Wastelands Spells & Terrain Feedback

by Cooper Cazedessus

 
In a message dated 2/23/00 9:02:46 AM, ffg@rpg.net writes:
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>New Spells
---Good to see that all spells have a range of 12" or none. This could almost be done throughout the entire game, beer and pretzels, right...
 
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>Level One
---All Level I spells still need to be looked at with the (now more expensive) Familiar in mind.
---For Juvies sake, check and re-check verbiage...
 
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>Carapace
---OK
 
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>Flight
---As James said, go for 2 pt cost. "...Disk gains the Flying skill..."
 
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>Hard Earth
---OK
 
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>Mirage
---Lame name, when I read the effect I thought of the D&D spell Mirror Image where the first strike hits the Mirror Image not the wizard, thereby doing him no harm, i.e. remove the last line about placing the Arrows on the archer stuff, that's lame too. Then Mirage just might work. Other wise it's a type of missile Reflect spell that could be abused. Lets encourage Archers in the game, not hinder them, there weak as it is... (SLDWeb Note: This spel used to "bounce" the arrows back at the archer in question.)
 
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>Level Two
>Charm
---A note needs to be made when this "Charmed" SA needs/can be used? That A or one later on, and if so, can the true owner use the "Charmed" SA before this spellcaster can.
 
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>Gate
---I like it! More encouragement to get those spellcasters up into the battle, so they can "Gate" in other disks. Nice anti-magic/Dwarf idea... (SLDWeb Note: This spel used to distroy disks immune to magic.)
 
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>Mind Probe
---Mind Block is much better... (SLDWeb Note: This makes it all worth while :-)
 
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>Twister
---Right James, its a cheap teleport for 4 disks... Level III @ 8 -pt
 
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>Level Three
>Disarm
---Seems to be a counter for Alternation and Reflect, but why the super high level? I'd say make a Level II at least and a little cheaper, say 4 pt.
 
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>Foresight
---Clarification needed as note by others.
 
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>Mass Vigor
---Nice, costly, but nice.
 
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>Quake
---Nice, but costly again. Level III is good for the power disk that is needed to cast this power spell, but make it cheaper so folks will use it. Say 7 like Teleport and Displacement.
 
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>
>New Terrain
---I was thinking about "Faction Terrain," before I saw that others post...I like the idea. Moreover, the Flyers have way to many benefits as it is...
 
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>Cavern
---Bonus for Miners at least (who made the tunnels anyhoo...), if not all the Dwarves. Borrowers in general could get bonuses here too.
 
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>Chasm
---OK, but one more hiding place for Flyers... perhaps Burrowers could get a kamikaze bonus here?
 
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>Desert
---Acolyte immunity and greater hindrance for the Mahkim. Again a freedom for the Flyers and land-based disks get the slow stick.
 
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>R'Karg Nest
---We already have an "anti-magic" terrain, let's go for an alignment terrain instead. Let the R'Karg Nest feed on Neutral (factionless disks) (watch out SpiderBeast and Centaurs...) NO COIN FLIP. Its just does the instant blow to any Good or Evil Disk. As for Champions, well... lots of pions fell into the Pit of Karkoon (sp?) in Star Wars, but the one and only hero/Champion to do so was Boba Fett (and in the books he gets out alive...) So they are Immune. (Great for those low level/weaker Champions) As for the exact verbiage ... go for it. It makes it an Advocate of Purity.
 
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>Swamp
---Bonus for the Mahkim is greatly needed here. This is their turf. Anti-flyer as mentioned is not a bad idea if you've ever been in a swamp before... lots of trees and stuff overhead.
 
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>Village
---Bonus terrain for Neutral Disks... At least the Peasants and the Heretic.