Real Rituals

kairob

Biohazard
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May 26, 2005
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So you have your archmages, well here is an idea. How about if you get 3 archmages of the same lore then they can perform a ritual. A world spell that can only be cast once. As you can only have 3 archmages you could only ever have one of them,. but could pick when you diceded who topromote. :)

So for example;
the lore of heavon one would summon the mother of all meteaors
the death lore could cause a massive plague
the life lore would create a huge ancient forrest
metal could create loads of valuble metals
beasts could summon a huge beats
shadow could give every unit you have the ability to swap between hidden nationality

you get the idea...
 
man your on a roll, this idea is also really cool. of course it would need a lot of fine tuning but the idea is great.

Wind World Spells:

Lore of fire: turn x% of mountains into volcanoes, all surrounding improvements and units are killed/destroyed, cities next to volcanoes get halved populations and some buildings destroyed.

Lore of metal: spawns a mineral resource on most mines in your empire. spawns some minerals on peaks in your empire.

Lore of Shadows: permentantly allows Hidden nationality toggling on all your units.

Lore of Death: reduces the population of all cities on the map by x. deals death damage to all units in the world bar your own.

Lore of Life: gives all your units the 'immortality' promotion (ala blood of the phoenix).

Lore of Beasts: converts x% of barbarian animals to your team all animals get heroic strength 1 and 2, and heroic defence 1 and 2.

Lore of Light: removes all fog of war (not the real black unexplored stuff, just the stuff youve already explored.)

Lore of the Heavens: causes comet of cassandora tokens (not yet implemented) to be placed randomly all over the map. (even in your borders)

Elemental World Spells:

Fire: slowly starts turning all plains to desert, all grasslands to plains, all tundra to grass and all ice to tundra. starts forest fires all over the map. (use end of winter map script)

Water: turn all land tiles adjacent to water, that does not contain a city, to coast.

Earth: Turns x% of the map to hills, (lower peaks, raise flatlands.)

Air: deal lightning damage to all enemy units, create rainstome improvements randomly all over the map.

ice: trigger 'end of winter' effect but in reverse.

Racial World Spells:

Lore of Athel Loren: turns all tiles in your empire to ancient forest (except peaks), turns desert and tundra to plains.

High Magic: increases miscast chance of all spellcasters except your own by 20% for the remainder of the game.

Dark Magic: all enemy units to enter your borders have a chance of getting the 'Unbearable pain' promotion. all your spellcasters get +1 unholy strength, +1 death strength.

Lore of Day: removes invisibility and hidden nationality from every unit on the map, demons get permanent -20% strength.

Lore of night: all your units gain Invisibility and ignore borders.

Magic of the Horned Rat: starts a plague ala Rhyes and fall of civ in all enemy cities.

Necromancy: every living unit that dies from now on is ressurected in your capital asa skelleton.

Nurgle: all rival units get the diseased or plagued promotion

Tzeentch: x% of units get the mutated promotion

Slaanesh: x% of units in your line of sight are converted to your side.




Ok, thats the end of my crazyness :p i know theyre all EXREMELY insanely overpowered, but thats just random ideas. :p
 
toned down ideas:

Wind World Spells:

Lore of fire: turns x% of mountains into volcanoes, all surrounding improvements are destroyed and units are dealt fire damage. cities next to volcanoes get halved populations and there should be a small chance for some buildings to be destroyed, however all tiles surrounding volcanoes should get +1 food (volcanic soil is highly fertile).

Lore of metal: spawns a mineral resource (gold, gems, silver, iron, copper etc) on x% of mines in your empire.

Lore of Shadows: permentantly allows Hidden nationality toggling on all your units.

Lore of Death: reduces the population of all cities on the map by 2. deals death damage to all units in the world bar your own.

Lore of Life: gives all your units the 'immortality' promotion (ala blood of the phoenix).

Lore of Beasts: converts x% of barbarian animals to your team, all animals get heroic strength 1 and 2, and heroic defence 1 and 2. (combination of natures revolt and for the horde in FfH)

Lore of the Heavens: not sure... could possibly trigger an event chain around constealations which can benefit your empire significantly over time. possibly cause meteoric iron deposits to appear, have a chance of triggering minor meteor showers on enemy units that enter your borders, etc.

Elemental World Spells:

Fire: slowly starts turning all plains to desert, all grasslands to plains, all tundra to grass and all ice to tundra. starts forest fires all over the map. (use end of winter map script) possibly toned down significantly to just extend the extent of the arid regions already present.

Water: possibly use the same mechanic as raging seas from FfH?

Earth: Turns x% of your territory into hills, (lower peaks, raise flatlands.)

Air: deal lightning damage to all enemy units, create rainstorm improvements randomly all over the map.

ice: trigger 'end of winter' effect but in reverse. possibly toned down significantly to just extend the extent of the polar regions.

Racial World Spells:

Lore of Athel Loren: possibly use the same mechanic as March of the Trees from FfH, but spawn 2 temporary dryads per ancient forest instead of ents.

High Magic: increases miscast chance of all spellcasters except your own by 20% for the remainder of the game.

Dark Magic: all enemy units to enter your borders have a chance of getting the 'Unbearable pain' promotion. all your spellcasters get +1 unholy strength, +1 death strength.

Lore of Day: removes invisibility and hidden nationality from every unit on the map, demons get permanent -20% strength when inside your borders.

Lore of night: all your units gain Invisibility and ignore borders.

Magic of the Horned Rat: starts a plague ala Rhyes and fall of civ in all enemy cities.

Necromancy: every living unit that dies from now on is ressurected in your capital as a skelleton.

Nurgle: all rival units get the diseased or plagued promotion

Tzeentch: x% of units get the mutated promotion

Slaanesh: x% of units in your line of sight are converted to your side.

Waagh Magic: All greenskin units who would normally suffer animosity this turn get the "Waaagh" promotion for 1 turn: +1 move, +1 str, and blitz . Also all pillaging done this turn is increased by +100% gold.

Gut Magic: all your cities gain +2 population, all enemies in your borders suffer x% random type damage.
 
Wow, I frickin love it. It's like the FfH world spells but better. :)
 
Hmm. I see PL has once forgotten the most important magic of all (again :P).

Waagh Magic: All greenskin units who would normally suffer animosity this turn get the "Waaagh" promotion for 1 turn: +1 move, +1 str, and blitz . Also all pillaging done this turn is increased by +100% gold.
 
LOL! The gobbo guy had to pipe up. He is right tho.
 
Hmm. I see PL has once forgotten the most important magic of all (again :P).

Waagh Magic: All greenskin units who would normally suffer animosity this turn get the "Waaagh" promotion for 1 turn: +1 move, +1 str, and blitz . Also all pillaging done this turn is increased by +100% gold.

DOH! i hate doing that! i knew id forget someone! :mad::sad: (and it was the bleedin' greenskins again, :p)

also noticed i forgot Ogres:

Gut Magic: all your cities gain +2 population, all enemies in your borders suffer x% random type damage.

EDIT: added WAAAGH and gut magics to my last list :p

EDIT2: oh i also fogot chaos Dwarves:

Magic of Hashut: any mountains in your borders become volcanoes, all land around volcanoes get +1 food (no units or improvements or cities are damaged though, due to the CD affinity for lava and magma :p). allows CD to work volcano features, may spawn some meteoric iron resources in your borders.
 
So, one question. Do these spells work like the worldspells in FfH? Or different? Someone break it down for me.
 
So, one question. Do these spells work like the worldspells in FfH? Or different? Someone break it down for me.

As I see it, you need 3 top hat wizzies (all archwizzies), they get access to a Mightyracespell, although only one wizzie can get it (you pick which one, and the other two wizzies are then cut off from picking it - insert "There can only be one!" quote;)). Then cast it, a once off spell. Something like that.

Maybe a ritual much later to get your racespell back so you can cast it again in the very late game? (kinda like FfH does, Ritual Reborn or somethingorother).
 
This could be a mechanism for a victory condition like "seal the chaos rift" castable only at the poles and possibly only available to certain schools of magic (like high magic).
 
this is NOT a 'definately going to be implemented' thing, this is purely conceptual, so dont get too excited ;)


As I see it, you need 3 top hat wizzies (all archwizzies), they get access to a Mightyracespell, although only one wizzie can get it (you pick which one, and the other two wizzies are then cut off from picking it - insert "There can only be one!" quote). Then cast it, a once off spell. Something like that.

Maybe a ritual much later to get your racespell back so you can cast it again in the very late game? (kinda like FfH does, Ritual Reborn or somethingorother).

got it in 1, frenzy :)
 
I think I unnerstand it quite clearly now. Ok.
 
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