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 have both a suggestion and a question at the same time: Has anything been done in Elemental's spell combat that stops or at least hinders someone from spamming the same AoE spell (Fireball usually, sometimes chain-lightining) over, and over, battle after battle?
Do AoEs take longer to cast, or way more mana, or have limited uses somehow, or need special reagents? Anything that would be a deterent to only using one type of spell 95% of the time? Something that makes "smaller" spells, or a varitety of spells desireable? Maybe some spells take 1/10 time to cast, while AoE types take 9/10 time?
I'd just hate to see Elemental go down the same patch that made Homm and Age of Wonders battles the same every #&*% time: Just cast fireball every round, while you relax in your hammick drinking lemonaide. Spam, Spam, Spam the same old spell battle after battle. It's borring and mind numbing even if your winning. Elemental deserves so much more.
1.Spell Name: Harvester of Sorrow
2.Tactical
3.Arcane Knowledge : 25
4.Mana Required to cast: 15
5.Life/Death Shard (whatever) + Chaos Shard
6.Every Enemy that has less than 1/2 of the Sovereign's(Not his party) Combat Raining and low morale, is absorbed by the sovereign and transformed into essence (1pt per 10 points of combat rating), The range of the spell is 1/2 INT the AoE is 1/3 WIS
7.Spell Book: Chaos, Life/Death
8.If the enemy has full hp, the chance of success is 100 - 1/3 HP
Allies in the AoE are susceptible to the effects of the spell.
For each 5 targets failed, the Sovereign loses 1 point of essence in order to balance this spell
The sovereign must not be active in combat at the time of the casting (For each enemy next to the sovereign, there is
a (2x Enemy Size) percentage of failure increased in the handicap.
1. "Pestilence"
2. Strategic
3. 15
4. 10
5. No
6. A plague of locusts cuts food production in a settlement down to 10% of its current level for X number of turns. X is based on the caster's INT value.
7. Ruin / Summoning
8. None
1. "Tornado"
3. 25
4. 25
5. 1 Air Shard
6. A tornado blows through a settlement damaging and lowing production. It ONLY affects housing, research facilities, and units. The lower the tier of housing/research facility, the more damage it takes/has its production lowered. All units have a 65% survival rate, but their moral is lowered by one level should they survive. Caster has a random chance to be blown to a random tile within the radius of the tornado's starting tile.
7. Air
8. The tornado should move along a "general" path in a randomly chosen direction. The caster will most likely target the domestic or research facilities within a settlement, but I can foresee it being placed in the center of town just to see what havoc ensues.
1. "Strangling Moat"
3. 20
5. 1 Ice Shard
6. A moat is placed around a settlement. The moat runs along the settlement's walls and prevents open tiles from being built upon until the moat is dispelled or the spell wears off. The spell should last X number of turns where X is the caster's wisdom. The moat should be caster's (WIS/4) + 1 tiles wide.
7. Ice
8. This would decrease the economy's overall economic output since caravans would no longer be able to travel to/from the target city. It would also be great if trying to prevent a sizable opposing force from leaving a settlement.
1. "Shackles of War"
2. Tactical
4. 20
6. No units are allowed to flee from the battle. They receive a boost to their hit points equal to 50% of their base hit points. Their attack is decreased by 2, and ALL positive enchantments/spell effects are no longer in effect. After the battle, all units that would have fled perish. Spares the 5-7 units with the highest initial combat rating from death.
7. Life / Death / Ruin
8. This spell assumes that it is possible to know the moral level on an entire army and/or each individual unit as a tactical battle progresses. I think this would be a desperation spell used in situations where you need to hold a position or win a fight, but want the opposing force to suffer heavy losses too.
maybe a good idea to have two very different type of spells, like ones that range of damage is like 10-15 and other high level spells where is can deal anywhere between 1-30
1. Illusion
creates an imaginary high level creature
notes, it'd similar to the nearest creature so wouldn't be easy to detect which are fake. use it to protect important passage ways
not a spell but underground passage ways. maybe occasionally attacked by spiders/serpents while crossing through.
be nice to see which kind of spells you like and which are too far out
There is an entire new category of spells that could be implemented that change the rules of what happens within the borders of the kingdom. call them kingdom enchants, they should have a constant effect into all tiles within a kingdom.
Like:
1. Bless kingdom: all friendly and allied units within the kingdom are blessed. (life)
2. Banish undead: all hostile undead within the kingdom make a strength x dispell check each turn. if they fail they are destroyed. (life/nature)
3. Word of banishment: All hostile units within the kingdom make a magic resistance check each turn. if the unit fails, it is randomly teleported to a location outside this kingdom. (air/magic)
4. Blessing of the winds: All units within the kingdom get +3 movement per turn.
and so on...
Just looking at the summoning spells and thought you needed something a little different from creature creation:
Summon Aid
Tactical or Strategic
Summoning Book
Summons all friendly forces with a 2 radius to the caster's location.
Magic Carpet
Strategic
Summons a magic carpet aloowing caster to travel next turn over impassable terrain.
Summon Energy
Tactical
Caster expends a lot of mana, but then starts to gain it back at an every increasing rate until the end of battle.
Power of Unsummoning
All summoned creatures (friend or foe) are dispelled from the battlefiled, and the caster gains magic based on the number of HPs unsummoned.
I would like some spells with both good and bad effects, especially if they are castable on both allied and enemy units. Of course these are harder to deal with for the AI, so I'd say they should come with some hints for the AI.
1. Spell name: Highland Mist
3. Arcane knowledge: 15
4. Mana required: 4
5. Shard requirement: No (however, spell to counteract it would require shard).
6. Spell effect: An impeneterable mist\fog would protect 1, 2 or all sides of a city from attack by either blocking the invader, damaging the invader or transporting them away from the city. The mist also shrounds the area on the map behind it from the invader's sight. The mist remains until it is lifted by another spell (storm, wind, rain-x, whatever) which requires a shard.
7. Book of Light: counter spell would be in the Book of Revival.
8. This spell would be most useful for cities partially surrounded by mountains to block narrow passes. Casting the spell in open ground could also serve to deceive enemies into believing a city was located behind the mist. Obviously, the caster's forces could move through the mist without penalty.
Persistent markers
Perhaps this isn't the right place to ask, but is there a system in place for persistent 'markers' on units in and/or out of combat? If so, it would allow for a lot of interesting spell combinations fairly easily. To take a somewhat pedestrian example, a Freeze spell would leave a Frozen marker on the target unit. The marker itself might or might not have any inherent effect, but other spells cast on the unit afterwards could alter their behaviour based on it. E.g., the Hurl Boulder spell could check for the presence of a Frozen marker on the target, using the Shatter effect (chance of instantly killing the target) if the marker is present, or its normal damage effect otherwise. If something like this doesn't already exist, I'd like to suggest it.
Spell ideas
Summoning
Death
Ruin
Ice
Life
Suggestion: make Dispel work either as a tactical or strategic spell, so it can be used to remove enchantments in battle.
Well here is a giant list of potential spells. I'm not too familiar with the different spell books - and I don't have any sort of reference point for the knowledge / cast mana.
Part 2 of my list.
This dev journal is problematic. Having extensive DM experience, and having read most spell compendiums out there, and having played so many games, I can keep on submitting spells till the rapture comes... I already submitted loads and can still think at least a few more *dozen* to write up... so I will just stop...
I like the idea of spells that have both a benefit and a cost. For example:
1. Monsterism (Fallen)
The unit grows continuously, becoming an unstoppable giant. This growth has the minor side effect of eventually overloading the unit's heart, causing early death, but isn't it better to die bathed in glory than live forever as a worm?
Unit gains +1 Str per turn for 5 turns, then dies.
2. Adrenalin boost (Kingdom)
The unit is given a massive hit of adrenalin, boosting their abilities to superhuman levels for a brief period. Unfortunately, there is a cost involved - the adrenalin low that follows leaves the unit vulnerable for a short while afterwards.
Unit gains +3 Str for 1 turn, then suffers half strength and movement for the following 2 turns.
maybe shards in your inventory beef up that particular elemental type spell without using it?- be strategic to keep shards instead of summoning new units ASAP
1. Enriched Rain
would increase/multiply the amount of food a city produce that turn, if a mage is in the town he would automatically use the spell every turn
2. Enriched Rain (World)
same as Enriched Rain except it effects the world and every city friend and foe
3. Fortified Materials
would increase/multiply amount of materials a city produce that turn, if a mage is in the town he would automatically use the spell every turn
4. Revive the World
a high level, late in the game spell. where the entire world gets revived instead of a few squares.
notes-- it would help the game to speed up. if you haven't expended and haven't many cities under your control
5. Beautify Land
adds flowers and such to increase Prestige of a city
notes-- i liked the idea of beautify land in the beta but instead of purely cosmetic have it increase prestige a bit
trying to think of reasons to keep a mage in a city because i worry about magic being overpowered to maybe beatified land fades without a mage in the city
There are many great features available to you once you register, including:
Sign in or Create Account