[Fire Spells] New Tactical Spells

Suggestions for new "hot" fire spells

Tactical Spells

1. Forest Fire - Trees on the tactical map are consumed by fire to become clear terrain - opens up the battlefield - affects 4x4 tiles

2. Melt Armor - Unit wearing metal armor suffer damage due to heat. Does not affect units wearing non-metal armor or no armor. You have a reason not to wear metal armor if you are going against a fire mage.

3. Rolling Fire - A large rolling ball of fire rolls forth from the caster in a straight line The first unit it hits (enemy or friendly) suffers full damage, the second unit it hits suffers half damage. Once selected it cannot be canceled!

4. Fire Light - Illuminates a darkened battle field by illuminating 1 tile around each tree. Useful if the enemy cast darkness on the map to reduce line of sight to 1 tile to render ranged attacks (by archers and magic users) useless.

5. Melt Helm - Heats metal helmets. May cause enemy unit wearing metal helmets to throw away their helmets (thus reducing their armor) and lose movement point for that turn. No effect if they are not wearing metal helmets.

6. Melt Weapons - Heats weapons with metal hand grips (short swords, long swords). May cause enemy unit to drop them if not wearing gloves. No effect on weapons with wooden handles (axes, spears, wooden staffs).

7. Wild Fire - Fire consumes terrain tile and spreads out to consume surrounding 8 tiles. Only affects a tile covered by grass. as the fire consumes the tender (grass) in that tile. The color of the tile changes to indicate that the ground has been charred. Spell cannot affect a tile more than once. Units have chance to run from fire. Mud (and other similar spells) dispels this spell. Range 2!

  • Turn 1: Center tile consumed by fire. Units in the tile suffer damage. 
  • Turn 2: 1st tile; center, is safe, surrounding 8 tiles are consumed by fire. Any unit in surrounding 8 tiles suffer fire damage.

8. Greater Wild Fire (more powerful version of Wild Fire, affects greater radius). Range 2!

  • Turn 1: Center tile consumed by fire. Units in the tile suffer damage. 
  • Turn 2: 1st tile; center, is safe, surrounding 8 tiles are consumed by fire. Any unit in surrounding 8 tiles suffer fire damage.
  • Turn 3: Center 9 titles are safe, surrounding 15 tiles are consumed by fire and any units therein suffers damage.
  • 9. Wall of Fire - creates a wall of fire along (right side) side of 2 tiles. Units moving through or attacking through this edge take fire damage and must make a morale check. Units that fail their morale check do-not move that turn and may panic (i.e. if you order a unit to move through fire they may choose not to obey those orders or they may panic and flee the battlefield). Costs 4 mana.

    10. Greater Wall of Fire - creates a wall of fire along (right side) of 4 titles. Costs 6 mana.

     

    4,236 views 2 replies
    Reply #1 Top

    Would like strategic spells. Right now we really dont have strategic spells that make you feel like your controling the elements ... 

     

    Fire Storm:   Requires 1 fire shard  1 Air Shard 

    Mana: 40  Range 20 max from caster 

    Creates a giant cloud of swirling flames that rain down over the area burrning every thing.

    Last for 3 turns area of effect is 9x9 for first turn 

    Turn 1  Damage = Int*3 * ((.5*fireshards)+.5) rolls an attack vs every unit and structure. Area affected 9x9

    Turn 2 Damage = Int*2 *((.5*fireshards)+.5) rolls an attack vs every unit and structure. Area affected 6x6

    Turn 3 Damage = Int*1 *((.5*fireshards)+.5) rolls an attack vs every unit and structure. Area affected 3x3

     

    Burning Barrier: Requires 1 Fire shard 1 Earth Shard  

    Mana 30 

    Creates a brunning Earthen walll that makes it nearly impossable for units to cross (Damages all Non-Flying units) 

    Last 15 turns  Makes a flaming Wall that is up to 9 spaces long (can be recharged before the spell fades) 

    Damage = Int+(1*Fire Shards) Rolls an attack when entering and leaving effected area. 

     

    ect...

    Reply #2 Top

    1. Fire Storm, a strategic spell that destroys buildings is a good one. I would make it really effective against wooden buildings and less effective against stone buildings. That said, I would suggest two spells; Minor Fire Storm (20 Mana) and Major Fire Storm (30 Mana) with a range of 5.

    2. Another factor to consider for firespells is linking the effectiveness of some firespells to the terrain;

    Example: Wild Fire which is effective in grassy and forested grass terrain does not work in desert/rocky terrain where there are no combustibles.

    Likewise water spells should be more effective in terrain that is close to a water source, and less effective in terrain (deserts) without any water.

    Example: A tactical map has a lake or river. A water spell caster would be more effective on such a map. Likeswise, a city that is close to water would benefit more from the spells of a water spell caster. In fact, for a city based close to water I could see a tactical spell of summon Mermen - these warriors would return to the sea/river after a battle.

    3. Elemental specific buildings

    - Guild of Fire Mages = +25% bonus to research of fire elemental spells

    - Guild of Air Mages = +25% bonus to research of air elemental spells

    - Guild of Earth Mages = +25% bonus to research of earth elemental spells

    - Guild of Water Mages = +25% bonus to research of water elemental spells

    Necromancers Guild = +25% bonus to research of necromantic spells, reduces population growth due to research requirements (fresh dead bodies).  

    Each city can support the guild of only one elemental house due to inter-guild rivalries. Thus a player must choose - do I focus on Fire, Air, Earth or Water magic, the evil Necromantic?

    Destroying a constructed guild house to build another, also causes surrounding buildings to be destroyed.

    Exampe: A sovereign orders the destruction of the Guild of Fire Mages and the guild members fight back, causing 4 (1 to 8) surrounding buildings to be destroyed along with the guild house.

    Exampe: A sovereign orders the destruction of the Guild of Water Mages and the guild members fight back, causing 8 (1 to 8) surrounding buildings to be destroyed along with the guild house.

    A guild house may occassionally (5% per turn) ask for gold from the sovereign to finance their research. If no gold is contributed the research bonus stops