Author | Raising Spell Capabilities |
The common spells like magic punch and magic arrow etc. affect stacks hit points.
Spells like rapid and delay etc. affect the stacks initiative.
Spells like raise dead, which resurrect creature stacks, are not common enough.
Suggestion: Have spells that affect stack's special abilities.
Examples:
Illusory arrows: adds shots [depending on spell power] to a unique creature stack with shooter.
Gust: Sprites, Faeries, Dryads and elite forest keeper's attacks affect creatures an extra tile away. [Durability depends on spellpower]
Shadow: Wolf riders and wolf raiders deal and extra strike with half damage
Advance Transfer: Spawns, imps, and vermins steal double mana [Durability depending on spellpower] |
but only some creatures get its advantage |
Shadow: Wolf riders and wolf raiders deal and extra strike with half damage
Advance Transfer: Spawns, imps, and vermins steal double mana [Durability depending on spellpower]
How can they use Rise Spell....:) |
barbs donot have magic and spawns , imps etc steal mana before even the heros turn cums |
spawns , imps etc steal mana before even the heros turn cums :) Demon don't have rise spell(Nature)also.
-1 try some other idea |
Advance Transfer: Spawns, imps, and vermins steal double mana [Durability depending on spellpower]
way overpowered |
do vermins steal mana? |
for killtheone:
no they don't
but still way overpowered |