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.
Good stuff. Maybe some spells could combine the old and new creature or give them "aspects"? Although that could easily be a lot of extra artwork.
Best regards,Steven.
I have not read this whole post and I do not post much myself. I am not a beta tester. I hope I am not infringing on any posting /forum etiquitte. Here are some spell ideas I'd like to have considered.
1. Invisible stealth Army
2. Tactical
3.? 4.? 5.?
6. makes army invisible to other amries/NPC's for a certain number of turns. the Army will be ingored until it initiates an offensive action.
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1. Hide outpost/city
2. Strategic
3-5?
6. Makes city invisible to detection for a number of turns/until it is dispelled
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1. stealth watchtower
6. Creates a window in FOW for a certain area of the map. all activity in the area is revealed for either a number of turns, or until dispelled.
Water Spout
Strategic - (Tactical if Sea Warfare gets in)
Arcane Knowledge: 10
Mana Cost: 15
Shards: Air
Spell Book: Air
The Sovereign creates a water based Tornado funnel out to sea. Any transport ship that passes through the Funnel loses 50% of its Warrior cargo. Any fighting ship loses 50% of its moves. A second encounter with the Funnel will swamp and sink any ship with all hands/crew lost.
Range is maximum 8-10 tiles out to Sea with the Funnel traversing a 5x2 tile strip of Ocean and travels in a quasi random zigzag pattern and lasts for 8-10 turns.
What about making spells act different depending where they are targeted?
Like "Earthquake" casted in land can not only damage things but has a % of lowering/raising the near land. Casting it on the sea makes a flood on the nearest coasts and tidal waves that destroys ships. On a mountain it has % of waking up a volcano. On rifts it can wake elementals (?).
Lighting can burn forests/houses, twisters can throw units etc...
Goodmorning all, One spell i would like to see
1Soul Trasfer.
2Strtegic
3.Pleanty
4.Mana high
5.not sure
Spell book Life, or Energy, or some such.
Note: Trasfers Channler into new body; Can trasfer back at no cost, if origional body still lives.
Note: Any active enchantmants blessings or good spells on the channler get carried to the host, any spells good spells on the host are nullified.
Note: Can now use Channler unit as a decoy. can be used by a physically weak channeler to move into a super strong body.
Note: Lasts Wisdom Turns, unless channler's body dies. then becomes perminent with peneties. Note: also useful if you know you're going to want to telaport your chanaler somewhere, in wisdom turns. Do a soul transfer, move the decoy to the place you want to telaport to. when the time runs out the chanaler's soul returns to it's orriginal body.
I just want to see some somebody commit their full defensive capacity to stop the army headed up by my 'chanaler' only to discover that the army with the armoured Troll, and small devision of support troops is suddenly the true #1 target. . . . only to have it switch back again when they finanally arrive to stop the chanaler -troll. Instant 3 prong attack with only 2 progs.
take care
Robbie Price.
In case it was forgotten there were a lot of ideas for late game spells at
https://forums.elementalgame.com/329682
- proposed (possible) data for the Silver Death there proposed:
Spell Name: Zombie Apocalypse
Level: Strategic
Arcane Knowledge: 70
Mana: 250
Shards: 1 of each type
Effect: Resurrects all military units, Champions, Sovereigns, & indigenous lifeforms that have been killed in the last 50 turns as mindless undead shells of their former selves.
Duration: 50 turns
Spell Book: Ruin
Notes: Zombie Apocalypse is a game ending spell. The Sovereign who cast Zombie Apocalypse will choose a location that the undead will be drawn to but will have no real control over their actions.
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Spell Name: Galactic Tear
Arcane Knowledge: 50
Mana: 195
Shards: 2 earth
Effect: Pulls a small celestial object such as a comet or meteor into a deteriorating orbit around the planet of Elemental.
Duration: 5 turns
Spell Book: Earth
Notes: Galactic Tear is a two part spell the first three turns of the spell involve the Sovereign pulling a celestial object into orbit around the planet. The last two turns are required to make the object fall with relative accuracy onto a target. If the Sovereign is interrupt during part 2 the object will fall to a random location on the map.
Spell Name: Aquatic Eruption
Level: Tactical
Arcane Knowledge: 35
Mana: 50
Shards: 1 water
Effect: Creates a super dense orb of water beneath the earth of a target unit which loses stability and explodes with tremendous force.
Duration: 1 turn
Spell Book: Water
Notes: Aquatic Eruption is a direct damage spell that causes heavy damage to any units caught in the water's blast radius.
Spell Name: Sun's Rage
Arcane Knowledge: 30
Mana: 45
Shards: 1 fire
Effect: Focuses light from the sun into a narrow beam that burns anything it hits with extremely high heat.
Notes: Sun's Rage only hits a single target but does moderate to heavy fire damage to said target.
Some weirder spells
Spell Name: Blood Sacrifice
Arcane Knowledge: 12 (medium)
Mana: 20 (medium)
Shards: No shards
Effect: First born child is killed when cast. Caster gains 10 ability points (level ups) permanently.
Spell Book: Blood / Life /Death / Souls ?
Notes: Child must possess 10 essence to qualify for sacrifice. May only be cast once per sovereign.
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Spell Name: Birth of a Hero
Arcane Knowledge: 30 (High)
Mana: ??
Effect: Transform one normal unit into an NPC hero (type of the caster's choosing: adventurer, merchant, etc.) permanently
Spell Book: Influence
Notes: Cannot be dispelled
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Spell Name: Flash Reinforcements
Arcane Knowledge: 30 (high)
Effect: Caster calls a faction unit from somewhere else on the map to fight in the current battle.
Spell Book: War / Battle / Teleportation
Notes: Unit remains with the battle group after tactical resolution.
Spell Name: Stymie
Arcane Knowledge: High
Effect: Caster forces one enemy unit to flee the field.
Spell Book: War / Battle
Notes: Unit is simply removed the battle and moved to an adjacent space on the world map, not destroyed
Spell Name: Ritual of the Sun
Level: Strategic / tactical
Shards: fire
Effect: Caster's units are immune to the effects of any fire spells this turn
Spell Book: fire
Notes: No fire spells will affect caster's units enemy or friendly
(could be repeated for each of the shard types Ritual of the Waves, the Winds, etc.)
Spell Name: Dowsing Rod
Arcane Knowledge: Very High
Mana: a ton
Effect: Caster causes a rare material source to spawn near the selected tile.
Spell Book: Creation / Alteration
Notes: Potentially, this rare resource could also spawn with a guardian unit just to make things fun.
Spell Name: Pipes of Pan
Effect: Cast on friendly unit. Enemy units that are able to attack target unit will do so for spell's duration or death of target unit.
Notes:
Spell Name: Dark Apothecaries
Effect: Any units wounded in battle have a 25% chance of death after battle resolution.
Spell Book: Death
Notes:All units, including the caster's, are affected during spell duration.
Spell Name: Visions of the Prophet
Effect: Caster can see the location of all NPC heroes for the spell duration.
Spell Book: Clairvoyance
Again, not having knowledge of this whole thread....And hoping it is not too late to post here...and begging forgiveness for not filling in the details....
There has to be a RECALL SOVEREIGN/HERO/ARMY SPELL in order to defend cities while you are fighting far from home.
Spell Name : Recall Sovereign/Hero/Army
Spell Effect : teleports Sovereign/Hero/Army to any city you control.
Thanks
- interesting suggestion.
Some others:
Seeker
Strategic
Cost: 5 mana + transported spell.
Spellbook: Not sure
Effect: Can be used to 'transport' another non-shard requiring (i.e. low level) spell to a target far away, either friend or foe.
Clairvoyance
Cost: 8 mana
Spellbook: Divining? Air?
Effect: Caster gains insight into what creatures and how many occupy a quest/dungeon location.
Flight of Falcons
Strategic & Tactical
Cost: 10 mana
Spellbook: summoning
Effect: This is an enchantment cast on an NPC, increasing their sight by +3. The enchantment lasts until the NPC has a battle, whereon the falcons arrive to assist the caster (and no longer scout for him).
Heat of the Desert
Tactical
Cost: High
Spellbook: Fire
Effect: Causes all enemy units on the battlefield to lose their move on an increasing chance per round (10% per round) unless they rest (i.e. don't attempt to move or fight), whereby their chance is reset.
Surge of Power
Cost: 15 mana
Spellbook: Life
Effect: All caster NPC/units within a radius of the spellcaster regain 5 mana.
Surge of Essence
Cost: 15 mana, 3 essence
Spellbook: Death
Effect: All caster NPCs within a radius of the spellcaster regain 1 essence.
Release Shard
Srategic
Cost: 20 mana or more - requires several rounds to cast and the caster must remain on the shard. Potentially shard cannot be owned by another player.
Spellbook: one for each element
Effect: Destroys target shard and converts it into 5 Essence.
Ritual of Blood Inheritance
Cost: Caster dies
Effect: All of the casters children gain essence equal to half of the sacrificing parent.
Crystal Spheres
Srategic or Tactical
Cost: 5 mana?
Spellbook: Ice/water
Effect: Creates hidden crystal spheres that act like mines when an enemy group passes over them, dealing damage based on the caster's intelligence.
I posted some spells a while back and returned to read more. I wanted to reinforce the suggestion that different spell books should play very differently, and I think this is really important for optimum re-playability. I am remembering my experience playing Master of Magic, which did this pretty wall, as compared to Age Of Wonders which didn't do this nearly as well. It's relatively easy, for example, to think of on-theme, just slightly different cheap direct damage spells for lots of different books, but having the restraint to not put them in every book that could have them would pay greater dividends down the line. Another thing that I think was touched upon that I wanted to second is to be wary of is making area effect spells too efficient to the point where once you know them, you'll never cast anything else. Also, since this is focused at the kingdom level, having a lot of town, kingdom or world affecting spells that you would never find in an regular RPG would be a good thing.
I haven't been beta testing, so I can't think of any specifics, but how about some kind of town building you can only build with magic?
And, again, not being a beta tester, I don't know much about the shards yet, but it seems like not that many spells require the shards and those that do are very powerful. Would it be good to have some cheaper spells that require a shard to make capturing one early more of a bonus? Perhaps they could just be solid but undercosted spells that require a shard.
And, though I like the idea of having a lot of kingdom level spells, here are a couple of odder combat spell suggestions:
Deja Vu
Arcane Knowledge: 20?
Cost: 12?
No shard
Sets the battle back to exactly the state it was a the beginning of the casters prior turn, except for the mana cost of this spell
Book of...? Time? (if there is one)
I liked RavenX's idea of a spell to go back in time, but I'm not convinced the long term version he suggested end up being feasible or fun. Here's the extremely short term version of that idea. Would be good if the random rolls went really against you or the there was some protective spell it turns out you should have cast.
Unlikelyhood Field
Arcane Knowledge: 17?
Mana Cost: 15?
No Shard
For the duration of combat, all random chances are averaged with 50% before being rolled
Book of ? Chaos? Luck?
So if you had a large army of really bad fighters that had basically no chance to hit a powerful monster, which was almost certain to hit them, this would change the odds to be a 25% hit chance for the weaker ones and 75% for the powerful one, and that could dramatically change the outcome in an interesting way. I'm not sure if this would/should affect damage as well (note: I'm not totally sure how combat and damage works yet, so the calculation might have to be tweaked, but you get the general idea).
Earthen Defense
-Tactical
-???
-Earth Shard
Creates a earth fort that shows up on the strategic map and gives the group standing on the tile a defensive position during a tactical battle.
Would be a very useful spell for holding choke points or stopping your archer group from getting run down.
Ambush
-Strategic
-None
The selected group will appear weak and injured to all non-allied opponents.
Trick a hard to catch enemy into coming to you, or better yet into smashing themselves against your cities defenses.
Chaotic Portal
Randomly teleports all groups caught within around the map, 25% chance that a group will be either split up, injured, or even delayed 1-3 turns before returning.
Cripple a incoming army or use it as a last ditch escape plan, either way you'll need abit of luck.
Explosive Decoy
Creates a random group of mock units that can move about as normal but cannot attack, will explode severely damaging anything that attacks the group destroying the decoys in the process.
Use it to make your forces appear stronger then they are, if your opponent gets the balls to attack he'll still get a nasty surprise.
Falsified Orders
Take control of a enemy group movement for that turn; Chance to fail.
Simple enough, walk your enemy to their doom, or just away from your vulnerable city.
Monster Lure
Lures all independent monsters in the area to this spot.
Allows you to group up the monsters to farm for exp or alternatively use it to make a wall of monsters to slow down a incoming army.
Neverrest Plague
-Death
Inflicts your group with a plague that will remain dormant for X turns or until engaged in a tactical battle. Any group that comes in contact with the infected group will also become infected, infected units will take X amount of damage every turn for X turns. Units that fall to the plague will spawn a independent zombie that can also spread the plague.
-Necromancy
To be truly effective you're gonna haft to sacrifice some of your troops but if you manage to spread it enough it will be difficult for your enemy to stop it.
I'm not to sure on cost and the such but the basic ideas are there.
regardless of who actually wins this, I do like the idea of it. That way all you programmers will know what the end users want. Overall I like tactical games, strategy games. One game I just found online and got for my computer is Master of Magic, gog put it in a dosbox my computer lingo probably isnt as high as most, law and electronics is my thing not programming. Well Master of Magic did global spells, something I hope you add to Elemental War of Magic, Global spells had upkeep. So you could either take my favorite spell from Master of Magic and use it as a global which would be strategic of tactical on the tactical map it would be the whole battlefield. But as far as your gam goes with the current mechanics, I would love to see it as a tactical spell.
1. Spell Name: Meteor Shower
3. Arcane Knowledge 40 ish, end game type
4. Mana Cost to Cast: 40
5. Shards, At least one Fire Shard
6. Spell Effect: Does 40 points of damage to all Enemy units, times number of shards controlled, spell lasts for 3 rounds
7. Spell Book: Fire
8. Notes: Would like to have fire based creatures immune to its effects, and Air based creatures take double damage, with water taking half damage, all others normal damage.
Even if my idea does not win, I hope it inspires others
Good Health and Luck peoples
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