Tactical battle - Spell casting !
i like the direction that spells are taking - (using up all action points)
though i have a idea that will really make the system awesome!
I would suggest letting spells cost a certain amount of action points - even to the point of costing more than a regular hero can ever attain to fire off in one round - depending on the (difficulty) of the spell.
Like a massive aoe spell that will hit every enemy (cost 7 action points) - the caster begins to cast first round - spending all 3 action points - the enemy approaches - he spendts another 3 action points - the enemy moves in and attacks him - he manages to survive the attacks - he spendts the last action point casting the spell - and vaporizes the foolish mortals with his massive spell - and then he has 2 spare action points which he uses to cast a heal on himself (2 action points cost) and walk off happy.
or if he had a single target to fire on he could start off with a quick slow spell (2 action points) and then begin casting his firebolt (2 action points) and then just keep hammering off fire bolts - shooting ever 2 action points at the target.
This will suddenly make the spell system interesting! - if two mages face off against each other - they suddenly start casting spells - but who will be first ?! - what is the other guy casting! oh the suspense! -
special spells could be added to this
- shield : Absorbs ONE spell at the caster (quick preemptive absorb - giving the caster safety to cast a spell that otherwise might be stopped
- Detect magic : what oh what is the other caster doing ?
- air wave - 2 fields out around the mage everything gets very minor damage and gets knocked back
- earth wall - the cater raises up a wall of earth making it harder to get to him -giving him extra time to cast spells.
- heighten spell casting - this battle only - one freebie caster action point per spell. (min one)
New skills can be added to this!
- Faster spell casting
- Hardened spell caster : when caster is hurt while casting a spell he has a higher chance at continuing to cast the spell
- Magic sight : can see what spells are being casted
Owning shards can lower some spells action point cost -
- like a major spell that cause damage but takes a whopping 12 action points to cast (or some other number) - the caster has ownership of corresponding shards and the spell now only takes 9 action points!.
Owning shards increases the chance of not being disrupted by damage!
Thoughts ? ideas ? suggestions ?