[FE - Fire Magic]

Ideas for more fire magic spells

Level 1

  1. Burning Blade (strategic enchantment)
  2. Burning Hands (tactical) - 4 fire damage (+4 per fire shard)
  3. NEW: Protection vs Fire (tactical) - Targeted unit receives +10 bonus to fire resistance

Level 2

  1. Pillar of Flame (strategic)
  2. Flame Dart (tactical) - Does 6 (+4 per fire shard) in fire damage to a single target
  3. NEW: Heat Metal (tactical) - Reduce Armor Class of targeted unit wearing metal armor unless they resist as they shed their burning hot metal amor. This spell is not effective against units equipped with leather curass or padded armor.
  4. New: Flaming Arrows (tactical enchantment) - Targeted missle unit (archers or catapults) does +4  (+1 per fire shard) fire damage

Level 3

  1. Focus (tactical) - Damage is doubled for the casters next action
  2. Fireball (tactical) - Does 8 (+4 per fire shard) to all units within a 1 tile radius. Damage is per member.
  3. NEW: Heat Wave (tactical) - Reduces initiative of all enemy units unless they resist

Level 4

  1. Summon Fire Elemental (universal)
  2. Mantle of Fire (strategic enhancement)
  3. NEW: Forest Fire (tactical) - All forest tiles are set afire. Units in or entering those tiles suffer damage and a thick smoke covers the battlefield reducing the maximum range for ranged attacks (melee and magic based) to 4 tiles. Special: Requires at least 8 forest tiles on the tactical map.  No forests = No forest fire.

Level 5

  1. Firestorm (strategic)
  2. NEW: Flaming Land (tactical) - 20% of all unoccupied tiles are engulfed in flames. Units entering those tiles suffer 12 fire damage (+4 per fire shard)
6,242 views 4 replies
Reply #2 Top

Flaming Arrows - target archer unit deals additional fire damage when using the bow? :grin:

Reply #3 Top

Boiling Blood- Target is cured of any curses, poisons, and diseases, but takes half damage  Strategic/tactical

 

Immolation- Target gets +1+shards move and combat speed, but randomly takes damage each time they move.  Tactical

 

Embers of Restoration- heals a unit fully by speeding its metabolism , but unit is unable to heal naturally again.  Strategic/Tactical

 

Smoke- blinds an enemy unit , and causes them to take small damage each round.  tactical

 

Flame Carpet- summons a carpet of fire under a unit.  Same effect as levitation, but takes damage each round.  Strategic.

 

Smoldering Wounds- renders a target unable to heal naturally.  Tactical


Soulforge- makes a unit explode among death, hurting friend and foe alike.  Strategic/Tactical.

 

Firebrand- makes a weapon do flaming damage.  Strategic/Tacitcal

 

Withering Drought- destroys farms.  Strategic.

 

Crazy Heat- sends a heat wave to drive a town crazy, doubling the time it takes to build improvements/train units.  Strategic.

 

 

Reply #4 Top

Flaming land is cool.  We'll have a use for that rainbow shift color sample in the couldron. ;)

Otherwise some armogedon, fiery doom, meteor storm (im thinking the multi-strike meteor from Final Fantasy) thing could work, or something like a volcanic eruption (lava splater), or something evocative of Hell (rain of blood, from a lacerated sky...)