Design: Spells

upthorn said:
Well, in my mind, metamagic is the generic, neutral "anyone can learn it" sphere.

I mean, any mage worth his salt can throw a counterspell. (and were counterspells to be implemented as part of FFH, they'd be in metamagic, along with "dispell magic" and whatever else.)

vote for this take, like Cosmos in Age of Wonders
 
JuliusBloodmoon said:
Im of contrary opinion, that metamagic is so instable and powerfull that only a few can learn it...
Hmmm, I wonder if we can't have it both ways.
Maybe we could split the metamagic promotions into 6 or 9 levels instead of 3. The spells would start out a little below-average, but by mid-to-high levels, they would outclass any other spell sphere. That way every civ could get their feet wet, but only magic-reliant civs like the Amurites could reach it's full potential.
 
ok, can we have a spell that blasts trees?

no hammers, so you can't use it in your own lands, and maybe some way to prevent you from casting it in your friendly neighbors territory

but COME ON, i need some way to keep the ljo from getting super-productive 30 pop cities, even if i have to go to war, and burn the forests to the ground
 
khanjackal said:
ok, can we have a spell that blasts trees?

no hammers, so you can't use it in your own lands, and maybe some way to prevent you from casting it in your friendly neighbors territory

but COME ON, i need some way to keep the ljo from getting super-productive 30 pop cities, even if i have to go to war, and burn the forests to the ground

I remember seeing somewhere that forest fires were on the Team's to-do list, but not until either 'Fire' or 'Shadow' phases . . . but yeah, having a way to attack those ancient forests would be nice.
 
And what are ancient forests? because I could swear I had both a forest and an ancient forest on 1 tile.
 
khanjackal said:
ok, can we have a spell that blasts trees?

no hammers, so you can't use it in your own lands, and maybe some way to prevent you from casting it in your friendly neighbors territory

but COME ON, i need some way to keep the ljo from getting super-productive 30 pop cities, even if i have to go to war, and burn the forests to the ground

Forest fires are specked into "Fire".
 
What about some kind of "infiltration sphere" lets you do pretty much what a spy can do, or can completely change the production of an enemy city.

this could completely destroy a war effort.
 
thomas.berubeg said:
What about some kind of "infiltration sphere" lets you do pretty much what a spy can do, or can completely change the production of an enemy city.

this could completely destroy a war effort.
That sounds like something the Shadow sphere would do. Is that close enough?
 
BCalchet said:
I just wanted to write some spell ideas.


Scatter (Dimensional II, Sorcery)
Each unit in the target tile has a 10% chance to be moved to a random adjacent tile.


Sever (Dimensional III, Sorcery)
All summoned units in the target plot are destroyed. All units in it gain a 'casted' promotion that lingers until the end of their owners' turn, preventing spellcasting.


Phantasm (Mind II, Summoning)
Summons one immobile and magic immune 8-strength unit with fear, but it dies as soon as it takes any damage whatsoever.


Emphatic Manifestation (Mind III, Summoning)
Summons a 14-strength unit with movement 1 and hidden nationality. It is permanent, but it takes some damage at the end of each turn away from its caster. If either the caster or the manifestation should die, so does the other. When in the same tile, the caster can reabsorb the manifestation, gaining 25% of any experience it had aquired.


Drown (Water II, Divine)
Converts one target living non-animal melee unit that is near water into a full-health The Drown unit. Targets owned by the caster are always affected, enemies get a chance to resist it.

(Something like: 80%+2%/level near rivers, 60%+2%/level near lakes and coasts, 40%+2%/level on lakes, oasises and coasts, 10%+2%/level in oceans. Double all numbers for heroes.)


Alternative (rare) Domination failure effect: Exchange control of the involved units. The target gains all experience, levels and promotions of the caster, and the caster gains all experience, levels and promotions of the target.
("Okay, so I failed to steal that berserker outright... but now, my Archmage has 13 strength and collateral damage!")


Bless: Weakened and shuffled over to Law II.

Last Stand (Spirit III, Divine)
The caster is restored to full health while losing all remaining moves.
If the caster's stack is attacked, he is always the chosen defender.
If the caster wins a combat, he is restored to full health.
If the caster loses a combat, he is restored to full health while the winner withdraws.
At the beginning of your next turn, if the caster lost a combat, he drops dead.
If he did not, he instead loses one point of strength permanently.



Special order-specific spell only castable with several elements learned:

Blaze of Glory (Divine, Fire III, Law III, Spirit III)
All damage dealt to any unit you control is instead dealt to the caster of this spell. Once this has been cast, no healing spells will work and any immortal promotions or lifesparks are ignored when death does arrive.
Great stuff! :goodjob:
 
Kael said:
Forest fires are specked into "Fire".

:wow: My trees! My beautiful beautiful trees!

Still, a good idea. Any other "Environmental hazards?" Flooding, Hurricanes? Drought? Famine? PLAUGE?!
-Qes
 
QES said:
:wow: My trees! My beautiful beautiful trees!

Still, a good idea. Any other "Environmental hazards?" Flooding, Hurricanes? Drought? Famine? PLAUGE?!
-Qes

I guess you mean as natural hazards, not spells, but we do have...
On the negative side: Scorch, Forest Fire (in the future, if its a spell),
Tsunami, Earthquake did I forget any?
And on the positive side: Bloom, Sanctify, Vitalize, Spring.
 
but, tremor can be considered a joke

Heh, seriously, this spell needs some help. Know its been said, but constant repitition is the best way to get someone to pay attention (or ban you)
 
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