Design: Spells

the "you use death magic!" diplomacy would probably make it as much of a penalty as a bonus.

the spell sphere link doesnt seem to work for me
 
Sureshot said:
looks neat, though why don't Calabim or Svartalfar get Death mana? (and why does no one in fact get it?)

Yeah Zoot is right, I wanted to leave it as a decision of the player if they were going to take either of the negative attitude spheres (some leaders favor different mana types so they will be more likely to go for them). The infernals are the only ones to start with Entropy, though its okay if they get nagative attitude for it.
 
Air Sphere

Sorcery 2. Thunderclap - Hits 2 unit, the first within a 1 tile radius and the second within the ring around that radius.

Force Sphere

Sorcery 2. Telekinetic Punch- Strength 10 attack, weakened for every movement.

Summoning 1. Summon Mass - Summons a mobile mass of land which can permanently settle down in a tile and raise it by 1 level (Ocean->Ice (won't raise above this level)/Coast->Plains/Grassland/Desert/Tundra->Hills->Mountains).
Summoning 2. Summon Hand of the Gods - Summons a handlike unit which pushes another unit within its tile through the ground and all the way to the other side of the world.

Divine 1. (Not used in "Light") Compress - All golems and elementals are reduced by 75% in size (-75% strength, not combat) and will slowly grow over the next 3 turns (but only up to -25% of their original size). All other units are reduced by 25% and will grow back within the next turn.
Divine 2. (Not used in "Light") Forcefield - Creates a forcefield arround the tile on which the caster is standing. all units within a 1 tile radius are pushed away and no one can enter or leave that tile for 5 turns.

Shadow Sphere

Summoning 1. Steal Summoned Entity - Steals a randomly chosen summoned unit from somewhere around the world. That summoned entity becomes permanent (if not beforehand). Only one unit can be stolen per summoner.
Summoning 2. Summon Shade - Summons a barbarian shade which only attacks cities. A city attacked by a shade becomes "Dark", -5 happiness, +10% GP, every unit produced in that city can now, on will, become a shadow for a turn. A shadow unit can not be attacked, nor can it attack and has a 50% chance of remaining a shadow forever after shadowed.
OR
Summoning 2. Summon Shade - Summons a strength 12 shade. :P

And that's all I have.
 
Water div I: Spying Waves (think of a better name please)
Reveal target water square and all squares within two squares of it. Doesn't reveal land squares unless they are adjacent to a body of water or river.
 
My Eidolons, Stygian Guards and Saverous can"t get the unit buff promotions such as Haste, Loyalty, Courage, Regeneration, Valour... A demon thing perhaps? Is this intentional?
 
M@ni@c said:
My Eidolons, Stygian Guards and Saverous can"t get the unit buff promotions such as Haste, Loyalty, Courage, Regeneration, Valour... A demon thing perhaps? Is this intentional?

Yeap, demons cant get those spells.
 
In v15, dwarves will get law mana, but no arcane units past adepts (as is currently the case). Loyalty is only really useful much later, so their adepts are even weaker at first. I was thinking if any other mana would fit themeatically, but thought of this upgrade to loyalty as well:
How about if units with loyalty cost -%5 to upgrade? In addition to what it does now, which is only really useful on units that don't upgrade anyway. Dwarves won't complain about saving a bit of money!
 
I was just wondering.... I remember reading a book (Bartamaus (sp?) if you've heard of it) and bassed on what i learned from it im kind of confuse on why Djinn are in the water sphere. If my knowledge of djinn is correct isn't a djinn and a genie the same? and if they are then why is it in the water sphere? Is there some relationship between djinn(genie) that i missed?
 
Civkid1991 said:
I was just wondering.... I remember reading a book (Bartamaus (sp?) if you've heard of it) and bassed on what i learned from it im kind of confuse on why Djinn are in the water sphere. If my knowledge of djinn is correct isn't a djinn and a genie the same? and if they are then why is it in the water sphere? Is there some relationship between djinn(genie) that i missed?

Shh... he is supposed to be a metamagic summon but when we kicked the sphere he started slumming in the water sphere. Dont tell anyone.
 
@kael
I looked at your first page and i was courious about the air 2 spell (chain lightning).... it doesn't really seem to fit in the category (adding and puting the spell in a lightning sphere i would suggest?) other wise (minus the djinn :lol:) i thing the future spells look good. cant wait!

Oh and i was also wondering if the spells on the first page are updated or are they fixed (untill someone finds a better spell then whats there now)?
 
Civkid1991 said:
deathling... Like your ideas for the futrue spells :D

Thanks... I tend to do stuff like that ^^ (of course, it's usually either too complex, not fun or something like that).
 
Deathling said:
Thanks... I tend to do stuff like that ^^ (of course, it's usually either too complex, not fun or something like that).
*Sigh* -_- i understand...
 
Oh i have an idea for a summon for the air sphere. Has anyone ever heard of a harpy... its like a bird/human. I would guess this would work well as a summon.
 
In my last game I played Alexis and adopted Octopus Overlords. Everything was fine until my great Baron caught a disease from Mary and with him two of my great Vampires. The disease itself wasn't the problem. I really disliked the fact that there was no way (except for changing state religion and losing my religious heroes) to heal them.
As I'm a perfectionist (regarding Civ) I just quit the game after noting this (no great problem solving, I know...).
Or did I miss something, was there anything I could've done?
 
c.fe said:
In my last game I played Alexis and adopted Octopus Overlords. Everything was fine until my great Baron caught a disease from Mary and with him two of my great Vampires. The disease itself wasn't the problem. I really disliked the fact that there was no way (except for changing state religion and losing my religious heroes) to heal them.
As I'm a perfectionist (regarding Civ) I just quit the game after noting this (no great problem solving, I know...).
Or did I miss something, was there anything I could've done?

The Aquae Sucellus would have healed them.
 
Looking at the list of spell spheres for each civ, I got to thinking...

Aren't the Bannor basically the Order, incarnate? Would it not make sense for their arcane units to receive access to the same spheres as their priests? Life, Spirit, and Fire?

Law totally makes sense, too, though, but the Earth is the bit that confuzzles me.
 
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