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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. 

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Reply #76 Top
  1. Spell Name: Visceral Pain
  2. Tactical
  3. Arcane Knowledge: 15
  4. Mana required to cast: 8
  5. none
  6. Does INT/3 of "bio" damage and the unit loses a turn
  7. Spell Book: Ruin
  8. Note: Targets a unit. Causes so much internal pain that they can no longer function.
  1. Spell Name: Control Mind
  2. Tactical
  3. Arcane Knowledge: 15
  4. Mana required to cast: 10
  5. none
  6. Take control of enemy mundane individual for X turns or until individual dies.
  7. Spell Book: Ruin
  8. Note: Caster can not perform any other actions for the remainder of this spell.

 

Reply #77 Top
  1. Consume City
  2. Strategic
  3. 100
  4. 100
  5. Fire/Death
  6. Target city is destroyed
  7. Fire/Death
  8. Produces gold/resources/mana based on the population of the consumed city. Endgame spell
  1. City spell ward
  2. Strategic
  3. 25
  4. 25
  5. no shards? air? magic?
  6. wards a city against spells, requires a magic check to see if the spell that would affect the city passes this.
  7. generic? air?
  8. there should also be a dispell city spell.
Reply #78 Top

I have both a suggestion and a question at the same time:  Has anything been done in Elemental's spell combat that stops or at least hinders someone from spamming the same AoE spell (Fireball usually, sometimes chain-lightining) over, and over, battle after battle?

Do AoEs take longer to cast, or way more mana, or have limited uses somehow, or need special reagents?  Anything that would be a deterent to only using one type of spell 95% of the time?  Something that makes "smaller" spells, or a varitety of spells desireable?  Maybe some spells take 1/10 time to cast, while AoE types take 9/10 time?

I'd just hate to see Elemental go down the same patch that made Homm and Age of Wonders battles the same every #&*% time: Just cast fireball every round, while you relax in your hammick drinking lemonaide.  Spam, Spam, Spam the same old spell battle after battle.  It's borring and  mind numbing even if your winning.  Elemental deserves so much more.

 

 

Reply #79 Top

1.Spell Name: Harvester of Sorrow

2.Tactical

3.Arcane Knowledge : 25

4.Mana Required to cast: 15

5.Life/Death Shard (whatever) + Chaos Shard

6.Every Enemy that has less than 1/2 of the Sovereign's(Not his party) Combat Raining and low morale, is absorbed by the sovereign and transformed into essence (1pt per 10 points of combat rating), The range of the spell is 1/2 INT the AoE is 1/3 WIS

7.Spell Book: Chaos, Life/Death

8.If the enemy has full hp, the chance of success is 100 - 1/3 HP

   Allies in the AoE are susceptible to the effects of the spell.

   For each 5 targets failed, the Sovereign loses 1 point of essence in order to balance this spell

   The sovereign must not be active in combat at the time of the casting (For each enemy next to the sovereign, there is

   a (2x Enemy Size) percentage of failure increased in the handicap.

Reply #80 Top

1. "Pestilence"

2. Strategic

3. 15

4. 10

5. No

6. A plague of locusts cuts food production in a settlement down to 10% of its current level for X number of turns. X is based on the caster's INT value.

7. Ruin / Summoning

8. None

 


 

1. "Tornado"

2. Strategic

3. 25

4. 25

5. 1 Air Shard

6. A tornado blows through a settlement damaging and lowing production. It ONLY affects housing, research facilities, and units. The lower the tier of housing/research facility, the more damage it takes/has its production lowered. All units have a 65% survival rate, but their moral is lowered by one level should they survive. Caster has a random chance to be blown to a random tile within the radius of the tornado's starting tile.

7. Air

8. The tornado should move along a "general" path in a randomly chosen direction. The caster will most likely target the domestic or research facilities within a settlement, but I can foresee it being placed in the center of town just to see what havoc ensues.


 

1. "Strangling Moat"

2. Strategic

3. 20

4. 25

5. 1 Ice Shard

6. A moat is placed around a settlement. The moat runs along the settlement's walls and prevents open tiles from being built upon until the moat is dispelled or the spell wears off. The spell should last X number of turns where X is the caster's wisdom. The moat should be caster's (WIS/4) + 1 tiles wide. 

7. Ice

8. This would decrease the economy's overall economic output since caravans would no longer be able to travel to/from the target city. It would also be great if trying to prevent a sizable opposing force from leaving a settlement. 


 

1. "Shackles of War"

2. Tactical

3. 20

4. 20

5. No

6. No units are allowed to flee from the battle. They receive a boost to their hit points equal to 50% of their base hit points. Their attack is decreased by 2, and ALL positive enchantments/spell effects are no longer in effect. After the battle, all units that would have fled perish. Spares the 5-7 units with the highest initial combat rating from death.

7. Life / Death / Ruin

8. This spell assumes that it is possible to know the moral level on an entire army and/or each individual unit as a tactical battle progresses. I think this would be a desperation spell used in situations where you need to hold a position or win a fight, but want the opposing force to suffer heavy losses too.

Reply #81 Top

maybe a good idea to have two very different type of spells, like ones that range of damage is like 10-15 and other high level spells where is can deal anywhere between 1-30

 

1. Illusion

creates an imaginary high level creature

notes, it'd similar to the nearest creature so wouldn't be easy to detect which are fake. use it to protect important passage ways

 

not a spell but underground passage ways. maybe occasionally attacked by spiders/serpents while crossing through.

 

be nice to see which kind of spells you like and which are too far out

Reply #82 Top
  1. Planar Tranquility
  2. Strategic
  3. 150
  4. 150
  5. nature
  6. All spellcasting on this world fails for 10 turns
  7. nature
  8. Add more spice to it: make it game changing by making it permanent.
  1. Summon City walls
  2. Strategic
  3. 20
  4. 20
  5. earth
  6. Target city gets a fort in the targeted location
  7. earth
  8. Alternate: add wooden wall, steel wall spells for different types of walls.

 

 
Reply #83 Top
  1. Spell Name: Unlock Shard
  2. Strategic
  3. Arcane Knowledge: High (???)
  4. Mana required to cast: 10
  5. No.
  6. Fully unlocks the potential of a shard, starting to warp the land around it, altering or destroying any terrain features. Also begins to give the shard's owner a great deal of mana per turn.
  7. Spell Book: Book of Ruin
  8. Note:The terrain warping effect is appropropriate to the shard in question. Ice causes tundra, fire desert, air high winds of some sort, earth raising or lowering of terrain or creation of forests. All of them destroy surrounding cities.
Reply #84 Top
  1. Teleport City
  2. Strategic
  3. 120
  4. 120
  5. Air
  6. select a friendly city and teleport it on the target tile. special resource buildings are lost. The spell fails if the other buildings can't fit on the selected area or the area is too close to another city.
  7. Air

 

Reply #85 Top

There is an entire new category of spells that could be implemented that change the rules of what happens within  the borders of the kingdom. call them kingdom enchants, they should have a constant effect into all tiles within a kingdom.

 

Like:

 

1. Bless kingdom: all friendly and allied units within the kingdom are blessed. (life)

2. Banish undead: all hostile undead within the kingdom make a strength x dispell check each turn. if they fail they are destroyed. (life/nature)

3. Word of banishment: All hostile units within the kingdom make a magic resistance check each turn. if the unit fails, it is randomly teleported to a location outside this kingdom. (air/magic)

4. Blessing of the winds: All units within the kingdom get +3 movement per turn.

and so on...

 

 

Reply #86 Top
  1. Destroy shard
  2. Strategic
  3. 40
  4. 40
  5. Fire/Death
  6. Target magic shard is destroyed (and may respawn after 20+d50 turns in a random world location)
  7. Fire/Death

 

Reply #87 Top
  1. Spell Name: Animate Skeleton
  2. Is it Strategic or Tactical?: Strategic
  3. Arcane Knowledge required to acquire: Not sure on the exact levels, but I think somewhere in between imps and Familiars
  4. Mana required to cast: 6
  5. Does it require any shards to be controlled?: No (I'd consider skeletons, assuming they're just basic bones with swords or something, to be relatively fightable by most fighters and only dangerous in large numbers
  6. Spell Effect: A dark aura/cloud rises and surrounds the tile that the skeleton is summoned from the ground up and a pile of bones are pieced together again to form the animated skeleton.
  7. What Spell Book would it be part of?: Death
  8. Notes: I like skeletons ^_^ .
Reply #88 Top

Just looking at the summoning spells and thought you needed something a little different from creature creation:

 

Summon Aid

Tactical or Strategic

Summoning Book

Summons all friendly forces with a 2 radius to the caster's location. 

 

Magic Carpet

Strategic

Summoning Book

Summons a magic carpet aloowing caster to travel next turn over impassable terrain.

 

Summon Energy

Tactical

Summoning Book

Caster expends a lot of mana, but then starts to gain it back at an every increasing rate until the end of battle.

 

Power of Unsummoning

Tactical

Summoning Book

All summoned creatures (friend or foe) are dispelled from the battlefiled, and the caster gains magic based on the number of HPs unsummoned.

Reply #89 Top

I would like some spells with both good and bad effects, especially if they are castable on both allied and enemy units. Of course these are harder to deal with for the AI, so I'd say they should come with some hints for the AI.

 

  1. Spell Name: Hermit Kingdom
  2. Strategical
  3. Arcane Knowledge: 200 (a lot by mid-game standart)
  4. Mana required to cast: 30, is also an enchantment
  5. Shards: 2 Earth.
  6. Enchantment: the borders of your kingdom (including your sea borders) gradually get covered by hills, then mountains. The border region is about 3 to 5 tiles wide and take 50 to 100 turns to get fully sealed. Extremely good for defence, but prevent you from both attacking and trading with others.
  7. Spell Book: Book of peace (Kingdoms only)
  8. Note: Should be used by AI with weak military, or those with good research capabilities who want to go for the Spell of Mastery. 

 

  1. Spell Name: Spooky Town
  2. Strategical
  3. Arcane Knowledge: 25 (early game average)
  4. Mana required to cast: 5, is also an enchantment
  5. Shards: None.
  6. City Enchantment: -2 prestige to the affect city, but no neutral units (both monsters and adventurers) will go closer than 5 tiles from it.
  7. Spell Book: Book of death
  8. Note: Mainly useful to defend towns early in game against rampaging monsters/barbarians before you get enough troops to do so.

 

  1. Spell Name: Disrupt Shard
  2. Strategical
  3. Arcane Knowledge: 200 (late game spell)
  4. Mana required to cast: 50.
  5. Shards: None.
  6. Can be cast on any shard. For N turns, the affected shard will cast random offensive spells on any valid targets up to 10 tiles away from them. The spells will be selected according to the shard element (fire shard will shoot fireball and raise volcanoes, earth shards will cause earthquakes,...). The spells strength depend on who control the targeted shard: when cast on your own shard, the spells are stronger, but when cast on some other faction shard, the spells are weaker (non-controlled shards have average spells).
  7. Spell Book: Book of chaos
  8. Note: Nasty spell to cast next to enemy cities. The AI should use it on its own shards only on rare occasion, such as when a large enemy army is passing by. Or when a large neutral is passing by, since casting the spell on neutral/yours shards is not an aggressive action.
Reply #90 Top

1. Spell name: Highland Mist

2. Strategic

3. Arcane knowledge:  15

4. Mana required: 4

5. Shard requirement: No (however, spell to counteract it would require shard).

6. Spell effect: An impeneterable mist\fog would protect 1, 2 or all sides of a city from attack by either blocking the invader, damaging the invader or transporting them away from the city.  The mist also shrounds the area on the map behind it from the invader's sight.  The mist remains until it is lifted by another spell (storm, wind, rain-x, whatever) which requires  a shard.

7. Book of Light:  counter spell would be in the Book of Revival.

8. This spell would be most useful for cities partially surrounded by mountains to block narrow passes.  Casting the spell in open ground could also serve to deceive enemies into believing a city was located behind the mist.  Obviously, the caster's forces could move through the mist without penalty.

Reply #91 Top
  1. Erradicate soul well(world altering)
  2. Strategic
  3. 250
  4. 250
  5. Death 3-4
  6. This spell destroys the source of new souls into this world. city populations stop growing and start falling as no new children can be born and natural lifespans come to their end.
  7. Death

 

Reply #92 Top

Persistent markers

Perhaps this isn't the right place to ask, but is there a system in place for persistent 'markers' on units in and/or out of combat? If so, it would allow for a lot of interesting spell combinations fairly easily. To take a somewhat pedestrian example, a Freeze spell would leave a Frozen marker on the target unit. The marker itself might or might not have any inherent effect, but other spells cast on the unit afterwards could alter their behaviour based on it. E.g., the Hurl Boulder spell could check for the presence of a Frozen marker on the target, using the Shatter effect (chance of instantly killing the target) if the marker is present, or its normal damage effect otherwise. If something like this doesn't already exist, I'd like to suggest it.

 

Spell ideas

Summoning

  1. Spider Swarm
  2. Strategic
  3. Arcane Knowledge: 15
  4. Mana: 12
  5. Shards: 1 Death
  6. Target a tile on the strategic map containing enemy units. 2-4 spiders attack the enemy group in tactical combat (the casting player controls the spiders). If the spiders win the battle, the caster can keep any surviving spiders.  
  7. Book of Summoning
  8. The attacked player is not informed which other player cast the spell.


  1. Call Termites
  2. Strategic
  3. Arcane Knowledge: 10
  4. Mana required: 8
  5. Shards: None
  6. Target a ship on the strategic map. The ship takes 2 damage and gets 'Rot' (causing -5HP per turn, halved strategic and tactical combat speed).
  7. Book of Summoning
  8. 'Rot' can be removed with Dispel.

 

Death

  1. Dominate Undead
  2. Tactical
  3. Arcane Knowledge: 22
  4. Mana required: 14
  5. Shards: 2 Death
  6. Gain control of all undead units on the battlefield for three turns.
  7. Book of Death
  8. No notes
  1. Touch of Corruption
  2. Tactical
  3. Arcane Knowledge: 18
  4. Mana required: 8
  5. Shards: 1 Death
  6. Target a unit (enemy or friendly). The unit's hand (or whatever monsterly appendage) is imbued with deadly power (all damage dealt is added to the unit as HP, all damage dealt by unit is doubled). Every time the hand is used to strike an enemy, the unit has a 10% chance of getting 'Corruption'. Units with 'Corruption' become AI-controlled and consider all other units foes for the duration of the battle. If Touch of Corruption is cast on the same unit a second time, it will instantly get 'Corruption'.
  7. Book of Death
  8. Only a tactical Dispel can remove 'Corruption'.

 

Ruin

  1. The Burning Forest
  2. Strategic
  3. Arcane Knowledge: 12
  4. Mana required: 12
  5. Shards: 1 Fire
  6. Target a forest tile. The forest will burn for eternity. All units passing through the tile take 5-10 Fire damage. No city structures can be built on the tile.
  7. Book of Ruin
  8. No notes

 

Ice

  1. Winter's Embrace
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana required: 16
  5. Shards: 1 Ice
  6. A sudden icy cold envelopes the entire battlefield. All units (friendly or otherwise) have a 50% chance of taking 1-12 Ice damage every turn. If they do not take the damage, they are Frozen, just like the Freeze Enemy spell (the unit loses its turn).
  7. Book of Ice
  8. No notes

 

Life

 Suggestion: make Dispel work either as a tactical or strategic spell, so it can be used to remove enchantments in battle.

Reply #93 Top
  1. Make peace not War!!
  2. Strategic
  3. 70
  4. 70
  5. life/order
  6. No battles can take place while the spell is active (upkeep 10/mpt)
  7. peace
  8. note: you can still use indirect means to harm hostile units.

 

Reply #94 Top

 

  1. Isolate
  2. Strategic
  3. Yes
  4. 20?
  5. 1 Air Shard
  6. Creates a tangible barrier around a city/settlement. Preventing incoming and outgoing travel.
  7. Enchantment?
  8. An example of a spell with a risk vs. payoff choice. Or it could be used as a weapon.

 

  1. Meteor
  2. Tactical
  3. Yes
  4. 30
  5. 1 Fire Shard, 1 Ice Shard
  6. Directs a meteorite to strike the target location, causing cratering and massive destruction of surrounding land a resources.
  7. Ice

 


  1. Prismatic Rain
  2. Strategic
  3. Yes
  4. 20
  5. Shards are optional, but add additional effects.
    1 Air Shard: Units in the area suffer a penalty to physical ranged attacks
    1 Fire Shard: Units in the area suffer a penalty physical melee attacks
    1 Ice Shard: Units in the area suffer a penalty to physical defense attacks
    1 Earth Shard: Units in the area suffer a penalty to magic 
  6. Enchanted rain falls in an area, causing damage and additional varied effects depending on the shards that the caster controls.
  7. Enchantment?
  8. Just an example for a concept of shards not being a necessity, but increasing the value of the spell.
Reply #95 Top
  1. Maze
  2. Strategic
  3. 20
  4. 20
  5. air 2/earth2
  6. target army on the target tile is teleported away into an extraplannar maze. It takes 10 turns for the army to find the exit of the maze and gather themselves outside of it, exiting the maze places the units back where they left.
  7. air/earth
  8. subsequent casts of maze on the same units are less effective. if upon exit the tile is no longer land the units are teleported to the closest land tile.

 



Reply #96 Top

Well here is a giant list of potential spells. I'm not too familiar with the different spell books - and I don't have any sort of reference point for the knowledge / cast mana.


  • name: Life Bond
  • type: Tactical
  • knowledge needed: 20
  • mana to cast: 10
  • required shards: 0
  • effect: caster (hero or sovereign) creates a bond between two friendly or enemy units (can include the caster, can include one friendly unit, one enemy unit). Any damage one pair takes is reduced by 50% and afflicted upon the other unit (if the other unit dies, the original unit takes the remaining amount). This also affects healing the same way.
  • book: Life?
  • notes: Enchantment that lasts until the battle is over.
  • name: Death Bond
  • type: Tactical
  • knowledge needed: 30
  • mana to cast: 18
  • required shards: 0
  • effect: caster (hero or sovereign) creates a bond between two friendly or enemy units (can include the caster, can include one friendly unit, one enemy unit). If one of the pair die, the other dies as well. This also works for resurrection spells but has to be cast before the units die in order for both pairs to be resurrected.
  • book: Death?
  • notes:  Enchantment that lasts until the battle is over.
  • name: Mana Bond
  • type: Tactical
  • knowledge needed: 15
  • mana to cast: 8
  • required shards: 0
  • effect: caster (hero or sovereign) creates a bond between two friendly or enemy units (can include the caster, can include one friendly unit, one enemy unit). one pair splits 50% of all his mana reductions / gains (mana that is taken from casting spells, mana that is lost from enemy spells, mana gained from potions, etc) with another unit that has mana.
  • book: Magic? Energy?
  • notes:  Enchantment that lasts until the battle is over.
  • name: Blood Bond
  • type: Tactical
  • knowledge needed: 25
  • mana to cast: 15
  • required shards: 0
  • effect: caster (hero or sovereign) creates a bond between two friendly or enemy units (can include the caster, can include one friendly unit, one enemy unit). If unit A takes enough damage to die, unit B will take all of the damage instead. If Unit B has remaining health, unit A will have their health set to the same percentage (ie, if unit B has 10/40 hit points after taking damage, unit A's health will be set to 5/20). Unit B will then die instantly. If unit B has no remaining health after taking the initial damage, both pairs die.
  • book: Death? Life?
  • notes:  Enchantment that lasts until the battle is over.
  • name: Flesh From Bone
  • type: Tactical / Strategic
  • knowledge needed: 14
  • mana to cast: 7
  • required shards: 0
  • effect: spell is cast on a friendly or enemy unit. If successful, unit is killed instantly (with lots of blood) and a skeleton is raised in it's place at 50% of the original unit's total health. Enemy unit is NOT controlled by the caster (ie is a turned into a unit that is hostile to all forces) unless Forceful Oath has been cast on them before hand.
  • book: Death? Necromancy?
  • notes:
  • name: Forceful Oath
  • type: Tactical / Strategic
  • knowledge needed: 18
  • mana to cast: 12
  • required shards: 0
  • effect: spell is cast on a friendly or enemy unit. If successful, control over the unit is given to the owner of the caster and their morale is raised and becomes very difficult to lower.
  • book: Mind? Spirit? Enchantment?
  • notes:  Permanent.
  • name: Blind
  • type: Tactical
  • knowledge needed: 10
  • mana to cast: 5
  • required shards: 0
  • effect: unit cannot see, sufferes 80% chance to hit with attacks.
  • book: Death? Life?
  • notes:  Permanent until dispelled / countered.
  • name: Hold Tongue
  • type: Tactical
  • knowledge needed: 35
  • mana to cast: 20
  • required shards: 0
  • effect: unit that spell is cast upon cannot cast spells.
  • book: Death? Life?
  • notes:  Permanent until dispelled / countered.
  • name: Horror
  • type: Tactical
  • knowledge needed: 10
  • mana to cast: 5
  • required shards: 0
  • effect: unit is put into a sleep state, cannot attack, and is liable to attack any unit.
  • book: Mind? Spirit? Enchantment?
  • notes: Chance of succeeding is increased if unit is already in a sleep state. Lasts X turns based on power of caster.
  • name: Sleep
  • type: Tactical
  • knowledge needed: 8
  • mana to cast: 5
  • required shards: 0
  • effect: sleep puts the unit into a sleep state where it cannot be controlled. Sleeping units wake when they take damage.
  • book: Death? Life?
  • notes:  Lasts X turns based on power of caster.
  • name: Wake
  • type: Tactical
  • knowledge needed: 8
  • mana to cast: 4
  • required shards: 0
  • effect: attempts to wake a unit that is in a sleep state.
  • book: Death? Life?
  • notes:
  • name: Killing Word
  • type: Tactical
  • knowledge needed: 40
  • mana to cast: 20
  • required shards: 0
  • effect: unit is killed instantly if spell is successful.
  • book: Death?
  • notes:
  • name: Concuss
  • type: Tactical
  • knowledge needed: 15
  • mana to cast: 8
  • required shards: 0
  • effect: unit takes damage, chance of becoming disoriented, chance of breaking X% of potions within the ownership of that unit.
  • book: Death? Force?
  • notes:
  • name: Life Siphon
  • type: Tactical / Strategic
  • knowledge needed: 12
  • mana to cast: 8
  • required shards: 0
  • effect: caster absorbs life from a living friendly or enemy unit.
  • book: Life?
  • notes:
  • name:Death Siphon
  • type: Tactical
  • knowledge needed: 8
  • mana to cast: 5
  • required shards: 0
  • effect: caster absorbs life from a friendly or enemy dead unit (including undead).
  • book: Death?
  • notes:
Reply #97 Top

Part 2 of my list.


  • name: Mana Siphon
  • type: Tactical / Strategic
  • knowledge needed: 22
  • mana to cast: 4
  • required shards: 0
  • effect: caster takes mana from another friendly or enemy unit (alive or dead).
  • book: Life? Spirit?
  • notes:
  • name: Shatter Metal
  • type: Tactical
  • knowledge needed: 15
  • mana to cast: 9
  • required shards: 0
  • effect: attempts to break any metal-based gear on a specific friendly or enemy unit. (can be used on structures? map objects?)
  • book: Death? Elemental?
  • notes: broken items need to be repaired before being used again.
  • name: Twist Wood
  • type: Tactical
  • knowledge needed: 15
  • mana to cast: 8
  • required shards: 0
  • effect: attempts to break any wood-based gear on a specific friendly or enemy unit. (can be used on forests? structures?).
  • book: Magic? Energy?
  • notes:  broken items need to be repaired before being used again.
  • name: Stasis Shield
  • type: Tactical
  • knowledge needed: 20
  • mana to cast: 12
  • required shards: 0
  • effect: unit is protected from all physical damage but cannot move / attack.
  • book: Death? Life? Spirit?
  • notes:
  • name: Energy Shield
  • type: Tactical / Strategic
  • knowledge needed: 14
  • mana to cast: 7
  • required shards: 0
  • effect: any magical damage received by the unit is reduced.
  • book: Death? Magic?
  • notes:
  • name: Tire
  • type: Tactical / Strategic
  • knowledge needed: 18
  • mana to cast: 12
  • required shards: 0
  • effect: reduce the movement points ? tactical points ? of enemy / friendly unit.
  • book: Mind? Spirit? Enchantment?
  • notes:
  • name: Break Morale
  • type: Tactical
  • knowledge needed: 10
  • mana to cast: 5
  • required shards: 0
  • effect: attempts to reduce a units morale.
  • book: Death? Life?
  • notes:
  • name: Barrier
  • type: Tactical / Strategic
  • knowledge needed: 24
  • mana to cast: 13
  • required shards: 0
  • effect:a magical barrier is raised over a number of tiles preventing enemy / friendly movement over those tiles. Can be used on the map too.
  • book: Death? Enchantment?
  • notes:  Permanent until dispelled / countered.
  • name: Ethereal
  • type: Tactical / Strategic
  • knowledge needed: 45
  • mana to cast: 30
  • required shards: 0
  • effect: unit cannot be harmed by physical attacks but takes twice as much damage from magical attacks. Unit cannot physically attack other units but can still use magic (spells require 2 as much mana though).
  • book: Mind? Spirit? Enchantment?
  • notes: Permanent until dispelled.
  • name: Blood Magic
  • type: Tactical
  • knowledge needed: 25
  • mana to cast: 15
  • required shards: 0
  • effect: target unit is sacrificed by the caster to increase the potency for future spells.
  • book: Death? Life?
  • notes: 
  • name: Limbo
  • type: Tactical
  • knowledge needed: 40
  • mana to cast: 30
  • required shards: 0
  • effect: units continue to take damage and operate normally within the area except that no unit can actually die. Units reduced to 0 health will remain alive until the limbo area is dispelled or dispersed. (only works for non-undead units)
  • book: Death? Life?
  • notes:
  • name: Restless Lands
  • type: Strategic
  • knowledge needed: 40
  • mana to cast: 30
  • required shards: 0
  • effect: any battles that take place on restless ground cause fallen units to return as hostile undead unless they Forceful Oath casted on them.
  • book: Death?
  • notes: 10 units need to be selected for sacrifice while casting the spell. Permanent until dispelled.
  • name: Death Well
  • type: Strategic
  • knowledge needed: 25
  • mana to cast: 20
  • required shards: 0
  • effect: an area on the battlefield becomes able to regenerate the life of all undead who enter.
  • book: Death? Force?
  • notes:
  • name: Life Well
  • type: Tactical
  • knowledge needed: 35
  • mana to cast: 22
  • required shards: 0
  • effect: an area on the battlefield becomes able to regenerate the life of all those who enter (not undead) for a number of turns.
  • book: Life?
  • notes:
  • name:Mana Well
  • type: Tactical
  • knowledge needed: 40
  • mana to cast: 25
  • required shards: 0
  • effect: an area on the battlefield becomes able to regenerate the mana of all those who enter for a number of turns.
  • book: Death? Spirit?
  • notes:
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Reply #98 Top

This dev journal is problematic. Having extensive DM experience, and having read most spell compendiums out there, and having played so many games, I can keep on submitting spells till the rapture comes... I already submitted loads and can still think at least a few more *dozen* to write up... so I will just stop...

Reply #99 Top

I like the idea of spells that have both a benefit and a cost.  For example:

 

1.  Monsterism (Fallen)

The unit grows continuously, becoming an unstoppable giant.  This growth has the minor side effect of eventually overloading the unit's heart, causing early death, but isn't it better to die bathed in glory than live forever as a worm?

Unit gains +1 Str per turn for 5 turns, then dies.

 

2.  Adrenalin boost (Kingdom)

The unit is given a massive hit of adrenalin, boosting their abilities to superhuman levels for a brief period.  Unfortunately, there is a cost involved - the adrenalin low that follows leaves the unit vulnerable for a short while afterwards.

Unit gains +3 Str for 1 turn, then suffers half strength and movement for the following 2 turns.

Reply #100 Top

maybe shards in your inventory beef up that particular elemental type spell without using it?- be strategic to keep shards instead of summoning new units ASAP

 

1. Enriched Rain

would increase/multiply the amount of food a city produce that turn, if a mage is in the town he would automatically use the spell every turn

 

2. Enriched Rain (World)

same as Enriched Rain except it effects the world and every city friend and foe

 

3. Fortified Materials

would increase/multiply amount of materials a city produce that turn, if a mage is in the town he would automatically use the spell every turn

 

4. Revive the World

a high level, late in the game spell. where the entire world gets revived instead of a few squares.

notes-- it would help the game to speed up. if you haven't expended and haven't many cities under your control

 

5. Beautify Land

adds flowers and such to increase Prestige of a city

notes-- i liked the idea of beautify land in the beta but instead of purely cosmetic have it increase prestige a bit

trying to think of reasons to keep a mage in a city because i worry about magic being overpowered to maybe beatified land fades without a mage in the city