I just thought it would be cool if you had certain spells have more then one type of magical requirement, for instance, Air and Fire to make a Fire Tornado, of course spell acquisition would have to be as reliable as acquiring technology, none of this random stuff or alot of combo spells wouldn't be used I wonder if any of you could think of any extra ones. Maybe the Mod Engine can also allow for this.
I couldn't agree more. I think some elements should be combinations of others.
Lets say you have your basics
Fire
Wind
Water
Earth
Life
Death
(6 seems like a good number to me)
Fire + earth = magma and metal spells
fire + wind = heatwaves and fire storms
fire + water = lightning spells
wind + water = ice spells
wind + earth = sand spells and windy creature summons
water + earth = mud spells and major enviroment changes
death + fire= corruption and chaos
death + wind = poisons and area effecting death spells
death + water =horrible monsters of the deep and typhoons
death + earth = land destruction and tainting
life + fire = light and color spells, rebirth and searing light could
life + wind = goodly nature buffs, relationship boosts
life + water = cleansing and movement
life + earth = good creatures and happy nature
Landisaurus uses:
Life magic + Web-magic to cast:
mainly because this was from eons ago when there were less people on this forum (and some different people)
so I'm curious if any newer members of the forum have an opinion.
Hmm... For some reason your avatar doesn't show up in your first post - so your second post had me really confused because I didn't realize you were the necromancer.
I'm not a newer member of the forums but my opinion is a resounding affirmative I don't really care what types of spells result from the combinations as long as it makes some sense. In fact I'm not sure I'd want specific combinations of schools to result in certain types of effects - the effects could still be as varied as the spells within any given school of magic. The only criterion should be a sensible reason for a combo spell to require that specific combination of schools.
yeah, its because original post was before I had an avatar. (nov 11 was a week after the official announcement date of Nov 4th after all)
I'm more interested in what people think about the sub schools. Things like "fire + water = lightning" might have a better alternative. Perhaps lightning should be "fire + wind", leaving water/fire combos to be either A: rare (because they are opposites) or B: steam (because thats what you ACTUALLY get. Heat+water = clouds > which results in lightning with the right kind of pressure)
Perhaps lightning should be CRAZY powerful and be a fire + wind + water > tripple element spell.
Also, I was hoping for some general spell ideas. (I'm marking essense requiring spells)
fire + water (essense) = raising ocean temps spell > lowers fishing yields
earth + water (essense) = underground irrigation matrix > increases crop yield as if irrigated > works even where river/aquaduct is not present.
water + life = acid arrow > direct damage spell that deals additional damage over a few turns
There's thousands of possibilities.
Water + Air + Earth = Earthen Ice Spikes.Fire + Earth = Volcano.Fire + Life = Rage.Earth + Life = Vitalize Land.Earth + Life (Death) = Darkland.Air = Tornado.Air + Water = Hurricane.Fire + Water = Boiling Rain.Air + Earth = Floating Plateu.
Off Topic: bad sign when people has to start making necroposting to keep the forum alive...
On Topic: I like landisaurus first post's idea in this thread. A pity we barely know anything (do we know anything?) about magic system...
When creating spells, I for one would decide things on a spell-by-spell basis:
As opposed to blanket generalizations at the start, that is.
"Thread necromancy" is eye-of-the-beholder slang. Calling it on yourself seems weird, but bumping an interesting post that you think deserves renewed attetion seems perfectly reasonable to me.
I ignored this one the first time around because we had no real info on how magic was going to work. We've had about three saltine's worth of an info snack in the meantime, so I still have no direct response to the OP. Except maybe that I'm guessing now that spell books will be faction-centered and not element-centered and that it's shards (mana sources) that will determine what elements you can mix in spells.
One thing that might be worth talking about that I have not heard much discussion on is spell availability vs specialization. All of these spell conbinations (or rather elemental combination) sound great and lends more stragegy to the overall game however if we get too clever with them -most spell might become unavailable to most mages. This is fine to some degree (you also don't want all mages to have all spells) but too many combinations might be confusing and counter-productive. As always balence is the key.
So the question is: When should a mage be blocked from using certain spells. Should he/she only be able to cast a spell if he/she is at the correct level AND have access to the correct combination of elemental crystals? Or should a mage be able to cast a wide (but reasonable) range of spells but at some sort of penalty (% chance that spell will not work or backfire, more essence needed, weaker results, access only at higher levels) if he/she does not have the correct "level" or elemental combination? Both methods have some strategy but one has a few more options.
I wouldn't say I'm doing it to keep the forum alive. It has been rather active of late. I just wanted to talk about it, and why bother creating a new thread where there was an entirely unused thread sitting back a few months.
I'm not entirely sure if that is true. I mean, it certainly is in multiplayer, and I would like to try to create a balanced game. But frogboy said that Elemental was a mainly single player game, and he also said that late-game was going to have some intentionally unbalanced spells (provided everybody is equelly broken, we'd be in a good place). But I don't think balance is nearly as important here as it is in say... demigod or even Sins of a Solar Empire.
That being said, depending how structured the spell selection is, it might be able to create rather balanced spell sets and still include many combination. spells. The best way I see it, is stack the spells in research order from lowest level to highest level. A lightning spell that would require 3 fire tomes/levels, 3 wind, and 3 water would effectivly be a level 9 spell. So that should be a pretty darn powerful spell (assuming you rarely get over 10, as is the case with MoM) and as a result it would come very late game.
An average strength lightning spell might come from 2 fire, 1 water, 2 wind, and that would be about a level 5 spell. It should be arranged in the spell book with other level 5 spells in terms of research order, and be about as powerful as such. This makes sense for lightning to be stronger than the level 3 direct fire damage spell, because lets face it. lightning doesn't strike the same place twice, because the place isn't there for a 2nd time.
Steam burns are about the worst kinds of burns there are. (low level fire/water) and some of the combo spells I've thought of (boiling seas: for example) would be both very powerful, and I'd imagine requiring a lot of both schools.
So I think balance shouldn't be that much of a problem with having lots of combos. Combo spells would be largely late game anyway. The trick is if you have a crazy awesome 6 fire + 6 earth combo spell, you may want to be sure there is a crazy awesome 12 fire spell for the all-fire guys.
And reasonably, a person that is able to get 30 tomes/levels, to have 6 in every element... likely deserves something that is not obtainable by somebody that focuses only on a single element (assuming that at most you can start with 10 tomes) If you look at MoM, a person with 5 in every tome is almost hurt because they now get very little access to any of those "rare" spells that the specialists are swinging. Making a scale would probebly be best. 5 books = xx number of spells, 10 books = xx number of spells. And stick to that ratio no matter how many elements are included, again something MoM doesn't really do.
I like Landisuarus's above post. Whether or not tomes and the MoM comparison will be directly applicable to Elemental's magic system, the underlying idea is great.
Also, having lots of combination spells would be an incredible way to add replayability to the magic system. Let's face it, if there aren't any (or many) combination spells, it'll only take ~5 or 6 large-ish games to see most of the spells. If there are lots of combination spells, it'll take much longer to see everything, and the magic available to you will be much more different each time you play.
Definitely like ALL of Landisuarus’ posts in this thread. Necroposting or not, it is good idea. One thing I like most in MOM is their spell selection. It is so flexible & allows you to think about what strategy you’ll like to go with be4 even the game starts.Coincidentally, my thread about complete Spell moddability fits well will Landisuarus’ spell combo idea. Some kind of physics handling & material creation/destruction is needed for his idea to work, if there is no hard coding for spells. So far, we don’t know if spells are hard coded. I’ll be sad if they are. OTOH, if the game engine allows that, EWOM is truly revolutionary.
BTW, on the topic of Spell Balance. I believe it should not be balanced on book by book basis. It is ok that some books are stronger than others. Because the balance should instead be done by "Sovereign Points" (with is similar to MOM Wizard spell picks). You spend these points customizing your Sovereign. If you spend more of these into your spell casting ability, you don’t have as much points to spell on enhancing other of his abilities. And the map maker/RMG will decide if they want same points for all Sovereigns or not (say give some bonus to weaker starting position)
Fire + Earth = Metal and/or Glass
Stone melts to form glass and it would make sense for Earth magic to be able to pull metal from the ground and for Fire to melt the metal to make things like spikes.
Glass/metal storms or spikes would be very interesting. Glass could be the result of a low level Fire and Earth combination with metal resulting from more powerful Fire and Earth spells.
Working with the lightning idea from Landisuarus, we could produce a spell that uses electrified metal or blasts the target with lightning after they have been hit/surrounded with metal for large amounts of damage.
Say 2 Earth, 4 Fire(needed for both metal and the lightning), 1 Water, 2 Wind for a level 9 spell. It could rain metal spikes onto the target and then blast it with a barrage of lightning.
nice! I thought of metal for fire+earth myself, but I really like how you took it. A guy with a bunch of metal spikes in him and electricity running between the spikes creates a pretty exciting mental image, though honestly the rods that missed would likely act as a ground for the ones that did (i.e. would do less damage than it sounds) But there are ways to get around that, such as ignore physics (better solution than it sounds)
A good spell that comes to mind (perhaps less powerful than the one unkown created, 2 earth, 2 fire, 1 water, 1 wind) would stick two pieces of metal in designated targets, than arc lightning between the two rods dealing heavy damage to everything in between. The two "poles" would take the most damage, having been squered and electrocuted (I'd say they are pretty much dead unless something like a dragon) and everything in between taking a ton (enough to be a mid to high level spell)
Glass! that is pretty awesome. man, my brain is trying to think of some awesome glass spells. I'm sure there could be some very bizzar results with such a spell.
Well, glass is relatively easy to shape (compared to metal and stone), especially if you have heat involved, so glass bridges, spears, armor, et cetra would be quick and easy to produce if there was magic..... also, I imagine you need special magic-created glass to build things like scrying mirrors and crystal balls.
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