[FE - Earth Spell Comments]

Suggestions for improving the FE Earth Magic Spell List. This includes 9 new tactical spells, 3 new city enchantment spells, and 1 new strategic spell.

Level 1 - Apprentice

  • Nature's Cloak (Strategic Enhancement) - target unit receives +5 defense vs fire, lighting (air) and cold (water) damage.
  • Raise Land (Strategic)
  • Lower Land (Strategic)

I suggest making the raise land and lower land spells level 3 spells while adding two tactical spells to Level 1. Why? An apprentic magic user's spells should be more tactical and less strategic. I.e an apprentice should not be able to flatten or raise large areas of land.

Level 1 (Revised) (4 spells)

  • Nature's Cloak (Strategic Enhancement)
  • Earth to Mud (Tactical) - Changes a 3x3 tile to mud, reducing movement by 50%
  • NEW: Raise Rock (Tactical) - Unoccupied tile becomes impassible as a boulder emerges from the ground
  • NEW: Throw Rocks (Tactical) - Target unit takes 2 physical damage +2 per earth share, Throw Rocks has a range of 3.

Level 2 - Disciple

  • Tremor (strategic) - Target army in your territory is immobilized
  • Stoneskin (strategic enhancement) - Target unit receives +3 to physical defense

I suggest adding tactical earth spells to the Earth Level 2 spell list.

Level 2 (Revised) (4 spells)

  • Tremor
  • Stoneskin
  • NEW: Rock Wall (Tactical) - This spell creates a wall of impassible wall of rocks tiles long (north to south) that can be placed on any unoccupied string of titles.
  • NEW: Raise Platform (Tactical) - Raise a tile beneath a friendly unit for 1 turn per caster level. The unit atop this tile cannot be attacked by melee weapons nor can it move off the tile. It can be attacked by ranged attack

 Level 3 - Mage

  • Create Mountain (strategic)
  • Shockwave (tactical)

I moved Raise Land and Lower Land from Level 1 to Level 3 while making Create Mountain a Level 4 spell and added 4 spells to the level 3 spell list.

Level 3 (Revised) (8 spells)

  • Raise Land (strategic)
  • Lower Land (strategic)
  • NEW: City Moat (City Echantment) - creates a deep ditch around the city that increases the strength of defending units by 10%. The bonus stacks with any bonus from existing defensive works.
  • Shockwave (tactical)
  • NEW: Battlefield Maze (tactical) - renders 20% of tiles on the battlefield impassible
  • NEW: Earthworks (tactical) - friendly unit tiles become rough terrain, granting defenders a bonus
  • NEW: Throw Boulders (tactical) - Target unit takes 10 points of damage + 4 per Earth shared. Tile in front of target unit is the resting place of the boulder and this tile becomes impassible.
  • NEW: Earth Shield (tactical) - provides +5 defense (+5 per earth shard) against earth attack damage.

Level 4 - Master

Level 4

  • Destroy Land
  • Summon Earth Elemental

Level 4 (Revised) (5 spells)

  • Create Mountain (Strategic)
  • Destroy Land (Strategic)
  • Summon Earth Elementa (Universal)
  • Destroy City Walls (Strategic) - Destroys city fortifications
  • City Walls (City Enchantment) - City Fortifications are strengthed and defenders receive a 10% bonus.
  • Shield City Walls (City Enchantment) - City fortifications are protected against Earth Magic

Level 5 - Archmage

Level 5

  • Earthquake (Strategic)

Research Spells

Summon Sand Golem is a tactical summons spell that can be discovered by completing a quest. It provides a golem that is highly resistant to fire magic and arrows but takes double damage from water based attack as its made of sand. Completing the quest opens up a spell with 3 variations:

Summon Sand Golem (tactical) - summons a single sand golem - Level 3 Earth Magic

Summon Sand Golems (tactical) - summons a unit of 4 sand golems - Level 4 Earth Magic

Summon Sand Golem Army (tactical) - summons a unit of 12 sand golems - Level 5 Earth Magic

8,377 views 6 replies
Reply #1 Top

"subscribing" to this post so I can find it when putting together the next version of the Grimoire.

Reply #2 Top

Love the spells, keep it up. I would suggest that city moat be drummed up to creating a bottomless cavern around the city rather than a ditch. And IMO stoneskin could be a higher level conceptually while its place might be taken by barkskin. Nature and earth magic could probably have some overlap.

Reply #3 Top

Some Spell ideas:

 

Smooth Terrain- makes all movement cost 1 movement point  Tactical/strategic spell

 

Density- lowers combat speed of victim, cancels flying.  Tactical


Quicksand- requires a dex check to leave the area, unless flying.  Tactical

Nature's Blessing- increases the Con of the target.  Enchantment.

 

Diamond Shell- makes target immune to all physical damage for 1 round.  Very expensive and tactical.

 

Shape Weapon- improves the damage of a weapon.   Caster only, and wielded weapon only, though weapons can be transferred.  Encumberance increased (that was in the game if I remember)  Strategic


Shape Armor- same as weapon spell, but for armor.  Encumberance increased.  Strategic

 

Alter Footing- make an opponent slip and lose his turn.  Tactical.

 

Hallucinogenic Growth- this grows a bunch of invisible hallucinogenic Mushrooms on the ground in a forest tile.  If walked through, control of the unit goes to the AI for the next turn.  Strategic

 

Magnetic Attraction- this will pull units  towards the caster each turn as their move.  Target can still do other actions normally.  Tactical spell with a higher level area variant.

 

Grow Forest- Grows a forest in a tile.  Strategic one-time cost.

 

Wall Crash- if sieges are in the game, this spell will kill siege walls.  Tactical.

 

Restore Walls- this spell is the reverse, it restores crashed walls.  Tactical

 

Vibrant Sense-   This spell senses life in an area, all non-flying units and cities within a radius are sensed, though not seen.  Strategic.

 

Animal Stampede- calls an angry bunch of animals into a battle randomly within 6 squares of an enemy unit.  They will attack the nearest unit, friend or foe.  Tactical.

 

 

 

 

 

 

Reply #4 Top

Nice job on these idea posts. I'm stealing your ideas (where they can be implemented, anyway) for my 'house' mod.

Reply #6 Top

Crumble, crack or Erode may work for a dispell type effect (or one that reduces the number of charges remaining on countdown type effects)

Usable words: polish, crystalize, sift, tumble, granulate, upheaval, sink hole, rut, plow, fortifiy(?), stuff to do with metal like shear, bend, break, rivet, dull, lusture