Conjure Phoenix (attrib: Fire Magic)
Elite Spell. Summon a level 5...20 phoenix. This phoenix is bound to you as a Ranger's animal companion is bound to him. This phoenix deals slashing damage and dies after 15...90 seconds. If the phoenix dies by taking fire damage, it is immediately ressurected. This spell is disabled for 120 seconds.
Fleeting Shadows (attrib: Shadow Arts)
Elite Stance. For the next 10 seconds, if you are knocked down you shadow step to random nearby ally and are healed for 50...180 health.
Doppleganger (attrib: Mysticism)
Elite Form. For 30...75 seconds, you become target foe's doppleganger. You have their AL, their attributes, health, energy and skillbar. This spell is disabled for 120 seconds.
Unrequited Love (attrib: Domination Magic)
Elite Hex spell. For the next 10...28 seconds, whenever target foe casts a spell that benefits an ally, that spell fails and the caster is healed for 150 health, but becomes crippled for 4...10 seconds.
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31-12-2006, 02:00 #41
31-12-2006, 02:07 #42
31-12-2006, 11:35 #43
01-01-2007, 00:14 #44
Opiate of the Masses (attrib: Domination Magic)
Elite Hex spell. For 5...15 seconds, all monk spells cast by target foe cause blindness for 3 seconds (50% chance of failure with Domination Magic 6 or less).
01-01-2007, 00:43 #45
01-01-2007, 01:07 #46
Lulling bigotry [E] (domination magic)
If target foe and adjacent foes have 4..2 spells of the same attribute they are healed for 100....50 health, those foes are hexed with Lulling bigotry for 1...10 seconds. The next time they are healed while hexed with Lulling bigotry they are knocked down and lose 5 energy.
Last edited by Jigoku; 01-01-2007 at 01:12.
01-01-2007, 10:37 #47
01-01-2007, 13:32 #48
I was remembering the good old days before GW when my game of choice was DII, and it occurred to me that a good skill idea was a shout that would allow one a chance at better salvage. I don't know if it'd be a better idea to make it a No Attribute Elite, or a regular skill to give to warriors or paragons that would release a percentage chance of an additional item/money drop.
It'd work something like:
Player has a 10...30% chance of recovering item/cash drop
Anyway, I'd like to see it :).
01-01-2007, 14:11 #49
10 mp, 1 sec cast, 15 second recharge.
Shoot a blinding arrow at target foe. If it hits, target foe suffers from blind for 1..7...13 seconds.
01-01-2007, 14:17 #50
Just watched a scary movie.
Alone in the Dark (attrib: Illusion Magic)
Elite Hex spell. For 30 seconds, if target foe becomes blinded, that foe recieves no benefit from healing.
Fear of the Dark (attrib: Illusion Magic)
Elite Hex spell. For (2...20) seconds, if target foe becomes blinded, that foe experiences -(2...8) health degeneration.
Beast in the Shadows (attrib: Illusion Magic)
Elite Hex Spell. For (2...20) seconds, if target foe becomes blinded, that foe receives +(10...75)% damage from physical attacks.
And now some others:
Insignificance (attrib: Illusion Magic)
Elite Hex spell. For 4...18 seconds, target foe's monk spells gain no benefit from Divine Favor.
Finality (attrib: Domination Magic)
Elite Hex Spell. For (2...10) seconds, whenever target foe recieves physical damage, half that amount worth of energy is lost as well (50% chance of failure with Domination Magic 8 or less).
Sonic Shock (attrib: Air Magic)
Elite Spell. Target touched foe takes 20...140 Lightning Damage and is dazed for 3...10 seconds. Adjacent foes take 18...100 lightning damage and are dazed for 3...8 seconds. Foes in the area take 15...80 lightning damage and are dazed for 3...5 seconds. Nearby foes take 10...60 lightning damage and are dazed for 3 seconds. This spell has 25% AP and causes exhaustion.
Spiritual Harmony (attrib: Communing)
Elite Binding Ritual. Summon a level (however those ranks work) spirit. Whenever an allied spirit in its range takes damage, that damage is reduced by (5...20) and divided evenly amongst all allied spirits in range. This spirit dies after 10...60 seconds.
Weapon of Blasphemy (attrib: Communing)
Elite Weapon Spell. For (5...20) seconds, target ally has a Weapon of Blasphemy, and all successful attacks deal no damage but renew any hexes on that ally's target. Weapon of Blasphemy ends if target ally uses a skill.
Weapon of Catastrophe (attrib: Communing)
Elite Weapon spell. For (8...20) seconds, target ally has a Weapon of Catastrophe. Target ally attacks 33% faster, strikes all adjacent foes, and has an additional (25..100)% chance of a critical hit. Weapon of Catastrophe ends if target ally's health drops below 50%.
Reflective Weapon (attrib: Communing)
Elite Weapon Spell. For 2...10 seconds, target ally has a Reflective Weapon. If that ally is the target of any elementalist spell, half the damage is redirected to the caster, and all adjacent foes become blinded for 3 seconds.
Grasping Corpses (attrib: Death Magic)
Elite Spell. All foes in the area where this spell was cast move 75% slower for (5...20) seconds.
Sacrificial Grounds (attrib: Blood Magic)
Elite Enchantment Spell. You begin bleeding for 10 seconds, and all foes in the area are struck for (20...80) dark damage each second until Sacrificial Grounds ends. If Sacrificial Grounds ends prematurely, you are healed for 1.25x the amount of health lost to bleeding. If Sacrificial Grounds runs its course, you are healed to full health.
Indomitable Flames (attrib: Fire Magic)
Elite Enchantment spell. For (5...20) seconds, you are set on fire but only experience -3 health degeneration. Anyone striking you in melee is interrupted, takes (30...120) fire damage, and is set on fire for 3 seconds. Indomitable Flames ends if you are hit with an elite Water Magic spell.
(note: if a foe inflicts any other sort of burning, you recieve full -7 degeneration)
Ward of Silence (attrib: Earth Magic)
Elite Ward Spell. Foes within the Ward of Silence fail when using Shouts, Chants, or Echoes, and cannot be affected by Shouts, Chants or Echoes.
(note: this causes Shouts, Chants, and Echoes to fail, that is, they lose the energy/adren but they don't work)
Gravitous Strike (attrib: Scythe Mastery)
Elite Scythe Attack. If Gravitious Strike hits a knocked down foe, you strike for +10...38 damage and target foe begins bleeding and becomes crippled for 10 seconds.
Legbreaker (attrib: Strength)
Elite Melee Attack. Lose all remaining energy. If Legbreaker strikes a knocked-down foe, deal +(10...30) damage. Target foe remains knocked down for 5 more seconds and is crippled for (5...15) seconds.