New Spell Contest

jimi12

Half Jedi
Joined
May 20, 2006
Messages
324
Location
WA State
I really think a new contest to flesh out the spell spheres would be a good idea. I hate playing as AV when my ritualists get death but there are no divine spells for it. Also, the contests done in the past have really brought out a lot of good ideas from a lot of people.
 
Spell Name: Blind
Type: Negative Promotion
Requirements: (All Spheres) Shadow Sorcery II/(Current Spheres) Death Divine II

Reduces target's visibility range by 1 (to a minimum of 0), strength by 20%, and withdrawl rate by 50%.
Can be cured with Cure Poison. Affected by Spell Extension.


Spell Name: Summon Illusion
Type: Summon
Requirements: (All Spheres) Shadow Summoning II/(Current Spheres) Mind Summoning II

Summons a unit identical to the caster with Summoned and Illusion (can't attack or cast, and always loses when defending).
 
Its intentional that death doesn't grant divine spells because Arawn (the god of that sphere) doesnt grant spells. All spheres have sorcery spells associated with them, but not all have conjuration or divien spells.
 
So it's also sort of a balancing factor, right? The AV priests get divine and summoning spells, but one of their spheres lacks divine spells in the first place.
 
Chandrasekhar said:
So it's also sort of a balancing factor, right? The AV priests get divine and summoning spells, but one of their spheres lacks divine spells in the first place.

Yeah, it was all considered when their abilities were granted.
 
Some ideas to have a more complete dimensional sphere :

Dimensional II : Teleport
Teleport the caster to a tile far away (max distance according to spell extension and/or map size)
or
Teleport a unit far away from the caster to the caster's tile (max distance according to spell extension and/or map size)


Dimensional III : Gate of Dworkin*
Create a improvement who can teleport unit like a obsidian gate (once per turn), to a town or to another Gate of Dworkin.

The must should use the Gate of Dworkin as a route to connect ressources on an island to the main empire network. Very boring to have a ressource into your cultural borders on an island where you can't (or don't wan't to) build a city to exploit it.

*"Dworkin" is a name ©® Zelazny. In the book "Amber", he's a great enchanter who created magic card which can be used as teleporter. A really good book, and a very complete RPG game.
 
Keldan said:
Some ideas to have a more complete dimensional sphere :

Dimensional II : Teleport
Teleport the caster to a tile far away (max distance according to spell extension and/or map size)
or
Teleport a unit far away from the caster to the caster's tile (max distance according to spell extension and/or map size)


Dimensional III : Gate of Dworkin*
Create a improvement who can teleport unit like a obsidian gate (once per turn), to a town or to another Gate of Dworkin.

The must should use the Gate of Dworkin as a route to connect ressources on an island to the main empire network. Very boring to have a ressource into your cultural borders on an island where you can't (or don't wan't to) build a city to exploit it.

*"Dworkin" is a name ©® Zelazny. In the book "Amber", he's a great enchanter who created magic card which can be used as teleporter. A really good book, and a very complete RPG game.

I'd make dimensional a bit more potent...

Dimensional II : teleport caster to any visible tile (so anywhere once you have world map
Dimensional III : teleport stack to any visible tile

And I agree, Zelazny was an AWESOME author (although I'm a bit disappointed with books 6-10, needed much more Corwin :)).
 
I like the concept of a Dimensional III spell that creates a static "warp point." Having it able to harvest resources is something I haven't thought of, but it might go well with it. Sending an archmage with your initial invasion stack for the purpose of establishing a route between two continents would be fun.
 
I wasnt just talking about the death sphere. Mind has no summoning spells and Dimensional is lacking. I was also wondering if you were going to implement spells that require mixes of mana that would be a hybrid of the two.
 
I think other spheres than fire could also use some sort of more offensive spells - types of fireball and meteors - especially on level 2 as from my experience that is the most commonly seen mage level... I personally almost always make 'fire mages' simply because they are (or perhaps just seem to be) so effective.

Something like 'call lightning' for nature, etc. just to break the monopoly that imo the fire sphere has in the lvl 2 combat spells. Though it might require giving 2 spells per single promotion...
 
I think conjurers are supposed to be the big attackers among the magic users, with mages regulated to less direct spells, and utility spells. Fireballs are just there so that a mage can function similar to a conjurer in a pinch.
 
Xuenay said:
A very complete roleplaying game game, in other words? ;)

Yes, sorry. But don't laugh at me, it's hard to write in a language you don't use it naturaly, especially when the tiredness give you problems even to use correctly your own language :D

Warriori said:
I think other spheres than fire could also use some sort of more offensive spells - types of fireball and meteors - especially on level 2 as from my experience that is the most commonly seen mage level... I personally almost always make 'fire mages' simply because they are (or perhaps just seem to be) so effective.
There are already some offensive spells : rage, contagion, domination, destroy undead, enervation, wither, etc

But I agree with Chandrasekhar, fireballs and any spell hurting ennemy is more useless than utility spells, because summoned creature do the same job and do it best.
At the beginning I always give fire to my archimages, but after seing the real power of other level III spells (taste Rage and love the power to kill ally's heros and raze cities without war !!), I stop using it.
Now I create domestic mages standing in cities to boost it and enchant newly created units, or war mages staying in unit stacks for magical support.
And I create specialized conjurers, with one or two sphere, spell extension and combat IV to give extra move and +50% str to summoned creatures. And this do the same job, even better to kill lonely unit.
In fact the only interest of fireballs and meteors are the collateral damage and the city bombardment, just like a summoned but weak siege weapon.
 
I think my favorite complete sphere is the Enchantment one, as I use all three spells frequently. I also like Unyielding Order, Law III, as it's like a mobile Tower of Complacency. Heck, even Inspiration, Mind II, is nice for a level 2 spell. Spring is incredibly useful if you happen to be playing the Malakim on an FfH_Fractal map (I do), and water walking can also be very useful. As I know I've said before, just about every sphere has its good points.
 
Yeah.. i know the conjurers abilities but the usually the summoned creatures tend to get tied into ground obstacles (like forested hills) forcing the mage to come rather (too) close to the target... So i still prefer longer ranged mage spells to most of the summoned creatures.

And i was talking about level II spells.. Level III stuff is - atleast in my games - rather rare as most wars are fought before level III casters are available.. Though with level III conjurers abilities are more obvious than on lower level.
 
What exactly does Inspiration do? all it says in the 'pedia is "inspires the city" or something like that. Must be good, I guess.
 
Quetz said:
What exactly does Inspiration do? all it says in the 'pedia is "inspires the city" or something like that. Must be good, I guess.

What they said - but you can see the effect directly if you check the building list after casting (it creates a "building" labelled "Inspiration" to produce the effect)
 
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