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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 #176 Top


I do not think that I could add many new spells that have not been stated by the others, however I have a few ideas on the 'magic' concept as a whole.The concept of magic is fantastic, and has the idea that with enough power one can accomplish any feat.  Elementals must not place to many boundries into what magic can do.  The trend for the success of any game is almost directly related to the games diversity, originality and most importantly the extent a player can change and control every aspect of the game.  I have a couple ideas that would be great if incorporated. 

 

Increasing Spell Potency:

  • I would like to research a spell.  It will take x turns and once researched can accomplish n things.  But my kingdom is at peace and I choose to research the spell but put more effort into it.  The spell now takes x+y turns to complete but it has n+m more potential.  eg, the spell normally takes 10 mana to cast, but I researched the spell for a few more years and now I can cast the same spell with half the effort or I can make that volcano twice the size.  Conversely, I do not need to be able to create a swamp with a flick of the finger but rather just create a ditch to water garden, I can choose to lessen that fantastic swamp spell that takes forever to research and just spend a couple of turns on it, and have a puddle maker instead.
  • Why have a fixed mana cost to cast a spell? Why not have aminimum mana drain to cast, but the wizard can choose to supercharge his spells.  eg. that fire spell only effects a small area.  I have not researched more powerful spells but have mana to spare.  So I put double the mana into the cast and wham! a more powerful spell.  The penalty for supercharging is wasted energy so it would be better to just choose more powerful spell but if there are not more powerful spells the supercharge 'em.

This will cause havoc to players that like to spy (or scy - would make a great spell) out their opponents before a battle.  When he believes that his opponent only know weak spells, he may not be ready for a summoned supercharged fox terrior that now resembles a bear.

Feel the Awe of my Power:

Moral is one of the key factors in any fight.  Whether it is between animals, humans,fantasy creatures or even a dota game online.  For this reason spells should have an "Awe" factor.  If I cast a spell and my enemy just disappears with a small 'pop', then his comrade is going to get angry, however if my spell makes him explode into a gory mess, I should be certain that his comrade will think twice about attacking me, if not run away altogether.  For this, the 'awe' factor of spells should be based on how impressive they look (the graphics of the spell) and flashy spell, while having a higher awe factor (striking fear to enemies and courage to allies), have less physical effect. i.e if I cause a great rift that churns up the ground and throws rocks about, it will surely strike great fear into the hearts, but though it would cause great damage most of it is caused to the ground and not the enemy thus there a lot of wasted energy.

I think this answers what Gandulf would do in font of 100 orcs.  He may not be able to kill them all with one spell, but my goodness that first row is so decimated that the ranks crumble and they scatter.  It just sucks being Sauron; the poor wizard just stuck in his tower and not keeping his troops in better shape.  Yup.  Moral is everything and if Gandulf was invisible when he attacked the orcs?  Even if only one died, who would not run.


 

This is the reason that magic is such a fantastic thing.  There is no end to the opportunity.  One thing must be sure when the game comes out;  If my wizard can be defeated by a stampede of the enemies farm peasants then the designers have failed.  And if my Mighty Great Wizard has to kill every last villager to win a battle as in Age of Empires Rise of Rome then the designers have failed again. 

Elementals could be the best hit ever, but it could also just as easily fall way short of the high expectations.  Make the Magic as magical as possible and it is a guaranteed hit, otherwise it is just another strategy game where we build we advance and win or loose. BUT: Add in invisible men, man eating traps, dragons, meteors, changing landscapes and OMG how did that weak old fogy blow up my base with his stick, and I'm sold! 

Reply #177 Top

1. Earthquake

2. strategic

3. 15+

4. 20+

5. earthshard required (fire shard may add bonus affect or also be required)

6. cast on enemy city and randomly destroys 1 building per 10 intelligence of caster

7. Earth Spellbook

8.   Costs and requirements are estimates as it would have to be balanced properly and a cool down would be appropriate so that it couldn't be used too often.  If it is possible to code it, owning a Fire shard in addition to the Earth shard could add lava to the earthquake and increase the number of building damaged (say 1 per 7 int) or cause damage to defending units.

 

1. Meteor

2. strategic

3. 15+

4. 20+

5. Air and Fire required

6.  When cast pulls a meteor from the heavens to strike target location doing heavy damage to any units on and immediately surrounding that square (center plus 8 surrounding).  Additionally leaves a crater that is impassible for two or three turns.

7. Air Spellbook

8.  Again costs and requirements would need to be balanced.  The craters could be used to create temporary choke points.  Kind of like raise/lower land but as a temporary measure.


Reply #178 Top

The Book of Stones

  1. Sling Shot
  2. Tactical
  3. 10
  4. 1
  5. No shards
  6. Picks up a stone on the battle-field to fling at your opponent.  Instead of using physical stats it instead uses Int or Wis for damage.
  7. Book of Stones
  1. Scattershot
  2. Tactical
  3. 12
  4. 3
  5. No additional shards
  6. Like Sling Shot except it picks up multiple stones and flings them out possibly hitting multiple opponents, or multiple hits to a single opponent
  7. Book of Stones
  8. Notes
  1. Magma Wall 
  2. Strategic
  3. 30
  4. 50
  5. Requires both an earth, and fire shard
  6. Summons up the magma of the earth to build a wall around your city offering additional protection, and causing damage to enemy units too close to the wall.
  7. Book of Stones
  8. Notes
  1. Asteroid
  2. Strategic
  3. 60??
  4. 100??
  5. Requires both an Air and Earth Shard 
  6. Rips the earth right out of the sky!!  Brings forth an asteroid that decimates cities causing massive damage as well as lowering the land mass around the crash sight by two levels.  If cast into the water causes Tsunamis around nearby land masses, which also cause major damage
  7. Book of Stones
  8. Notes

Just trying to think of some additional synergies with Earth and other combinations

Earth/Fire---Magma

Earth/Water---Mud,

Earth/life---Metal or minerals of some kind?

Earth/Death---Acid??

Reply #179 Top
  1. Summon Karma Chameleon
  2. Strategic
  3. 25 Arcane Knowledge
  4. 20 Mana
  5. Shards not required
  6. Summons a Karma Chameleon.
  7. Book of Summoning
  8. A player may only have one Karma Chameleon out at a time. Karma Chameleon's abilities vary depending on the player's ideology and shards controlled. It has mana but may only learn the spells listed below.

Default Ability: Teleport

Kingdoms: Heal unit (1 tile range)

Empires: Ranged (1 tile) damage spell

Fire Shard: Bonus to Attack

Earth Shard: Bonus to Defense

Air Shard: Bonus to Attack Speed

Water Shard: Bonus to available Mana.

9. Flavor text: You come and go

 

Edit: And I'm sorry if someone already suggested something similar, I'm at work and can't read through all the posts.

Reply #180 Top
  1. Douse
  2. Tactical and Strategic
  3. Arcane Knowledge: 15
  4. mana: 5
  5. None
  6. Puts out a Fire, heals the "burning" status effect.
  7. Spellbook: Ice
  8. Note: On strategic map, range of 3 and 1 target tile. On tactical battlemap, infinite range and radius of 1.
  1. Rainstorm
  2. Tactical
  3. Arcane Knowledge 18
  4. Mana: 5
  5. 1 Ice Shard
  6. Puts out Fires, heals "burning" status effect, +50% fire resistance and -1 combat speed on all affected units for 5 combat turns.
  7. Spellbook: Ice
  8. Note: Entire Battle-map is affected.
  1. Monsoon
  2. Strategic
  3. Arcane Knowledge 18
  4. Mana: 10
  5. 1 Ice Shard
  6. Creates a 3-radius "Monsoon Cloud": Puts out Fires, heals "burning" status effect, +50% fire resistance and -50% movement on all affected units.
  7. Spellbook: Ice
  8. Note: range of 6 and radius of 3. Any tactical battles inside a monsoon are affected by constant "Monsoon Effects" spell.
  1. Monsoon effects
  2. Tactical
  3. -
  4. -
  5. -
  6. Puts out Fires, heals "burning" status effect, +50% fire resistance and -50% combat speed on all affected units.
  7. Spellbook: Ice
  8. Note: Entire Battle-map is affected, lasts entire battle unless canceled by dispel or "Troposphere Gusts." Created automatically be the Monsoon.
  1. Blizzard
  2. Strategic
  3. Arcane Knowledge: 20
  4. Mana: 20
  5. 1 Ice Shard
  6. Blizzard Cloud forms over a 3-radius area. Land becomes Tundra and Units on affected tiles suffer Int/3 Ice damage each turn. Movement reduced by 1.
  7. Spellbook: Ice
  8. Note: Requires an enchantment slot, base range of 5. Any tactical battles inside a Blizzard have a constant effect Snowstorm during battle.
  1. Snowstorm
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 10
  5. 1 Ice Shard
  6. A fierce snow storm ravages the battle. All units suffer Int/4 Ice damage per turn, as well as -50% combat speed, all terrain (on battle map) is transformed to tundra. Lasts 5 combat turns.
  7. Spellbook: Ice
  8. Note: The terrain remains tundra for duration of the battle unless otherwise transformed.
  1. Ice Armor
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 5
  5. 1 Ice Shard
  6. All friendly troops are protected from Ice, additional +1 defense from physical attacks
  7. Spellbook: Ice
  8. Note: Lasts for the duration of the battle
  1. Troposphere Gusts
  2. Tactical
  3. Arcane Knowledge: 18
  4. Mana: 5
  5. 1 Air Shard
  6. Dispels any current storm and/or storm effects in battle
  7. Spellbook: Air
  8. Note: All air tactical spells cost 50% less mana for the next 3 combat turns.
  1. Troposphere Hurricane
  2. Strategic
  3. Arcane Knowledge: 20
  4. Mana: 15
  5. 1 Air Shard
  6. Dispels an enemy storm enchantment, creates a 2x2 "storm free" area for 5 strategic turns.
  7. Spellbook: Air
  8. Note: Any tactical battles in a "storm free" area may not have spells cast with the word "storm" in them.
Reply #181 Top

I don't want to sound ignorant or anything. But this going to drag on and on for days and most of the things that people say or make up 95% already exist in most well known RGP and technical battle games that have been created in the last 20+ years. like fireball and lightening attack spells or raise the undead spells. I would really like to hear some interesting new spells that would make Elemental game to be set apart from other games that has similar playing styles. not some renamed genetic spells. wouldn't it be better to get the pool of common spells from other games, like Dominion 3, D&D, age of wonder, and ect..., and integrate it to Elemental. since those common spells are what people going to ask in the end, except those 5% like me. and can't we use this time to get unique spells to stand apart from the trends that been created in the last 20+ years?

 

spells that are unique for Elemental are the spells that I wanted in my wish list.

ps, wouldn't the name of the spell and the description of the spell be enough? since in the end there going to be heavy modifying of the spells to set the balance right.

Reply #182 Top

Quoting ten9, reply 164



Quoting Kryst07689,
reply 136
One thing that made Master of Magic so good is that the spell books were so different from one another.  Chaos kicked butt in battle, but life had the best army buffs.  Earth was a defensive juggernaught, but sorcery could mess with other peoples magic.  So far the spell book for Elemental is basically the same exact spell over and over.  Electrical damage, Fire damage, earth (blunt) damage.  Same spell (dam = int/3), only different names.  There is nothing wrong with just copying the Master of Magic spell book, infact I think many of us would cheer.  Please! make the spell spheres differ from one another otherwise who cares if you pick fire or earth or whatever.



Everybody,

Please read Kryst's suggestion above. We really need to have very distinct spell books to make the various realms matter. Brad, please consider that.

 

Yes, and please, not just spells that are distinct and different, but also strategic reasons to "use" all the different spells at different times.  I hoping (as I've written before) that the game will not turn into a spam-fest of Fireball; Fireball; Fireball ftw every battle.

Reply #183 Top
  1. Tunneling (or Burrow)
  2. Strategic
  3. Arcane Knowledge: 20
  4. Mana: 10
  5. 1 Earth Shard
  6. Caster + Army burrows underneath the earth, becoming invisible. Overland earth attacks deal +50% damage to burrowed units. Movement of army is Intelligence/2 due to "magical burrowing." Line of Sight is Wisdom/3 of caster. (can see w/ vibrations)
  7. Spellbook: Earth
  8. Note: Can surface anywhere, including a rival city. If you surface inside a rival city, you will start the Tactical battle inside their walls and in their homes (or streets). Can travel underneath Mountain and Ocean tiles.
Reply #184 Top

1. Smite

2. Tactical

3. Arcane Knowledge: 10

4. Mana: 15

5. 1 Air Shard

6. Targets an enemy champion rolling against Intelligence. If the attack lands, the targeted Champion is reduced to 3 HP and is forced to flee the battle. All negative effects on the targeted Champion are dispelled regardless if the target hits or misses (this is to prevent abuse with Poison and also to just give it a little bit of a disadvantage in case it misses to make it more interesting). 

Reply #185 Top

1. Night

2.Strategic

3. ?

4. 50 (10/turn for a max of 5 turns)

5. perhaps an ice shard - a dark/ruin/chaos shard if one exists

6. Covers a ring of 12 tiles in diameter in Night for 3 turns - in night tiles other players units are not visible unless they are in an adjacent tile to your own, also, production of any buildings under the night is diminished (by how much is up to to the devs) 7. Book of Ruin

8. If the 10 upkeep for some reason cannot be paid at the beginning of the turn, then the spell ends. Can be dispelled if a sufficiently powerful fire spell is cast within the night area.

Reply #186 Top

I'd just like to give Everyone a "A" for Effort :) .

I would like to suggest though that we should be trying to come up with more Spells that Change The Game. Damage spells are a Dime a Dozen. In Game the only REAL difference in damage type spells is that one may come from one school of magic while one comes from another school of magic. The Only Real Difference is in the Animations and Cosmetics.

Lets see Less +10, -10, Damage Damage damage...

and More...

Spells That Change Game-Play :)

Reply #187 Top

I've seen very few straight damage spells suggested really. Most have a unique twist or flavorful feel to it, which is just as important than a novel game mechanic.

Reply #188 Top

Quoting Raven, reply 186
I'd just like to give Everyone a "A" for Effort .

I would like to suggest though that we should be trying to come up with more Spells that Change The Game. Damage spells are a Dime a Dozen. In Game the only REAL difference in damage type spells is that one may come from one school of magic while one comes from another school of magic. The Only Real Difference is in the Animations and Cosmetics.

Lets see Less +10, -10, Damage Damage damage...

and More...

Spells That Change Game-Play

Good Idea

Some World-Altering Bullshit Spells

1. Time Tweak

2. Strategic

3. Arcane Knowledge: 20

4. Mana: 20

5. 3 Life/Death Shards.

6. Subtly alters the past so that things are just a bit different. The central result is that, basically, at random, your position can be a little better or a little worse. Ownership of cities change or disappear, or entirely new ones appear. Your children might be replaced with altered versions of themselves. Male children could become female. A child that had previously defected could now be loyal to you now. There could be a chance of something really weird happening, like your entire civilization turning into Trogs.

7. Book of Time(?)

8. Hard to program, but may result in a lot of fun.

 

1. Lost Lands

2. Strategic

3. Arcane Knowledge: 20

4. Mana 20. Consumes 5 essence.

5. 3 Life/Death Shards.

6. A large island arises from the sea, filled with strange beasts. The land will pre-imbued with either death magic or life magic, depending on what book you know. There is a chance that said beasts will be aggressive and invade the rest of the world.

7. A life and death version.

 

1. Titan's Eyes

2. Strategic

3. Arcane Knowledge: 20

4. Mana 20. Consumes 5 essence.

5. 4 Life/Death Shards.

6. Opens a rift for the titans to see through... and they're displeased that their creations are not fighting each other hard enough. A nation which isn't at a state of war with another nation will be inflicted with plagues. Only with a total free-for-all will they be pleased.

7. One of the more awesome ones.

8. Useless in a two player game. Can be dispelled.

 

1. Putrefied Kingdoms

2. Strategic

3. Arcane Knowledge: 20

4. Mana 20. Consumes 10 essence.

5. 4 Life/Death Shards.

6. This powerful spell resurrects the old kingdoms of Man. From the ground randomly pop out necropoli buildings, each housing armies and their kings. It would be really cool if they weren't immediately hostile, but you could negotiate with them. You could either conquer them, make a deal with them, or dominate them with magic.

7. A kick-ass spell book.

8. Cannot be dispelled.

 

1. Blood of Brothers

2. Strategic

3. Arcane Knowledge: 20

4. Mana 20. Consumes 10 essence.

5. 2 Life/Death Shards.

6. Violence between sentient beings now on will be harder to commit. All attack values in these cases in these cases will be halved, and morale takes into account the number of enemies slain. This could mean one side complete wipes the floor with the other and runs away. This does not effect undead, constructions, and other non-sentients, and doesn't effect attacks made against non-sentients by sentients. Also, irredeemably evil beings like demons are unaffected.

7. Book of Life, but would actually be conceivably useful in an undead/construct build.

8. Can be dispelled.

 

I'm sure there are a ton more.

Reply #189 Top

A few more not so game shattering spells :P

  1. Spell Name:Voiced Opposition
  2. Tactical or Strategic
  3. Arcane Knowledge: 15
  4. Mana required to cast: 8
  5. no shard
  6. Effect: Target caster can not cast spells for X turns; X equal to the number of spells already cast on your side during the battle (or during your turn, if made into a Strategic spell)
  7. Spell Book: Arcane (doesn't feel right in any of the others)
  1. Spell Name: Shard Recharge
  2. Strategic
  3. Arcane Knowledge: 25
  4. Mana required to cast: 0 (has a drawback)
  5. no shards (but having them will be useful; read below)
  6. Effect: Caster regains X mana equal to (Int/3)*(number of shards controlled)
  7. Spell Book: Mastery
  8. Note: Drawback = Caster can not cast spells for 1 +X turns; X = (amount of mana regained/Int)...or some other drawback
Reply #190 Top

Excellent Will and Outlaw. Well done both.

Reply #191 Top
  1. Rightful Place
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 10
  5. None
  6. Dispells affected summons from the battle/ world/ material plane
  7. Spellbook: Law
  8. Note: Caster's Intelligence rolled against Summons' Wisdom scores. Targets all summons in battle.
  1. Hold the Line
  2. Tactical
  3. Arcane Knowledge: 18
  4. Mana:6
  5. None
  6. Kills random friendly Paniced unit, remaining Panicking units morale restored to fair
  7. Spellbook: Law
  8. Note: "If you will not serve me in combat, you will serve on the executioner's block."
  1. Confusion
  2. Tactical
  3. Arcane Knowledge: 16
  4. Mana: 5
  5. None
  6. Affected target acts wildly and randomly. May attack itself(20%), may attack ally(30%), may attack enemy(20%), may just stand there or move randomly (20%), may even be controllable for a turn(10%).
  7. Spellbook: Curses
  8. Note: Caster's Intelligence vs Target's Wisdom. Single Target.
  1. Sleep
  2. Tactical
  3. Arcane Knowledge: 16
  4. mana: 6
  5. none
  6. Unit falls asleep for [3 - (Wisdom/2)] turns
  7. Spellbook: Curses
  8. Note: Caster Intelligence vs Target Wisdom
  1. Nightmare Terror
  2. Tactical
  3. Arcane Knowledge: 18
  4. mana: 10
  5. none
  6. All units (friendly and foe) are attacked by a fierce nightmare. Morale reduced to 0 if unit is affected.
  7. Spellbook: Curses
  8. Note: Caster Intelligence vs Target Wisdom
  1. Nightmare Horror
  2. Tactical
  3. Arcane Knowledge: 23
  4. mana: 15
  5. none
  6. All enemies are attacked by a fierce nightmare. Morale reduced to 0 if unit is affected.
  7. Spellbook: Curses
  8. Note: Caster Intelligence vs Target Wisdom
  1. Suggestion
  2. Tactical
  3. Arcane Knowledge: 18
  4. Mana: 5
  5. none
  6. Control unit for 2 - Charisma/2 turns
  7. Spellbook: Curses
  8. Note: Caster Charisma vs Target Charisma
  1. Dominate Soul
  2. Strategic
  3. Arcane Knowledge: 18
  4. Mana: 10
  5. none
  6. When target champion is killed, counts as one of YOUR dead champions
  7. Spellbook: Curses
  8. Note: Caster Intelligence vs Target Wisdom
  1. Domination
  2. Strategic
  3. Arcane Knowledge: 22
  4. Mana: 11
  5. none
  6. Gains control of the Unit
  7. Spellbook: Curses? Mastery? Manipulation?
  8. Caster (Wisdom + Charisma) vs Target (Wisdom + Charisma)
Reply #192 Top
  1. Loki's Burden
  2. Strategic
  3. Arcane Knolwedge: 22
  4. Mana: 20
  5. None
  6. All spells from any caster, for the next 10 turns, cost double mana.
  7. Spellbook: Chaos
  8. Note: Goes into effect as soon as it is cast, counts as turn 1. On the caster's 11th turn the spell wears off.
  1. Prismatic Atmosphere
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana:10
  5. 1 Air Shard
  6. All magical damage that "would" be applied is randomly halved or doubled, and is applied to a random target other than the caster.
  7. Spellbook: Chaos
  8. Note: Magic enters one direction, and is scattered randomly. Lasts for duration of the battle.
  1. RAEG!! of Warrior
  2. Tactical
  3. Arcane Knowledge: 18
  4. Mana: 12
  5. none
  6. All friendly unit's attack values transform to equal the caster's intelligence.
  7. Spellbook: Rage
  8. Note: DO YOU SEE MY RAEG???!? Lasts for duration of the battle.
  1. RAEG! of the General
  2. Tactical
  3. Arcane Knowledge: 23
  4. mana:10
  5. none
  6. For every friendly unit that is killed by the enemy, the caster's strength doubles.
  7. Spellbook: Rage
  8. Note: I will AVENGE!! my comrades. Lasts for duration of the battle.
  1. Bezerk Blitz
  2. Tactical
  3. Arcane Knowledge:20
  4. Mana: 10
  5. none
  6. All Friendly units attack score is randomly halved or doubled (50/50 chance). All friendlies' combat speed is doubled.
  7. Spellbook: Rage
  8. Note: RED UNZ GOES FAZTA!!!
  1. Angry Juggernaught
  2. Tactical
  3. Arcane Knowledge:20
  4. Mana:15
  5. none
  6. Friendly Target. every time Unit's HP is lowered, remaining HP is doubled and Attack +2. it stacks.
  7. Spellbook: Rage
  8. Note: You won't like me when im Angry.
  1. Hydra Soul
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 5
  5. none
  6. Friendly Target. If Unit is killed, 2 full strength copies are created for duration of battle.
  7. Spellbook: Chaos
  8. Note: Caster Intelligence rolled vs Unit's current combat rating.
  1. Over Exertion
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 8
  5. none
  6. All friendly units HP halved, attack doubled, combat speed doubled
  7. Spellbook: Rage
  8. Note: Fight HARDER you DOGS!!!!!
  1. Angry MURDER
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 3
  5. none
  6. Kills a friendly unit, all caster's stats are doubled for duration of battle
  7. Spellbook: Rage
  8. Note: I shiv you!! Must be adjacent to target.
  1. Angry BLOOD
  2. Tactical
  3. Arcane Knowledge: 18
  4. Mana: 5
  5. none
  6. Caster's HP is halved, Caster's Mana is fully restored
  7. Spellbook: Rage
  8. Note: RAAAAAAAGH!!!!
  1. Angry REVENGE
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 23
  5. none
  6. All units' HP is reduced to 1. Can not heal for rest of battle and an additional 5 strategic turns.
  7. Spellbook: Rage
  8. Note: I will have the last laugh.
  1. Anger's Punishment
  2. Strategic
  3. Arcane Knowledge: 15
  4. Mana: 15
  5. none
  6. Self Enchantment. When an enemy caster is killed by affected caster "bob", bob's HP is filled to maximum and his Mana is reduced to 0. Ignores any healing restriction.
  7. Spellbook: Rage
  8. Note: Uses an Enchantment slot.
  1. Angry Butcher
  2. Strategic
  3. Arcane Knowledge: 20
  4. Mana: 20
  5. none
  6. During a battle, each successful attack increases attack by 1, and each kill increases attack additively by 50%.
  7. Spellbook: Rage
  8. Note: uses an enchantment slot, can be cast upon any friendly unit.
Reply #193 Top
  1. Exterminate NAOUGH!!!
  2. Tactical
  3. Arcane Knowledge: 15
  4. Mana: 15
  5. none
  6. All friendly units are killed other than the caster, combined HP of all friendly units becomes the amount of (non elemental) magical damage inflicted upon enemy target of your choice.
  7. Spellbook: Rage
  8. Note: When u can't beat them, just sacrifice moar.
  1. Boiling Blood
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 24
  5. none
  6. All units other than caster have a 50% chance of immediately dying. All others increase attack by 50%.
  7. Spellbook: Rage
  8. Note: Some rare creatures may be immune to this spell-type (status effect).
Reply #194 Top

It seems to me that calling how much mana a spell requires is moot at this stage because we know not how verything will work out. However, I think we need much more subtle stuff than nuking spells and spells that work in combat.

We need spells with an upkeep that are effective as long as the caster maintains the spell. The spell remains effective as long as you keep paying the upkeep. You can then for example enhance diplomatic relations with others, or enhance the rate with which land is turned into fertile land, or affect the crop yields and such. Everything that is not combat related should be able to get subtle and less subtle boosts by the ways of spells too.

Not too dump on anyone, but it seems to me that these endless lists of combat spells is something that Elemental does not need. It needs subtlety too.

Reply #195 Top

This possibly breaks the rule "Something the AI could use", but hey:

Spell:  Glimpse Future.

Tactical.

Description:  Cast after you've committed to a battle, but before the battle actually begins.  Shows what the actual result of the battle will be if you elect to simulate.  You're then given the choice of whether to proceed with the simulation or control the tactical battle yourself.  I think it would be useful because I generally don't trust a simulated battle to give me acceptable losses.

You could possibly get the AI to use it to take 2 shots at a simulated battle if it didn't like the 1st outcome - pretend that the 1st simulation is the "simulated battle", the AI then decides if it got an unlucky result, - if it thinks it got a bad bounce, it would simualte the battle again, representing the AI player manually taking control of the battle.

I can't think of how the AI could use it if the player elected to manually control the battle - obviously you don't want to force them to play the battle twice.

There's probably also issues if both sides try to use it on the same battle - maybe have them cancel each other out.  "The time currents are scrambled by another time warping spell in the vicinity and you are unable to discern any useful information."

Mana cost/knowledge requirement:  Relatively low

Reply #196 Top

Quoting Shurdus, reply 194
You can then for example enhance diplomatic relations with others

Ooh.  Ooh.  Diplomacy - I will trade 100 gold, for you casting "Fertility" on my population for 6 turns.  I like.

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Reply #197 Top

Spell:  Zero Visibility.

Strategic

Effect:  Cast on an enemy stack, it simulates the army getting stuck in thick fog or a sandstorm or blizzard or whatever.  The result is that the units within the stack may become separated and be moved to different game tiles, allowing you to attack them individually.

The way I envisage it working is you cast the spell on an enemy army.  Then, if they move the following turn, each unit within the army must make a roll to determine whether it finishes its move on the specified square, or an adjacent square (probably just randomly choose a single adjacent square for all of the "lost" units rather than fragmenting to a multitude of squares).  Units get a bonus to finishing in the right spot for high intelligence (champions), or advanced training (regular units).  You'd probably also have a counter-spell, or be able to negate it by just not moving next turn (possibly have an effect on tactical combat if they don't move and you enter battle on that square that turn...Tactical fog of war affecting both sides?)

Spell cost/knowledge requirement: Medium-high.

Reply #198 Top

Quoting Astarach, reply 196



Quoting Shurdus,
reply 194
You can then for example enhance diplomatic relations with others



Ooh.  Ooh.  Diplomacy - I will trade 100 gold, for you casting "Fertility" on my population for 6 turns.  I like.
Even better. Have some karma for enhancing my idea. :)

Reply #199 Top

1 Dark Opportunism
2 Tactical
3 Arcane Knowledge Medium
4 Mana High
5 Death Shard
6 The caster gains 1HP for each unit of his OWN side that dies
7 Book of Wraith Magic

1 Cruel Torture
2 Tactical
3 Arcane Knowledge Low
4 Mana Low
5 None
6 The target loses Int/10 the next turn, Int/6 after that and finally Int/4
7 Book of Wraith Magic
8 Can be dispelled

1 Your Suffering Is Not Over Yet
2 Tactical
3 Arcane Knowledge Medium
4 Mana Low to Medium
5 None
6 If the target is Undead is it "healed" for Int/3, if the target isn't Undead suffers it Int/9 damage for 3 turns
7 Book of Wraith Magic
8 The damage over time component can be dispelled

1 Dark Dinner Time
2 Tactical
3 Arcane Knowledge High
4 Mana High
5 None
6 One of your own units loses Int/3 health each turn until death, this is given to a unit of your choice. May not be given to units with essence.
7 Book of Wraith Magic
8 Can be dispelled by both your enemies and you.

1 Dark Party
2 Strategic
3 Arcane Knowledge Very High
4 Mana Very High
5 Death Shard
6 The target wraith city consumes only 50% food but loses 2% population each turn.
7 Book of Wraith Magic
8 Uses enchantment slot

1 Place of nightmares
2 Strategic
3 Arcane Knowledge Very Low
4 Mana Very Low
5 none
6 A tile is turned in a place of nightmares, if a battle takes place in that place suffer all non undead units a -1 morale penalty.
7 Book of Wraith Magic
8 Uses enchantment slot

I'm not sure if this is possible but I suggest a new spellbook for these spells, I think that it would be very cool if the Wraiths had their own spell book. It would also let wraiths feel like wraiths. Maybe could even non wraith fallen have some way of learning this magic, like from adventuring.

 

Reply #200 Top

1 Absolute Chaos
2 Strategic
3 Arcane Knowledge High
4 Mana High
5 Chaos Shard maybe?
6 The caster releases the spell and throughout the world summons aggressive monsters everywhere that attack everyone including the sovereign caster, enemy sovereigns, wandering hero's, and cities.
7 Book of Chaos (or something like that)

Would be a late game spell, and would be tricky to use because everyone is affected. On the other hand the caster can be prepared for such an event. Late Game spell for sure, powerful monsters, hmm...

Then again, maybe creating hundreds of monsters everywhere could crash machines, maybe it could be like a time spell where every turn (or few turns) monsters are spawned in a location of the map, randomly generated or not. and this goes on for a long time.