The below spells are ones that I think can be implemented that have come from players.
(will be reading comments, I have read several threads already on the subject and picked spells that were feasible and/or ones I thought would be fun).
Wall of Ice - impassable, but its parts can be melted down with some powerful fire spell.
Pit - creates an impassable and very deep pit, killing everyone on the tile/tiles. Cannot be undone.
Creeping Rust: reduces the damage caused by all weapons, and the defense rating of all metal armor by half.
Laryngitis: prevents spells being cast by target for 5 turns.
Ray of cold: Like ice storm except it can only target a couple of units (like fireball)
Lightning bolt: An oldie but a goodie.
If we can't surround a shard with rock, then maybe we can...
BANISH SHARD: Target shard is removed from the map, disallowing either the sorcerer king to destroy it or the player to build upon it.
Oh, this might be interesting:
FALSE FLAG MASSACRE: Target neutral player that has joined the Sorcerer King no longer assaults the player, but the doomsday counter gets +10.
Accelerated Learning - Strategic Spell that levels up a given unit. Wouldn't work on champions, or would be much more expensive for them.
Acid Rain - Defense from enemy equipment (if they have any) is halved.
Reveal Lieutenant - Strategic spell that reveals the Sorcerer King's Lieutenants for a few turns.
Repair Shard - Strategic Spell that repairs some damage to a damaged shard.
Wild Charge - Animal and Mounted units get a boost to movement and attack.
Summon Lord of Night- Permanently reduces mana generation 30%. Summons a demon mage hero.
Blood Edge- Pay half health to do an equal amount of damage.
Absolute Blade- Deals attack times 3 damage to the target for each previous time Absolute Blade has been used on the target this battle.
Charge- Double Attack for next action.
Unstable- All stats are increased by 30%, but this unit dies after one battle.
Momentum- Each time this unit is struck, Defense is increased by level/4. Each time this unit attacks, Attack is increased by level/4.
Add Edit: I thought of this last night
Temporarily Undead: Changes a random enemy unit into a skeleton that will attack the unit that is closest to it (friend or foe) for 5 turns.
I strongly advocate spells that are more than just variants of damage (Wall of Fire, Meteor Strike, Tsunami, etc are fun spells and have pretty visual effects, but they don't really change strategic decisions that I make on a fundamental level).
That's true, fun is over rated.
hehehe - no I want Tsunami and Meteor Strike as well. But I also want powerful bizarre magic spells that fundamentally alter the rules of engagement. A little bit like playing Magic the Gathering, sometimes I want to play a white-weenie deck and overwhelm the SK with a large army of expendables. And sometimes I want to play a blue-black control deck that makes it really hard for the SK to make a move. And sometimes I want an all aggro red deck with big splashy direct damage spells and brutal monsters.
Oh, can arcane monolith come back?
Summon frog, plague of frogs and bloated toad, please.
Brain wash / Mind control
High level spells / rare strategic spell
Effect: Provides favor points with a specific Remnant
Target: Home city of Remnant
Cost: 100 mana.
Description: Target Remnant gains +3 favor towards you.
Suitable sovereign: Tyrant, Wizard
Conspiration
Effect: Substracts favor points from SK's relation with a specific Remnant
Description: SK loses 3 favor towards target Remnant.
Mid level spells / uncommon strategic spell
Effect: Provides an instant boost of mana, while lowering mana in the next 20 turns with 10 mana
Cost: 50 mana.
Description: You immediately gain 200 mana. However you will have a lowered mana production (-10) in the 20 turns due to the time required to regain mana strength.
Mid level spells / uncommon tactical spell
Effect: Provides 3x3 area of clouds which randomly strikes any unit for 20 + 2xshards lighting damage
Target: 3x3 area
Duration: 3 turns
Cooldown: 5 turns
Charge: 2 turns
Cost: 20 mana.
Description: The target area is clouded by lighting clouds, where any unit stationed in the area is randomly hit for 20 + 2xshards lighting damage.
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