Mana Tower Suggestions

jimi12

Half Jedi
Joined
May 20, 2006
Messages
324
Location
WA State
I posted this in another thread but i wanted to start a thread for new ideas for what the mana towers could do.


The towers should be a place where your archmages have completely mastered the genre of magic the tower represents. This should provide you with better archmages and maybe a passive empire wide bonus.

Tower ideas:

Divination- Grants archmage units the spell "Clairvoyance". it would act like a floating eye without the distance restrictions. This would be in addition to the free tech now.

Necromancy- Grants archmage units a promotion "Necromancer" this would make them into walking Mokka's Cauldrons.

Alteration- Could give your archmages a spell that turns selected enemy unit into a baboon or random animal unit. This would also let you get animal cages in late game.

Elements- In addition to current effects, could spawn a permanent summon of water, fire, aurelis, earth, and air. Or make this tower let your archmages let your summon Djinn and we can come up with a new Metamagic 3 spell.
 
great suggestions. not too powerful, but not something you would want to skip either. I likes it.
 
as I said in the other thread, very good ideas. I'm in love with the tower of necromancy turning archmages into walking Mokka's cauldrons :D
 
Now maybe if they implement this they can make the REAL Mokka's Cauldron a portable wonder... It can't be too heavy... :sarcasm:
 
like the passive ideas! still think it would be cool if each tower enabled 1 tier 4 spells in addition to passive bonuses.
 
Bumping this thread so a good idea doesn't get buried! :p
 
im glad you like the idea! even if this isnt implemented, i always wondered why there was no transformation spells for the body sphere. i think these tower effects are good enough to be implemented though.
 
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