A very common complaint is that EWoM magic is drab and unimaginative.
So how should it be? What spells and effects should be there? What other area of the game should be affected by magic and how?Just writing it should be "better" or "more varied" is a complete waste of bandwith.
For many spell effects that would differentiate the elemental schools (and their summoned elementals) I used the Proc functionality or the new Resistance system (see below).Sorry, but it's simply not possible to create stylish effects while only being able to create bang-you-die spells.
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New magic / spell mechanics
Channeling spells: Useable for very powerful spells with a duration. (Example: the Earth elemental I outlined below)These spells cost mana "upkeep" every turn and only last as long as the caster keeps casting them. During that time he can do nothing but walk slowly. That locks the caster into doing nothing else so it better be worth it.
Tactical casting time: You can easily cast that Fireball in your turn but for big juju like Chain Lightning you would require more than 1 turn.So when the opponent starts chanting (some light effect sparklies to give you a general idea of which element), you know that something nasty is going to happen. And you have a chance to react to it.A fast casting stun to interrupt the cast, lots and lots of arrows... there could be magical duels instead of instant annihilation before ever getting to move.
There would be an interrupt prevention / channeling / concentration skill or spell to keep casting through such interruption attempts.The lvl 1 caster would easily be interrupted so would probably stick to smaller scale spells but the mighty wizard might still open with Chain Lightning, gambling on just toughing it out.
This would not only benefit "caster duels". Troops would have a chance to spread out when the enemy starts with the big area juju.Right now the cards are all stacked for the magic users. See a troop concentration? Cast instant KABOOM.
In fact, you could have more "fun" with this if AE spells had to be targeted at casting time. When the spell finishes, the targets may no longer be there.
This mechanic could also be used for slow loading weapons like catapults or crossbows, only letting them fire ever 2nd round.Crossbows would be a good weapon to pierce metal armor (high attack) but obviously slow to fire.This would extend ranged weapons into the late game (crossbows, heavy crossbows) and not stop the ranged weapon research tree dead after the first entry.
More Area of Effect shapes: Square (1x1, 2x2, 3x3, etc), Radius (3x3, clip corners to make round effects), Cone (generally triangular, expands wide in two directions), Line (2x4, 1x6, etc). This would greatly increase the versatility for different spells to be put into the game, Fireball (round) Cone of Fire (5 square cone), Burning Hand (2 square cone) Polar Ray (1x6 line)...you get the idea.Point Blank AE (PBAE) that cast an AE spell radiating from the caster, so excluding him from the effect. Spells with multiple and random effects:You should be able to assign a "multiple choice" construct of spell effects, so there would be a chance of 10% for this effect and 90% of the other.This allows for instance spells with a small chance to backfire.In addition to that, more than one spell effect could be added, with a % chance of occurrence. If they are not part of the multiple choice construct, all of them can fire on the same cast.These effects need to be able to have different targets. Some may fire at an area, others backfire on the caster himself or do yet another thing like cast a global tactical enchantment or change the ground under the caster's feet.
The ability to add (sometimes unwanted) side effects to spells would allow for far greater freedom in designing powerful spells.Right now, if you design a powerful spell, it's just powerful. No reason for not using it...
Beneficial Immunity:Some units (like the Magma Elemental) would become unreasonably powerful if their intentionally designed weaknesses could be circumvented by buffs, such as increasing movement speed or health.There should be a flag with the unit, making it immune to any and all beneficial spells like buffs, regen, teleport, and heals.This allows the design of fun and overpowered units... with irremovable weaknesses.In rare cases such as the Magma Elemental, it could still be "healed" with strategic fire attacks because of a negative Vulnerability.Fire. This would be a very inefficient and costly method of healing but creates the option of combining spells to greater effect. Duration spells with variable or incremental effects:For some books such as Death, instant nukes are a lame substitute for the whole sapping life force / fast ageing theme.Some "1000 cuts" spell could be doing 3 damage on the first round, 4 on the next, then 5...Alternatively: 1, 2, 4, 8, 16...Additional twist: Save vs. Vulnerability.Death every turn to avoid the increase.
Such spells (especially with a 1,2,4,8... progression) would remain useful throughout the game even if unit HP rise from a mere 10 to 1200 or more.Compare that with the Fireball as of 1.08: 11-14 damage + INT/10 + Shards*3You would need 94 fire shards and 50 INT to even do a quarter damage to such a 1200 HP unit. Some fireball that is. This mechanic does not necessarily need to be limited to plain damage. A debuff could sap 10% of a unit's current strength every turn. That would be most effective on very strong units but have dimnishing returns the weaker a unit gets. Again, that spell would be equally useful at every stage of the game. Partial effects / resists:Debuffs that have a constant effect such as "-1 combat speed for the duration" are okay but bland.Some spells (especially debuffs) should be unresistable but their effects can be resisted.Such as the "100 cuts" spell I mentioned above. As long as the unit keeps resisting every turn, the spell will never do more than 1 damage / turn. Pretty inconsequential.But with a high vulnerability to that magic or plain old bad luck, it can get ugly, doing more damage every turn.Same with debuffs. A "weak knees" spell should reduce the movement of a unit by 1.0 ... or 1.5 if it fails the saving throw for this round. The all-or-nothing system is bland. Magic should work in fantastic ways, not like in a simple spreadsheet.Irresistible spells with partial effect resists reduce micromanagement. There is no "bad cast" forcing you to recast it until you get full effect or any at all.Yet the magic vulnerability of a unit always matters. You can have your cake and eat it, too!Especially with debuffs you often get very little bang for the buck since making one unit fight a little worse is usually far less useful than buffing one own unit to fight a little better by the same amount.The enemy unit is typically debuffed for one "encounter" in a battle while the buffed own unit (typically a strong unit to begin with) gets the benefit for multiple encounters.There is also no possibility for the own unit to resist the effect.Just like in many MMOs, the utility of debuffs is limited to fighting few but strong units. Something that hardly ever happens in Elemental...Either debuffs have to be dirt cheap so they can be tossed around liberally (which needlessly increases micromanagement) or they must be irresistible / partial resist / AE debuffs, like some that I suggested for the Death Book.
What about focus items?They can be researched / equipped like weapons / armor and alter the efficiency of a spellcaster. Less cost, more oomph... whatever.
Buff / debuff stacking rules.
Right now there are all sorts of conflicts or imbalanced spells because they can be stacked infinitely or interact with debuffs modifying the same gamestat.Every game with buffs and debuffs needs stacking rules.
This is based on the Everquest stacking system. It has been refined for over a decade and it works beautifully with hundreds of spells of all kinds.
Magic resistance system
Note that this would not require a code change. It only means adding a few hidden unit stats and alteringthe Spell.xml to make the spells take special vulnerabilities into account - simply by using the hidden stats.
The magic in Elemental is somewhat lacking the "elements" bit.Right now the shards (well, once that system is fixed/implemented) are only a damage multiplier for generic, physical damage.
That's so terribly wrong because it does not matter if you hit that fire giant with a 20 damage club or a 20 damage ice spell.Even the manual says that there are multiple resistances. (Bet ya didn't expect anyone to look there!)
And it could be done, even now. All units need hidden stats for their Damage Vulnerability. And the spell damage needs to use them.Simply a damage modifier to the existing magic resistance.(based on the mythical 1.1 patch where a thing like Magic Resistance is rumored to exist)
Such as a fire giant having Vulnerability.Fire = 0,4Vulnerability.Water = 2,0
A normal soldier would haveVulnerability.Fire = 1,0Vulnerability.Water = 1,0
These can be used for the damage calculation (or debuff / stun duration) for elemental spells so a fire spell is always multiplied by the target unit's Vulnerability.Fire.I intentionally avoided terms like "Fire Resistance" because these come with all sorts of baggage from MMOs and RPGs. You'd get +10 Fire resistance on some hidden scale with dimnishing returns... and it would become a hugely complicated system."Vulnerability" is largely untainted that way and equally easy to get a gut feel for.
Of course the same system can be used to create "resist gear", like a really thick and fluffy cloak to protect from ice spells...
See? That would be even better and more variable than the old MoM system! Choke on that, MoM fans! =P
I'm not convinced that further differenciation of the physical damage types (blunt/pierce/slash) would really add much to the game beyond needless complexity and micromanagement.However, if the powers that be decide that this would be a good idea, it would work the same way only that instead of one melee attack skill there would be three.
The magic vulnerabilities could and should stay "behind the scenes" values for the player to figure out.Some are obvious classics, like extinguishing fire giants with water spells, but enemy units should absolutely not pop up windows like "Hi, I am a giant spider! My vulnerability to ice spells is 170% ! Please hit me with ice spells ! "Ugh. That would be so... unmagical.
Displaying generic macic resistance is okay. Some creatures are "obviously" more magical than others.While I really love statistics, they are not always optimal for "magical" issues. Reducing magic to a spreadsheet would be doing it a disservice.Researching an Adventure tech to give you a coarse (and rarely even wrong = ) idea on the target's vulnerabilities like "high" or "low" would be an option. Just not the plain numbers...
Chromatic resist: typically themed to Life / light / rainbow. Uses the target's worst elemental resistance.
Other resists: Just because there is a "magic resistance" stat that doesn't mean that every spell has to use it.With a Throw Rock spell the projectile itself could be entirely unmagical and the whole spell could "resist" on the unit's dodge and defense stats.Illusions might take the target's INT into account. Blood magic spells the total HP...
Resist modifiers for certain spells or from items / buffs / debuffs.True damage is a lame hack when you could have a spell that uses "half resistance" or somesuch.
Healing EfficiencyAll units should also have such a stat, that regulates how quickly they heal and how effective magical heals are for them.This way "real" healing can be modified or disabled for a unit, letting it resort to special means that are unique to that unit.Also, a very tough creature like an iron golem might be tough but also very hard to repair.(That assumes that heal spells play nice and observe that stat instead of just adding fixed HP regardless = )Effectively it's only the reversal of vulnerabilities but magical and mundane healing / regeneration are such a key feature to persistent and XP-gaining units that it deserves special consideration. Altering Vulnerability.Life as a workaround would just get messy because non-standard values would mostly show up on units that are not classic living creatures. That would be a system that only breaks when you need it. =P
Beneficial Immunity: See above.
Also see:
Attack and Defense, Damage and Resistance by WinnihymElemental Beta 2: Player Input #1s by Frogboy[Suggestion/Discussion] Damage Types and Resistances By Malsqueek
Procs (events, processes) for creatures, items, other.
Melee champions are dreadfully boring and so are magical items. Right now a "magical" sword just means it has 9 attack instead of 6. Yay. Woo.I want to see magic.
Procs are a staple of MMOs and some strategy games with heroes.MoM had them on enchanted weapons although the system was very basic. "Axe of stoning, save at -1 or be stone dead"
The most basic proc is a spell effect such as Firebolt. Every time your champ swings the Flaming Sword (regardless of hit or miss), there is a chance of 5-15 % that a mana-free Firebolt is cast at the target.
Whenever a proc is assigned to an item (or creature) the proc chance is assigned. That way a Greater Elemental could do "the thing" more often than a Lesser Elemental.
More than one kind of event should be able to generate procs:
Linking generic spells to items as procs or (usually) inventing new ones.
The Blade of the Demonspawn should have a 15% chance to summon a minor demon when attacking.The Barrier of the Sun shield would have a 20% chance to surround you with a fiery shield that would make attackers take serious damage on the next attack.Now that would be magical. Not another 3 points of attack.
Magical / spell research
Right now magical research is worse then tech research.
With tech research you "naturally" advance through the tech tree with some randomness thrown in.You don't have to research an artificial "Level 3" before you can research better housing or bows.
But with magic you do research "lvl 3" and then you get immediate research access to the spells of all your books. Madness.
This whole "I research level 3" is so... stupid and artificial. Spell levels are great but the research system does not need to show it like that.It's such a spreadsheety and unmagical system.In fact, something like "you know level 3 of magic" should not be shown anywhere. This is strictly an internal and very artificial value.
First, all spell schools should have their own levels. Not just "level 3 of all magic" but Earth 3, Fire 2, and Air 5.
Akin to tech research, a random selection of spells would "unlock" whenever you finish researching one. When finishing research on a lvl 3 spell there would be a 15-20 % chance of a level 4 spell being unlocked, a 50 % chance for another lvl 3 spell, and one lower level spell guaranteed.Of course, there would have to be a minimum of 1 spell unlocked so research does not stall.This % system is still too vague and needs to be fleshed out. Ideally any research should be able to unlock a spell of (higher than current) level but with a low chance for that to happen with much lower level spells.Advancing to a higher spell level should be an awesome event, not a guaranteed click of a button.
In fact, "researching book levels" should be dropped entirely. You would research spells. Period.Increase the overall cost of the spells to make up for that but dump the silly "research the spell level" system.
If you had multiple books, you would have to research more spells, automatically advancing through the levels.It's the price you pay for more magical power.
Cross school spells would just be harder to research "intentionally" since you couldn't just skip to them.
Elemental shards.
Shard effects on their surroundings, positive and negative, wild and neutral shards.
Neutral shards:
Shards would not necessarily have to spawn as an Earth Shard or Fire Shard.What if they would spawn as an "Elemental Shard"? Depending on what building you put on it, it channels the element you can use and have spell books for.Maybe you need to perform some magical mumbo jumbo, like a spell to attune the shard to a certain element. In fact, then the usual 1 tile, 1 building system could remain unchanged, which would be a bonus.
Of course, once "set" to an element, it would stay set. No way back. It would revert to an unbuilt Fire Shard if the building was destroyed, not to an Elemental Shard.
Why?
Simple. Because it sucks having Earth and Fire books but only finding water shards. They are rare as is, so making them rare and useless to the finder only adds insult to injury.
And by setting the shards to a certain element, you would be making a long-term choice. That better be what you want for the rest of the game.Choices are good.
Mana supply and spell reagents - the logistics of magic.
by shards, improvements, buffs.
Clarity buff that costs essence but increases mana regen indefinitely.Another Clarity buff that costs 1 crystal and increases mana regen by 1 for 20 turns.Mana regen is a very dangerous mechanism with a tendency to slip into being game breaking.
Summoning spells that use up 1 or more crystal per creature, depending on power / kind.
An iron golem might only require iron but you can't create something from nothing. Diablo 2 had a fun system for creating iron golems they were created from a metal item and inherited the magical properties of the magical item you used.The WOM system doesn't really work for that but you could have maybe 3-5 different golems for different tiers of item quality.
Enchanting items.
Some way to attach magical effects to items or create magical items from recipes.Right now there is absolutely no way to do that in game - beyond simply buying everything in the shop.
Of course, there are the cliché candidates like Life for healing/regenerating, Earth for more armor, and Air for speed, flight, arow protection.
The max power of Life/Death enchantments could be tied to the number of apropriate temples you built. Kinda like shards but tied to level 3+ cities.
The max power of a water enchantment would obviously be limited by the number of your water shards.(add Dodge to your water effects = )
The power could also be fixed at the time of creation. That would be easier anyway and give you a reason to forge more and better items once you have more xyz shards.
Multi-element enchantments would be... interesting... but have the same intrinsic problems as multi-element spells.For starters, which element do they use for the resistance check?Even if someone found a soluton for that, working out a solid system that makes sense would be a lot of work because there's a minimum of 30 combinations with only 2 elements. 120 with 3.
Still... that would add a lot of tinker value to the magic system which I generally like. Alas, so far noone had even the beginning of a useful concept.
Redwind85: but instead of having to go to a merchant this would be items you could make (materials could be Crystals - AND shards in your possesion! if you dont have the fire shard you cant access the fire templates for your crafting. then make the items cost essence depending on how strong you make them - whilst life and death wuld just require you researched the spell book sufficiently.
Notes:
Items / abilities with several charges, total and per battle. An alchemist getting to throw 2 fire bomb potions per battle.
Linking generic spells to items as procs or inventing new ones.
Starting conditions, spells, traits, books.
starting conditions. Selecting starting spells, sovereign traits, mutually exclusive spell books (fire/water, life/death), spell book pick cost
-New caster traits at soverign creation. Traits to decrease spell cost, decrease casting time, improve power, double displing power, enhance summons, boosted magic resisted and many more. Your soverigns should be extermely customisable when it comes to magic; this is supposed to be war of magic remember?
-Enhanced spellbook select at soverign creation. The cost of a spellbook should be increased greatly or a physical limit placed on how many can be owned in a single game. Either way there should be a limit of 2-3 books. The magic system should be complete enough that each book (or combination of books) should give a unique playstyle to the game.
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new idea - Similar to galactic civilizations 2 starting tech selection, allow players to select their starting spells.
How to help the AI to evaluate and generally figure out magic.
Since items (especially with procs) will be extremely hard for the AI to attach a value to, allow defining the value of the item for the AI. Like:<ItemValueMeleeOffense>100<ItemValueMeleeDefense>100<ItemValueRangedOffense>100<ItemValueRangedDefense>100<ItemValueCasterOffense>100<ItemValueCasterDefense>100It would be silly for the AI to buy a champion item with a melee proc when the champ is using a bow.Some way for the AI to make halfway reasonable decisions.
Magic book: Life.
Magic resist: Life.
Character:
Your typical MMO priest / cleric magic. Absolutely reliable and mostly indirect magic. Healing, protection, strengthening, endurance, morale.
Life nukes could be twofold.One is rather weak and on the Life resist but would be very effective against Death and generally evil creatures. (they would have an exceptional vulnerability)What with Life paladins having rainbows shine outta their butts, the higher tier Life nukes would be Chromatic, using the target's worst elemental resistance.
The power of Life enchantments could be (like with shards) tied to the number of apropriate Temples of Life you have built, tieing the power of life to... population!
Spells:.
The Healing System:
Currently (1.08), units heal for fixed amounts when in friendly territory or cities.That works fine in the early stages of the game when all units have low HP.When unit HP are measured in the 1000 range, it stops working.
All means of healing need to be changed to healing (at least partially) a % value of the unit's HP.max. Such as: Unit in friendly territory or Fortified as per unit ability: 5 % per turn ...garrisoned in a city / outpost: 10 % per turn Additional healing building(s) in a city, such as Temple of Healing: +15 % per turn
Magic book: Death
Magic resist: Death.
Is there anything ambiguous about death? Magic for death, disease, weakening, death, stealing life, death...
The power of Death spells could be tied to the number of Sacrificial Pits you have built, again, tieing the power of death to... population. Or rather the dieing thereof but that's details.
Spells:
Magic book: Air
Magic resist: Air.
Traveling, speed, farseeing, but also lightning, storms, and hurricanes. Bad weather can ruin harvests.
Lightning nukes should stun and disorient, possibly be amplified by metal armor.
Magic book: Earth
Magic resist: Earth but effectively PhysicalThere is a "Vulnerability Earth" but it would almost always be identical to the physical resistance.Only beings especially vulnerable to shattering forces (crystal golem?) would be especially vulnerable to Earth spell attacks.
Boring and down to well... earth.Generally slower (casting time) or more effort (mana) to get moving but moving mountains have right of way.Raising / lowering land (obviously) but also growing walls and whole fortesses from solid rock to protect, obstruct, or trap.
Earth nukes (really really big rocks...) should have a chance to knock back the recipient by one or more square.
Magic book: Fire.
Magic resist: Fire.
Brutal, offensive, volatile. Quick to summon, hard to control. Liable to hurt you as much as the target.Fast and cheap to cast. Control should be the overarching issue here.Depending on caster experience level, a spell might go off in a completely different direction or directly backfire on the caster. Fire creatures might occasionally act on their own, using up their turn's actions on... usually attacking something they don't like. Or something that's close. Woops. Keep fire elementals on a looong leash.
Fire nukes should always have a chance to ignite the target (based on vulnerability fire) and then cast a small DoT doing maybe 5 % of the nuke damage for 2 turns.
Fire should have a chance to hurt the benefactor of a fire buff in addition to the beneficial effect. I mean, it's elemental fire, not just light effects.
Magic book: Water.
Magic resist: Water.
A dualistic element, being equally able to flow / evade / surround / suffocate as to freeze and put the icey hammer down.The water elemental does low damage but has an immense dodge stat. (every try to hurt water?) It could possibly flow through enemy ranks to flank / surround units.If it uses it's Freeze ability it would turn solid, doing far more damage but also becoming more vulnerable - especially to physical / earth. Ice can be shattered.Higher Fire resist, though.
Water/Ice nukes should always have a chance to freeze/slow the target for maybe 2 turns.
Magic books: Other.
So far I saw Shadow and Nature. Forest.
Cross-school mechanics and spells.
Sounds cool and has been suggested planty of times but how do they work? Which resist do they check against?
The easiest solution: get the average of all included resists.Such combo spells would be very reliable since few critters have exceptional resists to everything... and very boring.Lots of posts about how cool cross-school spells would be but none that say how they think it could work.Could work for summons (Steam elemental) that do not directly rely on one resist but for spells...?
Notes: Air+Fire = fanning the flames, earth+water = tsunami (earthquake under an ocean)
Buildings that modify magic / spellcasting.
Summoning Circle: Level 1 city improvement. Not expensive but 1 per faction. Decrease summoning cost when summoning in this city, no matter if the summon actually required the circle? May be required to summon powerful creatures. Giants? Greater Elementals? This way there would be no "instant army" with 4 channelers traveling fast towards the enemy, then summoning 4 earth and fire giants on the spot and being ready to rock. Summoning big stuff should require some serious pomp and ritual.
Temple of Life / Sacrificial Pit. Level 3 city improvement. Each produces the perishable resource Life Power (need better term) or Sacrifices. These resources would be the power multipliers for the Life / Death books, tieing the power of life/death to... your population. (ain't that cool? = ) Effectively these would be Life / Death Shards.
Temple of Life: costs upkeep but increases population growth / harvest or have other apropriate positive side effect(s).
Sacrificial Pit: reduces population. To harness the power of Death, one has to make sacrifices. Quite literally. That sounds terribly imbalanced but since the sacrifice harvests all the life force of the victims, the force multiplier for death spells is massively greater than the comparable multiplier for life spells. (For a Life nuke LifePower * 2 while for a Death nuke it's Sacrifices * 3 or more) It could have positive effects like reducing crime rate (hehe), or generating gold - the former possessions of your sacrifices.
Development of channelers / champions.
Specialisation: At level 3 a channeler can pick a book specialisation, reducing mana cost of those spells by 10% and increasing the target's vulnerability to those spells by 10 %.At level 5 the channeler can pick a secondary specialisation with 5% / 5%. Alternative: (and actually more natural...)Everytime a channeler casts a fire spell there is a 1 % chance that he will gain 5 % Specialisation Fire (same as above), up to a maximum of 10%.
With the proposed extra spell effect and randomly triggered effects, this could simply be coded into the spells themselves.
Hidden skills / traits / abilities: I don't think that you should see all that a champion can bring to the table before you hire her.
A champ could be created with one or several hidden traits with conditions for when and how they become visible and active.
Imbueing a robe-wearing and wizardly looking champion might immediately uncover a mana-saving ability.
After winning 10 battles with your warrior champ, he might have a 5% chance per won battle to uncover a small but permanent morale boost for the army.
Some very minor traits could very rarely be added to a champion based on certain events, regardless of having been waiting in hiding on the champion.Conquering a city could be a 0.01 % chance to add a "Rob the Treasury" trait to the champion, giving a gold bonus when conqering a city.When everyone can have such a skill, they must be rare and cannot be very powerful. Power should be reserved for the hidden skills.
That would help creating unique champions and prevent the automatic discarding of all "crap champions" because you couldn't be sure if she might acquire a powerful ability later on.Even pregenerated champs should have a list of potential abilities so you couldn't know the exact ability of a champion from template 2.Or maybe the champ could have a small chance for having 2 abilities. More uncertainty, please. =P
Yes, yes and YES! please!
yay my ideas are here - i like alot of this stuff here
Oh, a lot of ideas will be there. I have quite a few on my own but plan to steal any idea that isn't nailed down.
It's still frightfully messy because I unceremoneously dumped things in their folders...
This thread is automatic win. All hail Robert!
Edit: I have two contributions towards spells for the death spellbook.
Black Wounds - strategic/tactical: Special damage that unlike normal wounds is very hard to heal. Lets say a 20 HP unit is caused 10 black wounds damage. Those hit points lost could take almost forever to heal on there own. Normal magical healing/potions will have no effect, only special/specific healing spells could remove or heal those lost hp. Magical and natural regeneration will not restore the hit points lost, however other normal damage is healed (just not the HP cause by this effect). This kind of spell could come in 2 forms: 1) a high level, high mp cost magic missile 2) an enchanted weapon for champions/sov with a chance to inflict such wounds on each attack.
Plague - Stratigic/Tactical: Caste on a unit to infect them with a plague. Any units in the same army have a chance to catch the plague for every turn they spend with that unit. Infected units have a chance to spread the infection to cities for every turn they spend in a city. Infected units will suffer negative modifers and have a chance of dieing until the spell has worn off or is cured. Infected cities will lose population for every turn they are affected and suffer negative modifiers. There could be two versions of this spell: 1) that only gives negative modifers 2) gives negative modifers + chance of death (Or maybe 100% chance of death?). This spell could not effect champions/sov/fantastic/summons.
Good work Robert... hope to see some of these ideas come to life
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