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New Utility Spells for next Update!

AuthorMessage
A+ Student
Mar 02, 2010
1633
Fire: Hostile Takeover
80% accuaracy 4pips - Steal all enemy charms

Ice: Stone Cold Thief
80% accuracy 5 pips - Steal all enemy wards

Storm: Annihilation
80% accuracy 3 pips - Disarms enemy completely

Life: Remedy
100% accuracy 3pips - Removes all DoTs from Friends

Death: Evil Crossing
100% accuracy 0 pips - Changes next death spell to moon spell.
(The main focus for this, is so that Empower, Dark Pact, or Sacrifice do not use up death blades.) Would be even better if it was for just these spells, but I don't know how that could or would be incorperated.

Myth: Alleviate
80% accuracy 2 pips - Removes all negative wards from self.


All of these are good.

Balance: Fluctuate
100% accuracy 2 pips - Charm that makes next spell do opposite damage effects. IE: Hydra will do Death, Life, and Myth Damage. Chimera will do Fire, Ice, and Storm Damage. Spectral Blast will do opposite of what it would have done, if Storm/Myth, if Fire/Life, if Ice/Death.


I think that it should be more like:
Hydra will hit Ice, Fire, and Myth damage, and Chimera would hit Storm, Death, and Life damage. No, no, I like how you can choose which you strike with! It's completely fine.

Star spells:

Intensify
100% Accuracy 0 pips - Gives 1 powerpip for spells rank 4 and above
for 4 rounds.

Empowerment (Revised)
100% Accuracy 0 pips - Gives 1 pip for any spell for 4 rounds.

Fuse
100% Accuracy 0 pips - Protects all wards and charms for 4 rounds.


These are good, but there should also be Sun spells such as:
Forgery- +5% blade effect.
Guard- +5% shield effect.

And then also some other spells to increase heal effects and armor (Spirit Armor is an example) effects.

Illuminator
Feb 09, 2009
1469
I thought I gave feedback on these ideas already...oh, well. Anyway:

darthjt wrote:
Fire: Hostile Takeover
80% accuaracy 4pips - Steal all enemy charms

Ice: Stone Cold Thief
80% accuracy 5 pips - Steal all enemy wards

Storm: Annihilation
80% accuracy 3 pips - Disarms enemy completely

Myth: Alleviate
80% accuracy 2 pips - Removes all negative wards from self


These spells are all updates. They're useful, but there's nothing particularly "new" about them.

Life: Remedy
100% accuracy 3pips - Removes all DoTs from Friends


I barely get use out of Triage. This is gonna be one of those one use wonders: you work hard to get the spell, put it in your deck, and when you realize you've only used it once or twice you take it out.

Death: Evil Crossing
100% accuracy 0 pips - Changes next death spell to moon spell.
(The main focus for this, is so that Empower, Dark Pact, or Sacrifice do not use up death blades.) Would be even better if it was for just these spells, but I don't know how that could or would be incorperated.


I like the idea, but not the name.

Balance: Fluctuate
100% accuracy 2 pips - Charm that makes next spell do opposite damage effects. IE: Hydra will do Death, Life, and Myth Damage. Chimera will do Fire, Ice, and Storm Damage. Spectral Blast will do opposite of what it would have done, if Storm/Myth, if Fire/Life, if Ice/Death.


So it's a global prism charm?

Star spells:

Intensify
100% Accuracy 0 pips - Gives 1 powerpip for spells rank 4 and above
for 4 rounds.

Empowerment (Revised)
100% Accuracy 0 pips - Gives 1 pip for any spell for 4 rounds.


I like these.

Fuse
100% Accuracy 0 pips - Protects all wards and charms for 4 rounds.


Nice!

Armiger
May 10, 2010
2080
darthjt wrote:
After reading some of AkihiroHattori5's Utility spell Ideas, I came up with some new ideas and used some of his Ideas too. Tell me what you think:

Fire: Hostile Takeover
80% accuaracy 4pips - Steal all enemy charms


Well, did not make it to test realm, but maybe a future utility spell?

Ice: Stone Cold Thief
80% accuracy 5 pips - Steal all enemy wards


Also did not make it to test.

Storm: Annihilation
80% accuracy 3 pips - Disarms enemy completely


Yes, made it to test, although, they changed the name.

Life: Remedy
100% accuracy 3pips - Removes all DoTs from Friends


Yes, another one to make it to test, with a name change.

Death: Evil Crossing
100% accuracy 0 pips - Changes next death spell to moon spell.
(The main focus for this, is so that Empower, Dark Pact, or Sacrifice do not use up death blades.) Would be even better if it was for just these spells, but I don't know how that could or would be incorperated.


Oh well, maybe eventually, or maybe KI will actually make these health steal spells moon damage for Death, oh well, would be nice, but don't hold your breath.


Myth: Alleviate
80% accuracy 2 pips - Removes all negative wards from self.


Another close one, but they went with stealing minions stuff.

Balance: Fluctuate
100% accuracy 2 pips - Charm that makes next spell do opposite damage effects. IE: Hydra will do Death, Life, and Myth Damage. Chimera will do Fire, Ice, and Storm Damage. Spectral Blast will do opposite of what it would have done, if Storm/Myth, if Fire/Life, if Ice/Death.


Well, mass prisms made it to the game, so that is a bonus!

Star spells:

Intensify
100% Accuracy 0 pips - Gives 1 powerpip for spells rank 4 and above
for 4 rounds.

Empowerment (Revised)
100% Accuracy 0 pips - Gives 1 pip for any spell for 4 rounds.

Fuse
100% Accuracy 0 pips - Protects all wards and charms for 4 rounds.

Just a few possilbe options, any thoughts or opinions on these?


I have not seen any new astral spells, but maybe sometime in the future.