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Elemental: Spell Book

Elemental: Spell Book

The Beta 3 series begins the actual “game phase” of Elemental’s public beta process.  This is where the game starts to come together as an actual game rather than a piece of software.

Beta 3 will include the rough draft of the user manual as well as the game launcher.

I still recommend people to NOT join the beta unless your primary goal is to help mold game play.  At beta 3, we can make game play changes as long as they do not require new assets to be created (art, 3D models, etc.) or new systems to be developed (“Wouldn’t it be great if you could switch into first person mode?).

Here is the v1.0 Spell Book.

Latest Update: 07.05.2010 16:22 EST

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The values are still subject to tweaking based on play testing.  In addition to the 90+ spells in the core 11 spell books (10 + the Spell book of Mastery) there are an additional 7 books of magic that are scattered across the world to be found which I won’t get into (but inevitably, once the modders get started they’ll find them). Amongst the lost 7 books of Magic are the Book of Curses, Book of Valor, and the Book of Vengeance.

Most of these spells should be in the Beta 3 build (“they work on my machine!”) but if they’re not checked into the public tree they should be soon.

We plan to release a lot more spells after the game comes out (lest we get shamed by modders) which we’ll add in based on beta tester feedback.

258,273 views 84 replies
Reply #26 Top

Quoting dryman, reply 5
I think it would add much more interest to make shard types not have exact overlap or duplication with spell book types. Ie when you capture a Fire Shard, it unlocks fire-themed spells from a variety of books: Fireball (Combat), Brilliance (Enchantment), Summon Fire Elemental (Summoning), Create Desert (Ruin), Thaw Tundra (Revival), etc.

This is cool.

Reply #27 Top

I definitely agree with all above.

All direct damage spells should have some secondary effect to them tomake them interesting.

Also summoning magic, should have summons, which are not only different by strenght but also they should have different unique abilites (spells) , which fit certain situations.

As was said, I am also missing spells like fire shield, teleport, mana shield, healing overtime, knocback etc...

And what make me sad most is, that we can not alter terrain in tactical battles, but we can on the map, that would be soo cool, if we could make hills, which would take longer to pass, or water which is unpassable, or other terrain features, which provide bonuses

 

general rule is:

Fire: High damage, AOE, Damage overtime. attack buffs

Water: Healing, Spell Protections, buffs (Liquid form, water walking etc), dispels

Air: Electrical dmg with stuns,knockbacs etc... speed buffs, ranged protection

Earth: Meele protections, Slow debuffs, Defense buffs, DD spells and AOE spells with slowing effect, also earthquake and similar spells.

 

I would also like to see possibility to play as a summoner in battle...Or something similar to necromancer, rising army from death troops, with full of curses.

Reply #28 Top

can we have 100+ spells :D

its a bigger and better number then 90 :sheep:

Reply #30 Top

nah iam happy with 100 for the beginning  :digichet:

Reply #31 Top

Quoting Darkdoom2, reply 29



Quoting Pantasd,
reply 28
can we have 100+ spells

its a bigger and better number then 90



1000+ Maybe?

I can already see that which mod will be one of the most popular mods: The Libram of Thousand Spells *_*

Reply #32 Top

From the sounds of it, in addition to mods, expansion of the spellbook will be officially supported.  So I'm sure that some kind of vetting system for created spells will be created to determine what makes it in to "official" elemental spellbooks, and what will remain mods.

Reply #33 Top

Some really cool spells in there. I especially like the 7 deadly sins enchantments.  }:)  But...

I think the spellbook needs to be better structured. Right now it seems like a bunch of books with random spells in them. Fire Elementals are in Summoning instead of Fire. Ruin and Restoration have the same spells in them. Magic domains (Fire, Life) get mixed up with different types of spells, i.e. Enchantment or Summoning spells are something that every domain should have. "Combat" shouldn't be a book of its own either since all kinds of spells are used in combat, including Fire, Ice, Ruin etc.

Having a well structured magic system is essential. 

 

My suggestion: separate magic domains and spell techniques.

 

7 DOMAINS to cover all sources of magic

  • Fire, Ice, Air, Earth (4 elements)
  • Creation and Ruin (life and death with possible Divine associations, Creation just sounds more epic than Restoration to me)
  • Spirit (magic energies, mind magic, mana related and all things incorporeal)

Domains dictate what powers the Sovereign wields. Domains are connected to power sources like Shards. There should be a way to specialize or generalize in them as you please. Like Master of Magic.

 

3 TECHNIQUES to categorize spells

  • Invocation (bursts of energy, combat magic, instant damage/healing)
  • Conjuration (summons, permanent creations)
  • Enchantment (lasting magic effects, buffs, debuffs)

Techniques dictate what kind of spellcaster the Sovereign is and how he wields his power, i.e. Summoner, Battle mage, Enchanter or Archmage. These can be talents to pick that specialize you in certain types of spells. Perhaps only choose one at Sovereign creation to make the choice meaningful.

 

Every individual spell would be a combination of domain and technique. The pros of this system are that you could easily create a spellcaster with exactly the kind of focus you want. Want an all powerful Fire mage who can incinerate things both on the global map and on the battlefield? Specialize heavily in Fire. Want a Battle mage who can blast away on the battlefield with different elements like no other? Pick several elements and specialize in Invocation. I'd also add a Global tag for global spells just in case. 

More importantly, these domains and techniques would cover any spell imaginable that could be added later in expansions. So instead of adding the 50th Book of Whatever you would have a functional structure to place new spells in. There would be no overlapping of spells and these 7 domains and 3 techniques would be a very clean cut imo. Simple enough yet very flexible.

 

Examples of spells:

  • Fireball (Fire / Invocation)
  • Summon Fire Elemental (Fire / Conjuration)
  • Wall of Fire (Fire / Enchantment)
  • Rain of Fire (Fire, Enchantment, Global) - permanent rain of fire above a city
  • Meteor Storm (Earth, Invocation, Global) - calls down a meteor storm to bombard a city once
  • Eldritch Blast (Spirit / Invocation) - blast of magic damage
  • Arcane Shield (Spirit / Invocation) - globe of force protects caster for a short time
  • Spirit Blade (Spirit, Conjuration) - summons animated blade and armor
  • Charm (Spirit / Enchantment) - takes control of target unit
  • Mana Flux (Spirit / Enchantment, Global) - all spells cost more mana
  • Heal (Creation, Invocation)
  • Summon Ent (Creation, Conjuration)
  • Entangle (Creation, Enchantment) - roots entangle enemies
  • Divine Radiance (Creation, Enchantment, Global) - boosts morale, weakens undead
  • Drain Life (Ruin / Invocation) - steals life
  • Aura of Weakness (Ruin, Enchantment) - AoE weakness on battlefield
  • Summon Shadow (Ruin, Conjuration)
  • Nether Gate (Ruin, Conjuration, Global) - creates a permanent gate with undead pouring through every turn
  • Gluttony (Ruin / Enchantment, Global)
  • Eternal Darkness (Ruin, Enchantment, Global) - lowers enemy morale, empowers undead
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Reply #34 Top

I too would like to see more 'subtle spells'. Things like 'mass confusion', 'dominate', 'holy light', 'counter magic', 'darkness', 'seduce', 'strong wind (affects ranged attacks)'  come to mind.

But I realize that some make it much harder for the AI to attach a value to these spells and to effectively use them.

I also agree with the previous poster who suggested secondary efffects for the direct damage spells. This would make them more interesting. Age of wonders did this nicely with 'poisened','vertigo', 'burning','stunned' etc.

Reply #35 Top

I think you also need more ways to balance the reusage of powerful spells (which there do not seem to be a lot of really world changing ones anyway).

Consider making the mana regen of the sovereign an important stat and make some spells take multiple rounds to cast until you have poured all the mana needed into them. Because, as another person already pointed out, the Spell of Making taking 20 mana and instantly cast is quite anti climatic. So that powerful spell took only the same amount of mana as enchanting the farms of two towns?

What you could do is have a class of powerful spells which are not instant but have to be built up over several turns in a shard. If you interrupt, the mana already spent is lost.

Reply #36 Top

a few spells fast coming to mind:

 

invisibility=no need ot explain

taunt (this was very cool in kings bounty and also working in mmo) =makes the unit attack who you want (like in mmo) or makes friendly unit the only target for attacks(like in KB )

exchange=(between friendly and or enemy units)

trap= place a trap on a tile on the ground damaging and or slowing who pass over it

illusion=create a fake copy of target friendly unit

bomb= place a highly damaging bomb(very high since you can avoid it) on a tile/unit exploding after n turns

duplicate= create a copy of target unit with reduced stats(maybe a % of original based on int)

wall= place a wall blocking passage on the ground (maybe lenght in function of int)

push=unit is slightly damaged and pushed back n tiles

 

 

 

 

Reply #37 Top

Teleport on strategic map costs only 1 mana??? 8C

This is probably the first thing that I'll mod out of the game (increasing mana cost to something like 10 could work too, but I think I'll just remove this spell altogether).

Reply #38 Top

It only costs one mana because I'm pretty sure you can only teleport into your own zone of influence. Meaning, it's basically a "return" spell. It doesn't let you teleport around the map freely.

Reply #39 Top

Quoting Frogboy, reply 19
It would be great if you could provide some concrete examples of spells you would like. We're all ears.

You asked for it! Here are some thoughts for strategic spells. ;)

Pack Ice:  Temporarily enchants one or more ocean/lake squares to temporarily freeze, allowing armies to pass over it. Any land units in the square when it thaws are lost.  Any naval units in the square when it's first cast are unable to move until it thaws.

Part Waters:  Enchants one or more ocean/lake squares to temporarily become land, allowing armies to pass through.  Any land units in the square when it ends are lost.  Any naval units in the square when it's first cast are lost (or maybe just moved to an adjacent water square?).

River Spirit:  Enchants a river (or specified river squares?) in the sovereign's territory to react violently to hostile forces that cross it (think of the river scene in Fellowship of the Ring).  All hostile forces crossing the river sustain damage/losses.  No effect on friendly units.

Impenetrable Forest:  Enchants one or more forest squares to become extremely overgrown and tangled, increasing the movement cost for all land armies moving through it.  (If the enchantment is invisible to opposing factions, the caster could even pick the tiles in such a way as to leave a "safe" path of unenchanted squares through the forest that only he/she knows.)

Tempest:  Enchants an area (or global?) with strong unpredictable winds.  All flying units are treated as non-flying.

Torrential Rains: Enchants an area with unrelenting heavy rain.  Terrain in the affected area, including roads, becomes a muddy quagmire, increasing the movement cost for all land units.  Rivers becomes swollen, inflicting damage/losses on any land units crossing them.  Movement penalty and river damage affects all units - be they friend, enemy or neutral.

Blizzard: Enchants an area with heavy snow.  All land units suffer severe movement penalties and sustain damage/losses.

Enveloping Fog: Enchants an area with thick fog.  Visibility range for all units is reduced to one.

Wildfire: Ignites a highly contagious fire in a single square, which can spread to neighbouring squares, and so on, up to a maximum total number of squares.  Destroys forest/grassland/etc, but cannot spread to mountains/desert/water.  Inflicts heavy damage to any city to which it spreads.  Can be extinguished by appropriate spells (e.g. Torrential Rains, Blizzard).

Landslide: Affects any square adjacent to a mountain square.  All units within that square sustain damage/losses.

 

Reply #40 Top

Quoting Annatar11, reply 40
It only costs one mana because I'm pretty sure you can only teleport into your own zone of influence. Meaning, it's basically a "return" spell. It doesn't let you teleport around the map freely.

Even if it only allows teleporting within your own borders, it's still too cheap imo, it makes it too easy to defend your entire territory with one strong teleporting army.

Reply #41 Top

Hmm, as for some tactical spells to control the battle in more subtle ways...

Rift: Opens a crack in the ground several squares long.  Non-flying units are unable to cross it.

Buffeting Winds: The battlefield is affected by strong, unpredictable winds.  Ranged units suffer penalties to accuracy/damage/range.

Entangling Vines: Vines sprout from the earth and entangle the unit.  Unit is unable to move, but can still fight (perhaps at a penalty), until it frees itself.

Trance: Affected unit becomes distracted by phantom visions, and is unable to move or attack for a number of turns.  Attacking the unit breaks the spell.

Death Pact: While in place, the caster gains mana (health?) from every death on the battlefield.

Summon Vengeance Demon: Summons a powerful demon which needs constant control.  Caster is unable to do anything else while they maintain control.  Damage to the caster causes them to lose control, in which case the demon prioritizes the caster that summoned them as their next target.

Bind Demon: Attempts to establish control over a demon.  Could be used to attempt to regain control of a Vengeance Demon (though without guaranteed success), or maybe even steal control of an opponent's demon.

Mirror Image: Multiple copies of the caster spring into being.  These have no attack value or separate abilities, but are indistinguishable from the original.  Attacks against the caster have equal chance of hitting any copy or the original.  Hitting a copy causes it to disappear.

Wildfire: A tactical version of the spell I mentioned in my earlier post.  Starts on a single square, but spreads in random directions.

Awe: Any unit attacking the caster risks being overcome by the caster's perceived magnificence and is unable to attack them.

 

Reply #42 Top

I still think it should be 'Water' instead of 'Ice' shards. That would make more sense.

 

The 'classic' elements are Fire, Water, Earth, Air. Also, spells like 'Flood' (and maybe later Tsunami?) requiring an Ice shard is strange.

Reply #43 Top

One of the requirements for v1.0 available spells is that the AI has to be able to use them.

It's really cool (and easy) to come up with really cool sounding spells. It's not even hard to program them in for the player.  But getting the AI to use them effectively (or at all) is another case.

Post release when I have a lot more time to play with the AI, I can look at more sophisticated spells.

Reply #44 Top

Quoting Saije, reply 17
Your magic could definitely use some magic...

A little creativity would be nice with the spells, I'd rather have spells that allow subtle control over the flow of battle then 15 different ways to do direct damage. The strategic spells arn't bad, but your tactical spells need serious inspiration. Spells shouldn't just be "Hey, I'm gonna blast that guy with Ice... Nah Fire... Wait Darkness!!" It should be about controlling the flow of combat, attempting to force your enemy to dance to your tune. Magic should be more deep a battle between Spell-casters should be like a game within the game.

Also I don't like the idea of one shot spells... Isn't mana there for the whole sake of deciding how much pain a mage can dish out before running out of juice? If I want to throw 15 magic blasts and have enough mana to do it then I should damn well be able to. I'd rather see you adjust the mana costs of spells to be higher then enforce arbitrary limits on how many times you can cast a spell in combat, the very idea is... Lame.

 

Agreed 100%. A lot of users in this thread have posted excellent spell ideas that add depth to the game. If you're short of spell ideas, I remember Raven X said he has thousands of spell ideas stored up so maybe hit him up.

 

Reply #45 Top

Ideas aren't the problem. Getting the AI to use them is.

Reply #46 Top

I'd like to see the shards give more bonuses to elemental specific minor and tactical spells. For example,

1) Fire bolt's damage = (INT+(# of fire shards x5))/2.

Having 20 Int and 1 fire shard equals 12.5 damage. Having no fire shards equals 10 damage.

A solid and modest increase, but it  gives players more of an incentive to acquire shards for spells that they are basing their tactics around.

2): It can also modify Mana to Cast(MtC).

Quicken's MtC = 10 - (10 x (air shard x0.1)

Having 1 air shard equals 9 mtc. 2 shards equals 8 mtc. No shards equals 10 mtc.

Anyway, not sure how simple you want the formulas to be, but you get the idea.

Reply #47 Top

At my advice, this original spell list + the content of all other « secret » books will allow us to have a lot of possible tactical choices for the version 1. Don’t forget that this game contains an incredible amount of systems, features and choices; more than any game that had been released over the last years.  We can’t ask for the moon (and 500+ spells) for the release, we will create our own spells with the modding tools, and receive more in the upcoming versions and expansions.  This game has an incredible potential, and it’s really designed to grow over the following months/years. We must take in consideration that the development team seems to have put all their effort to create a game incredibly customisable, so in the following weeks / month after the initial release, we will see a bunch of new spells, systems and mods.

My 2 cents, fell free to comment

 

Reply #48 Top

Quoting marlowwe, reply 46



Quoting Saije,
reply 17
Your magic could definitely use some magic...

A little creativity would be nice with the spells, I'd rather have spells that allow subtle control over the flow of battle then 15 different ways to do direct damage. The strategic spells arn't bad, but your tactical spells need serious inspiration. Spells shouldn't just be "Hey, I'm gonna blast that guy with Ice... Nah Fire... Wait Darkness!!" It should be about controlling the flow of combat, attempting to force your enemy to dance to your tune. Magic should be more deep a battle between Spell-casters should be like a game within the game.

Also I don't like the idea of one shot spells... Isn't mana there for the whole sake of deciding how much pain a mage can dish out before running out of juice? If I want to throw 15 magic blasts and have enough mana to do it then I should damn well be able to. I'd rather see you adjust the mana costs of spells to be higher then enforce arbitrary limits on how many times you can cast a spell in combat, the very idea is... Lame.


 

Agreed 100%. A lot of users in this thread have posted excellent spell ideas that add depth to the game. If you're short of spell ideas, I remember Raven X said he has thousands of spell ideas stored up so maybe hit him up.

 

Hint: Dominions 3. -> There are tons of unique & awesome spells in that game. ;)

Reply #49 Top

Quoting Frogboy, reply 47
Ideas aren't the problem. Getting the AI to use them is.

 

I think everyone with massive amounts of spell ideas should be sure to read this.

 

As for the direct damage spells, I think the easiest way to make them more interesting is add some situational use to them. Perhaps Spell A does damage to all in a line, while Spell B bounces from unit to unit up to a maximum number of hits. Adding effects like this don't seem too complicated for an AI to use appropriately.

 

There are some spells I saw missing that I'd like to see, though. What about City spells, both offensive and defensive? I see a lot about altering production and resource rates, but how about Wall of Ice protecting your city in a wall of ice, giving added benefits against Fire magic or something?

Overall, the spells above look like they'll be a lot of fun to mess with and I can see the potential for fun combinations. I have 2 suggestions I hope you consider, though.

Weather: It would be nice if we could throw a Thunderstorm over an area (Random chance of damage?) or cover a grassland in snow, temporarily hindering movement.

Items: Custom enchanted items. I haven't seen much about this, but I remember spending far too much time making nice equipment for my Heroes in MoM using the Create Artifact spell. Did I miss it? If not, please consider this. I'd love to be able to take my Sovereign and create the Naysayer Battle Axe for his daughter before she leads the army against their enemies.

Reply #50 Top

Yeah, Dominions 3 have really good spells...

What is bothering me is the 1 per caster and things like that. And I don't understand the concept of Enchantment slots at all...