Non-implemented Magic Spheres

xienwolf

Deity
Joined
Oct 4, 2007
Messages
10,589
Location
Location! Location!
Ok, so I am just wondering: Which spheres haven't made the game yet, and what would you do with them?


I suppose this can also include spheres that are in the game and under-utilized (few spells AND no passive effect).

From what I see, these spheres are not in:

Creation
Force
Metamagic


With Sun and Shadow coming out in Shadow Release, and with Dimensional horribly under-represented.

Personally, I would love it if Metamagic were added into the game in a somewhat minor-effect version:

Passive Effect: Increases count of all your Mana supplies by 1/3.
-- What this means is that by having 3 Metamagic Nodes, having just 1 supply of a type gives you 2 of the resource. Thus if you have a single Fire from your Palace, all arcane units you build will start with Fire 1. And as soon as you build a single Spirit Node, you gain 10% GPP bonus (and of course arcane units start with Spirit 1). Build 2 Metamagic Nodes and you wind up with the effect of 3 sources from just 2, or build 6 of them to get the effect of 3 sources from a single source... But honestly, if you spend 6 nodes on Metamagic you probably don't have many left for other spheres...

Solitary Spell: I think that the only spell which should be available with Metamagic is that at Metamagic III you are allowed to cast all Level 1 spells from each sphere (not grant the promotion, just allow use of the spells). Somewhat of a minor effect, true. But it can mean that you just happen to have access to the right spell at the right time.


Don't really have many ideas for Creation and Force. Anything I can think of for Creation seems to be covered by Nature already, and anything I think of for Force seems like Magi-Tech, which doesn't fit this world well.
 
I really like your ideas for the Meta sphere. Maybe there could be level 1 and 2 which just modify spells (like meta magic does in the D&D world), for example a range +1 for the next spell (which can be casted in the same turn) as the meta level 2 spell or a small increase in effect / probability to work on a spell as the level 1 (better chance to charm, higher fireball damage etc).
 
Creation could be the prequisite for terraforming, like needing creation I and water I to cast spring, and creation II and nature II to cast bloom
 
Personally I'd prefer if Metamagic improved spells from other spheres, rather than just being a mechanism to increase how much mana you control.

Here are some suggestions:
Level 1 - reduce magic resistance against unit's spells for X turns
Level 2 - increase damage on all spells for X turns
- increase strength of all summons for X turns
- increase range of all relevant spells (i.e charm person) for X turns
Level 3 - create spellstaff (think this is better placed here than enchantment)

Extra metamagic nodes would increase duration of spells

Some Force suggestions, haven't given though to levels
- immobilise unit (stop an enemy unit(s) from moving for X turns)
- protect from arrows (grant bonus against archery units for X turns)
- clear the way (eliminates enemy fortify bonuses)
- wall of force (square becomes impassable for X turns)
- break machine (disable/dammage siege weapons)
- fling object (basic damage spell)

I don't know about creation, we've already got some creation type abilities in nature and water. With terraforming pretty much covered its difficult. In terms of passive effect you could have a similar effect to Earth magic, but relating to non-mineral resources. Ah wait, here are some ideas just come to me. These seem quite powerful, and could be game changing, so maybe Creation should be a bit different in that it takes the mage an umber of turns to perform the action.

- raise peak (turn a hill into a peak, not usable in someone else's culutural
zone)
- part the seas (create a temporary path through water, different from
waterwalk in that it creates a path for several turns that all units can
follow)
- raise the land (turn a coastal square into land)
- Let there be light! (gives units Sentry for X turns)
- Reincarnate (units with this spell cast on them appear as an animal
after death, type depending on unit xp)
 
The religions FAQ describes Force as synonymous with balance and Metamagic as synonymous with knowledge. In that light, perhaps Reversal of Fortune and Inspiration would be more appropriate under those spheres. (Maybe those aren't synonymous though; the FAQ is describing the angels and not the magic spheres.)

Metamagic nodes could simply amplify the passive effects of other nodes.
 
I suppose that Metamagic will actually not introduce new spells but replace old promotions... See the idea that a summoner is accumulating COMBAT promotions till COMBAT 5 is somewhat ridiculous, isnt it ?

Therefore I am convinced that the metamagic sphere will replace the Combat and Spell Extension Promotions and put their effects into spell form.

Maybe the Level 3 Metamagic will add something new and cool, but apart from this I am convinced that Level 1 Metamagic will increase the strength of your summons, and Level 2 Metamagic Spells will increase the range.

It might happen like that :Level 1 Metamagic Spell : Empower - all summons get empower 1

but Empower + Channeling II will give all summons Empower 3 and Empower + Channeling III will give all summons Empower 5.

Similarly on Level 2 you get Spell Extension. But again Spell Extension + Channeling II will give an increased range of 1 and Spell Extension + Channeling III will give an increased range of 2.

Level 3 Metamagic could be ... Twin Cast !!!
 
Rod's idea about metamagic makes a hell of a lot of sense, I think.

Another idea about Force: Its passive effect would convert a percentage (1% or less) of invading troops.
 
Or have a chance of removing movement from them; trying to invade lands so full of force will be difficult, as the air itself seems to push them back

Not dead serious but interesting idea
 
As long as there's an offensive alternative to Fire magic I'll be happy.

Currently nothing beats loading up on fireballs and smacking up an enemy city.

Maybe remove the bombard from Fireballs/Meteors, and add a bombard effect to the Force sphere? (This effect can also easily be shifted to the Earth sphere instead of Rust...I never was a fan of that spell.)

Everyone's also forgotten about the Ice sphere. Ideas:
-lv1: Chill units gain -1 str/+1 cold

-lv2 sorc: Blizzard: target tile stops giving defensive terrain bonuses for a turn
-lv2 summ: Polar Bear (is as bear, with some cold damage)
-lv2 divine (Illians): turn target adajacent tile into tundra-->ice (or sea ice)

-lv3 sorc: Freeze Solid: target unit gains the 'Frozen' promotion, which stops it moving and gives it -50% strength. This has a chance to wear off each turn.
-lv3 summ: Ice Wurm (cold damaging land wurm)
-lv3 divine (Illians): When on an ice tile, this unit gets +100% strength; when on tundra, +50% strength.
 
freeze solidseems overpowered ...or it would need a high chance of failing.
 
Back
Top Bottom