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.
Righteous War
Strategic (Empires only)
Knowledge: idk mid to late game type ish?
Mana: Same as knowledge
Requires: Life Shard
Effect: All your armies are inspired in combat and their abilities are increased by X for Y amount of turns. Defenders in cities gain Z amount of defense (50%?). Extra efficient against fallen races.
Life spell book
Notes: Can only be cast 1 time every Z turns. (30? 50?) Requires enchantment slot.
Purge of the weak (Fallen version of Righteous war)
Strategic (Fallen only)
Knowledge: Same as Righteous war
Mana: Same as Righteous war
Requires: Death Shard
Effect: All your armies gain the desire to exterminate those who they see as weak and their combat abilities are increased by X for Y amount of turns. Your armies also gain extra loot from defeated units and from pillaging. Extra efficient against Empire races.
Death Shard
Notes: Can only be cast 1 time every Z turns. Requires enchantment slot.
Magnetism
Tactical
Knowledge/Mana: IDK
Requires: Earth Shard
Effect: A big area of the battlefield is imbued with a poweful electromagnetic field. This field slows down all the troops that are wearing metal armor and weapons and slows their movement and attack speed for each piece they are wearing. Affects anyone who passes through it.
Enchant Armor (Weightless armor)
Strategic
Requires: Earth shard
Effect: Your armies armor are enchanted in a way that they are as light as a feather thus removing the combat speed penalties that they provide. Also makes metal armor wearers immune to magnetism spell.
Notes: Requires Enchantment slot
Termite Swarm
Required Shard: Nature (if any?)
Effects; The caster summons a vast swarm of termites that affects all the wooden equipment in the battlefield, decreasing their effectiveness. (Catapults, Rams, Wood equipment, ships, etc)
Notes: Can decrease Attack by a % or fixed amount and increases by each turn that passes.
Fire armor
Requires Shard: Fire (if any?)
Effects: The selected unit becomes surronded by an armor of flames that deals damage to any who strikes them in melee combat. This unit also becomes immune to Termites since the flames kill off the pesky bugs.
Notes: This spell might be in already, but i thought the immunity to termites was interesting. (In the case termites or a similar spell were added)
Thats it for now, more to come later maybe!
8. Notes: Casting this spell doesn't mean the unit will immediately go berserk in the first battle it enters, but randomly between 2 and 10 battles. When a unit goes berserk, it will become hostile towards everyone and attack those closest to him, most likely his former allies.
How can a unit resist this spell? In order to ensure that extremely powerful units won't go berserk 24/7 because of a player owning this spell, it should attempt to resist this spell. How should it attempt to resist the spell? Perhaps the unit does a resist roll between 1-10+INT and it has to be higher then the amount of mana invested in the Nightmare spell-10 at the start of each battle. If the unit rolls higher then that amount, it won't go berserk that battle. If the unit doesn't roll high enough, he'll go berserk at the start of the battle. If a unit has resisted the spell for 10 battles, he will become immune to the Nightmare spell.
1. Psychic Wave
2. Tactical
3. Arcane Knowledge: A lot preferrably
4. Mana: A suitably large amount. Would be cool if it was possible to cast it when you don't have enough mana, but then it would lower your overall mana permanently by a suitable amount in addition to draining what mana you have in store at the moment.
5. Shards: Not really sure... Doesn't really thematically fit into any
6. The caster attacks the minds of everyone in his/her line of sight, friend and foe alike. This causes them varying damage based on INT, and random other effects such as: being stunned, confused, going berserk, going catatonic, going insane or dying outright (brain explodes). Also has a chance (5-10%) to permanently lower the caster's INT by some amount, taking it's toll on his psyche.
7. Book of Chaos (unless there's a Book of Mind)
8. Kinda a powerful and dangerous last-ditch effort, if the situation looks bad and you're willing to risk it.
1. Summon Tortoise
2. Strategic
3. Arcane knowledge: medium amount
4. Mana: same here
5. Shards: Water
6. Summons a giant tortoise that can carry your troops and also has formidable combat abilities in water. Can't travel on land.
7. Book of Water/Summoning
8. Takes an enchantment slot
1. Draw power from faith
3. Arcane knowledge: above average
4. Mana: 20-30
5. Shards: no
6. Caster gains power based on how many temples/shrines/whatnot his/her cities have. This could be a bonus to mana for example, or other stats. Power depends on INT and the amount of appropriate buildings.
7. Book of Light
8. Idea is to kinda pose as a god. Takes an enchantment slot, the effect stays as long as the spell is active ofc.
A spell needs the following items: Spell Name Is it Strategic or Tactical? Arcane Knowledge required to acquire Mana required to cast Does it require any shards to be controlled? Spell Effect What Spell Book would it be part of? Notes
1) Breathing Room2) Tactical3) Cantrip - so low numbers here4) Low number here as well5) No6) Target friendly unit, pushes enemy units away from target. (think pushing Pikemen away from Archer units etc) 7) Air/Force base spell - any basic Arcane book8) As a tactical spell, it can give ranged units more room or one more turn before getting gobbled up by melee class units.
1) Breath of the Gods2) Tactical3) Medium Level knowledge4) Medium level points5) No6) Target ground, a wall of air pushes units backwards 1 or 2 tactical steps 7) Air/Force base spell - any basic Arcane book8) Big brother of Breathing Room only uses a wall of air/force to manipulate multiple units.
Here are some more.
1 Kage Bunshin no jutsu AKA multiple shadow clone
2. Tactical/ Strategic with enough study of the schools!
3. Arcane knowledge: Relatively low but to produce enough clones to learn anything, must be high!
4. starts low around 2 but not really effective till level 20!!
5. Shard control is nice but is not a huge draw in use of this spell! ie it is not controlled by the shard but more by your abilty to use the shards you have control over!
I also think that an addition of a fifth element would be nice not the Western idea of the elements
I will leave the rest to you, as I am not happy with the lack of an update release today and the animals want to be fed!
Book of Magma: will only appear in Research if a person has Fire Book, Fire Shard, and 10 or more Magical techs (lv 10 in Magic tree). Can appear outside of research, cannot be used unless Sovereign has Fire Book. Can be traded.
"A given spell must be something that the computer AI can reasonably be expected to use as well." I TAKE THAT AS A CHALLENGE, GOOD SIR Spell Name: Malfunction Strategic Requires some large amount of Arcane Knowledge Requires a lot of mana Requires a water shard and an air shard Target AI player stops working properly and does, for lack of a better term, really stupid things. Like attacking its own settlements and trying to form alliances with its sworn enemies. What Spell Book would it be part of? Ruin This isn't supposed to be taken seriously. I'll think of a real spell later.
"A given spell must be something that the computer AI can reasonably be expected to use as well."
I TAKE THAT AS A CHALLENGE, GOOD SIR
I'll think of a real spell later.
Thought up a few more. I'll say now, I have no idea which book they'd be in.
Spell Name: Entropy
sorry for spamming post but i keep thinking of new sorts of ideas
Tracks- groups of creatures/army's leave tracks so it would be easy to tell if someone has passed by recently. bigger the group longer the tracks last and bigger and more visible the tracks are. 1 Mage vs iron army
1. Create Spawning Grounds
Either just Spiders or other low level creature spawn from location, or first creature leader creature enters and spawns its own type, or both lol.
notes-- itd be a good way to aggrevate an enemy city without attacking yourself.
CAUTION be too easy to use it as an EXP farm - it would be too good of an idea to build a city surrounded by these Spawning grounds to super level up your own Sovereign
2. Create Trap
self explanatory, creates a trap in area, help cover your own tracks from being followed.
These are brilliant. Please consider them
Spell one
Spell two
Spell Three
sure I can think up some more later
A few more
double post
on a side note, can you make the spell book look a bit more aged? It looks too perfect for a spellbook..
Consider the following ones as ideas, ok? They are out of context which means that I had to adapt them to Elemental setting. They originally are of a setting (Elemental mod) where magic is quite young and dangerous, each spell has three levels of power (you choose to which level you want to cast it once you have learned the more advanced levels of the spell) and each level of power has a backfire possibility. Each level of power is quite more powerful (level 3 is "epic") and the backfire of each level is more deadly. i.e. The Teleport version (not included below) at level 1 would just not work in case of backfire but in level 3, the backfire would "lose" your army while in transit to your destination. One of the worst backfires targets all the individuals of a battle, friendlies and foes, and forces them to pass a defense check or be destroyed. Caster included. As I said, just take them as ideas (because my brain doesn't allow me right now to think of new spells that would fit the OP description).
Edit: Sorry, I skimmed the OP the first time and didn't see the 8 needed items. My bad. Here ya go
1. Spell Name : Time Travel
2. Is it Strategic or Tactical? Strategic
3. Arcane Knowledge required to acquire : As Much as Possible
4. Mana required to cast : All of it!!!
5. Does it require any shards to be controlled? : One of Each maybe? Whatever you think is best if you decide to use it.
6. Spell Effect : Travel backwards 100 or more turns into a game's Past with End Game Sovereign Skills and Abilities Intact. Enables the player a "chance" to Win a losing Game or replay the game once Won for "fun", also a Very Rare alternate for the "Spell of Mastery". For more details please see below.
7. What Spell Book would it be part of? Ultra Rare Book/Scroll/Item found on Map or Earned from Ultra Rare Quest.
8. Notes : Please read below, Thank You.
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.
My only request is that all of the spells have numbers.
None of this fuzzy, "Increases attack strength", numbers. "Increases attack strength by 27.2% at level 1." etc. Oooh, that second sentence made me creepily happy.
Good luck pepes!
-Tim
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