Temple Termagant
Posts: 8
Joined: Saturday, 30th May 2015, 01:18
Revamped Repel Missiles + Shroud of Golubria
Basic idea is to make them permanent and toggleable but cost MP whenever their effects activate (like infusion)
And their effects aren't always good
For both spells,you have to cast them once (still costs the base mp) and then they're on permanently until you cast the spell again to deactivate them (which doesn't cost MP but still takes a turn). Meaning,there is more reason to not keep them always active,because if you end up in a situation where you don't want them you can't instantly switch them off.
Spell power would determine the % chance of them activating whenever you're attacked (based off your current spell power,not spell power when casting)
And they would have,new more situational effects so there would be reasons not to use them all the time.
Repel Missiles- Whenever you're hit by a missile chance to make it stray off course by moving it to the side,using 1MP to do so
Missiles moves 1 tile to the side depending on it's relative direction. If both sides are free it's random,otherwise it's whichever one is free. If neither of them are it doesn't do anything but still costs you the MP
Meaning it wouldn't work in 1 tile corridors and can cause friendly fire.
(example: a centaur to the right of you fires an arrow at you,when the projectile is about to hit you repel missiles activates,the arrow is shifted 1 tile up or down of you and continues flying until it hits the orc northwest or southwest of you)
Shroud Of Golubria- Chance whenever hit by a melee attack to blink out of the way to dodge it,costing 1MP
Basically works the same way as Repel Missiles only it moves your character
(example: an orc southwest of you hits you,shroud of golubria activates. if tiles west or south of you are free you're blinked to either of them and don't take damage. or if they both have monsters/walls on them you just blink in place and still take the damage and lose the MP)
Sorry for bad english