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Official Elemental Spellbook Wishlist

Official Elemental Spellbook Wishlist

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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. 

841,435 views 243 replies
Reply #126 Top

Quoting Raven, reply 122

Why Is This Spell Useful for Game Mechanics ? :

Imagine that it's near the end game and you realize you're going to loose after spending 10 or 20 hours on the same Huge Map (or even Medium Map). Maybe you left a powerful enemy alone for too long and now they are about to win the game with the "Spell of Mastery" or they are about to roll over your last city with their "Stack-o-Doom". Either way, it's painfully obvious that you're Not going to win. Rather then restart the game or re-load the game lets give the player another option.
End of Raven's quote
Just wait until the AI uses it on you when YOU are about to win. }:)

Reply #127 Top

Great Barrier

Overland Enchantment

Erects an energy barrier around your lands, cutting off all forms of passage and trade, even by air. Automatically expands as your borders expand. You can no longer establish diplomatic sessions with opponents or allies. Requires and air shard and an earth shard. Fully consumes both shards for the duration the spell remains in effect. In other words, if those are your only air and earth shards, you cannot cast any other spells that require and air shard or an earth shard until you obtain another one. If you disband the spell, then you can use those shards again. If your ally's lands are butted up against your borders, then you can optionally cast it to encompass their lands, as well, but it requires diplomatic consent or it will hurt your relations, potentially making them no longer an ally.

Everything outside the great barrier is unknown to you. Magic cannot be cast past it from either side.

The purpose of the spell is to give yourself time to grow and prosper and build an army without the fear of attack from other players. However, the spell cuts both ways. It could be good for you or bad, depending on where your allies are, where your enemies are, whether you need the trade and/or scouting, etc. 

The spell can be dispelled by an enemy, but they must control an earth shard, an air shard, and a fire shard. They must cast a spell that spins the power of all three shards together, using the earth and air shards to match the power of your spell and the fire shard's power to rip your spell asunder. 

Reply #128 Top
  1. Spell Name: Vampirism
  2. Strategic
  3. Arcane Knowledge: 25
  4. Mana required to cast: 10
  5. No.
  6. Target friendly normal unit gains vampiric traits, i.e: bonus str, hp, life stealing melee attacks, takes bonus damage from fire/whatever passes for holy
  7. Spell Book: Book of Necromancy
  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) or has some other non mana cost.
  1. Spell Name: Wraithblade
  2. Tactical or Strategic
  3. Arcane Knowledge: 18
  4. Mana required to cast: 4/8
  5. Tactical No, Strategic Air.
  6. Target units melee attacks ignore armour (or half armour)
  7. Spell Book: Book of Necromancy
  8. Note: Cast as a strategic spell is becomes an enchantment, however they are handled.
Reply #129 Top

Quoting Wintersong, reply 126

Just wait until the AI uses it on you when YOU are about to win.
End of Wintersong's quote

If it only happens every once in a blue moon I think that would be pretty cool...LoL. Like I said it would have to be Super Rare ;) . I think it's safe to say everyone loses sometimes, well, everyone except for me that is, but pretty much everyone else loses sometimes. No one can win every game they play every time they play it (except me of course).

Duh :P

hehe J/K man :)

Reply #130 Top

1/id like to see a cyclone/hurricane spell or a tornado/waterspout spell that could have a chance of backfiring on the caster,

2/stategic

3/dont know, but it should be in the middle to later part of a game i think

4/a fair bit id say

5/air shard, maybe more than 1 to increase probability of sucess

6/damage to cities/ ships caravans even armies, maybe a loss of movement for a turn too

7/ dont know

 

Reply #131 Top
  1. Spell Name: Create Watch Tower
  2. Is it Strategic or Tactical? Strategic
  3. Arcane Knowledge required to acquire: med amount
  4. Mana required to cast: med amount
  5. Does it require any shards to be controlled? Earth
  6. Spell Effect: On a single tile, a hill is raised. On the hill a tower is created. This creates a line of site, just like the town ones do. It also give a defensive bonus to any units on that tile.
  7. What Spell Book would it be part of? Earth I guess?
  8. Notes: Tower looks will change depending on Kingdom or Empire. Can only be destroyed by disenchanting.
Reply #132 Top

I haven't played the beta simply because I can't manage pain too well so I've just lived vicarously through the posting of everyone else here. So here are some interesting ideas I just came up with for spells I'd like to see implemented.  Sorry they are not broken down by the Gang of 8 fields as many I simply have no idea about yet.  Sorry for that but thought some might be fun to see in the game when it does go 1.01.  Oh and yes, I do spend my days buried in C code for a living.  Sigh...

Otto's Irresistable Dance-Well you should know this one already if you played the early D&D in the late 70's early 80's. Strategic. Something similar in battle. Rename it for copyright reasons and let's get it implemented.  A jig is good stuff.  How can you not implement this?

Steve Jobs' Reality Distortion Field-Strategic - Appear much stronger than you appear to be. Discourages monsters from attacking.Possibly increases the likelihood an NPC would join.

Ballmer's Chair FrenzyTactical - Summons an army of animated chairs to appear and get strewn about as in a bar brawl or when someone defects from the sovereign's camp(or an NPC defects).

Why The Lucky Stiff's Fadeaway - Cast an illusion of one's persona as an automaton that allows you to withdraw/retreatfrom the field of battle.

Zed's Dead Ghetto - Undoes land areas of "revival."

CEE's Malloc Disaster - Every Nth round, the monster is paralyzed for a round due to limited computing brainpower thus inhibiting the ability to move onto the next action in battle.

Basic's GOTO Hell - Unleash a a number of enlivened ropes that intertwine among the enemy thus creating an effective battlefied of SPAGHETTI.

Guido's Garbage Collector - Collects the "remains " of monsters killed in the last round and any currently alive creatures that are under 15% of hitpoints and "glues" them together into an abomination.  Small percentage of the abomination  turning on the caster.

Procipinee's Porcupine - A rain of darts appears from the northern sky.  Not damage causing but severely irritating/distracting for N rounds.

Kroxir's Bane - Attempts to banish creatures to the dungeon of Ithyrl thus removing them from the field of battle.

Smarag's Tooth - Creates wall of defense around giving immunity to a certain effect such as fire,acid,poison.

Ventir's Menace - Increases the scale/size of everyone in the sovereigns party and reduces all in the opposing party for N rounds.  Abilities also affected for everyone depending on the effect of the spell? eg. grow 1.5 times the size and grow 1.5 times the stats or reduce 1.5 times the opponent...etc.

Nepenthe - Forgetfulness for a short duration of time.  Forget 1-2 levels of recent achievements for a short duration.

Hero Reborn - Recover the skill of a hero you slay in battle.  Must be cast when opponent is within 10% of death? Very low chance to of success.

My Sovereign's Little Rootkit - Throw seeds that quickly grow into roots to tangle an opponent

My Sovereign's Rootkit All Grown Up - Strategic forest of vines to create a barrier.

Gift of Tourettes - Causes spellcasters to lose focus for 1-2 turns therby eliminating their ability to cast spells.

Window of Fate - Cast before an impending battle temporarily pauses all action. The impending battle is illusioned and the outcome has wildly varying results causing simple morale change in some and utter fear/retreat in others.  There is a chance that this could backfire and affect one's own troops.  Could possibly result in a battle not even needing to be fought.

Overlord for a Day - "Maxes" out a hero for a N turns.  Essentially the hero becomes a god. Can only be cast once per game?  Perhaps found scroll.

Reply #133 Top

1. Magical Steed

2.Strategic

3.knowledge to leard = 17

4.Mana to cast = 10

5.No

6.Cerates a magical steed that the caster can ride.  Increases movement speed of caster by 1.

7.Book of Summoning

8.Uses Enchantment slot.

Reply #134 Top
  1. Raise Skeleton
  2. Strategic
  3. Arcane Knowledge: 10
  4. Mana: 3
  5. None
  6. Sacrifices 1 population for a skeleton soldier
  7. Book: Necromancy
  8. Note: must be cast in a city or graveyard
  1. Raise Skeleton Army
  2. Strategic
  3. Arcane Knowledge: 15
  4. Mana: 8
  5. None
  6. Sacrifices 10 population for a Unit of 10 Skeletons
  7. Book: Necromancy
  8. Note: must be cast in a city or graveyard
  1. Raise Skeleton Hoard
  2. Strategic
  3. Arcane Knowledge: 20
  4. Mana: 12
  5. None
  6. Sacrifices 20 population for a Unit of 20 Skeletons
  7. Book: Necromancy
  8. Note: Must be cast in a city or graveyard
  1. Seize Soul
  2. Tactical
  3. Arcane Knowledge: 18
  4. Mana: 10
  5. None
  6. Targets enemy unit, when unit is destroyed, becomes an undead unit under your control at 2/3 Max HP.
  7. Book: Necromancy
  8. Note: Caster's Int rolls against Target's Wisdom. If the Caster's roll is equal or higher, spell is successful. Only lasts for duration of the battle, yet any undead units created are added to the Caster's forces.
  1. Wither
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 12
  5. None
  6. Enemy Unit recieves curse of -30% Max HP and -50% stats
  7. Book: Necromancy
  8. Uses an enchantment slot
  1. Ghoulish Aura
  2. Strategic
  3. Arcane Knowledge: 20
  4. Mana: 15
  5. None
  6. Friendly Unit/Champion gains +5 poison damage and drains 30% damage dealt for health
  7. Book: Necromancy
  8. Uses an Enchantment slot
  1. Infeeble
  2. Tactical
  3. Arcane Knowledge 18
  4. Mana: 10
  5. None
  6. Enemy unit receives cures of -1 to all stats, -25% attack, and -30% combat speed
  7. Book: Necromancy
  8. Uses an Enchantment slot
  1. Poison Land
  2. Strategic
  3. Arcane Knowledge: 25
  4. Mana: 15
  5. None
  6. Radius of 1, range of 2. Poisons the land, affecting food -75% and causing 1 poison damage per turn to all units.
  7. Book: Necromancy
  8. Uses an Enchantment slot
Reply #135 Top
  1. Entangle
  2. Tactical
  3. Knowledge to learn = 12
  4. Mana to Cast = 3
  5. No
  6. Target Unit Stack (does not need to be individual, ie can be party, squad etc) is trapped in writhing vines and cannot move for Casters INT/8 turns.  They can still attack!
  7. Book of Life or Summoning
  8. the unit stack cannot move but can attack.....  good for stopping those pesky swordsman to take them out at range!
Reply #136 Top

One thing that made Master of Magic so good is that the spell books were so different from one another.  Chaos kicked butt in battle, but life had the best army buffs.  Earth was a defensive juggernaught, but sorcery could mess with other peoples magic.  So far the spell book for Elemental is basically the same exact spell over and over.  Electrical damage, Fire damage, earth (blunt) damage.  Same spell (dam = int/3), only different names.  There is nothing wrong with just copying the Master of Magic spell book, infact I think many of us would cheer.  Please! make the spell spheres differ from one another otherwise who cares if you pick fire or earth or whatever.

+1 Loading…
Reply #137 Top
  1. Portal
  2. Strategic
  3. Knowledge to Learn = 20
  4. Mana to cast = 20, takes up an enchantment slot
  5. Air Shard (can you require 2 air shards? If so, make it 2)
  6. Create a portal opening allowing travel bewteen it and the other linked portal.
  7. Book of Air
  8. Can make this either a two way spell, ie create two linked portals and allow passage both ways, OR make it so you create and Entrance AND an Exit, allowing only one way travel.
Reply #138 Top
  1. Fire Portal
  2. Strategic
  3. Knowledge to learn = 22
  4. Mana to Cast = 20, uses enchantment slot
  5. Fire Shard, Earth Shard
  6. Create a burning portal, Placing a unit in it allows duplicates to be created.
  7. Book of Fire
  8. The duplicates die instantly from fire damage (even 1 dmg), but in all other aspects are copies of the unit left inside the portal.  The unit must not leave the portal.  Individual units only (no squads, parties etc).  Could do Air, earth and water versions of this spell.  Or shift it to which ever element you want.
Reply #139 Top
  1. Battle Shell
  2. Strategic
  3. Knowledge to learn = 25 (how high can your knowledge max be?  this spell should need almost max knowledge)
  4. Mana to Cast = 20, uses Enchantment slot
  5. Fire Shard, Earth Shard, Air Shard, Water Shard
  6. Create a magical shell hugging to every aspect of your Sovereign magially boosting their strength and speed (increases strength and dexterity by INT).
  7. Book of Summoning
  8. Effect increases as INT increases.  Can only be cast on the sovereign.
Reply #140 Top

Is it possible to create spells that interact with the surroundings; for example, to hurl water at the enemy, if there is a source of water?

 

1. Water Throw

2. Strategic

3. I would need a reference frame, sorry.

4. I would need a reference frame, sorry.

5. Water Shard

6. Select a water source, and then an enemy to attack

7. Book of Water?

8. Extra damage vs. fire enemies... With the combo idea, this would let you throw nifty effects together. (First soak, and then freeze an enemy?)

 

 

Reply #141 Top

@Aratur.    look at the Dev Journal on 1 Jul that has the spell book V1.0  .  That gives the reference for how much mana and knowledge spells should be costing.

  1. Blind
  2. Tactical
  3. Knowledge to learn = 10
  4. Mana to cast = 2
  5. No
  6. Blind a individual unit.  That unit cannot cast spells for the spell's duration
  7. Book of Chaos
  8. Spell duration either 4 turns or INT/8
Reply #142 Top
  1. Troglydite Swamp
  2. Strategic
  3. Knowledge to learn = 15
  4. Mana to Cast = 10
  5. No
  6. Turn a swamp into a festering troglydite breeding ground.  Allows the reqruiting of Troglydites.
  7. Book of Ruin
  8. Troglydites are blind and rely on hearing.  Carry only a spear, have no armour.  (basically peasants with pointy sticks).  Being blind, they are immune to visual effect type spells (summon horror etc as they cannot see the scary images).  Allows the automatic dispelling of weak illusions (the illusion made no sound :P)  You should be able to train armies of these thingies if you have the gildars!!
Reply #143 Top
  1. Protection from Arrows
  2. Tactical
  3. Knowledge to learn = 12
  4. Mana cost = 2
  5. No
  6. Target Stack is immune from non magical range attacks for INT/8 turns
  7. Book of Air
  8. ...
Reply #144 Top
  1. Greater Proection from Arrows
  2. Tactical
  3. Knowledge to learn = 18
  4. mana cost = 4
  5. Air Shard
  6. Target Stack is immune from non elemental range attacks for the duration of the tactical battle
  7. Book of Air
  8. fire, earth, water, lightning, death, range attacks are not hindered by this spell.
Reply #145 Top
  1. Famished Fighting
  2. Strategic
  3. Knowledge to Learn = 20
  4. Mana Cost = 20, uses enchantment slot
  5. Death Shard
  6. All units that cost maintenance (last time i playe dit was .2g per turn) require only 75% of their original maintenance cost.  Your armies have learnt to digest the dead and decaying of this world to survive
  7. Book of Death
  8. For every 3 turns that there are no battles, all unit stacks (from 1 to party to squad etc) lose 1 of their number.    Eg:  party (starts with 4), no fighting for 3 turns, drops to party of 3.
Reply #146 Top
  1. Undead Ruling
  2. Strategic
  3. Knowledge to learn = 20
  4. Mana Cost = 25
  5. Death Shard, Earth Shard
  6. All units currently controlled by the player are sacrificed and in their place their skeletons rise.  Units are exact copies with 75% of the original HP.  Skeletons do not have a maintenance cost.
  7. Book of Death
  8. Can only be cast once per game.  Why summon skeletens when you can just rend the flesh from your own minions? :)
Reply #147 Top
  1. Long Bread 
  2. Strategic
  3. Knowledge to Learn = 20
  4. Mana Cost = 20, uses enchantment slot
  5. Life Shard 
  6. All units that cost maintenance (last time i playe dit was .2g per turn) require only 75% of their original maintenance cost.  Your armies thrive on thie magical bread that fills their stomachs with one bite!
  7. Book of Life
  8. Requires 3 Fertile land squares to be controlled for the effects to work. 
Reply #148 Top
  1. Summon Pheonix
  2. Tactical
  3. Knowledge to learn = 18
  4. Mana Cost = 5
  5. Life Shard
  6. Summon a powerful pheonix to fight for yuo for this tactical battle.  If it is killed it has a chance of INT*2 to come back to life.   It can only revive once.
  7. Book of Summoning
Reply #149 Top
  1. Spell Name: Resident Evil #1                              <<<<<<<<<<------------ Must read
  2. Tactical
  3. Arcane Knowledge: 25
  4. Mana required to cast: 20
  5. death shards, can only be caste once
  6. summon a one hit dagger, if an unit get hit with the dagger, the unit is infected with death magic (continues to lost HP % every game turn). if the infected unit dies, it automatically becomes hostile-AI-control zombie or infected unit lost all hp. the new zombie has the same power to infect other unit in the game, including champions never the less. If infected during battle, after battle in one to two game turn, the infected unit will infect other unit in the party. Than cause an auto battle within the party to play out. This show how powerful this spell is. if any of the infected unit get inside the city, the city turns into one of them, more zombies. infected city will continue sly spawn more zombies until it's razed.
  7. Spell Book: Book of Death
  8. Notes: this spell are only for the hopeless. The AI that control the zombies are strong or very tough to beat. AI code name is Albert Wesker


Reply #150 Top

Quoting DemiBoss, reply 149

Spell Name: Resident Evil #1                              <<<<<<<<<<------------ Must read

Tactical
Arcane Knowledge: 25
Mana required to cast: 20
death shards, can only be caste once
summon a one hit dagger, if an unit get hit with the dagger, the unit is infected with death magic (continues to lost HP % every game turn). if the infected unit dies, it automatically becomes hostile-AI-control zombie or infected unit lost all hp. the new zombie has the same power to infect other unit in the game, including champions never the less. If infected during battle, after battle in one to two game turn, the infected unit will infect other unit in the party. Than cause an auto battle within the party to play out. This show how powerful this spell is. if any of the infected unit get inside the city, the city turns into one of them, more zombies. infected city will continue sly spawn more zombies until it's razed.
Spell Book: Book of Death
Notes: this spell are only for the hopeless. The AI that control the zombies are strong or very tough to beat. AI code name is Albert Wesker


End of DemiBoss's quote

 

..... o_O

 

...... YES!!!! :borg: :rofl: :cylon: