Fearzone's Funspells

"Just because you can, doesn't mean you should."
Download latest version here: http://dl.dropbox.com/u/14389080/Fearzones%20Funspells.zip
Fearzone's Funspells is me screwing around with Elemental's spell mechanics, and getting to know the particle effects generator, mixing compound offensive and defensive abilities, and using spell abilities in unintended ways. All spells are available from the first turn, require an intelligence of at least 5, and cost 0 mana. The 0 mana cost allows the mod to work in both 1.09e and 1.09n,o,p (1.1 beta). None of this is to be taken seriously and is more "proof of concept."
Instructions:
-Unzip the zip file into the Elemental Mods folder and run the game. The Elemental Mods folder can be found in Documents -> My Games -> Elemental -> Mods. (The folder "Fearzones Funspells" and its contents should be in the folder "Mods." The folder "Fearzones Funspells Gfx" and contents should be in the Mods/Gfx folder. To uninstall, delete these two folders.)
-If it isn't already, turn on "Use Mods" in the Options menu of the intro screen and restart the game.
-In character creation, select the free spellbook "Fun Spellbook" for a new sovereign and start a game.

Strategic Spells:
1. Outta Mana: cast to immediately gain 5 mana.
2. Cheap Teleport: Teleport to most known squares (except occupied tiles, ones adjacent to cities, water, and FoW) for 1 mana.
3. Lucky Lotto Ticket: Instantly get a whole lotta gold.
4. Nuke 'em: Summon the power of the atom to destroy a 3x3 grid.
5. Forecast Sunny: Permanent Reveal with a radius of 14 tiles that can be cast anywhere. You can quickly light up the whole map, scroll way out, sit back and watch the AIs go at it.
6. Titans!: Summons Periden, and a couple imps.
7. Elemental Master: Where did the Elemental Giants go in 1.09n? Right here!
8. Charm Anything: Charm monsters, heroes, sovereigns spouses, and even other sovereigns. Hilarity ensues as both you and the AI attempt to control your new sovereign. Sit back, and the AI will play for you. (This works better in 1.09e, the AI is less active in 1.09n but will still play the sovereign on occasion.)
9. Cataclysm 2.0: Are the usual Elemental landscapes getting a little bland? Cast this a few times to spice up the neighborhood.
10. Summon Mobs: This is an attempt to summon enemy monsters for spell testing. You can't summon enemy units de novo but you can add them to heroes and enemy units.
11. "I Win" Button: Cast a Spell of Making anytime.
12. Cornucopia: +10 food and +10 materials production to target city.
Tactical Spells:
1. Outta Mana: cast on the battlefield to gain 5 mana.
2. Force Field: boost defenses by a lot.
3. Power Word Kill: Just like you remember it... without the saving throw! (Actually, there is a saving throw in 1.09n).
4. Cheap Blink: blink around the battlefield. Same as the regular blink but cheaper and available right away.
5. Critical Mass: Infernal with a bigger radius.
6. Muahahahaha: Summons a lightning storm to stun opponents and drop enemy morale.
7. Snowball: Calls winter storm to freeze enemies and make them lose a turn.
8. Stink Bomb: Pushes targets back a couple squares.
9. Disco Ball: Flame dart that scatters target around the battlefield.
Known issues:
-Snowball and Stink Bomb combines focal targeting with area of effect, so there needs to be a unit at the center of the area of effect to work properly. If there isn't, it still works, but there will be a lengthy pause before the spell procs.
-In 1.09n, if you cast Cataclysm 2.0 in a dead patch of forest there will pine trees hanging in mid-air surrounding the volcano after the spell procs. You can cast "Nuke 'em" over the area to get rid of them.
-In 1.09n, after charming a sovereign, there is a tendency for your first sovereign to freeze, and any unit in the tile with him.

And some backstory... if you dare!
An excerpt from Curgen's Journals (c. 258 B.C), prepared by the scholar Inadhi:
"...he introduced himself as Commander Hans Lucanno of "Crusaders Astartes," who were hunting a band of "orks" who followed the multi-dimensional residue of a Spell of Making through their "Warp," and came to Elemental to find new enemies to fight. He explained these so-called orks are carnivorous fungi, have magic-like abilities without knowing it, and their whole technology is driven by a mix of actual mechanics and mental powers that nobody understands, including themselves. Of course I concluded he was delusional, but his division had enough fire power that I didn't interfere, and they quickly destroyed the incursion. Only the "mech-boy" (sp?) leader Fearzone escaped back into the Warp, and the space marines followed in hot pursuit. I found this crude spellbook in the rubble of the ork camp. Under casual inspection it looks sound, but the translation was complete gibberish."
In the margins: "Either Curgen must have been going senile at this point, or Inadhi is. Make sure this book never leaves our vaults. --P"

The Archmage Kulle says: "Fearzone's Funspells goes great with the Green Orcs Faction!"