Good night, dear listeners.
I want to tell you about my Idea of "Charged" Magic. What is the "Charged" Magic? This is something what I will use in my map and what will be describing below. (Due to my bad English text was translated by my wife, and she is not a gamer)
Spell "Evil Bond" (maintained). While caster maintain it, target will move slower(-15/-25/-35%) and attack weaker(-10/-20/-30%). The caster will get slow-effect too (-15/-20/-25%). Caster has a 2nd level of the spell. He casting it and target gets -15% movement speed penalty and 10% damage reducing, caster gets 15% slowing. After that caster can do 3 things:
1) charge the magic. in this case target will get -25% movement speed and -20% damage, but caster will move with -20% penalty (instead of -15%)
2) cancel the magic. everybody will get their normal attributes
3) do nothing. everybody will keep they penalties.
Spell "Enchantry" (prepared). Caster enchants his weapon and his next attack will do addiotional damage(100/200/300). 1st level - caster gains -10% slowing. 2nd level - caster gains -2hp/s effect and slowing grows up to -20%. 3rd level - caster gains -4hp/s effect, slowing grows up to -30% and nearby units will burns for 10 hp/s. Hero has "Enchantry" of level 2.
When caster casts it at first time - he gains -10% slowing, but will do 100 dmg. If he casting it a second time - he will do 200 damage, but before it he will lose 2hp per second. If he casting it a third time - nothing to be happend cause his ability level is 2.
I hope it is clear. If it is not - let me know and I'll explain.
PS Also I'll be glad (+rep) if somebody re-explain how this system works in understandable language
I want to tell you about my Idea of "Charged" Magic. What is the "Charged" Magic? This is something what I will use in my map and what will be describing below. (Due to my bad English text was translated by my wife, and she is not a gamer)
It is not easy to boost the magic. In fact, you can have power energies control skills but these are just skills which define your limit. In the beginning, the magic is easily cast - it is always the first level of spell-effect. After this, the magic can be warmed up - you can involve additional power for the sake of increase of the effect.
For instance, you have the healing skill of the second level. If you apply this skill towards your ally, they get cured as if it were healing of the first level. If you spend your power and improve the effect up to the second level, you spend more power on maintenance of your magic (you move slower and grow weaker when fighting). You can't boost the effect up to the third level because your skill is not enough for doing this.
For convenience, the magic can be devided into two types: maintained and prepared. Healing is maintained magic. The prepared magic is a bit trickier. A caster first accumulates energy before releasing it. For example, you have a "fireball" of the third level. A caster accumulates energy and obtains the first "charge". In case, a caster casts right away, s/he will inflict, say, 100 damage. You can accumulate more energy and get the second charge - now the fireball will inflict 200 damage, but the caster will have to spend their will to maintain this power reserve and get penalties for fighting. In case of the maximal third charge penalties are even stricter but the cast effect will grow alongside with the penalties.
Every charge slows down the caster and gradually burns down his health. A higher charge-level means greater problems for the caster. Besides, the energy accumulated at a definite level is so immense that it begins to damage everyone around. The maintained magic doesn't possess this feature - the caster releases it right away.
Spell "Evil Bond" (maintained). While caster maintain it, target will move slower(-15/-25/-35%) and attack weaker(-10/-20/-30%). The caster will get slow-effect too (-15/-20/-25%). Caster has a 2nd level of the spell. He casting it and target gets -15% movement speed penalty and 10% damage reducing, caster gets 15% slowing. After that caster can do 3 things:
1) charge the magic. in this case target will get -25% movement speed and -20% damage, but caster will move with -20% penalty (instead of -15%)
2) cancel the magic. everybody will get their normal attributes
3) do nothing. everybody will keep they penalties.
Spell "Enchantry" (prepared). Caster enchants his weapon and his next attack will do addiotional damage(100/200/300). 1st level - caster gains -10% slowing. 2nd level - caster gains -2hp/s effect and slowing grows up to -20%. 3rd level - caster gains -4hp/s effect, slowing grows up to -30% and nearby units will burns for 10 hp/s. Hero has "Enchantry" of level 2.
When caster casts it at first time - he gains -10% slowing, but will do 100 dmg. If he casting it a second time - he will do 200 damage, but before it he will lose 2hp per second. If he casting it a third time - nothing to be happend cause his ability level is 2.
I hope it is clear. If it is not - let me know and I'll explain.
PS Also I'll be glad (+rep) if somebody re-explain how this system works in understandable language
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