PeeperStorm on 5/8/2005 at 04:13
I've found a few interesting ways to use custom spells, so I'll share:
"Slow" spell- Using Drain or Damage effects on an enemies speed attribute is too expensive. It's much easier, and costs fewer spell points, to cast a 1 point Levitation effect on them. Boom! Massive slowdown for the duration of the effect.
"Hold Person" spell- When you absolutely, positively have to make your enemies stay put, hit 'em with a spell that drains or damages their strength down to zero. If they have any inventory weight, even if it's just a racer plume, they'll be stuck in place. If you used a Damage effect, they're stuck until you leave the area and give them a chance to recover.
Summoning enhanced creatures- The old fashioned method would be to summon a beastie, then cast enhancing spells (Fortify, Shield, or whatever) on them. The new and improved way is to make a custom spell that combines the Summon <Critter> effect with an enhancement effect that affects "target". For instance, if I want to summon faster scamps I might create the following "Turbo-Scamp" spell: (Summon Scamp for 60 seconds) + (Fortify speed, 50 points, on target, for 60 seconds). If you make the effect of the enhancement "touch", it won't work, because the scamp appears a moment after the spell is cast. Affecting "target" lets the effect hit the scamp just after it appears.
Summoning multiples of the same creature- Sometimes you just want to have a squad of ancestor ghosts (or whatever) to help you out. You can't put multiple "summon ancestor ghost" effects in the same spell, and casting the spell again just replaces the ghost. The solution is to make multiple spells with the summoning effect, and then cast them in succesion. For instance, if I buy the "Summon Skeleton" spell, I can then create "Summon Skeleton 2" and "Summon Skeleton 3". If I then cast the three spells in quick succession, I have three skeletons.
d0om on 5/8/2005 at 07:25
best exploity spell? Drain intellagence 100 points self duration 1 second.
Oh look, all my mana is back :)
RyushiBlade on 6/8/2005 at 04:10
Lock - For the longest time, I thought this spell was useless! But just now, I was forced to frenzy, then paralyze and blind, an Ordinator so I could successfully steal a book. Trouble is, Ordinators never 'Unfrenzy.' So I simply ran out of the room and locked the door.
Prison :thumb:
Asgaroth on 7/8/2005 at 14:16
Quote Posted by PeeperStorm
Summoning multiples of the same creature- Sometimes you just want to have a squad of ancestor ghosts (or whatever) to help you out. You can't put multiple "summon ancestor ghost" effects in the same spell, and casting the spell again just replaces the ghost. The solution is to make multiple spells with the summoning effect, and then cast them in succesion. For instance, if I buy the "Summon Skeleton" spell, I can then create "Summon Skeleton 2" and "Summon Skeleton 3". If I then cast the three spells in quick succession, I have three skeletons.
Or of course make a spell "skeletal aid" and have all effects='summon skeleton, duration 0' this way about seven skeletons will be summoned at once but all in the one place so it'll look like one 'till they see an enemy or you move, and they'le follow you and fight for you 'till they're destroyed
daniel on 7/8/2005 at 17:24
duration 0? wont they just disappear immediately? what does that duration time represent?
Asgaroth on 16/8/2005 at 12:22
Quote Posted by daniel
duration 0? wont they just disappear immediately? what does that duration time represent?
The duration time represents how many seconds the summoned creature stays for... 0=infinity/ 1+=1second and up
It can also mean how long the impact of a spell(flamebolt/shockbolt etc.) will last for... 0=dissapears on impact(only damages once) 1+= remains for 1+ stays for desired time and does that amount in damage e.g: 5 would do min-max damage 5 times
poison stays for a few seconds
It can also represent how long an effect(agility+, immunity to poison etc.) lasts for in seconds