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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 #101 Top

Righteous War

Strategic (Empires only)

Knowledge: idk mid to late game type ish?

Mana: Same as knowledge

Requires: Life Shard

Effect: All your armies are inspired in combat and their abilities are increased by X for Y amount of turns. Defenders in cities gain Z amount of defense (50%?). Extra efficient against fallen races.

Life spell book

Notes: Can only be cast 1 time every Z turns. (30? 50?) Requires enchantment slot.


Purge of the weak (Fallen version of Righteous war)

Strategic (Fallen only)

Knowledge: Same as Righteous war

Mana: Same as Righteous war

Requires: Death Shard

Effect: All your armies gain the desire to exterminate those who they see as weak and their combat abilities are increased by X for Y amount of turns. Your armies also gain extra loot from defeated units and from pillaging. Extra efficient against Empire races.

Death Shard

Notes: Can only be cast 1 time every Z turns. Requires enchantment slot.


Magnetism

Tactical

Knowledge/Mana: IDK

Requires: Earth Shard

Effect: A big area of the battlefield is imbued with a poweful electromagnetic field. This field slows down all the troops that are wearing metal armor and weapons and slows their movement and attack speed for each piece they are wearing. Affects anyone who passes through it.


Enchant Armor (Weightless armor)

Strategic

Knowledge/Mana: IDK

Requires: Earth shard

Effect: Your armies armor are enchanted in a way that they are as light as a feather thus removing the combat speed penalties that they provide. Also makes metal armor wearers immune to magnetism spell.

Notes: Requires Enchantment slot


Termite Swarm

Tactical

Knowledge/Mana: IDK

Required Shard: Nature (if any?)

Effects; The caster summons a vast swarm of termites that affects all the wooden equipment in the battlefield, decreasing their effectiveness. (Catapults, Rams, Wood equipment, ships, etc)

Notes: Can decrease Attack by a % or fixed amount and increases by each turn that passes.


Fire armor

Tactical

Knowledge/Mana: IDK

Requires Shard: Fire (if any?)

Effects: The selected unit becomes surronded by an armor of flames that deals damage to any who strikes them in melee combat. This unit also becomes immune to Termites since the flames kill off the pesky bugs.

Notes: This spell might be in already, but i thought the immunity to termites was interesting. (In the case termites or a similar spell were added)

 

Thats it for now, more to come later maybe!

 

Reply #102 Top
  1. Spell Name:                                                          Nightmare/Summon Nightmare
  2. Is it Strategic or Tactical?                                        Strategic
  3. Arcane Knowledge required to acquire                       10, 20 in order to empower the spell.
  4. Mana required to cast                                             Perhaps you can add more mana to increase the chance of succession of this spell. I don't know how easy it is to get mana either so...I dunno, light to heavy, depending on how strong you want it to be.
  5. Does it require any shards to be controlled?              Either Chaos or Death or Chaos and Death
  6. Spell Effect                                                            This spell can be used to cause an enemy unit to have horrible horrible nightmares. It is undetectable (or perhaps it is through another spell or item) and will cause that unit to go berserk the start of a battle after a random amount of battles.
  7. What Spell Book would it be part of?                        Either Ruin or Summoning. If Ruin, then call it Nightmare, if Summon, then call it Summon Nightmare. 

      8. Notes:                                                                   Casting this spell doesn't mean the unit will immediately go berserk in the first battle it enters, but randomly between 2 and 10 battles. When a unit goes berserk, it will become hostile towards everyone and attack those closest to him, most likely his former allies. 

How can a unit resist this spell? In order to ensure that extremely powerful units won't go berserk 24/7 because of a player owning this spell, it should attempt to resist this spell. How should it attempt to resist the spell? Perhaps the unit does a resist roll between 1-10+INT and it has to be higher then the amount of mana invested in the Nightmare spell-10 at the start of each battle. If the unit rolls higher then that amount, it won't go berserk that battle. If the unit doesn't roll high enough, he'll go berserk at the start of the battle. If a unit has resisted the spell for 10 battles, he will become immune to the Nightmare spell.

Reply #103 Top

1. Psychic Wave

2. Tactical

3. Arcane Knowledge: A lot preferrably

4. Mana: A suitably large amount. Would be cool if it was possible to cast it when you don't have enough mana, but then it would lower your overall mana permanently by a suitable amount in addition to draining what mana you have in store at the moment.

5. Shards: Not really sure... Doesn't really thematically fit into any

6. The caster attacks the minds of everyone in his/her line of sight, friend and foe alike. This causes them varying damage based on INT, and random other effects such as: being stunned, confused, going berserk, going catatonic, going insane or dying outright (brain explodes). Also has a chance (5-10%) to permanently lower the caster's INT by some amount, taking it's toll on his psyche. 

7. Book of Chaos (unless there's a Book of Mind)

8. Kinda a powerful and dangerous last-ditch effort, if the situation looks bad and you're willing to risk it.

 

1. Summon Tortoise

2. Strategic

3. Arcane knowledge: medium amount

4. Mana: same here

5. Shards: Water

6. Summons a giant tortoise that can carry your troops and also has formidable combat abilities in water. Can't travel on land.

7. Book of Water/Summoning

8. Takes an enchantment slot

 

1. Draw power from faith

2. Strategic

3. Arcane knowledge: above average

4. Mana: 20-30

5. Shards: no

6. Caster gains power based on how many temples/shrines/whatnot his/her cities have. This could be a bonus to mana for example, or other stats. Power depends on INT and the amount of appropriate buildings.

7. Book of Light

8. Idea is to kinda pose as a god. Takes an enchantment slot, the effect stays as long as the spell is active ofc. 

Reply #104 Top

 

 

  • Airy Step 
  • Strategic
  • 15 
  • 3
  • Requires an air shard
  • Target friendly unit can walk on water for the next X number turns. Where X is equal to the caster's (INT score x 2). 
  • Book of Air
  • Requires an open enchantment slot

 

Reply #105 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) Breathing Room
2) Tactical
3) Cantrip - so low numbers here
4) Low number here as well
5) No
6) Target friendly unit, pushes enemy units away from target.  (think pushing Pikemen away from Archer units etc) 
7) Air/Force base spell - any basic Arcane book
8) As a tactical spell, it can give ranged units more room or one more turn before getting gobbled up by melee class units.

 

1) Breath of the Gods
2) Tactical
3) Medium Level knowledge
4) Medium level points
5) No
6) Target ground, a wall of air pushes units backwards 1 or 2 tactical steps 
7) Air/Force base spell - any basic Arcane book
8) Big brother of Breathing Room only uses a wall of air/force to manipulate multiple units.

 

 

 

Reply #106 Top

Here are some more.

  1. Spell Name:  Divining
  2. Is it Strategic or Tactical? Strategic
  3. Arcane Knowledge required to acquire: 10
  4. Mana required to cast: 10+ 2 essence
  5. Does it require any shards to be controlled? No
  6. Spell Effect:  You employ this spell to unearth an iron deposit that was previously too deep for you to spot.
  7. What Spell Book would it be part of? Earth
  8. Notes:  For use in an iron poor nation, or a nation that is simply iron intensive.
  1. Spell Name: Tempered Steel forge
  2. Is it Strategic or Tactical? Strategic
  3. Arcane Knowledge required to acquire:  10
  4. Mana required to cast: 10 + 2 essence
  5. Does it require any shards to be controlled? Fire and Earth
  6. Spell Effect: Imbues one of your forges with the ability (due to super hot fires) to convert iron to steel. The rate is the caster INT/3, and for every 2 units of iron and 1 unit of material, you get one unit of steel.  Tempered steel is approximately twice as strong as regular iron however, and every item forged out of steel will reflect that.
  7. What Spell Book would it be part of? Fire
  8. Notes:  Tempered steel items should be worth considerably more than items not comprised of tempered steel, perhaps as much as three times the cost.  Generally you will only be equipping champions and extremely elite units with it.
  1. Spell Name:  Cause of the Light
  2. Is it Strategic or Tactical? Stratigic
  3. Arcane Knowledge required to acquire: 15
  4. Mana required to cast: 15 + 5 essence
  5. Does it require any shards to be controlled? None
  6. Spell Effect:  Gives a temple the power of life miracles enabling them to attract a series of devoted followers who support a holy order (increasing prestige given by the temple significantly).  This enables the player to begin recruiting Paladin NPC's (only available to kingdoms).  These NPC's are extremely expensive, but highly skilled champions, with minor magic using ability.  It also occasionally spawns neutral Palidin NPC's, who will go adventure and bring their wealth back to the temple from which they spawned.  These NPC's tend to target monstors, bandits and kingdoms for their wealth.  Every time a Paladin is generated or hired by the player the temple loses some of its prestige generation.  Every time an offering is made at the temple by an NPC returning with loot, the temple gains prestige generation.  The Temple also gains a steady trickle of increasing prestige generation up to a cap (lets say four), in order to prevent that aspect of it from bottoming out due to dead Paladins.
  7. What Spell Book would it be part of? Life
  8. Notes:  Giving a temple to a city will make that city a quite important place due to prestige generation and the ability to recruit powerful champions.  Specific quests could also be attached to this building as well as a certain amount of interaction between the player and the order.  Since they are a magical component of your nation, this should have a game changing impact to offset the essence you are giving up.
Reply #107 Top

1 Kage Bunshin no jutsu AKA multiple shadow clone

2. Tactical/ Strategic  with enough study of the schools!

3. Arcane knowledge: Relatively low but to produce enough clones to learn anything, must be high!

4. starts low around 2 but not really effective till level 20!!

5. Shard control is nice but is not a huge draw in use of this spell! ie it is not controlled by the shard but more by your abilty to use the shards you have control over!

I also think that an addition of a fifth element would be nice not the Western idea of the elements

I will leave the rest to you, as I am not happy with the lack of an update release today and the animals want to be fed! 

 

Reply #108 Top

Book of Magma: will only appear in Research if a person has Fire Book, Fire Shard, and 10 or more Magical techs (lv 10 in Magic tree). Can appear outside of research, cannot be used unless Sovereign has Fire Book. Can be traded.

  1. Pillar of Fire
  2. Tactical
  3. Arcane Knoledge: 18
  4. Mana Required: 10
  5. Fire Shard
  6. Deals [Intelligence] fire damage to central tile, deals (Intelligence/2) fire damage at a 1 tile radius.
  7. Spellbook: Magma
  8. Can only be cast once per battle
  1. Firestorm
  2. Tactical/(and Strategic see below)
  3. Arcane Knowledge: 16
  4. Mana 8
  5. Fire Shard
  6. Deals Intelligence/3 to all enemies in battle
  7. Spellbook: Magma
  8. Can be cast on Strategic(World) Map with a radius of 1 and base range of 4
  1. Summon Magma Beast
  2. Strategic
  3. Arcane Knowledge: 18
  4. Mana Required 8
  5. Fire Shard
  6. Summons Magma Beast (medium power level, combat speed 3)
  7. Spellbook: Magma
  8. Note: Magma Beast explodes upon death, dealing (Max HP)x2 Fire damage to a 1 tile radius. Uses Enchantment slot.
  1. Eruption
  2. Strategic
  3. Arcane Knowledge: 20
  4. Mana Required: 15
  5. Fire Shard, Earth Shard
  6. Causes targeted Volcano to erupt, causing random destruction/terraforming in a 4 tile radius, all plantlife features are destroyed, small chance to create fertile land upon damaged areas.
  7. Spellbook: Magma
  8. Note: Must be cast on a Volcano
  1. Brush Fire
  2. Strategic
  3. Arcane Knowledge: 12
  4. Mana Required: 6
  5. Fire Shard
  6. Starts a Fire in a forest or grassland tile
  7. Spellbook: Fire
  8. Note: Fire has a 30% chance to spread to adjacent forest, 5% chance to spread to adjacent grassland, 10% chance to burn itself out, 5% chance to destroy forest, 2% chance to destroy special features (per turn), Fire deals 2 fire damage to any units inside or passing through the fire (per turn)


Reply #109 Top

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

I TAKE THAT AS A CHALLENGE, GOOD SIR

  1. Spell Name: Malfunction
  2. Strategic
  3. Requires some large amount of Arcane Knowledge
  4. Requires a lot of mana
  5. Requires a water shard and an air shard
  6. Target AI player stops working properly and does, for lack of a better term, really stupid things. Like attacking its own settlements and trying to form alliances with its sworn enemies.
  7. What Spell Book would it be part of? Ruin
  8. This isn't supposed to be taken seriously.

I'll think of a real spell later.

Reply #110 Top

Thought up a few more. I'll say now, I have no idea which book they'd be in.

Spell Name: Entropy

  • Is it Strategic or Tactical?: Tactical
  • Arcane Knowledge required to acquire: 30
  • Mana required to cast: 15
  • Does it require any shards to be controlled? No
  • Spell Effect: Warps energy around target caster-type unit. That unit, upon casting spells, the unit will either lose 1 health and 1 mana, stacking with each cast (IE, first cast 1health or 1mana, second cast 1+2health or 1+2mana, third cast 1+2+3health or 1+2+3mana, etc.)
  • What Spell Book would it be part of? Unknown. Chaos?
  • Notes: Purpose of the spell is to counter enemy magic-users. It has no effect on normal units, and can be dispelled.
  •  

  • Spell Name: Mana Bind
  • Is it Strategic or Tactical? Tactical
  • Arcane Knowledge required to acquire: 45
  • Mana required to cast: 5
  • Does it require any shards to be controlled? No.
  • Spell Effect: Creates a vortex of magic at location. The vortex covers a number of tiles out, based on INT and WIS. Any spell cast that even partially affects the vortex (IE, a fireball that shares even a single tile with the vortex) is instantly relocated to the center of the vortex.
  • What Spell Book would it be part of? Unknown.
  • Notes: Purpose is to redirect spells by distorting the very magic of an area. Eventually, the vortex would cover a wide area.
  •  

  • Spell Name: Illuminate Magic, Illuminate Magic Greater
  • Is it Strategic or Tactical? Tactical for normal; Greater has a Strategic use
  • Arcane Knowledge required to acquire: 5 each
  • Mana required to cast: 2
  • Does it require any shards to be controlled? No
  • Spell Effect: Highlights all magic effects currently 'in play'. Allied magic is colored blue, enemy magic red. Greater magic detects all magic, hostile or otherwise, in your territory. Allows you to discern the type of magic as well.
  • What Spell Book would it be part of? Unknown
  • Notes: Enchantment spell in Greater form, and must be centered on a city. Purpose to locate enemy Mana Binds, or other invisible spells, or spells that cannot be detected by normal means.
  •  

  • Spell Name: Shifting Mist
  • Is it Strategic or Tactical? Tactical
  • Arcane Knowledge required to acquire: 20
  • Mana required to cast: 3
  • Does it require any shards to be controlled? Air or none
  • Spell Effect: Creates a large area of mist. Allied units are able to effectively teleport through the mist, much like a city on the strategic map. Enemies of low intelligence are teleported to the same spot they entered at the end of a turn. Enemy of high intelligence have a 50% chance to pass through unhindered. Units in the mist are concealed from normal sight.
  • What Spell Book would it be part of? Air
  • Notes: The mist's area would grow larger or smaller in spots, randomly, each turn. Units inside the mist cannot be individually targetted or found via magic, as the mist itself is the overall effect.
  •  

  • Spell Name Delay Magic, Delay Magic Greater
  • Is it Strategic or Tactical? Tactical and strategic, respectively
  • Arcane Knowledge required to acquire: 50 each
  • Mana required to cast: 0
  • Does it require any shards to be controlled? No
  • Spell Effect: Places a temporary enchantment on caster. This effect is consumed by casting another spell. The spell that consumed Delay Magic/Greater is considered a trigger spell. It will not become activated until the caster selects it on the map or an enemy unit steps on the same tile as the spell.
  • What Spell Book would it be part of? Unknown.
  • Notes: Purpose of the spell is to create magical traps on the field. Traps are detectable via Illuminate Magic.
  •  

  • Spell Name: Rampant Magic, Rampant Magic Greater
  • Is it Strategic or Tactical? Tactical and strategic, respectively
  • Arcane Knowledge required to acquire: 50 each
  • Mana required to cast: 0
  • Does it require any shards to be controlled? No
  • Spell Effect: Places a temporary enchantment on caster. This effect is consumed by casting another spell. The spell that consumed Rampant Magic/Greater is considered Rampant. A Rampant spell automatically jumps to a second available target, randomly chosen between allies and enemies. Each jump after the first (IE, second trigger) has a 50% chance to not jump to another target.
  • What Spell Book would it be part of? Chaos
  • Notes: A gamble of a spell. The first use automatically 'hits' (disregarding modifiers), while the second target is automatically 'hit' (again, disregarding modifiers). All jumps after the second have a 50% to not have any affect, and if a jump 'fails' it doesn't jump to the next target. IE, if it hits 3 people, there's a 50% chance that it won't jump to a 4th
  • Reply #111 Top

    sorry for spamming post but i keep thinking of new sorts of ideas

     

    Tracks- groups of creatures/army's leave tracks  so it would be easy to tell if someone has passed by recently. bigger the group longer the tracks last and bigger and more visible the tracks are.  1 Mage vs iron army

     

    1. Create Spawning Grounds

    Either just Spiders or other low level creature spawn from location, or first creature leader creature enters and spawns its own type, or both lol.

    notes-- itd be a good way to aggrevate an enemy city without attacking yourself.

    CAUTION be too easy to use it as an EXP farm - it would be too good of an idea to build a city surrounded by these Spawning grounds to super level up your own Sovereign

     

    2. Create Trap

    self explanatory, creates a trap in area, help cover your own tracks from being followed.

     

     

     

     

    Reply #112 Top

    Quoting Ephafn, reply 89
    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.

     


    Spell Name: Hermit Kingdom
    Strategical
    Arcane Knowledge: 200 (a lot by mid-game standart)
    Mana required to cast: 30, is also an enchantment
    Shards: 2 Earth.
    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.
    Spell Book: Book of peace (Kingdoms only)
    Note: Should be used by AI with weak military, or those with good research capabilities who want to go for the Spell of Mastery. 

     


    Spell Name: Spooky Town

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

     


    Spell Name: Disrupt Shard

    Strategical
    Arcane Knowledge: 200 (late game spell)
    Mana required to cast: 50.
    Shards: None.
    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).
    Spell Book: Book of chaos
    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.

     

    These are brilliant. Please consider them :)

    Reply #113 Top

    Spell one

    1. Phantom Garrison
    2. Strategic
    3. 15
    4. initial cost: 8 , sustainment costs a little mana per "unit"
    5. light
    6. Allows the caster to place a phantom garrison in one of his cities, to any other player it will look like an amount of troops (the amount being selectable) while in fact they are just illusions made by manipulation of light and will fade away upon being attacked.
    7. unknown: need a list of books (I can't remember them off the top of my head >.<)
    8. you could rather than scale the amount, scale the threat. so the more mana you use the higher level equipment or type of units are available (forcing the player to balance carefully, as a unit of overwhelming power will be to easy to guess as an illusion)

    Spell two

    1. Astral Projection
    2. Strategic (could be made into a tactical variant as a stealthed unit but my idea focuses more on stategic)
    3. 10
    4. 5 (and an amount to sustain (additional info in notes)
    5. None
    6. This allows the caster to seprate his mind from his body, allowing his astral form(invisible to non magical units/adventurers) to scout an area and possibly allow him to cast low level spells (only 1/2 or 1/4 of his current arcane knowledge). however while he is using this spell his body is totally defenseless and in any combat his unit cannot do anything (is paralysed till the end of the battle or X amount of turns) and if killed the astral form immediately vanishes as well. (can be dismissed on whim and will return to his body on the next turn)
    7. unknown: see above
    8. The cost to sustain could expand depending on the distance from the casters body, another alternative is the player could "pool" mana into the astral form. and that pool is used to sustain the astral form and cast any of the available spells (the knowledge restriction still in place) so that the user has to choose between direct influence (casting) or longetivity of the form

    Spell Three

    1. Sight Swap
    2. Strategic
    3. 13
    4. (depends on amount of turns held for
    5. None (possibly light)
    6. Swaps the sight of the caster with a random unit of a selected force. each side gets to see whatever is within the sight range of the other (so the player who's unit gets sight swapped sees what the caster can see) units with or in the presence of strong magic (sovereigns or units with a high magic skill (or essence) cannot be sight swapped as the power of the nearby mana simply overpowers the spell)
    7. Unknown: see above
    8. an improved version could limit how much the other player can see from the casters POV (even limit it to the exact tile he is on (what troops are in his party)

     

     

    sure I can think up some more later

     

    Reply #114 Top

    A few more

    1. Spell Name: Timed Retreat
    2. Tactical
    3. Arcane Knowledge: 20
    4. Mana required to cast: 20
    5. none
    6. All remaining units return to the tiles they were at when the tactical battle started.
    7. Spell Book: Combat
    8. A big spell that bails you out of a bad situation
    1. Spell Name: Regenesis
    2. Tactical
    3. Arcane Knowledge: 15
    4. Mana required to cast: 10
    5. none
    6. All damage one of your target units is dealt for X turns, the caster is regenerated in HP.
    7. Spell Book: Life
    8. Note: hey AI --> Caster low on health + one of your units is taking a beating = use this spell :)
    1. Spell Name: Mind Blank
    2. Tactical
    3. Arcane Knowledge: 20
    4. Mana required to cast: 15
    5. none
    6. Targeted unit can not cast spells or use special abilities for X turns.
    7. Spell Book: Ruin
    8. Note: Targeted unit can perform other actions for the remainder of this spell.
    Reply #116 Top
    1. Spell Name  Secret Word
    2. Is it Strategic or Tactical?   Strategic 
    3. Arcane Knowledge required to acquire   (late game)
    4. Mana required to cast  70
    5. Does it require any shards to be controlled?  none or if multiple shards are available 1 of each
    6. Spell Effect  Summons a powerful demon that can grand you a wish he can give you power money women or man.. ( kidding about the women and man part :D)
    7. What Spell Book would it be part of?  Mastery
    8. Notes : when the demon appears you can choose what you want in return for freeing him a powerful item , a rare resource ,1 to your max stats , unique spell which you can cast or something like that
    1. Spell Name  Feeblemind
    2. Is it Strategic or Tactical?  tactical
    3. Arcane Knowledge required to acquire mid game
    4. Mana required to cast  10
    5. Does it require any shards to be controlled?  none
    6. Spell Effect  cast at a group of enemy's and blow they brains for 2 turns
    7. What Spell Book would it be part of?  combat
    8. Notes  can only affect humanoids and there is 30% chance that the spell will fail
    1. Spell Name  Sunfire
    2. Is it Strategic or Tactical?  strategic
    3. Arcane Knowledge required to acquire  mid game
    4. Mana required to cast  15
    5. Does it require any shards to be controlled?  fire
    6. Spell Effect  cast a sunfire on one enemy city the sun will burn the food production
    7. What Spell Book would it be part of? fire
    8. Notes   it simple reduces food production 
    1. Spell Name Oracle
    2. Is it Strategic or Tactical? Strategic
    3. Arcane Knowledge required to acquire early mid game
    4. Mana required to cast 8
    5. Does it require any shards to be controlled? air
    6. Spell Effect reveals the fog on any location you want
    7. What Spell Book would it be part of?air
    8. Notes it reveals a location for 4x4 anywhere
    Reply #117 Top
    1. Illusionary Warriors
    2. Tactical
    3. 15
    4. 5
    5. No
    6. Creates a duplicate of illusionary warriors based off the targetted friendly unit. They deal no damage and have 1 defense, regardless of what they duplicate.
    7. Wind? Summoning?
    8. Main purpose is to serve as a distraction. The enemy can't tell which unit is an Illusion.
    1. Protective Barrier
    2. Tactical
    3. 15
    4. 10
    5. No
    6. Creates a sphere of magic that increases the defense of friendly units against ranged and magic attacks.
    7. Restoration
    8. Defensive tactical spell.
    1. Eye of the Sovereign
    2. Strategic
    3. 10
    4. 10
    5. Wind
    6. This places a cloud above a rival settlement that reveals the local area (and maybe current production?)
    7. Wind
    8. Recon and intelligence, in magic!

    1. Iced Road
    2. Strategic
    3. 5
    4. 5
    5. Ice? Or none? Maybe none...
    6. Freezes a section of road for X turns, removing movement speed bonuses
    7. Ice
    8. Notes
    Reply #118 Top

    on a side note, can you make the spell book look a bit more aged? It looks too perfect for a spellbook..

    Reply #119 Top
    1. Termites (or Rot)
    2. Strategic
    3. 16
    4. 16
    5. None
    6. Summons a plague of termites on an enemy town to damage buildings.  Buildings are randomly selected, and the number of buildings affected are equal to caster's INT/8, and damage dealt to each building per turn is caster's INT/8 (this is highly dependant on how many hit-points the average building has, can be tweaked to serve the games building mechanics).  Spell lasts until a dispel is cast on city, or until buildings are levelled.
    7. Earth
    8. A building should be flattened within 10 turns of casting, enough time to give a caster a chance to dispel.

     

    1. Tsunami
    2. Strategic
    3. 25
    4. 20
    5. Water and Air
    6. A powerful Tsunami is summoned near a coast (within 2 tiles of coast) and will move inwards towards land, doing massive damage to coastal cities, seafaring units, and coastal units.
    7. Water
    8. Damages resource tiles it crosses over, lasts for 3 turns.

     

    1. Tornado
    2. Strategic
    3. 25
    4. 20
    5. Earth and Air
    6. Summons a tornado that will move one tile per turn in a random direction.  Does massive damage to units and buildings within tile.  Can only be summoned on flat land.
    7. Air
    8. Tornado lasts for 3 turns, can cause collateral damage to friendly units, and it's movement cannot be controlled or predicted.
    Reply #120 Top
    1. Spell Name: Enrich The Land
    2. Strategic
    3. Arcane Knowledge: High
    4. Mana required to cast: High
    5. Yes
    6. Target Area Converts to a mined resource of the players choice.  Initial Yield is Low, multiple castings increase Yeild with each subsequent casting increasing yield less and less.
    7. Spell Book: Earth/Land
    8. Note: Only effects Mines, i.e. "Material" resources 

     

     

    1. Spell Name: Imbue By Blood
    2. Tactical
    3. Arcane Knowledge: High
    4. Mana required to cast: High
    5. Yes
    6. Target Hero.  Target Hero is removed from game.  Caster gains magic item.  
    7. Spell Book:
    8. Note:  The weaker the Hero, the weaker the item received.  Special circumstances may allow this spell to be cast on ENEMY/NEUTRAL players if balance issues can be addressed, such as an easy defense.

     

    1. Spell Name: Sunder Terra
    2. Strategic
    3. Arcane Knowledge: High
    4. Mana required to cast: High
    5. Yes
    6. Uncrossable gap is created in the land, 3 squares in length.
    7. Spell Book: 
    8. Note: Caster selects target and direction
    1. Spell Name: Transfer Fatigue
    2. Tactical
    3. Arcane Knowledge: Moderate
    4. Mana required to cast: Moderate
    5. No.
    6. Target Friendly:  1/3 of remaining movment points of caster (for that turn) are given to target.  Caster loses all remaining movement for the turn.
    7. Spell Book:
    8. Note: 

     

    Reply #121 Top

    Consider the following ones as ideas, ok?

    They are out of context which means that I had to adapt them to Elemental setting. They originally are of a setting (Elemental mod) where magic is quite young and dangerous, each spell has three levels of power (you choose to which level you want to cast it once you have learned the more advanced levels of the spell) and each level of power has a backfire possibility. Each level of power is quite more powerful (level 3 is "epic") and the backfire of each level is more deadly.

    i.e. The Teleport version (not included below) at level 1 would just not work in case of backfire but in level 3, the backfire would "lose" your army while in transit to your destination. One of the worst backfires targets all the individuals of a battle, friendlies and foes, and forces them to pass a defense check or be destroyed. Caster included. :P

    As I said, just take them as ideas (because my brain doesn't allow me right now to think of new spells that would fit the OP description).

    1. Spell Name: Maere Blade
    2. Strategical
    3. Arcane Knowledge: 15
    4. Mana required to cast: 0. Costs 1 Essence though.
    5. No.
    6. Creates a magical sword for the caster (cannot be given away) with an Attack equal to the Essence score (when cast) of the caster.
    7. Spell Book:
    8. Notes:

    1. Spell Name: Maere Armour
    2. Strategical
    3. Arcane Knowledge: 15
    4. Mana required to cast: 0. Costs 1 Essence though.
    5. No.
    6. Creates a magical full plate (all body parts, cannot be given away) with a Defense equal to the Essence score (when cast) of the caster.
    7. Spell Book:
    8. Notes:

    1. Spell Name: Maere Blast
    2. Tactical
    3. Arcane Knowledge: 18
    4. Mana required to cast: 0. Costs 1 Essence though.
    5. No.
    6. Knock down all units around the caster.
    7. Spell Book:
    8. Notes: Units, friendly or not, in the blast radius must resist a magical attack with strenght equal to that of the Essence of the caster or being knocked down (they lose their next turn and have less, if any, non magical defense). Units with Essence are more vulnerable to being knocked down, losing also an extra turn.

    1. Spell Name: Enhance Body
    2. Strategical
    3. Arcane Knowledge: 20
    4. Mana required to cast: 0. Costs 1 Essence though.
    5. No.
    6. Give 5 character points to the target. Can be only used for Strength, Dexterity and Constitution.
    7. Spell Book:
    8. Notes: Cannot be used by the caster on himself, only onother Champions.

    1. Spell Name: Enhance Mind
    2. Strategical
    3. Arcane Knowledge: 20
    4. Mana required to cast: 0. Costs 1 Essence though.
    5. No.
    6. Give 5 character points to the target. Can be only used for Intelligence, Wisdom and Charisma.
    7. Spell Book:
    8. Notes: Cannot be used by the caster on himself, only on other Champions.

    1. Spell Name: Tear Apart
    2. Tactical
    3. Arcane Knowledge: 25
    4. Mana required to cast: 0. Costs 1 Essence though.
    5. No.
    6. Destroy the target enemy. Lower the morale of nearby enemy units.
    7. Spell Book:
    8. Notes: The target must resist a magical attack with strength equal to that of the Essence of the caster or being completely destroyed no matter the remaining health. Targets with Essence are more vulnerable to the spell. Enemy units around the destroyed unit (single individual) suffer a morale hit (and are splattered by blood, broken bones and guts... shown in an ESRB friendly way). [Could be enhanced by extra Essence to overcome the defenses of the most powerful enemies, but not truly sure of how those things work so it may only be doable in a mod]

    1. Spell Name: Maere Strength
    2. Strategical
    3. Arcane Knowledge: 25
    4. Mana required to cast: 0. Costs 1 Essence though.
    5. No.
    6. The caster gets a bonus to Strength, Dexterity and Constitution equal to the Essence score (when cast) of the caster.
    7. Spell Book:
    8. Notes:

    1. Spell Name: Maere Scourge
    2. Strategical
    3. Arcane Knowledge: 16
    4. Mana required to cast: 0. Costs 1 Essence though.
    5. No.
    6. Summons a Party of "Orcs" to your cause.
    7. Spell Book:
    8. Notes: The "Orcs" have high defense against Fire (but basically no other defenses or very low), high attack and hit points. Their morale in combat is always good and will never retreat. [No Gildar upkeep but an enchantment slot?]

    1. Spell Name: Visions of Maere
    2. Tactical
    3. Arcane Knowledge: 20
    4. Mana required to cast: 0. Costs 1 Essence though.
    5. No.
    6. Units become broken and cannot be controlled during the battle.
    7. Spell Book:
    8. Notes: The target units in the blast radius must resist a magical attack of strength equal to the Essence of the caster or have their morale broken, becoming uncontrolled.

    1. Spell Name: Tendrils from Maere
    2. Tactical
    3. Arcane Knowledge: 22
    4. Mana required to cast: 0. Costs 2 Essence though.
    5. No.
    6. Damage target channeler and gain Essence points.
    7. Spell Book:
    8. Notes: The target channeler must resist five magical attacks of strength equal to the Essence of the caster. Each failure to defend causes damage to the channeler, he loses 1 Essence point and the caster of the spell gains 1 Essence point.
    Reply #122 Top

    Edit: Sorry, I skimmed the OP the first time and didn't see the 8 needed items. My bad. Here ya go :)

    1. Spell Name : Time Travel

    2. Is it Strategic or Tactical? Strategic

    3. Arcane Knowledge required to acquire : As Much as Possible

    4. Mana required to cast : All of it!!!

    5. Does it require any shards to be controlled? : One of Each maybe? Whatever you think is best if you decide to use it.

    6. Spell Effect : Travel backwards 100 or more turns into a game's Past with End Game Sovereign Skills and Abilities Intact. Enables the player a "chance" to Win a losing Game or replay the game once Won for "fun", also a Very Rare alternate for the "Spell of Mastery". For more details please see below.

    7. What Spell Book would it be part of? Ultra Rare Book/Scroll/Item found on Map or Earned from Ultra Rare Quest. 

    8. Notes : Please read below, Thank You.


    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.

    Reply #123 Top

    My only request is that all of the spells have numbers.  

    None of this fuzzy, "Increases attack strength", numbers.  "Increases attack strength by 27.2% at level 1." etc.  Oooh, that second sentence made me creepily happy.

     

    Good luck pepes!

    -Tim

    Reply #124 Top

    Book of Magma: will only appear in Research if a person has Fire Book, Fire Shard, and 10 or more Magical techs (lv 10 in Magic tree). Can appear outside of research, cannot be used unless Sovereign has Fire Book. Can be traded.

    1. Pillar of Fire
    2. Tactical
    3. Arcane Knowledge: 18
    4. Mana Required: 10
    5. Fire Shard
    6. Deals [Intelligence] fire damage to central tile, deals (Intelligence/2) fire damage at a 1 tile radius.
    7. Spellbook: Magma
    8. Can only be cast once per battle
    1. Firestorm
    2. Tactical/(and Strategic see below)
    3. Arcane Knowledge: 16
    4. Mana 8
    5. Fire Shard
    6. Deals Intelligence/3 to all enemies in battle
    7. Spellbook: Magma
    8. Can be cast on Strategic(World) Map with a radius of 1 and base range of 4
    1. Summon Magma Beast
    2. Strategic
    3. Arcane Knowledge: 18
    4. Mana Required 8
    5. Fire Shard
    6. Summons Magma Beast (medium power level, combat speed 3)
    7. Spellbook: Magma
    8. Note: Magma Beast explodes upon death, dealing (Max HP)x2 Fire damage to a 1 tile radius. Uses Enchantment slot.
    1. Eruption
    2. Strategic
    3. Arcane Knowledge: 20
    4. Mana Required: 15
    5. Fire Shard, Earth Shard
    6. Causes targeted Volcano to erupt, causing random destruction/terraforming in a 4 tile radius, all plantlife features are destroyed, small chance to create fertile land upon damaged areas.
    7. Spellbook: Magma
    8. Note: Must be cast on a Volcano
    1. Brush Fire
    2. Strategic
    3. Arcane Knowledge: 12
    4. Mana Required: 6
    5. Fire Shard
    6. Starts a Fire in a forest or grassland tile
    7. Spellbook: Fire
    8. Note: Fire has a 30% chance to spread to adjacent forest, 5% chance to spread to adjacent grassland, 10% chance to burn itself out, 5% chance to destroy forest, 2% chance to destroy special features (per turn), Fire deals 2 fire damage to any units inside or passing through the fire (per turn)


    Reply #125 Top
    1. Trojan Calling
    2. Strategic
    3. Arcane Knowledge: 15 (? to be determined, high end spell)
    4. Mana required to cast: 15+ (high end spell)
    5. Air or Earth (whichever seems more thematically appropriate)
    6. The caster summons a tile's entire troop roster.  This army must be of the same faction as the caster, and must have not already used their own movement this turn.  (Completing the spell depletes the target army's movement points.)  Upon completion, the troops occupy the same tile as the caster.
    7. Spell Book: Book of Mastery (pending thematic appropriation)
    8. Note: This spell could be used to undermine the point of Warfare as a research goal, at least with regards to movement.  It also cheapens the concept of encumbrance penalties.  Thus, the spell should be extremely costly, hard to acquire in the first place, and perhaps limited by other applicable conditions.  Consider balancing with a failure chance that results in the loss of target troops.