Official Elemental Spellbook Wishlist

By on July 1, 2010 1:03:41 PM from JoeUser Forums JoeUser Forums

Frogboy

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The purpose of this thread is to let players suggest spells they would like us to use.

The Rules

A given spell must be something that the computer AI can reasonably be expected to use as well.

Definition of a Spell:

A spell needs the following items:

  1. Spell Name
  2. Is it Strategic or Tactical?
  3. Arcane Knowledge required to acquire
  4. Mana required to cast
  5. Does it require any shards to be controlled?
  6. Spell Effect
  7. What Spell Book would it be part of?
  8. Notes

Example:

  1. Spell Name: Mirror Enemy
  2. Tactical
  3. Arcane Knowledge: 18
  4. Mana required to cast: 6
  5. No.
  6. Target enemy unit is cloned with half the HP of the original, cannot target Champions.
  7. Spell Book: Book of Chaos
  8. Note: Has chance to fail (The game rolls a number between 1 and 10 and the player rolls a number between 1 and the Caster’s intelligence. If their INT roll exceeds the game roll, the spell is cast).

Depending on how fast my AI coding skills are, I can add a lot of spells in before release.

Please also be aware that none of you in the beta will actually ever play Elemental 1.0. You will be playing Elemental 1.01.  1.0 is what we have to ship on DVD and will only be played by people who can’t or won’t update their game. 

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July 1, 2010 1:10:15 PM from Elemental Forums Elemental Forums

could you add "concentrate"?

makes you skip 1 or 2 turns, and then get a large mana boost for the 3rd round to use for a spell during that turn.

tactical, possibly strategical.

a medium/high amount of arcane knowledge

no mana cost

I would love to see this spell in game an possibly another mana reg spell that takes one round and gives a small amount,

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July 1, 2010 1:17:01 PM from Stardock Forums Stardock Forums

Is it possible to create spell combos, similar to what dragon age had in place?

Example:

 

Flash Freeze: up to X targets on the square have an X% of being frozen solid for 2 combat rounds.

Stone Rain: deals X damage to units in a square, double damage done to frozen units.

 

Similar to this you could use a heat based spell to thaw your frozen soldiers out.

 

I'd imagine that adding this extra layer of complexity to the spells could be difficult for the AI, but I'm not a coder so I can't say for sure. It'd be cool and add an extra layer of depth to spell combat.

 

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July 1, 2010 1:17:59 PM from Elemental Forums Elemental Forums

Ch-ch-chaaiinn lightning!!

tactical

upgrade of lightning strike

reasonable amount of mana (should be a powerful spell)

no shards

Hits for direct damage on a target and STUNS it for 1 turn - then bounces to the next 3,4 or 5 nearest enemies and does damage ONLY to them (no stunning)

air book

notes: the algorithm for choosing what unit to go to next should not be choose the 3 nearest units and hit them, it should go like this: choose the nearest unit, then damage it. then choose the nearest unit to THAT unit (that hasn't been selected yet), not the second-nearest unit to the original unit, and repeat. 

Question: do you allow spell upgrading? Like maybe the first level of chain lightning hits 4 guys, and the last level hits 6 guys and stuns them all (but requires a shard). 

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July 1, 2010 1:21:24 PM from Elemental Forums Elemental Forums

This spell came out as an idea from one of the stories submitted for the Elemetnal Army competition

  1. Spell Name: Nightmare beast
  2. Is it Strategic or Tactical: Strategical
  3. Arcane Knowledge required to acquire: a lot(I do not know the power levels)
  4. Mana required to cast: higher than average 
  5. Does it require any shards to be controlled? Yes, death magic shard(if there is such a thing in the game)
  6. Spell Effect:  When cast on a settlement Nighmare beast will decrease production of any kind to a standstill for one turn. It will continue to do so unless it is dispelled by the player, or if the settlement does not pass a check. Each turn after the first turn there is an x% chance of the spell being dispelled by itself, where x is based on the population score.

  7. What Spell Book would it be part of? Book of Death
  8. Notes: This spell is mostly intended for stopping production in small to medium settlements, large cities would succeed a resistance roll after the first turn.

 

 

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July 1, 2010 1:21:35 PM from Elemental Forums Elemental Forums

Great

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July 1, 2010 1:23:07 PM from Elemental Forums Elemental Forums
  • Spell Name: Death Fog (Dragon Fart or other generic like name)
  • Strategic (might be wrong here)
  • Arcane Knowledge: 14
  • Mana required to cast: 4 (but could depend on duration?? too complex??)
  • No
  • Target area (area effect with duration) is covered in life sapping fog, all (friend or foe) passing through take X amount of damage.
  • Spell Book: Book of Chaos
  • Note: Could have some roll test against player/champion attribute to be imune to affects.
  • I like this premise. Since you might be magic based you need a variety of defensive spells to control area (bottle neck, etc.).

  • Spell Name: Tree Army (Swamp/Bog Army or other generic like name all basic elemental type creatures)
  • Tactical
  • Arcane Knowledge: 18
  • Mana required to cast: 6 (but would depend on duration)
  • No 
  • Target Forest is turned in a small tree army with mid level stats, must target forest, after spell forest tile is barren 7 non-fertile. 
  • Spell Book: Book of Chaos
  • Note: Fire spells would do more damage of course...
  • Nothing like creating an Army out of wood.

    I can only imagine the insanity you have just opened up to...wow!

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    July 1, 2010 1:26:31 PM from Elemental Forums Elemental Forums

    1. Sickening Blindness/Eyebite/Eyeblight/Darkness (or just Blind/Blindness)

    2. Tactical

    3. I have no idea

    4. Again no idea.

    5. No

    6. Target enemy has a % chance to miss with all its attacks (% based on how good you want the spell to be/cost/etc)

    7. Likely Death, but could be Fire or even Air if you want it to be a Bright Flash instead of a Darkness/Disease type effect

    8.  Needs a chance to fail, similar to the example.  Then again I think the game needs a "resist" type stat, though it seems like Int might be that "stat" only theres no real defense.

     

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    July 1, 2010 1:30:46 PM from Elemental Forums Elemental Forums

    1. Master of Winds/Gale Winds

    2. Tactical

    3. Again, no idea, I have no frame of reference

    4. See 3

    5. Maybe?  Though I lean towards no.

    6. All enemy ranged attacks have a 50% chance missing.  Possibly removes the ability to fly from enemy units.

    7. Air

    8. No chance to fail, mastery of the Air should make it hard to shoot arrows at you or keep anything in the air.

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    July 1, 2010 1:32:24 PM from Elemental Forums Elemental Forums

    1. Regenerate

    2. Strategic

    3.  No idea

    4. No idea

    5. No

    6. Unit heals 1 damage per tactical turn, fully heals at end of main game turn.

    7. Life

    8. Simple, but effective spell that gives Life some flavor.

     

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    July 1, 2010 1:38:11 PM from Elemental Forums Elemental Forums

    Banshee's Wail

    Tactical

    20+ knowledge

    10+ mana

    Require a Death Shard?

    all enemy units suffer a morale penalty equal to the caster's INT for X turns

    Book of Ruin

     

    Rallying Cry

    Tactical

    20+ knowledge

    10 mana

    Life shard

    all your units gain a morale boost equal to the caster's INT for X turns

    Book of Restoration

     

     

     

     

     

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    July 1, 2010 1:40:56 PM from Elemental Forums Elemental Forums

    1. Sudden Freeze

    2. Strategic

    3. No idea

    4. No idea

    5. Probably.

    6. Freezes water for X turns to allow movement over it.  Disables food production (resource gathering?) if cast over resources/towns.  Slows army movement within effect by 50% or more.  Hits a 2x2/3x3 area.

     7. Water (Ice?)

    8. A multi-purpose spell that can slow enemy armies/allow water transport or hurt enemy settlements depending on the situation.   Might be a bitch to get the AI to use intelligently though.

     

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    July 1, 2010 1:42:35 PM from Elemental Forums Elemental Forums


  • Dark Pact
  • Strategic
  • ? (Fairly modest since it's cost comes in other ways...)
  • Probably
  • Spell would have some sort of effect that helps defend or boost the city
  • Death
  • Cast it on a city and in exchange for a few population points per turn the spell would help protect the city or something like that.  Maybe it creates undead units whenever it's attacked that help the defenders, maybe it helps nullify magic, etc.  Lots of different ways it's effect would be felt.  Could also be versions of the spell that boost the economy in exchange for souls, boost food production, etc.
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    July 1, 2010 1:43:47 PM from Elemental Forums Elemental Forums
    1. Quagmire
    2.  Tactical
    3. ??
    4. ??
    5. ??
    6. Area of effect where movement is slowed, at the end of the spell duration any unity caught in the hardening mud receives crushing damage
    7. Earth
    8. Notes
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    July 1, 2010 1:45:10 PM from Elemental Forums Elemental Forums

    1.  Elemental workers/Earth Control/something cooler than those names

    2. Strategic

    3. No Idea

    4. No idea

    5. PRobably

    6. Targetted resource increases production by X%.  Probably limited to Quarries/Mines and the like, though could allow for Forests or Farming depending on how you spin the flavor.

    7.  Earth

    8. Something "Earthy" especially for the mines and Quarries.  The idea being that you control the land and/or earth elementals/forces to help extract/maximize natural resources from an area.

     

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    July 1, 2010 1:47:25 PM from Elemental Forums Elemental Forums

    What Spell Book would it be part of?

    Can we get the names of the non-starter spellbooks? We know Valor, Curses, Vengeance, Necromancy.. a few more? Will help with this.

    As for an idea:

    1. Spell Name: Barrier
    2. Tactical
    3. 15
    4. 3 + INT/10 (if possible, else 5)
    5. No
    6. Target unit gains INT/10 Damage Reduction (INT/10 lesss damage taken per hit)
    7. Ice, or Valor (being a Protection spell)
    8. Similar to Stoneskin, but more beneficial to protect low-defense units. Because the spell is per-hit, it can add up to a lot of nullified damage, thus its higher mana cost in combat. Scales with INT slowly to prevent easy abuse with high defense.

    Another:

    1. Spell name: Barbs
    2. Strategic
    3. 10
    4. 8-10
    5. 1 Earth
    6. Attacker takes Caster's INT/5 damage each time he deals damage to enchanted unit.
    7. Earth
    8. Uses enchantment slot.

    Another:

    1. Spell Name: Arcane Defense
    2. Tactical
    3. 15
    4. 2
    5. None
    6. Target unit with Mana takes half damage from mana, half from HP.
    7. Valor?
    8. Can only be cast on Sovereign/Imbued Champions. Target's mana depletes, not caster's.

    Another:

    1. Spell Name: Avatar
    2. Tactical
    3. 25
    4. 6
    5. 1 of Each
    6. Caster transforms into an Avatar. Size increases (double or 33%), Strength, Dexterity, Constitution increased by 1 per every 1 point of current Essence. Wields two-handed weapon, attacks hit 3 cells in front (left, front, right). Unable to cast spells.
    7. Combat
    8. Cast on self only.

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    July 1, 2010 1:47:31 PM from Elemental Forums Elemental Forums
    1. Strategic
    2. ??
    3. ??
    4. Probably
    5. Enchant an area of land so that it becomes inimical to death units or their equivalent, overland movement is slowed and if engaged in combat they receive a movement penalty in tactical combat
    6. Life
    7. Overly lush vegetation with lots of creeping plants characterizes this square.
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    July 1, 2010 1:48:45 PM from Elemental Forums Elemental Forums

    1. Hide unit

    2. Strategic maybe tactic for way more mana

    3. 20 or something

    4. 3-4 to cast, around 1 to maintain (depends on target)

    5. Air shard perhaps

    6.Hides one unit from the enemy, must be near the caster, doesn't effect  champions

    7. Air?

    8. To trick your openents, the ai should judge army size from the seen.

     

    1. Illusion

    2-8. Like above but creates an illusionary unit that vanishes when combat starts

     

    Maybe a reveal spell to counter these?

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    July 1, 2010 1:49:01 PM from Elemental Forums Elemental Forums

    1. Spell Name : Caltrop
    2. Is it Strategic or Tactical?  Tactical
    3. Arcane Knowledge required to acquire : 12
    4. Mana required to cast : 9
    5. Does it require any shards to be controlled? Yes - 1- Earth
    6. Spell Effect : A chosen 2*2 tile on the battlefield is covered with hidden caltrops. Any unit that step on it will suffer 12 - DEF (Piercing) damage.
    7. What Spell Book would it be part of? Earth

    ---

    1. Spell Name : Wall of Mud
    2. Is it Strategic or Tactical? Tactical
    3. Arcane Knowledge required to acquire : 14
    4. Mana required to cast : 6
    5. Does it require any shards to be controlled? No
    6. Spell Effect : Raise a wall of Mud/stone on the battlefield. The wall will have a 4 * 1 size and each part will have 15 hits points / 10 def. Impossible to cross and may block line of sigh (for ranged unit attack).
    7. What Spell Book would it be part of? Earth

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    July 1, 2010 1:49:44 PM from Elemental Forums Elemental Forums

    1. Whispers of dissent
    2. Strategic
    3. 15
    4. 10
    5. Air Shard
    6. Reduces target settlements prestige by casters int/5 until dispelled
    7. Air
    8. Zephyrs flow through the towns streets and into the ears of the populace whispering disquieting rumours about the soverign's reign.

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    July 1, 2010 1:50:56 PM from Elemental Forums Elemental Forums

    It's hard to know what the correct arcane knowledge and mana levels are, but here are some spell suggestions: 

    1. Spell Name: Winds of Maturity
    2. Strategic
    3. Arcane Knowledge: 10
    4. Mana required to cast: 3
    5. No.
    6. Target child matures faster when this enchantment is active.
    7. Spell Book: Book of Life
    8. Note: An off-beat spell to give more variety to the spells in game. Can be useful if you want to build up your dynasty faster.


    1. Spell Name: Aura of fertility
    2. Strategic
    3. Arcane Knowledge: 14
    4. Mana required to cast: 3
    5. No.
    6. While this enchantment is active, increases the chances for target member of dynasty to have a baby.
    7. Spell Book: Book of Life
    8. Note: An off-beat spell to give more variety to the spells in game. Can be useful if you want to build up your dynasty faster.

     

    1. Spell Name: Planar Sanctuary
    2. Strategic
    3. Arcane Knowledge: 10
    4. Mana required to cast: 8
    5. No.
    6. Create a temporary gate to a sanctuary on another plane of existence. An army within the sanctuary cannot be attacked and recovers hit points just as if they were in a friendly settlement.
    7. Spell Book: Book of Summoning / Book of Restoration
    8. Note: Cannot be cast on enemy territory. Lasts for X turns depeding on caster's INT.
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    July 1, 2010 1:53:05 PM from Elemental Forums Elemental Forums
    1. Raise Mountain
    2. Strategic
    3. ??
    4. ??
    5. Yeah
    6. Raise a mountain, any units on the tile receive damage
    7. Earth
    8. Notes
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    July 1, 2010 1:53:39 PM from Elemental Forums Elemental Forums

    1. Flame Weapons (assuming these don't already exist in some form)

    2. Strategic

    3. No idea

    4. No idea

    5. Probably

    6. Unit's weapons burst into flame when drawn.  Does additional X flaming damage with each attack (either a set number that doesn't suck or based on INT or even a % of weapon damage).

    7. Fire

    8. I would hope something like this already exists, but if not it should.  Other variations would be maybe flame shields that offer defense/do damage to attackers and give water/ice resistance or something.

     

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    July 1, 2010 1:58:17 PM from Elemental Forums Elemental Forums

    Quoting ,
    Please also be aware that none of you in the beta will actually ever play Elemental 1.0. You will be playing Elemental 1.01.  1.0 is what we have to ship on DVD and will only be played by people who can’t or won’t update their game. 

    Will reviewers get to play 1.0, or will they have to wait for 1.01?

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    July 1, 2010 2:05:21 PM from Elemental Forums Elemental Forums

    Is Arcane Knowledge the mana cost required to learn a spell? If so:

    1. Countermagic
    2. Strategic
    3. Arcane Knowledge: not sure, maybe ~20? I envision it being a spell that really starts being useful in the mid-game.
    4. See Notes
    5. No.
    6. Drains (Enemy INT/Your INT)*(Spell Cost) to block offensive magic cast at your armies/cities/resources/etc.
    7. Book of Mastery
    8. This spell could be be global or local, an enchantment or a one-turn deal. If an enchantment, it could persist even after it is invoked, or it could have to be renewed after each use. Mana cost would greatly depend on the combination of scope and persistency. There could even be different versions with different scopes and/or degree of persistency.

    Additionally, instead of the formula above, it could drain (Enemy Essence/Your Essence)*(Spell Cost) to block magic.

    An issue to resolve is what happens if you don't have enough mana to block an enemy spell. Is your mana drained and the enemy spell gets through unhindered? Is your mana drained and the enemy's spell effect is diminished? Do you keep your magic and the enemy spell gets through unhindered? I am leaning towards the enemy spell getting through unhindered, and whether or not your mana is still drained would be determined by balance concerns.

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    July 1, 2010 2:06:01 PM from Elemental Forums Elemental Forums

    Bah, forums broken. I'll use the double post to give a tactical version of Countermagic.

    1. Countermagic
    2. Tactical
    3. Arcane Knowledge: not sure, maybe ~20? I envision it being a spell that really starts being useful in the mid-game.
    4. 0
    5. No.
    6. Drains (Enemy INT/Your INT)*(Spell Cost) to counter enemy magic. Can only be cast if unit hasn't already used magic or attacked this turn, and ends the unit's turn. Subsequently, until the caster's next turn, will be given the option to block the enemy's spells as they are cast.
    7. Book of Mastery

    8. Instead of the formula above, it could drain (Enemy Essence/Your Essence)*(Spell Cost) to block magic.

    If being given the option to block each enemy spell on an individual basis is too difficult, then it can block just the first, or continue blocking until caster's mana is exhausted or its next turn arrives.

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