[FE - Book of Enchantment]

A list of suggested spells for an Expert: Enchantment Spell Book

Primary Focus: Tactical

Spells: Tactical (13), Enchantment (1)

Level 1 - Apprentice

  • Confuse (Tactical) - Target unit suffers a penalty to initiative unless it resists
  • Enthrall Person (Tactical) - Targeted Sovereign or Champion is rendered immobile until it is attacked or it resists (resist check each turn) 
  • Mind Shield (Tactical) - Targeted unit is immune to Enchantment magic

Level 2

  • Enrage (Tactical) - Targeted unit is enraged. +4 attack, -4 defense
  • Enthrall Unit (Tactical) - Targeted Unit is rendered immobile until it is attacked or it resists (resist check each turn)
  • Mind Block (Enchantment) - Targeted Unit is immune to Enchantment magic

Level 3 - Mage

  • Break Summons (Tactical) - A summoned creature is free of its creators control and; under AI control, attacks the closest randomly selected units unless it resists
  • Fear (Tactical) - Targeted unit panics and attempts to flee the battlefield unless it resists
  • Fealess (Tactical) - Targeted unit is not affected by morale checks or fear, paniced unit rallies.

Level 4 - Master

  • Turn Summoned (Tactical) - A summoned creature turns on its summoner and seeks to slay him (acting under AI control) unless it resists
  • Control Summons (Tactical) - Targeted champion or creature is controled by caster; unless its resists, until caster suffers damage.
  • Dispel Enchantment (Tactical) - Enchantment cast upon a unit is dispelled.

Level 5 - Archmage

  • Charm Army (Tactical) - Take control of targeted army unit; unless it resists, until caster suffers damage. Can only control one army unit at a time. Costs: 300 mana

Comments:

Charm Army is a powerful spell, however, it must be used wisely. It consumes a lot of mana and if the caster is attacked and suffers damage his control over the charmed unit is broken.

If one of your units is charmed you can break the charm by casting dispel enchantment, casting a counter enchantment spell or causing damage to the spell caster.

7,133 views 5 replies
Reply #1 Top

ONce again great job.  I am going to keep track of these so I can find them again. :thumbsup:

Reply #2 Top

Nice. I think adding a few damage and armor buffs would go great in this kind of book. I like non-shard books because you can use total number of shards to increase power levels. This way it matters less if you don't get the shard you want for your society to flourish. I am working on a book that relies on specific variations of shards to enable it to be cast. 

Magic the gathering could potentially provide some really interesting spellbooks if you imagine each deck style as a spellbook and each land card as a shard. I wouldn't mind a few destroy all creatures spells. 

Reply #3 Top

Quoting seanw3, reply 2
Magic the gathering could potentially provide some really interesting spellbooks if you imagine each deck style as a spellbook and each land card as a shard. I wouldn't mind a few destroy all creatures spells. 

 

Absolutely; as I've pointed out elsewhere, using M:tG as the source inspiration <*cough*> is a big part of what made Master of Magic's magic system excellent.

Reply #4 Top

A charmed unit would still have to be targetable by your other units (incase its the last enemy standing) and in that case would it counter attack? or break the charm when attacked by one of your units?

Reply #5 Top

A chance to break the charm based on intelligence and magic resistance, weighted against the damage suffered and the strength of the spell (intelligence from caster).