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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old January 28th, 2009, 03:15 PM

Aezeal Aezeal is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

I think charged body in large AoE is overpowered (on chaff for example it could really really destroy most armies.) combined with twistfate.... even more so.. would need to be a level 8-9 spell with requirement of liek 4-5 in a path and costing major gems.
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  #2  
Old January 28th, 2009, 05:47 PM

rdonj rdonj is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

For the fatigue-reducing cloud, I was thinking you'd pretty much not be able to give it more than 1 point of fatigue reduction. This is what relief gives, but because of DRN rolls it can give more than that. Basically I was talking about a smaller scale relief spell, plus if you make it a cloud it can affect enemy units also. Path requirements would be something like air/nature, air/water, or water/nature. If you don't like the idea that's fine though.
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Old January 29th, 2009, 04:22 PM

darloth darloth is offline
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Default Re: Mod in Progress: CPCS - CrossPathCombatSpells

Is it possible to have cloud spells that trigger exotic effects? I was considering the N/E (or maybe E/N) spell Rampant Overgrowth, that makes a cloud spell that does very small or nil damage, but repeatedly entangles anything in it.
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