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Thread: Creature Spells & Abilities

  
  1. #1
    Dungeon Keeper Duke Ragereaver's Avatar
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    Default Creature Spells & Abilities

    Here is a list of spells/abilities you can select for your characters to be gained at various levels. To upgrade a spell, a character must first gain the normal variation of said spell at some point at levels 1-10. Then, if they gain the spell again while in Elite Status, the spell will be upgraded.

    Remember that you can pick any abilities for your creature so long as they remain within reason. It is also possible to stretch the nature of certain abilities. For example, a Web placed on an Archer could make a Net Arrow of some sort. Abilities can be as flexible as desired so long as it is also within reason.

    If you are not sure then feel free to contact Metal Gear Rex for help.



    Normal Spells

    Spell Chart



    Trait Legend
    Projectile: Is a projectile, self-explanatory
    Instant-Hit: Travels instantly, hitting the targeted area immediately after being cast
    Navigating: Moves of its own accord to seek out the intended target
    Area-of-Effect: Effects everything within a defined radius around the casting point
    Status: Changes the unit's state, which can cripple or aid the unit in a certain way
    Magic Status: Similar to Status except the unit's state is altered through magical means
    Self-Cast: Can only be used on the caster
    Ally-Cast: Can only be used on someone other than the caster
    Group-Cast: Effects the caster and two nearby allies, or an enemy and two of their nearby allies
    Passive: Is always active
    Last edited by Metal Gear Rex; October 2nd, 2013 at 13:23.


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  2. #2
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Creature Spells & Abilities

    High Power Spells

    High Power Spells are significantly stronger than normal Spells. Creatures can only get a single High Power spell when in Normal Status and a second one in Elite Status. High Power Spells are more so used by those who are primarily Spell Casters and not really seen in non Spell Casters.

    Code:
    Blaze               - Creates a quick and powerful blazing Fireball that deals massive damage with a bit of recoil
                          and explodes upon impact for considerable knockback.
    
    Blizzard Bomb       - Creates an icy explosion over an area of up to five tiles, dealing minor to considerable damage
                          to all enemies within the radius of the attack. It also slows targets down (50%) for a short period
                          of time due to the cold, but this is not considered a Slow status and can be stacked with a real Slow
                          spell. Damage is mostly concentrated in the central tile casting area. Targets within that area can
                          also be Frozen for a brief period of time. Units who are resistant to Ice magic or cold can negate
                          the slow effect, or if they're in the central casting area, they reduce the Freeze effect down to a
                          slow spell.
    
    Sonic Boom          - Summons a blast of wind that deals considerable damage and has incredible knockback for the
                          target. As the wind passes by other units on its way towards its intended target, it offers a
                          knockback for any nearby units, allies and enemies, with a sort of doppler effect.
    
    Ivy Blood           - Passive. All spells have an additional Poison effect upon whatever targets they hit. It cannot
                          stack with itself but can be doubled in effect with an actual Poison spell. However, it does
                          have the negative side effect of halving any Heal magic, both when the Ivy Blood unit casts
                          Heal magic and when Heal magic is cast on the Ivy Blood unit.
    
    Thunderstorm        - Summons a violent storm over a target for a moment, dealing massive AoE damage
    
    Terra Crack         - Quickly creates a crack in the Earth, splitting the ground between the castor and the
                          target (who can be up to 5 tiles away), causing a potentially massive stun, or at least
                          complete loss of stability, for the target and any nearby units in addition to considerable to
                          major damage depending on how much the units are effected by the ability. This ability can also
                          deal a large amount of damage to Traps and Doors, or potentially destroy them outright depending
                          on the Trap/Door itself and the accuracy of the attack.
    
    Banishment          - Removes a single summoned unit, while dealing considerable holy damage to the summoner.
                          It can be used against a target normally for raw holy damage. Also removes stains.
    
    Death Curse         - Removes all buffs from the target and, for a short period of time, prevents buffs from
                          being cast on them while dealing constant minor damage, like a Poison. Additionally, while the
                          spell is still in effect, it causes the target to take 50% more damage. However, Undead units
                          are immune to the damage increase effect.
    
    Invulnerability     - Can be casted on either the user or an ally. Once casted, the effected Creature will be immune to all
                          damage for a *very* brief amount of time.
    
    Summon Skeleton     - Summons a "lesser Skeleton" that will fight for its summoner until it dies. Only a single Skeleton
                          can be summoned at any time. (Unless upgraded to two Skeletons) The summoned Skeleton can level up
                          and begins at Level 1. He cannot level up beyond the summoner. While summoned, the caster's other
                          Spells are significantly weaker than before and become even weaker when a second Skeleton is
                          summoned. The Summoned Skeleton's traits must be defined in the Profile and cannot be changed without
                          Game Master approval.
    
    Chicken             - Turns the target into a clucking chicken, preventing them from being able to fight for a brief period
                          of time. The effect time is barely longer than Freeze but still varies due to the debuff being purely
                          magic based rather than ice based. Buffs are still in effect and the Creature has full control over
                          their chickened body, but they're easier to injure due to a lack of armor. They cannot be eaten and
                          may be cured at the Temple. The caster can chicken only a single Creature at a time.
    
    Great Seal          - Completely blocks all spells for all units, enemies and allies, within a 2-3 tile radius
                          for a brief period of time. The effect time can be cut short but there is no reduction in
                          recharge time when doing so.
    
    Word of Power       - Deals significant damage to all surrounding enemies in addition to a having a large push-back effect
    Last edited by Metal Gear Rex; September 2nd, 2013 at 19:15.
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  3. #3
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Creature Spells & Abilities

    NPC Only Spells

    NPC Only Spells are what their name might imply, in that they're available for NPCs only. These are the stronger of abilities that aren't very "balanced" and shouldn't be obtained normally.

    Additionally, NPC Units are capable of breaking other rules, such as being able to obtain Spells regardless of their Level and capable of having multiple High Power Spells.

    Code:
    Haste Other         - Triples the speed of an ally for a very brief time, a handful of seconds
    
    Haste Group         - Triples the speed of the caster and two nearby allies for a very brief time, a handful of seconds
    
    Invisibility Other  - Turns an ally invisible for a short period of time, but becomes visible once attacking
    
    Invisibility Group  - Turns the caster and two nearby allies invisible for a short period of time, but they become visible
                          once attacking.
    
    Mist                - Creates a thick Fog of War over the surrounding area, stretching up to 7 tiles.
    
    Rebound Other       - Creates a buffing effect for an ally that reflects incoming projectiles back at attackers
    
    Rebound Group       - Creates a buffing effect for the caster and two nearby allies that reflect incoming projectiles back
                          at attackers.
    
    Redirect            - Redirects nearby enemy projectiles towards the target instead of nearby and more vulnerable allies.
    
    Speed Group         - Doubles the speed of the caster and two nearby allies
    
    Summon Ghost        - Summons a "lesser Ghost" that will fight for its summoner until it dies. Only a single Ghost
                          can be summoned at any time. (Unless upgraded to two Ghost)
    Last edited by Metal Gear Rex; April 29th, 2013 at 14:50.
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

    The Awakening: GM Powers Activate!
    Tesonu is napping!

    LOL, WFTO

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