
I am looking for a six-fingered man.
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April 12th, 2004, 02:44 PM
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Private
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Re: questions/answers about specific spells
about this thread
thx for the links, they are though not new to me,
handy, but still hoping for zen to come up with a god quick sheet.
about Curse off stones
nothing in the links to answer my quetions unless I have been cursed by blindness!
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April 12th, 2004, 10:58 PM
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Lieutenant General
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Re: questions/answers about specific spells
hmm... how about those level zero 'touch' spells (freezing touch, sleep touch)? I realize level zero spells are not intended to be great, but have you ever seen them accomplish anything?
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April 12th, 2004, 11:28 PM
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Major General
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Re: questions/answers about specific spells
Well, the primary drawback of touch spells is that they tend to accomplish nothing you can't already do by braining somebody with an actual weapon: The touch spells are very hard to script, due to lack of conditional scripting for use, so to get any mileage out of them deliberately, you have to actually get a mage into close combat with opponents. This tends to be rather suicidal for mage-mages, and fighter mages tend to script buffs, then attack normally, rather than scripting unreliable touch spells that probably won't be cast due to range.
This is obviously why they're not very high level spells. Occasionally, a mage will manage to spontaneously use one to good effect, but most of the time, you get what you pay for.
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April 13th, 2004, 11:39 AM
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Re: questions/answers about specific spells
Quote:
Originally posted by quantum_mechani:
hmm... how about those level zero 'touch' spells (freezing touch, sleep touch)? I realize level zero spells are not intended to be great, but have you ever seen them accomplish anything?
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Yes, they are often used by the AI as 'Last chance' when a mage is attacked. Spells like Burning Hands or Shoking Grasp are not very powerful, but enough to kill or disband most heavy infantry. Sleep/Poison/Freezing Touch, Desiccation, Hand of Dust are based on an attack roll or a MR save and are less useful.
If you can protect a mage however (Invulnerability ? Mistform ? Glamour ?), spells like Shockwave (area 6, can kill up to 18 footmen!) or Acid Spray (area 3) make considerable damage at close range... someone already mentioned a tactic based on Vanherses (glamour, air 1 mages) able to cast Resist Lightning, Mistform (summon stormpower ? or using one air gem ?) then 'attack one turn', then 'Shockwave' and 'cast spells'.
Cheers
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