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Old 02-04-2001, 05:22 PM   #1
Doriatha
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Anyone have ideas for new spells never before used? For instances, how about a "summon stay puff marshmellow man" spell? or an "enlarge party" spell? Hope you have better one's than this!
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Old 02-04-2001, 05:39 PM   #2
Dwarf
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A spell that doesn't make this game occasionally make me have to pull the wires out of the back of my computer and leave it for up to two days before it realises that it crashed and lets me turn it on again (crashes on my computer aren't normally that bad but this game does the "pulling the lead out" type of crash more than most others did). Also any spell higher than level two that you can cast at point blank range without killing half the party from the blast, or a spell that makes the turn based monsters move slower (a la MM stuff) so that you don't get swamped and can actually use the ranged spells and weapons effectively.I'd also like to see a spell that makes the designers realise that swords are rubbish weapons when it comes to inflicting hideously large amounts of damage, hafted ones are generally more effective.
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Old 02-06-2001, 07:55 PM   #3
AliCat
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Seems to me that the so-called Vine Magic really has little to do with plants, for the most part. I think there ought to be at least two others (maybe replacing some), something like "Wall of Hedge" which would put a temporary wall of bushes up between you and your opponent (best damaged with a flame spell, or "Cage of Thorns" which would surround a single opponent temporarily, causing damage if they tried physically to break free (as opposed to using fire spells). Or even more interesting, how about a spell that would create a plant, like an enormous tiger lily or daffodil, that would breathe out hallucinatory pollen? Then your opponents, creature or man, would just slowly drift away, forgetting what they were there for (so you could fight them later when you have the advantage). What about a Magic Beanstalk spell? It could lift your opponent out of reach, or, if used inside, would repeatedly crush them against the ceiling until damage exceeded hit points.

I also don't understand why if we're supposed to be the good guys, swearing oaths not to destroy and so forth, why we have fiend magic, and summon fiend. I think there should be a high level spirit magic spell called "summon angel", and instead of a big angel like Kerah, maybe call forth a troop of cherubs or something that could go into massed battle against the various demon imps and minions. They could defeat them with sprays of holy water or something. Wouldn't that be fair?
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Old 02-06-2001, 08:10 PM   #4
Wyvern
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Reveal Map - That's what I want!

Multiple Teleport locations and instant transfer from town to town (once visited!).

Wyv
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Old 02-07-2001, 04:15 AM   #5
carg
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Ali, about the fiend magic: remember that it's called summon, not create. So the only thing you do with summoning is moving an already existing demon into a dangerous area where it might get killed. That is an act of goodness in itself!

Carg - for if you need any of your rongs turned wright
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Old 02-07-2001, 05:24 PM   #6
Davros
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Hello, hello - what's all this then!!! Carg giving Ali deliberate spelling "misatkes" to encourage banter?? Where will this all stop? I suppose he will be giving her chocolate (Ali's other weakness) next , and Dutch or Belgian chocolate at that. Lil, have you got any of those special brownies left?? I better make an effort to write tonight so that Ali has some new spelling errors to highlight. Where is that Chief Eunuch when you need him - asleep again I suspect.
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Old 02-07-2001, 07:01 PM   #7
Sazerac
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Spells that I distinctly miss from Wizardry:

1) Recharge. You could recharge magical items up to 99 charges with this spell. That would make some of the staves, etc., worth while. It was definitely worth while on the "Thermal Pineapple" in Wizardry VII: virtually unlimited "Nuclear Blast" spells (re: Firestorm in W&W without the fallout on your party).

2) Dispel Undead (which actually DID, rather than just "injure" them...sheesh!)

3) Watchbells (would wake up ENTIRE party, rather than just 1 slob at a time..)

4) Wizard Eye (would display a large part of the map around you, even the unmapped areas)

5) Direction (placed a magic compass up near the top of the screen; much easier than having to watch the automap constantly)

6) Create Life (much more effective "Summon Creature"; you used to get interesting beings like T-Rex's fighting for your party)

7) Any of the Alchemy spells (anyone casting them couldn't be silenced, hehe!)

Also, the ability to cast from several different schools of magic, and just limited to the spell. For example, the Priests could cast the Fire (Sun) spell Lightning, but no other Fire spells; but it did give them points in Fire magic. On the other hand, I really like W&W's system of mana pooling the various schools rather than having it come from one big hotch-pot like Wizardry did.

I'm sure there's others I have forgotten, but I'm late for work.

-Sazerac
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Old 02-07-2001, 07:04 PM   #8
AliCat
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Thanks for the correction, Carg. Good point!

As for you, Davros the Sultan who has neglected his harem, please DO keep encouraging Carg about that chocolate. That was a very good idea. Yes yes yes. And now I would like a telekinesis spell maybe to teleport that fine, Belgian (or Dutch) chocolate over my way...

AliCat
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Old 02-07-2001, 07:41 PM   #9
adam mage
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I always thought 'Reveal' means get the enemy to talk or have my character expose him/herself.

'Destruction' spell sounds good...
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Old 02-08-2001, 07:55 PM   #10
AliCat
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I like your version better, Adam Mage. Yes, think I'll go try that spell again on the next bunch of highland thieves and see what shows up...

AliCat
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