What spells do you want to see in the game? You can rip them off from another game or just come up with some unique ones . I just got done with my first game of MoM (Yes, I know...Im a little behind the times) and I would love it if these spells would make it into the game: (...sorry if I dont have the spell names exactly right)
Flying FortressWater-walkingWall of Stone Create artifact (I know you can do this in the editor but I mean as an actual spell)Summon Basilisk (Those guys are so pimp!) Raise Volcano EarthquakeInvisibility
Hhhmm, I was just thinking about a spell that enclosed your entire city in a glass dome (like Simpsons movie). It would protect you virtually from anything but you wouldnt be allowed to expand or create new units to leave the city. It would be kinda cool as a last resort. I have a couple of more ideas but still trying to think them out logically. Let's hear yours!
I don't have any specific spells that I particularly want to see. But what I want to see are:
1) Spells that draw from multiple schools of magic. Quite frankly I think dividing spells up into mutually exclusive schools is limiting and simple, and there are so many ways of combining them to result in more variation and complexity.
2) Contextual spells whose effects vary based on the context in which they're used. For example, a freezing spell that can be used to freeze a river, making it impassable to boats but crossable by ground troops; or they can freeze crops, destroying them; or to freeze enemy troops during combat.
I never managed to succeed in installing MoM. I tryed Dos but it was to slow to open menus and everything.
Wall of Stone. It's nice the ones that affect the whole world, permanently and not, like a huge crater or a disease. But from Fallen to Human they might have different immunities. So, Summom Disease and that would afftect one of the two races.
I like the basics. You know, classic staples of prestidigitation, such as:
Fireball
Magic Missle
Mordenkainen's Illustrious Illusion of Effluvium (a.k.a. "Shit Storm")
Armageddon from MoM was my favourite! Ripping the world to pieces while simultaneously increasing my own power was soooo much fun ... also you needed all the power you could get when people became (understandably) quite quite mad!
An idea I had for a fun powerful end of game spell in Elemental would be some sort of Hell Gate , Hell Rift , sort of spell where you pick somewhere on the map to place it (ideally in the heart of enemy terriorty and miles away from any of your troops) and a great gash appears in the earth (say like 4 tiles long or something.. or possibly even bigger, enough to look epic on the strategic map) harming anything that was built on those tiles with units having a chance of dropping into the hellish abyss! Then turn after turn demons, imps and the like would spawn and pour out from hell into the world, randomly attacking any troops or cities that they came into contact with. This would be great for causing a distraction to anyone you were at war with and forcing them to redirect troops back home to protect the middle of their empire.
To close the hellgate you could either cast a very powerful disenchant area type spell (it'd have to cost an awful lot to make the second option a possibility) OR you have to attack the hellgate head on (engaging on the tactical map) and fend off a slew of hellish minions long enough for your chaneller or some of your priests to cast the necessary ritual to seal the vile chasm!
My favorite spells from MOM (which haven't been mentioned in the OP) were Time Stop and that "raise zombies everywhere spell" which IIRC Armagendon(?)
Timestop was awesome game winner spell what would happen is you cast Time stop and only you can make moves, oppenents you attack can fight back but they may not move on the main map. In addition nobody produced food, products, research or Mana. And cost you a shed load of mana a turn (i think about 35). Anywho it was such an Awesome spell.
The zombie creater spell was even cooler basically every fight you won you got zombies back from the dead (from your fallen commrades) and in addition hostile zombie mobs spawned throughout everybody else's land.
I really like the sound of the contextual spells like the freezing river. Though I think I would prefer being able to use fireballs to kill soilders/peasent, burn down vilages (targeting buildings), crops and perhaps melting galaciers or evapotaing water sources.
As for creating diseases that would be cool and from a gameplay design point of veiw, having them affect species(or even better individual subgroups within them, so that I as a human could create a disease to kill other humans whilst being immune to it) does make the most sense. Its not strictly speaking true it would depend upon each individual disease and its source (whether that be virus (most specific) or Bacteria (much less specific). And on top of that with them both the Human and the Fallen being very closesly related its hard to imagine that they be affected by a competely differnt set of diseases.
*But i think a super complex disease models working around pathogensisty factors vs Host defence factor, taking into account the individual condition (both poir and throughout the disease), modes of transmittion, evolution and resoivour of infections. Would be beyond the scope of this game. And i'm bretty sure if somebody could generate a model taking into account these type of factors you'd probably find it indemand from numerous scientific intestutions and a bit too complicated for Elementals target audeince (no offence).
Did I mention a spell that gives me a floating city?
Any takers?
Whoa! Awesome! I want, I WANT
I like a lot of the sorcery spells from MoM, like confusion, psychic blast, phantom warriors, counter magic and such. It'd be really awesome to see some nice meta-magic spells that alter your enemies spells, or your own I spose... say, the enemy casts something like wrack, and then you cast a meta-magic spell on his wrack spell that refocuses it back on his own troops, or turn it into a healing spell for your troops or somesuch..
I really like chaos channels too, the fact that it's both random and permanent.
I also wanna see some epic world-shaking spells like armageddon and zombie mastery. There better be some sweet necromancy...
And flying cities of course! thank you for the awesome pic Luckmann
Terraforming spells would be sweet. I fondly remember the old MoM exploit with the volcano that allowed the transformation of tundra squares into plains.
Magical harrasment spells would also be fun, things like Counter spell that countered an oponents spell as he was casting it.
Chaos channels was also amusing, I used to have fun with it until I figured out that my pimped out legions couldn't enter towns with Chaos ward
summon Torin the Chosen One
http://www.masterofmagic.info/Document/torin.php
Some of my old MoM favourites:
Nature's Cures (global spell): All your units are fully healed after each combat. Great for sustained offensives!
Shadow Demons (summons): God, those little flying, plane shifting, regenerating, ranged shooters were overpowered. Contributed greatly to keeping the Death Magic range viable.
Fountain of Life (city enchantment): instantly solves any unrest problems you might have, and boosts population growth no big Life city should be without one.
Chaos rift (negative city enchantment) lay this on an enemy city and it randomly fries population, buildings and troops each turn. Fun, fun, fun.
Call the Void (overland attack spell) Magical nuke. Totals most of the city's buildings, slaughters scads of population and troops and showers the city's area in long term magical fallout. You can also use it on free roaming armies etc. The ultimate in long range mass death spells, (globals can be removed or even stolen too easily) what's not to love?
The whole range in local/global "boost my magic type/troops, curse yours" such as Dark Omens etc. Also, that nifty little Sourcery spell that lets you steal enemy Global Enchants. Yoink!
Spells that give you information about the other empires; I would like to see a more intricate mechanism than for example Master of Magic where you just had to bring a unit within range of an enemy's city to see the military units defending the city. The same with those graphs we're so used to where we can track our economical, military, research and other progress versus other empires: while it's very useful information it's a bit too easy, so let's see some crystal ball spells
Which reminds me of Utopia's crystal ball application, so I'd like to see some divining spells that give you an idea of the likely outcome of a potential battle: you cast the spell, indicate your troops and the enemy's and get a rough idea of what the outcome could be like.
Summon Cthulhu: expensive spell that requires human sacrifice but every few turns will cause some villagers or lower military from other empires to desert to your side
A spell which dispenses pie through my monitor... And a spell which is misspelled so we can point out to them they did not spell their spell correctly
I want some hugely complex spell... Something like 'use spell A,B,C,D,E, and F together and get uberspell G.' The result of the spell doesn't matter as long as it makes sense from the components and is a really epic result...
Wall of Stone?
All that one did was give you a city wall. You could build one for like 50 RPs.
I needed crusade for champion slingers. (took out 9 skydrakes without them getting a hit in)
I also liked black channels with ultra elete war trolls casue they stoped costing food and money and I could darkness to give them even more swords and armor, and if they were hurt or died, they regenerated at the end of battle anyway!
Then, stream of life on all my dwaven cities, bump up the taxes to max, cast the +50 percent gold enchantment and + 50 percent work bonus ,and then switch to trade goods.
over 7000 gold per turn! So much gold that the counter reset (went from 30 somthing thousdand to 0). Sad part was, there was really nothing to buy cause I was so developed anyway.
God I love this game.
Context-sensitive spells are a swell idea, and I'm also hoping to see a good supply of divination magic. Meta-magic like Disenchant Area or the Great Unsummoning also seem essential.
AoW classic - Hell fire (I think that is what it was called. Fire rained from the sky onto a city. It did a ton of damage and was fun to watch)
MoM classic - Armageddon
MoM classic - Just cause (except I of course would want it to do more in relation to diplomacy. If this was exactly like civ 4, which I know its not but its my best starting point, I'd want it to give +1 relations with all other wizards, and have that slowly go up over time that the spell is in effect.)
Landisaurus, MoM had a spell exactly like that with Aura of Majesty. It was pretty handy on impossible games when you didn't want enemy wizards destroying you early on, though chaotic or ruthless wizards didn't care so much...
In Dominions 3, you had a spell called 'Wish'
Basically, the spell allowed a very very experienced caster to wish for something. You could type the thing you wish, and you get it. Immortality? Sure. A huge army standing in front of your castle? Hah, the fools, wish for reinforcements and you'll be granted hundreds of men. Low on resources? No problem. I just loved the freedom that spell gave you.
I basically let my pretender god (the experienced caster) sit in a corner of the map, mumbling wishes until my opponent took over the whole world apart from my little spot and basically became too strong and the Wish spell became to expensive to cast and I was thrown into the void Still, sitting for about an hour, only watching the effects a spell gave you is impressive and I wish (no pun intended ) for a spell like that in Elemental.
That sounds like magical software to me. You really had a text input box to enter your wish? And the game could parse terms like "immortality" or "eternal youth" and link them to game effects? Smart code like that would be a really good step twoards a true RPG ref-in-a-box.
uh... I know... I was talking about a spell that was in MoM in the first place... "Just cause" which was in MoM... They both were supposed to better your relations with enemy wizards, I felt that just cause was better (in name and function as it also made better heros and mercenaries appear as well).
When I was a kid I loved "Just cause" because I did not read it as "a cause for justice" but rather as "just because". A spell that betters your relations with everybody and raises chances of you getting better offers from the random AI then naming the spell "just 'cause" was the coolest thing to me. "Why do they love you? just 'cause " Now that I am wiser, and my vocabulary is better versed, and I realize that if it was "just because" then there would be an apostrophie to mark the slur over 'be', I know now it isn't as cool. But I still like the spel.
Wasn't Just Cause just a hero recruitment booster (by way of upping your fame, I mean I think that's all fame did) along with a bonus of knocking one unrest off all your cities, while Aura of Majesty specifically boosted your relationships with other wizards? I THINK that was the case, and I think that's probably why punxzen brought it up seeing as you mentioned you wanted it to do more for diplomacy (as previously I don't remember it doing anything)
Just cause seemed to have done both. its description was in bettered relationships AND helped with heroes and magic item sales. The spell itself did that by gaving you extra fame (which effects hero/unit recruitment). Aura of Majesty might have been better for only relationships, but "just cause" definatly did everything. I would cast just cause and all the wizards would pretty much now love me. (or hate me less)
now that I think about it, fame itself might have just directly affected relationships, which is why "just cause" did it. So maybe my example was bad. It wouldn't be +1 from the spell, but rather +1 form "this guy is renown for his goodly nature". But that leads into the AI diplomacy and honor discussion, which is a different thread
perhaps they should be different spells. Lets throw aura of magesty on the pile of desired spells.
Think of it like the old adventure games where you had to type "pick lamp", etc.
A wish spell would truly be awesome! Actually, it would be sweet if you typed in "I want lego" and a lego appeared in your main city.
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