Amurite Unique Spells

DrPepper836

Warlord
Joined
Oct 29, 2007
Messages
134
Amurite Unique Spells​

Like a lot of other players of the magical side of Fall From Heaven, the Amurites seem to be a bit... lacking in magical abilities. They don't actually cast any better than mages of anyone ele's country, but they can get more of them. They can also train units with Govanaon. However, unless you are attacked and need to build 20+ mages in about 20 turns, this won't help much. Having a bigger army of mages is pointless when comparing them to longer summons, because it would take 3x as many mages to get their strength, and that's just ridiculous.

Anyway, so I started thinking about ways that could improve the Amurites. I came up with a few list of requirements that any mod to them would have to meet. This is what I came up with:

  • There has to be some sort of quantity over quality thing here.
  • I don't think that giving them some builder civ characteristics would be the way to go, because we already have builder civs. The kuriotates, the sidar, the elohim, and I'm sure that there are others.
  • It has to be magic. It needs to be something that is 100% directly involved in the magic system. This is where I got the idea of unique spells from.
  • It can't be overpowered. Honestly, if we gave the Amurites 21 different unique spells, not only would that be incredibly confusing and time consuming, but way overpowered.
  • The Amurites must always be able to use this advantage. Keelyn, for example, will always have the summoner trait. An adaptive civ can always have it if they want. So the Amurite civ must always have this.

So, I got the idea to give them 3 non-summoning, relatively situation spells that could be used by all of their mages using the 3 mana nodes that come with the palace. These are the spells that I came up with:

  1. Metamagic 2: Teleport. Teleports the mage to a random tile within a 15 x 15 square. Will not teleport the mage to a tile with units not owned by you in it, tiles not owned by you, or water tiles. This is definately my favorite one to play around with.
  2. Fire 2: Vaporize. Turn all coastal tiles into a charred wasteland for 4 turns. Can be used to cut cities off from the ocean, dry up lakes, be creative. Note that this spell will start war!
  3. Body 2: Intangible. This one is crafty. It gives the new intangible promotion to all of the enemies troops that are in a 1 x 1 square of the caster! (The intangible promotion makes them invisible and has a 30% chance of wearing off per turn.) That way, you can sneak in and grap one of their resources, choke points, whatever you like. Keep in mind, however, that it will let them stay invisible for a while. Also note that the spell can be resisted, but has a resist percentage of 0%. So unless the targets have some kind of resist magic promotion, they will always be affected.
Oh, also note that invisible units aren't invisible in cities, and the burnt wasteland terrain is impassable. That's an easy change though!;)


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Intagible sounds cool. IIRC, An intersting byproduct of being invisible is that you dont defend. Now all my enemies cant defend and I can just go and take their pretty cities. I'm assuming that you can walk on charred wasteland, if you can, intercontinental invaisions at Sorcery will be fun. An idea that might be cool if you know python is after the spellstaff promotion is used, you can have the Wizard remain immobile for X turns to regain the spellstaff promo.
 
teleport dosnt fit metamagic... cool idea, but it would suit dimensional better. metamagic is all about anti-magic, or all magic.

id prefer to give Amurites some cross spere spells like magister cultuum always nags for :)
earth +fire mana = volcano (turn a random peak to a volcano causing damage to all adgacent units, improvements and cities.)
Fire+death = conflagration (deal large ammount of damage to target stack)
Body + metamagic = Magic Mirror (caster only, reflects spells cast on the caster to the unit that cast it, ie if an enemy sends a fireball at the caster, the owner of the fireball gets the damage not the amurite mage)
Fire + Body = Immolation (adds ‘Immolation,’ Immune to Fire, +2 Fire strength. (33% chance of transferring the ‘Ignited’ promotion which auto damages enemies, to enemies in combat) lasts 1 turn.) fire
Metamagic + fire = Fire mastery (all fire summons get +20% strength, all fire spells deal +10% damage)

etc, i think stick to the spheres that amurites start with and cross sphere with other spheres that they must get to use.
 
Hmm...well, I think on teleport that it'd be better if it teleported you back to your capital. Cuz it'd be dumb if you were teleported halfway across the world. Maybe I'm misunnerstandin. (I thought it was worded wierdly, so I jus kinda guessed wat the whole 15X15 square thing meant. Either way, I think back to capital is better.) Alternatively, make it so you can select a tile within a reasonable range. So, click the spell and choose where to teleport.

Also, P_L makes a valid point bout metamagic bein anti-magic or all magic. (I always thought of it as the most broad form of magic myself. Ya know, it can do a lil of everythin but isn't great at anythin.)
 
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