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Post by logan9a on Feb 25, 2019 21:00:16 GMT
Create zombie
Casting time: 10 minutes Range: 1m Duration: Till sunup/sundown MP cost: 4mp
Description: Unlike pets and such, this creates a temporary zombie. They are shit at combat (20% to combat skills, do one place less on the damage track than whatever hand held weapon they are given and have 8hp) but a whole bunch of them can be dangerous. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. If two are unable to reach combat, they will (if given the command) take fallen enemies back to the necromancer so that more can be made.
Zombie movement speed: 3/10m, 20% sprint
Create tougher zombie
Casting time: 1 hour Range: 1m Duration: Till sunup/sundown MP cost: 8mp
Description: Unlike pets and such, this creates a temporary tough zombie. They are better at combat than the weaker zombies. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. 40% to combat skills, 16hp. These zombies have ‘low cunning’ and may do clever things (flank, lie in ambush, etc).
Zombie movement speed: 3/10m, 40% sprint
Create toughest zombie (note - not a lot of these as it should be top or nearly so on the tree)
Casting time: 1 hour Range: 1m Duration: Till sunup/sundown MP cost: 16mp
Description: Unlike pets and such, this creates a temporary tough zombie. They are better at combat than the weaker zombies. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. 60% to combat skills, 20hp. These zombies can command other zombies and will try to run basic tactics. They are not brilliant tacticians but having one or more on the battle field bellowing orders (from behind other zombies it can use for cover) is a great thing.
Zombie movement speed: 3/10m, 60% sprint
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Post by docfullton on Feb 26, 2019 15:47:44 GMT
these are commanded by the caster yes? not just oh shit I made a monster now I'm being attacked... yes? if so it should be added to clarify, imo.
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Post by logan9a on Feb 26, 2019 15:50:02 GMT
Create zombie [Credit: Chris]
Casting time: 10 minutes Range: 1m Duration: Till sunup/sundown MP cost: 4mp
Description: Unlike pets and such, this creates a temporary zombie. They are shit at combat (20% to combat skills, do one place less on the damage track than whatever hand held weapon they are given and have 8hp) but a whole bunch of them can be dangerous. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. If two are unable to reach combat, they will (if given the command) take fallen enemies back to the necromancer so that more can be made. This zombie will obey simple commands from the caster and will not attack the caster.
Zombie movement speed: 3/10m, 20% sprint
Create tougher zombie [Credit: Chris]
Casting time: 1 hour Range: 1m Duration: Till sunup/sundown MP cost: 8mp
Description: Unlike pets and such, this creates a temporary tough zombie. They are better at combat than the weaker zombies. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. 40% to combat skills, 16hp. These zombies have ‘low cunning’ and may do clever things (flank, lie in ambush, etc).This zombie will obey simple commands from the caster and will not attack the caster.
Zombie movement speed: 3/10m, 40% sprint
Create toughest zombie (note - not a lot of these as it should be top or nearly so on the tree) [Credit: Chris]
Casting time: 1 hour Range: 1m Duration: Till sunup/sundown MP cost: 16mp
Description: Unlike pets and such, this creates a temporary tough zombie. They are better at combat than the weaker zombies. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. 60% to combat skills, 20hp. These zombies can command other zombies and will try to run basic tactics. They are not brilliant tacticians but having one or more on the battle field bellowing orders (from behind other zombies it can use for cover) is a great thing.This zombie will obey simple commands from the caster and will not attack the caster.
Zombie movement speed: 3/10m, 60% sprint
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 26, 2019 20:29:18 GMT
I'm assuming you need a corpse for this to work. Unless this conjures a zombie out of thin air? Also things like: if it's missing limbs, then so does the zombie, etc. Doesn't work on skeletons – needs to have enough fleshiness to be considered a zombie.
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Post by logan9a on Feb 26, 2019 20:35:59 GMT
Create zombie [Credit: Chris, Freddy]
Casting time: 10 minutes Range: 1m Duration: Till sunup/sundown MP cost: 4mp
Description: Unlike pets and such, this creates a temporary zombie. They are shit at combat (20% to combat skills, do one place less on the damage track than whatever hand held weapon they are given and have 8hp) but a whole bunch of them can be dangerous. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. If two are unable to reach combat, they will (if given the command) take fallen enemies back to the necromancer so that more can be made. This zombie will obey simple commands from the caster and will not attack the caster. This spell requires a corpse in good condition as it turns it into the zombie.
Zombie movement speed: 3/10m, 20% sprint
Create tougher zombie [Credit: Chris, Freddy]
Casting time: 1 hour Range: 1m Duration: Till sunup/sundown MP cost: 8mp
Description: Unlike pets and such, this creates a temporary tough zombie. They are better at combat than the weaker zombies. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. 40% to combat skills, 16hp. These zombies have ‘low cunning’ and may do clever things (flank, lie in ambush, etc).This zombie will obey simple commands from the caster and will not attack the caster. This spell requires a corpse in good condition as it turns it into the zombie.
Zombie movement speed: 3/10m, 40% sprint
Create toughest zombie (note - not a lot of these as it should be top or nearly so on the tree) [Credit: Chris, Freddy]
Casting time: 1 hour Range: 1m Duration: Till sunup/sundown MP cost: 16mp
Description: Unlike pets and such, this creates a temporary tough zombie. They are better at combat than the weaker zombies. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. 60% to combat skills, 20hp. These zombies can command other zombies and will try to run basic tactics. They are not brilliant tacticians but having one or more on the battle field bellowing orders (from behind other zombies it can use for cover) is a great thing.This zombie will obey simple commands from the caster and will not attack the caster. This spell requires a corpse in good condition as it turns it into the zombie.
Zombie movement speed: 3/10m, 60% sprint
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Feb 26, 2019 21:28:05 GMT
"Range: 1m" implies that it must stay within 1 meter of you.
For example, for the elemental spells I wanted to put it as 1m but used "Range: Appears adjacent to you, then may move up to 100m away" to clarify this. But if you don't want to have a max distance on this one, it would be "Range: Appears adjacent to you, then may move away"
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Post by logan9a on Feb 26, 2019 21:46:00 GMT
"Range: 1m" implies that it must stay within 1 meter of you. For example, for the elemental spells I wanted to put it as 1m but used "Range: Appears adjacent to you, then may move up to 100m away" to clarify this. But if you don't want to have a max distance on this on, it would be "Range: Appears adjacent to you, then may move away" I concur.
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Post by logan9a on Feb 27, 2019 15:10:44 GMT
Create zombie [Credit: Chris, Freddy, Scott]
Casting time: 10 minutes Range: 1m to make, Zombie must stay within 100m of caster or fall apart. Duration: Till sunup/sundown MP cost: 4mp
Description: Unlike pets and such, this creates a temporary zombie. They are shit at combat (20% to combat skills, do one place less on the damage track than whatever hand held weapon they are given and have 8hp) but a whole bunch of them can be dangerous. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. If two are unable to reach combat, they will (if given the command) take fallen enemies back to the necromancer so that more can be made. This zombie will obey simple commands from the caster and will not attack the caster. This spell requires a corpse in good condition as it turns it into the zombie.
Zombie movement speed: 3/10m, 20% sprint
Create tougher zombie [Credit: Chris, Freddy, Scott]
Casting time: 1 hour Range: 1m to make, Zombie must stay within 100m of caster or fall apart. Duration: Till sunup/sundown MP cost: 8mp
Description: Unlike pets and such, this creates a temporary tough zombie. They are better at combat than the weaker zombies. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. 40% to combat skills, 16hp. These zombies have ‘low cunning’ and may do clever things (flank, lie in ambush, etc).This zombie will obey simple commands from the caster and will not attack the caster. This spell requires a corpse in good condition as it turns it into the zombie.
Zombie movement speed: 3/10m, 40% sprint
Create toughest zombie (note - not a lot of these as it should be top or nearly so on the tree) [Credit: Chris, Freddy, Scott]
Casting time: 1 hour Range: 1m to make, Zombie must stay within 100m of caster or fall apart. Duration: Till sunup/sundown MP cost: 16mp
Description: Unlike pets and such, this creates a temporary tough zombie. They are better at combat than the weaker zombies. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. 60% to combat skills, 20hp. These zombies can command other zombies and will try to run basic tactics. They are not brilliant tacticians but having one or more on the battle field bellowing orders (from behind other zombies it can use for cover) is a great thing.This zombie will obey simple commands from the caster and will not attack the caster. This spell requires a corpse in good condition as it turns it into the zombie.
Zombie movement speed: 3/10m, 60% sprint
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