Mod Notes: Spider Magic

Just a discussion to seek feedback on my first attempt at a mod: Spider Magic

First, a summary of what I will try to create.

Summary: A spider sovereign can call forth a horde of giant spiders.

The focus of spider magic is focused on summoning and enhancing giant spiders and using magic to duplicate a spider's abilities. I want spider magic to be dramatically different from the other schools of magic; Air, Earth, Water and Fire. Unlike the other schools spider magic has no damage dealing ranged attacks or general unit buffs. It deals damage through the giant spiders that it summons, spells that buff the summoned spiders and webs that reduce the initiative of enemy units that fail to resist.

Summoning spells of spider magic will focus on summoning many low powered spiders (blockers) or fewer larger stronger spiders. Each increase in magic level will increase the number of low powered spiders summoned and allow the caster to summon more powerful spiders. I see each level as having 2 to 3 summoning spells, each for a different type or quantity of spider.

Example: Level 1: Gatherer Spider summons 1 Gatherer spider unit, Level 2 Gatherer Pack summons 3 gatherer spider units and Level 3 Gatherer Horde summons 4 low hit point gather spider units.

The question is what type and what number of spiders should each spell summon as FE has many types of spider creatures.

Spider magic will also include non-summoning spells such as Web, Greater Web (affects more than one unit), Poison Spit (range 1), Spider Growth (targeted spider(s) grows in size), Spider Speed (+1 movement for spiders) and the the strategic spell Sticky Walls (reduces initiative of enemy units attacking a city).

My thought is that Sovereigns and Champions with Path of the Mage trait can gain access to Spider Magic 1 as a rare trait. If they have Spider Magic 1 they can may gain access to Spider Magic 2, etc.

Spider Mages can recruit spider mounts if they have built a spider nest (requires Spider Magic 2 and Mount research, increases unrest by 10% TO 20% (as no one really likes spiders), Maint +1).

I am tempted to make this trait only available to those of a specific fraction (empire) or race(s) or to those that complete a quest and equip a tome of spider magic. Perhaps the Spider Magic 5 can only be achieved by completing a quest?

10,310 views 5 replies
Reply #1 Top

You could have this be a new Path in the leveling system. Path of the Arachnid. It can have Path of the Mage as a prereq and a level requirement for the next level of spells. 

Keep in mind that all summons will likely be getting bonuses from other sources. You can have a global bonus for instance that makes all summons get +1 level. It is better to try and balance things after the beta is closer to release. The best option right now would to look at the current spider differences and create a hierarchy. 

Also, it seems a waste not to have at least one poison spell. 

 

 

Reply #2 Top

Just a suggestion but you could use a global spell that creates Spiderwebs all though your territory to slow movement of enemy units much Like Spider Cures in AOW:SM.  It is a nice spell in that game.

Reply #3 Top

Perhaps Path of the Mage could lead to "Path of the Arachnid" (spider mage) and a "Path of the Dragon" (dragon disciple)

 

also, anyone think its funny that one of the NPC adventurers is a 'dragon born' ;P

Reply #4 Top

Thanks for the suggestions.

Path of the Arachnid is a good name for this path, and I will use it.

Reply #5 Top

With the release of FE I restarted work on Path of the Arachnid.

First on the list was adding Arachnid Magic abilities so I can test the spells.

Then came two simple spells; Web and Greater Web.

Web affects only one unit, while Greater Web has a radius of 1 and affects all units (Enemy and Friendly) within the radius unless they resist. This spell was easy to create as its based on the existing Tangled Spell. Used wisely this spell can allow you to divide the enemy and defeat them in detail.

I may reduce the mana costs to ? and ? as these spells do not deal direct damage.

Web - Level 1 (Mana Cost: 8)

Greater Web - Level 2 (Mana Cost: 16)

<Radius>1</Radius>
<HideInHiergamenon>0</HideInHiergamenon>
        <Prereq>
          <Type>AbilityBonusOption</Type>
         <Attribute>Spider2</Attribute>
        </Prereq>
<SpellResourceCost>
         <Resource>Mana</Resource>
         <Amount>16</Amount>
</SpellResourceCost>
<IsCastable>1</IsCastable>
<IsResistable>1</IsResistable>

What stumped me for awhile was the need for: <AutoUnlock>1</AutoUnlock> to have the spell show up in the caster's spell list.