The purpose of this thread is to let players suggest spells they would like us to use.
The Rules
A given spell must be something that the computer AI can reasonably be expected to use as well.
Definition of a Spell:
A spell needs the following items:
Example:
Depending on how fast my AI coding skills are, I can add a lot of spells in before release.
Please also be aware that none of you in the beta will actually ever play Elemental 1.0. You will be playing Elemental 1.01. 1.0 is what we have to ship on DVD and will only be played by people who can’t or won’t update their game.
could you add "concentrate"?
makes you skip 1 or 2 turns, and then get a large mana boost for the 3rd round to use for a spell during that turn.
tactical, possibly strategical.
a medium/high amount of arcane knowledge
no mana cost
I would love to see this spell in game an possibly another mana reg spell that takes one round and gives a small amount,
Is it possible to create spell combos, similar to what dragon age had in place?
Flash Freeze: up to X targets on the square have an X% of being frozen solid for 2 combat rounds.
Stone Rain: deals X damage to units in a square, double damage done to frozen units.
Similar to this you could use a heat based spell to thaw your frozen soldiers out.
I'd imagine that adding this extra layer of complexity to the spells could be difficult for the AI, but I'm not a coder so I can't say for sure. It'd be cool and add an extra layer of depth to spell combat.
Ch-ch-chaaiinn lightning!!
tactical
upgrade of lightning strike
reasonable amount of mana (should be a powerful spell)
no shards
Hits for direct damage on a target and STUNS it for 1 turn - then bounces to the next 3,4 or 5 nearest enemies and does damage ONLY to them (no stunning)
air book
notes: the algorithm for choosing what unit to go to next should not be choose the 3 nearest units and hit them, it should go like this: choose the nearest unit, then damage it. then choose the nearest unit to THAT unit (that hasn't been selected yet), not the second-nearest unit to the original unit, and repeat.
Question: do you allow spell upgrading? Like maybe the first level of chain lightning hits 4 guys, and the last level hits 6 guys and stuns them all (but requires a shard).
This spell came out as an idea from one of the stories submitted for the Elemetnal Army competition
Great
I like this premise. Since you might be magic based you need a variety of defensive spells to control area (bottle neck, etc.).
Nothing like creating an Army out of wood.
I can only imagine the insanity you have just opened up to...wow!
1. Sickening Blindness/Eyebite/Eyeblight/Darkness (or just Blind/Blindness)
2. Tactical
3. I have no idea
4. Again no idea.
5. No
6. Target enemy has a % chance to miss with all its attacks (% based on how good you want the spell to be/cost/etc)
7. Likely Death, but could be Fire or even Air if you want it to be a Bright Flash instead of a Darkness/Disease type effect
8. Needs a chance to fail, similar to the example. Then again I think the game needs a "resist" type stat, though it seems like Int might be that "stat" only theres no real defense.
1. Master of Winds/Gale Winds
3. Again, no idea, I have no frame of reference
4. See 3
5. Maybe? Though I lean towards no.
6. All enemy ranged attacks have a 50% chance missing. Possibly removes the ability to fly from enemy units.
7. Air
8. No chance to fail, mastery of the Air should make it hard to shoot arrows at you or keep anything in the air.
1. Regenerate
2. Strategic
3. No idea
4. No idea
6. Unit heals 1 damage per tactical turn, fully heals at end of main game turn.
7. Life
8. Simple, but effective spell that gives Life some flavor.
Banshee's Wail
Tactical
20+ knowledge
10+ mana
Require a Death Shard?
all enemy units suffer a morale penalty equal to the caster's INT for X turns
Book of Ruin
Rallying Cry
10 mana
Life shard
all your units gain a morale boost equal to the caster's INT for X turns
Book of Restoration
1. Sudden Freeze
5. Probably.
6. Freezes water for X turns to allow movement over it. Disables food production (resource gathering?) if cast over resources/towns. Slows army movement within effect by 50% or more. Hits a 2x2/3x3 area.
7. Water (Ice?)
8. A multi-purpose spell that can slow enemy armies/allow water transport or hurt enemy settlements depending on the situation. Might be a bitch to get the AI to use intelligently though.
1. Elemental workers/Earth Control/something cooler than those names
3. No Idea
5. PRobably
6. Targetted resource increases production by X%. Probably limited to Quarries/Mines and the like, though could allow for Forests or Farming depending on how you spin the flavor.
7. Earth
8. Something "Earthy" especially for the mines and Quarries. The idea being that you control the land and/or earth elementals/forces to help extract/maximize natural resources from an area.
Can we get the names of the non-starter spellbooks? We know Valor, Curses, Vengeance, Necromancy.. a few more? Will help with this.
As for an idea:
1. Spell Name: Barrier2. Tactical3. 154. 3 + INT/10 (if possible, else 5)5. No6. Target unit gains INT/10 Damage Reduction (INT/10 lesss damage taken per hit)7. Ice, or Valor (being a Protection spell)8. Similar to Stoneskin, but more beneficial to protect low-defense units. Because the spell is per-hit, it can add up to a lot of nullified damage, thus its higher mana cost in combat. Scales with INT slowly to prevent easy abuse with high defense.
Another:
1. Spell name: Barbs2. Strategic3. 104. 8-105. 1 Earth6. Attacker takes Caster's INT/5 damage each time he deals damage to enchanted unit.7. Earth8. Uses enchantment slot.
1. Spell Name: Arcane Defense2. Tactical3. 154. 25. None6. Target unit with Mana takes half damage from mana, half from HP.7. Valor?8. Can only be cast on Sovereign/Imbued Champions. Target's mana depletes, not caster's.
1. Spell Name: Avatar2. Tactical3. 254. 65. 1 of Each6. Caster transforms into an Avatar. Size increases (double or 33%), Strength, Dexterity, Constitution increased by 1 per every 1 point of current Essence. Wields two-handed weapon, attacks hit 3 cells in front (left, front, right). Unable to cast spells.7. Combat8. Cast on self only.
1. Hide unit
2. Strategic maybe tactic for way more mana
3. 20 or something
4. 3-4 to cast, around 1 to maintain (depends on target)
5. Air shard perhaps
6.Hides one unit from the enemy, must be near the caster, doesn't effect champions
7. Air?
8. To trick your openents, the ai should judge army size from the seen.
1. Illusion
2-8. Like above but creates an illusionary unit that vanishes when combat starts
Maybe a reveal spell to counter these?
1. Spell Name : Caltrop 2. Is it Strategic or Tactical? Tactical 3. Arcane Knowledge required to acquire : 124. Mana required to cast : 9 5. Does it require any shards to be controlled? Yes - 1- Earth 6. Spell Effect : A chosen 2*2 tile on the battlefield is covered with hidden caltrops. Any unit that step on it will suffer 12 - DEF (Piercing) damage. 7. What Spell Book would it be part of? Earth --- 1. Spell Name : Wall of Mud 2. Is it Strategic or Tactical? Tactical 3. Arcane Knowledge required to acquire : 14 4. Mana required to cast : 6 5. Does it require any shards to be controlled? No 6. Spell Effect : Raise a wall of Mud/stone on the battlefield. The wall will have a 4 * 1 size and each part will have 15 hits points / 10 def. Impossible to cross and may block line of sigh (for ranged unit attack). 7. What Spell Book would it be part of? Earth
1. Whispers of dissent2. Strategic3. 154. 105. Air Shard6. Reduces target settlements prestige by casters int/5 until dispelled7. Air8. Zephyrs flow through the towns streets and into the ears of the populace whispering disquieting rumours about the soverign's reign.
It's hard to know what the correct arcane knowledge and mana levels are, but here are some spell suggestions:
1. Flame Weapons (assuming these don't already exist in some form)
5. Probably
6. Unit's weapons burst into flame when drawn. Does additional X flaming damage with each attack (either a set number that doesn't suck or based on INT or even a % of weapon damage).
7. Fire
8. I would hope something like this already exists, but if not it should. Other variations would be maybe flame shields that offer defense/do damage to attackers and give water/ice resistance or something.
Will reviewers get to play 1.0, or will they have to wait for 1.01?
Is Arcane Knowledge the mana cost required to learn a spell? If so:
1. Countermagic2. Strategic3. Arcane Knowledge: not sure, maybe ~20? I envision it being a spell that really starts being useful in the mid-game.4. See Notes5. No.6. Drains (Enemy INT/Your INT)*(Spell Cost) to block offensive magic cast at your armies/cities/resources/etc.7. Book of Mastery8. This spell could be be global or local, an enchantment or a one-turn deal. If an enchantment, it could persist even after it is invoked, or it could have to be renewed after each use. Mana cost would greatly depend on the combination of scope and persistency. There could even be different versions with different scopes and/or degree of persistency.
Additionally, instead of the formula above, it could drain (Enemy Essence/Your Essence)*(Spell Cost) to block magic.
An issue to resolve is what happens if you don't have enough mana to block an enemy spell. Is your mana drained and the enemy spell gets through unhindered? Is your mana drained and the enemy's spell effect is diminished? Do you keep your magic and the enemy spell gets through unhindered? I am leaning towards the enemy spell getting through unhindered, and whether or not your mana is still drained would be determined by balance concerns.
Bah, forums broken. I'll use the double post to give a tactical version of Countermagic.
1. Countermagic 2. Tactical 3. Arcane Knowledge: not sure, maybe ~20? I envision it being a spell that really starts being useful in the mid-game. 4. 0 5. No. 6. Drains (Enemy INT/Your INT)*(Spell Cost) to counter enemy magic. Can only be cast if unit hasn't already used magic or attacked this turn, and ends the unit's turn. Subsequently, until the caster's next turn, will be given the option to block the enemy's spells as they are cast. 7. Book of Mastery
8. Instead of the formula above, it could drain (Enemy Essence/Your Essence)*(Spell Cost) to block magic.
If being given the option to block each enemy spell on an individual basis is too difficult, then it can block just the first, or continue blocking until caster's mana is exhausted or its next turn arrives.
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