Kael
Deity
loki1232 said:I agree that adding more is always better than not adding more.
Luckily, we already have those incredible design docs to tell us what to add.![]()
Speaking of which, if you have any more of them would you mind posting them?
Its 27 pages of ideas (not always coherant) and some of the stuff I do want to keep private until I have a chance to implement. I think I have some interesting ideas and I don't want to see them floating into other mods before I have a chance to implement, catty as that may sound.
But I don't mind sharing some stuff. Here is the current spell list:
Code:
Air Sphere
1. Wind Wall- Makes ranged attacks 50% unlikely to hit the caster or units in the casters tile
2. Conjure Air Elemental- Summons an Air Elemental for 1 turn
3. Chain Lightning- Summons a strength 12 lightning bolt that has the Blitz promotion
Body Sphere
1. Circle of Being- Allows the Caster to give health to target unit
2. Regeneration- Speeds the target units healing
3. Stoneskin- Makes the unit immune to the next 50 points of dmg
Chaos Sphere
1. Confusion- Unit behaves randomly for the next turn
2. Rage- Unit becomes a Barbarian unit
3. Reversal of Fortune- Gives a bonus to target unit relative to strength difference between it and higher strength opponents
Creation Sphere
+1. Bloom- Creates a Forest
+2. Vitalize the Land- Snow turns into Tundra, Tundra turns into Plains, Plains turns into Grass, Grass turns into Forest
3. ?
Death Sphere
1. Raise Skeleton- Summons a Skeleton
2. Contagion- Does damage and disease 50% of the units in the effected tile
3. Summon Wraith- Summons a Wraith
Dimensional Sphere
1. Escape- Returns the unit to the capital
2. Shadow Walk- Teleports the unit to any city that has an Obsidion Gate
3. Teleport- Teleports the unit to any revealed tile
Earth Sphere
1. Wall of Stone- Grants the city a temporary Wall building
+2. Conjure Earth Elemental- Summons an Earth Elemental for 1 turn
3. Earthquake- Destroys buildings and improvements
Enchantment Sphere
1. ?
2. ?
3. ?
Entropy Sphere
1. Defile- Curses the tile, giving negative production and health effects.
2. Enervation- Decreases the targets level by 1, reduces experience, removes 1 promotion
3. Summon Demon- Summons a Demon for 1 turn
Fire Sphere
+1. Fireball- Summons a strength 4 Fireball
+2. Conjure Fire Elemental- Summons a Fire Elemental for 1 turn
+3. Meteor Swarm- Summon 3 Strength 7 Meteors
Force Sphere
1. Levitate- Allows the caster a brief glimpse of everything in a 3 tile radius.
2. Telekinetic Punch- Strength 6 Attack
3. Forcewave- Moves all enemy units within 1 tile of the caster back 1 tile.
Ice Sphere
1. Frostshield- Reduces damage from Fire spells and creatures
2. Winterberries- Creates a permanent tile improvement on snow terrain that gives it a bonus to health and happiness
3. Blizzard- Adds snow to the terrain, reduces global warming
Law Sphere
1. Tower of Iron Will- Makes the unit immune to the effect of Confusion, Domination and charm effects
2. ?
3. ?
Life Sphere
+1. Cure Disease- Removes the Diseased and Plagued promotion from all units in the same tile
2. Healing Rain- Heals all units in the same tile
3. Resurrection- Resurrects target unit
Metamagic Sphere
1. Dispel Magic- Removes any existing spells (good or bad) in the targeted tile
2. Magic Resistance- Gives the unit the Magic resistance promotion for a few turns.
3. Anti-Magic Shell- Removes all spells within a 1 tiles radius of the caster and keeps any new spells from being cast for the next turn in that area.
Mind Sphere
1. Charm Person- Allows control of target unit. The unit has a 5% chance per turn of returning to its original controller. The unit cannot be made to attack its original civilization.
2. Inspiration- When cast in a city it temporarily boosts the research rate of that city
3. Domination- Allows control of target unit. The caster becomes rooted and is unable to cast spells for as long as this spell is in effect.
Nature Sphere
1. Summon Tiger- Summons a tiger which becomes a barbarian unit after 1 turn
+2. Entangle- 80% chance to root every unit in the tile for 1 turn
3. Summon Storm- Puts out all forest fires with 5 tiles of the caster, has a 10% chance to lightning bolt every enemy unit in that radius.
Shadow Sphere
1. Invisibility- Hides the effected unit
2. Illusion- Creates a fake unit that lasts a few turns
3. Hallucinary Terrain- Hides effected city
Spirit Sphere
+1. Bless- Applies the Bless promotion on all non-Demonic units in the same tile until their next combat
2. Hope- When cast in a city it temporarily boosts culture output and happiness of that city
3. Enmity- Cast against another Civ leader, all other Civ’s have their rating for that leader reduced. Multiple Enmity spells don’t stack.
Sun Sphere
1. True Seeing- Reveals all invisible units in a 2 tile radius.
2. Pillar of Flames- Summons a pillar of flames which hits every unit in the effected tile. Does extra damage vs demonic units.
3. Scorch- Turns the tile into a Desert tile. Increase global warming.
Water Sphere
1. Walk on Water- Allows the unit to cross water tiles for 2 turns
2. Conjure Water Elemental- Summons a Water Elemental for 1 turn
3. Tsunami- Can only be cast against tiles bordering the ocean, damages units and destroys buildings and improvements. Has a small chance to convert that tile to a coast tile.