One of the three focuses for Fallen Enchantress is Magic. We want the spells to be unique, to feel like casters with enough mana can change the world. We want magic to fill the game, all the sovereigns start with spells though some like Procipinee are better spell casters than Verga. As in Master of Magic you can choose your sovereigns proficiency with the various magic types when you create them.
I’ve attached a PDF of the spells with this post. It includes the normal spells the player can cast, it doesn’t include spell abilities of creatures, spell like abilities granted by equipment and some other special abilities in the game.
I’d like to give a special thanks both to Unacomn for suggesting the Shadow World spell and NuclearNeumann for suggesting the Blood Curse spell. They are fun spells to play with.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
I Removed the spell PDF as it is almost a year old and woefully out of date. New spells have been added and even more are coming. check out out dev journal on spells here: http://www.youtube.com/watch?v=3ArdQVqLHsI&feature=youtu.be
- Derek 4/11/2012
DsRaider, there is an ocean of difference between being done NOW, and being done when it's available. My take from that post was that the spell system was still in development, and not "done", finalized. On top of that, it isn't even certain that the system will be in the game at all.
@Heavenfall - thanks for the clarification.
Looking forward to seeing the magic system, and I would guess that it will be one of the systems that will see some serious tweaking once we get our hands on the beta.
hmm, read the pdf.
I think we need more spells.
Someone posted that it would be awsome that one school excells in one type of spells, other in another.
Also, a game might have a basic spell that could be augmented with addistional powering with extra mana for another part f varying effect, like, for example, regeneration in one area, or in one army, base is XX points, per 3 turns, i you pump XX mana into it, it prolongs the time effect of regeneration.
the spell list should definitely be longer.
Oh, and I can't get over the ugly terrain, please make it look nicer....
athelasloraiel,
check out the other threads. This one is old and probably doesn't do the game justice in terms of what is really there now. Of course, we'll have a better idea once the beta is out.
There are many more spells.
Hi athelasloraiel, I can see you are ghosting through all these forums! Stoardock rocks, doesn't it?!?!?
In Wall of Fire (and other such "attack all" spells) I would hope the 2 fire damage per unit is really 2 fire damage per soldier in a unit.
So that, a champion or other 1 soldier unit would get 2 fire damage ... while a 10 soldier unit would get 20 total damage (2 damage to each of their individual HPs, if 'hopefully' possible)
Hell I think just about everybody who knows about these forums posted on this thread. So I'm the only one that was missing....
hehe
I've been watching Master of Magic games on youtube and playing some myself and the number of interesting spells in Master of Magic is FAR greater than in this PDF. For a game that is supposedly based on Magic and that is supposed to make us all powerful when we have enough mana, I don't feel the power of magic when I read the PDF
I've been watching Master of Magic games on youtube and playing some myself and the number of interesting spells in Master of Magic is FAR greater than in this PDF.
For a game that is supposedly based on Magic and that is supposed to make us all powerful when we have enough mana, I don't feel the power of magic when I read the PDF
This is the reason why in all video games, RPG and board games, the wizard is always the weakest character classs. Because people are scared to make wizards powerful because they fear that they will unbalance the game. This is a reason why they lock up wizards in a tower in dragon age ... they are dangerous.
The only video games that I know that does not have this psychological restriction is "Master of Magic" and "D&D shadow over mystara".
Are you in the beta? There are so many more spells than this already. Mages are by far more powerful than any other class...
Ex: Mana Blast does 10% of your total Mana in damage to any unit. Saving 1800 Mana allows me to instakill any enemy unit. Magic needs to be nerfed quite a bit.
I think a way to balance the magic system a bit would be to allow mana costs to be adjustable, such that they should be set within a gamemodifier instead of the current SpellResourceCost in the XML.
So for instance one could increase the mana cost based on the number of shards used, or in the case of Mana Blast it could cause 10% of pre-cast mana damage to any one unit, and cost 50% of the current mana to cast.
I believe this could help solve a lot of the current overpowered magic issues.
Balance between Death and Life spells.
Who thinks Life has better spells then death?
Note
(1) If you lower the stats of a Mob, you get LESS exp when you kill it, so wither takes away exp, while courage and regeneration lets you have full exp.
(2) Call to Arms is so powerful, you city can have 10 building queue up with one Drake at the end and for 40 mana, the Drake is instantly ready!
(3) Death Ward means your hero has 50% more hp.
I have been trying a few death builds and just can't get them to be as powerful as the life builds
Death is only good when you have Death Worship.
OK, will try a Empire custom race with Death Worship, Serpent Pack & Powerful (with Uneducated)
I don't know, there is spell seem can't easy to get like Mana Blast, but that can get "quest" and all in my playing again, again in .86 beta, it's rare to get quest, and quest do not respwan, so I rather get all those spell from quest or other by reseaching so I get all of them. that's me.
Don't forget Age of Wonders (all three versions)
List of spells as of 0.86
https://forums.elementalgame.com/422011
Armies of Magic is a Facebook-based fantasy real time strategy game developed by Playdom. The game allows players to role play one of three characters including Human, Elf, and Dwarf to nuild an army, battle their enemies, form guilds, and save the realm from the invading Goblin Hordes!here is some more info about it http://www.dotmmo.com/armies-of-magic-8708.html
Country-Fried Spam Necro.
Lost me with that, I'm afraid.
Bad Flu
Sincerely~ Kongdej
There are many great features available to you once you register, including:
Sign in or Create Account