Someone was attacking one of my favorite death school mechanics. The ability to pay health as an additional cost to power strong effects. The topic has inspired me! One utility spell I would like to see is a death spell that deals one point of damage to everything on the field. In this fashion we remove universal traps on our teammates and universal shields on our opponents. The advantage over earthquake is that it hits teammates, which is also a disadvantage. Another disadvantage is that it doesn't remove all wards and traps, as earthquake does. Of course, the spell would remove universal charms and wards from myself, but double edged benefit is the whole point. If you want my necromancer to take additional damage per target, that is fine with me, it fits the theme.
I would love for the base damage to be around two hundred death damage, however then I would be able to kill off annoying, trollish, unwanted, non-listening, or bossy teammates... I have a feeling that KI would not appreciate that quite as much as I do... So we leave the damage at one point. 1+50%+55%+25%+75%+30%+45%+70%+40%+35% equals what? 14 damage? That may kill someone.... so lets make the damage Moon damage, (bonus points for making it deal spirit damage, the wisteria school!) This would greatly reduce the number of ways to boost the damage, since this is meant to be a utility spell not a kill spell.
Also I expect the spell to have a cost on par with earthquake. If a death and balance wizard team of level 80-100 wizards does go on a rampage in unicorn way... the process would take so long, I would expect them to become bored and move on. If such people have a desire to, "meet the challenge," we could always have the spell hit enemies first, hopefully causing the monsters to die before the spell would reach the new player. since only universal blades can be used, and no traps can be cast on the new player, I don't think this spell could be more than an annoyance... unless such a group of trolls searches diligently for new players that happen to be at five or ten health...
Change it to Death damage. We are all well aware of the fact that a moon damage spell would also remove all weaknesses etc from yourself(plague,virulent, weakness) while also removing tower and legion shields from your opponent while preserving your setup...lol. If you want to give death such a massive shield breaking spell, make sure the damage is death.
Change it to Death damage. We are all well aware of the fact that a moon damage spell would also remove all weaknesses etc from yourself(plague,virulent, weakness) while also removing tower and legion shields from your opponent while preserving your setup...lol. If you want to give death such a massive shield breaking spell, make sure the damage is death.
Ah! here we go! Keep the damage at one death damage for all, but have the spell put a -99% attack charm on the caster before damage is dealt! Surely that would prevent gear bonuses and positive charm bonuses from working? A kind of totally inverted efreet spell. At that point even the level one players would be safe from, "friendly fire"
Since the -99% charm will get used the spell's damage, the very turn it is made, I foresee no possible abuse. The cost could be lowered because of that alone...