Design: Spells

Kael

Deity
Joined
May 6, 2002
Messages
17,401
Location
Ohio
Air Sphere

+Summoning 2. Conjure Air Elemental

Body Sphere

+Sorcery 1. Haste- Gives every unit in the casters stack +1 movement for a turn.
+Sorcery 2. Regeneration- Increases the targets heal rate.
+Sorcery 3. Stoneskin- Makes the unit immune to the next 3 hits.

Summoning 1. (None)
Summoning 2. (None)

+Divine 1. (Runes, Overlords) Burning Blood- Allied living unit gains +40% strength, Blitz and +2 move and has a 50% chance of being killed at the end of the turn. Only effects living units. (Loki)
+Divine 2. (Runes, Overlords) Graft Flesh- Caster can kill 2 living units to make a Flesh Golem with all the promotions of both units. (Loki)

Chaos Sphere

+Sorcery 1. Dance of Blades- Units in the tile gain first strike
+Sorcery 2. Dispel Magic- Removes harmful effects from allied units and benificial effects from enemy units if it isn't resisted
+Sorcery 3. Rage- Target living unit becomes a Barbarian unit

+Summoning 1. Summon Chaos Marauder- 20% chance to become a barbarian unit instead of being unsummoned. (Corlindale)
+Summoning 2. Summon Pit Beast- Doesn't unsummon as long as it wins a battle every turn.

+Divine 1. (Overlords) Mutation- Randomly does some of the following to all living units in the casters tile:
[tab]Reduces strength by 1
[tab]Raises strength by 1
[tab]Raises strength by 2
[tab]Makes the Unit enraged
[tab]Makes the Unit crazed
[tab]Makes the Unit diseased
[tab]Makes the Unit vulnerable to fire
[tab]Makes the Unit resistent to magic
[tab]Makes the Unit able to regenerate
[tab]Makes the Unit withered
+Divine 2. (Overlords) Reversal of Fortune- Gives a bonus to target unit relative to strength difference between it and higher strength opponents

Death Sphere

+Sorcery 1. Raise Skeleton- Summons a Skeleton. A civ can only have 1 summoned skeletons per caster with this ability.
+Sorcery 2. Contagion- Does damage and disease to 50% of the units in the effected tile.
+Sorcery 3. Lichdom- Converts the caster into a Lich. A civ can only have 3 liches at once.

+Summoning 1. (Veil) Summon Nightmare- Has the Fear promotion. (Loki)
+Summoning 2. (Veil) Summon Wraith- Summons a Wraith, enervates opponents.

Divine 1. (none)
Divine 2. (none)

Dimensional Sphere

+Sorcery 1. Escape- Returns the unit to the capital

Earth Sphere

+Sorcery 1. Wall of Stone- Grants the city a temporary Wall building/Fortification improvement
+Sorcery 2. Rust- Melee units get a negative promotion that lasts until they return to a barracks, metal golems suffer damage. (Corlindale)
+Sorcery 3. Tremor- Moves all enemy units within 1 tile of the caster a tile away (resistable).

+Summoning 1. Summon Kikijub
+Summoning 2. Conjure Earth Elemental- Summons an Earth Elemental for 1 turn

+Divine 1. (Runes) Transmutation- Turns an owned Copper resource into a Gold resource or vise versa.
+Divine 2. (Runes) Earthquake- Destroys buildings and improvements

Enchantment Sphere

+Sorcery 1. Enchanted Blade- Grants the Enchanted Blade promotion to Melee units in the tile. It also removes the Rusted effect from any unit in the tile.
+Sorcery 2. Flaming Arrows- Grants the Flaming Arrows promotion to Archer units in the tile.
+Sorcery 3. Spellstaff- Grants the Spellstaff promotion to the caster, breaking a spellstaff renews the casters casting ability.

Summoning 1. (None)
Summoning 2. (None)

+Divine 1. (Runes) Spiritual Hammer- Grants the Spirtual Hammer promotion to disciple units in the tile.
+Divine 2. (Runes) Shield of Faith- Grants the Shield of Faith promotion to all units.

Entropy Sphere

+Sorcery 1. Wither- Negative healing promotion. (Corlindale) (resistable)
+Sorcery 2. Defile- Curses the tile, giving negative production and health effects.
+Sorcery 3. Enervation- Halves living victims experience points. (resistable)

+Summoning 1. (Veil) Summon Imp- Summons an Imp for 1 turn
+Summoning 2. (Veil) Summon Balrog- Summons a Balrog for 1 turn

+Divine 1. (Veil) Unholy Taint- Weakens the caster and increases the rate he gains xp.
+Divine 2. (Veil) Banish- Unit is transported to Hell (high chance to resist) (AI blocked)

Fire Sphere

+Sorcery 1. Scorch- Turns a plains tile into a desert
+Sorcery 2. Fireball- Summons a Fireball
+Sorcery 3. Meteor Swarm- Summon 3 Meteors

+Summoning 1. (Veil) Sand Lion- Summons a Sand Lion for 1 turn, can only be cast on a desert tile
+Summoning 2. (Veil) Conjure Fire Elemental- Summons a Fire Elemental for 1 turn

+Divine 1. (Order, Veil) Ring of Flames- Damages all units within 1 tile (direct damage does 115% damage to all units within 1 tile except the casters tile, -5% per level and per strength point)
+Divine 2. (Order, Veil) Pillar of Fire- Does damage to all units in a stack. Does bonus damage vs demons if cast by an order priest and bonus damage vs disciples if cast by an Ashen Veil priest.

Law Sphere

+Sorcery 1. Loyalty- grants the Loyalty promotion to all units in the same tile, units with Loyalty will die before they are converted to other civs.
+Sorcery 2. Valor- temporary promotion that grants the unit bonus experience when it successfully wins in combat
+Sorcery 3. Unyielding Order- immediatly stops all unrest in a city and boosts production

+Summoning 1. Summon Law Bringer- Can only attack evil civs units. (Loki)
+Summoning 2. Summon Host of the Einherjar- Doesnt unsummon as long as it wins a battle every turn.

+Divine 1. (Order) Restore City- Creates a city out of City Ruins.
+Divine 2. (Order) Righteous Cause- Can only be cast while in the radius of an enemy city. For each point of unhappiness a crusader is summoned. Caster dies. (Loki)

Life Sphere

+Sorcery 1. (Leaves) Sanctify- Removes fallout.
+Sorcery 2. (Leaves) Destroy Undead- Does damage to all of the ndead units in the effected tile.
+Sorcery 3. (Leaves) Ressurection- Ressurects the civilizations hero. Can only be cast on a life mana node and it consumes that node.

+Summoning 1. Summon Griffon- Summons a Griffon for one turn.
+Summoning 2. Summon Lifespark- Creates a unit that can be sacrificed to heal units in the same tile, and will heal defending units in its stack during combat.

+Divine 1. (Runes, Leaves, Order) Cure Disease- Removes the Diseased, Plagued and Withered promotion from all units in the same tile
+Divine 2. (Runes, Leaves, Order) Heal- Heals all units in the casters tile.

Mind Sphere

+Sorcery 1. Charm Person- Unit cannot attack caster or his allies. Spell has a 10% chance of wearing off every turn. (resistable)
+Sorcery 2. Inspiration- When cast in a city it temporarily boosts the research rate of that city.
+Sorcery 3. Domination- Allows control of target unit. If resisted the targeted units controler gains control of the caster.

Summoning 1. (None)
Summoning 2. (None)

+Divine 1. (Overlords) Floating Eye- conjures a magical eye that lets the caster explore the surrounding area
+Divine 2. (Overlords) Hideous Thoughts- Unit loses half its hit points and becomes enraged. Has a small chance to wear off every turn. (Loki)

Nature Sphere

+Sorcery 1. (Leaves) Treetop Defence- Grants units +2 first strikes while it is in a forest
+Sorcery 2. (Leaves) Summon Tiger- Summons a tiger (tiger can be caged at a carnival). A civ can only have 1 summoned tiger per caster with this ability at once.
+Sorcery 3. (Leaves) Vitalize the Land- Snow turns into Tundra, Tundra turns into Plains, Plains turns into Grass, Grass turns into Forest

+Summoning 1. Summon Guardian Vines- Summons an immobile defender.
+Summoning 2. Summon Treant- Can only be cast in a forest.

+Divine 1. (Leaves) Bloom- Creates a "starter" Forest
+Divine 2. (Leaves) Entangle- Chance to root every unit in the tile for 1 turn, can be resited.

Spirit Sphere

+Sorcery 1. Courage- Gives all units in the tile the Courage promotion, units with Courage improve the healing of units in the same tile and are immune to fear.
+Sorcery 2. Hope- When cast in a city it temporarily boosts culture output and happiness of that city. (Loki)
+Sorcery 3. Trust- Gives you a relationship boost with other civs, doesn’t stack. (Loki)

Summoning 1. (None)
Summoning 2. (None)

+Divine 1. (Order) Spirit Guide- When the unit dies it passes 25% of its XP and the Spirit Guide ability to a random allied unit in its tile.
+Divine 2. (Order) Bless- Applies the Bless promotion on all non-Demonic and non-Undead units in the same tile until their next combat

Water Sphere

+Sorcery 1. Spring- Turns desert tiles into plains.
+Sorcery 2. Walk on Water- Gives the caster the water walking promotion.
+Sorcery 3. Tsunami- Can only be cast against tiles bordering the ocean, damages units and destroys buildings and improvements. Has a small chance to convert that tile to a coast tile.

+Summoning 1. Summon Djinn- Djinns often start with the ability to cast spells.
+Summoning 2. Conjure Water Elemental- Summons a Water Elemental for 1 turn

Divine 1. (Overlords)
+Divine 2. (Overlords) Summon Kraken- A civ can have 1 Kraken for every unit that can cast this spell.

Other Abilities
[tab]Breathe Fire
[tab]Commander Join
[tab]Commander Split
[tab]Consume Soul
[tab]Convert City
[tab]Drown
[tab]Feast
[tab]Feed
[tab]Found Temple
[tab]Gift Vampirism
[tab]Inquisition- Removes all non-state religions from the city.
[tab]Peace- Allows Corlindale to declare peace between all civs and his owning civ.
[tab]Pirate Cove- Allows Lanun workers to create pirate coves.
[tab]Recruit- Allows Great Commanders and Donal Lugh to recruit new units in cities.
[tab]Repair- Allows dwarven enchanters to heal siege, naval and golem units.
[tab]Roar- Dragon ability that converts all Cult of the Dragon units around them.
[tab]Sacrifice- Allows a unit in a city with a Demons Altar to be sacrificed for research.
[tab]Spellstaff- Allows a unit to sacrifice his spellstaff to regain the ability to cast.
[tab]Train Dance of Blades- Allows Govannon to teach units to cast the Dance of Blades spell.
[tab]Train Escape- Allows Govannon to teach units to cast the Escape spell.
[tab]Train Haste- Allows Govannon to teach units to cast the Haste spell.
[tab]Train Maceman- Allows a Battlemaster to upgrade Axemen to Macemen away from cities.
[tab]Train Raise Skeleton- Allows Govannon to teach units to cast the Raise Skeleton spell.
[tab]Train Worg Rider- Allows a goblin on a wolf to upgrade to a Worg Rider for free.
 
Spheres coming in later phases:

Air Sphere

Sorcery 1. Fair Winds- Boosts Naval units movement and withdrawal chance
Sorcery 2. Whirlwind- Pushes enemy units away from the caster if they aren't in a city and don't resist
Sorcery 3. Maelstrom- Lightning damages all enemy units within 2 tiles of the caster

Summoning 1. Summon Lightning Elemental- Summons a Lightning Elemental for 1 turn
Summoning 2. Conjure Air Elemental- Summons an Air Elemental for 1 turn

Divine 1. Cloud Walk- Target units becomes a flying type unit until end of turn. Gains 50% withdrawal. (Loki)
Divine 2. Thunder Storm- For the next five turns damage is randomly dealt to each unit in all squares adjacent to the caster. Forest Fires are extinguished. Caster is rooted. (Loki)

Creation Sphere

+Sorcery 1. (Leaves) Sanctify- Removes fallout
+Sorcery 2. (Leaves) Bloom- Creates a "starter" Forest
+Sorcery 3. (Leaves) Vitalize the Land- Snow turns into Tundra, Tundra turns into Plains, Plains turns into Grass, Grass turns into Forest

Summoning 1. Conjure Creation Elemental- Minor elemental appears, sanctify's the tile and renews the units in the tile
Summoning 2. Animate- Summons an elemental based on the resource in the tile (Loki)

+Divine 1. (Leaves) Lifecycle- Death of the unit sanctify's and upgrades the tile (Loki)
Divine 2. (Leaves) Renewal- Restores the units movement points? (Loki)

Dimensional Sphere

+Sorcery 1. Escape- Returns the unit to the capital (checked in)
Sorcery 2. Shadow Walk- Teleports the unit to any city that has an Obsidion Gate
Sorcery 3. Teleport- Teleports the unit to any revealed tile

Summoning 1. (None)
Summoning 2. (None)

Divine 1. (Not used in Light) Remove Obstacle- gets rid of defense granting buildings for a turn. (Loki)
Divine 2. (Not used in Light) Vanish- Causes a unit to dissappear for a turn, can be used on allied or enemy units, resistable when used on enemy units.

Force Sphere

Sorcery 1. Levitate- Allows the caster a brief glimpse of everything in a 3 tile radius.
Sorcery 2. Telekinetic Punch- Strength 6 Attack
Sorcery 3. Forcewave-

Summoning 1.
Summoning 2.

Divine 1. (Not used in "Light")
Divine 2. (Not used in "Light")

Metamagic Sphere

Sorcery 1. Dispel Magic- Removes any existing spells (good or bad) in the targeted tile
Sorcery 2. Magic Resistance- Gives the unit the Magic resistance promotion for a few turns.
Sorcery 3. Anti-Magic Shell- Removes all spells within a 1 tiles radius of the caster and keeps any new spells from being cast for the next turn in that area.

Summoning 1.
Summoning 2.

Divine 1. (Not used in "Light")
Divine 2. (Not used in "Light")

Shadow Sphere

Sorcery 1. Invisibility- Hides the effected unit
Sorcery 2. Illusion- Creates a fake unit that lasts a few turns
Sorcery 3. Hallucinary Terrain- Hides effected city

Summoning 1.
Summoning 2.

Divine 1.
Divine 2.

Sun Sphere

Sorcery 1. Dowsing- Reveals all hidden bonus wuith 2 tiles. (bebematos)
Sorcery 2. True Seeing- Reveals all invisible units in a 2 tile radius.
Sorcery 3.

Summoning 1. Mark of the Sun- permanent unless an enemy unit moves onto the tile, reveals everything with 2 tiles, weakens undead and vampires, cant be built within 5 tiles of another mark of the sun. (bebematos)
Summoning 2.

Divine 1.
Divine 2.

Ideas under consideration:

1. A water spell that lets you create a river? (Psychic_Llamas)
 
okay, Lets start at the beginning.
Air Sphere

Sorcery 2. Tornado - Deals huge damage to a stack of units, and gets rid of improvements.

Divine 1. Heart of Air - Target units becomes a flying type unit until end of turn. Gains 50% withdrawal.
Divine 2. Divine Wind - Each unit in an adjacent square is reduced to half health.
Divine 3. Thunder of God - Each time a non-spell, non-barb unit dies this turn, the weakest unit in its stack is destroyed. Caster dies.

More tomorrow.
 
Here's a few suggestions, though I have no idea whether they are possible.

Chaos Sphere

Summoning 2.
Summoning 3. Summons Beast of Chaos, which each turn has a 20% chance of being summoned under control of a random other civ(perhaps only a civ you're at war with, and if you aren't at war, a 40% chance for turning barbarian), and a 20% chance of being summoned as a barbarian unit.

Divine 1. Heedless prayer(a random divine 1 spell is cast)
Divine 2.
Divine 3. Chaotic Intervention(40% chance of killing the target, 60% chance of killing the caster)

Creation Sphere


Sorcery 2. Rising force - turns a grassland, plains or tundra tile into a hill tile.

Divine 3. Rebirth - unit gets a temporary and weakened Immortal promotion, with a 20-40% chance of being reborn upon death.

Death Sphere

Summoning 2. Spirit of the departed - summons a "ghost" of the last of your units to be killed, with only 50% of its strength and none of its promotions but perhaps extra movement.(Probably impossible to code, though.)


Dimensional Sphere

Divine 1. Divine transportation - Teleports the unit to a random city with your state religion present.

Earth Sphere

Sorcery 2. Flesh to stone - Immobilizes a unit, but also grants it a +50% defense strength. Golems are immune to it.

Divine 2. Stone to flesh - reverses a flesh to stone spell, or deals damage to stone golems.

Entropy Sphere

Sorcery 1. Wither - gives target unit a small health degeneration, which in effect won't kill the unit, but will increase the amount of time it takes to heal.

Fire Sphere


Divine 2. Flow of Fire - turns a water tile into a lava tile, which severely damages any naval units traversing it. (assuming lava will eventually be implemented for Hell)


Force Sphere


Summoning 2. Summon Forcefield - a 0 move unit which has a chance to push any units surrounding it back one tile.

Ice Sphere



Summoning 2. Summon Ice Throll.

Law Sphere

Summoning 3. Angel of Justice

Life Sphere


Sorcery 2. Remove Curse

Metamagic Sphere



Summoning 2. Summon Will-o-the-wisp, which is a fairly weak unit that is completely immune to magic.
Summoning 3. Summon Arcane Guardian, which is an anti-caster unit that doesn't deal damage, but has a chance to temporarily remove spell promotions from casters.

Mind Sphere

Divine 1. Psychic surgery - removes any mental effects.
Divine 2. Revert Mind - Regain control of a converted unit, but unit loses all promotions it has gained since converting.

Nature Sphere

Sorcery 1. Rage of the Woodlands - damages a unit standing in a forest tile.


Water Sphere



Divine 1.
Divine 2. Flame of Water - Turns a lava tile into a water tile temporarily.
Divine 3.
 
Chaos
Summoning I: Avatar of Fear
--A medium strength unit that has a 25% chance to terrify all units in stack's it attacks. Only can terrify units with lower strength. Avatar type.
Summoning II: Hell Spawn
--High strength demon, immune to hell effects. Units it kills outside of hell are sent down to hell at half strength instead of dying. When Hell Spawn dies a Hell Spawn barbarian spawns in hell. However, the barb Hell Spawn can be spawned in merging planes areas, where Hell terrain is mixed with normal. Hell Spawn don't die at end of turn, instead they stay around until they kill a unit or die. While Hell Spawn is summoned, caster is rooted and can't cast. Spells and barbs don't cause Hell Spawn to die, and aren't sent to Hell when they die.
Divine I: Terrified Rage
--Target unit becomes crazed, and its ai is changed to always attack. When it fights a battle each unit in the attacking or defending stack has a 25% of being crazed.
Divine II: Chaos Horde
--Each unit of an adjacent stack has a 25% chance of becoming yours. In subsequent turns it has a chance to go back to its owner's control. The chance starts at 0%, but gets raised 5% each turn.
Divine III: Divine Wrath
--Target unit gets +100% strength, blitz, crazed, mobility I. Caster is rooted. After 5 turns both caster and target are destroyed. Can only target disciple type units. If caster dies before 5 turns have passed, the target is destroyed.
 
Spirit Sphere

Sorcery 1. Spirit Mastery- For the next 5 turns a unit is turned into a spirit. At the end it is returned to its old state.
Sorcery 2. Hope- When cast in a city it temporarily boosts culture output and happiness of that city. Also decreases war weariness
Sorcery 3. Trust- Gives you a relationship boost with other civs, doesn’t stack.

Summoning 2. Summon Spirit- A low strength flying unit. Doesn't die at end of turn.
Summoning 3. Spirits of the Dead- Summon a spirit for each unit killed in this space since a Spirits of the Dead was last cast.

Divine 1. Spirit Guide- When the unit is killed it passes 25% of its XP to a random allied unit in its tile.
+Divine 2. Bless- Applies the Bless promotion on all non-Demonic units in the same tile until their next combat
Divine 3. Channel the Spirits- Sacrifice a spirit, a spellcaster in the square gains the ability to cast again.
 
For one of the summoned units we could create a live pool (maybe even for demons) the unit starts with 2 points in the pool and one point is used up every turn. When the unit kills a point is added to the pool. Of course summoning this beast may have a prize.

The cost for spells might be:
Action - the caster cannot attack this turn (as with fireball)
Movement - the casting costs 1 or more movement points in addition to the upper
Minor Scrifice - the XP of the caster are reduced by X
Mayor Sacrife - e.g. some population
Live - the caster dies
 
Caster dies is a result of many of the spellproposals above so i took it into my list even as i do not like it either

Another ones might be:
The improvement on a magic node is destroyed
A magic node resource is destroyed
 
Only difficulty in that is getting the AI to be good at using it. It then has to balance many factors to decide if it is worth the sacrifice.
 
Spells:

Air Sphere

Sorcery 1. Wind Wall- Makes ranged attacks 50% unlikely to hit the caster or units in the casters tile
Sorcery 2. Chain Lightning- Summons a strength 12 lightning bolt that has the Blitz promotion
Sorcery 3. Tornado- Does a small amount of damage to a stack of units and randomly disperses them. No dispersal effect in cities.

Summoning 2. Conjure Air Elemental- Summons an Air Elemental for 1 turn
Summoning 3. Summon Thunderhawk

Divine 1. Cloud Walk- Target units becomes a flying type unit until end of turn. Gains 50% withdrawal. (loki)
Divine 2. Thunder Storm- For the next five turns damage is randomly dealt to each unit in all squares adjacent to the caster. Caster is rooted.
Divine 3. Suffocate- Target unit has a chance to be killed based on this formual. Percentage Chance of death = 5 * ( 20 - (unit strength + unit level)). Doesn't work if target is in a city.

Body Sphere

+Sorcery 1. Haste- Gives every unit in the casters stack +1 movement for a turn
Sorcery 2. Regeneration- Speeds the target units healing
Sorcery 3. Stoneskin- Makes the unit immune to the next 50 points of dmg

Summoning 2. (None)
Summoning 3. (None)

Divine 1. Flesh Shield- Only castable in a city. City gains a defense bonus of 30 * population size for one turn.
Divine 2. Supersize- Target unit gets +100% strength, blitz. Caster is rooted. After five turns both caster and target die. If caster dies before 5 turns are up then all eeffects of target end immediatly.
Divine 3. Mix and Match- Combine two units that are the same type into one full strength unit that has al of the promotions both of them had, but is at level one. Also, a spirit is summoned. Caster dies.

Creation Sphere

+Sorcery 1. Bloom- Creates a Forest
Sorcery 2. Ultimate Sacrifice- Reduces merging planes and global warming. Caster is reduced to level one adept and loses all promotions.
+Sorcery 3. Vitalize the Land- Snow turns into Tundra, Tundra turns into Plains, Plains turns into Grass, Grass turns into Forest

Summoning 2. Conjure Creation Elemental- Minor elemental appears, upgrades the terrain and renewals the units in the tile
Summoning 3. Animate- Summons an elemental based on the resource in the tile (Loki)

Divine 1. Lifecycle- Death of the unit upgrades the tile (Loki)
Divine 2. Renewal- Restores the units movement points (Loki)
Divine 3. Energies of Creation- Only castable in a city. For the next five turns, for each non-barb, non-spell unit that dies in combat within the cities radius, 50% of its shield cost is added to the cities production.
Divine 4. Remake- Target land square is totally changed.
First, if the square has a resource, another random land resource is selected.
Then a square that the resource could be found on is randomly selected.
If there was no resource, then a random sqaure is selected.
All improvements on it are destroyed.
This never selects hell terrain, but it can select hell resources.

Death Sphere

Sorcery 1. Raise Skeleton- Summons a Skeleton
Sorcery 2. Contagion- Does damage and disease 50% of the units in the effected tile
Sorcery 3. Death Rattle- Does damage to all surrounding units when the unit is killed

Summoning 2. Summon Wraith- Summons a Wraith
Summoning 3. Summon Angel of Death- SUmmons an Angel of Death. High strength flying unit angel type with 1 first strike for each unit in the stack it is atacking, and collateral damage.

Divine 1. Second Life- When target non-spell, non-barb unit dies it is reborn in hell with its type changed to undead. If this is cast in hell, then the unit is instead reborn in your capital with its type changed to undead.
Divine 2. Necromancy- When target non-spell, non-barb unit dies it is ressurected on the same spot with its type changed to undead, at half health, at level one, and without any promotions.
Divine 3. State of Undead- Can only be cast in a city. For the next five turns, if a non-spell, non-barb unit dies in the city's radius, it is ressurected with its type changed to undead, at half health, at level one, and without any promotions. Caster is rooted. Undead units are instead ressurected at full health and without disease. Units can only be ressurrected once per turn.

Dimensional Sphere

+Sorcery 1. Escape- Returns the unit to the capital
Sorcery 2. Shadow Walk- Teleports the unit to any city that has an Obsidion Gate
Sorcery 3. Teleport- Teleports the unit to any revealed tile

Summoning 2. (None)
Summoning 3. (None)

Divine 1. Merge the Planes- Creates a five turn transport space from the caster's space to a random space in hell. If cast in hell does the reverse.
Divine 2. Swap- Switch the positions of the units in the caster's stack, and a target stack of units.
Divine 3. Free Passage- Creates a permanent portal that creates a new unit of a totally random type every so often. However, 25% of the units summoned are barbarian.

Earth Sphere

Sorcery 1. Wall of Stone- Grants the city a temporary Wall building/Fortification improvement
Sorcery 2. Boulder- Cast only be cast while on a hill, city, or peak. Deals a huge amount of damage to all units in an adjacent flat square.
Sorcery 3. Earthquake- Destroys buildings and improvements

+Summoning 2. Conjure Earth Elemental- Summons an Earth Elemental for 1 turn
Summoning 3. Summon Dao

Divine 1. Mudslide- Deals damage and destroys improvements in a straight line starting at the caster and ending in the first flat square in the line. Forest and water spaces also stop the mudslide.
Divine 2.
Divine 3.

Entropy Sphere

Sorcery 1. Wither- Negative healing promotion. (Corlindale)
Sorcery 2. Defile- Curses the tile, giving negative production and health effects.
Sorcery 3. Enervation- Decreases the targets level by 1, reduces experience, removes 1 promotion

Summoning 2. Summon Imp
Summoning 3. Summon Balrog- Summons a Balrog for 1 turn

Divine 1. Entropy's Disciples- Sacrifice a mage, increase the amount of merging planes, and global warming.
Divine 2. Quicken Entropy- When target unit dies, global warming and merging planes increases.
Divine 3. Banish- Unit is transported to Hell (chance to resist)

Fire Sphere

Sorcery 1. Ring of Flames
+Sorcery 2. Fireball- Summons a Fireball
+Sorcery 3. Meteor Swarm- Summon 3 Strength 7 Meteors

+Summoning 2. Conjure Fire Elemental- Summons a Fire Elemental for 1 turn
Summoning 3. Summon Fire Giant- Summons a high powered giant type, whose attacks have fire bonuses. Also causes collateral damage.

Divine 1. Resist Fire
Divine 2. Hellfire- Target unit takes huge damage, a wildfire is set in its space, and merging planes is increased.
Divine 3. Holy Fire- Each demon or undead unit in spaces sdjacent to the caster takes an amount of damage based on the number of disciples in the caster's space.
 
woodelf said:
Wow loki, impressive. ;)

Hes been doing that since the first version of FfH was released, only it was typically in emails and PMs to me. Loki has more ideas in the mod than anyone but me (and sometimes I wonder if he isnt threatening that) but the even more scary part is that for every idea of his I use there are probably 15-20 decent ideas that aren't accepted. He is a firehose of ideas, no thats to small, a tsunami of ideas.
 
Thanks for those compliments. Here's some water spells.

Water Sphere

Sorcery 2. Whirlpool- Creates a permanent trap on a water space that is invisible to all except the casting player, and automatically kills the first unit to enter the space. Once it kills that first unit it is destroyed.
NOTE: it might be a cooler effect to have the whirlpool drag ships down to hell.

Divine 1. Hurricane- A spell that deals a lot of damage to flying and normal naval units, but not sea monsters. Only useable on water.
Divine 2. Water Bridge- Targets another mage directly across water (no land in the way). A water bridge is created that allows land units to cross. If either mage moves or dies the bridge is destroyed, and units on it are killed. Units on the bridge may not cast fire spells, and may be attacked by naval units.
Divine 3. Flood- Targets a river. Each land space adjacent to the river becomes a coastal space for five turns. Units in those spaces are killed (including the caster), but cities are unaffected. After five turns the terrain goes back to normal, but any improvments are not rebuilt.
Divine 4. Holy Waters- Castable only in a city. The water spaces in the radius of the city become "holy". Naval units carrying disciples get double movement on them, and naval units carrying undead units (or undead naval units) are slowed down and have a negative heal rate. The water spaces also generate +1 culture points each. Caster is killed, but some great person poitns are added to the city.
 
By the way, it would be a nice mechanic if the units that caused normal units to run away in terror, instead increased war weariness in cities they attacked.

Also, I think that hope should decrease war weariness.
 
loki1232 said:
Divine 3. Energies of Creation- Only castable in a city. For the next five turns, for each non-barb, non-spell unit that dies in combat within the cities radius, 50% of its shield cost is added to the cities production.

I turned this into a wonder and dropped it over in the wonder thread.
 
About the Death Divine spells. The god of Death doesn't grant spells, he doesn't even pay attention to those that worship him as he is more focused on the world of the dead then that of the living.

The Sidar started as worshippers of the god of Death, and they still revere him, but worship is to strong a word. The Sidar have learned to extend their lifespan by consuming their soul. Over the centuries they lose all of the emotional aspects of being alive and become Shades/the Faded/the Grey. They are opposed to undead, which they see an an abberation (the God of Death is a god of natural Death and on the few occasions he has taken a role in the world it is usually to strike out against the undead), but are equally accused of being undead by the Mercurians.

So the 3 death divine slots are reserved for special spells only accessible to the Sidar, though I don't know what they will be yet. Think of stuff that matches the above concept more than the typical fantasy death stuff.
 
Kael said:
About the Death Divine spells. The god of Death doesn't grant spells, he doesn't even pay attention to those that worship him as he is more focused on the world of the dead then that of the living.

The Sidar started as worshippers of the god of Death, and they still revere him, but worship is to strong a word. The Sidar have learned to extend their lifespan by consuming their soul. Over the centuries they lose all of the emotional aspects of being alive and become Shades/the Faded/the Grey. They are opposed to undead, which they see an an abberation (the God of Death is a god of natural Death and on the few occasions he has taken a role in the world it is usually to strike out against the undead), but are equally accused of being undead by the Mercurians.

So the 3 death divine slots are reserved for special spells only accessible to the Sidar, though I don't know what they will be yet. Think of stuff that matches the above concept more than the typical fantasy death stuff.


Okay, are they turned into shades while they are still alive?
Also, what are their opinons on hell?
 
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