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:
- 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.
- 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!
- 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.

Download the zip file here and unzip in the main FFH directory.
If downloading isn't your piece of cake, then insert the following code into their respective files. Note that this made my game crash while the download didn't, although they have the same code so there is no reason that it should have done that. Download the txt file here. (Unfortunately, there is a 3,000 character limit on posts.
