List of spells

Enchant I and Divine III Entropy both have double spells, but only link to the first of them at present. But nice integration :)

Any chance to make the "Spell Chart" link on your site link to this now that you have designed it? :) Hard to navigate BACK to the chart at present (well, you can use the back key... but that is barbaric :P)
 
Some spells in need of more detail.

Hastur's RazorSpell
Requires: Chaos III and Divine

Range +1

Randomly distributes the damage between between all units in range

No entry yet.

Randomly distributes what damage? I assume this hits friendly as well as enemy units. How much are we talking about? 10%? 50%? It is a level three spell, so I'd think it is pretty powerful. But why would you use a spell that can hurt your own units so easily?

Hideous ThoughtsSpell
Requires: Mind III and Divine

Adds Enraged to all units in the stack
Damages units about 20%, to a limit of 80% damage
Won't effect nonbelligerant units
Won't effect enemy units
Only effects living targets

This one I also don't get. So you damage your own units and give them a promotion that will turn them into barbs at some point.... Why use this ever and why at level 3?

Blinding LightSpell
Requires: Sun II and Sorcery

Range +1
Can be resisted (+20)
Won't effect units on your team
Won't effect nonbelligerant units

No entry yet.

What does this do?
 
Wow, Taels, that's perfect! :thumbsup:

Is it possible to easily change the picture in the background, if there should arise any changes?
I ask because I still have to fix the spelling of "Nature" and would like to know, if the two [Divine, Channeling III, Entropy] spells, are really both Ashen Veil high priest spells. At least Banish sounds a bit unfitting for the Veil.
 
Yes, you can Banish as the Veil. I remember reading about that being the one advantage they have against AC events, you can just cast a spell and be done with them.

Ozzy: Enrage is broken right now. It is supposed to wear off, meaning maybe 10% of all units that use it will wind up Barbarian, the rest just return to normal after a brief period of extra strength.

Not sure on the other 2.
 
What does this do?

That's a good question. I've parsed all the XML, but some spells are implemented in Python and will need Civilopedia text to describe them. I'll get to work on editing the Civilopedia text as soon as I get some more free time.

Wow, Taels, that's perfect! :thumbsup:

Is it possible to easily change the picture in the background, if there should arise any changes?
I ask because I still have to fix the spelling of "Nature" and would like to know, if the two [Divine, Channeling III, Entropy] spells, are really both Ashen Veil high priest spells. At least Banish sounds a bit unfitting for the Veil.

It's very easy to change the picture. Especially if the size of the boxes doesn't change.
 
Blinding light blinds enemies in adjacent tiles for a few turns (2 or 3, I forget), making them unable to move. Radiant Guards and Rathas (Empyrean special units) can cast it, meaning just a few of them can disable an entire army with luck.
 
Blinding Light is the Sun II Sorcery spell (Rathas and Radiant guards start with Sun II Sorcery), which makes units in adjacent tiles immobile for three turns.
 
Update to 1.1.4: Banish now correctly marked as a divine Ashen Veil spell. Nature got its missing "e" back.
 

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