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#Post#: 12891--------------------------------------------------
Blood Magic
By: Blackdoom59 Date: May 3, 2013, 8:42 am
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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
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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
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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
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[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
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[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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