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.
Great Barrier
Overland Enchantment
Erects an energy barrier around your lands, cutting off all forms of passage and trade, even by air. Automatically expands as your borders expand. You can no longer establish diplomatic sessions with opponents or allies. Requires and air shard and an earth shard. Fully consumes both shards for the duration the spell remains in effect. In other words, if those are your only air and earth shards, you cannot cast any other spells that require and air shard or an earth shard until you obtain another one. If you disband the spell, then you can use those shards again. If your ally's lands are butted up against your borders, then you can optionally cast it to encompass their lands, as well, but it requires diplomatic consent or it will hurt your relations, potentially making them no longer an ally.
Everything outside the great barrier is unknown to you. Magic cannot be cast past it from either side.
The purpose of the spell is to give yourself time to grow and prosper and build an army without the fear of attack from other players. However, the spell cuts both ways. It could be good for you or bad, depending on where your allies are, where your enemies are, whether you need the trade and/or scouting, etc.
The spell can be dispelled by an enemy, but they must control an earth shard, an air shard, and a fire shard. They must cast a spell that spins the power of all three shards together, using the earth and air shards to match the power of your spell and the fire shard's power to rip your spell asunder.
If it only happens every once in a blue moon I think that would be pretty cool...LoL. Like I said it would have to be Super Rare . I think it's safe to say everyone loses sometimes, well, everyone except for me that is, but pretty much everyone else loses sometimes. No one can win every game they play every time they play it (except me of course).
Duh
hehe J/K man
1/id like to see a cyclone/hurricane spell or a tornado/waterspout spell that could have a chance of backfiring on the caster,
2/stategic
3/dont know, but it should be in the middle to later part of a game i think
4/a fair bit id say
5/air shard, maybe more than 1 to increase probability of sucess
6/damage to cities/ ships caravans even armies, maybe a loss of movement for a turn too
7/ dont know
I haven't played the beta simply because I can't manage pain too well so I've just lived vicarously through the posting of everyone else here. So here are some interesting ideas I just came up with for spells I'd like to see implemented. Sorry they are not broken down by the Gang of 8 fields as many I simply have no idea about yet. Sorry for that but thought some might be fun to see in the game when it does go 1.01. Oh and yes, I do spend my days buried in C code for a living. Sigh...
Otto's Irresistable Dance-Well you should know this one already if you played the early D&D in the late 70's early 80's. Strategic. Something similar in battle. Rename it for copyright reasons and let's get it implemented. A jig is good stuff. How can you not implement this?
Steve Jobs' Reality Distortion Field-Strategic - Appear much stronger than you appear to be. Discourages monsters from attacking.Possibly increases the likelihood an NPC would join.
Ballmer's Chair FrenzyTactical - Summons an army of animated chairs to appear and get strewn about as in a bar brawl or when someone defects from the sovereign's camp(or an NPC defects).
Why The Lucky Stiff's Fadeaway - Cast an illusion of one's persona as an automaton that allows you to withdraw/retreatfrom the field of battle.
Zed's Dead Ghetto - Undoes land areas of "revival."
CEE's Malloc Disaster - Every Nth round, the monster is paralyzed for a round due to limited computing brainpower thus inhibiting the ability to move onto the next action in battle.
Basic's GOTO Hell - Unleash a a number of enlivened ropes that intertwine among the enemy thus creating an effective battlefied of SPAGHETTI.
Guido's Garbage Collector - Collects the "remains " of monsters killed in the last round and any currently alive creatures that are under 15% of hitpoints and "glues" them together into an abomination. Small percentage of the abomination turning on the caster.
Procipinee's Porcupine - A rain of darts appears from the northern sky. Not damage causing but severely irritating/distracting for N rounds.
Kroxir's Bane - Attempts to banish creatures to the dungeon of Ithyrl thus removing them from the field of battle.
Smarag's Tooth - Creates wall of defense around giving immunity to a certain effect such as fire,acid,poison.
Ventir's Menace - Increases the scale/size of everyone in the sovereigns party and reduces all in the opposing party for N rounds. Abilities also affected for everyone depending on the effect of the spell? eg. grow 1.5 times the size and grow 1.5 times the stats or reduce 1.5 times the opponent...etc.
Nepenthe - Forgetfulness for a short duration of time. Forget 1-2 levels of recent achievements for a short duration.
Hero Reborn - Recover the skill of a hero you slay in battle. Must be cast when opponent is within 10% of death? Very low chance to of success.
My Sovereign's Little Rootkit - Throw seeds that quickly grow into roots to tangle an opponent
My Sovereign's Rootkit All Grown Up - Strategic forest of vines to create a barrier.
Gift of Tourettes - Causes spellcasters to lose focus for 1-2 turns therby eliminating their ability to cast spells.
Window of Fate - Cast before an impending battle temporarily pauses all action. The impending battle is illusioned and the outcome has wildly varying results causing simple morale change in some and utter fear/retreat in others. There is a chance that this could backfire and affect one's own troops. Could possibly result in a battle not even needing to be fought.
Overlord for a Day - "Maxes" out a hero for a N turns. Essentially the hero becomes a god. Can only be cast once per game? Perhaps found scroll.
1. Magical Steed
2.Strategic
3.knowledge to leard = 17
4.Mana to cast = 10
5.No
6.Cerates a magical steed that the caster can ride. Increases movement speed of caster by 1.
7.Book of Summoning
8.Uses Enchantment slot.
One thing that made Master of Magic so good is that the spell books were so different from one another. Chaos kicked butt in battle, but life had the best army buffs. Earth was a defensive juggernaught, but sorcery could mess with other peoples magic. So far the spell book for Elemental is basically the same exact spell over and over. Electrical damage, Fire damage, earth (blunt) damage. Same spell (dam = int/3), only different names. There is nothing wrong with just copying the Master of Magic spell book, infact I think many of us would cheer. Please! make the spell spheres differ from one another otherwise who cares if you pick fire or earth or whatever.
Is it possible to create spells that interact with the surroundings; for example, to hurl water at the enemy, if there is a source of water?
1. Water Throw
2. Strategic
3. I would need a reference frame, sorry.
4. I would need a reference frame, sorry.
5. Water Shard
6. Select a water source, and then an enemy to attack
7. Book of Water?
8. Extra damage vs. fire enemies... With the combo idea, this would let you throw nifty effects together. (First soak, and then freeze an enemy?)
@Aratur. look at the Dev Journal on 1 Jul that has the spell book V1.0 . That gives the reference for how much mana and knowledge spells should be costing.
.....
...... YES!!!!
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