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.
I think these ideas are just too good to be overlooked. About spells, I think there should be more mid/end-game spells about changing the world: earthquakes, floods, twisters, making tundras, glaciers, deserts -maybe fire could spread on trees/fertile land?- etc... something like the spells of "populous", that are "epic" in all sense. Also diseases could be a great addition.
(Sorry for not putting all the details but im on work and just cant)
I'm going to tackle this Book by Book... first some earth tactical spells...
Note: I'm not that familiar with the game system so the numbers I'm throwing out are just approximations.
First of all, like MOM there should be tactical versions of enchantment spells (like Stone Skin) that are only effective during a single battle...
And any other wall thing . . .
Ice wall, Root wall, Corpse wall, Wall of light, Lighthing wall, Wall of spikes, Great Wolf Pasage, Marvelus Wall of Crystals.
1: Undying Devotion
2: Strategic
3. ????
4. ????
5. Life+Earth
6 Units killed in battle in or around enchanted city resurrected as Ghost Warriors with very low combat stats
but have no upkeep, no fortification bonus. Give morale bonus to accompanied troops, vanish after combat.
7. Life
8. Last ditch spell really. Would be harder than most to make function correctly, but seems the AI would be able to make use of these easily if they have a city under siege.
===============================
1. Enslaved Dead
2. Strategic
3.????
4.????
5. Death+Earth
6. Same as above, but with a morale penalty to the enemy.
7. Chaos/Death/whatever
8. Same as above.
This spell might be complicated to pull off or maybe even plain out impossible, but I think it's a cool idea none the less, so here goes..
Time Travel:
This is a End Game Spell, Very High Level, Very Ultra Rare, but it has a very interesting feature behind it. Before I get into what the spell does, I need to side-track to compare this to something else.
System Restore Points...and/or Auto Saves. Think about when you create a "Restore Point" for Windows or when the game Elemental makes a "Auto Save". For this spell to work the game will have to make "hidden auto saves" and store them in memory, say every 25 to 50 turns or so. Now for the Time Travel spell description...
When you cast the spell "Time Travel" it brings up a pop-up menu that asks "To Which point in History would you like to Travel?". Then it will show you a list of the hidden "Auto Saves" that it made but it won't list them by turn number. Instead it will list them by whatever the most recent event at the time the save was made that happened in game was. The player then chooses which point in the game's past to travel too even as far back as Turn 1. The Spell MUST NOT go back to anytime that would be considered "Recent". In fact, I don't think this spell should even be Allowed in Any Game that was less then 500 turns old. This way the spell has Serious Ramifications when used and isn't just the same as re-loading the game and only loosing 25 turns or so. The Spell MUST go back a 100 turns or more. This spell will only be useful in Large, Epic Games, that take days or even weeks to complete. The Spell will then reload the game at that "save point" or "auto save" but it will the load your Sovereign with his Stats, Skills, Learned Spells, and Personal Items that the Sovereign had when he/she cast the spell "Time Travel". Perhaps also make it possible for the Sovereign to take one or two units with him (maybe even a dragon if he has one).
Why Is This Spell Useful for Game Mechanics? :
Imagine that it's near the end game and you realize you're going to loose after spending 10 or 20 hours on the same Huge Map (or even Medium Map). Maybe you left a powerful enemy alone for too long and now they are about to win the game with the "Spell of Mastery" or they are about to roll over your last city with their "Stack-o-Doom". Either way, it's painfully obvious that you're Not going to win. Rather then restart the game or re-load the game lets give the player another option. By casting "Time Travel" you can travel back to a much earlier part of the game with a Powerful Sovereign (and maybe a unit or two). You can alter History its-self by going straight after the enemy that you now know will get super powerful if you let him.
The spell "Time Travel" has Serious in-game ramifications how-ever. It doesn't let the player go back only by 10 or 20 or 30 turns. It goes back Hundreds of Turns meaning the player now has a LOT of work to do Over Again. Still, it's better then losing or having to start over and it gives the player the advantages of having a Powerful Sovereign to do everything over again with plus the knowledge of where resources are located on the map as long as the player can remember (FOW will be back).
Another issue this spell addresses is the fact that we all know players (and have been guilty of it ourselves) who like to Re-Load the Game every time something doesn't go their way. Perhaps they loose their favorite champion or loose one of their main cities or just realize they aren't going to win this game and decide to start over. With the option to Time Travel they might not simply re-load the game or start over. It gives the player a incentive not to "cheat" by re-loading and instead gives them the chance to go back and fix mistakes they made.
As a Reward for finding the spell or using the spell the player gets the advantage of being Very Powerful when all his enemies are much weaker, which is why I think the spell should be Very Rare to be "fun". It's almost as close as a "I Win" type spell as the "Spell of Mastery" is. Casting the Spell of Mastery is the Magical Tech Tree way of winning the game so the player is about to Win Anyway. This way the player can have even More Fun on that same map/same game by going back in time to really humiliate their enemies by stomping on them being leveled up. To add even more Fun imagine if the player is allowed to time travel and take that Dragon they just recruited with them. Sure, the player would face the "possibly" boring idea of having to play the exact same map with the exact same enemies again, but this time the player would be able to have fun owning them with End Game level spells and maybe a couple Powerful End Game units. As I said it's almost as much of a "I Win" spell as the "Spell of Mastery". In a way it's just an excuse to have fun on a map you were Already About To Win Anyway....or Lose Anyway.
Balance:
This spell needs to be Super Rare and not appear on anything but Medium Maps or Larger. Perhaps it should even be considered a "Epic" spell or come from one of those items you'd only see once every 400 games or so like "Frogboy's Diamond Golem Quest" idea. This spell is also for Single Player Games Only as it would be very unfair and un-fun for Multi-Player. Seeing as how this spell could save a player from losing the game just as casting the Spell of Mastery would before you were about to be conquered militarily, this should Definitely be Very Expensive to Cast using Most of or All the casters resources. Also when the player Travels back through time, if they take any units with them then in the Time the player travels too he/she must be able to have the incoming resources to pay what-ever upkeep those units have. This means that if the player travels back in time and takes a Dragon with them, and that Dragon eats 100 peasants a day, then in the time the player traveled too they need to have enough cities to be able to provide those 100 peasants a day or the Dragon would leave.
I can also think of another version of Time Travel that doesn't work anything like the above version. The Second Version would still be Super Rare and Expensive but instead it would only allow the player to go back in time by One Turn and ONLY Once, Period, and then the spell could never be cast again during that particular game. I think I'd rather see the above version implemented if either of them are considered though.
Thoughts or feedback?
Here’s a few – apologies if some already exist as I have not played the betas. For the same reason I couldn’t really comment on cost:
Consecrated ground
Tactical or strategic
Life
Target area becomes holy and cannot be entered or crossed by Undead (I assume we have some of those right?)
Maggots
Tactical or Strategic
Death
Spell deals damage to living creatures, or converts zombies into skeletons.
Geas
Strategic
No idea which book!
Target NPC is forced to head off on a quest.
Fog/Blizzard
Tactical
Wind, Ice
Target area blocks visibility and the use of ranged weapons.
Rime
Ice
Ice forms on metal surfaces, dealing damage to metal armoured units.
Gloom
Darkness?
Battlefield becomes dark and oppressive, dropping morale of all enemies.
Forked Lightning
Electric? Wind
Lightning bolt with two equal length forks – to hit with both, both targets must be equidistant from the caster.
Dragon Ward
Prevents dragons and drakes from entering the area.
Feast of Crows
Strategic or Tactical
Animal? Earth
Target Undead unit is picked apart by crows – limited target types (zombies, ghouls, skeletons – whatever appropriate you have in the game!)
Turbulence
Air
Entire battlefield is affected (both sides) – grounding large aerial units and damaging small ones.
Summer’s Call
No idea
Summons animals dependant on current terrain type (forest = satyrs, desert = lions, etc). Winter’s Call another option (forest=wolves, etc)
Flaming Emblem
Fire
Placing a flaming emblem in the sky which raises morale in a radius around it
Deflect
Any spell targeting the enchanted creature/unit, is reflected back at the caster.
Flaming arrows (ice arrows, acid arrows etc)
Fire (Ice, Earth, etc)
Enchanted unit’s ranged attack is improved, deals fire (ice etc) damage and can cause unit to catch fire.
Fetters of Fire (ice, bone hands, etc)
Fire (Ice, Death, etc)
Target unit is gripped in the fetters/hands and immobilised. The grip can be broken by bigger/stronger units on a roll check. Some types of fetters (e.g. fire) might deal damage if the attempt is made and failed.
I have about 480 more of those if you find any of this sample interesting!
I like unit enchantments so please make lots of those. Haste, regeration, enchant weapon, stone skin, giant strength, shield, invisibility, mirror image, true seeing, life drain, fly, etc.
More importantly though I hope you have your schools feel distinctive and have specializations. Maybe earth is more defensive and summoning oriented, fire offensive and chaotic, life is healing and unit enhancement, air is movement and illusion, water is anti-magic and order and death is curses, damage over time and life-sapping as some potential examples. Just don't throw every cool spell in there that comes to mind. It should fit the theme of the school, though not exclusively. It's ok to have lightning in air even though fire is the offensive oriented school but the offensive options in air would be much less for instance.
I guess this means no update today? Oh well hear is one of many!
1. spell name Almighty Heavenly Push
2. Tactical
3. Arcane Knowledge 25
4. Mana Req. to cast 20
5. Yes, Air
6. Forces all opponents 2 tiles away from the caster or point of casting!
7. Spell book, not sure if it fits in a book but if it fits anywhere it would be the book of elemental manipulation dealing with Air and earth as in electrical repulsion and attraction.
8. Note the converse of this spell would be Universal Pull all Naruto based jutsus I know but could be handy in a fight !
Here's an initial batch of ideas. All numerical values are highly tentative.
Spell Name: Rock Barrier Tactical Arcane Knowledge: 15 Mana required to cast: 4 No shards required. Effect: Target unit is rooted in place and cannot attack or be attacked by nonmagical means for INT/4 turns. Spell Book: Book of Earth Note: Can only be cast once by caster in battle
Spell Name: Inspiration Tactical Arcane Knowledge: 12 Mana required to cast: 4 No shards required. Effect: Units adjacent to the caster have their morale raised by INT/10. Spell Book: Book of Life
Spell Name: Glimmer of Life Tactical Arcane Knowledge: 16 Mana required to cast: 5 No shards required.Effect: As long as the battle is won, target friendly unit can afterwards recover from being killed with 1 HP. Spell Book: Book of Life Note: Can only be cast once by caster in battle
Spell Name: Lifedrinker Strategic Arcane Knowledge: 20 Mana required to cast: 10 No shards required.Effect: The caster recovers HP whenever a living being dies on the same battlefield as them. Spell Book: Book of Death Note: Uses an enchantment slot.
Spell Name: Shockwave Tactical Arcane Knowledge: 20 Mana required to cast: 9 Air shard required. Effect: All units in a straigth line take INT/2 blunt damage and are knocked down/stunned. Spell Book: Book of Air Note: The stun effect can be resisted, the damage cannot.
Spell Name: Banish Tactical Arcane Knowledge: 15 Mana required to cast: 2*summoning cost of target No shards required. Effect: Target summoned unit is immediately dismissed.Spell Book: Book of Summoning
Sorry, I got carried away:Book of Ice:
I just saw the other magics getting so much love, I couldn't leave little ol' ice magic out.
Why Air? Why not Ice?
By the way, we NEED these spells that cover your domain in snow/desert/forests/swamps/etc... We shouldn't be limited in making our lands either green and alive or dead and waste.
These green/dead terraforming spells should propably be cheaper than elemental terraforming ones. Also a nice touch would be if having your domain a desert would boost you in Fire magic somehow or even better, boost your soldiers (at the expense of city growth or something); perhaps adding an Elemental Affinity as an abillity for both sovereigns and designed troops would do the trick.
I've always liked WARD spells for their utility and fun animations. Essentially you should be able to "mine" your territory. WARDs could be as simple as an alarm to notify the player. For more mana/shards you could do damage to the stack or paralzye them to allow time to respond to their advance. For damage WARDs please program them as a flat amount of damage based on spell power. That way larger stacks split the damage while smaller stacks or scouts could be destroyed by them.
2Frog: These could be interesting from an AI standpoint. Defensive "personalities" would focus on these while Agressive AI would largely ignore them.
Some last thoughts of mine: Loving all the spells I am seeing, I, however, espescially like lwarmonger's suggstions on page three. His ideas are not only very unique, but well thought out and would make me want to consider playing death magic or fire magic, which I usually never play.
Here are my thoughts about his spells and encouragments to make them a reality:
Spell Name: Plague bearerI love it, a champion bringing ruin to their own society just seems awesome, but i like the flip side of the coin as well. No more trading with that city, and why not cast it on one of your weak heros and waltz them into an enemy settlment to start a war of with a bang! Love this spell Spell Name: Empower ChampionI thought that this was so rational that I thought it was already in the game. Spell Name: The dead rise50% maybe a bit high, but then again, maybe not. I love the idea that war is just making me stronger and you weaker; thus you have to find another way to win than just brute force because that just helps me out. Spell Name: Mass sacrificeI love spells that require you to give something up for something better. It makes the spell a strategic gamble. I would add onto this spell the ability to use it on smaller cities for a less glorius result though. I might also think that there could be a certain requirement for how long a city has been under your control, because if you sieze an enemy city than blow it up and get essence ontop of that all in one turn, your opponent might be a little put out; but then again it might be fun to laugh at their plight as you go on to crush them. Cool spell. Spell Name: FireshipI love this spell idea as well, giving a unit an ability that it would not have had otherwise is always something that adds to a game. I love spells being so unique yet so game changing that you always are left wanting to be able to use all the spells, yet required to choose only a few; and this would be one that would tempt me to get a tomb or two of fire. I think it would be such a nice strategical advantage, and I love the idea that a boat which is related to water is being used by fire. Now on my last thought, I go now to Raven X's spell Time travel on page three: I love it and hate it at the same time, let me explain. Raven X is always thinking outside of the box (which is a good thing) and has added so much to the beta already, and this spell suggestion is no different. There is no game that I can think of that has this type of spell because I think people would argue; it is too hard to program, or it just isn't practical, or whatever. I think it is a very plausible spell; however, the only reason I wouldn't want it in the game is because of the following two reasons. First: If I am playing a game and about to lose I just load an old saved game, if I am playing with a friend and am about to lose well then we just play again and I make sure I beat him the second time around. Second and more importantly however: I don't want the AI to get the spell. Chances are if I am about to beat them, and they use time travel, I will be able to beat them again by following my same course of actions as I did previously, thus it would be a boring win to me. I will have to do the same quests, and kill the same ogre to get the same magical dagger that I used to slay their champion, and it would just fell redundant.Don't get me wrong, I think it is a good idea but maybe not practical for me. But that is just the oppinion of one person.Things I do like about it, besides being strategically unique, is how he said the spell was ultra rare. I love the idea of spells, monsters, items, and the like that only show up once and a while. That way you can have owned a game for a year and still not have seen all the subtle treasures hidden throughout. I am done rambling on now Edit: Raven said only in single player games, so I guess that botches my playing with a friend argument.
Spell Name: Plague bearerI love it, a champion bringing ruin to their own society just seems awesome, but i like the flip side of the coin as well. No more trading with that city, and why not cast it on one of your weak heros and waltz them into an enemy settlment to start a war of with a bang! Love this spell
Spell Name: Empower ChampionI thought that this was so rational that I thought it was already in the game.
Spell Name: The dead rise50% maybe a bit high, but then again, maybe not. I love the idea that war is just making me stronger and you weaker; thus you have to find another way to win than just brute force because that just helps me out.
Spell Name: Mass sacrificeI love spells that require you to give something up for something better. It makes the spell a strategic gamble. I would add onto this spell the ability to use it on smaller cities for a less glorius result though. I might also think that there could be a certain requirement for how long a city has been under your control, because if you sieze an enemy city than blow it up and get essence ontop of that all in one turn, your opponent might be a little put out; but then again it might be fun to laugh at their plight as you go on to crush them. Cool spell.
Spell Name: FireshipI love this spell idea as well, giving a unit an ability that it would not have had otherwise is always something that adds to a game. I love spells being so unique yet so game changing that you always are left wanting to be able to use all the spells, yet required to choose only a few; and this would be one that would tempt me to get a tomb or two of fire. I think it would be such a nice strategical advantage, and I love the idea that a boat which is related to water is being used by fire. Now on my last thought, I go now to Raven X's spell Time travel on page three: I love it and hate it at the same time, let me explain.
Raven X is always thinking outside of the box (which is a good thing) and has added so much to the beta already, and this spell suggestion is no different. There is no game that I can think of that has this type of spell because I think people would argue; it is too hard to program, or it just isn't practical, or whatever. I think it is a very plausible spell; however, the only reason I wouldn't want it in the game is because of the following two reasons.
First: If I am playing a game and about to lose I just load an old saved game, if I am playing with a friend and am about to lose well then we just play again and I make sure I beat him the second time around. Second and more importantly however: I don't want the AI to get the spell. Chances are if I am about to beat them, and they use time travel, I will be able to beat them again by following my same course of actions as I did previously, thus it would be a boring win to me. I will have to do the same quests, and kill the same ogre to get the same magical dagger that I used to slay their champion, and it would just fell redundant.Don't get me wrong, I think it is a good idea but maybe not practical for me. But that is just the oppinion of one person.Things I do like about it, besides being strategically unique, is how he said the spell was ultra rare. I love the idea of spells, monsters, items, and the like that only show up once and a while. That way you can have owned a game for a year and still not have seen all the subtle treasures hidden throughout. I am done rambling on now
Edit: Raven said only in single player games, so I guess that botches my playing with a friend argument.
Well... I'm just going to go out on a limb and talk about the sort of spells I really liked to see. My favorite all-time spell? Detect Evil from Baldur's Gate II. It's not even a particularly useful spell, I just love the "whooshing" sound and how they all flashed red. It was also interesting that otherwise completely mundane or harmless NPCs would show up as evil, I was always curious about their backstories.
Unfortunately, to make this spell actually useful, you'd actually need to add a lot of tags and such, and I'm not sure that's a really good use of your time just to make *me* happy.
Here are some spells I think might be interesting.
1. Mortuary
3. 15?
4. 20 Mana ~ 3 essence.
5. Earth Shard
6. Produces a "mortuary" resource. When built upon, it produces 1 undead skeleton/turn.
7. No clue.
1. Spell wards of air/fire/earth/ice (4 different spells)
3. 14
4. 10
5. Requires the shard of the appropriate element.
6. Wards a 3x3 area for INT/2 turns. A character that casts a spell into the area has a base 50% chance +5% for each Intelligence under the warder's Intelligence to have their spell countered. In either case, there will be a magical retaliation against the enemy caster of the appropriate element.
7. Respective elemental spell books.
8. Based on the Dominions III Dome spells.
Hope I didn't repeat anyone and I apologize if I did.
1. Invisibility/Cloak
notes- be able to avoid detection from Aggressive creatures or enemy Armies
maybe even a spell for an entire city, appears as a forest or something
2. Aggravate Creature
notes- cause a creature to go wild with rage and attack any nearby cities or armys
-- would allow you to use the environment to your advantage
3. Calm/Daze Creature
notes- just the opposite of Aggrevate, calms a creature from attacking nearby cities or armys.
-- would allow you to get past any dangerous creatures or build up a city that happens to be in an ideal location
4. Summon Wild ______
notes- be a class of enemies or could be a side effect of attempting to summon a creature.
--would cost less than summoning a controllable version and you have to use aggravate or calm to control it
be interesting if it was less intelligent untamed creature like spiders.
is it possible to create EXTRA fertile special squares like the one that already exist? or would that imbalance the game?
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