Design: Spells

Spell idea:
Name:Scry
possible effects: Click a spot on the map, see 3x3 around that spot.
Click on a city, get a view in that city
Reveal the map for a turn
 
Just a small idea for summonig 1 or 2 - mind (don't know if this is possible at the moment):

- Summons 1 strenght pixies (or whatever seems in flavour) that cannont move like guardian vines, so they stay until destroyed. If a city is working the pixies tile it gets a bonus culture point per round...

Could be usefull to generate culture for new cities without the need for certain buildings. Those pixies should be limited to one per caster of course...
 
Another idea for a spell in the life, order mind section:

- teaching, sholarship? The caster transfers one of his xp points to target unit in the stack - so if you do not want to level the caster any more you can give his random xp gains to other units... (maybe the caster cannot go under level caps he already took for promotions to prevent exploits.)
 
Wind needs to be filled.
Wind Walk- makes caster bit like helicopter- +2 movement, ignores terrain movement cost. NOT LIKE HASTE as it doesn't affect stack.
Definitely need lv.2 wind summon, but I don't know anything right now, to be unique.
 
I have something, very silly and maybe not possible/useful, but if it is not unique I don't know what is.
Turn targeted enemy unit in sheep. (How is that spell called? Every RPG game has it. Morph?)
Sheep resource stays on terrain for 2-3 turns, providing food for city and health for civilization. After 2-3 turns it dissapears permanently, along with unit.
OR after 2-3 turns resource dissapears and unit revives.
OR just turn unit in combat 0 unit which uses sheep graphic. It needs to be guarded, because it is combat 0, but if you protect it and escort back to your town, or after 2 turns, it changes back to normal unit. I think latest way is best one, as you won't permanently loose unit to spell.
 
Love the new spell system, and thinking about it today had some ideas, which may or may not be new to you.
I had an idea that might work well for a mid to high level mind, spirit, or life spell.
Compassion-gives unit the mercy promotion.
Mercy promotion--gives unit a 100% withdrawal rate when attacking living enemies. 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. Perhaps some strong good units could have this automatically as a balance.

Also some possible Air/misc spells (since I noticed none are in yet)
Guarding Winds-Unit(s)ignores (enemy) first strikes until the after the next battle.
Suffocate-Damages all living units in the tile by a medium level. (counterpart to banish)
Tornado-Prevents units from entering or working square for 1 turn. If cast in desert, destroys any improvements inc. roads. If cast on an ocean squarehas 50% chance of surviving to next turn and moving to random tile, possibly destroying any ships there.

Also, have you considered having spells/summons that require more than one unit to cast? It's quite in the spirit of fantasy to have a little council of mages required to cast strong spells, maybe summoning a titan/esper whatever or global effects such as +1 food in all cities for 1 turn. If a summon, make it a world unit perhaps.
 
- Another idea for an emty summoning slot:

Summon flying eyeball. Works just like you would imagine -> a fast recon unit that can cross enemy boarders
 
Frozen-Vomit said:
I seem to be reading them way to often anyway - but fail to get that most of the things that come to my mind are already planned or suggested by others :mischief:

Well, we do have a 3 month head start and you've only had access for 4 days. Its going to be hard to come up with new ideas in the short term.
 
I dont know if this has been mentioned or not.

But what about a spell called entanglement?

When cast on an enemy it prevents it from moving.

Or how about slow? When you cast slow on a fast moving unit it can only move one space.

Or are these spells already present?
 
And maybe you could have a very poweful but hard to get spell called

"buff".

Buff would increase the target units strength by 1.5 x base stregnth.

And i would recomend it being really hard to get. It seems very powerful.
 
One last suggestion for now!

I know theres a haste spell but i dont know if theres this spell also.
(Im not far enough in the game to get spells!)

I dont know if haste lets the unit go faster or attack multiple times per turn.

But if one of those effects are missing you could make another spell with the other effect.

And also you could have a spell called "Haste II".

Haste II would let the unit go twice as fast and attack more then once per turn.
 
Xanikk--If you scroll down the first post and second posts you will see all of the spells we have so far, and their effects. These are very good ideas, but we have them already.
 
Has any thought been put into a spell that drains xp from enemies targeted. This would be an evil way to cripple an enemy hero or spellcaster from leveling up for a while.
An example name would be 'Age' or 'Forgetfulness'
 
Brightlance said:
Has any thought been put into a spell that drains xp from enemies targeted. This would be an evil way to cripple an enemy hero or spellcaster from leveling up for a while.
An example name would be 'Age' or 'Forgetfulness'

Its already in, called "Enervation" as a targeted spell and also applied to anyone who fights a Wraith.
 
Ah, there is me never getting to wraiths. Usually the whole world is bowing before my undead armies before then.
 
I took a look at the spell spheres and noted you didn't have anything planned for dimensional summoning and I had an idea.

Summon Hellgate
Effect: This spell, when used, creates a gate to Hell for one turn or when the unit is on the Hellmap it will create a gateway back to the normal world. Where the gateway exits is random and the gate vanishes at the end of the opponents turn.
And when you step through you are deposited on a square adjacent to the gateway. That way the gate isn't blocked.

Use: It can be used both offensively and defensively. For example, it can be used to make a quick escape with a threatened army but you can be followed. But the gateway works both ways, so it also allows creatures from the Hellmap entry into the normal world.
 
you should make a level two conjurer spell where he can create a gargoyle while in a city. The city will then have a gargoyle protector which will only spawn when an enemy is within two spaces of the city and then continue to rest once the enemy has fled or been vanquished.
 
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