Chandrasekhar
Determined
I've always liked the idea of a permanent summon for Dimensional II, a fast land unit with cargo space.
perhaps make it a buff for less micromanagment..
dimensional warding:
+ 50% vs summoned Units
10% chance to wear off per turn
Second post:
"Ive read a ton of ideas for creation mana and I've never seen one that I really got excited about. They are all designed backwards (as an attempt to find a feature to fill out the spreadsheet, instead of finding a design need and using the spell to address it).
I know of 1 force spell that I like and 2 good dimensional spells. So I guess it would be possible that those spheres get added, but chances are still low."
...yes, if it wasn't entirely pointless except against Summoner Leaders. All other summons simply die after one turn, Banish or not. Not to mention that you could simply summon another summon. Nah, the only way this could work would be a passive unsummon when the summons attack the stack.
I don't think that siege unit should be made fast. I think that giving them ranged attacks is much better.
The one big thing I can see a need for is some way to speed up nonliving units, or at the very least just siege units. As it is I never use siege, primarily because they slow everything else down too much. I don't know if a spell would be the best way to meet this need, though.
[to_xp]Gekko;7648848 said:trying to come up with something good for creation, force & dimensional:
dimensional is easy. Escape is lvl1. Banish should be lvl2. Teleport should be lvl 3 ( it would be awesome if it allowed to teleport to any tile you already revealed. it should not be caster only imho, but have a max number of units it can teleport to avoid being uber )
Force: I like FF's force spells. accelerate at lvl1 is great, gives much needed speed to siege engines, possibly even golems and undead/demons ( the ones that can't be hasted ) . magic missile allowing ranged attack at lvl2 is sweet. and force wall at lvl3 also, forbidding access to the caster's tile to units under lvl6 or something ( I'd like this to be castable everywhere, not only cities )
Creation: it could be nice to drop terraforming spells in here imho. spring at lvl1, bloom at lvl2, vitalize at lvl3.
Fair Winds renamed to Fair Waves, make it water1. give air1 good ol' whirlwind. and nature3 could be guardian vines, or "crushing vines" : ranged attack spell, damages all/many units on 1 tile only, poisones and immobilizes affected units.
Level 3 creation spell: Found a new city
...actually, I think Create Healing Salve might just be too strong for a LV1 spell. There IS a reason that insta-heal is hard to come by.
Calm is more of a spirit spell.
Drain spell is good on... entropy, perhaps? I don't really know.
Ground is far too specific. Unlock too, it is just an unnecessary gimmick that complicates the game.
As I already elaborated, Banish is more or less pointless, as most summons will perish regardless. Also, Escape actually is more powerful than Teleport.
Your creation spells, particularly the mine one (which would be awesome as a dwarf unique machanic, w/ blasting powder and appropiate strength and perhps a remote control... oh, yes) don't strike me as particularily creation flavored.