PL Mod-Mod Wish List/Brainstorm Thread

Psychic_Llamas

Wizard in the Making
Joined
Nov 25, 2005
Messages
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Location
Western Australia
Well i figured im going to start getting back into modding soon so i thought i would open a new thread so i can put down my wish list :).

Magic Tweeks:

1. Fix spellcasters upgrade paths, give spellcasters their free promotion again on upgrading, fix which brancehs of magic are avaliable to each civ.

2. work out some way of making spell summon units strength scale according to tech level, (so elven magics start weak and early, but get stronger with certain techs)

3. Balance and fine tune spells currently in the Mod.

4. Add Big WAAAAGH!!! and Little WAAAGH! magics for Greenskins.

Spoiler :

Little WAAGH!!

Spoiler :

1. DIS LITTLE PIGGY
Turns cow, sheep, or deer resource to pig instead. Yay, Can now have boarboyz!

2. WALLBUSTA
Psychic energy emanents from the caster and city defences depreciate under the stress (bombard 10%)

3. A PILLAGIN' WE GO
gives all units in the casters stack the 'A Pillagin' we go promotion which icreases teir pillage yeild by 1.5x (or 2x will need to be play tested i think).

4. UGLOK'S HOMEBREW
all units healed 15-20% instantly, and get +10% strength for 1 turn.

5. 'EADBUTT
all wizards within 2 squares of the caster (except the caster (affects friendly wizards)) get damaged 10-25% by physical damage and cannot cast this turn.

6. GIT OVER ERE!
any greenskin unit adjacent to the caster (can be from an opposing greenskin team) has a chance to join the casters side. may be resisted. (use domination code)


Big WAAAGH!!!

Spoiler :

1. GORKFLICKA
A Random unit (85% chance of it being an enemy, 15% chance friendly) is thrown 2 squares in a random direction and suffers a flat 25% physical damage. if the unit land on a tile with another unit then the other units suffer minor collateral damage.

2. MORK SAVE UZ!
Description: The caster and units in the same stack are immune to further magics.
The Caster and his stack are temporarily immune to magic. 75% chance of wearing off each turn.

3. DA CRUNCH
Description: Gorks big green foot descends from the sky to squish an enemy square.
Deals 15-30% collateral damage to a single random stack (85% chance of it being an enemy, 15% chance friendly)

4. FISTS OF GORK
Description: The Shaman's arms become enwrapped with glowing bands of power.
Temporarily Adds a promotion to the caster which allows the use of 'air strikes' to bombard neighboring tiles without engaging in combat. +1 strength. 75% chance of wearing off each turn.

5. MORK WANTS YA!
Description: A big green hand descends from the sky and scoops up a random enemy unit within 2 squares of the caster. The unit never comes back, or is thrown back down for heaps of damage.
targets a random unit within 2 squares of the caster ((85% chance of it being an enemy, 15% chance friendly) excluding the caster himself and any hero units or units above level 4). the unit is killed (may be resisted) if resisted is damaged 50%.

6. WAAAGH!!!
Description: The Caster calls the power of the WAAAGH!!! and instills all his fighters with the power of Gork and Mork
All greenskins within 2 squares of the caster get +1 str, +1 move, and blitz for 1 turn, (including enemy greenskin units.)

7. GAZE OF MORK
Description: The Shaman calls upon the power of Mork and stares at an enemy and a beam of destructive energy streaks from his eyes,
The strongest enemy unit adjacent to the caster instantly suffers 15% fire 15% cold 15% lightning 15% physical damage and 15% Poison damage. may be resisted. if it is resistes the caster suffers this damage instead

8. STOP DAT YOU FOOLZ!
Description: The Caster is instilled with the strength and quthority of Gork and Mork, and all greenskins around him stop fighting each other and fight the enemy.
Adds the 'Disciplined' promotion to the caster. the caster gets +2 strength.


5. Add Necromancy for Vampires and Khemri's 'Incantations'

Spoiler :

Necromancy:
Spoiler :

1. INVOCATION OF NEHEK I - RAISE SKELETON
permanently Summons a Skeleton as per FfH Death 1.

2. DEATH TOUCH
does 15% death damage to the weakest adjacent enemy, no cap.

3. INVOCATION OF NEHEK II - RAISE ZOMBIE
permanently Summons a Zombie (Move 1, 2 death 2 poison damage. can build roads/trails etc.

4. INVOCATION OF NEHEK II - SUMMON SPECTRE

5. HAND OF DUST
+2 death damage to caster. Wears off after combat.

6. GAZE OF NAGASH
turns all adjacent barbarian undead units to the caster’s team (dosnt not affect heroes or units above level 4).
Passive effect: caster causes fear.

7 VENHELLES DANCE MACABRE
All undead units in stack gain +1 movement and blitz for 1 turn

8. CURSE OF THE YEARS
Add 'curse of the years' promotion to enamies adjacent. Promo gives 10% chance of turning into a skeleton, 10% chance of wearing off per turn.
Passive effect: summons twice as many units


Khemri Incantations
Spoiler :

(NOTE: all 4 of these incantations are avaliable to all Khemri Liche Priests upon creation. but they can not learn any other branch of magic. not even Hedge magic. Incantations never miscast. If this is too great a penalty, i think ill think of some Khemri liche priest only promotions...)

1. SEKHUBI'S INCANTATION OF VENGENCE
Summons an 'incantation of Vengence' Unit (2 moves, 2 Holy, 2 Unholy strength)

2. HOREKHAN'S INCANTATION OF RIGHTEOUS SMITING
Archer units adjacent to the caster get +1 Holy strength, +1 move and Blitz for 1 turn.

3. DJEDRA'S INCANTATION OF SUMMONING
All friendly undead units adjacent to the caster are healed 25%.

4. MANKARA'S INCANTATION OF URGENCY
All units adjacent to the caster treat all terrain as roads for 1 turn.





6. Add the Elemental magics.

Spoiler :

WATER
Spoiler :


1. CALL UNDINE:
Description- summons an ‘Undine' unit
CreateUnitType- Undine (2 movement, 2 cold strength, can be ‘sacrificed’ to build a ‘Natural Spring’ feature*. Permanent. only 1 per caster at a time.)
iCreateUnitNum- 1
*CreateFeatureType- ‘Natural Spring’ feature. (acts like an oasis on plains and grassland tiles, ie provides fresh water to surrounding squares. cannot be built on fresh water (ie next to rivers or near another Natural Spring. +1 food to the tile. minimum of 3 squares between springs?)

2. LIQUID BODY:
Description-
Buff Spells
---bBuffCasterOnly
-AddPromotionType1- ‘Liquid Body’, unit can walk on water and is invisible on water tiles and next to rivers (or in tiles with access to fresh water). Rivers act a roads (perhaps make the unit get an extra move on tiles with access to fresh water?. Permanent.

3. LIFE BLOOD:
Description – water, being the life blood of the world, has magical properties that the Water Elementalist is able to unlock, and if used correctly can act as a cure-all. Does not affect deamonic or undead, or other unliving units(ie war machines)
iCombatHealPercent-35%
RemovePromotionType1- ‘Diseased’

4. SUMMON SEA SERPENT:
Description- summons an ‘Sea Serpent' unit
CreateUnitType- Sea Serpent (3 movement, 4 physical, 2 Poison strength, hidden nationality, +50% vs other sea monsters. can only move in water)
iCreateUnitNum- 1

5. GEYSER:
Description- caster calls up the groundwater and causes a massive eruption of water, throwing units away and damaging them.
-Damage Spell
---iDamage- 10%
---iDamageLimit- 20%
---DamageType- Physical
-enemy stack is scattered randomly on the 9 squares over the geyser.

6. CALL HAIL:
Description- casts this spell on one enemy unit in his line of sight. target stack is caught in a hail storm.
CreateFeatureType- ' Hail Storm' Storm is 9 squares in size (3 x 3) and damages every unit (even allies) under it. (improvement vanishes after 1 turn)
---iDamage- 20%
---iDamageLimit- 30%
---DamageType- cold

7. SUMMON WATER ELEMENTAL:
Description- summons an ‘Water elemental' unit
CreateUnitType- Water elemental (2 movement, 9 cold strength, ‘Liquid Body’, immune to fire and Physical Resistance. Can cast ‘Life Blood’. splits into 2 Lesser Water Elementals upon death.
iCreateUnitNum- 1

8. WATER MASTERY: (not sure if this is possible)
Buff Spells
---bBuffCasterOnly
-AddPromotionType1 – ‘Water Mastery’ *
-RemovePromotionType1 – ‘Fire Mastery’ *
*Water Mastery – permanent promotion. The Caster gets a +1 movement, +2 cold strength bonus and 15% withdrawl chance when on a tile with Fresh water. Allows an extra Undine to be summoned (increase summon cap?)



EARTH
Spoiler :


1. CALL GNOME:
Description- summons an ‘Gnome' unit
CreateUnitType- Gnome (1 movement, 3 physical strength, can be ‘sacrificed’ to build a ‘Gnomish Mine’ improvemen*. Permanent. only 1 per caster at a time.
iCreateUnitNum- 1
*CreateImprovementType- ‘Gnomish Mine’ improvement. (only built on mines, replaces mine. +2 hammers, +10% extra chance of discovering new mineral resources. not sure how to limit this to one mine per caster... perhaps rather than sacrifice the Gnome have him add a hammer to any mine that he is fortified on, as well as boost the chance of finding new mineral resources?)

2. STONE SKIN:
Description-
Buff Spells
-AddPromotionType1- ‘Stone Skin’*
*Stone Skin, double movement in hills and peaks (ignores terrain penaties)
---iImmuneToHits- 1
---Lasts until end of turn.

3. PETRIFY:
Description – the caster petrifies the flesh of the target unit, making them slowly tun to solid rock. Each turn they are damaged, and cannot move, and each turn there is a 20% chance of the spell wearing off. affects one unit, may be resisted.
---iDamage- 15%
---iDamageLimit- 90%
---DamageType- Physical
iImmobileTurns- 1

4. SUMMON MEDUSA:
Description- summons an ‘Medusa' unit
CreateUnitType- Medusa (1 movement, 3 physical and 3 Poison strength, can cast ‘petrify’, City Garrison 1).
iCreateUnitNum- 1

5. BARRAGE:
Description- caster awakens large boulders and hurls them at the enemy low level of collateral damage, affects 3 units in a stack. (-able to use to be used to bombard city defences instead)
-Damage Spell
---iDamage- 20%
---iDamageLimit- 40%
---DamageType- Physical

6. EARTHQUAKE:
Description- the caster causes the convection currents in the mantle to reverse for a time cusing massive earthquakes. (5 x 5 squares in size) damages all units including the caster and allied units. damages friendly cities as well.
---iDamage- 20%
---iDamageLimit- 80%
---DamageType- physical
iChangePopulation- -1 (not sure if this works in whole numbers or percentages, ill see when i make the spell. if it is % would 5% be ok do ya think?)
(uses graphics from ‘The Old Gods’ scenario)

7. SUMMON EARTH ELEMENTAL:
Description- summons an ‘Earth elemental' unit
CreateUnitType- Earth elemental (1 movement, 10/12 Physical attack/defense, Physical resistance and immune to poison damage. can bombard city defences.
iCreateUnitNum- 1

8. EARTH MASTERY:
Buff Spells
---bBuffCasterOnly
-AddPromotionType1 – ‘Earth Mastery’ *
-RemovePromotionType1 - 'Air Mastery'
*Earth Mastery – permanent promotion. The Caster gets a +1 movement and 15% withdrawl chance when on a hill. may cross impassable terrain (ie Peaks). Allows an extra Gnome to be summoned (increase summon cap?)



AIR
Spoiler :


1. CALL SYLPHS:
Description- summons an ‘Sylph' unit
CreateUnitType- Sylph (4 movement, 1 lighting strength, flying, sentry 1. cannot pillage or capture cities)
iCreateUnitNum- 3 permanent

2. WINDS OF HASTE:
Same as FfH Haste and Fair winds spell combined.

3. WHIRL WIND
Description- Pushes all enemy units within 2 squares of the caster away from the caster 1 square if they aren’t in a city or fort.

4. CHAIN LIGHTNING:
Description- summons a 'Forked Lightning' unit
CreateUnitType- 'Forked Lightning (2 movement, ignore terrain cost, Blitz, 6 lightning strength, lasts 1 turn)
iCreateUnitNum- 2

5.: CLOUD WALKER:
Description –.
Buff Spells
-AddPromotionType1- ‘Cloud Walker’ (grants the caster flying, +50% withdrawal)

6. POWER SURGE:
Description- the caster sends bolt of electricity from his skin in all directions, any enemy adjacent to him is dealt the following damage:
---iDamage- 30%
---iDamageLimit- 40%
---DamageType- Lightning

7. SUMMON AIR ELEMENTAL:
Description- summons an ‘Air elemental' unit
CreateUnitType- Air elemental (3 movement, 8 Lightning strength, Flying, immune to lightning and Physical resistance. Can cast ‘Whirl Wind’, 15% chance to create forked lightning unit after combat.)
iCreateUnitNum- 1

8. AIR MASTERY:
Buff Spells
---bBuffCasterOnly
-AddPromotionType1 – ‘Air Mastery’ *
-RemovePromotionType1 - 'Earth Mastery'
*Air Mastery – permanent promotion. The Caster gets a 20% withdrawl, Allows an extra 3 Sylphs to be summoned (increase summon cap?), attacks have 5% chance of casting 'Power Surge')



FIRE
Spoiler :


1. CALL SALAMANDER:
Description- summons an ‘Salamander' unit
CreateUnitType- Salamander (1 movement, 5 Fire strength, Bombarding attack like archers, (like an air strike attack, not like fireball.) lasts 1 turn.
iCreateUnitNum- 1

2. SOUL FLAME:
-CreateBuildingType - 'Soul Flame' All units built in the city get +2 EXP. (maybe also allow units who pass through this city get +10% attack strength for a few turns)

3. IMMOLATION
Description-
Buff Spells
-AddPromotionType1 – ‘Immolation,’ Immune to Fire, +2 Fire strength. (33% chance of transferring the ‘Ignited’ promotion to enemies in combat) lasts 1 turn. chance to ignite forests.

4. SUMMON DJINNI:
Description- summons a 'Djinni' unit
CreateUnitType- Djinni (2 movement, 3 Fire strength, starts with ‘Immolation’ promotion)
iCreateUnitNum- 1

5.: DROUGHT:
Description –
CreateFeatureType- grassland –> plains, plains –> desert. Removes forests. base terrain change lasts 20 -30 turns only, then it reverts to normal. however forests do not grow back.
---iDamage- 10%
---iDamageLimit- 30%
---DamageType- Fire

6. HELLFIRE:
Description-
CreateFeatureType- ' Fire Storm' Storm is 9 squares in size (3 x 3) and damages every unit (even allies) under it. (improvement vanishes after 1 turn) ignites forests.
---iDamage- 30%
---iDamageLimit- 40%
---DamageType- Fire

7. SUMMON FIRE ELEMENTAL:
Description- summons an ‘fire elemental' unit
CreateUnitType- Fire elemental (2 movement, 8 Fire strength, starts with ‘Immolation’ promotion. immune to Fire and Physical resistance. Lasts 1 turn. duration can be extended if in a forest, automatically causes smoke to start in forests.)
iCreateUnitNum- 1

8. FIRE MASTERY:
Buff Spells
---bBuffCasterOnly
-AddPromotionType1 – ‘Fire Mastery’ *
-RemovePromotionType1 - 'Water Mastery'
*Fire Mastery – Permanent promotion. +2 Fire strength, +30% defence in desert, +1 movement in desert, +15% withdrawal in desert, Summons 2 salamanders instead of 1.



ICE
Spoiler :


1. CALL FROSTLING:
Description- summons an ‘Frostling' unit
CreateUnitType- Frostling (1 movement, 4 cold strength, can spread Tundra). Temporary terrain change, lasts 20-30 turns.
iCreateUnitNum- 1
*CreateFeatureType- Plains, Grassland –> Tundra, Tundra -> Ice.

2. HEART OF ICE:
Description-
Buff Spells
-AddPromotionType1- ‘Heart of Ice’, cold damage heals the unit instead of damages it. Heals 100% faster on tundra and ice. Lasts 1 turn.

3. FROSTBITE:
Description –
Buff Spells
-AddPromotionType1- ‘Frostbite’*
*Frostbite- each turn the unit is damaged, and each turn there is a 45% chance of the spell wearing off.
---iDamage- 25%
---iDamageLimit- 75%
---DamageType- Cold


4. SUMMON NORTHERN LIGHTS:
Description- summons an ‘Northern Lights' unit
CreateUnitType- Northern Lights (2 movement, 4 Cold, 1 Lightning strength, flying )
iCreateUnitNum- 3

5. BREATH OF FROST:
Description- A blast of sub zero air fushes from the casters mouth, freezing everything in its path. damages 3 units in a stack.
-Damage Spell
---iDamage- 30%
---iDamageLimit- 60%
---DamageType- Cold

6. BLIZZARD:
Description-
CreateFeatureType- ' Blizzard' Blizzard is 9 squares in size (3 x 3) and damages every unit (even allies) under it. (improvement vanishes after 1 turn). 50% chance of turning grasslands, plains to Tundra, or tundra to ice. terrain change temporary, 20-30 turns.
---iDamage- 40%
---iDamageLimit- 55%
---DamageType- cold

7. SUMMON FROST DRAKE:
Description- summons an ‘Frost Drake' unit
CreateUnitType- Frost Drake (3 movement, 8 cold strength, fire weakness, cannot enter desert, Starts with permanent 'Heart of Ice' promotion. Can cast ‘Breath of Frost,’ attacks have a 10% chance of auto casting ‘Frostbite’.
iCreateUnitNum- 1

8. ICE MASTERY:
Buff Spells
---bBuffCasterOnly
-AddPromotionType1 – ‘Ice Mastery’ *
*Ice Mastery – "Path of Frost" Terrain the caster stands on turns to tundra for 3 turns if it is grassland or plains, and turns to ice for 3 turns if it is tundra. +1 movement on Ice terrain, +15% withdrawl chance on ice and tundra



7. Play around with Slann magic (my most ambitious ideas are here)

Buildings:

1. Add in my building changes again, using the obsoleting mechanism that walls currently use to make it tidyer. :p (i still find the buildings to be a bit of a mess)

Heroes and Equipment:

1. add in Xienwolf's Equipment mod from FfH (if its finished and works, and if i can figure it out) and then add in racial equipment.

2. Add in at least 1 unique hero for each civ.

Ritual Spells:

Do world spells somthing like this:
Spoiler :
Wind World Spells:

Lore of fire: turns x% of mountains into volcanoes, all surrounding improvements are destroyed and units are dealt fire damage. cities next to volcanoes get halved populations and there should be a small chance for some buildings to be destroyed, however all tiles surrounding volcanoes should get +1 food (volcanic soil is highly fertile).

Lore of metal: spawns a mineral resource (gold, gems, silver, iron, copper etc) on x% of mines in your empire.

Lore of Shadows: permentantly allows Hidden nationality toggling on all your units.

Lore of Death: reduces the population of all cities on the map by 2. deals death damage to all units in the world bar your own.

Lore of Life: gives all your units the 'immortality' promotion (ala blood of the phoenix).

Lore of Beasts: converts x% of barbarian animals to your team, all animals get heroic strength 1 and 2, and heroic defence 1 and 2. (combination of natures revolt and for the horde in FfH)

Lore of the Heavens: not sure... could possibly trigger an event chain around constealations which can benefit your empire significantly over time. possibly cause meteoric iron deposits to appear, have a chance of triggering minor meteor showers on enemy units that enter your borders, etc.

Elemental World Spells:

Fire: slowly starts turning all plains to desert, all grasslands to plains, all tundra to grass and all ice to tundra. starts forest fires all over the map. (use end of winter map script) possibly toned down significantly to just extend the extent of the arid regions already present.

Water: possibly use the same mechanic as raging seas from FfH?

Earth: Turns x% of your territory into hills, (lower peaks, raise flatlands.)

Air: deal lightning damage to all enemy units, create rainstorm improvements randomly all over the map.

ice: trigger 'end of winter' effect but in reverse. possibly toned down significantly to just extend the extent of the polar regions.

Racial World Spells:

Lore of Athel Loren: possibly use the same mechanic as March of the Trees from FfH, but spawn 2 temporary dryads per ancient forest instead of ents.

High Magic: increases miscast chance of all spellcasters except your own by 20% for the remainder of the game.

Dark Magic: all enemy units to enter your borders have a chance of getting the 'Unbearable pain' promotion. all your spellcasters get +1 unholy strength, +1 death strength.

Lore of Day: removes invisibility and hidden nationality from every unit on the map, demons get permanent -20% strength when inside your borders.

Lore of night: all your units gain Invisibility and ignore borders.

Magic of the Horned Rat: starts a plague ala Rhyes and fall of civ in all enemy cities.

Necromancy: every living unit that dies from now on is ressurected in your capital as a skelleton.

Nurgle: all rival units get the diseased or plagued promotion

Tzeentch: x% of units get the mutated promotion

Slaanesh: x% of units in your line of sight are converted to your side.

Waagh Magic: All greenskin units who would normally suffer animosity this turn get the "Waaagh" promotion for 1 turn: +1 move, +1 str, and blitz . Also all pillaging done this turn is increased by +100% gold.

Gut Magic: all your cities gain +2 population, all enemies in your borders suffer x% random type damage.


feel free to use this thread to discuss things in the mod that you think i should consider changing (things that divert from the main mods progression so i dont overlap work that ploep is doing) ideas on how to impliment things are greatly appreciated. HOWEVER please bear in mind i am a slow modder, and definatley not the most capable, and also please do not expect all the things on my Wish List to be incorporated into my mod mod

Spoiler Spell Guidelines :

Rough guidelines to spell strength, ill take this into account when i start coding spells.
Arhiman said:
Having a baseline like this to deviate from makes is much easier to balance across spell schools.

My suggestion would be:
Area damage spells (area of effect 1 tile in every direction)
Level 1 Nil
Level 2 Damage 15%, +2% per combat level, max damage 25%
Level 3 Damage 20%, +5% per combat level, max damage 45%

Stack damage spells
Level 1 Damage 10%, +2% per combat level. Max damage 20% (like a catapult)
Level 2 Damage 15%, +3% per combat level, max damage 40%
Level 3 Damage 35%, +5% per combat level, max damage 60%

Single unit damage
Level 1 Damage 15%, +3% per combat level, max damage 40%
Level 2 Damage 35%, +5% per combat level, max damage 60%
Level 3 Damage 45%, +5% per combat level, max damage 90%

Summons
Level 1 Strength 4, 1 move
Level 2 Strength 6, 2 moves
Level 3 Strength 9, 2 moves.
 
Well, I think the Elemental Magics shouldn't jus be based on Elementals. Wat I mean is when you get to (Insert Elemental Magic name here) III, you shouldn't only get an Elemental as in FfH. Yes, summonin of Elemental should be important, but not as big as it is in FfH. So, there should be a lot more stuff to look forward to than jus summonin the Elementals. For example, there should be a spell for Earth magic that causes the dirt or rocks to damage the enemy unit.
 
Actually I think it would be quite cool if elemental magics did focus more on summoning and elemental sorcery.

As it stands, because there are so many spells per magic school, each school is basically able to do almost everything; they have a summon, an area damage spell, a buff or debuff, a general sorcery. It would be nice to see some specialisation, and some fundamental differences between Winds magic and elemental magic. Otherwise there's not much point, and Fire Magic is just Lore of Fire with different names.

As to my other general moddable suggestions, they're scattered about various posts.
 
well my current design for elemental magic is to have one summon at each 'level' of wizard. for instance a Hydromancer could summon an Undine with Water 1, a Sea Monster at Water 2, and a powerful Water Elemental at Water 3. other than these there is one other spell at water 1, and 2 other non summon spells at water 2 and 3.

Here is my Elemental magic as it stands so far: (not taken balancing into consideration yet, just ideas.)

WATER
Spoiler :


1. CALL UNDINE:
Description- summons an ‘Undine' unit
CreateUnitType- Undine (2 movement, 2 cold strength, can be ‘sacrificed’ to build a ‘Natural Spring’ feature*. Permanent. only 1 per caster at a time. Can Cast 'Spring' as per FfH)
iCreateUnitNum- 1
*CreateFeatureType- ‘Natural Spring’ feature. (acts like an oasis on plains and grassland tiles, provides fresh water to surrounding squares cannot be built on fresh water (ie next to rivers))

2. LIQUID BODY:
Description-
Buff Spells
---bBuffCasterOnly
-AddPromotionType1- ‘Liquid Body’, unit can walk on water and is invisible on water tiles and next to rivers. Rivers act a roads. Permanent.

3. LIFE BLOOD:
Description – water, being the life blood of the world, has magical properties that the Water Elementalist is able to unlock, and if used correctly can act as a cure-all. Does not affect deamonic or undead, or other unliving units(ie war machines)
iCombatHealPercent- 35%
RemovePromotionType1- ‘Diseased’

4. SUMMON SEA SERPENT:
Description- summons an ‘Sea Serpent' unit
CreateUnitType- Sea Serpent (3 movement, 4 physical, 2 Poison strength, hidden nationality, +50% vs other sea monsters.
iCreateUnitNum- 1

5. GEYSER:
Description- caster calls up the groundwater and causes a massive eruption of water, throwing units away and damaging them.
-Damage Spell
---iDamage- 30%
---iDamageLimit- 90%
---DamageType- Physical
-enemy stack is scattered randomly on the 9 squares over the geyser.

6. CALL HAIL:
Description- casts this spell on one enemy ranged or siege weapon unit in his line of sight. target stack is caught in a hail storm.
CreateFeatureType- ' Hail Storm' Storm is 9 squares in size (3 x 3) and damages every unit (even allies) under it. (improvement vanishes after 1 turn)
---iDamage- 60%
---iDamageLimit- 70%
---DamageType- cold

7. SUMMON WATER ELEMENTAL:
Description- summons an ‘Water elemental' unit
CreateUnitType- Water elemental (2 movement, 9 cold strength, ‘Liquid Body’, immune to fire and Physical Damage. Can cast ‘Life Blood’. splits into 2 Lesser Water Elementals upon death.
iCreateUnitNum- 1

8. WATER MASTERY: (not sure if this is possible)
Buff Spells
---bBuffCasterOnly
-AddPromotionType1 – ‘Water Mastery’ *
*Water Mastery – (spell benefits only apply to Water spells)
---iSpellDamageModify - +50%
---bTwincast-
--- Spell extension 1 benefits
--- Doubles movement over water, +100% strength on water and next to rivers.






EARTH
Spoiler :


1. CALL GNOME:
Description- summons an ‘Gnome' unit
CreateUnitType- Gnome (1 movement, 3 physical strength, can be ‘sacrificed’ to build a ‘Gnomish Mine’ improvemen*. Permanent. only 1 per caster at a time.
iCreateUnitNum- 1
*CreateImprovementType- ‘Gnomish Mine’ improvement. (only built on mines, replaces mine. +2 hammers, +10% extra chance of discovering new mineral resources.

2. STONE SKIN:
Description-
Buff Spells
-AddPromotionType1- ‘Stone Skin’*
*Stone Skin, double movement in hills and peaks (ignores terrain penaties)
---iImmuneToHits- 1
---Lasts until end of turn.

3. PETRIFY:
Description – the caster petrifies the flesh of the target unit, making them slowly tun to solid rock. Each turn they are damaged, and cannot move, and each turn there is a 20% chance of the spell wearing off.
---iDamage- 15%
---iDamageLimit- 90%
---DamageType- Physical
iImmobileTurns- 1

4. SUMMON MEDUSA:
Description- summons an ‘Medusa' unit
CreateUnitType- Medusa (1 movement, 3 physical and 3 Poison strength, can cast ‘petrify’, City Garrison 1).
iCreateUnitNum- 1

5. BARRAGE:
Description- caster awakens large boulders and hurls them at the enemy. (-able to use to bombard)
-Damage Spell
---iDamage- 30%
---iDamageLimit- 60%
---DamageType- Physical

6. EARTHQUAKE:
Description- the caster causes the convection currents in the mantle to reverse for a time cusing massive earthquakes. (5 x 5 squares in size)
---iDamage- 30%
---iDamageLimit- 90%
---DamageType- physical
iChangePopulation- -20%
(uses graphics from ‘The Old Gods’ scenario)

7. SUMMON EARTH ELEMENTAL:
Description- summons an ‘Earth elemental' unit
CreateUnitType- Earth elemental (1 movement, 10/12 Physical attack/defense, immune to Physical and poison damage. can bombard city defences.
iCreateUnitNum- 1

8. EARTH MASTERY:
Buff Spells
---bBuffCasterOnly
-AddPromotionType1 – ‘Earth Mastery’ *
*Earth Mastery – (spell benefits only apply to Earth spells)
---iSpellDamageModify - +50%
---bTwincast-
--- Spell extension 1 benefits
--- Buff Spells
-AddPromotionType1- ‘petrifying Attack’ (attacks have 15% chance of petrifying opponent)





AIR
Spoiler :


1. CALL SYLPHS:
Description- summons an ‘Sylph' unit
CreateUnitType- Sylph (4 movement, 1 lighting strength, flying, sentry 1)
iCreateUnitNum- 3 permanent

2. WINDS OF HASTE:
Same as FfH Haste and Fair winds spell combined.

3. WHIRL WIND
Description- Pushes all enemy units within 2 squares of the caster away from the caster 1 square if they aren’t in a city.



4. CHAIN LIGHTNING:
Description- summons a 'Forked Lightning' unit
CreateUnitType- 'Forked Lightning (2 movement, Blitz, 6 lightning strength, lasts 2-3 turns?)
iCreateUnitNum- 2

5.: CLOUD WALKER:
Description –.
Buff Spells
-AddPromotionType1- ‘Cloud Walker’ (grants the caster flying, +50% withdrawal)

6. POWER SURGE:
Description- the caster sends bolt of electricity from his skin in all directions, any enemy next to him is dealt the following damage:
---iDamage- 33%
---iDamageLimit- 99%
---DamageType- Lightning

7. SUMMON AIR ELEMENTAL:
Description- summons an ‘AIR elemental' unit
CreateUnitType- Air elemental (3 movement, 9 Lightning strength, Flying, immune to lightning and Physical damage. Can cast ‘Whirl Wind’, creates forked lightning units after combat.)
iCreateUnitNum- 1

8. AIR MASTERY:
Buff Spells
---bBuffCasterOnly
-AddPromotionType1 – ‘Air Mastery’ *
*Earth Mastery – (spell benefits only apply to Air spells)
---iSpellDamageModify - +50%
---bTwincast-
--- Spell extension 1 benefits
--- Buff Spells
-AddPromotionType1- ‘Storm Attack’ (attacks have 10% chance of casting Power Surge)






FIRE
Spoiler :


1. CALL SALAMANDER:
Description- summons an ‘Salamander' unit
CreateUnitType- Salamander (1 movement, 5 Fire strength, Bombard attack.)
iCreateUnitNum- 1

2. SOUL FLAME:
Buff Spells
-AddPromotionType1 – ‘Free Promotion’ (once per unit only)

3. IMMOLATION
Description-
Buff Spells
-AddPromotionType1 – ‘Immolation,’ Immune to Fire, +2 Fire strength. (33% chance of transferring the ‘Ignited’ promotion to enemies in combat) lasts 1 turn.

4. SUMMON DJINNI:
Description- summons a 'Djinni' unit
CreateUnitType- Djinni (2 movement, 3 Fire strength, starts with ‘Immolation’ promotion)
iCreateUnitNum- 1

5.: DROUGHT:
Description –
CreateFeatureType- grassland –> plains, plains –> desert. Removes forests.
---iDamage- 10%
---iDamageLimit- 30%
---DamageType- Fire

6. HELLFIRE:
Description-
CreateFeatureType- ' Fire Storm' Storm is 9 squares in size (3 x 3) and damages every unit (even allies) under it. (improvement vanishes after 1 turn) ignites forests.
---iDamage- 60%
---iDamageLimit- 90%
---DamageType- Fire

7. SUMMON FIRE ELEMENTAL:
Description- summons an ‘fire elemental' unit
CreateUnitType- Fire elemental (2 movement, 8 Fire strength, starts with ‘Immolation’ promotion. immune to Fire and Physical damage. can cast Soul Flame. Lasts 1 turn. duration can be extended if in a forest, automatically causes smoke to start in forests. explodes upon death)
iCreateUnitNum- 1

8. FIRE MASTERY:
Buff Spells
---bBuffCasterOnly
-AddPromotionType1 – ‘Fire Mastery’ *
*Fire Mastery – (spell benefits only apply to fire spells)
---iSpellDamageModify - +50%
---bTwincast-
--- Spell extension 1 benefits
--- Buff Spells
-AddPromotionType1- permanent ‘Immolation’
-AddPromotionType2- free promotion


ICE
Spoiler :


1. CALL FROSTLING:
Description- summons an ‘Frostling' unit
CreateUnitType- Frostling (1 movement, 4 cold strength, can spread Tundra).
iCreateUnitNum- 1
*CreateFeatureType- Plains, Grassland – Tundra, Tundra -> Ice.

2. HEART OF ICE:
Description-
Buff Spells
-AddPromotionType1- ‘Heart of Ice’, cold damage heals the unit instead of damages it. Heals 100% faster on tundra and ice. Lasts 1 turn.

3. FROSTBITE:
Description –
Buff Spells
-AddPromotionType1- ‘Frostbite’*
*Frostbite- each turn the unit is damaged, and each turn there is a 33% chance of the spell wearing off.
---iDamage- 25%
---iDamageLimit- 75%
---DamageType- Cold


4. SUMMON NORTHERN LIGHTS:
Description- summons an ‘Northern Lights' unit
CreateUnitType- Northern Lights (2 movement, 4 Cold, 1 Lightning strength, flying )
iCreateUnitNum- 3

5. BREATH OF FROST:
Description-
-Damage Spell
---iDamage- 30%
---iDamageLimit- 90%
---DamageType- Cold, 33 %

6. BLIZZARD:
Description-
CreateFeatureType- ' Blizzard' Blizzard is 9 squares in size (3 x 3) and damages every unit (even allies) under it. (improvement vanishes after 1 turn). 50% chance of turning grasslands, plains to Tundra, or tundra to ice.
---iDamage- 60%
---iDamageLimit- 70%
---DamageType- cold

7. SUMMON FROST DRAGON:
Description- summons an ‘Frost Dragon' unit
CreateUnitType- Frost Dragon (3 movement, 9 cold strength, fire weakness, healed by Cold. Can cast ‘Breath of Frost’ and ‘Frostbite’.
iCreateUnitNum- 1

8. ICE MASTERY:
Buff Spells
---bBuffCasterOnly
-AddPromotionType1 – ‘Ice Mastery’ *
*Water Mastery – (spell benefits only apply to ice spells)
---iSpellDamageModify - +50%
---bTwincast-
--- Spell extension 1 benefits
--- Permanent ‘Heart of ice’ promotion

 
If elementals are immune to physical damage, how exactly does the AI defend themselves against them?
 
a few ideas for necromancy spells

Spoiler :

Necromancy:

1. INVOCATION OF NEHEK I - RAISE SKELETON
permanently Summons a Skeleton as per FfH Death 1.

2. DEATH TOUCH
does 15% death damage to the weakest adjacent enemy, no cap.

3. INVOCATION OF NEHEK II - RAISE ZOMBIE
permanently Summons a Zombie (Move 1, 2 death 2 poison damage. can build roads/trails etc.

4. INVOCATION OF NEHEK II - SUMMON SPECTRE

5. HAND OF DUST
+2 death damage to caster. Wears off after combat.

6. GAZE OF NAGASH
turns all adjacent enemy undead units to the caster’s team.
Passive effect: caster causes fear.

7 VENHELLES DANCE MACABRE
All undead units in stack gain +1 movement and blitz for 1 turn

8. CURSE OF THE YEARS
Add 'curse of the years' promotion to enamies adjacent. Promo gives 10% chance of turning into a skeleton, 10% chance of wearing off per turn.
Passive effect: summons twice as many units
 
IIRC, physical damage immunity means immunity to spells like the offensive version of treesinging, or some of the spells that drop rocks on people. It doesn't mean immunity to swords or aces or have any impact on unit combat. Does catapult/archer bombardment do physical damage?

On the spells:

Water

Spoiler :
1. CALL UNDINE:
I would make it so that the undine "deploys" to create the natural spring feature rather than letting you create as many natural springs as you like. That is, you create a "create natural spring" spell for the undine, which then converts the undine into a natural spring unit that functions as an oasis and has zero movement. The spring has a "return to undine form" spell that reverts the change.
Being able to create oases anywhere you want is a bad idea if it means bonus resources from the tile, better to make it 1 spring per water caster. Maybe this was your intention?

I would remove the ability to cast Spring (desert terraforming), as discussed before, terraforming only accessible to some factions is very hard to balance. Definitely not at first level anyway. Maybe at 2nd or 3rd.

2. LIQUID BODY:
Sounds fine. Don't know how you make rivers act as roads though; rivers go "between" tiles not on them, since civ2.

3. LIFE BLOOD:
Fine.

4. SUMMON SEA SERPENT:
Fine. Assuming it can only travel in water :)

5. GEYSER:
Too much damage limit. 90% damage is a very very bad idea, always. If you must give water a damaging spell,
I strongly dislike the idea of giving every spell school a stack damaging spell. These are the biggest problem with FFH magic, and they tend to make normal units far too weak.
Give them a weak damage spell since that isn't the focus of this school, but make it physical damage.

6. CALL HAIL:
Too much damage, esp. for such a large AOE. Don't understand why it requires targetting a siege/archery unit. If it only affects such units, then its much less painful.

7. SUMMON WATER ELEMENTAL:
Fine.

8. WATER MASTERY: (not sure if this is possible)
Too strong, especially the extra spell damage.
An interesting idea though. I would make it just give extra +3 strength when caster is in fresh water tile.


Earth

Spoiler :
1. CALL GNOME:
Fine, as long as this is one mine per caster.

2. STONE SKIN:
Fine.

3. PETRIFY:
This is fine for a level 2 spell. It only affects a single unit, right? Give them a chance to resist, of course.

4. SUMMON MEDUSA:
Fine.

5. BARRAGE:
Too much damage if it affects a stack. Ok for a single unit. Remember; FFH Maelstrom and pillar of fire are far too strong; don't duplicate them.

6. EARTHQUAKE:
Level 3 spell I'm assuming, and must also damage friendly units. If so, then fine.

7. SUMMON EARTH ELEMENTAL:
Fine.

8. EARTH MASTERY:
Too strong; does way too many things for a single promotion.


Air.

Spoiler :
1. CALL SYLPHS:
Fine, as long as it can't pillage!

2. WINDS OF HASTE:
Fine.

3. WHIRL WIND
Fine. Should this be able to push units off forts though?

4. CHAIN LIGHTNING:
Too strong if it makes 2 of these (2 strength 6 summons that last 2 turns each? Remember the danger of the summoning trait.....
Ok for just one. Keep in mind; there is chaos 3 spell that makes 3 strength 5 summons. Thats fine balancewise.

5.: CLOUD WALKER:
Fine.

6. POWER SURGE:
Argh! Too much damage. 99% damage cap? Crazy!

7. SUMMON AIR ELEMENTAL:
Possibly a bit strong. 3 movement is lots for a summon, might need to tone the strength down, and making strength 6 summons is probably a bit much.

8. AIR MASTERY:
Again, too many benefits for a single promotion slot.


Fire.

Spoiler :
1. CALL SALAMANDER:
Too similar to Lore of fire Fireball.

2. SOUL FLAME:
This adds it to the caster only? If note, definitely too strong.

3. IMMOLATION
Too similar to existing immolating spell.

4. SUMMON DJINNI:
Fine.

5.: DROUGHT:
If it lasts a limited number of turns (like those created by Astrological signs in FFH) then fine - maybe 20 turns?. But permanently ruining enemy terrain might be a bit strong when they have no way to turn it back.

6. HELLFIRE:
Too much damage, but nice idea.

7. SUMMON FIRE ELEMENTAL:
Take off the explosion on death (I'm assuming you have the Sheaim pyre zombie explosion in mind?), too nasty otherwise.

8. FIRE MASTERY:
A promotion that gives a free promotion and a bunch of other stuff? Too strong.



Ice.

Spoiler :
1. CALL FROSTLING:
Make it a temporary terraforming and fine.

2. HEART OF ICE:
Nice.

3. FROSTBITE:
Probably fine. Maybe wear off a little faster?


4. SUMMON NORTHERN LIGHTS:
Fine.

5. BREATH OF FROST:
Too much damage if it hits a stack. ok for a single unit.

6. BLIZZARD:
Description-
Too much damage, make the terrain change temporary.

7. SUMMON FROST DRAGON:
Very strong summon! Might need to weaken.
Call it a drake, to distinguish from real dragons.

8. ICE MASTERY:
Again too many effects.



I think overall the schools are too strong, and do too many things (compare them balancewise to the existing schools and to FFH spell schools) but some very nice ideas.
If you keep magic as strong as this, you risk making the entire game about magic, whereas IMO it should be mainly about knights and archers and spearmen, with magic making a nice supporting role. I don't like wizards being able to wipe out massive armies single handedly. They can't really do this in the tabletop, or in the fluff.
 
Greenskin Little WAAGH!!

Little WAAGH!!

Spoiler :

1. DIS LITTLE PIGGY
Turns cow, sheep, or deer resource to pig instead. Yay, Can now have boarboyz!

2. WALLBUSTA
Psychic energy emanents from the caster and city defences depreciate under the stress (bombard 10%)

3. A PILLAGIN' WE GO
gives all units in the casters stack the 'A Pillagin' we go promotion which icreases teir pillage yeild by 3x.

4. UGLOK'S HOMEBREW
all units healed 30% instantly, and get +10% strength for 1 turn.

5. 'EADBUTT
all wizards within 2 squares of the caster (except the caster (affects friendly wizards)) get damaged 10-25% by physical damage and cannot cast this turn.

6. GIT OVER ERE!
any greenskin unit adjacent to the caster (can be from an opposing greenskin team) has a chance to join the casters side. may be resisted. (use domination code)
 
Necromancy looks fine, except that gaze of nagash should only work on barbarians. Even then, it needs to not work on heroes or any high level vampire-type things. Dominating zombies and skellies only.

3x pillage probably too much; greenskins mostly already have the raiders trait, and can generate 30-40+ from pillaging a single town tile once. We don't want orcs being able to generate hundreds of gold per turn from pillaging.
Instead, why don't you make the spell function as a free pillage - so you get an extra pillage from the unit which doens't take up any movement points.

30% heal might also be a little much - the Heal spell in FFH is very very strong, its tier3 for a good reason. Say 10% and I'm with you.
 
Elementary Mastery:
Able to twincast a spell as long as it is from the same sphere and tier1 spell?

Other idea:
When cast a spell of the sphere, auto summon a tier1 creature as the sphere? (e.g. cast Drought, autocast Salamander summons)
Or
When cast a spell of the sphere, autocast a buff spell of the sphere? (e.g. cast Drought, autocast Immolation.

Hellfire: Sounds like a Fire Mastery slot to me. That is nastay! Actually all the other high end spells seem like mastery to me (Earthquake, air, ice and water versions too at option spell 6 slot).

If you want to replace Mastery, how about this option spell:
How about summoning a wall with each sphere to replace it maybe? Creates an immobile wall that remains for 1 turn (+2 for summoners) in the tile cast. A Wall of Stone: stops those entering the tile (or str 0/15). A Wall of Ice: does the same, bt if breakthru take some explosive damage (similar to pyre zombie in FfH. Str 0/8). Wall of Water: the putsy wall (str 0/8 or replace it with Crushing Wave: sinks ships). Wall of Fire: cannot defend, but when units move into tile they are burned. Wall of Air: stops those entering the tile (str 0/12) or replace with Twister (sends the tiles units scattering them over random tiles of 6sq radius if unresisted or take damage) or Hurricane (destroys defensive buildings eg. city walls).
 
Whoops what i meant was upgrade option 6 to mastery, and the wall spell ideas to maybe option 6 replace or lower.
 
Necromancy looks good.

Lil Waaagh: A Pillagin: How about x2 pillage gold? Thats the same thing as pillaging twice (well, roughly as town degrade) but might be much easier to code. Rem that Waaagh magic has higher chances or miscasting than the other magics. Yeah, reduce Ugloks Homebrew heal down to 20% (10% is a bit low for the extra miscast penalty of WOUNDING your units).
 
I like how Necromancy is separate. If I'm right, I think that's done so that the Tomb Kings "death-like" magic is different from whoever builds the college for Lore of Death. That's good. It's makes more spells and increases the diversity of the magic tree. So, I think it's righteous, man.
 
IIRC, physical damage immunity means immunity to spells like the offensive version of treesinging, or some of the spells that drop rocks on people. It doesn't mean immunity to swords or aces or have any impact on unit combat. Does catapult/archer bombardment do physical damage?

On the spells:

Water

Spoiler :
1. CALL UNDINE:
I would make it so that the undine "deploys" to create the natural spring feature rather than letting you create as many natural springs as you like. That is, you create a "create natural spring" spell for the undine, which then converts the undine into a natural spring unit that functions as an oasis and has zero movement. The spring has a "return to undine form" spell that reverts the change.
Being able to create oases anywhere you want is a bad idea if it means bonus resources from the tile, better to make it 1 spring per water caster. Maybe this was your intention?

I would remove the ability to cast Spring (desert terraforming), as discussed before, terraforming only accessible to some factions is very hard to balance. Definitely not at first level anyway. Maybe at 2nd or 3rd.

2. LIQUID BODY:
Sounds fine. Don't know how you make rivers act as roads though; rivers go "between" tiles not on them, since civ2.

3. LIFE BLOOD:
Fine.

4. SUMMON SEA SERPENT:
Fine. Assuming it can only travel in water :)

5. GEYSER:
Too much damage limit. 90% damage is a very very bad idea, always. If you must give water a damaging spell,
I strongly dislike the idea of giving every spell school a stack damaging spell. These are the biggest problem with FFH magic, and they tend to make normal units far too weak.
Give them a weak damage spell since that isn't the focus of this school, but make it physical damage.

6. CALL HAIL:
Too much damage, esp. for such a large AOE. Don't understand why it requires targetting a siege/archery unit. If it only affects such units, then its much less painful.

7. SUMMON WATER ELEMENTAL:
Fine.

8. WATER MASTERY: (not sure if this is possible)
Too strong, especially the extra spell damage.
An interesting idea though. I would make it just give extra +3 strength when caster is in fresh water tile.


Earth

Spoiler :
1. CALL GNOME:
Fine, as long as this is one mine per caster.

2. STONE SKIN:
Fine.

3. PETRIFY:
This is fine for a level 2 spell. It only affects a single unit, right? Give them a chance to resist, of course.

4. SUMMON MEDUSA:
Fine.

5. BARRAGE:
Too much damage if it affects a stack. Ok for a single unit. Remember; FFH Maelstrom and pillar of fire are far too strong; don't duplicate them.

6. EARTHQUAKE:
Level 3 spell I'm assuming, and must also damage friendly units. If so, then fine.

7. SUMMON EARTH ELEMENTAL:
Fine.

8. EARTH MASTERY:
Too strong; does way too many things for a single promotion.


Air.

Spoiler :
1. CALL SYLPHS:
Fine, as long as it can't pillage!

2. WINDS OF HASTE:
Fine.

3. WHIRL WIND
Fine. Should this be able to push units off forts though?

4. CHAIN LIGHTNING:
Too strong if it makes 2 of these (2 strength 6 summons that last 2 turns each? Remember the danger of the summoning trait.....
Ok for just one. Keep in mind; there is chaos 3 spell that makes 3 strength 5 summons. Thats fine balancewise.

5.: CLOUD WALKER:
Fine.

6. POWER SURGE:
Argh! Too much damage. 99% damage cap? Crazy!

7. SUMMON AIR ELEMENTAL:
Possibly a bit strong. 3 movement is lots for a summon, might need to tone the strength down, and making strength 6 summons is probably a bit much.

8. AIR MASTERY:
Again, too many benefits for a single promotion slot.


Fire.

Spoiler :
1. CALL SALAMANDER:
Too similar to Lore of fire Fireball.

2. SOUL FLAME:
This adds it to the caster only? If note, definitely too strong.

3. IMMOLATION
Too similar to existing immolating spell.

4. SUMMON DJINNI:
Fine.

5.: DROUGHT:
If it lasts a limited number of turns (like those created by Astrological signs in FFH) then fine - maybe 20 turns?. But permanently ruining enemy terrain might be a bit strong when they have no way to turn it back.

6. HELLFIRE:
Too much damage, but nice idea.

7. SUMMON FIRE ELEMENTAL:
Take off the explosion on death (I'm assuming you have the Sheaim pyre zombie explosion in mind?), too nasty otherwise.

8. FIRE MASTERY:
A promotion that gives a free promotion and a bunch of other stuff? Too strong.



Ice.

Spoiler :
1. CALL FROSTLING:
Make it a temporary terraforming and fine.

2. HEART OF ICE:
Nice.

3. FROSTBITE:
Probably fine. Maybe wear off a little faster?


4. SUMMON NORTHERN LIGHTS:
Fine.

5. BREATH OF FROST:
Too much damage if it hits a stack. ok for a single unit.

6. BLIZZARD:
Description-
Too much damage, make the terrain change temporary.

7. SUMMON FROST DRAGON:
Very strong summon! Might need to weaken.
Call it a drake, to distinguish from real dragons.

8. ICE MASTERY:
Again too many effects.



I think overall the schools are too strong, and do too many things (compare them balancewise to the existing schools and to FFH spell schools) but some very nice ideas.
If you keep magic as strong as this, you risk making the entire game about magic, whereas IMO it should be mainly about knights and archers and spearmen, with magic making a nice supporting role. I don't like wizards being able to wipe out massive armies single handedly. They can't really do this in the tabletop, or in the fluff.

excelent feedback here Ahriman! EXACTLY what i like to see :) thanks. ive taken all your suggestions into consideration and adjusted the spells in the first post accordingly. any other changes? (i know its way overpowered, thats where i need you guy's help :p)

Frenzy said:
If you want to replace Mastery, how about this option spell:
How about summoning a wall with each sphere to replace it maybe? Creates an immobile wall that remains for 1 turn (+2 for summoners) in the tile cast. A Wall of Stone: stops those entering the tile (or str 0/15). A Wall of Ice: does the same, bt if breakthru take some explosive damage (similar to pyre zombie in FfH. Str 0/8). Wall of Water: the putsy wall (str 0/8 or replace it with Crushing Wave: sinks ships). Wall of Fire: cannot defend, but when units move into tile they are burned. Wall of Air: stops those entering the tile (str 0/12) or replace with Twister (sends the tiles units scattering them over random tiles of 6sq radius if unresisted or take damage) or Hurricane (destroys defensive buildings eg. city walls).

Id like to stear away from wall type spells as i cant think of a decent way to implement them, and units seem clunky. what do you think of the Mastery spell changes in the first post?

Frenzy said:
Lil Waaagh: A Pillagin: How about x2 pillage gold? Thats the same thing as pillaging twice (well, roughly as town degrade) but might be much easier to code. Rem that Waaagh magic has higher chances or miscasting than the other magics. Yeah, reduce Ugloks Homebrew heal down to 20% (10% is a bit low for the extra miscast penalty of WOUNDING your units).

Yeh, im not sure how miscasts will be handled yet, so far there is just a spell failure, im not sure when we will be adding in nasty side effects to such failures... but greenskins should definately get some flashy failures :p

RLaF said:
I like how Necromancy is separate. If I'm right, I think that's done so that the Tomb Kings "death-like" magic is different from whoever builds the college for Lore of Death. That's good. It's makes more spells and increases the diversity of the magic tree. So, I think it's righteous, man.

Yeh, Necromancy, Lore of Death and the Tomb King incantations should all be quite unique. i want necromancy to focus on undead army summoning, whereas Lore of death id like to focus on... death and damage dealing. The Incatations will mostly be buffing spells.
 
and now for some Big WAAAGH!!! spells:

Big WAAAGH!!!

Spoiler :

1. GORKFLICKA
Description: A big green hand descends from the sky and gives a random enemy unit a flick!
Turns cow, sheep, or deer resource to pig instead. Yay, Can now have boarboyz!

2. MORK SAVE UZ!
Description: The caster and units in the same stack are immune to further magics.
The Caster and his stack are temporarily immune to magic. 75% chance of wearing off each turn.

3. DA CRUNCH
Description: Gorks big green foot descends from the sky to squish an enemy square.
Deals 15-30% collateral damage to a single random stack (85% chance of it being an enemy, 15% chance friendly)

4. FISTS OF GORK
Description: The Shaman's arms become enwrapped with glowing bands of power.
Temporarily Adds a promotion to the caster which allows the use of 'air strikes' to bombard neighboring tiles without engaging in combat. +1 strength. 75% chance of wearing off each turn.

5. MORK WANTS YA!
Description: A big green hand descends from the sky and scoops up a random enemy unit within 2 squares of the caster. The unit never comes back, or is thrown back down for heaps of damage.
targets a random unit within 2 squares of the caster ((85% chance of it being an enemy, 15% chance friendly) excluding the caster himself and any hero units or units above level 4). the unit is killed (may be resisted) if resisted is damaged 50%.

6. WAAAGH!!!
Description: The Caster calls the power of the WAAAGH!!! and instills all his fighters with the power of Gork and Mork
All greenskins within 2 squares of the caster get +1 str, +1 move, and blitz for 1 turn, (including enemy greenskin units.)

7. GAZE OF MORK
Description: The Shaman calls upon the power of Mork and stares at an enemy and a beam of destructive energy streaks from his eyes,
The strongest enemy unit adjacent to the caster instantly suffers 15% fire 15% cold 15% lightning 15% physical damage and 15% Poison damage. may be resisted. if it is resistes the caster suffers this damage instead

8. STOP DAT YOU FOOLZ!
Description: The Caster is instilled with the strength and quthority of Gork and Mork, and all greenskins around him stop fighting each other and fight the enemy.
Adds the 'Disciplined' promotion to the caster. the caster gets +2 strength.


EDIT: and now for Khemir incantations:

Khemri Incantations
Spoiler :

(NOTE: all 4 of these incantations are avaliable to all Khemri Liche Priests upon creation. but they can not learn any other branch of magic. not even Hedge magic. Incantations never miscast. If this is too great a penalty, i think ill think of some Khemri liche priest only promotions...)

1. SEKHUBI'S INCANTATION OF VENGENCE
Summons an 'incantation of Vengence' Unit (2 moves, 2 Holy, 2 Unholy strength)

2. HOREKHAN'S INCANTATION OF RIGHTEOUS SMITING
Archer units adjacent to the caster get +1 Holy strength, +1 move and Blitz for 1 turn.

3. DJEDRA'S INCANTATION OF SUMMONING
All friendly undead units adjacent to the caster are healed 25%.

4. MANKARA'S INCANTATION OF URGENCY
All units adjacent to the caster treat all terrain as roads for 1 turn.
 
Mastery is quite cool now... :)

Water Mastery: cool.
Earth: +1 [type???] damage, to tie in with the rest. I would like to see the earthquake graphics on this one!
Air: change to +1 slyph. +1 Lightning damage to the caster.
Fire: cool.
Ice: +1 Cold damage.

Damn cool stuff :goodjob:
 
Here's my thoughts and questions on these. I didn't respond to all, but I will later. Atm, I wish to think more bout the other Big WAAAGH! spells.


Big WAAAGH!!!

Spoiler :

1. GORKFLICKA
Description: A big green hand descends from the sky and gives a random enemy unit a flick!
Turns cow, sheep, or deer resource to pig instead. Yay, Can now have boarboyz!

I like this one. It's cool how it seems to do two things at once, less I misunderstood. Question tho, wat damage does the flick do? And does it have a backfire? i.e. Gork flicks the caster instead?

4. FISTS OF GORK
Description: The Shaman's arms become enwrapped with glowing bands of power.
Temporarily Adds a promotion to the caster which allows the use of 'air strikes' to bombard neighboring tiles without engaging in combat. +1 strength. 75% chance of wearing off each turn.

6. WAAAGH!!!
Description: The Caster calls the power of the WAAAGH!!! and instills all his fighters with the power of Gork and Mork
All greenskins within 2 squares of the caster get +1 str, +1 move, and blitz for 1 turn, (including enemy greenskin units.)

I really like how these give +1 str. Bout "Fists of Gork" tho, wat damage are air strikes? Are they basically like air strikes in Vanilla BTS? (Or am I way off?) Please describe the effects of "air strikes".

8. STOP DAT YOU FOOLZ!
Description: The Caster is instilled with the strength and quthority of Gork and Mork, and all greenskins around him stop fighting each other and fight the enemy.
Adds the 'Disciplined' promotion to the caster. the caster gets +2 strength.

Now, this is a very useful one. Combatin animosity is, I'm sure, a constant struggle. (Don't know from personal experience cuz I have tried Greenskins yet, but I will soon. Maybe tomorrow.) So, imho, anythin that combats that is ok with me.
Btw, jus outta curiousity, how does the AI seem to handle animosity? Does it unnerstand it? Seems to me like it'd be a hard task for it.




P.S.: I did steal Ahriman's way of respondin to these spoilers. I thought it was a good idea. So, thank you, Ahriman for comin up with it. I sure wouldn't thought of it. :)
 
and now for some Big WAAAGH!!! spells:

Big WAAAGH!!!

Spoiler :

1. GORKFLICKA
Description: A big green hand descends from the sky and gives a random enemy unit a flick!
Turns cow, sheep, or deer resource to pig instead. Yay, Can now have boarboyz!

2. MORK SAVE UZ!
Description: The caster and units in the same stack are immune to further magics.
The Caster and his stack are temporarily immune to magic. 75% chance of wearing off each turn.

3. DA CRUNCH
Description: Gorks big green foot descends from the sky to squish an enemy square.
Deals 15-30% collateral damage to a single random stack (85% chance of it being an enemy, 15% chance friendly)

4. FISTS OF GORK
Description: The Shaman's arms become enwrapped with glowing bands of power.
Temporarily Adds a promotion to the caster which allows the use of 'air strikes' to bombard neighboring tiles without engaging in combat. +1 strength. 75% chance of wearing off each turn.

5. MORK WANTS YA!
Description: A big green hand descends from the sky and scoops up a random enemy unit within 2 squares of the caster. The unit never comes back, or is thrown back down for heaps of damage.
targets a random unit within 2 squares of the caster ((85% chance of it being an enemy, 15% chance friendly) excluding the caster himself and any hero units or units above level 4). the unit is killed (may be resisted) if resisted is damaged 50%.

6. WAAAGH!!!
Description: The Caster calls the power of the WAAAGH!!! and instills all his fighters with the power of Gork and Mork
All greenskins within 2 squares of the caster get +1 str, +1 move, and blitz for 1 turn, (including enemy greenskin units.)

7. GAZE OF MORK
Description: The Shaman calls upon the power of Mork and stares at an enemy and a beam of destructive energy streaks from his eyes,
The strongest enemy unit adjacent to the caster instantly suffers 15% fire 15% cold 15% lightning 15% physical damage and 15% Poison damage. may be resisted. if it is resistes the caster suffers this damage instead

8. STOP DAT YOU FOOLZ!
Description: The Caster is instilled with the strength and quthority of Gork and Mork, and all greenskins around him stop fighting each other and fight the enemy.
Adds the 'Disciplined' promotion to the caster. the caster gets +2 strength.
Awesome:). Just how long will it take for you to code these? :lol: On a sidenote, the Gorkflicka becomes Pigs In Space? :)

EDIT: and now for Khemir incantations:

Khemri Incantations
Spoiler :

(NOTE: all 4 of these incantations are avaliable to all Khemri Liche Priests upon creation. but they can not learn any other branch of magic. not even Hedge magic. Incantations never miscast. If this is too great a penalty, i think ill think of some Khemri liche priest only promotions...)

1. SEKHUBI'S INCANTATION OF VENGENCE
Summons an 'incantation of Vengence' Unit (2 moves, 2 Holy, 2 Unholy strength)

2. HOREKHAN'S INCANTATION OF RIGHTEOUS SMITING
Archer units adjacent to the caster get +1 Holy strength, +1 move and Blitz for 1 turn.

3. DJEDRA'S INCANTATION OF SUMMONING
All friendly undead units adjacent to the caster are healed 25%.

4. MANKARA'S INCANTATION OF URGENCY
All units adjacent to the caster treat all terrain as roads for 1 turn.

Nice. Who needs metal for archers now? :lol: they sure dont.
Might see some early pounding rushes combined with Incant 4, then incant 1 to soften, incant 3 to heal, and stompy. Wouldnt like to be their neighbour. But as this is the only magic they can do, sweet.
Maybe think of some very very late game incantations? Just a buff upgrade maybe of these four? Eg incant 4: treat all terrain as a road and +1 move.
 
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