Contest: Design a Spell!

Life 3--Sorcery
Compassion-gives unit the mercy promotion.
Mercy promotion--gives unit a 100% withdrawal rate when attacking living enemies, though only if it would have won the battle. The unit would withdraw just before finishing the enemy, if possible, leaving it alive with ~10% HP. Would have no effect when defending other than that it would have a 50% to be removed after surviving an attack
 
Chaos 3 (Sorcery)

Revelry Eternium

Very occasionally, a city earns the ire of an archmage of chaos. That city is often then only mentioned in hushed whispers on a night of storytelling, in an inn somewhere on pitch-black nights while winds howl outside (or in cautionary tales for the townsfolk or children). The stories vary from place to place, but generally follow this basic plot. The archmage, irked by rude service, the local scenery, or a very naughty child places a curse upon the city. The locals laugh it off over their drinks, until they begin to notice that laughing off things over drinks is all that some seem able to do. Soon, no one is noticing anything about anyone else at all, but all are having a great time. They drink, they make merry, they laugh. Oh, yes, they laugh. Men and women dance in the streets, murders occur over a bewitching look amidst the devilry, and shops are burnt down but everyone else is having too much of a good time to notice that something has gone very, very wrong. One by one, the citizens waste away (or are murdered) and all that is soon left are empty houses and city ruins.

Mechanics

Casting the spell affects the city in the following way. The city suffers a constant penalty to culture, gold and research, (suggested -10 culture, -50% culture, -10% gold and research), and every turn one 'unhappy face', representing a portion of the city incapacitated by the revelry, is added. The intention is to slowly incapacitate the city such that it starves to death or culture implodes, whichever comes first. Only one city of each civilisation (or one city in the gameworld, whichever makes more sense) may be affected by Revelry Eternium at any one time.

The curse may be removed by sacrificing a priest of any kind (confessor, ritualist, etc, with the priest removed from the game), or a spell that inquisitors or high priests could cast.

Wouldn't know the best way to programme or incorporate it, and I bet the AI'll haemorrhage trying to use it/deal with it, but I think it'll be a nice little nasty spell.

Mystic
 
Life 3 (Summoning)

Summon La Fin Angel (Final Angel)

The Caster sacrifices himself in a city. That caster brings one citizen to the gods. (You lose one pop in that city) The next turn an angel come's down to take the caster's place. The Final Angel cannot attack or defend but have all the medic promotions and have Life magic 3. It also gets one interesting thing. The angel acts as a barrier to any evil units and any evil units are destroyed when they get within a tile.
 
Law 2 Sorcery: Just War

Description:
It is a defensive casting spell. A defensive casting spell is auto-casted when the mage's stack is attacked by a enemy unit and the mage didn't casted a spell last turn.
When Just War is casted all non-summon units in the mage stack gains the Just War promotion. This promotion gives the unit +15% combat bonus for each spell buff in the attacking enemy unit.

Role:
The spell system favor now the attacking player,who can cast spell buffs on his units before attacking. The aim of the Just War spell is create a tool to counter this strategy. The aim of the defensive casting mechanic is create a reactive spells that turns attacking a stack which have a mage more dangerous.
 
K, the submission deadline is over. Im going to gather the submissions and talk to the team about them. Give us the weekend to pick the 3 we like the best and expect to see a poll go up monday morning for you guys to vote on your favorite.
 
Chaos 3 Sorcery: Unstable Tesseract

Description:

This spell, once cast, distorts the fabric of reality such that anything within close proximity of the archmage briefly becomes the entire spatial extent of the world, the rest being briefly shoved into a temporal corner of the "tesseracted" world. This distorted world cannot be maintained for any significant length of time, and thus almost immediately collapses, returning many in the area around the archmage to where they were, but also sending many, including the archmage, to a random location in the world. It is also rare, but not unheard of, to hear of people being sent to a distant land by this spell to return home only to find a copy of themselves who had no idea they were missing.

Mechanics:

When cast, every unit and city within a 2 tile radius of the caster (whether friendly or hostile) behaves as follows:

Teleportation:
Units not in a city have a 50% chance of being teleported somewhere else on the world map at random. Whether and where a unit gets teleported is determined for each unit individually.

Cities have a 20% chance of being teleported somewhere else on the map at random. Whether and where a city gets teleported is calculated for each city individually. If a city is teleported somewhere else, then any defenders within the city are teleported along with the city.

Units and cities will only be teleported to terrains where they can exist, so no city or land unit will reappear in the middle of the ocean and no ship will appear in the middle of land, etc.

Duplication:

Duplication can only occur if a unit or city is teleported to somewhere else. If no teleportation occurs then no duplication occurs.

Units not in a city that are teleported will have a 20% chance of being duplicated (10% chance overall for units not in a city)

Cities that are teleported have a 5% chance of being duplicated, along with the defenders stationed within the city. (1% chance overall for city duplication)

Heroes cannot be duplicated.
 
Il just throw this out anyway, even though the deadlines gone:

Body3: STEAL SOUL

The caster casts this on himself. If the next enemy model that the caster attacks is killed, the caster gains one strength point permanently for the rest of the game. there is no limit to the ammount of souls you can steal, however, each time you do, there is a chance (5%) that the next soul you steal will permanently remove one of your own strenght points instead of adding one.
If this spell works succesfully, the victims soul it torn from his body and rendered by some dark forces, which forge the stolen soul into the caster himself. if this spell i unsuccessful, the spirit of the victim realizes what is happening, and manages to fight the dark forces long enough to free one of the previous souls, and escape to the next life.
 
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