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Old March 12th, 2009, 02:43 PM

Trumanator Trumanator is offline
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Default Re: CPCS v. 0.4 - adds 46 new spells.

Well, I can see an A/F Phoenix kicking major *** with archers by casting desert wind, depending on how it scales.
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Old March 12th, 2009, 03:06 PM
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Burnsaber Burnsaber is offline
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Default Re: CPCS v. 0.4 - adds 46 new spells.

Quote:
Originally Posted by VedalkenBear View Post
Burn: First, I've had a similar reasoning for wanting more spells, _for the exact same underlying reason_. (That is, A/F Phoenix just has no spells to make use of it.)

I'm playing CPCS along with CBM and Endo's Kaleva mod, and the Steam spell is brutal. With F3W1, and Phoenix Power, you can blanket entire areas of the enemy army, and they really do just keel over. It's fun stuff. It might need to be toned down a bit, though.
------ 2F1W - Steam Clouds: caster creates clouds of burning hot mist. AN fire damage.
Conj lev 3, R:25+, Prec:3, AoE:1, NoE:3+, Dam: 2+(AN, fire), cloud lasts for 2 turns, UW-

The problem probably lies in the number of effects. Althought the damage is minor, the clouds can stack on top of each other and the cause massive damage. I'll probably change it to NoE:2+ and make the damage just 2 (non-scaleable with extra fire magic)

Quote:
Originally Posted by Trumanator View Post
Well, I can see an A/F Phoenix kicking major *** with archers by casting desert wind, depending on how it scales.
----- 1F1A - Blessing of the Desert Wind = Small AoE, grants Wind Guide and Flaming Arrows
Thau lev 3, R:5+, Fat:40, Prec:10, AoE:1+, UW-

It's AoE:1+ so it scales with one extra square after each extra fire level. So my F6A6 phoenic could bless 6 squares of archers. (that's 24 flame arrowed and guided archers!)
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