Rituals based off of mana types

suggestions blatantly ripped from other games (been wanting to make a rituals modmod for a while, but no skills :) )

Seeking Arrow - req 2 or 3 air mana, Fast cast time, summons a magic arrow, 50 tile range, cannot explore, 2+3? air affinity, marksman

Cloud Trapeze - Moves the caster to another city of your choice, 1 air, fast (nexus portal for 1 turn in city?)

Acashic Record - Reveals the location of all lairs on the map, metamagic?

Baleful Star - 1 metamagic/1 air, causes some unhappiness in target city and small chance of afflicting units there with a curse (withered?)

Phantasmal Warriors - Like Recruit but the summons are illusions, air/water?

Rain of Toads - Chaos/body/earth? diseases units in target square

Twiceborn - Replace lichdom, revives target as a lich if he die, immortal in friendly culture (the current lich mechanic always annoyed me,) doesn't free up national unit slot, death

Stygian Paths - Moves an entire stack to another location. 5% chance of each unit disappearing on the way. Death

Melancholia - earth? production slowed x3 in target city for a few turns

Inner Sun - Fire - as pyre zombie death explosion

Tidal Wave - Stronger Tsunami

Raise Fortress - Raises fully developed fort - earth

Those were all meant to be relatively quick to cast. Longer ones:

Fata Morgana - air - Creates illusionary units in each of the casters cities and creates happiness.

Eyes of God - Air or Metamagic x alot - reveals the whole map every turn

Fate of Oedipus - Fire x. Burns out the Eyes of God. Civ cannot use magic for x turns, or some other harsh penalty.

Wrath of God - Each turn, enemy units in friendly culture take damage. The higher the culture, the more damage.

Meh. Gotta run for now, but more coming!
 
Magical ICBM, now that is an idea!
Why not have one for each element? With an apropriately high cost and special effect?
1. Ice - freazing the city and frostbiting the troops in it for a few turns and creating snow tiles as fallout. (little damage but a lot of fallout effect, practicly extends the cute little thing you had going with the Ilian world spell...)
2. Fire - setting surounding forests on fire. (normal civ ICBM damage, so basicly a random destructive effect wth a lot of fallout replaced by the burning forests effect)
3. Wind - scatering the troops from the city randomly 1-2 tiles around the city. (little damage, but excelent for devestating that fortres filled with troops you just can't conquer)
4. Wather - destroying walls and killing some of the popluation, also flooding the city waste disposal and sewers. No damage to troops, destroys random militairy buildings and an :yuck: effect for several turns from the flooding, high damage to any ships.
5. Death - Huge damage to city population and living troops. No damage to buildings. (just born for those FOL cities)

Each would require a lot of mana and an arch mage to cast the spell.

-any other ideas, also, what do you people think?
 
Magical ICBMs is the best idea ever. There should be a chaos one that turns targets into random units. Would be alot of fun...unless...oh whoops. My ritual turned their worker into a dragon.
 
Great Barrier
(reqs Force Mana)

Erects a barrier of force around your territory, that prevents non-team units from entering. Even if you have an open borders agreement.

This will NOT eject units that are already in your territory, only prevent new ones from entering.

Duration 5 turns.

Essentially, a lite version of Sanctuary.


Curse
(reqs Entropy Mana)
Gives the Cursed promotion to all enemy units inside your territory. The promotion will wear off once they fully heal outside of your borders.

Effects
-10% healing per turn
-20% strength

Fury of the Winds
(reqs Air Mana)

Upon construction, gives you a one shot spell that any unit can cast. It has infinite casting range, and so can be targeted on any tile in the world. It will damage units within 2 tiles of the target point, and destroy random improvements

Farsight
(reqs Metamagic mana)

Gives a one shot spell, targetable anywhere in the world, regardless of line of sight. When cast, you will gain line of sight over the target tile, and every tile in a 3 tile radius around it, for the next 5 turns.

Just a couple of random ideas.
 
How about:

Enrichment of Earth

Needed: Enchantment & Earth
Every hill within the empire has a chance of 2% to get a minable resource
 
Great Wonder

Reqs. Chaos Mana

Can mess up the terrain outside of your borders and can mutate units too.
Hmmm.

Wyrd

Reqs. Chaos Mana.

Mutates every unit NOT in your cities in your teritory. Once PER chaos mana you control. Meaning if you have 10 chaos mana... you get some freaked up sheit. Or your opponant assaulting you sorta goes O.o o.O

World Shattering

Reqs. Chaos Mana, Entropy, Nature Mana, Earth Mana.

Roughly 75% of the tiles in the world are semi-randomised. Any land tile, may become any other non-mountain land tile. Resources randomise. Non-unique features change/move. Some land tiles even become coast. Some coast becomes ocean. A bit of ocean becomes coast. Hell terrain CAN and WILL be a result.

Okay, so Im mad.

Edit... tehehehe... one more...

Dead Scream

Reqs. Death mana, Entropy Mana.

All non-living units in the game are made fearefull(Promotion that causes them a chance to be afraid against EVERYTHING) with about say... a 10-20% chance to wear off each turn. Units with courage, or that are nonliving are unaffected. Chance to resist default about 50% with 1 of each mana. 10% lower for each pair more of said mana. Highly repeatable.
 
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Magical ICBMs is the best idea ever. There should be a chaos one that turns targets into random units. Would be alot of fun...unless...oh whoops. My ritual turned their worker into a dragon.


Anyone read the China Mieville Bas-Lag books? Torque bombs would really fit the chaos ICBM idea.
 
Some other thoughts:

Blood Moon. Requires nature mana, chaos mana. Turns a percentage of units on the board into savage ravenous werewolves. Causes unrest in all cities...or perhaps even a global period of anarchy. Raises the AC substantially.

Zombie Plague. Requires death mana (several?), entropy mana. Turns a percentage of the units on the board into demonic zombie units...with a spawn effect on units they kill (the plague spreads). Global population loss. Massive unhealth. Big AC increase. Fallow civs unaffected.
 
Flying city
Requires air mana.

The city that builds the ritual cannot by attacked, except by flying units. Non-flying units that are in the city cannot exit. Non-flying units that are outside the city cannot enter. The duration is 1 turn per air mana.

Mana shortage
Requires metamagic mana.

For 5 turns, all the effects on the game happen as if nobody had any mana resource at all (so affinities have no effect, new adepts are useless, buildings and rituals that have mana requirements cannot be built, the different mana bonuses do not apply).

Share knowledge
Requires dimensional and mind mana

All your units get 2*(number of dimensional mana + number of mind mana) XP.


Global warming
Requires sun mana

(The oposite of genesis, useful for Malakim) All your tiles that can be scorched, are scorched.
 
Plague

Requires Entropy Mana

Adds unhealth to an enemy empire.
 
Re: the Eyes of God idea, how about a floating eye unit for each city you own, permenant flying scouts that could be stationed on mountains....
 
Just as an aid to the discussion, there are plans that rituals should work off of a "Potency vs Shielding" system. Certain buildings/rituals will be able to increase the "Shielding" of a city - which is effectively magical-defense (displayed in a similar way to the city/culture-defense on the city bar). That rating is used to reduce the chance of the city being affected by hostile rituals - so if you had a shielding of 50%, you might have a 50% chance to avoid the effects of "Curse the Land" (or any other ritual that targets your whole empire).

Conversely, there'd be a few options to increase your ritual's potency - which increases the chances of success. +25% potency vs 40% shielding might have an 85% chance of success (60% base success rate +25% potency). These are mostly intended for a few magic-oriented races (Sheaim, Amurite, Kahdi...)

====

You could actually work these numbers into any design however - so the "magical ICBM" might be reduced in strength by the city's shielding value. Plague may have a reduced chance to take effect or a reduced duration/magnitude etc...
 
An idea I have.

Fury of the Earth
----------------------
Requires fire and earth mana

Causes all volcanoes in the world to explode, damaging nearby units, reducing population of nearby cities, destroying nearby improvements, and turning surrounding land into Broken Lands temporarily.

In addition, 5% chance for each Peak in the world to become a volcano.

Lol! I like this one Warkirby.

How about this one:

Gathering of Crows:
Death Mana ritual that gives a temporary strength bonus to ALL undead units (including summons). Make the strength bonus +10%...or is that too weak? Watch out for your tower of necromancy building neighbor! Have the ritual last 10 turns?

Two Worlds as One:
Entropy Mana ritual that randomly spawns a number of Agares controlled demons based off of how much Entropy Mana you control. Permanent summons!

Tempestuous Conflagration:
Powerful ritual requiring Fire,Chaos and Entropy Mana that can destroy a city's BFC improvements and simultaneously setting fires in all or most of the BFC tiles. Great for clearing out those pesky elves, or just for shakes and giggles when your opponent finishes his last town. Potential for killing units in the BFC too? (not sure about that one). Oh, don't forget the barbarian Fire Elementals (or Azers) now running around. Even just one Azer or Elemental would be nice.

Plague of Fallen Friends:
Similar to Two Worlds as One but uses Death Mana to spawn undead

Malaise:
Requires Spirit and Entropy. Causes unrest throughout the civs who are of opposite alignment.

Chaotic Ennui:
Requires Spirit and Chaos. Slows down Culture or GP (or both?) production.

Feast of Flies:
Requires Death and Creation. Reduces the city tile yields to ZERO.

Thats all I have for now. Maybe tonite when I am watching Fox News I can come up with more evil rituals.
 
One more idea that I have just had looking through the window ;-)

Vast fog
Requires Nature mana

All units in the whole world (but the ones which are in the cities) get the "Invisible" (or "Stealth" or however it is named) promotion. This means both your units and your enemies. Lasts for 5/10 turns.

Useful for attacking, but not so good because they might attack you. Notice the cool nice combo with "Light of Lugus" ritual.
 
Global warming
Requires sun mana

(The oposite of genesis, useful for Malakim) All your tiles that can be scorched, are scorched.

Second Sun would be a cooler name for that imo
 
Clown Radar

Reqs Law mana

Tells where Loki is every turn.
 
Global warming
Requires sun mana

(The oposite of genesis, useful for Malakim) All your tiles that can be scorched, are scorched.

Second Sun would be a cooler name for that imo.

Wow. Just lost a ton of stuff I typed.. oh well :(
 
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