sputnik323
Magelord
- Joined
- Sep 27, 2008
- Messages
- 394
Ok first off, I know a lot of people are dissatisfied with tier 3 spells, and I agree that they need to be reworked, I also think that tier 4 spells can be included and would add an exciting level of game-play. I think FF would also be a better place for this idea than vanilla FFH. So here goes.
I propose a higher tier of spells, channeling 4. This would be a late game option, and very difficult to attain, in part to somewhat counter the heavy hitters that have 60 strength in FFH .34. Some thoughts on making this difficult to attain would be to require 3-4 of the same mana type, can only be upgraded from a lvl 10 archmage or lich, and requires divine essence tech. only one unit can be created, and they can only have 1 tier 4 spell. Maybe Govannon and Corlindale (maybe other arcane heroes as well) can also use a tier 4 spell if the other conditions are met. The new unit could be based off of D&D lore, - called the “Arcane Spirit”
“Now focused on reusing spells and using them more often, archmages can also exist as an arcane spirit. They are said to retreat into seclusion to study magic, eventually merging with the singular Demispell.”
Arcane Spirit can learn and use any spell from other units, priest, archmage, druid, ect. With a learn spell ability. –(Like Govannon but reversed.)
Ideas for tier 4 spells
Air: Flying: Adds flying promotion to casters stack.
Body: Transmutation: Units in stack gain random, werewolf, vampirism, flying, or invisibility promotions. Can only given 1 time per unit.
Or: Transform Dragon: caster becomes a dragon for 3 turns, can only be cast 1 per 5 turns
Chaos: Blitzing Speed: All units in the stack gain 2 movement and Blitz promotion – ends after this turn.
Death: Undead Army: Summons 1 Shadowrider, 1 vampire, 3 Wraith, 2 ghost catapults, 4 skeleton archers, 5 skeletons, 3 pyre zombies, and 1 undead assassin. Can only be cast 1 per 10 turns. Units die if they are outside the caster’s stack at the end of turn. If cast again all previous units die and are remade.
Earth: Armor of stone: Grants stoneskin promotion to all units in player’s stack
Enchant: Enchant Weapons: Each unit in stack is enchanted with fire weapons that does 10% fire collateral damage up to 3 units. Ends after 1 turn.
Entropy: Lose strength: Enemy units within 1 radius lose all attack strength (retain all defense strength) for 3 turns, can only be cast 1 per 15 turns.
Fire: Fire from Heaven: Brings a meteor from space causing a nuclear explosion and fallout (same as ICBM in vanilla civ), cast 1 per 10 turns.
Ice: Wall of Ice: creates a barrier of ice spikes 3 tiles across, any units who enter the barrier gain 10% to 50% damage per turn. Melts in 1 turn on desert, 2 turns on other tiles, and 4 turns on tundra or ice.
Law: Unyielding Empire – No unhappiness in all cities you control. Ends if caster leaves your cultural borders.
Life: Perfect Health – Removes all unhealthiness from all cities. Ends if caster leaves your cultural borders
Metamagic: Master of Magic: Adds the master of magic promotion to all arcane units in stack. Master of magic allows the units to cast 3 spells per turn.
Or: Retrain: Arcane units in stack lose all promotions and allowed to retrain different spell paths according to current mana available up to their current level.
Mind: Control City: Gain control of enemy city and adds unyielding order to that city, and all control all non-hero units within that city for 20 turns, ends if caster leaves the city or is killed, after 20 turns that city becomes permanently under the players control. Units that leave the city revert to previous owners control before 20 turns.
Nature: Bring to life: All forests in your borders have a 15% chance to attack enemy units in your borders. If this attack occurs, enemy units lose 10%-25% health.
Shadow: Teleport: Teleports casters stack to any visible tile. (maybe within a range) Cast time 2 turns. Can only be cast 1 per 5 turns.
Spirit: Spirit Workers: adds 20 hammers to all cities. Ends if caster leaves cultural borders.
Sun: Summon Sun Dragon: Summons the sun dragon: permanent. 3 turn cast time – can only be cast 1 per 40 turns.
Water: Dense fog: Covers the casters space and adjacent spaces with fog of war, can only be dispersed by enemy units walking on that space.
These are just some ideas, I wanted them to be powerful and hard to get, mainly designed for late game battles.
I am interested to hear what others think of these ideas, what spells they would propose for tier 4 spells, or even if you think another level of spells is a stupid idea.
I propose a higher tier of spells, channeling 4. This would be a late game option, and very difficult to attain, in part to somewhat counter the heavy hitters that have 60 strength in FFH .34. Some thoughts on making this difficult to attain would be to require 3-4 of the same mana type, can only be upgraded from a lvl 10 archmage or lich, and requires divine essence tech. only one unit can be created, and they can only have 1 tier 4 spell. Maybe Govannon and Corlindale (maybe other arcane heroes as well) can also use a tier 4 spell if the other conditions are met. The new unit could be based off of D&D lore, - called the “Arcane Spirit”
“Now focused on reusing spells and using them more often, archmages can also exist as an arcane spirit. They are said to retreat into seclusion to study magic, eventually merging with the singular Demispell.”
Arcane Spirit can learn and use any spell from other units, priest, archmage, druid, ect. With a learn spell ability. –(Like Govannon but reversed.)
Ideas for tier 4 spells
Air: Flying: Adds flying promotion to casters stack.
Body: Transmutation: Units in stack gain random, werewolf, vampirism, flying, or invisibility promotions. Can only given 1 time per unit.
Or: Transform Dragon: caster becomes a dragon for 3 turns, can only be cast 1 per 5 turns
Chaos: Blitzing Speed: All units in the stack gain 2 movement and Blitz promotion – ends after this turn.
Death: Undead Army: Summons 1 Shadowrider, 1 vampire, 3 Wraith, 2 ghost catapults, 4 skeleton archers, 5 skeletons, 3 pyre zombies, and 1 undead assassin. Can only be cast 1 per 10 turns. Units die if they are outside the caster’s stack at the end of turn. If cast again all previous units die and are remade.
Earth: Armor of stone: Grants stoneskin promotion to all units in player’s stack
Enchant: Enchant Weapons: Each unit in stack is enchanted with fire weapons that does 10% fire collateral damage up to 3 units. Ends after 1 turn.
Entropy: Lose strength: Enemy units within 1 radius lose all attack strength (retain all defense strength) for 3 turns, can only be cast 1 per 15 turns.
Fire: Fire from Heaven: Brings a meteor from space causing a nuclear explosion and fallout (same as ICBM in vanilla civ), cast 1 per 10 turns.
Ice: Wall of Ice: creates a barrier of ice spikes 3 tiles across, any units who enter the barrier gain 10% to 50% damage per turn. Melts in 1 turn on desert, 2 turns on other tiles, and 4 turns on tundra or ice.
Law: Unyielding Empire – No unhappiness in all cities you control. Ends if caster leaves your cultural borders.
Life: Perfect Health – Removes all unhealthiness from all cities. Ends if caster leaves your cultural borders
Metamagic: Master of Magic: Adds the master of magic promotion to all arcane units in stack. Master of magic allows the units to cast 3 spells per turn.
Or: Retrain: Arcane units in stack lose all promotions and allowed to retrain different spell paths according to current mana available up to their current level.
Mind: Control City: Gain control of enemy city and adds unyielding order to that city, and all control all non-hero units within that city for 20 turns, ends if caster leaves the city or is killed, after 20 turns that city becomes permanently under the players control. Units that leave the city revert to previous owners control before 20 turns.
Nature: Bring to life: All forests in your borders have a 15% chance to attack enemy units in your borders. If this attack occurs, enemy units lose 10%-25% health.
Shadow: Teleport: Teleports casters stack to any visible tile. (maybe within a range) Cast time 2 turns. Can only be cast 1 per 5 turns.
Spirit: Spirit Workers: adds 20 hammers to all cities. Ends if caster leaves cultural borders.
Sun: Summon Sun Dragon: Summons the sun dragon: permanent. 3 turn cast time – can only be cast 1 per 40 turns.
Water: Dense fog: Covers the casters space and adjacent spaces with fog of war, can only be dispersed by enemy units walking on that space.
These are just some ideas, I wanted them to be powerful and hard to get, mainly designed for late game battles.
I am interested to hear what others think of these ideas, what spells they would propose for tier 4 spells, or even if you think another level of spells is a stupid idea.