Post Friday, 17th December 2010, 16:47

High End Spells

In the beginning of the game there are many different spells that characters can learn. The end game for spell users seems to be very lacking however. Depending on what skill is the highest you get one spell to use (fire storm, ice storm, etc). The addition of tornado is good but still there is need for more spells in my opinion.

Possibilities:

Trap spells - these come in different versions depending on the element. When an enemy steps on one they go off and have their effect. They are one use only. They will do less damage than other high end spells but they are valuable because you can cast all of them in advance. The purpose is to reward players who think ahead and draw enemies into an ambush.

FIre trap - causes a fireball effect when enemies step on it. All enemies caught in blast take stick flame- like DOT damage.
Ice trap - causes ice damage to one enemy and casts slow on them (alternatively it could cause then to become immobile for a couple turns but this might be too powerful?)
Earth trap - causes earth damage. This trap damages armor of the enemy and so they have DV reduction.
Wind trap - some kind of knock back effect?

In general we are missing any kind of damage over time spell for the end game. We also do not have any Debuff spells. What about a spell that lowers elemental resists?

List any other ideas (or improvements of these ones) you may have for high end spells. If we get some good ideas I may put it on the Development page.