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Official Elemental Spellbook Wishlist

Official Elemental Spellbook Wishlist

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The purpose of this thread is to let players suggest spells they would like us to use.

The Rules

A given spell must be something that the computer AI can reasonably be expected to use as well.

Definition of a Spell:

A spell needs the following items:

  1. Spell Name
  2. Is it Strategic or Tactical?
  3. Arcane Knowledge required to acquire
  4. Mana required to cast
  5. Does it require any shards to be controlled?
  6. Spell Effect
  7. What Spell Book would it be part of?
  8. Notes

Example:

  1. Spell Name: Mirror Enemy
  2. Tactical
  3. Arcane Knowledge: 18
  4. Mana required to cast: 6
  5. No.
  6. Target enemy unit is cloned with half the HP of the original, cannot target Champions.
  7. Spell Book: Book of Chaos
  8. Note: Has chance to fail (The game rolls a number between 1 and 10 and the player rolls a number between 1 and the Caster’s intelligence. If their INT roll exceeds the game roll, the spell is cast).

Depending on how fast my AI coding skills are, I can add a lot of spells in before release.

Please also be aware that none of you in the beta will actually ever play Elemental 1.0. You will be playing Elemental 1.01.  1.0 is what we have to ship on DVD and will only be played by people who can’t or won’t update their game. 

840,265 views 243 replies
Reply #51 Top

Quoting Slainangel52, reply 2
Is it possible to create spell combos, similar to what dragon age had in place?

Similar to this you could use a heat based spell to thaw your frozen soldiers out.
I'd imagine that adding this extra layer of complexity to the spells could be difficult for the AI, but I'm not a coder so I can't say for sure. It'd be cool and add an extra layer of depth to spell combat.

 

 

Quoting arstal, reply 30
How about some fusion spells that require two shards?

 

I think these ideas are just too good to be overlooked. About spells, I think there should be more mid/end-game spells about changing the world: earthquakes, floods, twisters, making tundras, glaciers, deserts -maybe fire could spread on trees/fertile land?- etc... something like the spells of "populous", that are "epic" in all sense. Also diseases could be a great addition.

(Sorry for not putting all the details but im on work and just cant)

Reply #52 Top

I'm going to tackle this Book by Book... first some earth tactical spells...

Note: I'm not that familiar with the game system so the numbers I'm throwing out are just approximations.

 

First of all, like MOM there should be tactical versions of enchantment spells (like Stone Skin) that are only effective during a single battle...

 

  1. Rend the Earth
  2. Tactical
  3. Arcane Knowledge: 18
  4. Mana: 6
  5. no shards
  6. Opens up cracks in the earth underneath target unit, random amount (modified by INT) of damage incurred on unit.  Ignores defense and/or resistance.  Ineffective against flyers
  7. Book of Earth
  8. Similar to "cracks call" from MOM

 

  1. Storm of Mud
  2. Tactical
  3. Arcane Knowledge: 18
  4. Mana: 6
  5. no shards
  6. Turns a 3x3 portion of the battlefield into a muddy mess.  All units within the 3x3 area of effect lose 50% movement speed.
  7. Book of Earth
  8. Wears off in 5 turns

 

  1. Storm of Boulders
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 8
  5. no shards
  6. The spell raises a number of massive boulders from the ground and flings them at a 3x3 portion of the battlefield.  All units in the area of effect takes INT/2 (or INT/2.5 or whatever would be balanced) in blunt damage.
  7. Book of Earth
  8. none

 

 

 

Reply #53 Top
  1. Spell Name: Wall of wood
  2. Strategic
  3. Arcane Knowledge: 8
  4. Mana required to cast: 2
  5. No.
  6. Creates a wooden wall on the map. With some troops on walls. Combat ratting 10
  7. Spell Book: Book of Combat
  8. Note: Simple wooden wall
  1. Spell Name: Wall of stell
  2. Strategic
  3. Arcane Knowledge: 12
  4. Mana required to cast: 4
  5. No.
  6. Creates a wooden wall on the map. With some troops on walls. Combat ratting 20
  7. Spell Book: Book of Combat
  8. Note: A wall made of stell, tough object to cross
  1. Spell Name: Wall of Fire
  2. Strategic
  3. Arcane Knowledge: 15
  4. Mana required to cast: 6
  5. No.
  6. Creates a fire wall with some fire imps protecting the crossing. Comabt ratting 25
  7. Spell Book: Book of Fire
  8. Note: Fire wall. with magical guradians that can use basic fire magice in combat

And any other wall thing . . .

Ice wall, Root wall, Corpse wall, Wall of light, Lighthing wall, Wall of spikes, Great Wolf Pasage, Marvelus Wall of Crystals.

Reply #54 Top
  1. Spell Name: Wall of "Bonhun the Swift"
  2. Strategic
  3. Arcane Knowledge: 12
  4. Mana required to cast: 5
  5. No.
  6. Creates a greate stone wall with archer towers and traps around
  7. Spell Book: Bonhun War Diary(uniq) or simply Book of Combat,
  8. Note: After destroying the wall, Enemy hero cant move for 2 turns. Frindly hero after passing gain 2 move point. Wall first risen by fallen hero, it design sruvives in memory of generals.
Reply #55 Top

1:  Undying Devotion

2: Strategic 

3. ????

4. ????

5. Life+Earth

6 Units killed in battle in or around enchanted city resurrected as Ghost Warriors with very low combat stats

 but have no upkeep, no fortification bonus. Give morale bonus to accompanied troops, vanish after combat.

7. Life

8. Last ditch spell really. Would be harder than most to make function correctly, but seems the AI would be able to make use of these easily if they have a city under siege.

===============================

1. Enslaved Dead 

2. Strategic

3.????

4.????

5. Death+Earth

6. Same as above, but with a morale penalty to the enemy.

7. Chaos/Death/whatever

8. Same as above.

 

Reply #56 Top
  1. Spell Name: Magical Bounty
  2. Strategic
  3. Arcane Knowledge: Avg
  4. Mana required to cast: Avg
  5. Shards: Any two shard
  6. Effect: 1% *interest* on current stockpile of materials (Gold, Materials, etc). -1atk/def globally.  Takes an enchantment slot.
  7. Spell Book: Restoration
  8. Note: (So you only want to use if you are not at war).
  1. Spell Name: Reflect Magic
  2. Tactical
  3. Arcane Knowledge: Avg
  4. Mana required to cast: Avg
  5. Shards: Any one shard
  6. Effect: Selected unit reflects magic at caster with INT/5 % of orginal strength. Can be dispelled with chance depending on relative INTs. Lasts INT/2 turns.
  7. Spell Book: Combat
  1. Spell Name: Call to Arms
  2. Strategic
  3. Arcane Knowledge: Avg
  4. Mana required to cast: Avg
  5. Shards: Any one shard
  6. Effect: All enemy units in kingdom's zone of control suffer INT/10 damage per turn. Takes enchantment slot.
  7. Spell Book: Enchantment
  8. Notes: Useful if you are loosing.
  1. Spell Name: Grim Reaper
  2. Tactical
  3. Arcane Knowledge: Above Avg
  4. Mana: Above avg
  5. Shards: Death
  6. Effect: 10% damage to *all* enemy units. (Or possibly all within some radius as required for balance).
  7. Spell book: Death
  8. Note: Useful again densely packed swarms of enemies, not against individually powerful enemies. Think Master of Orion I "Stream Projector" type weapons for taking out dense fleets.
Reply #57 Top

This spell might be complicated to pull off or maybe even plain out impossible, but I think it's a cool idea none the less, so here goes..

Time Travel:

This is a End Game Spell, Very High Level, Very Ultra Rare, but it has a very interesting feature behind it. Before I get into what the spell does, I need to side-track to compare this to something else.

System Restore Points...and/or Auto Saves. Think about when you create a "Restore Point" for Windows or when the game Elemental makes a "Auto Save". For this spell to work the game will have to make "hidden auto saves" and store them in memory, say every 25 to 50 turns or so. Now for the Time Travel spell description...

When you cast the spell "Time Travel" it brings up a pop-up menu that asks "To Which point in History would you like to Travel?". Then it will show you a list of the hidden "Auto Saves" that it made but it won't list them by turn number. Instead it will list them by whatever the most recent event at the time the save was made that happened in game was. The player then chooses which point in the game's past to travel too even as far back as Turn 1. The Spell MUST NOT go back to anytime that would be considered "Recent". In fact, I don't think this spell should even be Allowed in Any Game that was less then 500 turns old. This way the spell has Serious Ramifications when used and isn't just the same as re-loading the game and only loosing 25 turns or so. The Spell MUST go back a 100 turns or more. This spell will only be useful in Large, Epic Games, that take days or even weeks to complete. The Spell will then reload the game at that "save point" or "auto save" but it will the load your Sovereign with his Stats, Skills, Learned Spells, and Personal Items that the Sovereign had when he/she cast the spell "Time Travel". Perhaps also make it possible for the Sovereign to take one or two units with him (maybe even a dragon if he has one).

Why Is This Spell Useful for Game Mechanics? :

Imagine that it's near the end game and you realize you're going to loose after spending 10 or 20 hours on the same Huge Map (or even Medium Map). Maybe you left a powerful enemy alone for too long and now they are about to win the game with the "Spell of Mastery" or they are about to roll over your last city with their "Stack-o-Doom". Either way, it's painfully obvious that you're Not going to win. Rather then restart the game or re-load the game lets give the player another option. By casting "Time Travel" you can travel back to a much earlier part of the game with a Powerful Sovereign (and maybe a unit or two). You can alter History its-self by going straight after the enemy that you now know will get super powerful if you let him.

The spell "Time Travel" has Serious in-game ramifications how-ever. It doesn't let the player go back only by 10 or 20 or 30 turns. It goes back Hundreds of Turns meaning the player now has a LOT of work to do Over Again. Still, it's better then losing or having to start over and it gives the player the advantages of having a Powerful Sovereign to do everything over again with plus the knowledge of where resources are located on the map as long as the player can remember (FOW will be back).

Another issue this spell addresses is the fact that we all know players (and have been guilty of it ourselves) who like to Re-Load the Game every time something doesn't go their way. Perhaps they loose their favorite champion or loose one of their main cities or just realize they aren't going to win this game and decide to start over. With the option to Time Travel they might not simply re-load the game or start over. It gives the player a incentive not to "cheat" by re-loading and instead gives them the chance to go back and fix mistakes they made.

As a Reward for finding the spell or using the spell the player gets the advantage of being Very Powerful when all his enemies are much weaker, which is why I think the spell should be Very Rare to be "fun". It's almost as close as a "I Win" type spell as the "Spell of Mastery" is. Casting the Spell of Mastery is the Magical Tech Tree way of winning the game so the player is about to Win Anyway. This way the player can have even More Fun on that same map/same game by going back in time to really humiliate their enemies by stomping on them being leveled up. To add even more Fun imagine if the player is allowed to time travel and take that Dragon they just recruited with them. Sure, the player would face the "possibly" boring idea of having to play the exact same map with the exact same enemies again, but this time the player would be able to have fun owning them with End Game level spells and maybe a couple Powerful End Game units. As I said it's almost as much of a "I Win" spell as the "Spell of Mastery". In a way it's just an excuse to have fun on a map you were Already About To Win Anyway....or Lose Anyway.

Balance:

This spell needs to be Super Rare and not appear on anything but Medium Maps or Larger. Perhaps it should even be considered a "Epic" spell or come from one of those items you'd only see once every 400 games or so like "Frogboy's Diamond Golem Quest" idea. This spell is also for Single Player Games Only as it would be very unfair and un-fun for Multi-Player. Seeing as how this spell could save a player from losing the game just as casting the Spell of Mastery would before you were about to be conquered militarily, this should Definitely be Very Expensive to Cast using Most of or All the casters resources. Also when the player Travels back through time, if they take any units with them then in the Time the player travels too he/she must be able to have the incoming resources to pay what-ever upkeep those units have. This means that if the player travels back in time and takes a Dragon with them, and that Dragon eats 100 peasants a day, then in the time the player traveled too they need to have enough cities to be able to provide those 100 peasants a day or the Dragon would leave.


I can also think of another version of Time Travel that doesn't work anything like the above version. The Second Version would still be Super Rare and Expensive but instead it would only allow the player to go back in time by One Turn and ONLY Once, Period, and then the spell could never be cast again during that particular game. I think I'd rather see the above version implemented if either of them are considered though.

Thoughts or feedback?

Reply #58 Top

Here’s a few – apologies if some already exist as I have not played the betas. For the same reason I couldn’t really comment on cost:

 

Consecrated ground

Tactical or strategic

Life

Target area becomes holy and cannot be entered or crossed by Undead (I assume we have some of those right?)

 

Maggots

Tactical or Strategic

Death

Spell deals damage to living creatures, or converts zombies into skeletons.

 

Geas

Strategic

No idea which book!

Target NPC is forced to head off on a quest.

 

Fog/Blizzard

Tactical

Wind, Ice

Target area blocks visibility and the use of ranged weapons.

 

Rime

Tactical

Ice

Ice forms on metal surfaces, dealing damage to metal armoured units.

 

Gloom

Tactical

Darkness?

Battlefield becomes dark and oppressive, dropping morale of all enemies.

 

Forked Lightning

Tactical

Electric? Wind

Lightning bolt with two equal length forks – to hit with both, both targets must be equidistant from the caster.

 

Dragon Ward

Strategic

No idea which book!

Prevents dragons and drakes from entering the area.

 

Feast of Crows

Strategic or Tactical

Animal? Earth

Target Undead unit is picked apart by crows – limited target types (zombies, ghouls, skeletons – whatever appropriate you have in the game!)

 

Turbulence

Tactical

Air

Entire battlefield is affected (both sides) – grounding large aerial units and damaging small ones.

 

Summer’s Call

Strategic or Tactical

No idea

Summons animals dependant on current terrain type (forest = satyrs, desert = lions, etc). Winter’s Call another option (forest=wolves, etc)

 

Flaming Emblem

Tactical

Fire

Placing a flaming emblem in the sky which raises morale in a radius around it

 

Deflect

Tactical

No idea

Any spell targeting the enchanted creature/unit, is reflected back at the caster.

 

Flaming arrows (ice arrows, acid arrows etc)

Tactical

Fire (Ice, Earth, etc)

Enchanted unit’s ranged attack is improved, deals fire (ice etc) damage and can cause unit to catch fire.

 

Fetters of Fire (ice, bone hands, etc)

Tactical

Fire (Ice, Death, etc)

Target unit is gripped in the fetters/hands and immobilised. The grip can be broken by bigger/stronger units on a roll check. Some types of fetters (e.g. fire) might deal damage if the attempt is made and failed.

I have about 480 more of those if you find any of this sample interesting!

Reply #59 Top

I like unit enchantments so please make lots of those.  Haste, regeration, enchant weapon, stone skin, giant strength, shield, invisibility, mirror image, true seeing, life drain, fly, etc. 

More importantly though I hope you have your schools feel distinctive and have specializations.  Maybe earth is more defensive and summoning oriented, fire offensive and chaotic, life is healing and unit enhancement, air is movement and illusion, water is anti-magic and order and death is curses, damage over time and life-sapping as some potential examples.  Just don't throw every cool spell in there that comes to mind.  It should fit the theme of the school, though not exclusively.  It's ok to have lightning in air even though fire is the offensive oriented school but the offensive options in air would be much less for instance.

Reply #60 Top

I guess this means no update today? Oh well hear is one of many!

1. spell name Almighty Heavenly Push

2. Tactical

3. Arcane Knowledge 25

4. Mana Req. to cast 20

5. Yes, Air

6. Forces all opponents 2 tiles away from the caster or point of casting!

7. Spell book, not sure if it fits in a book but if it fits anywhere it would be the book of elemental manipulation dealing with Air and earth as in electrical repulsion and attraction.

8. Note the converse of this spell would be Universal Pull all Naruto based jutsus I know but could be handy in a fight !

Reply #61 Top

 

  • Spell Name: Plague bearer
  • Is it Strategic or Tactical?  Strategic
  • Arcane Knowledge required to acquire: 25 
  • Mana required to cast: 15 mana+5 essence
  • Does it require any shards to be controlled? No
  • Spell Effect: Gives "plaguebearer" trait to a designated champion, enabling the unit to spread plague to any units it comes in contact with or any cities it enters (25% chance per turn, or in case of battles 25% if at least one melee attack is conducted between the two of them), but also afflicting the unit with all of the negative attributes of plague except premature death.  Plague significantly reduces all of the stats of any personnel who contract it (-5 in each category, including a 50% reduction in morale), and there is a likelyhood that they will further spread the trait to any city or unit they come in contact with (just the same as the plaguebearer).  Each turn afflicted units have a 15% of healing or a 15% chance of dying (for champions this % chance can be modified by their constitution score).  Cities afflicted by plague suffer a 50% loss in all production and revenue (as people shut off contact with one another) and lose 5% of their population per turn until the plague burns itself out (10% chance per turn).  When a city is infected, there will also be several turns (between 1-5 randomly) between when the city is infected and when the owning player is warned (incubation period).  When a city recovers from the plague, all units within the city also recover simultaniously (to prevent immediate reinfection).  Caravans from any party will contract and spread plague the same as any other unit.
  • What Spell Book would it be part of? Death
  • Notes: This spell is meant to be an extremely powerful way of devastating nations late game.  While cities will eventually recover, the period between when a city is infected and when the player begins to see the negative effects is meant to allow things to spread on their own.  Units will be weakened, and champions will be lost.  Naturally this is much easier to spread in nations you aren't at war with, but caution is advised as well, for if you have caravans going back and forth between their cities and yours it can just as easily come home.  Once the plague manifests itself in your nation, swift, brutal action is often required to quarantine the afflicted areas in order to prevent spread.
  •  

  • Spell Name:  Empower Champion
  • Is it Strategic or Tactical? Strategic
  • Arcane Knowledge required to acquire: 10
  • Mana required to cast: 10+5 essence
  • Does it require any shards to be controlled? No
  • Spell Effect:  A selected champion will be given 5 additional points worth of skill boosts/abilities; so instead of expending essence to give them the ability to use magic, your are expending essence to enhance their other characteristics.
  • What Spell Book would it be part of? Both Core books
  • Notes:  For those who wish to improve other aspects of their champions
  •  

  • Spell Name:  The dead rise
  • Is it Strategic or Tactical? Strategic
  • Arcane Knowledge required to acquire: 25
  • Mana required to cast: 20+5 essence (only castable once, uses several enchantment slots)
  • Does it require any shards to be controlled? No.
  • Spell Effect:  Every time a person dies anywhere in the world, it has a 50% chance of being resurrected as an undead being under the casters command.  The more powerful the person before they die, the more powerful the undead being.
  • What Spell Book would it be part of? Necromancy (I believe that was an "acquired" book)
  • Notes:  One of those rediculously overpowered spells at the end of the game that says "gang up on me" to all players.  After this is cast whatever priorities the AI uses to determine diplomacy should put the player who casts this (AI or Human) to #1 target.
  •  

  • Spell Name:  Mass sacrifice
  • Is it Strategic or Tactical? Strategic
  • Arcane Knowledge required to acquire: 25
  • Mana required to cast: 20
  • Does it require any shards to be controlled? No
  • Spell Effect:  Cast at any level 5 city with more than 500 people, for every 100 people the caster gets 1 essence.  Afterwards the city is destroyed and the land converted to ruin.
  • What Spell Book would it be part of? Blood, necromancy or ruin.
  • Notes:  Nothing like powering your magic with the blood of your enemies.
  •  

  • Spell Name: Fireship
  • Is it Strategic or Tactical? Strategic
  • Arcane Knowledge required to acquire: 15
  • Mana required to cast: 10 + enchantment slot
  • Does it require any shards to be controlled? Fire
  • Spell Effect:  The enchanted ship acquires the ability to hurl fireballs up to one strategic tile away (or across the tactical map)
  • What Spell Book would it be part of? Fire
  • Notes
  • +1 Loading…
    Reply #62 Top

    Here's an initial batch of ideas. All numerical values are highly tentative.

    Spell Name: Rock Barrier
    Tactical
    Arcane Knowledge: 15
    Mana required to cast: 4
    No shards required.
     Effect: Target unit is rooted in place and cannot attack or be attacked by nonmagical means for INT/4 turns.
    Spell Book: Book of Earth
    Note: Can only be cast once by caster in battle

    Spell Name: Inspiration
    Tactical
    Arcane Knowledge: 12
    Mana required to cast: 4
    No shards required.
    Effect: Units adjacent to the caster have their morale raised by INT/10.
    Spell Book: Book of Life

    Spell Name: Glimmer of Life
    Tactical
    Arcane Knowledge: 16
     Mana required to cast: 5
    No shards required.
    Effect: As long as the battle is won, target friendly unit can afterwards recover from being killed with 1 HP.
    Spell Book: Book of Life
    Note: Can only be cast once by caster in battle

    Spell Name: Lifedrinker
    Strategic
    Arcane Knowledge: 20
    Mana required to cast: 10
    No shards required.
    Effect: The caster recovers HP whenever a living being dies on the same battlefield as them.
    Spell Book: Book of Death
    Note: Uses an enchantment slot.

    Spell Name: Shockwave
    Tactical
    Arcane Knowledge: 20
    Mana required to cast: 9
    Air shard required.
    Effect: All units in a straigth line take INT/2 blunt damage and are knocked down/stunned.
    Spell Book: Book of Air
    Note: The stun effect can be resisted, the damage cannot.

    Spell Name: Banish
    Tactical
    Arcane Knowledge: 15
    Mana required to cast: 2*summoning cost of target
    No shards required.
    Effect: Target summoned unit is immediately dismissed.
    Spell Book: Book of Summoning

    Reply #63 Top

    Sorry, I got carried away:

    Book of Ice:

    1. Spell Name: Ice Barge
    2. Is it Strategic or Tactical? Strategic/Summoning
    3. Arcane Knowledge required to acquire: Low
    4. Mana required to cast: Moderate
    5. Does it require any shards to be controlled?No
    6. Spell Effect:Create a Boat made of magical ice. Units aboard the ship will take slight damage while they are on it (Due to cold). Can unsummon the boat at anytime, so if an opponent finds your boat and decides to use it, you can sink it in the middle of the ocean.
    7. Notes: I see that a lot of the summoning spells summon monsters, so I thought it would be interesting to summon something other than a monster. I think AI could use it's already existing AI for boats and seafaring, and I think it is unique and offers more than one way to use it. It could be used for in replacement of researching boats, or in situations where harbors aren't handy, or as a deceptive death trap for the unweary.

     

    1. Spell Name: Freeze Metal
    2. Is it Strategic or Tactical? Tactical
    3. Arcane Knowledge required to acquire: Moderate
    4. Mana required to cast: Moderate
    5. Does it require any shards to be controlled? No
    6. Spell Effect: Target a specific area in combat (Arcane knowledge will increase the size of the spell) The spell will effect every unit with metal equipment, armor, or weapons including your own. Those units will recieve damage proportional to how much metal they have. So for example if a unit has a metal sword, shield, and helmet, they will take 3 times as much damage as a unit with a metal shield only.
    7. What Spell Book would it be part of? Ice
    8. Notes: Again I like ice, and I am trying to offer some suggestions that would offer spells that have multiple uses depending on the player and situation. This is a combat spell yes, but it offers so much more strategy. It could be used to help an ice player focus on different research besides war yet still have a military prescence despite having wooden weapons. Also, mix this with a book of summoning where your army doesn't have weapons and you are a force that your enemy would be hard pressed to face. If they build metal weapons they are in trouble, but if they don't then your summoned monsters will make short work of them. Also by hurting your own units with metal as well, the spell doesn't seem to unbalanced. As far as AI is concerned, I think it could do a simple check, will this spell hurt my units more or less than my opponent? If more, then by how much? Will my troops survive and my enemy's die? Things of that nature.

     

    1. Spell Name: Ice Prison
    2. Is it Strategic or Tactical? Don't Kow
    3. Arcane Knowledge required to acquire:Moderate to high
    4. Mana required to cast:Moderate
    5. Does it require any shards to be controlled? Maybe, Ice
    6. Spell Effect: Surround a unit in a large ice crystal. That unit can not move or act; however, it also can not be attacked unless by fire. The spell takes mana to upkeep past a certain turn otherwise it will be dispelled. Can target enemy units and your units.
    7. What Spell Book would it be part of? Ice
    8. Notes: I imagine this spell having multiple uses as well. You could cast it on a strong enemy during a battle, pick of the weaker units, then unfreeze the strong unit and finish him off. You could cast it on yourself, so for example if you are being slaughtered and you don't want your hero to die, simply cast it on them and wait till after the battle. You army may have died, but your hero will be in stasis (with a mana upkeep) until you dispell your spell. Thus the opposing army has to consider if it is worth guarding the heros position or moving on. AI could be set to cast it on strong units, or on heros that are badly wounded, I think.

     

    1. Spell Name:Sleet
    2. Is it Strategic or Tactical?Strategic/Enchantment
    3. Arcane Knowledge required to acquire:Moderate
    4. Mana required to cast:Moderate
    5. Does it require any shards to be controlled?No
    6. Spell Effect:Lower food production of target city.
    7. What Spell Book would it be part of?Ice
    8. Notes:Simple enchantment, help cut off enemy's food supply

     

    1. Spell Name: Counter Fire
    2. Is it Strategic or Tactical?Tactical
    3. Arcane Knowledge required to acquire:Moderate to High
    4. Mana required to cast:Varies
    5. Does it require any shards to be controlled?Maybe, Ice
    6. Spell Effect:Cast during a strategic battle for very little mana, it will then last the remainder of the battle or until you run out of mana. From that turn on, any fire magic cast will be immediatley countered by taking an equivalent amount of mana from you as it cost your opponent to cast their spell.
    7. What Spell Book would it be part of? Ice
    8. Notes: This spell could theoretically be used to help a wizard being pummeled by a fire wizard level the playing field and allow them to resolve conflicts the old fasioned way. You would first have to know that your opponent was a fire wizard, so I imagine it would be used in more of a reflexive/defense position, than one of offense, but you never know.

    I just saw the other magics getting so much love, I couldn't leave little ol' ice magic out. :)

    Reply #64 Top

    Quoting Recnelis2, reply 50
    A spell needs the following items:


    Winter Domain
    Strategic
    20
    20
    air
    Covers your domain in snow (actual snow tiles begin to appear inside your borders) -2 defense -1 movement for enemies .
    Air
    Takes up an enchantment slot

     

    Why Air? Why not Ice?

    By the way, we NEED these spells that cover your domain in snow/desert/forests/swamps/etc... We shouldn't be limited in making our lands either green and alive or dead and waste.

    These green/dead terraforming spells should propably be cheaper than elemental terraforming ones. Also a nice touch would be if having your domain a desert would boost you in Fire magic somehow or even better, boost your soldiers (at the expense of city growth or something); perhaps adding an Elemental Affinity as an abillity for both sovereigns and designed troops would do the trick.

    Reply #65 Top
  • Spell Name: Chaos Flame
  • Is it Strategic or Tactical? Tactical
  • Arcane Knowledge required to acquire: 25
  • Mana required to cast: 3
  • Does it require any shards to be controlled? Fire
  • Spell Effect: Places a single Chaos Flame on a single tile. The flame randomly flows, growing from its original place.
  • What Spell Book would it be part of? Chaos
  • Notes: Chaos Flame creates a form of living fire. The fire moves one to two spaces each turn, leaving the fire behind it and creating a sort of burning snake. Enemies who come into contact with the fire are stricken with damage and a stacking weakness to fire.
  •  

  • Spell Name: Arrow Wind
  • Is it Strategic or Tactical?: Tactical
  • Arcane Knowledge required to acquire: 25
  • Mana required to cast: 5
  • Does it require any shards to be controlled? Air
  • Spell Effect: Doubles the firing range of targetted group of archers. Enemies between the archers and targets take a small amount of damage.
  • What Spell Book would it be part of? Air
  • Notes: Enchantment spell, lasting for a number of turns reliant on caster intellect.
  •  

  • Spell Name: Control Water
  • Is it Strategic or Tactical? Tactical
  • Arcane Knowledge required to acquire: 25
  • Mana required to cast: 4
  • Does it require any shards to be controlled? Water
  • Spell Effect: Targets a body of water on the tactical map. Causes the water to overflow, expanding onto nearby tiles, reducing combat speed, movement speed, attack and defense of all enemy units on those tiles.
  • What Spell Book would it be part of? Water
  • Notes: If a fire spell affects any of the tiles under the influence of Control Water, the effect is annuled and a cloud of steam rises for 1-4 turns, reducing ranged damage by 50%
  •  

  • Spell Name: Arisen Stone
  • Is it Strategic or Tactical? Tactical
  • Arcane Knowledge required to acquire 25
  • Mana required to cast: 5
  • Does it require any shards to be controlled? Earth
  • Spell Effect: Creates durable, 100 hp 10 defense pillars of rock over an area.
  • What Spell Book would it be part of? Earth
  • Notes: Covers a large area, but the pillars rise and fall randomly. Enemies under a pillar are effectively pushed away, taking 2 damage/tile that they are pushed away.
  •  

  • Spell Name: Sacred Vengeance
  • Is it Strategic or Tactical? Strategic
  • Arcane Knowledge required to acquire: 50
  • Mana required to cast: 15
  • Does it require any shards to be controlled? No
  • Spell Effect: Target enemy army is struck by a shower of swords made from sunlight. Deals more damage to targets of a higher levels
  • What Spell Book would it be part of? Vengeance
  • Notes: Targets take damage based on their level. Green soldiers will have less to fear from vengeance, while very high level characters and units, on the other hand, take a very large amount of damage.
  • Reply #66 Top
    A spell needs the following items:
    1. Spell Name
    2. Is it Strategic or Tactical?
    3. Arcane Knowledge required to acquire
    4. Mana required to cast
    5. Does it require any shards to be controlled?
    6. Spell Effect
    7. What Spell Book would it be part of?
    8. Notes
    1. Spell Name: Pacify
    2. Tactical
    3. Arcane Knowledge: 10
    4. Mana required to cast: 2
    5. none
    6. Target individual can not attack nor defend for X turns.
    7. Spell Book: Ruin or Restoration (could go either way)
    8. Note: can only target an individual
    1. Spell Name: Expulsion
    2. Tactical
    3. Arcane Knowledge: 15
    4. Mana required to cast: 5
    5. none
    6. Target individual is removed from the tactical map for the remainder of the battle.
    7. Spell Book: Summoning (using summoning in reverse)
    8. Note:  Individual returns once the battle is over. It can only be used on mundane units
    Reply #67 Top

    I've always liked WARD spells for their utility and fun animations.  Essentially you should be able to "mine" your territory.  WARDs could be as simple as an alarm to notify the player.  For more mana/shards you could do damage to the stack or paralzye them to allow time to respond to their advance.  For damage WARDs please program them as a flat amount of damage based on spell power.  That way larger stacks split the damage while smaller stacks or scouts could be destroyed by them.

    2Frog:  These could be interesting from an AI standpoint.  Defensive "personalities" would focus on these while Agressive AI would largely ignore them.

    Reply #68 Top
    1. Shining/Chaotic Wind
    2. Tactical
    3. 25
    4. 15
    5. No
    6. Restore Int/8 HP to all allied Units at the start of the Sovereigns turn. Lasts Wisdom/5 turns.
    7. Life/Ruin
    8. Places effect on Sovereign, making him/her a priority dispel target. However if unchecked it is difficult to overcome without a good focus fire.
    9. Description: "Let the breeze of life flow in" "Let hatred's whispering wind numb these trivial hurts."
    Reply #69 Top

    Some last thoughts of mine:

    Loving all the spells I am seeing, I, however,  espescially like lwarmonger's suggstions on page three.  His ideas are not only very unique, but well thought out and would make me want to consider playing death magic or fire magic, which I usually never play.

    Here are my thoughts about his spells and encouragments to make them a reality:

    Spell Name: Plague bearer
    I love it, a champion bringing ruin to their own society just seems awesome, but i like the flip side of the coin as well. No more trading with that city, and why not cast it on one of your weak heros and waltz them into an enemy settlment to start a war of with a bang! Love this spell

    Spell Name: Empower Champion
    I thought that this was so rational that I thought it was already in the game.

    Spell Name: The dead rise
    50% maybe a bit high, but then again, maybe not. I love the idea that war is just making me stronger and you weaker; thus you have to find another way to win than just brute force because that just helps me out.

    Spell Name: Mass sacrifice
    I love spells that require you to give something up for something better. It makes the spell a strategic gamble. I would add onto this spell the ability to use it on smaller cities for a less glorius result though. I might also think that there could be a certain requirement for how long a city has been under your control, because if you sieze an enemy city than blow it up and get essence ontop of that all in one turn, your opponent might be a little put out; but then again it might be fun to laugh at their plight as you go on to crush them. Cool spell.

    Spell Name: Fireship
    I love this spell idea as well, giving a unit an ability that it would not have had otherwise is always something that adds to a game. I love spells being so unique yet so game changing that you always are left wanting to be able to use all the spells, yet required to choose only a few; and this would be one that would tempt me to get a tomb or two of fire. I think it would be such a nice strategical advantage, and I love the idea that a boat which is related to water is being used by fire.

    Now on my last thought, I go now to Raven X's spell Time travel on page three: I love it and hate it at the same time, let me explain.

    Raven X is always thinking outside of the box (which is a good thing) and has added so much to the beta already, and this spell suggestion is no different. There is no game that I can think of that has this type of spell because I think people would argue; it is too hard to program, or it just isn't practical, or whatever. I think it is a very plausible spell; however, the only reason I wouldn't want it in the game is because of the following two reasons.

    First: If I am playing a game and about to lose I just load an old saved game, if I am playing with a friend and am about to lose well then we just play again and I make sure I beat him the second time around.

    Second and more importantly however: I don't want the AI to get the spell. Chances are if I am about to beat them, and they use time travel, I will be able to beat them again by following my same course of actions as I did previously, thus it would be a boring win to me. I will have to do the same quests, and kill the same ogre to get the same magical dagger that I used to slay their champion, and it would just fell redundant.

    Don't get me wrong, I think it is a good idea but maybe not practical for me. But that is just the oppinion of one person.

    Things I do like about it, besides being strategically unique, is how he said the spell was ultra rare. I love the idea of spells, monsters, items, and the like that only show up once and a while. That way you can have owned a game for a year and still not have seen all the subtle treasures hidden throughout.

    I am done rambling on now :)

     

    Edit: Raven said only in single player games, so I guess that botches my playing with a friend argument. :)

    Reply #70 Top

    Well... I'm just going to go out on a limb and talk about the sort of spells I really liked to see. My favorite all-time spell? Detect Evil from Baldur's Gate II. It's not even a particularly useful spell, I just love the "whooshing" sound and how they all flashed red. It was also interesting that otherwise completely mundane or harmless NPCs would show up as evil, I was always curious about their backstories.

    Unfortunately, to make this spell actually useful, you'd actually need to add a lot of tags and such, and I'm not sure that's a really good use of your time just to make *me* happy.

    Here are some spells I think might be interesting.

    1. Mortuary

    2. Strategic

    3. 15?

    4. 20 Mana ~ 3 essence.

    5. Earth Shard

    6. Produces a "mortuary" resource. When built upon, it produces 1 undead skeleton/turn.

    7. No clue.

     

    1. Spell wards of air/fire/earth/ice (4 different spells)

    2. Strategic

    3. 14

    4. 10

    5. Requires the shard of the appropriate element.

    6. Wards a 3x3 area for INT/2 turns. A character that casts a spell into the area has a base 50% chance +5% for each Intelligence under the warder's Intelligence to have their spell countered. In either case, there will be a magical retaliation against the enemy caster of the appropriate element.

    7. Respective elemental spell books.

    8. Based on the Dominions III Dome spells.

    Reply #71 Top
    1. Spell Name: Teleport Enemy
    2. Is it Strategic or Tactical?: Strategic
    3. Arcane Knowledge required to acquire: 30
    4. Mana required to cast: 10
    5. Does it require any shards to be controlled? : Air or none
    6. Spell Effect: Teleports enemy either closer
    7. What Spell Book would it be part of?: Wind or none
    8. Notes: Has no chance of fail, but cannot be done on enemy sovereign or multiple units and can only be done once a turn; while that unit is within sight range.  This would allow the teleporting of an enemy (or enemies)  away for extra time of recuperation or bring an enemy closer to be killed.

     

    1. Spell Name: Blades/spears
    2. Tactical
    3. Arcane Knowledge: 10
    4. Mana required to cast: 5
    5. No.
    6. Spell effect: Summons Floating blades/spears as one unit to fight along side your army
    7. Spell Book: Book of Life/Book of chaos
    8. Note: Book of life summons blades, book of chaos summons spears (or vice versa), this can only be done once on a tactical battlefield and each has it's weaknesses.  Blades have high combat speed, but low in everything else while spears have high attack rating and yet low in everything else;  this would be suitable for being deadly early game, weak mid game and very weak late game.
    1. Spell Name: Improve relations
    2. Strategic
    3. Arcane Knowledge: 50
    4. Mana required to cast: 30
    5. No.
    6. Targeted faction's will demand more improved relations with other faction.  
    7. Spell Book: Book of Life
    8. Note: Can only target cities, this would both affect AI Players and Human players as each would gain a message of people (From place A) desiring improved relations with faction B (This could be fulfilled in any way); if the player or AI chooses to ignore it, then gold input would drop by a very low amount.  Has chance to fail based on level of charisma and intelligence thus lowering relationship and promoting war through the citizens demanding revenge for such audacity.

    Hope I didn't repeat anyone and I apologize if I did.

    Reply #72 Top

      1. Invisibility/Cloak

      notes- be able to avoid detection from Aggressive creatures or enemy Armies

      maybe even a spell for an entire city, appears as a forest or something

       

      2. Aggravate Creature

      notes- cause a creature to go wild with rage and attack any nearby cities or armys

      -- would allow you to use the environment to your advantage

       

      3. Calm/Daze Creature

      notes- just the opposite of Aggrevate, calms a creature from attacking nearby cities or armys.

      -- would allow you to get past any dangerous creatures or build up a city that happens to be in an ideal location

       

      4. Summon Wild ______

      notes- be a class of enemies or could be a side effect of attempting to summon a creature.

      --would cost less than summoning a controllable version and you have to use aggravate or calm to control it

      be interesting if it was less intelligent untamed creature like spiders.

       

      is it possible to create EXTRA fertile special squares like the one that already exist? or would that imbalance the game?

       

      Reply #73 Top
      1. Summon Rabbit
      2. Tactical
      3. 25
      4. 10
      5. No
      6. Tha caster pulls a rabbit out of his or her hat
      7. Life
      8. The caster must be wearing a Tophat
      +1 Loading…
      Reply #74 Top
      1. Eureka (or Inspired Research or Brainstorming or aything that sounds better)
      2. Strategic
      3. 17
      4. 15
      5. One shard of either element
      6. Once the spell is cast, the next research breakthrough choices will include at least one yellow (85%) or one red (15%) in addition to the usual breakthrough choices.
      7. Enchantments spellbook
      8. Notes: The spell can backfire and instead ensure only green breakthroughs will be available.  Computer rolls a number between 1 and 20 minus the caster's intelligence (maximum intelligence counted would be 19 so the spell always has a chance to misfire). If the number is positive, the spell misfires.  (Ex: Computer rolls 15, caster's intelligence is 16, resulting in -1 thus the spell would function. Ex: Computer rolls 12, caster's INT is 11.  We end up with +1 and a failed spell.)  Also, I'd think overuse of this would unbalance the game so I see further casting of this spell cost the channeler.  First time, 0 essence, second time 1 essence, third 2 essence, etc.
      Reply #75 Top
      1. Unleash
      2. Tactical
      3. Arcane Knowledge: 15
      4. Mana Required: 7
      5. None
      6. Target Summon becomes hostile NPC/Barbarian for 3-(wisdom) turns
      7. Spell Book: Chaos
      8. Note: (Wisdom x 3)% chance of succeeding
      1. Summon Revenant
      2. Strategic
      3. Arcane Knowledge: 17
      4. Mana Required: 10
      5. None
      6. Summons a Sinister Revenant
      7. Spell Book: Ruin
      8. Note: Revenant has 40% magic damage resistance, Units killed by revenant transform into an Undead copy of themselves, at 1/3 HP and -1 defense.
      9. Note(2): Uses an enchantment slot, can only have one Revenant at a time.