ricolikesrice
Chieftain
- Joined
- Jul 23, 2009
- Messages
- 60
Suggestions to beef up the magic in Orbis: (Beware, wall of text )
1. New national wonders:
=====>College of Divination:
-requires Sun OR Mind OR Law OR Spirit mana in order to be built.
-requires the tech “divination” to be built
-can be build (only) by a great sage (similar to building an academy)
+5 culture
+10% research in city for sun,mind, law or spirit mana
(not cumultative so max 40% if you have access to all 4 )
Arcane units can train the spell “Summon Magic Missile” in the city with the college of divination for a fee of 50 gold. Details see later in this post.
=====>College of Alteration
-requires Nature OR Life OR Enchantment OR Body mana in order to be built.
-requires the tech “Alteration” to be built
-can be build (only) by a great sage (similar to building an academy)
+5 culture
+1 health and +1 happyness in city for nature,life,enchantment or body mana
(not cumultative so max +4 each if you have access to all 4 )
Arcane units can train the spell “Mirror Image” in the city with the college of alteration for a fee of 50 gold. Details see later in this post.
=====>College of Elementalism
-requires Fire OR Water OR Earth OR Water OR Ice mana in order to be built.
-requires the tech “Elementalism” to be built
-can be build (only) by a great sage (similar to building an academy)
+5 culture
the city with the college of elementalism in it can cast all spells from the elemental spheres you have access to. it can only cast one spell per turn however just like regular spellcasters.
Summons from the college of elementalism start with empower 4 and spell extension 1.
Mind you this is mainly for defense. As powerful as fire/water/earth/air elementals may be, they wouldn’t be able to move far before expiring but this city would be quite hard to take in the early game when enemy axemen with bronze weapons are facing elementals or are hit by maelstrom/fireballs/snowfall(bad idea for the citys economy though ^^) etc.
=====>College of Necromancy
-requires Death OR Chaos OR Entropy OR Shadow OR Dimensional mana in order to be built.
-requires the tech “Necromancy” to be built
-can be build (only) by a great sage (similar to building an academy)
increased chance to spawn haunted lands in the tiles near the city (scions wont mind, everybody else should probably have someone to sanctify nearby….), -1 happyness
+10% production and -1 health for death,chaos, entropy, shadow or dimensional mana ( not cumultative so max +50% production and -5 health if you have access to all 5)
2. New changed Tower mechanics
=====>Tower of Divination:
-requires Sun, Mind, Law and Spirit mana in order to be built.
-requires the tech “divination” to be built
-requires a college of divination in the city to be build
(college gets removed after tower is finished, so it maybe rebuild in a different city. Towers are still worldwonders though, so the new college wont be able to be upgraded into a tower)
Free Technology when finished building
+10 culture
+10% research in city for sun,mind, law or spirit mana
(unlike the college this bonus IS cumultative so with 9 mana spheres of any combination from sun, law, mind and spirits you d get +90% research)
Arcane units can train the spell “Summon Magic Missile” in the city with the tower of divination for a fee of 50 gold. Details see later in this post.
Arcane units with channelling II and minimum lvl 6 (i.e. mages that are ready to be promoted to archmages and real archmages or lichs ) in the city with the tower of divination can train the spell “Isaacs Greater Missile Storm” for a fee of 150 gold and one “levelup” (similar to orbis racketeering promotions this needs both xp and gold )
=====>Tower of Alteration
-requires Nature, Life, Enchantment and Body mana in order to be built.
-requires the tech “alteration” to be built
-requires a college of alteration in the city to be built
(college gets removed after tower is finished, so it maybe rebuild in a different city. Towers are still worldwonders though, so the new college wont be able to be upgraded into a tower)
Spellresistance modifier as before
+10 culture
+1 health and +1 happyness in city for nature,life,enchantment or body mana
(unlike the college this bonus IS cumultative so with 9 mana spheres of any combination from nature, life, body and enchantment you d get +9)
Arcane units can train the spell “Mirror Image” in the city with the tower of alteration for a fee of 50 gold. Details see later in this post.
Arcane units with channelling II and minimum lvl 6 (i.e. mages that are ready to be promoted to archmages and real archmages or lichs ) in the city with the tower of alteration can train the spell “Bigby s crushing hand” for a fee of 150 gold and one “levelup” (similar to orbis racketeering promotions this needs both xp and gold )
=====>Tower of Elementalism
-requires Fire, Water, Earth and Water mana in order to be built.
-requires the tech “Elementalism” to be built
-requires a college of alteration in the city to be built
(college gets removed after tower is finished, so it maybe rebuild in a different city. Towers are still worldwonders though, so the new college wont be able to be upgraded into a tower)
+All Elementals of the owner gain the “Strong” Promotion
+10 culture
the city with the tower of elementalism in it can cast all spells from the elemental spheres you have access to. it can cast two spells per turn however just like a twincast promoted spellcaster. Summons from the college of elementalism start with empower 5 and spell extension 2.
Instead of the free, held, permanent elemental guardian from vanilla FFH the new tower of elementalism is able to turn into a “Fortress of the Elements” unit (placeholder graphics could be any of the elementals, preferably an air one), removing the Tower of Elementalism from the city. The “Fortress of the Elements” has the following stats:
-no unitcombat (cannot get promotions)
-base strength 10
-elemental
-flying (movement 3)
+1 affinity for air, fire, earth, water, ice mana
-cargospace 4 (can ONLY transport arcane units)
-can “transform” back into the tower of elements in any of your cities as long as this city also has access to fire,water,air and earth mana.
Mind you its NOT designed to be a frontline combat unit. Without promotions even the affinity wont save it from serious attacks. It also cannot cast unlike when its in “Tower-Mode”. The mainpurpose of the “fortress-mode” is relocating to another city, although having 4 archmages unload from it while the fortress sits on a mountainpeak can also have its charm lategame, just beware of griffonriders/ranged units (and dwarves…
=====>Tower of Necromancy
-requires Death, Chaos, Entropy and Shadow mana in order to be built.
-requires the tech “Necromancy” to be built
-requires a college of necromancy in the city to be built
(college gets removed after tower is finished, so it maybe rebuild in a different city. Towers are still worldwonders though, so the new college wont be able to be upgraded into a tower)
+All Undead (except scions-unique units) of the Owner gain the “Strong” Promotion
+increased chance to spawn haunted lands in the tiles near the city (scions wont mind, everybody else should probably have someone to sanctify nearby….), -2 happyness
+10% production and -1 health for death,chaos, entropy, shadow or dimensional mana
(unlike the college this bonus IS cumultative so with 9 mana spheres of any combination from death, chaos, entropy, shadow and dimensional you d get +90% production and -9 health)
3. New Spells (names inspired by DnD, may be changed if you don’t want this DnD vibe )
a) Summon Magic Missile (city with College/Tower of Divination, 50 gold to learn)
Summon Magic Missile is basically almost exactly like fireball, except:
-magic missile has 4 base strength, not 0+4 fire (more flexible than fireball)
-magic missile cannot bombard city defense
-magic missile doesn’t deal collateral damage
its designed for weakening single enemy units in the early game so the adept/mage can move in for the killing blow or to kill single enemy units that withdrew from combat.
b) Mirror Image (city with College/Tower of Alteration, 50 gold to learn)
Basically the same thing as Alazkans Black Mirror. But it only works on the caster and as such is quite a bit weaker than the black mirror which can be used by almost any unit and thus benefits from tons of strength and promotions that arcane units cannot as easily get. Mirror Images CANNOT cast spells.
c) Isaacs Greater Missile Storm (city with Tower of Divination, minimum lvl 6, requires channelling II, 150 gold to learn, requires xp/levelup)
Works like Order´s “Pillar of Fire” in terms of mechanics, damage however is lower - comparable to AVs “Ring of Fire. Unlike those 2 spells however it isn’t firebased (different animation needed).
d) Bigby s Crushing Hand (city with Tower of Alteration, minimum lvl 6, requires channelling II, 150 gold to learn, requires xp/levelup)
Summons a “Bigby´s crushing hand” which has the following stats:
-no unitcombat (cannot get promotions)
-Summon (gets empower 1-5 and mobility I/II depending on the combat/spell extention promotions of the summoner)
-Golem
-Illusion (cannot kill, max dmg 90% )
-ignores terrain & city defense
-Strenght 8
-City Raider I,II & III
-can bombard city defense / 10%
4. New/changed old Promotions for Arcane units:
changed old promotions
-Medic I, II, III and March
can now be learned by any arcane unit that has Life I (for March and Medic I )
and Life II (for Medic II and III )
-Woodsman I and II
can now be learned by any arcane unit that has Nature I (for Woodsman I)
and Nature II (for Woodsman II), summons from a caster with woodsman I/II
also get woodsman I/II
-Guerrillia I and II
can now be learned by any arcane unit that has Earth I (for guerillia I)
and Earth II (for guerillia II ) , summons from a caster with guerillia I/II
also get guerillia I/II
-City Garrison / Attack I and II
can now be learned by any arcane unit that has Spirit I (for city garrison/attack I)
and Spirit II (for city garrision/attack II), summons from a caster with
city garrision / attack I/II also get city garrision / attack I/II
-Illusionist
can now be learned by any arcane unit that has shadow II (mind you svarts still have an advantage in that their casters don’t require shadow II and don’t have to spend xp for this promotion)
new promotions for (arch-)mages/mage UUs:
-Advanced Summoner (promotion unlocked at “Arcane Lore”
requires Summoner promotion, channelling II and minimum lvl 6
all summons also start with combat II (in addition to empower I-V and combat I from regular summoner promotion) and heroic attack / defense I.
-Master Summoner (promotion unlocked at “Strenght of Will”
requires Advanced Summoner promotion and minimum lvl 10
all summons also start with combat III (in addition to empower I-V and combat I+II from previous summoner promotions) and heroic attack / defense II.
-Warlock (promotion unlocked at “Way of the wicked”
requires chaos II, channelling II and minimum lvl 6
all summons from this caster start with a +2 affinity for chaos mana but also have
a 75% chance upon summoning to get the “enraged” promotion and a 35% chance to spawn belonging to the demon civilization instead of spawning under control of the summoner.
-Master Warlock (promotion unlocked at “Strenght of Will”
requires (and replaces) warlock promotion and minimum lvl 10
all summons from this caster start with a +2 affinity for chaos mana but also have
a 35% chance upon summoning to get the “enraged” promotion and a 15% chance to spawn belonging to the demon civilization instead of spawning under control of the summoner.
-Arcane Trickster (promotion unlocked at “Deception”
requires Shadow II, channelling II , minimum lvl 6 and council of esus as state religion
caster can use the “mask” ability normally exclusive to esus-recon units to gain/remove the hidden nationality promotion (if caster is hidden nationality, his summons will also be)
-Shadowmage (promotion unlocked at “Strenght of Will”
requires Arcane Trickster promotion and minimum lvl 10
caster is invisible (like the shadow national unit) and gains the marksman promotion
-Spellblade (promotion unlocked at “Military Strategy” )
requires Law II, channelling II, combat III and minimum lvl 6
caster can use bronze and iron weapons
-Eldritch Knight (promotion unlocked at “Strenght of Will”
requires Spellblade promotion and minimum lvl 10
caster can use bronze, iron and mithril weapons
-Child of the Sun (promotion unlocked at “Honor”, needs better name)
requires Sun II, channelling II, minimum lvl 6 and empyrean as state religion
caster gets double movement and +25% strength in desert/floodplains terrain
-Sunmage (promotion unlocked at “Strenght of Will”, needs better name)
requires children of the sun promotion and minimum lvl 10
caster(and all his elemental summons) get the sunmage promotion which grants
+1 SUN affinity IF he/his summons are in desert/floodplains terrains.
Running outta time now, maybe some more ideas later, comments/suggestions/criticism welcome.
1. New national wonders:
=====>College of Divination:
-requires Sun OR Mind OR Law OR Spirit mana in order to be built.
-requires the tech “divination” to be built
-can be build (only) by a great sage (similar to building an academy)
+5 culture
+10% research in city for sun,mind, law or spirit mana
(not cumultative so max 40% if you have access to all 4 )
Arcane units can train the spell “Summon Magic Missile” in the city with the college of divination for a fee of 50 gold. Details see later in this post.
=====>College of Alteration
-requires Nature OR Life OR Enchantment OR Body mana in order to be built.
-requires the tech “Alteration” to be built
-can be build (only) by a great sage (similar to building an academy)
+5 culture
+1 health and +1 happyness in city for nature,life,enchantment or body mana
(not cumultative so max +4 each if you have access to all 4 )
Arcane units can train the spell “Mirror Image” in the city with the college of alteration for a fee of 50 gold. Details see later in this post.
=====>College of Elementalism
-requires Fire OR Water OR Earth OR Water OR Ice mana in order to be built.
-requires the tech “Elementalism” to be built
-can be build (only) by a great sage (similar to building an academy)
+5 culture
the city with the college of elementalism in it can cast all spells from the elemental spheres you have access to. it can only cast one spell per turn however just like regular spellcasters.
Summons from the college of elementalism start with empower 4 and spell extension 1.
Mind you this is mainly for defense. As powerful as fire/water/earth/air elementals may be, they wouldn’t be able to move far before expiring but this city would be quite hard to take in the early game when enemy axemen with bronze weapons are facing elementals or are hit by maelstrom/fireballs/snowfall(bad idea for the citys economy though ^^) etc.
=====>College of Necromancy
-requires Death OR Chaos OR Entropy OR Shadow OR Dimensional mana in order to be built.
-requires the tech “Necromancy” to be built
-can be build (only) by a great sage (similar to building an academy)
increased chance to spawn haunted lands in the tiles near the city (scions wont mind, everybody else should probably have someone to sanctify nearby….), -1 happyness
+10% production and -1 health for death,chaos, entropy, shadow or dimensional mana ( not cumultative so max +50% production and -5 health if you have access to all 5)
2. New changed Tower mechanics
=====>Tower of Divination:
-requires Sun, Mind, Law and Spirit mana in order to be built.
-requires the tech “divination” to be built
-requires a college of divination in the city to be build
(college gets removed after tower is finished, so it maybe rebuild in a different city. Towers are still worldwonders though, so the new college wont be able to be upgraded into a tower)
Free Technology when finished building
+10 culture
+10% research in city for sun,mind, law or spirit mana
(unlike the college this bonus IS cumultative so with 9 mana spheres of any combination from sun, law, mind and spirits you d get +90% research)
Arcane units can train the spell “Summon Magic Missile” in the city with the tower of divination for a fee of 50 gold. Details see later in this post.
Arcane units with channelling II and minimum lvl 6 (i.e. mages that are ready to be promoted to archmages and real archmages or lichs ) in the city with the tower of divination can train the spell “Isaacs Greater Missile Storm” for a fee of 150 gold and one “levelup” (similar to orbis racketeering promotions this needs both xp and gold )
=====>Tower of Alteration
-requires Nature, Life, Enchantment and Body mana in order to be built.
-requires the tech “alteration” to be built
-requires a college of alteration in the city to be built
(college gets removed after tower is finished, so it maybe rebuild in a different city. Towers are still worldwonders though, so the new college wont be able to be upgraded into a tower)
Spellresistance modifier as before
+10 culture
+1 health and +1 happyness in city for nature,life,enchantment or body mana
(unlike the college this bonus IS cumultative so with 9 mana spheres of any combination from nature, life, body and enchantment you d get +9)
Arcane units can train the spell “Mirror Image” in the city with the tower of alteration for a fee of 50 gold. Details see later in this post.
Arcane units with channelling II and minimum lvl 6 (i.e. mages that are ready to be promoted to archmages and real archmages or lichs ) in the city with the tower of alteration can train the spell “Bigby s crushing hand” for a fee of 150 gold and one “levelup” (similar to orbis racketeering promotions this needs both xp and gold )
=====>Tower of Elementalism
-requires Fire, Water, Earth and Water mana in order to be built.
-requires the tech “Elementalism” to be built
-requires a college of alteration in the city to be built
(college gets removed after tower is finished, so it maybe rebuild in a different city. Towers are still worldwonders though, so the new college wont be able to be upgraded into a tower)
+All Elementals of the owner gain the “Strong” Promotion
+10 culture
the city with the tower of elementalism in it can cast all spells from the elemental spheres you have access to. it can cast two spells per turn however just like a twincast promoted spellcaster. Summons from the college of elementalism start with empower 5 and spell extension 2.
Instead of the free, held, permanent elemental guardian from vanilla FFH the new tower of elementalism is able to turn into a “Fortress of the Elements” unit (placeholder graphics could be any of the elementals, preferably an air one), removing the Tower of Elementalism from the city. The “Fortress of the Elements” has the following stats:
-no unitcombat (cannot get promotions)
-base strength 10
-elemental
-flying (movement 3)
+1 affinity for air, fire, earth, water, ice mana
-cargospace 4 (can ONLY transport arcane units)
-can “transform” back into the tower of elements in any of your cities as long as this city also has access to fire,water,air and earth mana.
Mind you its NOT designed to be a frontline combat unit. Without promotions even the affinity wont save it from serious attacks. It also cannot cast unlike when its in “Tower-Mode”. The mainpurpose of the “fortress-mode” is relocating to another city, although having 4 archmages unload from it while the fortress sits on a mountainpeak can also have its charm lategame, just beware of griffonriders/ranged units (and dwarves…

=====>Tower of Necromancy
-requires Death, Chaos, Entropy and Shadow mana in order to be built.
-requires the tech “Necromancy” to be built
-requires a college of necromancy in the city to be built
(college gets removed after tower is finished, so it maybe rebuild in a different city. Towers are still worldwonders though, so the new college wont be able to be upgraded into a tower)
+All Undead (except scions-unique units) of the Owner gain the “Strong” Promotion
+increased chance to spawn haunted lands in the tiles near the city (scions wont mind, everybody else should probably have someone to sanctify nearby….), -2 happyness
+10% production and -1 health for death,chaos, entropy, shadow or dimensional mana
(unlike the college this bonus IS cumultative so with 9 mana spheres of any combination from death, chaos, entropy, shadow and dimensional you d get +90% production and -9 health)
3. New Spells (names inspired by DnD, may be changed if you don’t want this DnD vibe )
a) Summon Magic Missile (city with College/Tower of Divination, 50 gold to learn)
Summon Magic Missile is basically almost exactly like fireball, except:
-magic missile has 4 base strength, not 0+4 fire (more flexible than fireball)
-magic missile cannot bombard city defense
-magic missile doesn’t deal collateral damage
its designed for weakening single enemy units in the early game so the adept/mage can move in for the killing blow or to kill single enemy units that withdrew from combat.
b) Mirror Image (city with College/Tower of Alteration, 50 gold to learn)
Basically the same thing as Alazkans Black Mirror. But it only works on the caster and as such is quite a bit weaker than the black mirror which can be used by almost any unit and thus benefits from tons of strength and promotions that arcane units cannot as easily get. Mirror Images CANNOT cast spells.
c) Isaacs Greater Missile Storm (city with Tower of Divination, minimum lvl 6, requires channelling II, 150 gold to learn, requires xp/levelup)
Works like Order´s “Pillar of Fire” in terms of mechanics, damage however is lower - comparable to AVs “Ring of Fire. Unlike those 2 spells however it isn’t firebased (different animation needed).
d) Bigby s Crushing Hand (city with Tower of Alteration, minimum lvl 6, requires channelling II, 150 gold to learn, requires xp/levelup)
Summons a “Bigby´s crushing hand” which has the following stats:
-no unitcombat (cannot get promotions)
-Summon (gets empower 1-5 and mobility I/II depending on the combat/spell extention promotions of the summoner)
-Golem
-Illusion (cannot kill, max dmg 90% )
-ignores terrain & city defense
-Strenght 8
-City Raider I,II & III
-can bombard city defense / 10%
4. New/changed old Promotions for Arcane units:
changed old promotions
-Medic I, II, III and March
can now be learned by any arcane unit that has Life I (for March and Medic I )
and Life II (for Medic II and III )
-Woodsman I and II
can now be learned by any arcane unit that has Nature I (for Woodsman I)
and Nature II (for Woodsman II), summons from a caster with woodsman I/II
also get woodsman I/II
-Guerrillia I and II
can now be learned by any arcane unit that has Earth I (for guerillia I)
and Earth II (for guerillia II ) , summons from a caster with guerillia I/II
also get guerillia I/II
-City Garrison / Attack I and II
can now be learned by any arcane unit that has Spirit I (for city garrison/attack I)
and Spirit II (for city garrision/attack II), summons from a caster with
city garrision / attack I/II also get city garrision / attack I/II
-Illusionist
can now be learned by any arcane unit that has shadow II (mind you svarts still have an advantage in that their casters don’t require shadow II and don’t have to spend xp for this promotion)
new promotions for (arch-)mages/mage UUs:
-Advanced Summoner (promotion unlocked at “Arcane Lore”

requires Summoner promotion, channelling II and minimum lvl 6
all summons also start with combat II (in addition to empower I-V and combat I from regular summoner promotion) and heroic attack / defense I.
-Master Summoner (promotion unlocked at “Strenght of Will”

requires Advanced Summoner promotion and minimum lvl 10
all summons also start with combat III (in addition to empower I-V and combat I+II from previous summoner promotions) and heroic attack / defense II.
-Warlock (promotion unlocked at “Way of the wicked”

requires chaos II, channelling II and minimum lvl 6
all summons from this caster start with a +2 affinity for chaos mana but also have
a 75% chance upon summoning to get the “enraged” promotion and a 35% chance to spawn belonging to the demon civilization instead of spawning under control of the summoner.
-Master Warlock (promotion unlocked at “Strenght of Will”

requires (and replaces) warlock promotion and minimum lvl 10
all summons from this caster start with a +2 affinity for chaos mana but also have
a 35% chance upon summoning to get the “enraged” promotion and a 15% chance to spawn belonging to the demon civilization instead of spawning under control of the summoner.
-Arcane Trickster (promotion unlocked at “Deception”

requires Shadow II, channelling II , minimum lvl 6 and council of esus as state religion
caster can use the “mask” ability normally exclusive to esus-recon units to gain/remove the hidden nationality promotion (if caster is hidden nationality, his summons will also be)
-Shadowmage (promotion unlocked at “Strenght of Will”

requires Arcane Trickster promotion and minimum lvl 10
caster is invisible (like the shadow national unit) and gains the marksman promotion
-Spellblade (promotion unlocked at “Military Strategy” )
requires Law II, channelling II, combat III and minimum lvl 6
caster can use bronze and iron weapons
-Eldritch Knight (promotion unlocked at “Strenght of Will”

requires Spellblade promotion and minimum lvl 10
caster can use bronze, iron and mithril weapons
-Child of the Sun (promotion unlocked at “Honor”, needs better name)
requires Sun II, channelling II, minimum lvl 6 and empyrean as state religion
caster gets double movement and +25% strength in desert/floodplains terrain
-Sunmage (promotion unlocked at “Strenght of Will”, needs better name)
requires children of the sun promotion and minimum lvl 10
caster(and all his elemental summons) get the sunmage promotion which grants
+1 SUN affinity IF he/his summons are in desert/floodplains terrains.
Running outta time now, maybe some more ideas later, comments/suggestions/criticism welcome.