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Spell School Themes

PostPosted: Wednesday, 13th December 2017, 15:29
by Shtopit
Let's see if I got them right.

Translocation: instantaneous movement/teleport

Charms: buffs

Hexes: debuffs

Fire: direct damage at any range

Ice: slowing, damage, buffs

Earth: wall interaction, close range projectile, transformation

Air: damage ignores obstacles, uncontrollable targeting, hard to defend against, can hurt the pc

Venom: damage over time

Conjurations: ranged projectile damage

Summoning: allies

Necromancy: MP/HP interaction, corpse interaction

Transmutation: transformation.

Some are pretty obvious, others, like ice or air, imho not so much.

Re: Spell School Themes

PostPosted: Wednesday, 13th December 2017, 15:36
by bel
Necromancy: nobody has a clue.

Re: Spell School Themes

PostPosted: Wednesday, 13th December 2017, 18:25
by tasonir
What ice buffs are there? Ozo's armor is charms/ice, so the buff portion would be charms, I'd say. For ice form, the form part is transmutations as well, I'd think. I suppose it's subjective since you would want to train ice for those spells still, but I wouldn't say ice has any buffs.

Re: Spell School Themes

PostPosted: Wednesday, 13th December 2017, 21:06
by crawlnoob
Translocation: translocating

Charms: buffs

Hexes: debuffs

Fire: fire

Ice: ice

Earth: physical

Air: electrical + physical

Venom: poison

Conjurations: "pure magical energy"

Summoning: allies

Necromancy: OP

Transmutation: transformation

Re: Spell School Themes

PostPosted: Wednesday, 13th December 2017, 21:56
by tasonir
crawlnoob wrote:Conjurations: "pure magical energy"

I'll take spell damage that can't be resisted for 1000, Alex.

Re: Spell School Themes

PostPosted: Thursday, 14th December 2017, 02:22
by CanOfWorms
tasonir wrote:I'll take spell damage that can't be resisted for 1000, Alex.

Ouch! That really hurt.
You die...

Re: Spell School Themes

PostPosted: Thursday, 14th December 2017, 03:08
by Hellmonk
Translocation: repositioning yourself, monsters, and every single one of the fifty arrows you shoot every fight

Charms: recasting things outside of combat

Hexes: learning about statistics

Fire: having an excuse to go vehumet

Ice: winning earlygame

Earth: remembering how much ac enemies have

Air: boltbouncing

Venom: training if & only if you're a venom mage

Conjurations: soaking experience on your "blaster caster"

Summoning: getting 50% exp and still destroying everything

Necromancy: doing things that other schools are supposed to do better than those schools do it

Transmutation: slowing yourself, nuking your ac, nuking your ev, becoming unable to use wands, becoming unable to drink potions

Re: Spell School Themes

PostPosted: Thursday, 14th December 2017, 04:21
by Airwolf
Translocations: Trog piety.

Charms: Trog piety.

Hexes: Trog piety.

Fire: Trog piety.

Ice: Trog piety.

Earth: Trog piety.

Air: Trog piety.

Poison: Trog piety.

Conjurations: Trog piety.

Summoning: Trog piety.

Necromancy: Trog piety.

Transmutations: Trog piety.

Re: Spell School Themes

PostPosted: Thursday, 14th December 2017, 05:59
by yesno
the theme of ice is ice. the theme of air is air.

Re: Spell School Themes

PostPosted: Friday, 15th December 2017, 00:19
by tasonir
This is my favorite thread in ages. Congratulations everyone.

Re: Spell School Themes

PostPosted: Saturday, 23rd December 2017, 14:55
by Shtopit
tasonir wrote:What ice buffs are there? Ozo's armor is charms/ice, so the buff portion would be charms, I'd say. For ice form, the form part is transmutations as well, I'd think. I suppose it's subjective since you would want to train ice for those spells still, but I wouldn't say ice has any buffs.


Yes, that's all quite right. I was mostly thinking of the book of frost. I actually never learn OzArm, it bores the hell out of me.

Hellmonk wrote:Charms: recasting things outside of combat