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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Magic spell polarity
Thread: Magic spell polarity
shundi
shundi

Tavern Dweller
posted August 28, 2002 11:47 PM

Magic spell polarity

This idea might be a bit too complex, but I think it would be cool if there were spells added / creatures with the natural ability to draw magic towards them.  With this ability, all spells aimed at a target within a certain area of the creature (e.g. within a 3 or 4-hex radius) would be drawn toward that creature (with the exception of mass spells / area-of-effect spells).  This would take effect with both beneficial and detrimental spells, and even if it results in damaging your own creatures / strengthening an enemy.

If a spell such as this were added, it would not be 100% effective - maybe 65% or less at maximum power.  The addition of such an idea would add new tactics/strategy to the game

e.g. since golems take reduced damage from spells, you could place a stack of golems beside a weak, range-attacking creature and cast the "polarity" spell.  When an enemy aims a hard-hitting spell at the range-attackers, the spell would be drawn toward the golem, doing less than its maximum potential damage and preserving the more valuable range-attackers.  I think the spell would need a better name, though.

This idea could even be taken further by creating a spell that causes some creatures to deflect a spell.  This spell would have to be somewhat hard-to-get, since if it were common, I think the game would simply be too complicated.  What do you guys think?
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Lich_King
Lich_King


Honorable
Supreme Hero
posted August 29, 2002 12:17 AM

It would be interesting to have some sort of "Spell chanel" I think it could be Order magic's 4th level spell.
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shundi
shundi

Tavern Dweller
posted August 29, 2002 05:18 PM

on second thought...

On second thought, I think that it would be too powerful if a creature could draw ALL of the magic towards them.  I think the spell should have a high chance of success (75 - 85% maybe), and when it does succeed, the percentage of damage that is redirected would be calculated by something like [35 + 2*spell power] e.g. at spell power 10, the enchanted creature would draw in 55% of the damage and the only 45% would still affect the target.

As for status-ailment / status-boosting spells, perhaps the spell would be redirected ENTIRELY, but only if the enchanted creature had an "absorption rate" of more than 50% (it would be too complicated for those types of spells to be divided between two creatures).

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted August 29, 2002 06:13 PM

Why not make the spell draining like the Imp ability? Drain 2/spellpoints per round from a random hostile target. (And ability is resisted as per that creatures magic resistance, and you can only drain spellpoints from creatures that actually have them.)

It could either be the special of an advanced class, ability gained from artifact/potion, or it could be a spell that lasts until end of combat.

Many of the spells you have actually converts spellpoints to health, better defence or similar. So there are already several ways to convert spellpoints to physical effects.
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Lich_King
Lich_King


Honorable
Supreme Hero
posted August 30, 2002 01:28 AM
Edited by alcibiades at 10:55, 10 Dec 2008.

There is a spell (Death IIIrd lvl.) "Mana leech", but it works only target casts something. I agree mana leech should work in an every round (like imp's "mana leech")



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth.

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