View Full Version : Battlefield offensive spells
Spacepain
April 2nd, 2004, 02:13 AM
What are the good offensive spells for the battle field?
Graeme Dice
April 2nd, 2004, 02:34 AM
Originally posted by Spacepain:
What are the good offensive spells for the battle field? <font size="2" face="sans-serif, arial, verdana">The number of good battlefield spells is extremely large. What kind of effects are you looking for?
CayseP
April 2nd, 2004, 12:08 PM
Well here are some suggestions sorted by sphere:
Fire: Fireball / Incinerate
Air: Lightning bolt / Wrathful skies
Water: Falling frost / Frozen heart
Earth: Blade wind / Petrify
Nature: Sleep / Breath of the Dragon
Astral: Mind burn / Soul slay
Death: Shadow bolt / Decay
Blood: Summon Imps / Agony
These are just some examples - what you need to take into consideration is what kind of magic is available to your mages/pretender and is there some synenergi with respect to research. E.g. frozen heart and quickness both come from the alteration school of magic.
I hope that helped - I remember how vast the spell options seemed when I started to play http://forum.shrapnelgames.com/images/icons/icon7.gif
Adept
April 5th, 2004, 11:09 PM
Fire : Flare
Especially if you guys play with "research is difficult" like my group does.
Flare is powerful, easily cast and easy to research. Very underappreciated.
Stormbinder
April 6th, 2004, 03:33 AM
Originally posted by CayseP:
Well here are some suggestions sorted by sphere:
Astral: Mind burn / Soul slay <font size="2" face="sans-serif, arial, verdana">You feel mind burn is better than paralize?
Azel
April 6th, 2004, 12:18 PM
Don't forget enslave mind. ok it's astral 4, but with R'lyeh you can have it easly.
It's twice better enslaving an unit from killing it. And you can keep the enslaved ones after the battle http://forum.shrapnelgames.com/images/icons/icon7.gif
bladewind : it's a good spell only if your mage have a good precision.
Air spells: I hate friendly fire, so my air mages cast invocations : false horror, Phantasmal Warrior, gost wolves.
Wyatt Hebert
April 6th, 2004, 12:47 PM
Adept, I personally don't like Flare nearly as well as Fireball, primarily due to the much higher fatigue cost of Flare. If you have a mage with 6+ Fire or so, this is irrelevant. Most mages don't get anywhere near that high (early, as you seem to be implying), so the fatigue cost is a concern to me.
Wyatt
Endoperez
April 6th, 2004, 02:02 PM
Originally posted by Azel:
Don't forget enslave mind. ok it's astral 4, but with R'lyeh you can have it easly.
<font size="2" face="sans-serif, arial, verdana">Enslave might be good, but only R'lyeh and Pythium, and maybe Arco, has easy acces to in the early game. It is a good spell, though.
bladewind : it's a good spell only if your mage have a good precision.
bladewind : it's a good spell only if your mage have a good precision.
<font size="2" face="sans-serif, arial, verdana">It's a wonderful spell versus lightly armored targets, and if your own front line has heavy armor it gets even better. Also, you mage doesn't need better aim but a bigger enemy to aim at! http://forum.shrapnelgames.com/images/icons/icon12.gif
It's hard to miss a horde of Maenads. But precision would really help if your enemy brought few Summer Lions with him... Talking about precision, I find your next comment somewhat weird:
Air spells: I hate friendly fire, so my air mages cast invocations : false horror, Phantasmal Warrior, ghost wolves. <font size="2" face="sans-serif, arial, verdana">If you are not happy with the precision of your (air) mages, ther are lots of spells you should check. Wind Guide especially, as it increases the precision (= accuracy) of ALL spells flung and missiles shot by ANY of your mages/arhers. The only exception are spells that are not aimed or those which hit anyway, they just work just as before.
And if you have the gems to call for them, (lesser) Air Elementals are wonderful...
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