Swodaems wrote:Does this work with ward spells? Does this work on the spells with more than one target? Could an uncroaked drinking a potion be healed?
Yes, it works with Wards. Spells that work on more than one target would only affect the single drinker. Uncroaked cannot benefit from Healmancy; changing the delivery method does not change the restriction.
Swodaems wrote:But Luckamancers have spells that target enemies. What would drinking one of those do?
It would still affect the drinker, and thus wouldn't be very beneficial. You can only apply a potion to an incapacitated unit, so in unusual circumstances you could use this to 'poison' a unit you want to capture by making sure his next few rolls suck when he wakes up.
Swodaems wrote:Are contructs and uncroaked still immune to these new flower power based stuns?
Yes, it's still a stun effect.
Swodaems wrote:I noticed you have removed the juiceless permastun from the Shockamancer, only to give it to the florist with the odd condition of the target being required to be already nearly croaked. Did this happen because I wanted to use it on Trogdor?)
Not really. Permastun as a tactic would only apply in a very limited set of circumstances (boss fights - I forgot Blizzard's 1st rule of boss mobs: they're always immune to stunning), and Shockamancers have spells that guarantee stuns already. I'm also considering adding another low-level spell that just stuns for a low Juice cost.
The Flower Power ability is really just a mechanism that allows for a safer incapacitation that can also be used on non-heroic units. Basically, if they do, say 6 damage to a unit with 3 Hits left, they can choose to do only 2 damage and 2 turns of stun instead, making it easier to capture them. It's a 'peaceful' option.
Swodaems wrote:Is this 1 turn of decay every 3 turns or decay that proceeds normal after a 2 day grace period?
1 turn of Decay / 3 turns, as long as the caster pays the upkeep on each turn (except every 3rd).
Swodaems wrote:This is the ability to save 1 juice per turn per level and shove it into the croakamancer when he runs out.
Higher-level shockamancy starts using up considerably more juice. Juice is beneficial to all casters, although moreso to croakamancers, obviously. A healmancer's ability won't be used primarily by them, either.
Swodaems wrote:Can shockamancers still create
air defense spells in addition to these potions?
Yes. This is a function of the tower, however, and not a "class ability" as such.
-----
Another possibility is to eliminate special abilities altogether and just add the caster-specific abilities Scribe and Alchemist for 1 AP each, which would allow you to create scrolls and potions for any spell you can cast. A third is to just disregard 'special abilities' completely - they were only introduced to make it possible for non-shockamancers to be able to level, and that's no longer an issue.