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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. 

841,366 views 243 replies
Reply #151 Top
  1. Spell Name: Traveler's Portal
  2. Strategic
  3. Arcane Knowledge: 10
  4. 10 (each Gate)
  5. Air, Earth
  6. Spellcaster can create 2 portals. (Entry and Exit) Able to create quick transportation portals for armies to move quickly around the map. 
  7. What Spell Book would it be part of? Mastery?
  8. To keep the portals open, it might be good to cap the amount of mana players can pool. (E.G. A single portal deducts 5% off max mana pool. So if one player had 2 portals.. 1 entry and 1 exit.. that player can only generate 90% of his/her mana pool, until the gates are dispelled.) 

          Also any one can use these portals... Would caravan's be able to use them to decrease travel times? Don't know if that would be           to hard to do..

  1. Spell Name: Chaos Pit
  2. Strategic 
  3. Arcane Knowledge: 12
  4. 18
  5. No.
  6. Spellcaster Creates a pit that moves randomly around the map for about 3-5 turns. If it comes in contact with an army/creature, it teleports the unit to a random location on the map. (includes non-discovered map.)
  7. What Spell Book would it be part of? Ruin
  8. Don't know if the pit should be 1 or 4 squares. Radius of spell cast should be up to 5 squares away.... (maybe more.. ) But i like the idea of drop and run!

I think it would be cool if the spellcaster could choose the amount of turns he/she wants to use to cast a spell. (up to 5 turns.)The longer it takes to cast the spell, the longer the duration, effectiveness, size and damage of the spell... (E.G. Chain lightning could hit up to 7 units and not just three if it took him 2 turns to focus.) 

Reply #152 Top

The schools should have some basic characteristics how they perform in tactical combat.

 

AIR

  • Lightning spells cause damage + stun, damage is overall more random than other elements, missile protection

FIRE

  • Best damage potential with direct damage + damage over time combined in the same spell

EARTH

  • Best direct damage with knockdown but less damage potential than fire, damage less random, physical protection and hardiness

ICE

  • Ice spells cause damage + freezing, slowing effects

DEATH

  • Weakness and life stealing, hexing and cursing big armies

LIFE

  • Strength and healing, buffing big armies

ARCANE (should be added as a generic school instead of using Life and Death for these)

  • Mind spell disables, holds, single target force prisons, arcane damage is generally weaker than elemental damage but can't be resisted
Reply #153 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

Nice!!!!     :moo: :smitten:

This would Make a Really nice END game twist LOL

I wonder what will happen if this would be use in an end game multiplayer game. Everyone will probably band together to make a last stand, It will be Epic lol

 

 

I would really like to try this in the game if it's possible FrogBoy

Reply #154 Top

1. Create Path

2. Strategic

3. Arcane Knowledge: 20

4. 10

5. Requires Earth or Air (maybe both?)

6. Creates a magical path over/through any terrain. Movement costs halved.

7. Mastery

8. This would be an endgame spell for when mountains/seas are being raised frequently. This spell assumes that teleportation is not a strategic option and terrain obstacles are easily made. This spell takes up an enchantment slot. Can be used multiple times.

Reply #155 Top

1. Illusion (or something more lore-friendly)

2. Strategic

3. 20

4. 20

5. Air shard(s) req.

6. Target city is invisible. Alternatively, creates an illusion of impassable terrain which allied units may see through (assumes chokepoints are common).

7. Air

8. Takes an enchantment slot, can only have one per caster. Enemy units walking into/through the illusion would discover it. Would require some way of detection (possibly a magic detecting spell or piece of equipment, where all enemy spells and enchantments create notifications or appear on map). In the case of terrain altering illusions, the game would have to flag it somehow so pathfinding doesn't go through it.

Reply #156 Top

School of Mysticism: Everything from fortune telling, to talking with spirits, to summoning elder gods

 

Strategic:

  1. Foresight
  2. Strategic
  3. Arcane Knowledge: 20
  4. Mana: 18
  5. None
  6. Next strategic spell cast against you has an additional 50% chance of failure
  7. SpellBook: Mysticism
  8. Note: Knowing the future has its advantages.
  1. Sympathetic Medium
  2. Strategic
  3. Arcane Knowledge: 15
  4. Mana Required: 8
  5. None
  6. Summons the Ghost of a random (dead) Champion to your cause
  7. SpellBook: Mysticism
  8. Note: Uses an enchantment slot, (if ghosts are resistant to phys damage, Knowledge req should be 20)
  1. Third Eye
  2. Strategic
  3. Arcane Knowledge: 18
  4. Mana Required: 18
  5. None
  6. Target recieves +50% dodge to all phsyical and magical attacks
  7. SpellBook: Mysticism
  8. Note: Uses an enchantment slot, one per (able) caster.
  1. Enlightenment
  2. Strategic
  3. Arcane Knowledge: 20
  4. Mana: 20
  5. None
  6. Target receives +50% magical damage resistance, +50% spell resistance
  7. Spellbook: Mysticism
  8. Note: Uses an enchantment slot, one per (able) caster.
  1. Nirvana
  2. Strategic
  3. Arcane Knowledge: 22
  4. Mana: 20
  5. None
  6. Target's defense is doubled, and recieves +50% physical damage resistance
  7. Spellbook: Mysticism
  8. Note: Uses an enchantment slot, one per (able) caster.
  1. Divine Purpose
  2. Strategic
  3. Arcane Knowledge: 20
  4. Mana: 12
  5. None
  6. Target's combat speed is doubled
  7. Spellbook: Mysticism
  8. Note: Uses an enchantment slot, only one maybe be active at a given time.
  1. Chords of Fate
  2. Strategic
  3. Arcane Knowledge: 23
  4. Mana: 10
  5. none
  6. Gain control of a Radom NPC or Monster currently in game
  7. Spellbook: Mysticism
  8. Note: Monster u take over will still appear to be independently goverened. Will even take its turn during the NPC turn phase.
  9. Note(2): Uses an enchantment slot, dispelling the enchantment gives the NPC/Monster back to the AI. Some NPC/Monsters may be immune to this spell.
  1. Dark Side of the Moon
  2. Strategic
  3. Arcane Knowledge:25
  4. Mana:25
  5. 1 earth shard, 1 air shard.
  6. Plunges the World into eternal darkness
  7. Spellbook: Mysticism
  8. Note: darkness gives +50% statboost to Undead, Spirits/Ghosts, and Gods. Can only be cast once.
  1. Apocalypse Now
  2. Strategic
  3. Arcane Knowledge: 28
  4. Mana: 25
  5. 1 fire, 1 water, 1 earth, 1 air.
  6. Creates an Apocalypse. Everything except for the caster is dealt (Intelligence)x2 damage, all cities Population's are halved. Random destruction everywhere.
  7. Spellbook: Mysticism
  8. Note: can only be cast once.
  1. Holy Grace
  2. Strategic
  3. Arcane Knowledge: 32
  4. Mana: 32
  5. 1 fire, 1 air, 1 earth, 1 water
  6. Summons the God of Universe (Izanagi)
  7. Spellbook: Mysticism
  8. Note: costs 7 essence, can only be cast once, God of Universe has 7 move, 490 "arcane" attack, 490 "magical" defense, 3 combat speed, immune to physical attacks, has no physical attack, has unlimited mana. Has 300 HP.
  1. Forge Godslayer
  2. Strategic
  3. Arcane Knowledge: 33
  4. Mana: 32
  5. 1 fire, 1 air, 1 earth, 1 water
  6. Forges the Godslayer magical weapon (7 attack, immunity to magic, 1000 magical attack vs spirits and gods)
  7. Spellbook: Mysticism
  8. Note: costs 6 essence. can only be cast once.
Reply #157 Top
  1. Armageddon
  2. Strategic
  3. Arcane Knowledge: 32
  4. Mana: 27
  5. 1 fire, 1 air, 1 earth, 1 water
  6. Creates an Apocalypse. Everything except for the caster is dealt (Intelligence)x2 damage, all cities Populations's are halved. Random destruction everywhere.
  7. Spellbook: Ruin
  8. Note: can only be cast once. More expensive version of (apocalypse now) on a more easily findable spellbook.
Reply #158 Top

School of Mysticism: Everything from fortune telling, to talking with spirits, to summoning elder gods [Continued]

 

Tactical:

  1. Ethereal Whisper
  2. Tactical
  3. Arcane Knowledge: 12
  4. Mana: 8
  5. None
  6. Ghost of random dead Champion aids you in battle
  7. Spellbook: Mysticism
  8. Note: Ghost disappears at the end of battle.
  1. Ethereal Call
  2. Tactical
  3. Arcane Knowledge: 18
  4. Mana: 10
  5. None
  6. Ghost of your most powerful dead Champion aids you in battle
  7. Spellbook: Mysticism
  8. Note: Ghost disappears at the end of battle.
  1. Ethereal Battle Cry
  2. Tactical
  3. Arcane Knowledge: 23
  4. Mana: 15
  5. None
  6. All ghosts of dead champions aid you in battle
  7. Spellbook: Mysticism
  8. Note: If number of ghosts is greater than can be brought to the battle, only the most powerful X ghosts, where X is spaces available, will arrive. Ghosts disappear after battle.
  1. Sympathetic Frenzy
  2. Tactical
  3. Arcane Knowledge: 15
  4. Mana: 15
  5. none
  6. All ghosts in battle are hostile to everyone (and panicked) for Wisdom/2 turns
  7. Spellbook: Mysticism
  8. Note: (if too strong, then 2- Wisdom/2 turns of panic)
  1. Sympathetic Calm
  2. Tactical
  3. Arcane Knowledge: 18
  4. Mana: 10
  5. none
  6. All ghosts cannot attack for Wisdom/2 turns
  7. Spellbook: Mysticism
  8. Note: (if too strong, then Wisdom/3 turns)
  1. Sympathetic Domination
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 15
  5. none
  6. Attempt to Dominate all enemy spirits in battle
  7. Spellbook: Mysticism
  8. Note: Casters Wisdom rolled against Target's wisdom. Each target that fails the roll join's the Caster's team for duration of the battle.
  1. (Don't) Fear the Reaper
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 10
  5. None
  6. Target dies in 5 combat turns
  7. Spellbook: Mysticism
  8. Note: Effect can be dispelled before the time limit is up (as if it were an enchantment). Unit dies if the affected army retreats. Unit lives if affected army wins the battle within the time limit, or if the caster's army retreats before the time limit is up.
  9. Note(2): To strengthen spell (if needed for balance), either reduce time limit or reduce mana cost.
  1. Forced Telepathy/ Mind Reader
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 10
  5. none
  6. Enemy Target recieves -50% attack and -25% defense for [2 - (Wisdom/2 )] turns
  7. Spellbook: Mysticism
  8. Caster's Wisdom + (Intelligence/4) rolled vs Target's Intelligence
  1. Palm Reader
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 5
  5. none
  6. Target recieves +50% defense for Wisdom/2 turns
  7. Spellbook: Mysticism
  8. Note: Target must be adjacent to Caster
  1. Psychic Reading/ Fortune Teller
  2. Tactical
  3. Arcane Knowledge: 22
  4. Mana: 5
  5. none
  6. Target recieves +50% defense for Wisdom/2 turns
  7. Spellbook: Mysticism
  8. Note: Target must be friendly
  1. Telepathic Finesse/ Advanced Mind Reading
  2. Tactical
  3. Arcane Knowledge: 24
  4. Mana: 8
  5. none
  6. Enemy Target recieves -50% attack and -50% defense for Wisdom/2 turns
  7. Spellbook: Mysticism
  8. Note: Caster's Wisdom + (Intelligence/2) rolled vs Target's Intelligence
  1. Mars Cometh
  2. Tactical
  3. Arcane Knowledge: 24
  4. Mana: 20
  5. 1 fire shard or none (see below)
  6. Summons the God of War to fight for you during the battle.
  7. Spellbook: Mysticism
  8. Note: Recharge time of 100 turns. God of war has 100 attack, 100 defense, 5 combat speed, and immune to status effecting spells. Has 30 mana and access to Fire and Magma spellbooks.
  9. Note(2): can cast without fire shard, but then he has no mana/ spells to use
  1. Mass Reading/ Mass Fortune Telling
  2. Tactical
  3. Arcane Knowledge: 25
  4. Mana: 10
  5. none
  6. All friendly units recieve +50% defense and +25% attack for (Wisdom) turns
  7. Spellbook: Mysticism
  8. Note: Each affected unit is considered a separate enchantment, if enemy wishes to dispel, it must be one by one
  1. Mass Telepathy/ Masterful Mind Reading
  2. Tactical
  3. Arcane Knowledge: 26
  4. Mana: 16
  5. none
  6. All enemies recieve -50% attack and -50% defense for Wisdom/2 turns
  7. Spellbook: Mysticism
  8. Note: Some enemies may be immune to status effects. Otherwise, the effect is automatic.
Reply #159 Top

I'm not certain "how rare" to suggest the School of Mysticism to be. Perhaps you could aquire it some how ... like through a quest. Or perhaps you "can" research it near or after the school of Mastery (researching school of mastery could unlock it) if certain requirements are met.

Some of the spells are kind of meant to be things to play with if the Magical Victory is disabled for some reason, or for some other reason the School of Mastery is harder to get to than the School of Mysticism + end game magical levels (special case scenario of a person extremely high level, has school of mysticism (questing??) and whose empire was destroyed (mostly) before he was able to tech School of Mastery).

 

Anyways, end game fun aside (Dark Side of the Moon, Apocalypse Now, Holy Grace, God Slayer) ... 90% of the inspiration for this spellbook was psychic powers ... like Mind Read, Third Eye, Fortune Telling, etc. Basically instead of actually telling the player or AI what is actually going to happen in the future ... they get bonuses for "knowing what is going to happen."

Or in the case of Nirvana and Enlightenment ... your increased Spiritual awareness gives you Supernatural powers. And it is through this vein of thought that accessing the power of Deities becomes an idea.

Think of the basics of the spellbook being psychics, mediums, and mystics ... while the later parts of the spellbook is ripped from the Digital Devil series which includes the Persona games (Armageddon, Gods, etc)

Reply #160 Top
  1. Raise Lich
  2. Strategic
  3. Arcane Knowledge: 20
  4. Mana: 10
  5. None
  6. Raises a fallen Magical Champion as a Lich (undead, full strength)
  7. Spellbook: Necromancy
  8. Note: Only champions that died while serving you, with a reserve of essence, count towards "magical champion"
  1. Summon Ghoul
  2. Strategic
  3. Arcane Knowledge: 15
  4. mana: 10
  5. None
  6. Summons a poisonous, flesh eating Ghoul
  7. Spellbook: Necromancy
  8. Note: Deals Physical attack and Poison attack, Drains life for its own (flesh-eating). Uses an enchantment slot.
  1. Create Swamp
  2. Strategic
  3. Arcane Knowledge: 15
  4. Mana: 15
  5. 1 Earth Shard, 1 Ice Shard
  6. Tile becomes Swamp
  7. Spellbook: Earth
  8. Note: Swamps are a great place for Amphibians and Undead (+25% stat increase, +1 attack, +1 defense)
  1. Summon Swamp Elemental
  2. Strategic
  3. Arcane Knowledge: 20
  4. Mana: 15
  5. 1 Earth shard
  6. Summons a Swamp Elemental, -50% stats on tundra/desert, +50% stats in swamp or forest
  7. Spellbook: Earth
  8. Note: Swamp Elementals have double movement in swampland. Uses an Enchantment Slot.
  1. Summon Marsh Zombies
  2. Strategic
  3. Arcane Knowledge: 15
  4. mana: 15
  5. none
  6. A band of 10 Marsh Zombies is summoned
  7. Spellbook: Necromancy
  8. Note: Uses an enchantment slot. Marshzombies have an additional 50% stat increase in swamps and marshes (above the normal 25% for being undead)
  1. Putrefy Land
  2. Tactical
  3. Arcane Knowledge: 20
  4. Mana: 10
  5. 1 Earth Shard
  6. A 3 tile radius area becomes marshland on the Tactical Battle map
  7. Spellbook: Necromancy
  8. Note: Marsh only lasts for duration of the battle.
Reply #161 Top

I haven't been part of the beta due to lack of time, but I've been following along with the journals. This call for spells finally got me to register - I couldn't resist. Since I don't have any experience with the game, I'm not sure if I got the costs/books close to right and they aren't as specific as they could be. However, if you implement a version of any of them in the game I promise to buy it! :) (OK, I'll buy in anyway...).

Before I get to my ideas, I wanted to give another compliment to lwarmonger's The dead rise. Love that idea. I think the notion of enchantments that trigger on things that happen in the game world has potential. I added a couple that do this in other ways.

 

Spell Name: Adaptive Shield

Is it Strategic or Tactical? Strategic

Arcane Knowledge required to acquire: 10

Mana required to cast: 10

Does it require any shards to be controlled? No

Spell Effect: Each time the protected creature is attacked during a combat, it gains some resistance to the form of attack used for the duration of the combat. It resets to doing nothing at the beginning of each combat.

What Spell Book would it be part of? Life

Notes : I have no idea how much resistance should be gained for this to be effective, and if physical attacks should be treated differently than magic attacks in terms of how much resistance is gained. Instead, or in addition, there could be a Mass Adaptive Shield Tactical spell that worked on all friendly units for one combat.

 

Spell Name: Sigil of Martyrdom

Is it Strategic or Tactical? either or both

Arcane Knowledge required to acquire: 10

Mana required to cast: 5

Does it require any shards to be controlled? No

Spell Effect: Any enemy spells which would target a single target or square targets the creature with the Sigil instead.

What Spell Book would it be part of? Life

Notes :

 

Spell Name: Living Missile

Is it Strategic or Tactical? Tactical

Arcane Knowledge required to acquire: 10

Mana required to cast: 4

Does it require any shards to be controlled? No

Spell Effect: Target friendly creature next to the caster is hurled across the battlefield, potentially damaging an enemy creature. The creature ends up in the square next to the targeted enemy creature or at the maximum range of the spell if it didn't hit anything.

What Spell Book would it be part of? Combat?

Notes : the damage dealt could potentially be affected by the size and/or defense of the creature. The target friendly creature might take some part of the damage too.

 

Spell Name: Burrow

Is it Strategic or Tactical? Tactical

Arcane Knowledge required to acquire: 13

Mana required to cast: 4

Does it require any shards to be controlled? Earth

Spell Effect: Target creature burrows into the earth. While burrowed they cannot be seen or targeted, however, they can move around the battlefield. At any point, they may end the spell and unburrow.

What Spell Book would it be part of? Earth

Notes :

 

Spell Name: Teleport Building

Is it Strategic or Tactical? Strategic

Arcane Knowledge required to acquire: 11

Mana required to cast: 10

Does it require any shards to be controlled? No

Spell Effect: Teleport a building the caster is on to any empty tile in one of your cities.

What Spell Book would it be part of? Not sure, none of the ones in Spellbook 1.0 seem to work

Notes : I'm not sure how this would work with regard to teleporting enemy buildings. It might not be possible it might have to cost more to be balanced, or it might be a different spell. But it would be cool to steal an opponent's building.

 

Spell Name: Siphon Mana

Is it Strategic or Tactical? Strategic

Arcane Knowledge required to acquire: 20

Mana required to cast: 20

Does it require any shards to be controlled? No

Spell Effect: All opponent's spells cost 10% more to cast. The caster gains that mana.

What Spell Book would it be part of? Enchantments?

Notes : Not sure if 10% is enough. It would definitely have to round .5 up..

 

Spell Name: Gaea's Revenge

Is it Strategic or Tactical? Gaea's Revenge

Arcane Knowledge required to acquire: 18

Mana required to cast: 15

Does it require any shards to be controlled? no

Spell Effect: Whenever a player casts a spell that changes something about the landscape (like raise land or volcano), a powerful nature spirit is summoned and attacks them.

What Spell Book would it be part of? Restoration?

Notes : another take on having something trigger on some other game action.

 

Spell Name: Increase Randomness

Is it Strategic or Tactical? Tactical

Arcane Knowledge required to acquire: ?

Mana required to cast: ?

Does it require any shards to be controlled? No

Spell Effect: For the duration of combat, any time a percentage chance is calculated, is averaged with 50%.

Notes : I have no idea how powerful this would end up being so I can't even attempt to cost it.

 

+1 Loading…
Reply #162 Top

is it possible we could implement swords/items that will unlock spells or other abilities in-combat that can be passed from person to person? 

-

BOOM! -.-

 

Reply #164 Top

Quoting Kryst07689, reply 136
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.
End of Kryst07689's quote

Everybody,

Please read Kryst's suggestion above. We really need to have very distinct spell books to make the various realms matter. Brad, please consider that.

 

Reply #165 Top

Combat

I like combat spells that add tactical options and more indepth gameplay so that's what I'll be suggesting.

 

Some of this is copied from another of my posts... Some of it is original.

Walking Bomb- Create a humanoid of pure flame that can be moved and blows up when destroyed or at the casters will.

Tactical Spell

Knowledge = 15

Mana = 4

No Shard Requirement

Creates a temporary unit on the field that can be controlled and moved by the player. It doesn't attack but explodes dealing damage to all surrounding tiles. If it's destroyed before it reaches the enemy it will erupt possibly damaging allies.

Fire Spellbook

Note = Deals good damage for an AOE but can be dangerous if used unwisely due to an enemy having a chance to pop it before intended possibly causing unintended damage to allies.

 

Blazing Dash- Caster dashes forward in a straight line, dealing fire damage to any unit he passes. (Caster is capable of running through stacks with this spell, can be used to penetrate defensive lines)

Tactical Spell

Knowledge = 12

Mana = 3

No Shard Requirement

A combination movement and attack spell that deals fire damage to any enemy unit you pass when using it... Deals minor damage but can be used to penetrate enemy line or flee when surrounded.

Fire Spellbook

Note = Low damage for an attack spell, but when used intelligently can allow subsequent damage and outmaneuvering of an enemy.

 

Phoenix Flash - Casts only on self. When struck with a blow that would kill you, the caster is instead reduced to 1 HP and the attacker suffers massive damage possibly killing it outright.

Tactical Spell

Knowledge = 17

Mana = 8

Requires Fire Shard

A powerful offensive/defensive combo spell that allows the caster to escape death once while delivering retribution against the attacker with massive damage.

Fire Spellbook

Note = A powerful spell, but with a subsequently high mana cost.

 

Sweltering Spellward - Cast upon enemy mage. From now on when casting spells he/she suffers a small amount of fire damage.

Tactical Spell

Knowledge = 16

Mana = 5

No Shard Requirement

A useful spell for attempting to discourage enemy spellcasting. This spell deals fire damage on any enemy spellcaster it is placed upon. The damage dealt increases with each subsequent spell cast by the target. It can be dispelled but at a penalty.

Fire Spellbook

Note = If the enemy is protected by Reflective spell shield when this is cast upon them the magic is rebounded and placed upon the caster instead.

 

Battle Ignition - All allied soldiers detonate upon death, harming all nearby allies or enemies.

Tactical Spell

Knowledge = 18

Mana = 7

Requires Fire Shard

A kamikaze type spell allowing the caster to transform all of his soldiers into potential explosives!

Fire Spellbook

Note = Probably an Empire only spell? Deadly if used against a superior force with cheap expendable soldiers.

 

The Burning Dead - All corpses on the field ignite violently, causing fire damage to anything nearby.

Tactical Spell

Knowledge = 11

Mana = 4

No Shard Requirement

An attack spell that grows more powerful as more deaths accrue in battle, save it for the final attack!

Fire Spellbook

Note = A useful spell for making the enemy pay for your losses... And theirs!

 

Heat Flash Nightmare - Cast on battlefield. Each turn all units on the field except the caster suffer from fire damage and have a chance to ignite, suffering further fire damage. If a unit dies from this they explode causing massive fire and crushing damage to those nearby.

Tactical Spell

Knowledge = 20

Mana = 15

Requires Fire Shard

A brutal spell causing the entire battlefield to boil with superheated energy, nothing will survive!

Fire Spellbook

Note = A brutal spell, dispel it quickly or watch death feast.

 

Water Clones - Create 3 Water Clones of the caster, clones can move and attack but deal very little (1) damage if attacked the clones are destroyed and the attacker is poisoned.

Tactical Spell

Knowledge = 10

Mana = 3

No Shard Required

A useful spell to summon weak water clones. They have poor defense and attack but poison anyone that destroys them.

Water Spellbook

Note = Can only have one Water clone spell active at a time.

  

Reflective Illusion - Casted upon a unit, when the unit is attacked the attack is negated and the attacker suffers half the attack damage and is poisoned (Only functions once per cast)

Tactical Spell

Knowledge = 12

Mana = 4

No Shard Requirement

A defensive spell that rebukes attackers, only functions once per cast though.

Water Spellbook

Note = Cannot be dispelled, the Spell is used up even from weak attacks and deals no retributive damage when suffering 1 point of damage.

 

Iced Earth- Sprinkles (randomly) Ice patches on the Field. when moving if a unit touches or lands on an ice patch is moves in one random direction and stops losing all other action points for that turn.

Tactical Spell

Knowledge = 14

Mana = 4

No Shard Requirement

A field effect spell that plays havoc with enemy movement... Allowing for smaller more maneuverable forces to triumph over larger superior attackers.

Water Spellbook

Note = Cannot be dispelled, Fire attacks will negate the ice patches.

 

Body of Water - Converts the caster to a water form gaining complete immunity to fire and substantial defense to physical attacks. Electricity however causes massive damage. In this form physical attacks by the caster are weakened.

Tactical Spell

Knowledge = 16

Mana = 5

Requires Water Shard

A defensive spell that reduces all physical damage suffered by the caster by 75% after defense is calculated. While in this state fire has no effect and the casters physical attack is halved. However, lightning and electrical spells deal 3x normal damage. Possibly killing the caster outright.

Water Spellbook

Note = Electrical attacks = Death in this state, very useful against pyromancers however.

 

Reflective Spell Shield - Cast on a unit, any offensive spell cast upon that unit will cause a slightly less powerful water attack spell to attack the offender.

Tactical Spell

Knowledge = 16

Mana = 5

No shard requirement

A defensive/offensive spell that automatically retaliates against enemy spellcasting at no extra cost, making the subject of this spell an undesirable target for enemy spellcasters.

Water Spellbook

Note = Can be dispelled but when dispelled the dispeller suffers moderate cold damage.

 

Perfect Reflection - Creates a perfect duplicate of the caster that can cast spells/attack etc. The maximum mana is split between the two. If the original is killed the reflection becomes the original, if the reflection is killed the killer is poisoned. (This is a high level spell obviously requiring several ice/water shards)

Tactical Spell

Knowledge = 22

Mana = 10

Requires 2 Water Shards

An incredibly powerful spell that essentially doubles the caster.

Water Spellbook

Note = Double your pleasure, Double your fun

 

Lighting Movement - Caster gains lightning movement, can move instantly to any square for 2-3 turns, anyone near a square he portals to suffers lightning damage.

Tactical

Knowledge = 17

Mana = 6

No Shard Requirement

An offensive/movement spell that allows the caster to teleport to any point on the battlefield dealing very minor electrical damage to all surrounding enemies.

Air Spellbook

Note = Can be dangerous if used irresponsibly (Don't jump into the middle of that horde of ogres... It's just not good for your health.)

 

Storm Front - Caster creates a thunder cloud over the battlefield that for X turns randomly applies one of 3 effects to an enemy.

 1- Lightning strike, unit takes moderate lightning damage.

 2- Tearing Wind, unit loses all movement for one turn and suffers very light slashing damage.

 3- Hail, unit suffers light crushing damage and a slight reduction to Atk

(Again a pretty high level spell)

Tactical

Knowledge = 19

Mana = 9

Requires Air Shard

A field spell that plays havoc with the enemy reducing their fighting capabilities in a variety of ways or just killing them outright.

Air Spellbook

Note = Powerful spell, deadly if not dispelled.

 

Wind Blast - Caster fire a blast of wind, has two functions depending on whether the target is an enemy or ally. For enemies is knocks them back and they suffer moderate crushing damage, for allies it gives them a one time boost to movement and attack speed.

Tactical

Knowledge = 12

Mana = 3

No shard Requirement

An Offensive/Support spell that can be used on enemies to knock them back or on allies to boost their speed for a turn.

Air Spellbook

Note = Useful for attack or for allied support!

 

Shocking Retribution - Cast on the field, whenever a unit dies his killer suffers double the damage of the fatal blow in electricity damage.

Tactical

Knowledge = 18

Mana = 6

No shard Requirement

An offensive field spell that effects ally and enemy alike, if used intelligently it could turn the tide of a close battle.

Air Spellbook

Note = Use intelligently.

 

Gale Buffer - Creates a realm of hyper condensed wind on each square around the caster, while active (2 turns) anyone who enters is knocked back and suffers light crushing damage and all projectiles are deflected. Projectile spells are reflected, direct effect spells can break through however.

Tactical

Knowledge = 20

Mana = 7

Requires Air Shard

A very powerful defensive spell rendering most attacks completely useless and violently repelling would-be melee attackers. Great for setting up a strong position.

Air Spellbook

Note = Think of some spell Combos!

 

The Blessed Wind - Causes all units to regenerate health and increases their defense for 3 turns.

Tactical

Knowledge = 24

Mana = 11

Requires 2 Air Shards

A deadly potent defensive field spell. Increases defense of all units while simultaneously restoring lost health.

Air Spellbook

Note = Use in emergencies to turn the tide of battle!

 

Immortal Stone - Makes the caster impervious to all attacks physical or elemental for 3 turns, however he cannot move and suffers a speed penalty after the spell wears off.

Tactical

Knowledge = 18

Mana = 6

No shard Requirement

A defensive spell that grants invulnerability for a time. Useful for squishy mages when the enemy gets uncomfortably close.

Earth Spellbook

Note = Absolute Defense!

 

Clay Spears - Caster can hide 4 clay spears as traps on the field, when units walk over the trapped locations the spears jab upwards doing high piercing damage.

Tactical

Knowledge = 15

Mana = 8

No shard Requirement

A trap spell that sets 4 trapped squares on the field, when walked upon by the enemy they are impaled by clay spears, dealing good piercing damage and losing one turn.

Earth Spellbook

Note = Traps Heheheh.

 

Trembling Earth - Causes the battlefield to shake violently, all ground units are incapable of movement for the duration.

Tactical

Knowledge = 20

Mana = 3 per turn

Requires Earth Shard

A spell that stunts enemy and ally movement, attacks are still possible however.

Earth Spellbook

Note = Tremor.

 

Rebirth of Gaea - The caster shields himself with impervious stone, making him immune to all damage. While this spell lasts he cannot move, attack, nor cast spells, but he regenerates life.

Tactical

Knowledge = 22

Mana = 10

Requires Earth Shard

A defense/healing spell that allows the caster to restore himself for continued confrontation right in the heat of battle!

Earth Spellbook

Note = We all need a break sometimes.

(High level defensive spell. High mana costs.)

 

The Spurned Earth - High level earth spell, causes multiple effects.

 1 - The Earth trembles reducing movement to zero

 2 - Spikes penetrate the ground impaling enemies for high piercing damage.

 3 - Pits open consuming entire units... Enemy or Ally.

 Tactical

Knowledge = 22

Mana = 11

Requires 2 Earth Shards

A field spell that destroys unmercifully... The very earth becomes your weapon.

Earth Spellbook

Note = Dispel or die.

 

The Eye of Voshrynn - A spell used to see that which cannot normally be seen.

Tactical or Strategic

Knowledge = 16

Mana = 5

No shard Requirement

Allows the player to see traps or invisible/stealthed units.

Enchantment Spellbook

Note = Necessary for those sneaky players.

 

Hidden Hand - A spell that allows the caster to cloak himself temporarily.

Tactical or Strategic

Knowledge = 15

Mana = 6

No shard Requirement

Player cloaks his Sovereign and ONLY his Sovereign from view by natural sources for 3 turns. This spell is broken if the Sovereign casts or attacks.

Enchantment Spellbook

Note = Stealth Op.

 

Summon Arc Razor - Caster summons a reasonably strong magic sword that he/she may wield for a short time.

Tactical or Strategic

Knowledge = 13

Mana = 6

No shard Requirement

Sword is summoned for 3 strategic turns or 1 tactical battle whichever comes first. Sword has an attack of 5 a + 1 to Speed and has a chance to lower an enemies Defense on a successful hit.

Summoning Spellbook

Note = The business end of a nice blade.


Invigoration - Caster can invigorate one chosen target continually feeding the target magical energy in return for heightened attack, speed and regeneration.

Tactical

Knowledge = 18

Mana = 2 per turn

No shard Requirement

Target regenerates 1 HP each turn and gains +3 base atk and + 1 Spd bonus while the spell is maintained.

Restoration Spellbook

Note = Give'em a pat on the back.

 

Hazardous Severing - Caster rends an enchantment violently, sending a shockwave of magic back to the caster of the enchantment.

Tactical or Strategic.

Knowledge = 20

Mana = 5

No shard Requirement

Destroy the enchantment and harm the caster... Two birds, one stone.

Ruin Spellbook

Note = The spell can resist being severed. The difficulty is a conflict between the magic power of the enchantments caster and the caster of this spell.

 

Heightened Reflexes - Caster uses magic to supernaturally enhance his motor-skills.

Tactical

Knowledge = 16

Mana = 10

No shard Requirement

Grants a + 2 Base bonus to Atk and Def Also adds 1 to spd.

Combat Spellbook

Note = Uses and Enchantment Slot

 

Dire Command - Caster utters a foul command that forces the target to obey.

Tactical

Knowledge = 14

Mana = 6

No shard Requirement

Chance of taking control of enemy unit in battle. Chance = Intx4 - Units individual battle rating. Minimum of 10% chance.

Death Spellbook

 

Awakening - Caster taps into the full potential of his being.

Strategic

Knowledge = 25

Mana = 20

Requires Fire, Ice, Earth and Air shard

Increases all Caster Statistics by 10 permanently also increases speed and movement by 1 permanently.

Mastery Spellbook

Note: Can only be cast once.

 

I'm sure I could think of more but I'd be doing a disservice to others if I made this list any longer.

 

 

 

Reply #166 Top

Quoting Tasunke, reply 157

Armageddon
Strategic
Arcane Knowledge: 32
Mana: 27
1 fire, 1 air, 1 earth, 1 water
Creates an Apocalypse. Everything except for the caster is dealt (Intelligence)x2 damage, all cities Populations's are halved. Random destruction everywhere.
Spellbook: Ruin
Note: can only be cast once. More expensive version of (apocalypse now) on a more easily findable spellbook.
End of Tasunke's quote

To expand on this, we could have four horsemen NPC's come out.  They are hostile to everyone, and just create havoc (destroying improvements, razing cities, attacking everything in their path).  Good idea though.

Reply #167 Top
  1. Spell Name: Sandstorm
  2. Strategic
  3. Arcane Knowledge: 20
  4. Mana required: 20
  5. Earth and Air shards required
  6. Effect: An area of 5x5 tiles is covered by a sandstorm that lasts for 5 turns. Everything inside the sandstorm has its vision range and movement speed reduced to 1 and takes a bit of damage every turn. If you are outside the sandstorm, you can't see what's inside of it, even when it is in your vision range.
  7. Spell Book: Earth or Air

 

I'm terrible at balancing, so these requirements are probably ridiculous.

Reply #168 Top

Book of Ice:

  • Spell Name: Frozen Barrier
  • Strategic
  • Arcane Knowledge: 18?
  • Mana required to cast: 5?
  • Maybe water?
  • A wall of ice is erected at a location of the caster's choosing.
  • Spell Book: Book of Ice
  • Note: Wall would last indefinitely on a tundra or frozen tile. It would last only several turns on any other tile. May also be melted with a strategic fire spell.

 

  • Spell Name: Flash Freeze
  • Tactical
  • Arcane Knowledge: 15?
  • Mana required to cast: 5?
  • No
  • Targeted enemy unit is frozen solid in a block of ice for X turns. Where X would equal intelligence/4.
  • Spell Book: Book of Ice
  • Note: Frozen units struck by a sufficiently strong unit would shatter, destroying them instantly.
Reply #169 Top

1.Wrath of Heaven

2.Stratergic

3.Arcane Knowledge : 200~300

4.Mana Required to Cast : All for Huge Map, 90% for Large.....etc

5.Life,Earth,Water

6.All sovereigns have 40 turns to build an Ark...and store up to 20 units in it(No limit to population). (Flying units are exempt) And then the world is flooded, the sovereigns then have to wait for 10 turns until they can begin creating land again.

7.Spell Book Mastery

8.All units that weren't on the ark are considered dead except for flying/amphibious units. Then the world begins anew.

 

Reply #170 Top

We saw city Enchantment spells in Beta 2B which added a bonus to production or research. AFAIK these have now been toned down and do not stack (presumably, this means only 1 instance of each spell can be applied to each city).

I was captivated by something Brad mentioned in a previous dev journal (circa Beta 2), that magic would allow an alternative path to the traditional harvest/mine/build in every other 4X game. I don't think we truly saw such a complete alternative in beta 2B and things have moved on anyway, I still have that idea in my mind that Magic should be a commodity as much as a weapon. I'm also keen on the idea of magic as an optimising improvement -to complement the more traditional farming, wood cutting etc.

My suggestion is therefore to have 2 extra categories of spells, optimising "enchantements" -such as in Beta2B, and resource extracting/processing building equivalents.

 A couple of examples to better illustrate what I mean:

  1. Spell Name: Pest ward
  2. Strategic
  3. Knowledge required to acquire: ? [Low]
  4. Mana required to cast: ?  - should have appropriate upkeep cost
  5. Shards to be controlled: None
  6. Spell Effect: +1 per turn to target farm's food production
  7. Spell Book: ?
  8. Notes: Constant effect spell, applies food production bonus to farm, requires mana upkeep

The above could be modified to include all other food production buildings, or customised for each one. Some balance would need to be struck here between the player making decuisions to improve their production and avoiding a descent into micro management. Perhaps a single spell, cast to cover all farms would be better? The mana cost for upkeep could be scallable for the number of farms (and increase as new ones are built)

  1. Spell Name: Attract Metal/Mineral Node
  2. Strategic 
  3. Arcane Knowledge: ? [Medium]
  4. Mana required to cast: ? 
  5. Shards to be controlled: Earth 
  6. Spell Effect: Creates a minable metal resource on which a [normal] mine can be built
  7. Spell Book: Book of Earth (if it exists)
  8. Note: Spell creates a concentration of metals near the surface where the spell is cast, using powerful earth magic to percolate metal on the desired location. Once cast, the mineral node is (functionaly) equivalent to a naturaly occuring mineable terrain feature.

This spell is effectively an extention of the "create forest" and "fertilise land" spells.

  1. Spell Name: Elemental furnace
  2. Strategic 
  3. Arcane Knowledge: ? [high]
  4. Mana required to cast: ? build + upkeep cost
  5. Shards to be controlled: Earth, Fire 
  6. Spell Effect: Creates a magic metal producing and refining resource
  7. Spell Book: Book of Earth + Fire 
  8. Note: Powerful (and costly) spell creates a magicaly sustained Magma mine and smelting "building"/installation, acting as an equivalent to a combined mine and forge. Through control of the the right shards and Arcane knowledge, this would offer a truly magical alternative to more mundane means of material harvesting and production. 
Reply #171 Top

World spells, that cost an upkeep in spell points/turn to be in effect

 

examples:

Overall improved prestige in cities

Faster production rates in cities

More experience gained after battles

More influence (diplomacy) towards other factions

Overall higher morale for your troops

 

These spells could also cause bad things for your opponents, and you would have to have the ability to "switch them off" if you so wish.

Reply #172 Top

Stasis

Tactical

AK req: 12

Mana: 2 + 1 mana per turn effect is maintained

Shards: None

Effect: Target is immobilized and immune to all for duration of spell

Book: Combat

Notes: Target is shifted out of phase with our dimension, rendering it unable to perform any actions, but invulnerable to all.  Spell effect lasts until released by caster, caster runs out of magic, or caster dies or leaves battlefield. If target is hostile magic user, spell must pass check for chance of escape using caster versus target intelligence each round; if spell fails check, it is broken, allowing target to escape. Spell cannot target extradimensional or phantasmal beings.

Reply #173 Top

New spellbook proposal: Transformation

Contains spells dealing with the transformation of things from one form to another.

 

Spell class: Lesser alchemy

Strategic

AK req: 16

Mana: 1 + 1 per 10 units transmuted

Shards: Yes, varying depending on what you are creating through the transmutation

Effect: Any game resource can be converted to any other game resource currently available to you (so you can't create something you don't have any of already), with a 25% loss (so 10 food would become 7.5 gold, for instance).

Book: Tranformation

 

Spell class: Greater alchemy

Strategic

AK req: 18

Mana: 3 + 1 per 20 units transmuted

Shards: Yes, varying depending on what you are creating through the transmutation

Effect: Same as Lesser alchemy, but without the 25% wastage.

Book: Transformation

 

Spell class: Minor transmogrification

Tactical

AK req: 10

Mana: 2

Shards: No

Effect: Transforms target unit into a random natural creature (so fallen-type creatures are OK, but creatures of pure magic or another dimension are not) for the duration of combat or until dispelled.

Book: Transformation

Notes: If targets hostile magic user, must pass check for random chance of breaking each round comparing caster and target intelligence. Possible creatures that target may become are based on caster intelligence, with higher level creatures available for more intelligent casters.  May not target self.

 

Spell class: Major transmogrification

Strategic

AK req: 15

Mana: 15

Shards: Earth

Effect: Permanently transforms friendly target unit into a random natural creature.

Book: Transformation

Notes: Cannot be dispelled, but may be cast multiple times on same target.  Possible pool of creatures that may be created are based on caster intelligence.  May not target self.

 

Spell class: Shapeshifting

Strategic

AK req: 18

Mana: 15, uses enchantment slot

Shards: Earth, Water

Effect: Transforms caster into a natural creature of his or her choice.

Book: Transformation

Notes: May be dispelled. Caster takes on the attributes of the creature he or she becomes, but loses any bonuses from equipment while shifted.  Caster retains magical abilities while shifted.

Reply #174 Top

Quoting ten9, reply 164

Quoting Kryst07689, reply 136One 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.


Everybody,

Please read Kryst's suggestion above. We really need to have very distinct spell books to make the various realms matter. Brad, please consider that.

 
End of ten9's quote

 

Agreed x100. But this will almost certainly fall on deaf ears. SD is proud of their AI. One way to help the AI is by making spell books

almost all the same, so it's easier to program the AI. If all spell books have the same mix of spells, once you figure out how to play denetly for one book, the 

ai can play the same regardless of book.

 

 

 

 

Reply #175 Top

Quoting ten9, reply 164

Quoting Kryst07689, reply 136One 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.

Everybody,

Please read Kryst's suggestion above. We really need to have very distinct spell books to make the various realms matter. Brad, please consider that.

 
End of ten9's quote

 

I with the general principle that spellbooks should be very different from one another.