Warhammer Magic

Psychic_Llamas

Wizard in the Making
Joined
Nov 25, 2005
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Location
Western Australia
Ill use this thread to show you all the progress on magic. ideas are also welcome.

Progress Report:

(28/8/09) Changes to CIV4PromotionsInfo.XML
-Added High Magic promotions (lvl 3 = +5% resist magic, +5% Spell damage modifier, +10% holy Resistance))
-Added Dark Magic promotions (lvl 3 = +5% resist magic, +5% Spell damage modifier, +10% Unholy Resistance))
-Added Lore of Athel Loren promotions (Lvl 3 = +15% attack and defence in Forest, Acient Forest and Jungle.)
-Added Hedge Magic promotions (No Passive Effect)
-Added Amber Magic promotions (lvl 3 = Captures defeated animals)
-Added Amethyst magic promotions (lvl 3 = +33% Death Resistance)
-Added Bright Magic promotions (lvl 3 = +33% Fire Resistance)
-Added Celestial Magic promotions (lvl 3 = +33% Lightning Resistance)
-Added Gold Magic promotions (lvl 3 = Double Fortify Bonus)
-Added Jade magic promotions (lvl 3 = +10% heal for all units in stack)
-Added Light Magic promotions (lvl 3 = +33% Unholy Resistance)
-Added Grey Magic promotions (lvl 3 = +33% Holy Resistance)
-Added Elemental Air magic promotions (Lvl 3 = +2 visibility, +10% withdrawal chance)
-Added Elemental Earth magic promotions (Lvl 3 = +15% attack and defence in Hills.)
-Added Elemental Fire magic promotions (Lvl 3 = +15% attack and defence in Desert.)
-Added Elemental Water magic promotions (Lvl 3 = +15% attack and defence in Marsh.)
-Added Kislev Ice magic promotions (Lvl 3 = +15% attack and defence in Ice and Tundra.)
-Added Skaven Magic promotions (Lvl 3 = 15% withdrawl chance, +20% poison resistance)
-Added Necromancy promotions (???)
-Added Liche Preist Incantations Promotion (???)
-Added Prayers of Sigmar promotion (???)
-Added Khemri hierophant Promotion (???)
-Added Little WAAAGH!! promotion (???)
-Added Big WAAAGH!!! promotion (???)
-Added Tzeentch Magic promotions (???)
-Added Slaanesh Magic promotions (???)
-Added Nurgle Magic promotions (???)
-Added all Magic Promotion texts to CIV4GameText_WH_Promos.XML
-Added all magic Promotion Button art (except Liche Preist Incantations and Khemri Heirophant) Assets\Art\Interface\Buttons\Magic
 
Spell List Ideas:

here is the rough tabletop spell list...
Spoiler :
Code:
-High Magic
0-Drain magic			Spell casting values increased by 3
1-Shield of Saphery		unit gets 5+ wardsave
2-Arrow Attraction		Shooters reroll to hit
3-Courage of Aenarion		all units 12" are stubborn
4-Fury of Khaine		magic missile 2d6 s4 hits
5-Flames of the Phoenix		RIP 1s3/s4/s5/... hit
6-Vaul's Unmaking		reveal magic items and nullifies it

-Dark Magic
0-Power of Darkness		D3+1 power dice, not used s4 hit
1-Chill Wind				magic missile d6 s4 dammaged=cant shoot.
2-Doombolt				magic missile d6 s5
3-Word of Pain			WS and BS reduced to 1
4-Bladewind			3d6 ws4 s4 cc attacks
5-Soul Stealer			s2 hit no armour save +1 wo for caster up to 2x.
6-Black Horror			5" models touched str test or suffer 1wo

-Lore of Athel Loren
0-
1-Tree-Singing			moves a forest d3+1 or causes d6 s5 dam in forest
2-Fury of the Forest		magic missile d6s4, s5 when in forest
3-The Hidden Path		cant be harmed by non magic missiles, and all difficult terrain as open
4-The Twilight Host		unit causes fear, terror if it has fear.
5-Ariel's Blessing			unit gains regeneration.
6-Call of the Hunt		unit moves 2d6" to nearest enemy. in combat +1 att.

-Hedge Magic
0-
1-Magic Show			 +1:) and +1 influence in town
2-Magical Healing			 +1 health and +10% unit heal in town,
3-Magical Fortifications		 +20% town defence value and +20% fortify value for units.
4-Animal Familliar			 caster gets random animal familiar promotion (if has none) and summons the familiar (if dead).
5-Magical Barrier			 Town units get 75% magical imunity and magic effects to town defence value are reduced by 75%.
6-Spirit Ward			 Summons the spirit of the caster to defend the town. +1 town visibility, cannot attack, cannot move, str 20 (or 15 atleast high), always defends first, no % value changes.

inspirations from: [URL="http://hiddenway.tripod.com/hero/hedge.html"]some website[/URL]


-Amber Magic (Lore of Beasts)
0-
1-Ursos the Bears Anger		RIP, +3a +2s +1to, no weapons.
2-Buccos the Oxen Stands		fleeing unit rallys
3-Corvos the Crows Feast		magic missile 2d6 s3
4-Kinos the Beast Cowers		Animals cant move or attack. (cavalry,swarm,chariot,monster.)
5-The Hunter's Spear			Magic missile s6, like bolt thrower
6-Lupens the Wolf Hunts		friendly animal unit moves 2d6" and can attack.

-Amethyst magic (Lore of Death)
0-
1-Dark Hand of Death		magic missile d6 s4
2-Steal Soul			enemy models lose 1Wo caster gains 1WO
3-Wind of Death			magic missile 2d6 s4
4-Walking Death			RIP, causes fear or terror (when already causes fear)
5-Doom and Darkness		enemy unit not immune to psychology gets -3Ld and must pass ld test or be affected another turn
6-Drain Life				all enemy units in 12" d6 s3 hits. no armour

-Bright Magic (Lore of Fire)
0-
1-Fire Ball					magic missile d6 s4 fire
2-Flaming Sword of Rhuin		self RIP, gains fire weapon, hits 2+ +1a +3S
3-Burning Head				straight line from caster, s4 fire hit models under it, casualties=panic test.
4-Fiery Blast				magic missile 2d6 s4 fire
5-Conflagration of Doom		d6 s4, both players roll, caster higher= added hits
6-Wall of Fire				RIP, front row s4 fire hit, unit move all are hit

-Celestial Magic (Lore of Heavens)
0-
1-Portent of Far				unit rerolls all 1s
2-Second Sign of Amul			reroll d3 dice untill end of turn
3-Celestrial Shield			+4 ward save against missiles
4-Forked Lightning			unit d6 s4 hits
5-Uranon's Thunder Bolt		unit d6 s4 hits, no armour save.
6-Comet of Casandora			RIP, marker on tablem roll d6, 1-3 another marker, 4-6 comet strikes d6"*marker 2d6 s4 hits.

-Gold Magic (Lore of Metal)
0-
1-Rule of Burning Iron			one model s8 hit - armour save. (1+ = s7, no save = s1)
2-Commandment of Brass		war machine or chariot cant move/shoot
3-Transmutation of Lead		enemy unit -1 to hit, to wound, and to armour saves.
4-Destillation of Silver			magic missile 2d6 s4 fire hits.
5-Law of Gold				chose magic item, 1-3 cant be used untill next turn, 4+ destroyed.
6-Spirit of the Forge			2d6 hits at s7-armour (1+ = s7, no save = s1) no armour saves.

-Jade magic (Lore of Life)
0-
1-Mistress of the Marsh		enemy near water moves half speed. no effect flyers or ethereals.
2-Master of the Woods		enemy near wood suffers d6 s4 hits. s5 if in woods.
3-Gift of Life			one frieldy model heals 100%. no effect on daemons, undead, chariots and war machines.
4-The Howler Wind		RIP, shooting with str4 or less cant be targeted to caster or 12" around. no effect on war machines.
5-The Rain lord			-1 to hit with shooting. -2 on armour pierceing weapons. 4+ on war machines, etc.
6-Master of Stone		enemy near stone/hill/rocks suffers d5 s5 hits, s6 if on stone/hill/rocks.

-Light Magic (Lore of Light)
0-
1-Burning Gaze			magic missile, d6 s4, s6 against daemons and undead. flames.
2-Pha's Illumination		RIP, person gets s5, 3a, magic weapons are normal.
3-Healing Energy			one friendly gainst one Wo. no effect on daemons, undead, chariots and war machines.
4-Dazzling Brightness		enemy has WS1.
5-Guardian Light			all friendly units immune to psychology. fleeing unity rally. 
6-Cleansing Flare			all enemys suffer s5 hits, s6 vs daemons, undead.

-Grey Magic (Lore of Shadows)
0-
1-Steed of Shadows		char can make 20" fly move.
2-Creeping Death			magic missile 3d6 s1, no armour.
3-Crown of Taidron		all units in 12" suffer d6 s4 hits.
4-Shades of Death		RIP, friendly causes fear/terror.
5-Unseen Lurker			friendly unit makes another normal move.
6-Pit of Shades			3§ templeate oder enemy, In test or dead.

-Skaven Magic
0-Warpstone Token		+1 power dice
1-Skitterleap			one model can reappear anywhere.
2-Warp Lightning			magic missile, d6 or 2d6 s5 hits. on 1 caster is hit.
3-Vermin Tide			5" template from caster, any unit under takes 3d6 s2 hits.
4-Pestilence Breath		teardrop template, models take s4 hit no armor save.
5-Death Frenzy			unit becomes frenzied, or death frenzy (+2attacks, -d3 models)
6-Plague				unit takes To test, fail 1Wo. no armour save. chance to move to other units.

-Necromancy
0-Invocation of Nehek			heales d6 wounds, etherial, vampires, non infantry heal 1
1-Raise Dead				summons d3+4 zombies
2-Vanhel's Danse Macabre		8" move
3-Gaze of Nagash				magic missile 2d6 s4
4-Curse of Years				RIP, lose model on 6+, next turn on 5+/4+/etc
5-Wind of Undeath			all enemy units take a wound on 4+, no armour save, creates spirits.
6-Summon Undead Horde		summons 5d6 alot zombies, or heals units alot. etherial, vampires, non infantry heal 1.

-Liche Priest Incantations
0-
1-Djedra's Incantation of Summoning			unit regains d3wo (tomb guard d6, skeleton war 2d6)
2-Horekhah's Incantation of Righteous Smiting		one normal attack or one shot immediately.
3-Mankara's Incantation of Urgency				another normal move
4-Sekhubi's Incantation of Vengeance			magic missile d6 s4
5-
6-

-Kislev Ice magic
0-
1-
2-
3-
4-
5-
6-
might get some insirations from the "age of wonders 2" spells later...


-Prayers of Sigmar
0-
1-Hammer of Sigmar		RIP, reroll to hit and to wound.
2-Armour of Contempt		RIP, +4 ward save
3-Healing Hand			100% heal
4-Unbending Rightousness	RIP, priest and unit unbreakable.
5-Soulfire				enemys in contact d6 s4 hits, s5 on undead, daemon, forest spirit. no armour saves.
6-

-Little WAAAGH!!
0-
1-Gaze of Gork		magic missile d6 s2 no armour
2-Brain Bursta		magic missile 2d6 s4
3-Gork'll Fix It		enemy unit counts rolls of 6 as 1
4-Foot of Gork		enemy unit suffers d6 s6 hits
5-Hand of Gork		friendly unit moves 2d6" forward
6-Mork Wants Ya!	enemy model must pass In test or suffer d6 s10 hits.

-Big WAAAGH!!!
0-
1-Gaze of Mork		magic missile d6 s4
2-'Eadbutt			LOS enemy model takes a S5 hit no armour
3-Bash 'em Ladz		HtH next round strikes first and reroll misses
4-Fists of Gork		each model suffers WS3 s4 attack
5-Gork's Warpath		one enemy unit whereever takes d6 s6 hits. roll d6 1= own unit, 2-4 end spell, 5-6 another enemy unit
6-WAAAGH!			all friendly units move 2d6" forward

-Tzeentch Magic (Warriors of Chaos)
0-
1-Flickering Fire of Tzeentch		magic missile d6+1, s d6+1, flames
2-Baleful Transmogrification		enemy takes ld test and suffers wounds missed by. no armour
3-Pandaemonium				RIP, no Ld of chars and miscasts on doubble.
4-Treason of Tzeench			not immune to psyche enemy, all models attack themself, not chars,
5-Call to Glory				RIP normal unit member is exhaled hero.
6-Infernal Gateway			enemy unit, 2d6 Str 2d6 hits. on 11 or 12 at str unit removed.

-Slaanesh Magic (Warriors of Chaos)
0-
1-Lash of Slaanesh		magic missile, d6 s3 hits, casulties cant march next round.
2-Hellshriek				all enemys in range take panic test
3-Hysterical Frenzy		RIP, single unit not immune to psych becomes frenzied and takes d6 S3 hits each turn
4-Titillating Delusions		RIP, single unit not immune to psych moves to specific point.
5-Aura of Acquiescence	causes fear, or terror. models attacking must pass LD test to hit.
6-Ecstatic Seizures		enemy models in unit each takes To test, fail= dead, no saves.

-Nurgle Magic (Warriors of Chaos)
0-
1-Magnificent Buboes		one enemy model takes a wound no armour save
2-Fleshy Abundance		friendly unit gains regeneration one turn
3-Plague Squall			stone thrower large template, touched takes 3d6 s1 no armour save, missfire center on mage. nurgle unaffected
4-Cloying Quagmire		IN test, fail -> armour test, pass = taken away. no effect on fly, amphibious, ethereal
5-Curse of the Leper		RIP, dice 1 next to unit, each turn +1, dice number = -to str and to, 0 = dead
6-Rot, Glorious Rot		each enemy in range take d6 s6 hits no armour.


-Tzeentch Magic (Deamon Lore of Tzeentch)
0-
1-Flickering Flames		magic missile, d6+1 str d6+1 flame hits.
2-Boon of Tzeentch		d3+1 power dice
3-Glean Magic			Cast on enemy wizzard, can cast one of his spells automatically, no summons.
4-Gift of Chaos			enemys in 12" suffer d6 sd6 hits as shooting.
5-Bolt of Change			magic missile, 2d6 str 2d6+4
6-Tzeentch's Firestorm		magic missile, 2d6 s5 hits flames. for every 3 wounds one horror is created.

-Slaanesh Magic (Deamon Lore of Slaanesh)
0-
1-Acquiescence			target suffers from stupidity rest of the game.
2-Cacophonic Caress		all enemy units in 2d6" suffer d6 s3 no armour hits.
3-Succour of Chaos		one friendly gets always strikes first and rerolls to hit.
4-Slicing Shards			d6 s5 hits, LD test or another d6 s5 hits, untill passed or unit dead.
5-Pavane of Slaanesh		enemy model in view must pass Ld test or take d6 wounds. no armour. 
6-Phantasmagoria		all enemy units roll an extra d6 for Ld tests. and discard lowest.

-Nurgle Magic (Daemon Lore of Nurgle)
0-
1-Miasma of Pestilence		WS, S, T, I to 1 of all models near caster.
2-Steam of Corruption		Breath weapon, toughness test or lose a wound. no armour
3-Pit of Slime			unit takes S test or cannot move or shoot.
4-Rancid Visitation		d6 s5 hits, pass T test -> fail take another d6 s5 hits, untill passed test.
5-Shrivelling Pox			single model pass T test or suffer d6 Wo. no armour.
6-Plague Wind			Every model in unit takes T test or suffers a Wo, no armour. 1 nurgling base is created for each 3 wounds.

-Gut Magic
0-
1-Bloodgruel			1 hit on caster, 2-6 regains a wound
2-Bonecruncher			magic missile, 2d6 s2, no armour save, caster takes s4
3-Bullgorger			range 6"/12", caster pass str test, unit str+1
4-Trollguts				range 6"/12", caster -1Wo, unit gets MR2 and regeneration
5-Toothcracker			range 6"/12", caster suffers s6 hit, unit stubborn +1To
6-Braingobbler			enemy unit panic test.
 
Great.
Can the non-magic promotions from the old Warhammer version just be directly copy-pasted into a new FF version?
 
That's excellent P_L! :goodjob: I always thought that the magicsystem was one of the most flavorful parts of the game.

As an extra tweak, it might be worth it to consider adding a minor passive side benefit to the advanced magic promos (e.g. Fire Magic and Bright Magic II and III grant +25% and +50% resistance to Fire damage, High Magic II and III grant 10% and 25% less miscast chance, Amber II/III grants +25 and +50% combat vs Animals, etc). This would enable some of the benefits to be automatic, and help out the AI which won't always know when to cast or not cast various spells.
 
As an extra tweak, it might be worth it to consider adding a minor passive side benefit to the advanced magic promos

I like this.

Elemental fire 2/lore of fire 2. +25% fire resistance.
Elemental fire 3/lore of fire 3. +50% fire resistance.

Lore of athel loren 2/lore of beasts 2. +15% vs beast unit.
Lore of athel loren 3/lore of beasts 3 +25% vs beast unit.

Lore of life 2. +10% heal rate.
Lore of life 3. can heal while moving.

Elemental earth 2. 5% strength.
Elemental earth 3. 5% strength.

Lore of heaven 2/elemental air 2. +25% lightning resistance.
Lore of heaven 3/elemental air 3. +50% lightning resistance.

High magic 2/dark magic 2. +20% magic resistance
High magic 3/dark magic 3 +25% magic resistance

Lore of metal 3. +10% vs copper weapons, iron weapons.
Lore of metal 3. +10% vs copper weapons, iron weapons, steel weapons, meteoric iron armor.

Elemental water 2. +1 health aura.
Elemental water 3. +1 happy aura.

Necromancy 2/lore of death 2. +25% death resistance.
Necromancy 3/lore of death 3. +50% death resistance.

Lore of shadow 2. ?
Lore of shadow 3. ?

Lore of light 2. Can spot hidden animals.
Lore of light 3. Can spot invisible units.

Low priority though.
 
Can the non-magic promotions from the old Warhammer version just be directly copy-pasted into a new FF version?

unfortunately not, there are so many new tages it will be faster to recode them all.

As an extra tweak, it might be worth it to consider adding a minor passive side benefit to the advanced magic promos

i like this too :) consider it done :) (ill put passive effects in the first post)

EDIT: i need spell ideas for Slaanesh, Necromancy and WAAAGH!!! (Big and Little) magics guys.
 
unfortunately not, there are so many new tages it will be faster to recode them all.



i like this too :) consider it done :) (ill put passive effects in the first post)

EDIT: i need spell ideas for Slaanesh, Necromancy and WAAAGH!!! (Big and Little) magics guys.

Hmm, Necromancy could have undead buff spells maybe? In battle many of the necromancy spells do this right? Helsing's Danse Macabre gives undead units two movement turns in battle iirc. I think Necromancy is similar to Dark Magic for offense...I think there is a ranged offensive attack and also a hand to hand one...I *think* Dark Hand of Destruction is Necromancy.
 
Necromancy i think should revolve around summonig and buffingof undead with one, maybe 2, direct damage spells. if you have ideas could you write them out in comprehensive lists ;) ta ;)

Slaanesh im not sure on effects. i considered happiness buffs, unit control and spying, but not too sure.
 
Necromancy i think should revolve around summonig and buffingof undead with one, maybe 2, direct damage spells. if you have ideas could you write them out in comprehensive lists ;) ta ;)

Slaanesh im not sure on effects. i considered happiness buffs, unit control and spying, but not too sure.

Hmm Slaanesh is very hard to take seriously frankly. Unit control could fit. I am just not sure a spell that causes the targeted unit to run around randomly would be used by the AI.
 
My understanding is that the AI doesn't understand the effects of spells, it just casts them when it can (and IIRC it is basically given a priority listing?). It will cast any spell if you tell it to, it doesn't care what the effect is.

I think the Necromancy spells should mostly be summons, a mix of temporary and permanent.

These should be distinct from the Khemri liche priest spells, which are mostly undead buff spells.

Its also important to keep these thematically different from Lore of Death spells, which are mostly damage/death strength spells.

Slaanesh could have a FFH Charm person type spell at level 2. It could have an Inspiration type spell (creating a building) that gives + happiness (and maybe +unhealth; say "Revelry", +3 happy +1 unhealth?).
It could have a level 3 that causes civil disorder in a nearby enemy city (potential problem; unrest removes cultural defensive bonuses and city walls? could make city conquest too easy).
 
Agree with FfH-style Charm for Slaanesh II. For III, how about the following unique cool effect made possible by FF tags?

Whispers of the Dark Prince
When within range (2 tiles) of a rival city, the unit "infects" the city with 2 Influence per turn, exerts -1 to production, and gradually modifies the current diplo rating of the enemy in the player's favour.
Spoiler :

<PromotionInfo> <!-- Whispers of the Dark Prince -->
<Type>PROMOTION_WHISPERS</Type>
<Description>Whispers of the Dark Prince</Description>
<PromotionPrereq>PROMOTION_SLAANESH3</PromotionPrereq>
<CityBonuses>
<CityBonus>
<bApplyRival>1</bApplyRival>
<iBonusRange>2</iBonusRange>
<fDiplo>1</fDiplo>
<fProduction>-1</fProduction>
<fInfectCulture>2</fInfectCulture>
</CityBonus>
</CityBonuses>
</PromotionInfo>


Will need playtesting, but apparently was included in FF as a balance feature to help prevent neverending wars so shouldn't be too unbalancing.

It's true the AI will never really understand when to cast or not cast various spells. It seems to handle casting straightforward combat ones sufficiently for gameplay purposes, but many more complicated spell effects like this one could potentially be coded as a purchasable passive magic promo that doesn't need to be repeatedly "cast" for effect. (this would also save coding time / list space, since you just need to make one promo without a separate spell that just applies it.)
 
By -1 production you mean -1 hammer per turn? Thats a bit weak.

I'd probably also increase the range to 3 or 4.

Otherwise, I like the effect, but it still seems fairly weak for a level 3 spell. Maybe if it is in addition to a decent spell effect; you can only cast 1 spell per turn, so a passive effect can still complement an active one nicely.

I also like the idea in general of passive effects that the AI doesn't need to cast.

* * *

Also remember that we currently have 2 spells per level for each spell type.
A peacetime spell like a building and a wartime spell have nice synergy too, and would make it easier to get better spell AI behavior.
 
Increasing the hammer drain and range sounds fine, maybe tack on some :gp: drain as well. Could also merge it with a Revelry-type +3:) -1:health: aura benefit exerted when near the player's own cities, by tacking on the following

<CityBonus>
<bApplySelf>1</bApplySelf>
<bApplyTeam>1</bApplyTeam>
<iBonusRange>5</iBonusRange>
<fHappy>3</fHappy>
<fProduction>-1</fProduction>
<fGP>-1</fGP>
<fHealth>-1</fHealth>
</CityBonus>

Better to implement these kind of automatic passive "aura" effects wherever possible in place of making spells with autocast that make separate temporary buildings.

For an additional Level III Slaanesh combat castable, how about one that permanently converts a unit to the caster's control (can be Resisted through normal resist checks to prevent being overpowering.)
 
For an additional Level III Slaanesh combat castable, how about one that permanently converts a unit to the caster's control (can be Resisted through normal resist checks to prevent being overpowering.)

Yeah, there's already a Dark Magic spell that does this but duplication is ok.
This effect is incredibly powerful though; is there any way that we could make it:
a) Capture the *weakest* unit in the stack instead of the strongest?
b) Have units that are non-living (undead, golems, elementals etc) be immune and
c) Have units that are immune to psychology (including heroes) be immune?
These should apply to the Dark Magic version too.
 
Added some passive effects to the 3rd tier of magic promotions. need more ideas for the ones with ??? after them.

ill start work on actual spells tomorrow i think.

(also good ideas on the slaanesh spells there. keep em comming :)
 
We should probably get the main promotions working and ported into the new FF version before we worry too much about the details of magic.

So get the magic promotions in with their promotion paths and tech requirements, but they can be placeholders for now that do nothing.

Spell effects could wait.
 
We should probably get the main promotions working and ported into the new FF version before we worry too much about the details of magic.

So get the magic promotions in with their promotion paths and tech requirements, but they can be placeholders for now that do nothing.

Spell effects could wait.

ok then. but before i can do tech requirements i need a tech tree or it will cause massive bugs.

ill start on some of the other Warhammer promotions then.
 
maybe something like this for the ???:

-Added Jade magic promotions (lvl 3 = +10% heal for all alive units in stack)
-Added Necromancy promotions (lvl 3 = +10% heal for all undead units in stack)
-Added Liche Preist Incantations Promotion (lvl 3 = heal on the move ability for all units in the stack) (maybe just on desert?)
-Added Prayers of Sigmar promotion (lvl 3 = +10% attack and defence for all units in stack against undead/deamon/forest spirits.)
-Added Khemri hierophant Promotion (lvl 3 = +20% chance to spawn "population" (if something like the scion population mechanic will be used) in the nearest town. (if each town has a chance to spawn. when like scions just the capital, then like +10 or 15%)
-Added Little WAAAGH!! promotion (lvl3 = +10% goblin unit production in all own towns) (or just nearest 1 or 2)
-Added Big WAAAGH!!! promotion (lvl3 = +10% ork unit production in all own towns) (or just nearest 1 or 2)
-Added Tzeentch Magic promotions (lvl 3 = +1 influence in nearest own/allied town (range 10), -1 influence in nearest enemy/neutral town (range 10)) (maybe a bit more then +1 -1?)
-Added Slaanesh Magic promotions (lvl 3 = +1 :) in nearest own/allied town (range 10), -1 :) in nearest enemy/neutral town (range 10))
-Added Nurgle Magic promotions (lvl 3 = +1:yuck: in the nearest enemy town (range:10), +1 :health: in the nearest own town (range 10)) (no idea how nurgle and health will work in the end, if they need it or not.)

i guess these could be used for "mark of tzeench/slaanish/nurgle" too if something like that gets in the mod too. or just use that for the marks and invent new ones for the chaos spells lvl3.

Agree with FfH-style Charm for Slaanesh II. For III, how about the following unique cool effect made possible by FF tags?

Whispers of the Dark Prince

this sounds more fitting to a slaanesh religion building as effect... like:
nearest enemy town (range 10) get negative influenced by the cult in the next town (your town). while your town gets boni from the building.

a) Capture the *weakest* unit in the stack instead of the strongest?

the problem here could be mages as they mostly would be the weakest unit i guess.
maybe make it a random choice who gets affected?
or give mages a resistance boni?
or make it dependant on STR? like:
picked a random unit
str 4 and below: resist chance 25%
str 5-10: resist chance 50%
str 11+: resist chance 75%
mages: resist +20%
monsters: +20%
or something like that?

ill start work on actual spells tomorrow i think.

heh... just made a list of all spells with their table top effects (more or less accurate). i think i will post it in here when the rough version is complete... maybe its usefull? or confuseing?

then i try to get these tabletop effects into civ 4 effects...
maybe its not needed as you already have effects for some spells from that last version... and i guess i will stay very close to the tabletop effects... but maybe it brings up some more ideas for you?
 
here is the rough tabletop spell list...

its more a list for me to remember what spell did what effect while editing them to civ4 effects...
i guess even most of my edited civ4 spell effects (once i have them done later, maybe in some days, because of the weekend) wont be used as you already have an image what the spells should do. and i guess some are not as much linked to the tabletop spells as i do it atm (i.e. peace time spell effects that effect towns or terrain).

ahh, whatever, maybe its usefull a bit. or maybe not then ignore it :lol:

Spell list:

Spoiler :
Code:
-High Magic
0-Drain magic			Spell casting values increased by 3
1-Shield of Saphery		unit gets 5+ wardsave
2-Arrow Attraction		Shooters reroll to hit
3-Courage of Aenarion		all units 12" are stubborn
4-Fury of Khaine		magic missile 2d6 s4 hits
5-Flames of the Phoenix		RIP 1s3/s4/s5/... hit
6-Vaul's Unmaking		reveal magic items and nullifies it

-Dark Magic
0-Power of Darkness		D3+1 power dice, not used s4 hit
1-Chill Wind				magic missile d6 s4 dammaged=cant shoot.
2-Doombolt				magic missile d6 s5
3-Word of Pain			WS and BS reduced to 1
4-Bladewind			3d6 ws4 s4 cc attacks
5-Soul Stealer			s2 hit no armour save +1 wo for caster up to 2x.
6-Black Horror			5" models touched str test or suffer 1wo

-Lore of Athel Loren
0-
1-Tree-Singing			moves a forest d3+1 or causes d6 s5 dam in forest
2-Fury of the Forest		magic missile d6s4, s5 when in forest
3-The Hidden Path		cant be harmed by non magic missiles, and all difficult terrain as open
4-The Twilight Host		unit causes fear, terror if it has fear.
5-Ariel's Blessing			unit gains regeneration.
6-Call of the Hunt		unit moves 2d6" to nearest enemy. in combat +1 att.

-Hedge Magic
0-
1-Magic Show			 +1:) and +1 influence in town
2-Magical Healing			 +1 health and +10% unit heal in town,
3-Magical Fortifications		 +20% town defence value and +20% fortify value for units.
4-Animal Familliar			 caster gets random animal familiar promotion (if has none) and summons the familiar (if dead).
5-Magical Barrier			 Town units get 75% magical imunity and magic effects to town defence value are reduced by 75%.
6-Spirit Ward			 Summons the spirit of the caster to defend the town. +1 town visibility, cannot attack, cannot move, str 20 (or 15 atleast high), always defends first, no % value changes.

inspirations from: [URL="http://hiddenway.tripod.com/hero/hedge.html"]some website[/URL]


-Amber Magic (Lore of Beasts)
0-
1-Ursos the Bears Anger		RIP, +3a +2s +1to, no weapons.
2-Buccos the Oxen Stands		fleeing unit rallys
3-Corvos the Crows Feast		magic missile 2d6 s3
4-Kinos the Beast Cowers		Animals cant move or attack. (cavalry,swarm,chariot,monster.)
5-The Hunter's Spear			Magic missile s6, like bolt thrower
6-Lupens the Wolf Hunts		friendly animal unit moves 2d6" and can attack.

-Amethyst magic (Lore of Death)
0-
1-Dark Hand of Death		magic missile d6 s4
2-Steal Soul			enemy models lose 1Wo caster gains 1WO
3-Wind of Death			magic missile 2d6 s4
4-Walking Death			RIP, causes fear or terror (when already causes fear)
5-Doom and Darkness		enemy unit not immune to psychology gets -3Ld and must pass ld test or be affected another turn
6-Drain Life				all enemy units in 12" d6 s3 hits. no armour

-Bright Magic (Lore of Fire)
0-
1-Fire Ball					magic missile d6 s4 fire
2-Flaming Sword of Rhuin		self RIP, gains fire weapon, hits 2+ +1a +3S
3-Burning Head				straight line from caster, s4 fire hit models under it, casualties=panic test.
4-Fiery Blast				magic missile 2d6 s4 fire
5-Conflagration of Doom		d6 s4, both players roll, caster higher= added hits
6-Wall of Fire				RIP, front row s4 fire hit, unit move all are hit

-Celestial Magic (Lore of Heavens)
0-
1-Portent of Far				unit rerolls all 1s
2-Second Sign of Amul			reroll d3 dice untill end of turn
3-Celestrial Shield			+4 ward save against missiles
4-Forked Lightning			unit d6 s4 hits
5-Uranon's Thunder Bolt		unit d6 s4 hits, no armour save.
6-Comet of Casandora			RIP, marker on tablem roll d6, 1-3 another marker, 4-6 comet strikes d6"*marker 2d6 s4 hits.

-Gold Magic (Lore of Metal)
0-
1-Rule of Burning Iron			one model s8 hit - armour save. (1+ = s7, no save = s1)
2-Commandment of Brass		war machine or chariot cant move/shoot
3-Transmutation of Lead		enemy unit -1 to hit, to wound, and to armour saves.
4-Destillation of Silver			magic missile 2d6 s4 fire hits.
5-Law of Gold				chose magic item, 1-3 cant be used untill next turn, 4+ destroyed.
6-Spirit of the Forge			2d6 hits at s7-armour (1+ = s7, no save = s1) no armour saves.

-Jade magic (Lore of Life)
0-
1-Mistress of the Marsh		enemy near water moves half speed. no effect flyers or ethereals.
2-Master of the Woods		enemy near wood suffers d6 s4 hits. s5 if in woods.
3-Gift of Life			one frieldy model heals 100%. no effect on daemons, undead, chariots and war machines.
4-The Howler Wind		RIP, shooting with str4 or less cant be targeted to caster or 12" around. no effect on war machines.
5-The Rain lord			-1 to hit with shooting. -2 on armour pierceing weapons. 4+ on war machines, etc.
6-Master of Stone		enemy near stone/hill/rocks suffers d5 s5 hits, s6 if on stone/hill/rocks.

-Light Magic (Lore of Light)
0-
1-Burning Gaze			magic missile, d6 s4, s6 against daemons and undead. flames.
2-Pha's Illumination		RIP, person gets s5, 3a, magic weapons are normal.
3-Healing Energy			one friendly gainst one Wo. no effect on daemons, undead, chariots and war machines.
4-Dazzling Brightness		enemy has WS1.
5-Guardian Light			all friendly units immune to psychology. fleeing unity rally. 
6-Cleansing Flare			all enemys suffer s5 hits, s6 vs daemons, undead.

-Grey Magic (Lore of Shadows)
0-
1-Steed of Shadows		char can make 20" fly move.
2-Creeping Death			magic missile 3d6 s1, no armour.
3-Crown of Taidron		all units in 12" suffer d6 s4 hits.
4-Shades of Death		RIP, friendly causes fear/terror.
5-Unseen Lurker			friendly unit makes another normal move.
6-Pit of Shades			3§ templeate oder enemy, In test or dead.

-Skaven Magic
0-Warpstone Token		+1 power dice
1-Skitterleap			one model can reappear anywhere.
2-Warp Lightning			magic missile, d6 or 2d6 s5 hits. on 1 caster is hit.
3-Vermin Tide			5" template from caster, any unit under takes 3d6 s2 hits.
4-Pestilence Breath		teardrop template, models take s4 hit no armor save.
5-Death Frenzy			unit becomes frenzied, or death frenzy (+2attacks, -d3 models)
6-Plague				unit takes To test, fail 1Wo. no armour save. chance to move to other units.

-Necromancy
0-Invocation of Nehek			heales d6 wounds, etherial, vampires, non infantry heal 1
1-Raise Dead				summons d3+4 zombies
2-Vanhel's Danse Macabre		8" move
3-Gaze of Nagash				magic missile 2d6 s4
4-Curse of Years				RIP, lose model on 6+, next turn on 5+/4+/etc
5-Wind of Undeath			all enemy units take a wound on 4+, no armour save, creates spirits.
6-Summon Undead Horde		summons 5d6 alot zombies, or heals units alot. etherial, vampires, non infantry heal 1.

-Liche Priest Incantations
0-
1-Djedra's Incantation of Summoning			unit regains d3wo (tomb guard d6, skeleton war 2d6)
2-Horekhah's Incantation of Righteous Smiting		one normal attack or one shot immediately.
3-Mankara's Incantation of Urgency				another normal move
4-Sekhubi's Incantation of Vengeance			magic missile d6 s4
5-
6-

-Kislev Ice magic
0-
1-
2-
3-
4-
5-
6-
might get some insirations from the "age of wonders 2" spells later...


-Prayers of Sigmar
0-
1-Hammer of Sigmar		RIP, reroll to hit and to wound.
2-Armour of Contempt		RIP, +4 ward save
3-Healing Hand			100% heal
4-Unbending Rightousness	RIP, priest and unit unbreakable.
5-Soulfire				enemys in contact d6 s4 hits, s5 on undead, daemon, forest spirit. no armour saves.
6-

-Little WAAAGH!!
0-
1-Gaze of Gork		magic missile d6 s2 no armour
2-Brain Bursta		magic missile 2d6 s4
3-Gork'll Fix It		enemy unit counts rolls of 6 as 1
4-Foot of Gork		enemy unit suffers d6 s6 hits
5-Hand of Gork		friendly unit moves 2d6" forward
6-Mork Wants Ya!	enemy model must pass In test or suffer d6 s10 hits.

-Big WAAAGH!!!
0-
1-Gaze of Mork		magic missile d6 s4
2-'Eadbutt			LOS enemy model takes a S5 hit no armour
3-Bash 'em Ladz		HtH next round strikes first and reroll misses
4-Fists of Gork		each model suffers WS3 s4 attack
5-Gork's Warpath		one enemy unit whereever takes d6 s6 hits. roll d6 1= own unit, 2-4 end spell, 5-6 another enemy unit
6-WAAAGH!			all friendly units move 2d6" forward

-Tzeentch Magic (Warriors of Chaos)
0-
1-Flickering Fire of Tzeentch		magic missile d6+1, s d6+1, flames
2-Baleful Transmogrification		enemy takes ld test and suffers wounds missed by. no armour
3-Pandaemonium				RIP, no Ld of chars and miscasts on doubble.
4-Treason of Tzeench			not immune to psyche enemy, all models attack themself, not chars,
5-Call to Glory				RIP normal unit member is exhaled hero.
6-Infernal Gateway			enemy unit, 2d6 Str 2d6 hits. on 11 or 12 at str unit removed.

-Slaanesh Magic (Warriors of Chaos)
0-
1-Lash of Slaanesh		magic missile, d6 s3 hits, casulties cant march next round.
2-Hellshriek				all enemys in range take panic test
3-Hysterical Frenzy		RIP, single unit not immune to psych becomes frenzied and takes d6 S3 hits each turn
4-Titillating Delusions		RIP, single unit not immune to psych moves to specific point.
5-Aura of Acquiescence	causes fear, or terror. models attacking must pass LD test to hit.
6-Ecstatic Seizures		enemy models in unit each takes To test, fail= dead, no saves.

-Nurgle Magic (Warriors of Chaos)
0-
1-Magnificent Buboes		one enemy model takes a wound no armour save
2-Fleshy Abundance		friendly unit gains regeneration one turn
3-Plague Squall			stone thrower large template, touched takes 3d6 s1 no armour save, missfire center on mage. nurgle unaffected
4-Cloying Quagmire		IN test, fail -> armour test, pass = taken away. no effect on fly, amphibious, ethereal
5-Curse of the Leper		RIP, dice 1 next to unit, each turn +1, dice number = -to str and to, 0 = dead
6-Rot, Glorious Rot		each enemy in range take d6 s6 hits no armour.


-Tzeentch Magic (Deamon Lore of Tzeentch)
0-
1-Flickering Flames		magic missile, d6+1 str d6+1 flame hits.
2-Boon of Tzeentch		d3+1 power dice
3-Glean Magic			Cast on enemy wizzard, can cast one of his spells automatically, no summons.
4-Gift of Chaos			enemys in 12" suffer d6 sd6 hits as shooting.
5-Bolt of Change			magic missile, 2d6 str 2d6+4
6-Tzeentch's Firestorm		magic missile, 2d6 s5 hits flames. for every 3 wounds one horror is created.

-Slaanesh Magic (Deamon Lore of Slaanesh)
0-
1-Acquiescence			target suffers from stupidity rest of the game.
2-Cacophonic Caress		all enemy units in 2d6" suffer d6 s3 no armour hits.
3-Succour of Chaos		one friendly gets always strikes first and rerolls to hit.
4-Slicing Shards			d6 s5 hits, LD test or another d6 s5 hits, untill passed or unit dead.
5-Pavane of Slaanesh		enemy model in view must pass Ld test or take d6 wounds. no armour. 
6-Phantasmagoria		all enemy units roll an extra d6 for Ld tests. and discard lowest.

-Nurgle Magic (Daemon Lore of Nurgle)
0-
1-Miasma of Pestilence		WS, S, T, I to 1 of all models near caster.
2-Steam of Corruption		Breath weapon, toughness test or lose a wound. no armour
3-Pit of Slime			unit takes S test or cannot move or shoot.
4-Rancid Visitation		d6 s5 hits, pass T test -> fail take another d6 s5 hits, untill passed test.
5-Shrivelling Pox			single model pass T test or suffer d6 Wo. no armour.
6-Plague Wind			Every model in unit takes T test or suffers a Wo, no armour. 1 nurgling base is created for each 3 wounds.

-Gut Magic
0-
1-Bloodgruel			1 hit on caster, 2-6 regains a wound
2-Bonecruncher			magic missile, 2d6 s2, no armour save, caster takes s4
3-Bullgorger			range 6"/12", caster pass str test, unit str+1
4-Trollguts				range 6"/12", caster -1Wo, unit gets MR2 and regeneration
5-Toothcracker			range 6"/12", caster suffers s6 hit, unit stubborn +1To
6-Braingobbler			enemy unit panic test.

hmm... had to use CODE because the forum doesnt understand TABS. even with coded it looks a bit out of order... i will attach the txt file below.

as i said atm its just the tabletop effect list.
i guess the only one with civ4 effects is atm: Hedge Magic
5 of these spells can just be casted in towns (the familliar one everywhere) and just one can be active per mage and these spells get disbanded when the caster dies or leaves the town.

also i noticed no magic for the Ogre Kingdom... so i added the Gut magic at the bottom.
maybe the ogres are not in the mod? or are they supposed to use a different system?

maybe i wont even edit that list to civ4 effects... i think i wait untill PL posts his spell list to see what he has in his mind for the spells and give ideas to them then...
 

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