QuasiEvilScott said:
Maybe dont have a single unit that can cast any of them. Just one per elemental type. Then you could also divy up the elements between the magic schema/spheres. Earth to the green, fire to the red, wind or water or electricity to the blue. (That is assuming you can get whatever graphic you like worked out).
Maybe Black/death and white/life shouldnt get access to elements, but something else instead, teh black/death summoners could be necromancers when that works out, and the white/order/life summoners might go angelic (though if this is a fall from heaven, im not sure how that'd work). Perhaps instead of "angelic" summons, life/white/order could have "ancesteral" summons, just random ansesters of varing strength.
The difference in Elements could be one of promotions inherant in the elementals summoned -
Fire could get first strikes,
Earth might last longer than 1 turn (great for takign a city and holding it until reenforcments arrive) OR if you go with the death-summon benifit below - earth might be an uber defensive unit you use in states of emergency (the Earth Adepts might be puny, but taking that city will still be hard, and it works out as a nice counter to other conjurer units for the AI of the computer if you can program the Earth-Summoner to be primarily on sentry, and when enemies approach, summon the elemental),
water/air/electricity could have blitz or something similar)
Summoned Undead units could have the benifit of not disapearing, OR spreading disease (a minor version if you could wing it)
Ansestreral units might have crazy healing bonuses (for the sake of the rest of the stack) and anti-summoned unit bonuses (sort of a summon-killing summon)
Just a thought, youve done phenominal job so far, im almost twitching with anticipation over version 1.0.....and..the eventual 2.0....and 9.0 etc - youve stolen my life, i want it back.
-El Scotto
Here is the spell list from the design doc:
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. Haste- Gives every unit in the casters stack +1 movement for a turn
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- Upgrades the terrain
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. Enchanted Blade- Creates an equipment: Enchanted blade
2. Flaming Arrows- Creates an equipment: Flaming Arrows
3. Spellstaff- Creates an equipment: Spellstaff
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.