[FE - Air Spells]

Suggestions for new Air Magic spells

Level 1

  1. Evade (strategic enchantment) - +5 to dodge (+2 per air shard)
  2. Haste (tactical) - +2 to combat speed (+1 per air shard)
  3. New: Wind Shield (tactical) - Unit's resistance to wind tactical spells is +5 (+ 2 per air shard)
  4. New: Arrow Shield (tactical) - Single unit receives +10 bonus to dodge vs missle attack. Lower level version of Guardian Wind.

Level 2

  1. Aura of Grace (city enchantment) - Units produced in city receive +3 to dex (+1 per air shard)
  2. Guardian Wind (tactical) - All allies receive +10 bonus to dodge vs missle attack (+5 per air shard)
  3. New: Titan's Puff (tactical) - Targeted unit is blown back one tile and knocked prone unless it resists. Lower level variation of Titan's Breath
  4. New: Lightning (Tactical) - Lightning hits a targeted unit for 3 lightning damage per level (+1 per air shard). Lower level variation of Storm that affects a single member of a unit. This spell's effects scale with the level of the caster, A 2nd level caster deals 6 damage, a 5th level caster deals 15 damage.

Level 3

  1. Cloud Walk (strategic)
  2. Titan's Breath (tactical) - All enemies are blown back 1 tile and knocked prone unless they resist.
  3. New: Wind Slam (tactical) - Targeted unit is pushed back three tiles and knocked prone, one tile if they resist.
  4. New: Wind Storm (tactical) - in a 10x10 tile block, range of all ranged weapons reduces to 2 tiles and movement of all units is reduced by 1.

Level 4

  1. Escape (tactical) - allows your army to escape from combat
  2. Storm (tactical) - Lightning hits a random unit for 6 lightning damage per member (+3 per air shard)
  3. New: Hurricane (tactical) - in a 10x10 tile block, all units receive +20 bonus vs missle attacks, range of all missle attacks reduced to zero, units can't move unless they resist, units can't cast spells unless they resist.
  4. New: Extinguish (tactical) - blast of magical wind dispels single air or  fire spell/enchantment unless they resist.  No effect on earth or water spells.

Level 5

  1. Tornado (tactical) - All units in the targeted army are randomly scattered, imobilized for the turn and take 3 damage per air shard.

Note: All proposed air spells (NEW) require playtesting to see if they contribute to tactical battles...i.e. a spell that no one uses is useless. 

Magical Items - these items can be found or crafted by a sovereign or champion with the required intelligence, knowledge and materials. The items can only be crafted while the crafter is in a city with an Abby of Izil or a Tower of Sorcery.

  1. Ring of Air Protection - wearer receives +3 bonus to spell resistance vs air spells. (requires intelligence 15 + knowledge of Windshield + Magical Forging/Arcane Experiments + Crystals)
  2. Ring of Missle Protection - wearer receives +5 bonus to dodge vs missle attacks. (requires intelligence 15 + knowledge of Guardian Wind + Magical Forging/Arcane Experiments + Crystals)
  3. Ring of Escape - wearer can escape from battle. (requires intelligence 20 + knowledge of Escape + Magical Forging/Arcane Experiments + Crystals)
  4. Sword of Lightning - Enchanted sword that does an extra +6 air damage (required intelligence 20 + knowledge of Lighting + Arcane Weapons + Crystals)

 

8,644 views 8 replies
Reply #1 Top

I like the hurricane and wind storm spells, they could really change the way a battle runs.  Combo's really well with the Wind shield.  They would work really well for a melee focused infantry, and depending on cost for casting and sustaining could feature as a pivotal part of a war strategy.

Reply #2 Top

And "teleportation sickness" idea for teleport spells would be useful too (such as mentioned previously by others), such as halving stats or attack/defense/damage/current and maximum health, plus double mana cost for spells of all casters affected, for three strategic turns for all teleport spells except Escape which would have one strategic turn. =)

Best regards,
Steven.

Reply #3 Top

I'd probably start it at one turn and see if it needs adjustment (it would kind of depend on the average distance a threat is at in relation to the city).  Alternatively it could be a 'cumulative' type, where each turn duration has a set amount of defect (say like 10% more mana for spells and stats reduced by 10% per tic) so that the defect lessens each turn but is greatest after a teleport.  This could work as a pseudo cooldown mechanic, as if you teleport while debuffed from a teleport it wouldn't just reset to 3 turns but to 3 plus whatever you had left.  Not sure if you would want it to not kill any units if they get too far debuffed or not though (i would base it off of their max hp vs current though for if they die in transit, where there current hp wouldnt drop below 1 until their max hp hit 0 or less), and you would probably want the sov immune to the death chance.  Anouther option would be for the units with too many debuff points (say 8 or 80% loss) have a fair chance of being teleported to a random location.  There could be a cap of 9 points of debuff to stats toget by the death chance (90% loss) and then have any additional points mean a higher chance of being ported to a random location on the map (not necesarily a place you could normally teleport to), this could be only to terrain that the unit can normally be on, or have a mountain or ocean result in unit death.  It would be an interesting footnote in the nations history that their sovereign had a setback due to 'dieing' from having a build up of accumulated spatial residue send him to deep in the ocean or a mountain sized drop.  On the plus side, your nation learned a valuable lesson in restraint when playing with cosmic forces....  And the term deep sixed was born.

Reply #4 Top

I like the idea of a teleportation sickness, and if balanced right, could make teleporting useful but not the overwhelmingly useful "I win" button (especially against the AI) it is now. =)

What do others think?  Derek, I look forward to your next developer post.  Hopefully you've got some useful stuff from all the ideas presented in these various magic threads!

Best regards,
Steven.

Reply #6 Top

True Aim increases accuracy of ranged attacks.  Strategic/Tactical

 

Suffocation- decreases defense and 20% damage taken each turn until resisted.  Tactical

 

Blade Barrier- all units that attack the units take a weak attack as an automatic counterhit.  Ranged attacks suffer a large hit penalty, both to and from Strategic/Tactical.

 

Leviation- allows units to fly for short distances.  Does not increase movement, but all terrain is considered grassland or road.  Units can still be attacked normally.  Strategic. Cost is dependent on size.

 

Cloudkill- units take poison damage, units can lose actions due to coughing and wheezing.  Area Attack.  Tactical, shards increase radius

 

Floating sword- hero only.  Unit effectively gets a 3rd hand, to use for a weapon (or shield) .  Strategic


Deafness- unit is unable to cast spells, and suffers a defense penalty.

 

Scatter- every unit in both armies is teleported to a random tile.  Units behind walls are immune.  Tactical

 

 Tower of Air- blocks entering or leaving a square from one direction.  also prevents missile attacks from that direction.  Tactical

 

Charge Weapon- makes a weapon do electrical damage

 

Dagger of Air- air spell that does piercing damage

 

Concussive Jet- air spell that does double damage to flying targets, as well as smaller targets.  Large targets are resistant.

 

 

Reply #7 Top

It's odd to me that no one ever realizes the most sinister use of air magic - denying it to your enemies.  Most land species die pretty quickly without breath, and exertion (say, trying to attack the person preventing air from entering your lungs) only hastens that demise.  Utterly brutal, and probably pretty easy (you know, if magic were real and based along classical-element lines).

Reply #8 Top

Some arial themed name options-

Guardian wing- Garuda Wing (wing for air themed shelter, garuda as an air based monster/beast/diety thing- could be something lore related that would work better)

Anti-archer effects: Crosswind, Downdraft (could be applied to target flying creatures instead), or something to do with preassure or humidity?

updraft (pro range of attack or movement, especially for flying units)

slipstream or draft (as in car racing)- for a movement based buff

Knockback effects: Funnel Shot, backdraft, blowback, something like the 'finger of god' tornado analogy like titan fling/flick/sweep (more evocative of ending combat and moving units away from eachother on the strategic map)

as it has strong ties to sound, words like howling, pitch and resounding may work to spice up something

edit: giving terrain evasion to units or summoning flying units are viable additions

edit2: Whirling Vortex- Summons a dust devil (or some kind of air elemental) with few hp, high evade and 1 movement.  It has a 1 range aoe (effects all units around it) that prevents any affected units from moving (allied or opposed) air shards could add more hp or evade to the elemental, the suction effect is the only 'attack' that the unit gets. Alternatively this could be worked as a normal splash spell that prevents movement (with duration or anti-resist bonus from air shards)