Design: Spells

loki1232 said:
Is it Pact of the Nilhorn?

I'm glad you liked the idea.

Nope I put it in the ideas under consideration post. I called it the Soulforge.
 
loki1232 said:
Okay, are they turned into shades while they are still alive?
Also, what are their opinons on hell?

Yeah, they are still alive. Their feelings about hell are the same as others, general nasty place that is best avoided at all costs. They are typically very passionate about something in life and they want to keep doing it past the time they are supposed to die. There are a lot of Sidar mages and artists. Ironically they lose the passion for their tasks within a few centuries and often remain entombed with their half finished great works doing nothing (in enough time they lose the need to sleep, eat or drink).

The most effecitve Sidar accept their state to become guardians, everwatchful and virtually immune to personal failings and bribery they are as vigiliant as magical guardians but less conspicuous and more intellegent.
 
Some thoughts on the Sidar spells:

Since they are opposed to the undead, one of their spells might be harmful against them. We already have Destroy Undead as a spell, but maybe the Sidar should get something even stronger. I think it would be quite nice to have some of the more shady characters be able to deal with the undead more effectively than the traditional priests of light and life, and perhaps that would be fitting for a dark fantasy setting like FFH.

I think their Divine 3 spell should involve self-sacrifice. Perhaps something about releasing the contained energies of their soul, which are extremely strained due to their extended lifespan, and then have it create some powerful effect in the area around it. Perhaps their soul's final release and departure, when made voluntarily, would cause portions of the souls of surrounding creatures, friends as well as foes, to be carried along with it, dealing damage and perhaps removing promotions as well.
 
Corlindale said:
Some thoughts on the Sidar spells:

Since they are opposed to the undead, one of their spells might be harmful against them. We already have Destroy Undead as a spell, but maybe the Sidar should get something even stronger. I think it would be quite nice to have some of the more shady characters be able to deal with the undead more effectively than the traditional priests of light and life, and perhaps that would be fitting for a dark fantasy setting like FFH.

I think their Divine 3 spell should involve self-sacrifice. Perhaps something about releasing the contained energies of their soul, which are extremely strained due to their extended lifespan, and then have it create some powerful effect in the area around it. Perhaps their soul's final release and departure, when made voluntarily, would cause portions of the souls of surrounding creatures, friends as well as foes, to be carried along with it, dealing damage and perhaps removing promotions as well.

Self sacrifice is very un-Sidar. But maybe they become something else...
 
loki1232 said:
Good name.

Well then what does Pact of the Nilhorn do?
Great, viking sounding, name.

Pack of the Nilhorn was intended to be an early game wonder that granted you 3 hill giants. The Nilhorn are a clan of giants. I never really did anything with it, it just never took the time to make it.
 
Kael said:
Pack of the Nilhorn was intended to be an early game wonder that granted you 3 hill giants. The Nilhorn are a clan of giants. I never really did anything with it, it just never took the time to make it.

Well in phase two that probably will be less needed, because you can go fight hill giants, and then capture and build them.

What if instead you made Pact of the Nilhorn to give you Great Giant Points (like the demon points). These guys would be large, and more powerfult han ordinary hill giants. Like an early version of Gate to the Abyss.

Different note: could the gypsy civ be able to cage giants?
 
Another possible air divine II spell:
Holy Thunder- Deal a lot of lightning type damage to one unit, demon, shade, and undead types take double damage.
 
I try to go through and check out all the spells in this list and add the ones I like to the first post. If I add one the rest of you disagree with speak up and let me know. If you think I missed a good one let me know and I will consider it again.
 
Kael said:
I try to go through and check out all the spells in this list and add the ones I like to the first post. If I add one the rest of you disagree with speak up and let me know. If you think I missed a good one let me know and I will consider it again.

Which list? You mean this entire thread?
 
Note: I think that Sun Sor I should reveal all units, not just the invisible ones.

Sun Sum III: Blazing Demon
Summons a powerful demon type creature with 3 moves and blits that automatically summons a fireball whenever it kills an enemy

Sun Div I: Shining Sword
Target normal unit gains an equipment named Sun Sword. It gives it a large bonus against demon and shades.

Sun Div II: Sun Savior
Castable only in Hell. Turns a hell square into a normal square, but if a barb, undead, shade or demon unit ever stands on it then it becomes a hell square again.

Sun Div III: Halo
Gain control of target angel unit.
 
The air version of summon storm can damage your own units, but the nature version cannot? It at least appears that way from the spell description. I can't see much use for a spell that would damage your own units.
 
Lunargent said:
The air version of summon storm can damage your own units, but the nature version cannot? It at least appears that way from the spell description. I can't see much use for a spell that would damage your own units.

Hmmm... there should only be one. So what do you think, should a thunderstorm be an air or nature spell?
 
It depends: are there other ways to put out forest fires? If no, then it could be both.

But to answer the question, I think it falls better into the air category.

To replace the nature version-maybe an area effect (3x3 around caster) effect root?
 
Here's another wacky nature or life spell idea:

Move/copy terrain food bonus.

Move- select terrain bonus and it vanishes from the tile square. Then move the unit to another square, and the bonus can be created there. If the unit is killed while in transition, the bonus is lost. Should only work with animal bonuses. Make this one life.

Plant resources: allow them to be copied, but make it take a long long time. 20 turns to copy, then 40 turns to paste into a new square and the unit is lost when done. Make this one nature 3.
 
Body divine I:
Vampirism- Target unit becomes vampire type until end of turn and gains Vampiric promotion: flies, +25% against non-disciples, heals self with 50% of damage dealt when kills a creature.
 
LIFE SPELLS:
Sor II- Healing Spring
Target lake or river gains a 25% defensive bonus (attacking across the river), and heals units in it or adjacent to is extra 20% each turn
Sor III- Amulet
Creates an equipment that gives its wearer a +25% heal rate. Amulet is passed to a unit that kills the wearer
Sum II- Unicorn
Creates a medium powered mounted type unit with bonuses against undead. 50% of the health of units killed by the unicorn is given to the caster
 
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