Hey all,
I've noticed that we've had a lot of new faces on the boards, and I've (understandably) seen some grumbling about the spell system in the game as it stands now. I have a large-ish repository of new spells in a personal mod and was thinking of (re)releasing them. I have a couple questions, though. Since they haven't been reworked with the new modifiers added in the beta releases, it would be a little bit of work on my part to update them all, so I'm not going to do it unless there's an actual interest in the community. So:
1) How many people would be interested in something like this?
2) How well do you all like the four element system of the current game? The way I have it now, all of the shards are "uncolored" so that I could add in a few more elements. Would you prefer spells integrated with the current system, or the extended system itself?
3) I'd also be willing (with the authors' permission) to integrate the other spell mods floating around with this one. There's no reason to pick one to the exclusion of the others, imo.
Spell List:
Note 1: The spells are arranged roughly by the custom elements I have them in now, but if a majority prefers them integrated into the current system, these could change.
Note 2: Some spells are modified versions of spells currently in-game. I've changed the name, level, requirements, calculations, and cost of most, however. Broadly speaking, they cost a little more, have slightly increased intelligence or charisma requirements, and are more powerful for casters with high intel/charisma.
-(1)Mana Burn- target unit takes [6 + (Int/12) + (Cha/12)]
-(1)Vigor- target unit gets +1 combat speed
-(2)Invest Power- target champion can channel spells
-(2)Invest Weapon- target unit gets +5 to attack
-(3)Greater Vigor- army gets +1 combat speed
-(4)Spell Immunity
-(1)Wind Sense- fog of war revealed for a 8 radius around the caster
-(1)Becalm- Stills the air around a ship in your territory for two seasons.
-(2)Deny Breath- Removes the air from the target's lungs, damaging them for (Int/10) damage per turn for 10 rounds.
-(2)Gale- A strong headwind blows upon the target army, reducing their movement by 2 for 4 seasons.
-(3)Windstorm- A stiff upward wind swirls and eddies the dust on the battlefield, reducing the accuracy of enemies by 40%
-(3)Storm- Lightning strikes a random enemy unit, dealing [2 + (Int/2)] damage.
-(4)Tornado- randomly disperses an army across several tiles
-(4)Greater Wind Sense- FoW revealed for 16 tiles around the caster
-(5)Sirocco- A hot wind from the south blows upon your enemies, damaging them for [2+(Int/12)] for 6 rounds
-(1)Bloom of Life- The farmlands of the enchanted city grow verdant and forgiving, providing increased yields of 3 food.
-(1)Raise Land- water into land and land into hill
-(1)Lower Land- mountain into hill, hill into land
-(2)Revive Land- tile becomes grassland
-(2)Desecrate Land- tile becomes forsaken
-(2)Shifting Terrain- Causes the terrain to shift constantly, disorienting enemies travelling through your territory for two seasons.
-(3)Flintskin-Target unit's defense raised by (Int/4).
-(3)Strength of Stone- Target unit's strength raised by (Int/4).
-(3)Clay to Gold- Convert 20 materials into 80 gildar.
-(3)Heat Armor- target takes damage equal to their defense for 4 rounds.
-(4)Destroy Land- lower land to water
-(4)Create Mountain- raise land into a mountain
-(5)Earthquake- destroys random improvements and resets the training and build queues of nearby cities
-(1)Burning Hands- Flames erupt from your hands, damaging target unit for [10 + (Int/2)].
-(1)Flare- A fiery dart strikes any distant target enemy for [4+(Int/3)] damage.
-(2)Fire Ball- A fireball is conjured and target group takes (Int/4) damage <s>
-(3)Fever Delirium- target units defense is moved to attack for battle
-(4)Fire Storm- Area with radius 1 takes [4 + (Int/2)] damage <s>
-(3)Inferno- Target tile is on fire for 10 turns, walking through tile causes 20 damage to each unit.
-(4)Pillar of Flame- This raging column of flame damages an enemy army [4 + (Int/2)]
-(5)Volcano
-(1)Erosion- erode Cliffside into beach
-(1)Chill Blood- 25% chance per turn to lose next turn
-(2)Cleansing Waters- target healed by 2hp per turn.
-(2)Nurturing Rains- settlement gets +2 food <m:2>
-(2)Raise Swells- target ship in your territory loses moves for a turn and takes 3 damage
-(2)Greater Erosion- lower land to water
-(3)Part Waters- creates a beach from water tiles
-(3)Blizzard- [4+(Int/3)] damage to units in a 2 tile radius
-(3)Bloodrime-Target enemy unit has a 75% chance to freeze and takes (Int/10) for 6 turns
-(4)Treacherous Mud- Target army in ZoC reduced to 1 move for 3 seasons
-(5)Monsoon Rains- enemy combat speed is halved for 6 turns
-(5)Tsunami- All units within one square of target beach are swept out to sea and drowned.
-(1)Bend Light- target unit gets +15% to dodge
-(1)Summon Imp
-(2)Blinding Light- target unit gets -50% to accuracy for 6 rounds
-(3)Cloak of Shadows- target gets +50% to dodge rating
-(3)Shroud of Twilight- All units escape the battlefield
-(3)Infernal Binding- summons a greater demon
-(4)Dance of Shadows- target unit does not provoke counterattacks
-(4)Blotted Sun- Target army is immobilized for a season
-(3)Extraplanar Labor- reduces the build time in the target city by 25%
-(4)Radiant Visage- all enemy units get -50% to accuracy
-(5)Searing Light- All units within 2 tiles of caster take (Cha/2) damage.
-(2)Slow Mend- Heals 2hp per turn.
-(2)Wither- Reduces attack of target by 5% per turn for 15 turns.
-(3)Let Blood- Take 30% damage to gain mana
-(3)Blood Wound- Causes massive damage to a single enemy
-(3)Fervent Research- bonus to arcane research per turn
-(4)Mend Flesh- Heals target unit by [2+(Int/2)].
-(4)Blood Theft- Sacrifice friendly unit to gain mana
-(5)Contagion- all enemies take damage per turn
-(5)Greater Blood Wound- target takes caster's Int in damage
-(6)Mass Sacrifice- target city you control loses 100 citizens and provides 50 mana (or .5 mana per citizen)
-(1)Blink- teleport unit to an empty tile in tactical combat
-(1)Hex- target gets 20% penalty to accuracy for 20 rounds
-(2)Deny Sleep- Increases movement by 50% for 2 seasons
-(2)Visage of Awe- Caster's charisma is increased by 50%
-(2)Descent unto Madness- target unit receives (Cha/10) damage to Int and Cha for 20 rounds.
-(3)Whispers of the Dead- increases tech research
-(3)Torment- Movement reduced to 1, takes constant damage
-(3)Death Ward- imbued hero will be saved if they fall in battle
-(4)Dominate- (2*Cha) Chance to dominate take control of the target unit.
-(4)Inspiration- automatically completes training the unit in target settlements queue
-(4)Ritual of Calling- all the players units that aren’t in cities are teleported to the selected tile
-(5)Waking Nightmares:- All enemies on the battlefield find their minds flooded with nightmare images, reducing their movement to 1 and dealing (Cha/12) damage per turn.
-(5)Spirit Walk- teleport to any tile in your territory.
-(5)Patron Guardian- Summons a guardian unit bound to a city