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.
The Book of Shadows
Cloak of shadow
Tactical
15 knowledge
5 mana
no shard
target unit become shrouded by shadows , every attack agaisnt this unit has caste's INTX2 chances to miss
Engulfing Darkness
tactical
16 knowledge
8 mana
death shard
target units gets assaulted by being of pure darkness damaging them every turns and preventing them from doing any action , the target unit make a morale check every turn to cancel the spell and prevent the effects
Shadows Enforcers
Strategic
?? knowledge
20/25 mana
summons shadow being that were once humans but now only intangible shadow constitued forms , immune to normal weapons , can go through obstacles (tactical ) and kind of assassin unit going through enemy's line to kill a specific unit
Black wind from the soul
25/30 knowledge
15+ mana
death shard air shard
the caster lose half of his hit points for invoking such a dangerous spell and lose 3% of his HP every turn as long as he maintain this spell and cannot be healed while channeling this spell , evry enemy unit is surrounded by darkness biengs taking every opportunity they have to try to kill their target , every enemy unit in the battlefield suffer an additionnal 50% damages from every damage source.
The city of lies
20 knowledge
25 mana enchantment slot
Death shard
target city become shrouded by shadows rendering it almost impossible to find , only units on the adjacent tile can discover it or target it with a spell
Shadow Burst
10 knowledge
target unit become the host of shadow beings , his the unit dies , the shadow within it burst out of the unit bodies damaging every adjacent enemy unit , damages are equal of 50% of the unit base hp.
Shadow Seal
12 knowledge
4 mana
target unit become magicall sealed , preventing any beneficial or healing spell from targeting or affecting the unit ( can be dispelled )
Silence
6 mana
target unit become silenced making it unable to cast any spell for INT/10 turns
Shadow puppet
10 knowlegde
3 mana
target unit lose INT/2 points in attack defense and attack speed because of the shadow string preventing it from behaving freely , it also render the unit unable to use special abilities
Contemplating the Void
1 mana
the caster gain x mana per turn, but taking x damages per turn as well , the caster can cancel it whenever he want , (can only be cast once per battle)
1. Sacrifice
2. Strategic
3. A lot?
4. 15
5. No
6. Sacrifices your own unit to strengthen the casters stats. Effect depends on the unit: Sacrificing a peasant gives you a small temporary boost, while sacrificing a powerful champion gives you a permanent boost. The stats increased could depend on the type of the unit. Caster's INT also affects this, higher intelligence would give a better bonus.
7. Book of Death
8. A pretty complicated one, I know, but maybe possible? If the AI can weigh the advantage gained against losing the unit in question.
Later,LAR
How about some fusion spells that require two shards?
Tactical Spells: Great hail. Requires water+ air
drops giant hailstones on the enemy, randomly damaging a square of enemy in a 3*3 tile for many medium damage blows.
Water+ Earth= Acid Blast. Hits them for a large amount of acid damage.
Both should cost 8 mana. Arcane knowledge should be mid-level.
Strategic Spell: 1 Enchantment Slot, 10 mana, mid-level knowledge. Book of Earth or maybe also Book of death
Strengthen Bone.
+10% HP to living creature
+50% HP to skeleton
Telekinesis:
Combat spell.
Must overcome targets dexterity. Can disarm target unit temporarily (2-3 combat rounds?). Or, optionally, could be used to steal the opponents weapon if it overcomes both a dexterity and strength roll by the target unit. Maybe make it always "disarm" for one combat turn, since telekinetically screwing with their weapon will pretty much always make it impossible for them to use it that combat round, even if they overcome the attack. If they actually fail the roll, then make the number of turns lost equal to how badly they failed the roll. And if the target fails both STR and DEX rolls, then they lose the weapon to the attacker.
Telekinetic Shield:
Protects a unit from non-enchanted projectile attacks for some duration.
Telekinetic Wall (higher level telekinetic shield):
Erects a wall on the battlefield (can be see-through for spell effects) across which no non-enchanted projectiles may travel.
Telekinetic Barrier (higher level telekinetic wall):
Throws up a barrier (see-through dome of some form) that prevents non-enchanted projectiles from coming into it, but allows them to exit (one-way barrier). Radius of the barrier equal to intelligence roll or wisdom roll or something. Anything in that radius is protected from projectiles but can still fire back at the enemy.
Telekinetic Invulnerability (highest level telekinetic barrier):
Each friendly unit receives its own, personal telekinetic barrier which is personally formed to their body. Should reduce effectiveness of all physical, non-enchanted attacks. Maybe it completely absorbs X amount of damage. If an attack does not exceed that X amount of damage, it does no damage. In other words, a puny person swinging a dagger at you is not gonna do anything, but a dragon swatting you with his tail is going to go through that barrier like it's butter.
1. Arcane ward (or inviability, but it's too obvious)2. Strategic3. Low to Mid (12-18) the point is that it could be cast early on.4. High5. Any (?)6. It renders the city, and the troops, persons and objects around it (up to 2 tiles?) , invisible, but it lowers the number of people it attracts.7. Enchantments8. The spell is inspired by Tolkien's Silmarilliron, where Malian, the great sorceress, sustains the barrier around the kingdom of Doriath, which prevents anyone from coming within it's borders.1. Lycanthropic transformation2. Tactical3. 134. 105. None6. It transforms the caster into a werewolf, giving him/her a huge atack bonus.7. Enchantments or Death8. Dark Lord Sauron uses this in Tolkien's Silmarillion
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Lol i like mine better
One of my favorite magics from Baldur's Gate / NWN...
One of the aspects of Master of Magic that I enjoyed was the game play surrounding Magic and Guardian spirits. I understand that the capture mechanics for shards are different in E:WoM, but I think we can use these spells as shard enhancers. If these can be worked into the shard capture mechanics, that would be great as well!
Name: Lesser Guardian Spirit
AK: 10
Mana: 10
Shard: Yes
Book: Summoning
Effect: Summons a lesser guardian spirit. These creatures can focus power from
Shards to add a INT% power to the mana income of a controlling sovereign.
Notes: Caster may have one at a time; uses an enchantment slot; INT% grows as INT of caster increases; ‘Easy’ to remove from shard( 8 out of 10).
Name: Greater Guardian Spirit
AK: 20
Mana: 20
Effect: Summons a greater guardian spirit. These creatures can focus power from
Shards to add a INT%x1.5 power to the mana income of a controlling sovereign.
Notes: Caster may have one at a time; uses an enchantment slot; INT% grows as INT of caster increases; ‘Hard’ to remove from shard (2 out of 10).
Hungry Ghosts
Death Magic
Strategic spell
Cost moderate
Effect summon a moderately powerful unit of four ghosts, each strategic turn the ghosts will kill the land they are stationed on, if the land is already dead then one of the ghosts is dispelled. (so they must keep on the move and drain life from any ground they occupy. This does not count on turns the ghosts are in combat.
Ghosts are immune to non magical damage and do damage by draining life from living units which also heals them.
Interesting times
Tactical spell
Moderate Mana cost
Chaos spell
Causes large penalty on to hit rolls, as the target unit is literally jinxed. Lasts for INT tactical turns.
1. "Cyclone"
3. 16
4. 10
5. Air Shard
6. Targets sea space with ships, cyclone appears and ships are heavily damaged and/or destroyed
7. Air Spellbook
8. Summons a cyclone to destroy or damage an enemy fleet. Ideal effect would be to destroy 1/2 to 2/3 of enemy ships and leave the rest damaged. However, this spell could easily be adjusted for gameplay reasons to be stronger or weaker for gameplay reasons, with the costs adjusted accordingly. Idea is to use this to destroy an invading enemy fleet or weaken a defending enemy fleet prior to your fleet attacking it. Would need a pretty sizeable range to be useful, unless the casters can cast magic from ships.
while I'm at it
sry double post
Also, for several other spells that I have in mind, I'd need to know if Elemental would allow for things like spreading wildfires or glaciers moving across the land per turn. I have two particular spells in mind that would be very late game, such as Void and Meteor..mm.
However, regardless of what physics are possible, I can not properly create a spell as I don't know the true values of the required Arcane Knowledge and mana cost. A lot of the cooler ideas I have are things you'd not get to see very often, and in fact some of them would require learning from a quest with an ancient being at the end who rewards you with a powerful spell..something like Pandora, effect: Units/town in targeted area is screwed, with a 5% chance to recover 100% of damage received.
I also like the idea of traps/pitfalls and such. As well as having a spell that allows the player/AI to create a quest starter that if taken (this would have to be labeled offensive, so the AI would know to use it near an enemy) would send the player/AI on a quest that if completed, the reward is false and you lose a powerful artifact or your next child or unleash some seriously ill-mannered creature that is 3 tons of angry hunger.
I could go on for hours about tactical spells and such that I'd like to see/plan to create. But to make them balanced, I'd need to know just what those numbers really mean within the game. I also have no problem with the AI having special spells that allow them to buff themselves (though still at an enchantment slot cost) to give them an edge in the game. Something like increased economy (the AI likes money right?) or stronger city fortifications. Anyway, the idea of a false quest spell, something like Gift of Loki or some such would make for an interesting situation for the player, in considering that which looks too good to be true, just might be that.
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