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   Author  Topic: Spell: Nature's Call  (Read 454 times)
Norinth
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Spell: Nature's Call
« on: 01/26/03 at 22:35:13 »
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Perhaps this spell's effects shouldn't depend directly on the druid.
 
Maybe if Treants had a base life/damage and the cost wasn't for number... And ammount of Treants were increased as you level....
 
What you think?
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Bun
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Re: Spell: Nature's Call
« Reply #1 on: 02/15/03 at 18:08:42 »
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i totally agree i think u should get them at lvl 1 then every 7 lvls u get an extra trent start with 1 and get up to four maybe
and they get more powerfull as u lvl up aswell
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Deval
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Re: Spell: Nature's Call
« Reply #2 on: 02/16/03 at 23:54:15 »
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Leafstorm you forgot to add 'A conglomeration of possibilities discussed by other players aswell as myself.'
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Norinth
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Re: Spell: Nature's Call
« Reply #3 on: 02/17/03 at 13:11:09 »
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I think "What you think?" says it all. I am asking your opinion (all of you).
 
But Nature's Call shouldn't be a level one spell. Treants are probably "harder" to summon than Vines, and you normally get Vines at level 22.
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Bullitt
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Re: Spell: Nature's Call
« Reply #4 on: 02/21/03 at 17:24:17 »
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Just been re-thinking some of the natures call suggestions that we’ve had. All in all the basis of having an NPC to aid the druid is a great idea, whatever form it takes.
 
How about making it so when cast, the spell calls any monsters within certain radius (i.e. 2 squares or something), these monsters would migrate to the druids square and attack any characters not in the party with the druid. For all intents and purpose the monsters would simply act as normal and would remain on this square; the druid would have no further control (they wouldn’t follow him etc.) over them and the spell would run out after a set time, after which the druid would be treated as normal. The ‘summoning’ would have to be limited to certain monsters of obvious reasons, and the chance of success could be relatively low to start with and increase with level, maybe reaching a maximum of something like a 30-40% success rate.  
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Norinth
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Re: Spell: Nature's Call
« Reply #5 on: 02/21/03 at 18:09:49 »
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Not many areas have animals. Small sucess rate.
And Nature's Call (the way I suggested) would be required for the Ancient Protector spell. Try suggesting it in a new topic, and with a different name if possible.
« Last Edit: 02/21/03 at 18:35:13 by Norinth » IP Logged

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Bullitt
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Re: Spell: Nature's Call
« Reply #6 on: 02/21/03 at 18:18:15 »
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Heh, fair play if it’s not to your taste, just trying to throw something out there that is simple, seeing as nothing has happened yet (I know you all said the cogs are turning). As for there not being many animals, I meant it to be based on calling monsters, and the radius over which the spell is effective could be altered; for instance it’s not very often you are actually 4 squares away from a monster (the map is totally packed with monsters).
 
I didn’t see the point of giving it another name, even if people didn’t think such an idea was lame; it wouldn’t be implemented if alternatives, such as your ideas, were going to be used.
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Norinth
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Re: Spell: Nature's Call
« Reply #7 on: 02/21/03 at 18:21:26 »
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I didn't say you shouldn't post, or that it was wrong. But it would confuse people, know what I mean?
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Re: Spell: Nature's Call
« Reply #8 on: 02/21/03 at 18:31:13 »
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And I never assumed you were suggesting I shouldn’t post; I’m generally one of those people that don’t get offended to easily and all criticism on anything I post is welcomed lol. If I post anything dumb, and people can show me my downfall, then all the better. And umm, slacker-induced boredom is a major driving factor in my life right now, so…well move over fatty Tongue.
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Norinth
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Re: Spell: Nature's Call
« Reply #9 on: 02/21/03 at 18:34:50 »
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I suggest this name for the spell: Lure Animals. The spell is quite good, if it's 4 squares, as you mentioned. It shouldn't be too hard to code, just move all animals into the square and "cast" hypnotise on all of them with a time limit.
 
Whatcha think Bullitt?
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Bullitt
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Re: Spell: Nature's Call
« Reply #10 on: 02/21/03 at 18:38:14 »
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Pretty much the outcome I intended. However, my point was that there is no need for such a spell if there would be a variation of natures call going on. But yeah, that name would better suit it I guess.
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Norinth
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Re: Spell: Nature's Call
« Reply #11 on: 02/21/03 at 18:41:50 »
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That way we would need a new name for "my" Nature's Call... And that name is better for such spell (or maybe just "Lure")
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Bullitt
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Re: Spell: Nature's Call
« Reply #12 on: 02/21/03 at 18:49:48 »
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Yeah I was pondering over that, just lure looks tastier to me.  
 
All in all just trying to give a bit of variation on what’s been suggested for a while now. To be honest though if it came down to one of the two, I would personally prefer to see some form of a ‘protector’ actually summoned, rather than the “lure”, but it seemed like an simple alternative that might be easily incorporated.
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Norinth
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Re: Spell: Nature's Call
« Reply #13 on: 02/22/03 at 11:28:14 »
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Create a new topic then  Cheesy. I will be glad to give my opinion about it.
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Blade
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Re: Spell: Nature's Call
« Reply #14 on: 02/22/03 at 12:40:15 »
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d**nit, you don't HAVE to post on every thread.
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Norinth
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Re: Spell: Nature's Call
« Reply #15 on: 02/22/03 at 12:43:51 »
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I don't have to... But I like to be informed.
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Deval
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Re: Spell: Nature's Call
« Reply #16 on: 02/28/03 at 00:17:43 »
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More often than not, your not being informed, and you are in fact trying to dictate.
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Norinth
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Re: Spell: Nature's Call
« Reply #17 on: 02/28/03 at 21:26:30 »
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Ok, you don't understand what other people write or are you just annoying?
 
Please serious posts only.
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