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Thread: Mentalism/Water

  1. #1
    Developer Hoverdog's Avatar
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    Mentalism/Water

    Comments, feedback, and suggestions welcome.

    Tier 1: Psionic Blast (T, Instant, direct damage), Scrying (S, City Enchantment, sees inside a city)
    Tier 2: Mind Storm (T, Unit Enchantment, penalties to attack and ac), Charm (T, Instant, control a unit for 1 turn)
    Tier 3: Creativity (S, City Enchantment, increases research)
    Tier 4: Aura of Majesty (S, Global Enchantment, improves relations with other SLs)
    Tier 5: Spell Blast (S, Instant, dispels a spell during casting)
    Tier 6: Command (T, Unit Enchantment, control a unit for the battle)
    Tier 7: Creature Binding (S, Instant, control a summon)
    Tier 8: Spell Binding (S, Instant, control an enchantment)
    Last edited by Troy_Costisick; 03-13-2015 at 12:45 AM.

  2. #2
    Archmage of the Inner Ring ampoliros's Avatar
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    @Charm - do you mean 1 round? A Turn is a long time, combat-wise.

  3. #3
    Developer Hoverdog's Avatar
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    We don't have a turn-round differentiation in WoM. So 1 round=1 turn.

  4. #4
    Archmage of the Inner Ring ampoliros's Avatar
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    No, a turn is a game turn.
    A round is a round of combat.
    Keeping the distinction is important to remove vagaries.

  5. #5
    Quote Originally Posted by ampoliros View Post
    No, a turn is a game turn.
    A round is a round of combat.
    Keeping the distinction is important to remove vagaries.
    Absolutely right. Also, charm should be infusable to gain extra rounds.
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

  6. #6
    Archmage of the Central Tower Happerry's Avatar
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    Looks good to me, assuming Amopoliros's and Troy's comments are taken into account.
    The Wiki.

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