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       #Post#: 12891--------------------------------------------------
       Blood Magic
       By: Blackdoom59 Date: May 3, 2013, 8:42 am
       ---------------------------------------------------------
       Allright I've been thinking about this and I have played enough
       dragon age to start a topic about it.
       Blood magic should be added in the game , items or spells.Most
       likely for Galeoth to use them.Some things such as
       Steal 500 hp from an ally ,caster gets 750.
       For x seconds, spells cost HP instead of MP
       Turn 500 hp into 1000 mp
       Also offensive matters:
       Target  looses 1 point of mana / 5 points of his current health.
       All targets in the area suffer the caster's current health as
       damage + magic damage.
       The caster creates a link between himself and the target , All
       damage the caster recieves , the target will recieve in a
       tripled ammount , however all damage the target recieves not
       from this spell will damage the target in an equal ammount until
       the link ends.(and you should be able to end it yourself.
       And it would be awesome if you could call spirits and demons and
       shit with blood magic.
       Anyone else feels the same way or has more ideas?Let me know :).
       #Post#: 12892--------------------------------------------------
       Re: Blood Magic
       By: Aeroblyctos Date: May 3, 2013, 8:52 am
       ---------------------------------------------------------
       This is basically playing with stats. I've done this somewhat
       but definitely not enough.
       Phodom creates a fireball and rams it to an enemy, dealing
       damage. Stuns big enemies for 1 second and deals extra damage
       based on 1% of target's Max Health. The ability uses 10% of
       Phodom's Max Health and doesn't require mana to cast.
       |c00FEBA0EHotkey: Q.
       Type: Target.
       Cooldown: 6 seconds.
       |c00E55BB0Damage is based on Ability Level, Agility and
       Strength.
       This ability is something like this.
       Hmm?
       #Post#: 12893--------------------------------------------------
       Re: Blood Magic
       By: Blackdoom59 Date: May 3, 2013, 8:55 am
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       Yes but I mean more dangerous spells , like the ones I have
       listed.Spells you can die from :)
       #Post#: 12894--------------------------------------------------
       Re: Blood Magic
       By: Aeroblyctos Date: May 3, 2013, 8:59 am
       ---------------------------------------------------------
       Phodom puts all his strength to slam the ground, dealing damage
       and sending enemies flying. Each strike also deals damage to
       Phodom equal to 50% of his maximum Health. Phodom can slam for a
       total of 5 times.
       |c00FEBA0EHotkey: D.
       Type: Instant.
       Cooldown: 180 seconds.
       |c00E55BB0Damage Is based on Ability Level, Agility and
       Strength.
       Still not enough?
       #Post#: 12896--------------------------------------------------
       Re: Blood Magic
       By: Blackdoom59 Date: May 3, 2013, 11:46 am
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       You're getting at it.Now let's see some items :)
       #Post#: 12898--------------------------------------------------
       Re: Blood Magic
       By: Jaelbird Date: May 3, 2013, 12:09 pm
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       mmh, spells fit for a sadist, this sounds interesting.
       i've always wanted phodom to be a berserker tbh, tanking is
       boring.
       #Post#: 12900--------------------------------------------------
       Re: Blood Magic
       By: Aeroblyctos Date: May 3, 2013, 12:14 pm
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       Items? Start creating some awesome ideas then!
       #Post#: 12901--------------------------------------------------
       Re: Blood Magic
       By: Jaelbird Date: May 3, 2013, 12:40 pm
       ---------------------------------------------------------
       [quote author=Aeroblyctos link=topic=1387.msg12900#msg12900
       date=1367601293]
       Items? Start creating some awesome ideas then!
       [/quote]
       kay. but i don't bother with names, just descriptions like
       black.
       ->>-
       <activate> for 20 seconds, all spell costs are negated, but
       received damage is doubled. #mediocre cd
       <activate> the user transfers 40% of his max health into a
       chosen area spot. later he can return to that spot to heal
       himself for the same amount (ooo, quite absurd isn't it?
       spooky). #long cd
       <activate> balances the health and mana of the user and his
       chosen target (so i.e. if user has 25% of max health left and
       target has 75% of max, both are brought to 50%). can also work
       both ways, so that if your target has less % health left than
       you, you'll actually lose out. #long cd
       <passive> converts all health regeneration into mana
       regeneration.
       <passive> carrier receives bonus damage the less health he has.
       upon healing, the bonus damage withers away into dust.
       <passive> when carrier's health/mana goes below certain amount,
       some health/mana is transferred into health/mana depending on
       what the carrier is lacking of.
       -<<-
       #Post#: 12909--------------------------------------------------
       Re: Blood Magic
       By: Blackdoom59 Date: May 4, 2013, 1:18 am
       ---------------------------------------------------------
       [quote author=Jaelbird link=topic=1387.msg12901#msg12901
       date=1367602839]
       [quote author=Aeroblyctos link=topic=1387.msg12900#msg12900
       date=1367601293]
       Items? Start creating some awesome ideas then!
       [/quote]
       kay. but i don't bother with names, just descriptions like
       black.
       ->>-
       <activate> for 20 seconds, all spell costs are negated, but
       received damage is doubled. #mediocre cd
       <activate> the user transfers 40% of his max health into a
       chosen area spot. later he can return to that spot to heal
       himself for the same amount (ooo, quite absurd isn't it?
       spooky). #long cd
       <activate> balances the health and mana of the user and his
       chosen target (so i.e. if user has 25% of max health left and
       target has 75% of max, both are brought to 50%). can also work
       both ways, so that if your target has less % health left than
       you, you'll actually lose out. #long cd
       <passive> converts all health regeneration into mana
       regeneration.
       <passive> carrier receives bonus damage the less health he has.
       upon healing, the bonus damage withers away into dust.
       <passive> when carrier's health/mana goes below certain amount,
       some health/mana is transferred into health/mana depending on
       what the carrier is lacking of.
       -<<-
       [/quote]
       Yeah at least someone understands the true risks that would make
       this game sick
       Active/deactive spell(like mana shield).As long as this mode is
       active every kill the caster makes gets him some mana while
       damaging him.
       Single target spell(with aoe)-The target recieves a negative
       buff named blood curse(for about 20 seconds) while all other
       enemies in 500 aoe near him recieve charged blood(until  main
       target dies).All the targets with charged blood will attack the
       target with blood curse as long as he looses x health after the
       spell is cast.Also if one of the charged blood creatures
       kills(last hit) the main target , blood curse is automaticly
       casted on him for another 20 seconds while all alies attack
       him(and it goes on forever).LONG CD
       #Post#: 12949--------------------------------------------------
       Re: Blood Magic
       By: liauyuancheng Date: May 5, 2013, 5:47 am
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       New abilities:
       - Continuously drain mana and hp while shooting a long range
       (decided by aero) laser beam that deals dmg to all enemies close
       to the beam equals to X (fixed dmg) + % of their max hp. The
       hero can move and rotate to move and rotate the laser beam. This
       spell cant be cast if hero has less than 100hp.
       - For every X sec intervals ,up to Y sec, physical and magical
       dmg is increased along with hp and mp regen. The hero does not
       uses mana to cast spells and is immune to any attacks that stuns
       or knockbacks him.
       - Each spell deals X% more dmg, but costs Y% more mana. Each
       spell casts ignores Z% of armor value and for every A attacks,
       there is a B% chance to increase dmg of spells by C% which lasts
       for D sec and can be stacked infinitely.
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