Hello Wizards! I’m taking one last holiday on the beach to celebrate the last few moments of summer, but I couldn't resist but to pop in and post a new Feedback Friday!
This week, let’s talk about SUN SCHOOL spells. What sun school spells would you add if you could wave your magic wand? Let us know what you think!
Have a wonderful weekend, Wizards!
Standard disclaimer applies: We do not guarantee to use each and every idea submitted, and questions we pose may or may not be pertaining to things we are currently working on, or will ever undertake. Sometimes, there are just technical limitations that make changing things difficult to impossible, and though we possess all manner of magic wands here, there are technological beasts out there that are beyond our grasp. Sometimes, we may not feel it is within the spirit and vision of the spiral to add or change something. Also, we realize that some of these topics may have been addressed before in other threads - sometimes it's good to pick up a discussion again. Chances are I have read your threads and would like to hear more!
“If the Mind is like a candle, the Heart is like the sun.”
Professor Falmea
a trainable version of Elucidite a spell that increases the percentage on Weakness and Black Mantle a spell that increases the percentage on shields a spell that increases the amount an absorb (like Spirit Armor) takes
I'm at a creative low point at the moment, (lowest in what period of time is up for debate) So I'll throw in some mutations I can manage to think up. The actual numbers on the spell cards are for kingsisle to decide
Mutate ghoul into zombie, which does straight death damage instead of drain. Mutate natures wrath into myth traveler, a one eyed treant that can found as a pet. Mutate humungofrog into ice frost toad. Mutate skeletal pirate into storm drowned mariner. Mutate triton into myth merman Mutate scarecrow into fire strawman.
Perhaps adding side effects to damage spells (purely damage, not spells like Efreet, Leviathan, or Medusa). Maybe something along the lines of: -15% shield to caster +10% blade to caster +10% trap to target +5% pierce blade
1) a stronger primordial 2) a +375 Damage spell (the next step after Colossal) 3) a spell to make absorbs stronger 4) a spell to make weakness stronger 5) a spell to make shield stronger
Anything somebody else mentioned, consider this my agreement
A spell card that increases a specific school's shield resistance, a "Toughen Ward", or "Rigorous" enchant. In my opinion, it should not be allowed to be placed on any version of the Tower Shield spell card.
It would also be nice to use spells card to strengthen the various Weakness spells that we are able to cast. These spells may be situational, but are most useful when applied correctly in a duel, especially when stacked on a target.
There are so many synonyms for the word "weak" that a number of them would provide a suitable name for the enchantment card.
I have trained in Life school to Satyr, all the Dispells, and all the school shields, including Ice school to Tower, and so I'm anticipating using up some of my surplus Training Points.
Hello Wizards! I’m taking one last holiday on the beach to celebrate the last few moments of summer, but I couldn't resist but to pop in and post a new Feedback Friday!
This week, let’s talk about SUN SCHOOL spells. What sun school spells would you add if you could wave your magic wand? Let us know what you think!
Have a wonderful weekend, Wizards!
Standard disclaimer applies: We do not guarantee to use each and every idea submitted, and questions we pose may or may not be pertaining to things we are currently working on, or will ever undertake. Sometimes, there are just technical limitations that make changing things difficult to impossible, and though we possess all manner of magic wands here, there are technological beasts out there that are beyond our grasp. Sometimes, we may not feel it is within the spirit and vision of the spiral to add or change something. Also, we realize that some of these topics may have been addressed before in other threads - sometimes it's good to pick up a discussion again. Chances are I have read your threads and would like to hear more!
What new Sun School spells would I add? Well, I would think... more new blade, trap, health, & damage enchantments after the ones we trained. I would really like to train plenty more like them. There's no end to these kind of favorite Sun School spells that I enjoy!
I would have to say a mutate Phoenix into Sand Hawk (Fire to Balance), and other mutate spells for other schools. Their already are pets that would be the look for some mutates (looking at you phoenix pets and helephant hybrids), but no such spell existing that could be attached.
Nothing to ridiculous damage and ability wise, just stats that would fit each school's usual range and buff/de-buff types. I personally get excited when I see cool new spells, ether a brand new creature or new mutates in general, so seeing more for a wider range of schools would be really cool!
well for me i would say plus 20 resist plus 50 critical plus thirteen accuracy and plus fifteen shield pierce and or damage which ever one works better
I would have to say a mutate Phoenix into Sand Hawk (Fire to Balance), and other mutate spells for other schools. Their already are pets that would be the look for some mutates (looking at you phoenix pets and helephant hybrids), but no such spell existing that could be attached.
Nothing to ridiculous damage and ability wise, just stats that would fit each school's usual range and buff/de-buff types. I personally get excited when I see cool new spells, ether a brand new creature or new mutates in general, so seeing more for a wider range of schools would be really cool!
yea, instead of just fire cat and kracken they should make mutates at a higher pip range.
There are some interesting ideas in this thread, but many would be OP.
Anything stronger than what we have now should be level limited -- absolutely NEVER on gear items available to players under 100.
Here are a few ideas:
Brobdingnagian: +375 damage. Works like other sun damage enchants, but only on spells with a base cost of 6 pips or higher (to prevent spamming). Cost 0 pip.
Multiply: Turn any regular single (school) trap into trap-all-enemies. Cost 2 pip.
Invigorate: +175 health to healing spells. Works like Primordial but only on healing spells with a base cost of 3 pips or more. Cost 0 pip
I have mixed feelings about Simplify and Elucidate. I'd love to have them for questing, but they could create an insurmountable first turn advantage in PvP. Possible compromises might be to make them no-PvP, or limit availability to item or pet cards so we would have limited quantity rather than making them trainable. Having one or two from an amulet or pet would not be game-breaking and would be handy for certain boss fights.