Anyone want more spells?

Hey all,

I've noticed that we've had a lot of new faces on the boards, and I've (understandably) seen some grumbling about the spell system in the game as it stands now. I have a large-ish repository of new spells in a personal mod and was thinking of (re)releasing them. I have a couple questions, though. Since they haven't been reworked with the new modifiers added in the beta releases, it would be a little bit of work on my part to update them all, so I'm not going to do it unless there's an actual interest in the community. So:

1) How many people would be interested in something like this?
2) How well do you all like the four element system of the current game? The way I have it now, all of the shards are "uncolored" so that I could add in a few more elements. Would you prefer spells integrated with the current system, or the extended system itself?
3) I'd also be willing (with the authors' permission) to integrate the other spell mods floating around with this one. There's no reason to pick one to the exclusion of the others, imo.

Spell List:

Note 1: The spells are arranged roughly by the custom elements I have them in now, but if a majority prefers them integrated into the current system, these could change.
Note 2: Some spells are modified versions of spells currently in-game. I've changed the name, level, requirements, calculations, and cost of most, however. Broadly speaking, they cost a little more, have slightly increased intelligence or charisma requirements, and are more powerful for casters with high intel/charisma.

-(1)Mana Burn- target unit takes [6 + (Int/12) + (Cha/12)]
-(1)Vigor- target unit gets +1 combat speed
-(2)Invest Power- target champion can channel spells
-(2)Invest Weapon- target unit gets +5 to attack
-(3)Greater Vigor- army gets +1 combat speed
-(4)Spell Immunity
-(1)Wind Sense- fog of war revealed for a 8 radius around the caster
-(1)Becalm- Stills the air around a ship in your territory for two seasons.
-(2)Deny Breath- Removes the air from the target's lungs, damaging them for (Int/10) damage per turn for 10 rounds.
-(2)Gale- A strong headwind blows upon the target army, reducing their movement by 2 for 4 seasons.
-(3)Windstorm- A stiff upward wind swirls and eddies the dust on the battlefield, reducing the accuracy of enemies by 40%
-(3)Storm- Lightning strikes a random enemy unit, dealing [2 + (Int/2)] damage.
-(4)Tornado- randomly disperses an army across several tiles
-(4)Greater Wind Sense- FoW revealed for 16 tiles around the caster
-(5)Sirocco- A hot wind from the south blows upon your enemies, damaging them for [2+(Int/12)] for 6 rounds

-(1)Bloom of Life- The farmlands of the enchanted city grow verdant and forgiving, providing increased yields of 3 food.
-(1)Raise Land- water into land and land into hill
-(1)Lower Land- mountain into hill, hill into land
-(2)Revive Land- tile becomes grassland
-(2)Desecrate Land- tile becomes forsaken
-(2)Shifting Terrain- Causes the terrain to shift constantly, disorienting enemies travelling through your territory for two seasons.
-(3)Flintskin-Target unit's defense raised by (Int/4).
-(3)Strength of Stone- Target unit's strength raised by (Int/4).
-(3)Clay to Gold- Convert 20 materials into 80 gildar.
-(3)Heat Armor- target takes damage equal to their defense for 4 rounds.
-(4)Destroy Land- lower land to water
-(4)Create Mountain- raise land into a mountain
-(5)Earthquake- destroys random improvements and resets the training and build queues of nearby cities

-(1)Burning Hands- Flames erupt from your hands, damaging target unit for [10 + (Int/2)].
-(1)Flare- A fiery dart strikes any distant target enemy for [4+(Int/3)] damage.
-(2)Fire Ball- A fireball is conjured and target group takes (Int/4) damage <s>
-(3)Fever Delirium- target units defense is moved to attack for battle
-(4)Fire Storm- Area with radius 1 takes [4 + (Int/2)] damage <s>
-(3)Inferno- Target tile is on fire for 10 turns, walking through tile causes 20 damage to each unit.
-(4)Pillar of Flame- This raging column of flame damages an enemy army [4 + (Int/2)]
-(5)Volcano
-(1)Erosion- erode Cliffside into beach
-(1)Chill Blood- 25% chance per turn to lose next turn
-(2)Cleansing Waters- target healed by 2hp per turn.
-(2)Nurturing Rains- settlement gets +2 food <m:2>
-(2)Raise Swells- target ship in your territory loses moves for a turn and takes 3 damage
-(2)Greater Erosion- lower land to water
-(3)Part Waters- creates a beach from water tiles
-(3)Blizzard- [4+(Int/3)] damage to units in a 2 tile radius
-(3)Bloodrime-Target enemy unit has a 75% chance to freeze and takes (Int/10) for 6 turns
-(4)Treacherous Mud- Target army in ZoC reduced to 1 move for 3 seasons
-(5)Monsoon Rains- enemy combat speed is halved for 6 turns
-(5)Tsunami- All units within one square of target beach are swept out to sea and drowned.

-(1)Bend Light- target unit gets +15% to dodge
-(1)Summon Imp
-(2)Blinding Light- target unit gets -50% to accuracy for 6 rounds
-(3)Cloak of Shadows- target gets +50% to dodge rating
-(3)Shroud of Twilight- All units escape the battlefield
-(3)Infernal Binding- summons a greater demon
-(4)Dance of Shadows- target unit does not provoke counterattacks
-(4)Blotted Sun- Target army is immobilized for a season
-(3)Extraplanar Labor- reduces the build time in the target city by 25%
-(4)Radiant Visage- all enemy units get -50% to accuracy
-(5)Searing Light- All units within 2 tiles of caster take (Cha/2) damage.

-(2)Slow Mend- Heals 2hp per turn.
-(2)Wither- Reduces attack of target by 5% per turn for 15 turns.
-(3)Let Blood- Take 30% damage to gain mana
-(3)Blood Wound- Causes massive damage to a single enemy
-(3)Fervent Research- bonus to arcane research per turn
-(4)Mend Flesh- Heals target unit by [2+(Int/2)].
-(4)Blood Theft- Sacrifice friendly unit to gain mana 
-(5)Contagion- all enemies take damage per turn
-(5)Greater Blood Wound- target takes caster's Int in damage
-(6)Mass Sacrifice- target city you control loses 100 citizens and provides 50 mana (or .5 mana per citizen)

-(1)Blink- teleport unit to an empty tile in tactical combat

-(1)Hex- target gets 20% penalty to accuracy for 20 rounds
-(2)Deny Sleep- Increases movement by 50% for 2 seasons
-(2)Visage of Awe- Caster's charisma is increased by 50%
-(2)Descent unto Madness- target unit receives (Cha/10) damage to Int and Cha for 20 rounds.
-(3)Whispers of the Dead- increases tech research
-(3)Torment- Movement reduced to 1, takes constant damage
-(3)Death Ward- imbued hero will be saved if they fall in battle
-(4)Dominate- (2*Cha) Chance to dominate take control of the target unit.

-(4)Inspiration- automatically completes training the unit in target settlements queue
-(4)Ritual of Calling- all the players units that aren’t in cities are teleported to the selected tile
-(5)Waking Nightmares:- All enemies on the battlefield find their minds flooded with nightmare images, reducing their movement to 1 and dealing (Cha/12) damage per turn.
-(5)Spirit Walk- teleport to any tile in your territory.
-(5)Patron Guardian- Summons a guardian unit bound to a city

7,145 views 13 replies
Reply #1 Top

I'm always up for new spells. I prefer just incorporating them into the existing shards. In my opinion one of the few mistakes they have made while updating this game is that they removed intelligence scaling up spell damage. It's would be good to get that back.

Reply #2 Top

I want spells like in Dominions 3

Eternal Darkness - the whole world is covered in total darknes,, everyone is penalized for attack and defense except blind creatures and those with other means of seeing

Fire arrows - All missiles are ignited, adding AP fire damage on impact

Astral duel - casters' minds clash in an invisible duel, the loser becomes insane

Horror mark - the target has increased chance of being attacked by terrifying beings from other dimensions

Second sun - a devil in the form of 3-legged sun is summoned, scorching whole provinces and striking terror into the hearts of people

 

I also miss artifacts like huge boots that allow you to trample enemies, or swords that cause their targets to wither and die from old age within seconds.

 

That's what I call high magic, awe-inspiring, terrible and mysterious.

 

Not spells that give +1 to this and that.

Reply #3 Top

Yeah, I do too, KCZ. Unfortunately, there's only so much that can be done with the code that's hooked up, though. I don't know, look at it as a Band-Aid? I'll take that as a "no" for interest?

Reply #4 Top

I'm sure that the people doing Murteas Grimoire would appreciate any new spells you can add.

Reply #5 Top

light, any thing that would cause an ACTUAL use of the spell research to be needed is going to help

harpo

 

Reply #6 Top

Quoting Dsraider, reply 4
I'm sure that the people doing Murteas Grimoire would appreciate any new spells you can add.

Well, there are about three times as many new spell effects and particle effects as there are in MG, as well as newly hooked-up code. Although I do appreciate what they are trying to do, why would I want to merge a relatively large spell mod into their relatively small (but apparently good) mod?

Harpo! Multi-elemental system, or a merge into the existing spell system?

Edit: Like I said in the original post, the last thing I want to get into here is a pissing contest. If the authors OK it, I will make one big, master spell mod which incorporates all the major spell mods. But, it's obviously up to them.

Reply #7 Top

light, what ever works best, and also works with elementerra 2 maps.

harpo

 

Reply #8 Top

One thing I never understood is why Kingdoms have access to desecrate land... shouldn't that be a death magic spell? I mean the other side of the spell breathes life into the land and that's life magic.

Reply #9 Top

Quoting LightofAbraxas, reply 6

Quoting Dsraider, reply 4I'm sure that the people doing Murteas Grimoire would appreciate any new spells you can add.
Well, there are about three times as many new spell effects and particle effects as there are in MG, as well as newly hooked-up code. Although I do appreciate what they are trying to do, why would I want to merge a relatively large spell mod into their relatively small (but apparently good) mod?

Harpo! Multi-elemental system, or a merge into the existing spell system?

Edit: Like I said in the original post, the last thing I want to get into here is a pissing contest. If the authors OK it, I will make one big, master spell mod which incorporates all the major spell mods. But, it's obviously up to them.

I would love to see what you have come up with when it comes to particle effects. I've made some fx for MG and it would be fun to see someone elses work.

Reply #10 Top

More spells is always a good thing.

Reply #11 Top

Magog- I'm not exactly sure how I would do this? Is there some sort of application that allows video capture of gameplay? I'd be happy to put some up. I had previously offered any and all for inclusion with MG, but hadn't heard anything back.

Reply #13 Top

Quoting LightofAbraxas, reply 11
Magog- I'm not exactly sure how I would do this? Is there some sort of application that allows video capture of gameplay? I'd be happy to put some up. I had previously offered any and all for inclusion with MG, but hadn't heard anything back.

I use an application called CamStudio to capture gameplay and then Power Director to edit and upload to Youtube. But the easiest way would perhaps be to just use Fraps and upload the result directly to Youtube.

The work is kind of frozen on the MG mod right now, the ones in charge are occupied with other things. It also takes time to balance and test all spells and create proper icon graphics etc, so that's probably why they haven't been keen on making more additions to the mod at the moment.