Some Level 3 spells feel like a Missed Opportunity

I'm fine with the summons. I find them really useful.

What I'd really like is a whole new tier of spells above the third. Dangerous spells with possibly bad consequences. Some of the summons, ideally, would be made much more powerful (and permanent) and moved up to this new tier, allowing powerful creatures to be summoned ... with certain risks being involved.
 
I think the best solution would be:

There are two choosable Tier III magic spells but you can choose only one. Most of the time it's one sorcery and one summoning spell. So archmages can kinda specialize in one path, without having to change any artwork.

Some mana types could have two sorcery spells or even two summoning spells instead.

And I wouldn't mind if some of the Divine spells become available to archmages. Like Tsunami, Earthquake, Bloom...
 
Sorcery strength is normal spell strength. Like what you get from the Combat and Metamagic promotions.
 
actually, slow is quite useful. Can make an entire stack immobile. The only thing it can't do is stop people from casting more spells. But its great to ward of a stack of melee units, as their mobility is suddenly 0 xD
 
Water III: Tsunami.
Although Tsunami fits with the octopus overlords theme, it's pretty disappointing that low level priests have more command over the power of water than an archmage with Water III. It's also frustrating that if you seriously want to fight at sea, you're pretty much railroaded into OO, and water mana is almost irrelevant. I don't think the ability would need any change, but just make the exact same spell that cultists have, available to archmages too.

I agree that water mages and archmages don't do much for you at sea whereas OO does (and perhaps they should be more applicable for the seas).
 
Passable to impassable will obviously cause problems (making paths computed in earlier turns invalid, without telling the appropriate units that they're invalid), but impassable to passable shouldn't. The pathfinder is designed to handle roads and then railroads, so it can handle decreasing terrain move costs (though it might not do so optimally). Removing a peak just changes the move cost from 'infinity' to '2'.

Sorry for the necrobump, but I was just thinking off on a random tangent and this thread came to mind... then I realized, "Pathfinding doesn't have any problems with Burning Sands/Flames, so why would it have problems with new Peaks?"

Unless Features are somehow treated differently, this means we could in fact have spells that can create/level Peaks. Probably Earth III for making them and Air III for eroding them back to a hill.
 
called elevation
 
Mind 3. Psychic Mirror = Creates Mirror image of stongest unit in oponent stack
Effects: Mirror Image can only attack copied unit but with +20% and ignores all terain and fortification penalties. Target unit is enraged. (doesnt work on avatars)

Earth 3. Petrify = 50%(?) chance to kill one unit, otherwise slowed.

Water 3. Pressure of the Deep = 80% damage to max 3 units. (+drowned promotion?)

Nature 3 or Life 3. Evolution = Either new race promo or only positive effects of mutate.

Would appreciate feedback.
 
Pychic Mirror is a good idea but too powerful the way you have it. What if, instead, it made a copy of the strongest unit in the enemy stack but unable to attack and with the Guardsman promotion, duration one? So basically an attacking stack would have to go through their own toughest first, and then the actual defenders? Could be fairly painful.

Evolution... no. Game issues aside (too similar to Mutation and Wonder), it represents a fundamental misunderstanding of evolutionary biology which is entirely too common already without reproducing it in FfH.
 
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