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Posts from New magic.

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18 years ago
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In my opinion, the magic schools don't have enough spells. I suggest creating new ones for each school. For example, for Dark Magic, a level 3 spell: "Sense of Death" – for each creature killed in the squad, damage is dealt equal to 1, 2, 3, or 4, depending on the magic skill level. For Chaos Magic, a level 4 spell: "Thunderstorm" – deals damage in a 4x4 area, with the strength and duration depending on the magic skill. Damage is dealt before the hero's turn begins. For Summoning Magic, a level 2 spell: "Quicksand" – the event has the same effects as falling into a trap. A 5x5 area is created on the battlefield with 1, 2, 3, or 4 quicksand areas (again, depending on the magic skill level). For Light Magic, a level 3 spell: "Sacred Wind" – adds 1, 2, 3, or 4 to the speed. Also depends on the magic skill level. :D
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18 years ago
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Tanatas;138187
In my opinion, the magic schools don't have enough spells. I suggest coming up with new ones for each school.
I think there are enough of them right now.
For example, Dark Magic level 3 - Sense of Death, for each creature killed in the squad, damage is dealt equal to 1, 2, 3, 4, depending on the magic skill.
What's the difference from Divine Vengeance?
Chaos Magic level 4 - Thunderstorm, deals damage in an area of 4*4 with strength and duration depending on the spellcasting skill. Damage is dealt before the hero's turn begins.
Again, it's very similar to the special ability of the Thunderers (alt-titans).
In reply to Amko
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18 years ago
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Sorry, not a thunderstorm, just thunder. A sense of death: for each creature killed in the squad, damage is dealt and applied as a curse, meaning that a percentage of 100 peasants are affected. If 3 peasants die, the squad takes damage equal to 3, 6, 9, or 12, meaning that an additional 0 to 2 peasants die.
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18 years ago
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That's a good idea. I'd suggest a 6th-level spell that could only be obtained in heavily guarded locations and cast for a large amount of mana: Enlightenment – at each level, it grants 1000, 1500, or 2000 experience points and doesn't consume the hero's movement points. It would be useful for leveling up (when there are few monsters). There is, of course, a building in the Eastern Horde that helps with this for a week, so why not create a similar spell for 200 mana? That would also be great. You could accumulate mana and cast it every week, let's say, for the duration of a week (or however long it takes), when the growth rate of all creatures is doubled.
Or, you could create a spell (like in Disciples) that either adds to, doubles, or takes away movement points from enemies. And, like in Disciples, you could summon very powerful creatures (level 10 or higher) to hinder the enemy hero. That is, you summon it, and it blocks the path (the summoning duration is 1, 2, or 3 days, depending on the spell level), and the cursed enemy loses time, while we either escape or gain some other advantage during that time.
And if we really let our imagination run wild, we could create a new skill – something like external Magic and all that, which you can level up to allow you to create a portal to a city – you could choose which city, and so on.

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