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Spell School Themes
Posted:
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
Posted:
Wednesday, 13th December 2017, 15:36
by bel
Necromancy: nobody has a clue.
Re: Spell School Themes
Posted:
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
Posted:
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
Posted:
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
Posted:
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
Posted:
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
Posted:
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
Posted:
Thursday, 14th December 2017, 05:59
by yesno
the theme of ice is ice. the theme of air is air.
Re: Spell School Themes
Posted:
Friday, 15th December 2017, 00:19
by tasonir
This is my favorite thread in ages. Congratulations everyone.
Re: Spell School Themes
Posted:
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