spells that over time evolve into more and more powerful spells.
ice: starts with ice serpent, which evolves after 10 battles into ice basilisk, which then evolves after 20 battles into ice naga
fire: starts with fire cat, which evolves into fire manticore after 10 battles, and then into fire griffon after 20 battles.
storm: starts with thunder snake, which then evolves into thunder storm serpent( and upgraded form of thunder snake with large lightning shaped spikes and two wings were is hood was.) at level 20, and then into storm chimera
I think that that is i good idea but for each evolution it should be 100 battles.
Grace UnicornHorn lvl20 life&fire
no because these spells are to you at level 1. how many levels one are going to want to battle 100 times for the first evolution? second evolution could be higher though...
Not so many Uber attack spells here, but some twists to game play:
All 'Pacify' Spells gain an additional effect of lowering the resistance of the same type of school as the card. This makes them dual purpose and worthwhile to cast in PvP. Make them 1-5 pips to cast and lowering the specific resistance by 5% per pip for the next attack (represented by a negative blade) along with the hatred reduction. Names for the schools like Atrophy, Splinter, Wither, Corrosion, Disintegrate...
A turn reversal spell if it can be coded. Balance school, gives self (and team) a negative fizzle charm (all types) and the player/team goes again with a reversal of turn order.
Myth spell that casts Mirror Image copies of the wizard on all empty player bays. Casting a minion or a player(s) joining will auto dispel a copy, attacks against the Myth wizard are randomized against himself and copies. Copies have 1 health.
Chimera Myth monster that is the antithesis of Hydra: Dragon Head breathes white 'Life' flame damage, Lion Head roars a 'Myth' attack, and Goat Head coughs out 'Death' fumes. Replaces the redundant and seldom seen Minotaur Minion.
New psudo-minion type: Monoliths. Treated as minions in all respects but appear as non-living obelisks that take damage until destroyed. Onyx Monolith (death)- Negative Power Wisp, 2 pips, reduces power pip chance -65% for three turns, or a Life Dispel (rarely) Peridot Pillar (life)- Generates a green 'bubble' slightly smaller than a regular bubble so that it just fits inside others. Death spells -30%. Pillars's Spell is a 2 pip Minor Blessing type spell it casts on itself to regenerate 70 per turn, or (rarely) a Death Dispel Opal Pyramid (myth)- Casts a Black Mantle type spell each 2 pips, or (rarely) Dissipate Aquamarine Spire (ice)- casts Ice Shard, a Pierce spell clone, Freeze, or (rarely)Quench Topaz Totem (fire)- casts donate power (2 pips) or (rarely) Melt Amethyst Obelisk (storm)- A charge accumulator that casts a mini Wild Bolt (500) every 4 pips, or (rarely) a Myth Dispel costing 2 pips Quartz Column (balance)- casts 2 pip Precision (to all friends), or (rarely- wait for it...) a -80% Balance specific shield
Adjust health and casting values to make them attractive but not an outright no brainier choice over the established 'living' minions.
Not so many Uber attack spells here, but some twists to game play:
All 'Pacify' Spells gain an additional effect of lowering the resistance of the same type of school as the card. This makes them dual purpose and worthwhile to cast in PvP. Make them 1-5 pips to cast and lowering the specific resistance by 5% per pip for the next attack (represented by a negative blade) along with the hatred reduction. Names for the schools like Atrophy, Splinter, Wither, Corrosion, Disintegrate...
A turn reversal spell if it can be coded. Balance school, gives self (and team) a negative fizzle charm (all types) and the player/team goes again with a reversal of turn order.
Myth spell that casts Mirror Image copies of the wizard on all empty player bays. Casting a minion or a player(s) joining will auto dispel a copy, attacks against the Myth wizard are randomized against himself and copies. Copies have 1 health.
Chimera Myth monster that is the antithesis of Hydra: Dragon Head breathes white 'Life' flame damage, Lion Head roars a 'Myth' attack, and Goat Head coughs out 'Death' fumes. Replaces the redundant and seldom seen Minotaur Minion.
New psudo-minion type: Monoliths. Treated as minions in all respects but appear as non-living obelisks that take damage until destroyed. Onyx Monolith (death)- Negative Power Wisp, 2 pips, reduces power pip chance -65% for three turns, or a Life Dispel (rarely) Peridot Pillar (life)- Generates a green 'bubble' slightly smaller than a regular bubble so that it just fits inside others. Death spells -30%. Pillars's Spell is a 2 pip Minor Blessing type spell it casts on itself to regenerate 70 per turn, or (rarely) a Death Dispel Opal Pyramid (myth)- Casts a Black Mantle type spell each 2 pips, or (rarely) Dissipate Aquamarine Spire (ice)- casts Ice Shard, a Pierce spell clone, Freeze, or (rarely)Quench Topaz Totem (fire)- casts donate power (2 pips) or (rarely) Melt Amethyst Obelisk (storm)- A charge accumulator that casts a mini Wild Bolt (500) every 4 pips, or (rarely) a Myth Dispel costing 2 pips Quartz Column (balance)- casts 2 pip Precision (to all friends), or (rarely- wait for it...) a -80% Balance specific shield
Adjust health and casting values to make them attractive but not an outright no brainier choice over the established 'living' minions.
there trade offs. if you choose these spells then any other spells in that school can't be choosen.
What do you mean by that?
Grace UnicornHorn lvl20 life&fire
ok, say you chse the ice serpent evolution card. after choosing it you can't pick anymore spells from ice save for the quest cards and the level 7 card.
Name: Blazing Doom Element: Fire Pips: 3 Effects: +30% to all Fire spells and -20% to all Ice spells Animations: Like all global spells, it slowly spreads around the battlefield and it is mixed with Fire and Ice school, except the ice looks like slush due to minus damage.
Name: Call Of The Dead School: Death Pips: 3 Animations: Same like all minions, they are summoned with those clouds surrounding it. Then a Rank 2 Banshee comes in and casts death spells from 1-4 pips.
Name: Trap Storm School: Balance Pips: 1 Effects: +20% damage to all enemies Animations: Curses will appear in front of all enemies.
Name: Frostzilla School: Ice Pips: 4 Damage: 650-730 Animations: A frostzilla will fall when it rains and it hatches from its egg. Then it runs at the people and then breathes ice in your face.
Special Info: A stormzilla must be mutated in order to summon Frostzilla. It can also be received if you get a Frostzilla pet from the Wizard City Bazaar. :) (I will show you what frostzilla pet looks like below)
Pet Name: Frostzilla Gold Needed for Purchase: 10,399 Special Effects: Gives 2 Frostzillas Looks Like: A stormzilla made of Ice
Name: Blazing Doom Effects: +30% to all Fire spells....
Fire has enough boosts already?
fourmyant wrote:
Name: Call Of The Dead 2 Banshee minion
Redundant with Animate Dead.
fourmyant wrote:
Name: Trap Storm Animations: Curses will appear in front of all enemies.
Combined with Windstorm, it would makes Storm too efficient.
fourmyant wrote:
Name: Frostzilla..... stormzilla must be mutated or Frostzilla pet from the Wizard City Bazaar
Love this one. Thought I remember reading this was in beta. Hope they removed it to bring back at a later time, 2009 was the year of the Flamezilla, perhaps 2010 we can see a return of the behemoth Ice Dino.
There are only so many mechanics to tamper with so redundancy is one of the problems with thinking up new spells, and if the redundancy combo's with the schools existing spells (like Trap Storm w/ Windstorm above), an imbalance of power results. That's why I suggested spells that temporarily modify resistances and piggybacked it to a spell that is pretty useless in the Arena, but resistance may be a stat that the designers feel is off limits.
I am also tempted, when thinking up spells, to give each school an ability it lacks, but that threatens to diminish it's character and brings each of the schools play styles closer together. Keep the ideas coming though- I love hearing new ideas.
Meld Fortune School: a new school that manipulates spell energy Links caster and enemy target- next damage or heal to either linked target is divided between the pair. (the primary target will take damage according to the type inflicted- Life, Storm, etc. while the linked secondary receives Balance Damage)Probably too complicated to implement...
_______'s Crystal of Chromatic Disruption -Amulet Level 35+ Contains one Card: Flux School: Balance A prism that converts Balance to a random type. (Useful on Balance resisting players or bosses).
I think i may have stumbled apon new worlds and/or schools!
worlds-
1. candy land 2. celstial
candy land MIGHT have candy people walking around. For example, Candy Man
celestial i know for a fact WILL be after dragonspyre IF it comes out.
candy land will be somewhere AFTER krokotopia or marlybone REPLACING mooshoo's place
i got a good idea of the ranks of enimies that will be in celestial or candyworld, or land.
candy land- ranks 3,4 or 5. health points- 300-550. i think there will be new spells coming out for the enimies there ONLY- cand snow-man. bosses have an exception leading to 700 health points or HIGHER. Low rank wizards shouldnt go here! i'd say level 25 or higher, due to ranks that look somewhat like mooshoo's. (3 4,5, or 6)
celestial- ranks 7, 8, 9, or even rank 10's will be roaming around.
I think out of 100%, these worlds have a 95% chance of coming out in the NEXT YEAR. (7 months) new schools go for astral schools, with spells like, stars or suns and/or moons.
Name: Blazing Doom Effects: +30% to all Fire spells....
Fire has enough boosts already?
fourmyant wrote:
Name: Call Of The Dead 2 Banshee minion
Redundant with Animate Dead.
fourmyant wrote:
Name: Trap Storm Animations: Curses will appear in front of all enemies.
Combined with Windstorm, it would makes Storm too efficient.
fourmyant wrote:
Name: Frostzilla..... stormzilla must be mutated or Frostzilla pet from the Wizard City Bazaar
Love this one. Thought I remember reading this was in beta. Hope they removed it to bring back at a later time, 2009 was the year of the Flamezilla, perhaps 2010 we can see a return of the behemoth Ice Dino.
There are only so many mechanics to tamper with so redundancy is one of the problems with thinking up new spells, and if the redundancy combo's with the schools existing spells (like Trap Storm w/ Windstorm above), an imbalance of power results. That's why I suggested spells that temporarily modify resistances and piggybacked it to a spell that is pretty useless in the Arena, but resistance may be a stat that the designers feel is off limits.
I am also tempted, when thinking up spells, to give each school an ability it lacks, but that threatens to diminish it's character and brings each of the schools play styles closer together. Keep the ideas coming though- I love hearing new ideas.
Meld Fortune School: a new school that manipulates spell energy Links caster and enemy target- next damage or heal to either linked target is divided between the pair. (the primary target will take damage according to the type inflicted- Life, Storm, etc. while the linked secondary receives Balance Damage)Probably too complicated to implement...
_______'s Crystal of Chromatic Disruption -Amulet Level 35+ Contains one Card: Flux School: Balance A prism that converts Balance to a random type. (Useful on Balance resisting players or bosses).
I had no clue! I was thinking of another one.
Name: Enraged Kraken Pips: 3 School: Fire Damage: 520-580 Accuracy: 70% Animations: A Kraken on an island will rise above ground in magma. Then it will throw a Flame Javeline at your opponent. Special Info: It must be mutated or get a Enraged Kraken pet yourself at Wizard City Bazaar. The pet gives you 50 Health, mana and a free Enraged Kraken card.
Name: Flame Serpent Pips: 2 School: Fire Damage: 200-240 Accuracy: 75% Animations: Same as Snow Serpent. Special Info: Must mutate a Snow Serpent in order to receive it. (There isn't a pet with this)
Treasure Card Name: Draconian Pips: 8 School: Fire Damage: 570-650 to all enemies, 840 for 3 turns Accuracy: 75% Animations: A huge dragon flies in and blows flames at people. Special Info: Must mutate Fire Dragon in order to receive
Damage: 590 + 470 Damage more 3 rounds All Enemies
Percent: 75%
Desc: A Heat wave will come up dealing damage to all Enemies and leave a burn on all enemies. It have too much damage so it a weak chance to use it.
Level: 50
Quest: Beat Flaming Dragon ( New Boss at DS ) ______________________________________________________ Name: Frost Dragon
School:Ice
Pips: 7
Damage: 510 + 390 Damage 3 rounds All Enemies
Percent: 85%
Desc: It won't be powerful but it will stun it and got a good chance of attacking. It look the same as Fire Dragon But it different.
Level: 50
Quest: Beat The Ice Lord ( New Boss at DS ) ______________________________________________________ Name: Whirlpool
School: Storm
Pips: 7
Damage: 990 - 1110 All Enemies
Percent: 70%
Desc: A Whirlpool Rip up from the ground Rain come falling Down. Hurricane starting to form They Will get trap in the whirlpool and get damage.
Level: 50
Quest: Beat The Master Of Storm 3 times ( New Boss ) ______________________________________________________ Name: Legend of The Sky
School: Life
Heal: Heal 950 to all friend and give all friends a Absorb 200
Percent: 90%
Desc: White clouds appear in the sky leave fall down and a Life God appear and heal all of your friends.
Level: 50
Quest: Beat Moolinda Woo in battle at the tower of life ( New boss ) ______________________________________________________ Name: Black Hole
School: Myth
Pips: 7
Damage: 730 - 800 All Enemies
Percent: 85%
Desc: A Black hole started to open and trap all enemies in it.
Level: 50
Quest: Beat Cyrus Drake ( Hard Version ) ______________________________________________________ Name: The Demon
School: Death
Pips: 7
Damage: 490 - 750 Steal Health All Enemies
Percent: 85%
Desc: A Demon Appear Out of no where and start attacking them by putting it staff in the air and does damage and 4,3,2,1 depending how many Enemies are there will go in the staff and then Shoot it at you and get a big heal.
Level: 50
Quest: Defeat Malistaire Drake 3 times ______________________________________________________ Name: The Chosen One
School: Balance
Damage: 120 Damage for Fire, Ice, Storm,Balance,Life,Myth,Death
Percent: 85%
Desc: A Minotaur that was the chosen one come out of no where He will start attacking you with all the types.
Level: 50
Quest: Defeat The Mander Of Balance ______________________________________________________ Hope you like these Level 7 spells Here are the bosses Stats ______________________________________________________ The Flaming Dragon Health: 20,000 School: Fire Rank: 12 ( New rank ) Minion: None Cards: Fire Dragon, Ice Shield, Normal Attack 150 Per Pips ( Mega Fangs ), Heat Wave, Fire Elf, Smoke Screen, Weakness, Heckhound,Meteor Strike,Helephant, Phoneix, Firezilla,Fire Kracken ______________________________________________________ The Ice Lord Health: 15,000 School: Ice Rank:12 Minion: None Cards: All Ice cards, Weakness, and fire shield ______________________________________________________ The Master Of Storm Health:35,000 School: Storm Rank:12 Minion: None Cards: All Storm Cards, Weakness, and Myth Shield ______________________________________________________ Moolinda Woo Health: 9000 School: Life Rank:12 Minion: None Cards: All Life Cards ______________________________________________________ Cyrus Drake Health: 15,000 School: Myth Rank: 12 Minion: None Cards: All Myth cards ______________________________________________________ Malistaire Drake Health: 10,000 School: Death Rank: 10 but 3 times can equal to rank 12 Minion: 3 Undead Wizard Cards: The same cards ______________________________________________________ The Mander of Balance Health: 17,000 School: Balance Rank: 12 Minion: None Cards: All Balance Cards ______________________________________________________ Here are some other cards
Name: Solar Minimum
School: Fire
Pips: 2
Damage: 180-270
Percent: 75%
Desc: A Solar Minimum began to start it started to be hot.
Desc: A Ancient tree grow above the ground Leave fall down Then it start spinning rapidly And then It Slice to the enemies then it Slice back again.
Level: 10 ______________________________________________________ Name: The Killer
School: Death
Damage: 40 + 50 + 60 + 70 + 80 + 120
Pips: 2
Percent: 85%
Desc: The killer Will have a knife in he hand and then he start coming Slicing it ______________________________________________________ Name: End Of The World
Desc: Fire,Ice,Storm,Balance,Life,Myth,Death Volcano Explode, Water Flood , Tidal Waves Happen , Sandstorm start to happen , Trees Fall down , Earthquakes start to happen , War Begins , Tornadoes start , Wildfire Start , A Big Meteor start crashing. ______________________________________________________ Here My Signature, :P Johnathan Stormtail :P
Capricorn Life Rank 4 Accuracy 100 Heals 750 dmg. Animation: use satyr animatiion
.....is capricorn to satyr
and heres some more.
Squall Ice Rank 5 Accuracy 80 Deals 365 dmg. to all enemies Animation: sandstorm, but with snow.
Ladon Balance Rank 7 Accuracy 85 Deals 110 dmg. from each school Animation: basically a hydra with 4 more heads; one green, one yellow, one black, and one tan
Avarice Balance Rank 0 Accuracy 100 The target's spell fizzles and you cast it with a -10 to accuracy next turn Animation: a card flies from the opponent to you
Tritonid Storm Rank X Accuracy 10 Deals 500 dmg. per pip for 1-4 pips Animation: a sea appears with a rock in the center. the tritonid (a mermaid with this cool spiky armor) climbs on and gives out this weird scream that sounds like singing. the sound enters the sea in waves, she jumps in the water, and from then on its tempest.
Armageddon Fire Rank 7 Accuracy 70 Drains all of the caster's health to deal half his/her current health to all opponents Animation: a globe comes up like in humongofrog and it explodes in a big fireball sending out this huge blast wave. Notes: basically a superpowered immolate.
Powerdrain Death Rank X Accuracy 85 Deals 90 dmg. per pip over 3 rounds, give 1/2 back Animation: like link, but with death and no life aura - you just get the health back when they take damage
Quetzalcoatl Myth Rank 6 Accuracy 80 520 dmg. to every enemy Animation: something like a snow serpent appears, but with sapphire blue scales, green eyes, and yellow feathers instead of white fur in a ring on its neck. and much bigger. anyway, it spits out blue fire at the enemies as its attack.
Don't you think those spells are just a bit strong? That hail is stronger than Judgement, and is attack on all!!
How about this spell:
Death or Balance Rebound - Level 45 Pips: 3 Reflect next incoming attack back onto opponent.
Ya. like said, it would be a LEVEL 50 SPELL! And what is judgement? Like, a level 20 or 30 spell? I don't know I'm not Balance.
I have my own spell.
Name: Malestrom
School: Storm
Description: The user walks to the middle of the field, which is then a huge pool of rippling water, eyes aglow with lightning, and jumps into the air. Lightning gathers around them, until you cannot see them. The water starts to ripple more creating waves then BOOM! The lightning explodes in every direction, followed by the waves.
Effect: 120 damage per pip to all and stun. 20 damage per pip to you.
Level: 50
Pips: X
The animation might be hard but I think it would be awesome. It would show the true power of a Diviner, and what we are capable of.
Dylan ShadowTalon Lvl 46 Diviner
ok and there would be something like that for everyschool and surrounded by things that match school(glacier for ice, volcano for fire, forest for life, graveyard for death, etc.)
like get surrounded by leaves and heals for life name=(idk about name for life) death=skulls attack name=Armegedon fire=fire attack name=Bomb ice=ice attack name=Ice Lake myth=mini cyclops(idk about myth) attack name=Cyclops Storm balance=everything from the others attack and heal name=Ultimate Destruction get the picture people?
IDEA! here goes School:Death Pip cost:7 Werewolf 510 to all enemies gives half to you and 70% chance an enemy will be on your side for 2 rounds lvl requirement:50
GRIM REAPER 4 pips 10-50 and 210-500 damage it works like minotaur card in myth First attack is low and ussually removes any shields blocking this. The animation could be the first attack the reaper swings with his bony claw hand removing the shields and stuff then with both hands swings with his scythe.
Fireball:xpips 250 per pip 95%acuracy all enimie.So when you cast fireballs you go to to the center with fireballs coming out of your hands hiting every enimie.You would ern this by beatin dragonspyer. If anyone has a coment please reply. see ya
Golden Fleece Rank: 5 Heals: 100+1500 over 3 sounds Accuracy:90% Animation:There is golden stuff suspended in the air, and the player it is used on gets rainbowed.
Myth:
Slice Rank: 1 Accuracy: Same as pierce; 75% Does:Destroys 1 positive blade Animation: Blade breaks into pieces
Fire: Inferno Rank: 10 Damage: 785+1376 over 3 rounds to all Accuracy:75% Animation: A red tornado hits you
Ice:
Thaw Rank: 4 Damage: 370-435 Accuracy: 80% Animation: A popping sound and then foe is frozen in ice, then ice shatters
Storm:
Krokopatra Rank: X Damage: 150 per pip Accuracy: 70% Animation: Krokopatra twisties her spear at you
Balance:
Reverse Rank: 100000000000000000000000000000000000000000000000000 Does:Turns opponents next attack on self Accuracy: 85% Animation: A twig pokes each opponent
Don't you think those spells are just a bit strong? That hail is stronger than Judgement, and is attack on all!!
How about this spell:
Death or Balance Rebound - Level 45 Pips: 3 Reflect next incoming attack back onto opponent. [i have thought about that too but its a little too good if it was half it then return the damage i think that would be best]
Hail Level 50 Pips: X 120 damage to all enemies per pip Description: golf-ball sized hail pouring down
wouldn't a more appropriate storm level 50 move be tidal wave? no offense just saying.
level:50 Pips:X Damage: 150 damage to all enemy's per pip Description: A large wave coming crashing down on each enemy one by one.
make sure to comment!!! [ a lot like tempest maybe hurricane and possibly have a limit on it (like troll or cyclops minion have) so maybe maximum pips could be like ten and btw i like the idea]