Zechnophobe
Strategy Lich
Deminsional mana should be, in my opinion, all about increased mobility. On that note, here are my propositions for 3 different takes on that theme.
Level 1 spell: Terrain Phasing
Adds a promotion to stack that gives:
Double move in hills
Double move in forests
Double move in deserts
Can enter impassable terrain (Mountains)
Promotion expires after one turn.
Level 2 spell: Phase Out
This is the spell that divided souls have. I would then propose that Divided souls would start with dimension II as their special ability.
This creates a phased out version of the caster (Flavor of sidar hunter is that it is a soul, flavor for mage is that it's a phased out simulacrum). Which can move 2 and has flying, and can recall the caster.
Level 3 spell: Teleportation
Moves all units you control in the tile to a random city in your empire. Perhaps should only work on 'unfortified' units. (So you can teleport from city to city hypothetically without stealing the defenders on accident)
Notes on 1) Terrain walk abilities do not stack, as most people should know. So the advantage of a unit that can 'double move' on anything is that it can truly always move at least 2 squares. Compared to haste, which lets units move faster along roads, and along flat terrain, the two spells are fairly balanced. If moving in impassable terrain is too strong, then axe it. I tried to make this not overlap Haste too much, and feel I have succeeded.
Notes on 2) Arcane units can get Extensions, which will allow them to use the division ability in a slightly different way to Sidar Hunters. With extensions 2, their simulacrum can move 4 squares, which would allow traversal even accross water. Summoners leaders would let a unit have multiple simulacrums, giving them immense mobility.
Notes on 3) This is like a suped up version of the old 'escape' spell. You can use it to get an army out of combat, or to try and get that army to far off or hard to reach settlements. In a pinch, works just like escape does, to get the archmage out of harms way.
Ultimately I'm not sure if 2) and 1) are balanced correctly. It may be that having blinking adepts is more balanced for a level 1 spell, while the terrainwalk ability is more fitting at level 2. Army teleportation is a level 3 ability, though, i think everyone would agree.
Level 1 spell: Terrain Phasing
Adds a promotion to stack that gives:
Double move in hills
Double move in forests
Double move in deserts
Can enter impassable terrain (Mountains)
Promotion expires after one turn.
Level 2 spell: Phase Out
This is the spell that divided souls have. I would then propose that Divided souls would start with dimension II as their special ability.
This creates a phased out version of the caster (Flavor of sidar hunter is that it is a soul, flavor for mage is that it's a phased out simulacrum). Which can move 2 and has flying, and can recall the caster.
Level 3 spell: Teleportation
Moves all units you control in the tile to a random city in your empire. Perhaps should only work on 'unfortified' units. (So you can teleport from city to city hypothetically without stealing the defenders on accident)
Notes on 1) Terrain walk abilities do not stack, as most people should know. So the advantage of a unit that can 'double move' on anything is that it can truly always move at least 2 squares. Compared to haste, which lets units move faster along roads, and along flat terrain, the two spells are fairly balanced. If moving in impassable terrain is too strong, then axe it. I tried to make this not overlap Haste too much, and feel I have succeeded.
Notes on 2) Arcane units can get Extensions, which will allow them to use the division ability in a slightly different way to Sidar Hunters. With extensions 2, their simulacrum can move 4 squares, which would allow traversal even accross water. Summoners leaders would let a unit have multiple simulacrums, giving them immense mobility.
Notes on 3) This is like a suped up version of the old 'escape' spell. You can use it to get an army out of combat, or to try and get that army to far off or hard to reach settlements. In a pinch, works just like escape does, to get the archmage out of harms way.
Ultimately I'm not sure if 2) and 1) are balanced correctly. It may be that having blinking adepts is more balanced for a level 1 spell, while the terrainwalk ability is more fitting at level 2. Army teleportation is a level 3 ability, though, i think everyone would agree.