Teleport Company - This would make agent companies and
curse companies way TOO strong and imho really throw
the game balance out of wack.
Not if they were prohibited to refuse personal challenge....
Pestilence - Effects would need to be moderated a bit.
One mage being able to cause all of this damage would
be a bit much. I think it would need to be a mage
company.
I agree. it should be like a curse, dependent on the mage skill for damage. Nonetheless, i think it hurts ME as its a trademark of this world a place where magic is not dominant. As someone said, it'd be more D&D and less ME....
Rodrigo Maia
···
----- Original Message -----
From: John Choules
To: mepbmlist@yahoogroups.com
Sent: Wednesday, October 27, 2004 11:16 AM
Subject: Re: [mepbmlist] Re: Spells
I like this list with, of course, a few minor
suggestions. 
Teleport Company - This would make agent companies and
curse companies way TOO strong and imho really throw
the game balance out of wack.
Pestilence - Effects would need to be moderated a bit.
One mage being able to cause all of this damage would
be a bit much. I think it would need to be a mage
company.
Having a counter spell or oppossing spell would also
be nice. ie: Takiing blessing and casting that on a
pop center to increase production and recruitment.
I'll leave the rest for others to pick apart. 
JCC
--- ulfang_the_easterling@yahoo.com wrote:
>
> --- In mepbmlist@yahoogroups.com, ME Games Ltd
> <me@M...> wrote:
> > What spells would you guys like to see?
> >
>
> 1. Pestilence. Addition to Curses Line. Causes
> crops to fail and
> disease sweeps city. Pop center the mage is
> currently located in
> cannot recruit any troops that turn. No effect if
> mage is not
> located in a pop center. Pop center must be a
> different nation.
>
> 2. Teleport Company. Addition to Teleport Line. If
> mage is company
> leader, the entire company teleports with him.
>
> 3. Healing Ways. Change Major Heal and Greater Heal
> to allow the
> points added to exceed the characters full health
> for the turn. At
> the end of the turn, the health is reduced to full
> health if still
> over. This would give some protection against
> Curses and be very
> useful for challenges.
>
> 4. Darkness. Addition to Conjuring Way spells. An
> unnatural
> darkness covers the hex. Hard difficulty. Doubles
> the movement cost
> of the hex for any troop movement thru the hex that
> turn.
>
> 5. New Lost List - Alchemy. Using different rare
> substances, the
> mage is able to create explosives and help his army
> breach enemy
> fortifications during the battle.
> 1. Split Fortification. Easy difficulty.
> Character must be with
> army. Reduces the effectiveness of enemy
> fortifications in the hex
> by 10% for that battle only.
> 2. Rend Fortification. Medium difficulty.
> Character must be
> with army. Reduces the effectiveness of enemy
> fortification in the
> hex by 25% for that battle only.
> 3. Breach Fortification. Hard difficulty.
> Character must be
> with army. Reduces the effectiveness of enemy
> fortifications in the
> hex by 50% for that battle only.
>
> 6. Divine Characters with Company. Addition to
> Divinations Spell
> list. Hard difficulty. Required info: Company
> Character ID.
>
>
>
>
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