View Full Version : Suggest some spells
Zoatibix
07-24-2007, 09:00 AM
Make a suggestion for some spells you'd like to see for the Sorcerers of the Druchii beyond the six we get in the Army Book. (Although adaptions to those spells or suggestions as to how they might work are good starting points too.)
I'd like to see the ability to summon some short duration wraiths or something from the bodies of slain Players. They would only last a minute or so but could be handy to give a little more DPS or tanking (but the short duration and necessity of a freshly killed player that youd helped to off would prevent them being a semi-permenant pet).
One of my fave abilities from DnD was a spell that damaged the opponent for as much damage as they caused to you in melee.
Go wild, go crazy!
Xurré
07-24-2007, 09:25 AM
In TT Sorceresses don’t just have access to Dark Magic (http://uk.games-workshop.com/darkelves/spells/assets/darkmagiccards.pdf), but also to Shadow Magic (http://us.games-workshop.com/games/warhammer/chronicles/cards/shadowmagiccards.pdf) and Death Magic (http://us.games-workshop.com/games/warhammer/chronicles/cards/deathmagiccards.pdf). So those two schools can be used for inspiration as well.
Personally I like the idea of a Sorceress being able to cover the battlefield in a cloak of shadowy fog and making dark tentacles rise from the ground to beat up the enemy. ;)
- Xurré
Nathar
07-24-2007, 09:53 AM
Rather then specific spells I'll look at how I'd like the feel and look to be like.
DD: Death and stuff. Fun. Soul connected stuff first off (soul stealer and steal soul), I'll get back to this. Also big stuff like Wind of death and Doombolt. BOOM!
CC: Cold, pain and mind control. Cold (chillwind) for slowing and maybe slightly weakening opponents. I want the cold to be cheap but potentially of tactical worth. Pain (word of pain) to weaken their fighting and maybe movement abilities. Bigger then cold but these could also be combined with a bit of DoT (it's pain!). Mind control (Dominion) would be nothing but CC (no DoT's involved, unlike the other two) but would also be the biggest of these. These should be, if in, close to stopping the person in it's place. Maybe render him useless for some 5 seconds (no more, wouldn't be fun).
AoE: Arnizipal's black horror. That' all, I don't need no others. Just this cloud of chaos with tentacles wirling out of it. Pit of Shadows would be awesome too. Both could also have a bit of weak CC as the sorceress ain't about damage primarily (in my mind they'll be support/ranged).
DoT: Related to pain primarily. Hurt our opponents. Secondly I'd like to see spells that don't steal souls but chip away at it, weakening it. DoT's are possible here too. Also I'll get back to the soul bit later.
Buffs: Mostly movement and shadow related. Move (steed of shadows) the sorceress herself around faster for short periods and (Unseen lurker) others for even shorter periods. Also shadow allows for other buffs such as fear (reduce enemy morale gaining level maybe?), harder to hit and so on. I'd like to see shadow show itself here mostly.
Healing: Now's for that stuff about souls. As Mythic is trying to hit healers that don't 'just' heal lets have a sorceress who needs to drain souls to heal more efficiently. They'll have a soul bar that fills when using soul draining spells (that dmg less but fill said bar) and empties when they aren't fighting. The more soul you have in your soul bar the more powerful heals become available. Heals would be simple and for interest add some big heals that also debuff your target. I mean what dark elf sorceress would just go and heal people without demanding something in return? Don't forget which race we're talking about.
Anyway, that's what I hope for!
EDIT: Actually after writing this I made myself want to roll a sorceress alt. Always thought I'd never do that, but I like how it sounds. I should've written this earlier! Now I'm psyched about them too!
Estebar
07-24-2007, 10:00 AM
Inspired by Chillwind, perhaps some sort of Area of Effect spell, surrounding the Sorceress or a selected target, summoning an unearthly freezing cold from the utterdark which halves the speed of any enemies in that area.
The Sorceresses' signature move seems to be unlocking the fabrics of reality to create a vortex into a daemonic realm, so I imagine some sort of disruption spell involving a vortex, Arnizipal's Black Horror style.
Otherwise, I imagine spells involving sadistic ongoing curses (perhaps involving some mean glowing sprite clinging to the victim, for instance), bewildering enchantments of domination (the sorceress unleasing a black daemonic skull design around herself which causes attackers to flee) and hellish blasts of controlled daemonic energy.
I see her mostly working on groups and areas instead of specific individuals; Elves are grandiose in that way and like to show off magically. If they were to have spells involving individuals, it would work on a subtle network of chained enchantments, rather like the Zealot.
Elf magic should be challenging, and difficult to use at its best, like the Zealot's tactics. (Although I imagine the Sorceresses Dark magic being easier to use than the Archmage's High Magic - it's much easier to kick a sandcastle to pieces rather than build one.)
Zoatibix
07-25-2007, 02:09 AM
Does anybody think that a Vampiric Embrace kind of effect would suit Druchii healing?
(Spell damage caused by the Sorcerer would heal a percentage of damage to other members of her group.)
I think the point about CC spells not lasting too long was a good one. I know CC spells are being kept from being too powerful by Mythic but it's worth stressing this.
What about a CC spell that makes a player attack their allies?
I'd completely forgotten about the other Lores available to us, well spotted, Xurre! I'll have a mooch through those later.
@ Estebar, I love the idea of the sprites attacking people! That ties in really well with some of the fluff on the Druchii and all the malicious little evil faeries running about in the cities drawn by the dark magics. Be a really nice way of representing a DoT effect, too!
Pieter Klass
07-25-2007, 08:25 AM
a very long time a go there was a game called Advanced hero quest and it started with the bright wizards but later in White Dwarf thye introduced jade wizards they had a spell where the wizard crushes a jade statue and it created the death of a thousand cuts kinda effect nowthat is Dark Magic
roadkizzle
07-25-2007, 02:15 PM
@Zoat: I've always thought that DE healing should be the Vampiiric Embrace method of stealing life from enemies. I think it goes well with the druchii method of thinking.
But, I really don't think that mythic will put in a spell which forces your enemy to attack his friends. Mythic does not want spells that forces other people's characters to do certain actions against their will. That is why they wouldn't implement taunts which switch targets, or force the opponent to target the taunter.
Zoatibix
07-26-2007, 01:47 AM
I know Mythic are against the kind of CC levels in WoW but are they against it entirely?
I thought they were going to allow short duration CC effects?
Pity, I like the idea of a sorcerer driving people into maddened hallucinations and attacking their allies.
roadkizzle
07-26-2007, 08:44 AM
Oh, I wasn't saying anything against CC, in fact, they've said that CC is the main way that Black Orcs tank. But, I was saying that they would not allow a confuse spell, which took control of a character out of a person and made it attack its allies.
Nathar
07-26-2007, 09:00 AM
I know Mythic are against the kind of CC levels in WoW but are they against it entirely?
I thought they were going to allow short duration CC effects?
Pity, I like the idea of a sorcerer driving people into maddened hallucinations and attacking their allies.
Even for a short while this is a power that removes your control. That's the kind of CC they want to avoid. Skills that leave you completely apathic and without control. Stuns (longer ones anyway) also fit this category while slows kind of don't.
Eltair Shadowblade
07-27-2007, 10:47 AM
Even for a short while this is a power that removes your control. That's the kind of CC they want to avoid. Skills that leave you completely apathic and without control. Stuns (longer ones anyway) also fit this category while slows kind of don't.
there will be cc, it will be short
i can tell give you atleast 3 cc skills
Yavvy
07-27-2007, 10:48 AM
Even for a short while this is a power that removes your control. That's the kind of CC they want to avoid. Skills that leave you completely apathic and without control. Stuns (longer ones anyway) also fit this category while slows kind of don't.They could have an instant one, with the Sorceress making the target aoe its allies.
Nathar
07-28-2007, 02:12 AM
there will be cc, it will be short
i can tell give you atleast 3 cc skills
There's a difference from cc to complete control spells. I'll gladly hear those examples and be wrong but I'm just going by what they've said they want to avoid.
By Yavvy:
They could have an instant one, with the Sorceress making the target aoe its allies.
How is that different from making an aoe with a center of your choice instead of yourself? It's not an aoe. And if the target isn't capable of any aoe's? An ironbreaker that suddenly launches a ring of ice around him. Nah, would be silly. I don't see any purpose in making a spell like this. At all.
Pieter Klass
07-28-2007, 03:35 AM
but as a weak armoured class (a dress) an AoE snare allows for repositioning of the player but i think it should be a moral ability so u need to build up to it and a have a high cool down
impulsebooks
07-28-2007, 04:52 AM
I don't know what I would call it, but I would like to see some kind of energy bolt that DOES NOT hit the target, but hits the ground nearby and actually blows a crater in the ground. Damage is caused by flying debris... would make for a great battlefeild spectacle.
Even for a short while this is a power that removes your control. That's the kind of CC they want to avoid. Skills that leave you completely apathic and without control. Stuns (longer ones anyway) also fit this category while slows kind of don't.
One way they could do it is like taunts. You don't lose control but it allows you to attack allies and enemies but encourages you to attack allies. It could do a DoT and if you attack your allies it heals you but if you attack enemies you don't get healed and don't do much damage. The DoT makes it so they have a reason to attack enemies instead of just waiting there till it wears off.
I doubt they would implement anything like that but I think it would be fun to be able to attack your allies and blame it on the dark elf.
Estebar
08-09-2007, 04:14 PM
Aethyr's Howl - The Sorceress evokes an otherworldly cacophony of tortured souls feasted upon by daemons which fills the air and disrupts enemy communication and incantations. (Mutes, slows, distracts).
Curse of Everweeping - The Sorceress invokes a malevolent curse which prevents wounds from healing. (At first level, it could simply slow or reduce the effectiveness of healing for a certain period of time, at a later level it could prevent healing altogether, and ultimately make a reversal where healing actually causes damage to unsuspecting victims).
Blaze
08-10-2007, 03:39 AM
I like the Cold spell ideas.
After all, the Druchii hail from the Land of Chill. So it's appropriate that the Sorceresses would harness that kind of power, in addition to the shadow and death magic.
summon monsters to attack the enemy
Garok
08-20-2007, 06:56 AM
Bolt range AoE Mez, Aoe Root, loltap, speed chant and charmed pet..... oh wait .. wrong Sorc. ;)
SinnersDoom
08-28-2007, 08:49 AM
Personally I like the idea of a Sorceress being able to cover the battlefield in a cloak of shadowy fog and making dark tentacles rise from the ground to beat up the enemy.
Good idea
--Khaine's Grasp--
Summons a rift into Khaines' realm from which a mass of writhing tentacles emerge. Tentacles are immobile but have a ten foot reach. Each successfull attack that they make have a 25%/30%/40% (depending on AP spent) chance to root its target for 2 seconds. Lasts 25 seconds or until they take 1000/2000/3000 damage. Usefull for covering escape, guarding capture points, or choke points. 2 minute cool down.
I would also like to see Pelt of Midnight (bonus defense versus missiles)
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