Well. No new attacking spell this world. Let's try again in next world. These are some spell ideas I have devised based on intended playing style of school and their 10 pip spell. These are all stronger than the rank 10 spell as I have looked them all up to calculate the damages. I am bad with coming up with names so please, name these spells anything cool! These spells are all 11 pips.
Okay let's start off with Fire: Do 1,750 to target, and add a smoke screen to all enemies. Ice: Do 1,200-1,300 to target, Stun enemy, and add two stun shields to self. Storm: Do 1,800-1,925 to target and add an universal 25% trap to all enemies. Balance: Do 1,450 over 3 rounds to all enemies, add a smoke screen. Life: Do 1,400 to all enemies, heal all team players for 600 over 3 rounds. Myth: Do 1,500 to all enemies, add one power pip to self. Death: Do 1, 350 to all enemies, swap half to health.
And a couple Astral Ideas. Sun: add 400 to spell, add one pip to cost. (For rank X spells, it would only add 325, because you can't add to cost of X) Star: 30% damage out, 5% accuracy, 5% armor pierce, 10% damage in. Moon: School specific, polymorph into your teacher.
If any of these are over powered, or under powered, please let me know with a fix to that spell!
Well. No new attacking spell this world. Let's try again in next world. These are some spell ideas I have devised based on intended playing style of school and their 10 pip spell. These are all stronger than the rank 10 spell as I have looked them all up to calculate the damages. I am bad with coming up with names so please, name these spells anything cool! These spells are all 11 pips.
Okay let's start off with Fire: Do 1,750 to target, and add a smoke screen to all enemies. Ice: Do 1,200-1,300 to target, Stun enemy, and add two stun shields to self. Storm: Do 1,800-1,925 to target and add an universal 25% trap to all enemies. Balance: Do 1,450 over 3 rounds to all enemies, add a smoke screen. Life: Do 1,400 to all enemies, heal all team players for 600 over 3 rounds. Myth: Do 1,500 to all enemies, add one power pip to self. Death: Do 1, 350 to all enemies, swap half to health.
And a couple Astral Ideas. Sun: add 400 to spell, add one pip to cost. (For rank X spells, it would only add 325, because you can't add to cost of X) Star: 30% damage out, 5% accuracy, 5% armor pierce, 10% damage in. Moon: School specific, polymorph into your teacher.
If any of these are over powered, or under powered, please let me know with a fix to that spell!
Hmm. Myth spell would only be 9 pips and be unfair. Just thought of that.
What if instead of adding a power pip to self, it added a tower shield to self?
Give the elementals a AOE not only the spirits (THT MAKES US UNDERPOWERED) the spirits are more like this Death - Steal AoE (Apocolypse) Myth - Single attack double hits (Prometheus) Life - Heals and minor attacks AoE. (Treant Colossus)
The elementals on the other hand are known for this.
Ice - Resist (No AoE a minor attack) (Glacial Beast.) Fire - DoT (Single target and DoT to all would be nice.) (Magma Destroyer) Storm - Major Damage - (AoE plus removes 1 blade and a weakness on all) (Spirits of Tempest Winds) Apocolypse - 1,364 and 1/2 to caster Prometheus - 100 plus 1200 DoT to one enemy. Treant Colossus - 1500 and Heal 500 HoE DoT Time Stopper (Balance) - 1400 to one enemy and stun all for 2 rounds Glacial Beast - 1300 to one enemy and -50% to incoming attack on everyone for 1 round Magma Destroyer - 1600 to one and 500 DoT to all Spirit of Tempest Winds - 1900 and smoke screen to all
Give the elementals a AOE not only the spirits (THT MAKES US UNDERPOWERED) the spirits are more like this Death - Steal AoE (Apocolypse) Myth - Single attack double hits (Prometheus) Life - Heals and minor attacks AoE. (Treant Colossus)
The elementals on the other hand are known for this.
Ice - Resist (No AoE a minor attack) (Glacial Beast.) Fire - DoT (Single target and DoT to all would be nice.) (Magma Destroyer) Storm - Major Damage - (AoE plus removes 1 blade and a weakness on all) (Spirits of Tempest Winds) Apocolypse - 1,364 and 1/2 to caster Prometheus - 100 plus 1200 DoT to one enemy. Treant Colossus - 1500 and Heal 500 HoE DoT Time Stopper (Balance) - 1400 to one enemy and stun all for 2 rounds Glacial Beast - 1300 to one enemy and -50% to incoming attack on everyone for 1 round Magma Destroyer - 1600 to one and 500 DoT to all Spirit of Tempest Winds - 1900 and smoke screen to all
Thats much more fair in my opinion.
The reason I gave spirits the AoE spells is because they don't have as much. Elementals have plenty. Your spells are way to under powered.
Give the elementals a AOE not only the spirits (THT MAKES US UNDERPOWERED) the spirits are more like this Death - Steal AoE (Apocolypse) Myth - Single attack double hits (Prometheus) Life - Heals and minor attacks AoE. (Treant Colossus)
The elementals on the other hand are known for this.
Ice - Resist (No AoE a minor attack) (Glacial Beast.) Fire - DoT (Single target and DoT to all would be nice.) (Magma Destroyer) Storm - Major Damage - (AoE plus removes 1 blade and a weakness on all) (Spirits of Tempest Winds) Apocolypse - 1,364 and 1/2 to caster Prometheus - 100 plus 1200 DoT to one enemy. Treant Colossus - 1500 and Heal 500 HoE DoT Time Stopper (Balance) - 1400 to one enemy and stun all for 2 rounds Glacial Beast - 1300 to one enemy and -50% to incoming attack on everyone for 1 round Magma Destroyer - 1600 to one and 500 DoT to all Spirit of Tempest Winds - 1900 and smoke screen to all
Thats much more fair in my opinion.
You're right when you say that fire's known DoTs, storm for damage & ice for resist. But life, death & myth are not known for AoE. Life has 1, death has 3, myth has 2, and the elements have more than 6 in total. I think these spells could be different, so the schools are balanced out.
Give the elementals a AOE not only the spirits (THT MAKES US UNDERPOWERED) the spirits are more like this Death - Steal AoE (Apocolypse) Myth - Single attack double hits (Prometheus) Life - Heals and minor attacks AoE. (Treant Colossus)
The elementals on the other hand are known for this.
Ice - Resist (No AoE a minor attack) (Glacial Beast.) Fire - DoT (Single target and DoT to all would be nice.) (Magma Destroyer) Storm - Major Damage - (AoE plus removes 1 blade and a weakness on all) (Spirits of Tempest Winds) Apocolypse - 1,364 and 1/2 to caster Prometheus - 100 plus 1200 DoT to one enemy. Treant Colossus - 1500 and Heal 500 HoE DoT Time Stopper (Balance) - 1400 to one enemy and stun all for 2 rounds Glacial Beast - 1300 to one enemy and -50% to incoming attack on everyone for 1 round Magma Destroyer - 1600 to one and 500 DoT to all Spirit of Tempest Winds - 1900 and smoke screen to all
Thats much more fair in my opinion.
I do not want to change the idea for myth because I think the idea of multi attacking is great. Myth has not got a single attack since level 42. and now myth wizards could really multi attack.
Give the elementals a AOE not only the spirits (THT MAKES US UNDERPOWERED) the spirits are more like this Death - Steal AoE (Apocolypse) Myth - Single attack double hits (Prometheus) Life - Heals and minor attacks AoE. (Treant Colossus)
The elementals on the other hand are known for this.
Ice - Resist (No AoE a minor attack) (Glacial Beast.) Fire - DoT (Single target and DoT to all would be nice.) (Magma Destroyer) Storm - Major Damage - (AoE plus removes 1 blade and a weakness on all) (Spirits of Tempest Winds) Apocolypse - 1,364 and 1/2 to caster Prometheus - 100 plus 1200 DoT to one enemy. Treant Colossus - 1500 and Heal 500 HoE DoT Time Stopper (Balance) - 1400 to one enemy and stun all for 2 rounds Glacial Beast - 1300 to one enemy and -50% to incoming attack on everyone for 1 round Magma Destroyer - 1600 to one and 500 DoT to all Spirit of Tempest Winds - 1900 and smoke screen to all
Thats much more fair in my opinion.
Why not instead of just doing elemental only for multi attacking, they can put spirits AND elemental available to get a multi attack. And balance.
death: the spell mantis of death 1300 damage to all enemies and makes you life, death, and myth immune
Wait a minute Taylor. That would be too over powered. Imagine if you were right about to kill an et wouldnemy but then they use death mantis when you had lots of blades and traps and you were going to use forest lord. That would really be unfair
How about this for a myth spell? Name: Griffin Damage: 100+ 1390 to all enemies (double hit) Animation: a griffin comes flying from the sky he looks at the enemies and then he pecks at them with his beak, and he slashes with his claws.
welll..... i have a spell idea. even.. a new element a new school a new world to go with it ok the spell? it is called tomato. it is a attack spell in which a tomato walk toward you or and enemy and slump on top of you or enemy as if it was drunk.. if KI would make this w101 spell actually in the game thnat would be awesome. thanks.
spell details: damage: 1000 + 2000 damage over six rounds to all enemies.
ummmmmm................. tomato minion! just like my recent post it is just like tomato only it casts a minion after attacks. i also forgot to put how many pips it was in my other post it is 5 pips
your sincerely, cassandra legendspear level 37 magus
Well. No new attacking spell this world. Let's try again in next world. These are some spell ideas I have devised based on intended playing style of school and their 10 pip spell. These are all stronger than the rank 10 spell as I have looked them all up to calculate the damages. I am bad with coming up with names so please, name these spells anything cool! These spells are all 11 pips.
Okay let's start off with Fire: Do 1,750 to target, and add a smoke screen to all enemies. Ice: Do 1,200-1,300 to target, Stun enemy, and add two stun shields to self. Storm: Do 1,800-1,925 to target and add an universal 25% trap to all enemies. Balance: Do 1,450 over 3 rounds to all enemies, add a smoke screen. Life: Do 1,400 to all enemies, heal all team players for 600 over 3 rounds. Myth: Do 1,500 to all enemies, add one power pip to self. Death: Do 1, 350 to all enemies, swap half to health.
And a couple Astral Ideas. Sun: add 400 to spell, add one pip to cost. (For rank X spells, it would only add 325, because you can't add to cost of X) Star: 30% damage out, 5% accuracy, 5% armor pierce, 10% damage in. Moon: School specific, polymorph into your teacher.
If any of these are over powered, or under powered, please let me know with a fix to that spell!
This is how I would have them, based on your spells.
Fire: Do 1,225-1,375 to target PLUS 750 damage over 3 rounds to target.
Ice: Steal 2 wards, do 1,275-1450 to target, stun target.
Storm: Do 1,725-1,900 to target, remove all blades from target.
Balance: Do 1,325-1500 to target, -25% to next attack, elemental shield on self, spirit shield on self.
Life: Do 1,350-1,500 to all enemies, heal 250 health to all friends, 5% guardian spirit to all friends.
Myth: Do 1,325-1,475 to all enemies, remove one pip from all enemies, give one power pip to all friends.
Death: Do 1,175-1,325 to all enemies, swap 30% of damage to health for all friends.
Astral Sun: Add 375 damage to a damage spell.
Star: 30% damage out, 10% armor pierce, 10% damage in.