Deviant magic

Derek mentioned the random elements in the technology trees. I think the same principles could also be applied to magic:

  • spells can deviate slightly in effect, costs, duration, etc
  • based on the deviation a spell could be classed of a higher or lower power level; perhaps changing the Fireball III to a Fireball IV spell; thus making the spell more potent, but harder to reach through research
  • similar to the tech tree the spell research available would be visible from the start; so grand strategies can be formed based on the starting position for research too

 

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As a second thought: perhaps spells should also benefit from the "trait" system; so it is possible to assign traits to a spell semi-randomly. "Overkill" would be a rare spell trait, and a spell like Fireball would be guaranteed to have this trait.

  • Unresistable (spell trait) - only applies half the applicable resistance score when cast on units
  • Death drain (spell trait) - when a spell with this trait deals enough damage to kill a unit, the caster regains the mana expended to cast the spell

Additionally there might be particularly powerful "mastery" traits that a sovereign can gain that allows him to add a trait to all spells he casts. Example:

  • Fire mastery (trait) - any fire spells cast get the "burn" (spell trait) ability that deals additional damage a round later based on spell level
  • Zenith of life (trait) - all friendly unit enchantment spells gain "regenerative echo", this grants enchanted units faster healing

Ultimately this could lead to the ability to have a spell designer, similar to how you can create your own units.