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Thread: My spell design principle + terminology I use

  1. #1
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    My spell design notes & terminology

    I prefer to use certain terminology to explain effects as opposed to using exact numbers because then there's more room to balance the effect if it gets into the game.

    NOTE! This is a notes thread so I remember to follow my own guidelines. I move between three computers a lot so easier to keep notes here

    AoE (Area of Effect) types:
    Small AoE: targets a single battlefield square and all units within it
    Medium AoE: targets simultaneously target battlefield square and all adjacent squares
    Large AoE: any effect larger than medium
    Battlefield: affects entire battlefield
    Adjacent: I sometimes add extra effects to small AoEs that affect also adjacent units

    Damage descriptors:
    Minor: spell does very minor damage usually as a pressure damage over time. Unlikely to be in other spells.
    Low: spell damage is between minor and moderate. Likely to be seen only in fire DoTs and finishers.
    Moderate: baseline spell damage for lower end spells and mid-range AoEs
    High: spell does high damage usually as an instant single target spike but also in top tier AoEs
    Massive: top tier spells

    Tactical Spell Categories:
    Opener: any spell you are likely using to open the battle (generally battlefield wide spells)
    Finisher: any spell you use to finish off a weakened unit (low cost damage, also good starting spells)
    Spike: spell does large amount of damage to a small area (air primary but also fire and destruction)
    Pressure: spell forces units to relocate usually because it does damage over time or debilitates them

    Other spell categories:
    Prosperity spells (+food, +gold, +production, +morale, +growth; city/global enchantments)
    Terrain spells (+create resource nodes, change terrain; biomancy)
    Destruction (+damage, +insta death, +destroy resource nodes, +destroy terrain)
    Healing spells (+life for instant and high, +earth/water for moderate overland, +regen augment for earth)

    Sphere division (based on sphere descriptions)
    Air (+mobility/speed, +ranged, +sight, +stun +lightning spike damage; weather theme)
    Earth (+strength, +durability, +slow, +roots, +medium physical damage; soil/rock/forest theme)
    Fire (+chaos, +energy, +fury/passion, +large high damage fire AoEs; chaos theme)
    Water (+change, +chill, +mind, +roots +medium moderate cold AoEs; water in all forms (mist, liquid, ice)
    Life (+buffs, +healing, +light, +morale, +protection, +radiant damage; theme is buffs heavy)
    Death (+curses/debuffs, +darkness, +demoralize, +warp, +disease/poison damage DoT; theme is debuff heavy with slow wasting and warping)

    Augmentation (buff or debuff units)
    Biomancy (prosperity, terrain change)
    Destruction (direct damage, damage with effects)
    Mentalism (mind, vision, antisummon)
    Protection (cloaks/barriers, walls)
    Summoning (summon units or objects, teleport)

    Notes: Acid goes to earth. Augmentation is almost exclusively strategical/tactical hybrid. Biomancy is almost exclusively overland/city/global. Keep damage spells away from summons!

    Reminders:
    Group spells in themes to make sure there's no design overlap
    Try to keep starter spells scalable through levels unless they are meant to be finishers

    Will complete later...
    Last edited by Beregar; 10-14-2013 at 06:07 PM. Reason: Fixed spelling in a few instances...rephrased a few things

  2. #2
    Battlemage
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    Global/Overland Workspace
    ------------------------------------------------
    NOTE! These are spells I'm backing OR spells I'm suggesting OR changes I'm suggesting to spells. They represent only my viewpoint! Do not assume these exist in the game or that others share my viewpoints!
    ------------------------------------------------

    Arcane Spells
    - awareness (arcane): +reveals cities on a map
    - detect magic (arcane): +reveal spells opponent is casting
    - dispel magic (arcane): +remove unit enchantment
    - disenchant area (arcane): +remove all enchantments
    - disjunction (arcane): +remove global spell
    - spell lock (arcane): +shield enchantment from dispel
    - resist magic (arcane): +unit spell resistance
    - translocate tower (arcane): +move wizard tower
    - spell ward (arcane): +summoned units can't enter city
    - summon hero (arcane): +summons a hero
    - enchant item (arcane): +create magic item

    ------------------------------------------------

    Prosperity Enchantments (global):
    - bountiful waters (water/bio): +food, gold from river, shore, ocean; +whales, +pearls
    - djinni's bounty (air/sum): +food & gold for you; -food & gold for others
    - nature's bounty (earth/bio): +resource bonus from living resources

    Prosperity Enchantments (city/overland, greater)
    - flames of creativity/fervor (fire/men): +production, +research, +unrest
    - gaia's blessing (earth/bio): +food, +max pop, +prod from forest; convert corrupt/desert/volcano
    - inspiration/prosperity (life/men): +gold, +happiness, +prod

    Prosperity Enchantments (city/overland, lesser)
    - dark rituals (death/bio): +city, +mana, +unrest
    - good harvest (life/bio): +city, +food; oneshot
    - irrigation (water/bio): +city, +food; upkeep
    - bauble of splendor (earth/men): +city, +happiness; upkeep
    - enchanted mines (earth/aug): +overland, +ore bonus, +magic weapons; upkeep

    ------------------------------------------------

    City Boons
    - spell ward (arcane): summoned units can't enter city
    - altar of battle (fire/aug): +units start as elites
    - astral gate (air/sum): +connect two cities on any plane --> air suggested
    - flying fortress (air/prot): only flying units can enter

    City Curses (boy are there many of these belonging to death even after skipping a few)
    - call the void (death/destruction): +massive unit & building damage
    - cursed lands (death/biomancy): -production
    - famine (death/biomancy): -food
    - pestilence (death/biomancy): -population
    - dawn of the dead (death/summon): +neutral undead --> summon instead of bio
    - chaos rift (fire/destruction): +fire damage, +destroyed buildings
    - sow discord (fire/mentalism): +unrest
    - dominate city (water/mentalism): +steal city
    - earthquake (earth/destruction): +unit & building damage

    City Shields
    - consecration (life/prot): +city, +counter & dispel curses, +purify --> prot suggested
    - obscuring mists (water/prot): counter awareness & targeting
    - lodestone (earth/prot): ore veins to nightshade

    City Walls
    - wall of air (air/prot): +missile defense
    - wall of fire (fire/prot): +melee fire damage
    - wall of flesh (death/prot): +wall regenerates
    - wall of stone (earth/prot): +create city wall

    ------------------------------------------------

    Overland/Tactical Storms
    - fire storm (fire/dest): +dam, +burn forests/plains
    - ice storm (water/dest): +dam, +freeze ground
    - poison cloud (death/dest): +dam, +corrupts
    - pillar of heavens (life/dest): +dam undead, +dispel debuffs +purify
    - sandstorm (earth/dest): +dam, +desert

    Notes: these are hybrid "storm" spells. Overland they damage and terraform. On a tactical map they are the largest and/or most expensive AoEs.

    ------------------------------------------------

    Resource manipulation
    - transmutate (earth/biomancy): +upgrade ore
    - enchant roads (air/aug): +road speed bonus --> suggested air for variety

    Terraforming (global)
    - great flood (water/biomancy): +ocean tiles, +neutral water units
    - infuse sun (fire/biomancy): +desert tiles, +?
    - untamed wilds (earth/biomancy): +forests, +jungles, +swamps, +wild game, +animal unit stats

    Terraforming (greater)
    - change earth (earth/biomancy): mountains --> hills --> plains --> forests --> mountains
    - convert wastes (air/biomancy): tundra --> swamp --> plains --> desert --> tundra
    - shape waters (water/biomancy): ocean --> plains; plains --> ocean

    Terraforming (lesser)
    - raise volcano (fire/biomancy): +volcano (turns to mountain)
    - consecrate earth (life/biomancy): +purify, +happiness --> needs rework
    - corrupt earth (death/biomancy): +corruption, +undead resources

    notes: firestorm gains burn plains & forests, ice storm gains turn water to ice, poison cloud gains corrupt tile, sandstorm gains convert to desert. All gain chance to destroy roads.

    ------------------------------------------------

    Divinations (global)
    - awareness (arcane): +reveals cities on a map
    - detect magic (arcane): +reveal spells opponent is casting
    - augur of elannra (air/ment): +caster not affected by fog of war
    - earth awareness (earth/ment) --> +reveal all, +remove fog of war
    - locate resources (earth/ment): +reveal resources --> combined various gimmicky

    Divinations (overland)
    - far sight (air/ment): +reveal area; fog of war slowly closes back in
    - earth lore (earth/ment): +reveal area --> roll together with far sight?

    Divinations (city)
    - eye of ronaa (water/ment)--> +reveal concealed units, +battlefield allied illusion immunity
    - nature's eye (earth/ment): +city scouting range

    Divinations (scouting)
    - floating eye/summon raven (air/summon): +scout, +fast, +vision, +illusion immunity

    Notes: getting too earth heavy. Roll earth lore to far sight. Reworked eye of ronaa. Keep divinations mentalism shtick. Summons for fast scouts.

    ------------------------------------------------

    Global misc (temps)
    - meteor storm (fire/dest): +global, dam (fire) to units outside cities, +destroy buildings
    - death wish (death/dest): +global, +destroy living
    - planar seal (life/prot): +global, +stop movement between planes
    - wind mastery (air/aug): +global, +ally naval & flight speed, -enemy naval & flight speed
    - aura of majesty (water/men): +global, +improve relations

    - great unsummoning (?/?): +destroy summons --> mentalism has atm all summon control/banish
    - time stop --> mixed feelings
    - herb mastery --> hell yes
    - spell binding --> yup
    - falling stars (life/sum): +global, +random resources/foes/objects
    - crusade (life/men/aug): +1 level while in effect


    - <force> spells (all/prot): +global, +counter opposing force
    - eternal night (death/?): +global, +darkness

    for replanning
    - serene skies (air/prot): counter air, fire, water
    Last edited by Beregar; 10-15-2013 at 12:03 PM. Reason: reordered list, split to overland only unit enchantment

  3. #3
    Battlemage
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    Tactical Workspace
    ------------------------------------------------
    NOTE! These are spells I'm backing OR spells I'm suggesting OR changes I'm suggesting to spells. They represent only my viewpoint! Do not assume these exist in the game or that others share my viewpoints!
    ------------------------------------------------

    Targeting Glossary:
    Unit: targets units (not listed in hybrids since they automatically target a single unit)
    AoE1: single battlemap tile
    AoE2: target tile and surrounding tiles
    AoE3: expand +1 tiles
    AoE4: expand +1 tiles (largest atm)
    battlefield: all units unless enemy or allied only is specified

    Notes (14.10.2013): Moved all spells with damage component to destruction save for a few special cases. Tactical is now mostly destruction, augmentation, summoning, with only a few mentalism/biomancy spells added to mix. Biomancy ended up being mostly overland spells. Mentalism mostly divinations and banishments. Summon damage spells were removed because some summoned units can cast spells of their own.

    ------------------------------------------------

    Arcane Tactical Hybrids
    - dispel magic (arcane): +remove unit enchantment
    - disenchant area (arcane): +remove all enchantments
    - spell lock (arcane): +shield enchantment from dispel
    - resist magic (arcane): +unit spell resistance

    -----------------------------------------------

    Air Tactical Only
    - lightning surge (air/dest): +AoE1, +damage (lightning), +disintegrate
    - tornado (air/dest): +AoE1, +damage (slashing?), +random (movement)
    - call lightning (air/dest): +battlefield, +damage (lightning), +enemy only, +persists, +random
    - daze (air/men): +unit, +slow
    - daze, mass (air/men): +AoE2, +slow
    - guiding wind (air/men): +battlefield, +allies only, +ranged attack, +negate missile immunity
    - static discharge (air/bio): +unit, +stun1
    - downdraft (air/bio): +unit, +counter (flight)
    - turbulence (air/bio): +battlefield, +counter (flight)
    - haste, mass (air/aug): +battlefield, +allies only, +buff (attack rate)
    - invisibility, mass (air/prot): +battlefield, +allies only, +concealment, +defense (miss chance)
    Notes: changed downdraft and turbulence to bio so summon is for summons and teleports

    Air Hybrids (+overland, +tactical)
    - lightning reflexes (air/aug): +buff (dex), +first strike --> stat buff
    - vertigo (air/aug): +debuff (dex), +spell fizzle --> stat debuff
    - wind walking/combat flight (air/aug): +flight --> air overland mobility
    - haste (air/aug): +buff (attack rate)
    - true sight (air/aug): +illusion immunity
    - invisibility (air/prot): +concealment, +defense (miss chance) --> prot suggested
    - guardian wind (air/prot): +missile immunity--> prot suggested/air protective cloak

    Air Battlefield Presence
    - wall of air (air/prot): +wall, +missile miss chance
    - serene skies (air/prot): +counter (air/earth/fire spells)

    ------------------------------------------------

    Earth Tactical Only
    - acid arrow (earth/dest): +unit, +acid (DoT)
    - acid storm (earth/dest): +AoE2, +acid (DoT)
    - disrupt earth (earth/dest): +AoE1, +destroy terrain object or piece of wall
    - petrify (earth/dest): +unit, +petrify
    - strangling vines (earth/dest): +AoE1, +crushing (DoT), +immobilize, +persists
    - earth to mud (earth/bio): +AoE3, +impede (movement), +persists
    - earthbind (earth/aug): +unit, +counter (flight)
    - resist elements, mass (earth/prot): +buff (acid/cold/fire/lightning resistance

    Earth Hybrids (+overland, +tactical)
    - sandstorm (earth/dest): +AoE3, +damage (slashing?), +blind --> hybrid "storm"
    - giant strength (earth/aug): +buff (str), +wall crushing --> stat buff
    - pathfinding (earth/aug): +pathfinding --> earth overland mobility
    - regeneration (earth/aug): +regen
    - resist elements (earth/prot): +buff (acid/cold/fire/lightning resistance) --> prot suggested
    - stone skin (earth/prot): +buff (dr or defense?) --> prot suggested/earth protective cloak

    Earth Battlefield Presence

    ------------------------------------------------

    Fire Tactical Only
    - fire bolt (fire/dest): +unit, +damage (fire), +finisher
    - flame strike (fire/dest): +AoE1, +damage (fire), +burning (DoT)
    - fireball (fire/dest): +AoE2, +damage (fire)
    - lava font (fire/dest): +AoE1, +damage (fire), +random (projectiles), +persists
    - cloud of embers (fire/dest): +AoE3, +burn (DoT), +blind, +conceal, +spreading, +persists
    - hypnotic flames (fire/men): +AoE2, +stun, +persists (attack/save breaks)
    - metal fires (fire/aug): +battlefield, +allies only, +enchanted, +fire melee, +ar penetration

    Fire Hybrids (+overland, +tactical)
    - fire storm (fire/dest): +AoE4, +damage --> hybrid "storm"
    - chaotic mind (fire/aug): +cha, +charm immunity --> stat buff
    - chaos channels (fire/aug): +random augmentation
    - flame weapon (fire/aug): +enchanted, +fire melee, +armor penetration --> fire suggested
    - searing aura (fire/prot): +fire melee, +fire immunity --> fire protective cloak

    Fire Battlefield Presence
    - wall of fire (fire/prot): +wall, +melee damage

    ------------------------------------------------

    Water Tactical Only
    - frost ray (water/dest): +unit, +damage (cold), +finisher
    - arctic chill (water/dest): +battlefield, +damage (cold), +slow, +persists (save negates?)
    - tidal wave (water/dest): +battlefield, +damage (cold), +impede (movement), +ignore (fliers)
    - cometfall (water/dest): +AoE1/3, +damage (crushing), +impede (movement)
    - flash freeze (water/dest): +AoE2, +damage, +immobilize1
    - command/domination (water/men): +unit, +steal control, +persists (save each turn)
    - mind crush (water/men): +unit, +damage (phantasmal), +debuff (casting stats)
    - blur, mass (water/prot): +battlefield, +allies only, +unit, +defense (miss chance)

    Water Hybrids (+overland, +tactical)
    - ice storm (water/dest): +AoE3, +damage (cold) --> hybrid "storm"
    - iron will (water/aug): +wis, +indomitable will --> stat buff
    - water form (water/aug): +DR vs normal weapons, +swim, +water concealment
    - water walking (water/aug): +swim --> water overland mobility
    - blizzard cloak (water/prot): +cold melee, +cold immunity --> water protective cloak
    - blur (water/prot): +unit, +defense (miss chance)

    Water Battlefield Presence
    - eye of ronaa (water/men): +battlefield, +allies only, +illusion immunity
    - obscuring mists (water/sum): +battlefield, +allies only, +defense (miss chance)

    ------------------------------------------------

    Death Tactical Only
    - drain life (death/dest): +damage (negative), +finisher
    - necrotic bomb (death/dest): +unit/AoE2, +damage (negative), +unit explodes when slain
    - wrack living (death/dest): +battlefield, +damage living (DoT), +heal undead (HoT)
    - slay living (death/dest): +unit, +resist or die
    - black sleep (death/men): +unit, +stunned, +persist (attack breaks)
    - possession (death/men): +control unit, +persistent (save each turn)
    - terror (death/ment): +battlefield, +enemy only, +fear
    - unbind (death/men): +lose control of summoned unit
    - harm (death/bio): +damage living, +heal undead
    - harm, mass (death/bio): +battlefield, +damage living, +heal undead
    - vulnerability (death/aug): +unit, +strip resistances and immunities.
    - black prayer/doom (death/aug): +battlefield, +enemies only, -stats (all)
    - symbol of death (death/prot): +trap (invisible, insta death)

    Death Hybrids (+overland, +tactical)
    - poison cloud (death/dest): +AoE3, +poison (DoT), +persists (encounter) --> hybrid "storm"
    - deadly clarity (death/aug): +int, +illusion immunity --> stat buff
    - weakness (death/aug): +debuff (str) --> stat debuff
    - frailty (death/aug): +debuff (con), +physical vulnerability
    - eye of entropy (death/aug): +death gaze
    - wraith form (death/aug): +etherealness
    - lycantrophy (death/aug): +convert to werewolf --> aug instead of bio suggested
    - cloak of dread (death/prot): +melee lifesteal, +fear aura --> death protective cloak

    Death Battlefield Presence
    - wall of flesh (death/prot): +wall, +wall regenerates

    ------------------------------------------------

    Life Tactical Only
    - sunbeam (life/des): +damage undead, +destroy undead
    - sunburst (life/des): +AoE2, +damage undead, +blind1
    - radiant sphere (life/des): +AoE1/2, +damage undead, +blindness, persists
    - true light (life/des): +battlefield, +damage undead, +dispel concealment
    - holy word (life/des): +battlefield, +destroy undead, +banish summoned
    - banish (life/men): +unit, +destroy summon
    - rebuke (life/men): +unit, +damage living, +stun1, +phantasmal
    - heal (life/bio): +heal living, +damage undead
    - heal, mass (life/bio): +battlefield, +allies only (heal), +enemy only (damage undead)
    - prayer/high prayer (life/aug): +battlefield, +allies only, +stats (all)
    - circle of protection (life/prot): +AoE1, +defense (all, within circle only)
    - death ward, mass (life/prot): +spell resistance vs death sphere, +immune to death effects

    Life Hybrids (+overland, +tactical)
    - pillar of heavens (life/dest): +AoE2, +dam undead, +dispel debuffs, +purify --> hybrid "storm"
    - great fortitude (life/aug): +buff (con), +regen --> stat buff
    - endurance/speed (life/aug): +overland speed, +combat speed --> life overland mobility
    - holy weapon (life/aug): +enchanted weapon, +hit, +damage (summons, undead)
    - radiant gaze (life/aug): +blinding gaze, +illusion immunity
    - death ward (life/prot): +spell resistance vs death sphere, +immune to death effects
    - holy aura (life/prot): +all saves, +ac, +melee damage (undead) --> life protective cloak

    Life Battlefield Presence

    ------------------------------------------------

    on hold
    - animate dead (death/sum): +battlefield, +reanimate unit when it dies, +persists
    - combust/immolation (fire/bio): +unit, +burning (DoT), +persists (encounter)
    Last edited by Beregar; 10-14-2013 at 10:29 PM. Reason: rounding things things up

  4. #4
    Battlemage
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    Summon Workspace
    ------------------------------------------------
    NOTE! These are spells I'm backing OR spells I'm suggesting OR changes I'm suggesting to spells. They represent only my viewpoint! Do not assume these exist in the game or that others share my viewpoints!
    ------------------------------------------------

    Summon Control
    - banish (life/mental): +destroy summoned unit
    - compel (water/mental): +steal summoned unit
    - unbind (death/mental): +lose control of summoned unit
    notes: reversed compel and unbind spheres

    ------------------------------------------------

    Unit Summoning (air)
    - air elemental (air/summon): +damage, +flight, +invisible
    - djinni (air/summon): +damage, +flight, +cast
    - floating eye/summon raven (air/summon): +scout, +fast, +vision, +illusion immunity
    - storm giant (air/summon): +damage, +wall crushing
    - word of recall (air/summon): +recall target unit to fortress

    Unit Summoning (earth)
    - dao (earth/summon): +damage, +meld, +cast
    - earth elemental (earth/summon): +damage, +stoneskin
    - giant spiders (earth/summon): +damage, +web
    - hill giant (earth/summon): +damage, +wall crushing
    - treant (earth/summon): +damage, +regen, +cast (entangle)

    Unit Summoning (fire)
    - efreet (fire/summon): +damage, +flight, +cast
    - fire elemental (fire/summon): +damage, +fire immune
    - fire giant (fire/summon): +damage, +wall crushing
    - hell hounds (fire/summon): +damage, +lesser fire breath
    - hydra (fire/summon): +damage, +greater fire breath, +multiattack, +regen

    Unit Summoning (water)
    - floating island (water/summon): +water transport
    - marid (water/summon): +damage, +swim, +cast
    - nagas (water/summon): +damage, +swim
    - sea serpent (water/summon): +damage, +swim
    - slimes (water/summon): +damage, +envelope, +concealment (water), +swim
    - water elemental (water/summon): +damage, +cold immune, +swim
    - summon whirlpool (water/summon): +whirlpool

    Unit Summoning (death)
    - animate dead (death/sum): +battlefield, +reanimate unit when it dies, +persists
    - gazer (death/summon): +gaze attacks

    Unit Summoning (life)
    - resurrection (life/summon): +resurrect hero
    - sprites (life/summon): +damage, +flying, +cast

    ------------------------------------------------
    Last edited by Beregar; 10-14-2013 at 06:59 PM.

  5. #5
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    Spells per sphere
    ------------------------------------------------

    NOTE! These are spells I'm backing OR spells I'm suggesting OR changes I'm suggesting to spells. They represent only my viewpoint! Do not assume these exist in the game or that others share my viewpoints!

    ------------------------------------------------

    Arcane Spells
    - awareness (arcane): +reveals cities on a map
    - detect magic (arcane): +reveal spells opponent is casting
    - dispel magic (arcane): +remove unit enchantment
    - disenchant area (arcane): +remove all enchantments
    - disjunction (arcane): +remove global spell
    - spell lock (arcane): +shield enchantment from dispel
    - resist magic (arcane): +unit spell resistance
    - translocate tower (arcane): +move wizard tower
    - spell ward (arcane): +summoned units can't enter city
    - summon hero (arcane): +summons a hero
    - enchant item (arcane): +create magic item

    ------------------------------------------------

    Air/Augmentation
    - lightning reflexes (air/aug): +buff (dex), +first strike --> stat buff
    - vertigo (air/aug): +debuff (dex), +spell fizzle --> air stat debuff
    - haste (air/aug): +attacks
    - true sight (air/aug): +illusion immunity --> air instead of life suggested
    - wind walking/combat flight (air/aug): +flight --> air overland mobility
    - stasis (air/aug): +unit immobilize, +stack --> air/aug suggested
    - haste, mass (air/aug): +battlefield, +allies only, +buff (attack rate)
    - enchant roads (air/aug): +road speed bonus --> suggested air for variety

    Air/Biomancy
    - static discharge (air/bio): +unit, +stun1
    - downdraft (air/bio): +unit, +counter (flight)
    - turbulence (air/bio): +battlefield, +counter (flight)
    - convert wastes (air/bio): +overland, tundra --> swamp --> plains --> desert --> tundra
    - wind mastery (air/bio): +global, +ally naval & flight speed, -enemy naval & flight speed

    Air/Destruction
    - lightning surge (air/dest): +AoE1, +damage (lightning), +disintegrate
    - tornado (air/dest): +AoE1, +damage (slashing?), +random (movement)
    - call lightning (air/dest): +battlefield, +damage (lightning), +enemy only, +persists, +random

    Air/Mentalism
    - daze (air/men): +unit, +slow
    - daze, mass (air/men): +AoE2, +slow
    - guiding wind (air/men): +battlefield, +allies only, +ranged attack, +negate missile immunity
    - far sight (air/men): +overland, +reveal area; fog of war slowly closes back in, +mslider
    - augur of elannra (air/men): +global, +caster not affected by fog of war

    Air/Protection
    - invisibility (air/prot): +concealment, +defense (miss chance) --> prot suggested
    - invisibility, mass (air/prot): +battlefield, +allies only, +concealment, +defense (miss chance)
    - guardian wind (air/prot): +missile immunity --> prot suggested/air protective cloak
    - wall of air (air/prot): +city, +wall, +missile miss chance
    - flying fortress (air/prot): +city, +only flying units can enter

    Air/Summoning
    - astral gate (air/sum): +city, +connect two cities on any plane --> air suggested
    - air elemental (air/sum): +damage, +flight, +invisible
    - djinni (air/sum): +damage, +flight, +cast
    - floating eye/summon raven (air/sum): +scout, +fast, +vision, +illusion immunity
    - storm giant (air/sum): +damage, +wall crushing
    - word of recall (air/sum): +recall target unit to fortress

    ------------------------------------------------

    Earth/Augmentation
    - earthbind (earth/aug): +unit, +counter (flight)
    - giant strength (earth/aug): +buff (str), +wall damage --> stat buff
    - regeneration (earth/aug): +regen
    - pathfinding (earth/aug): +pathfinding --> earth overland mobility
    - enchanted mines (earth/aug): +ore bonus, +magic weapons; upkeep

    Earth/Biomancy
    - earth to mud (earth/bio): +AoE3, +impede (movement), +persists
    - change earth (earth/bio): +overland, +mountains --> hills --> plains --> forests --> mountains
    - transmutate (earth/bio): +overland, +upgrade ore
    - nature's cures (earth/bio): +overland, +heal, +cleanse
    - gaia's blessing (earth/bio): +city, +food, +max pop, +prod from forest; +convert wasteland
    - nature's bounty (earth/bio): +global, +resource bonus from living resources
    - untamed wilds (earth/bio): +global, +forests/jungles/swamps, +wild game, +animal unit stats

    Earth/Destruction
    - acid arrow (earth/dest): +unit, +acid (DoT)
    - acid storm (earth/dest): +AoE2, +acid (DoT)
    - disrupt earth (earth/dest): +AoE1, +destroy terrain object or piece of wall
    - strangling vines (earth/dest): +AoE1, +crushing (DoT), +immobilize, +persists
    - petrify (earth/dest): +unit, +petrify
    - sandstorm (earth/dest): +overland/tactical, +AoE3, +dam (slash) , +desert --> hybrid "storm"
    - earthquake (earth/dest): +city, +unit & building damage

    Earth/Mentalism
    - bauble of splendor (earth/men): +city, +happiness
    - nature's eye (earth/men): +city, +scouting range
    - earth awareness (earth/men) +global, +reveal all, +remove fog of war
    - locate resources (earth/men): +global, +reveal resources --> combined various gimmicky

    Earth/Protection
    - resist elements (earth/prot): +resist acid/cold/fire/lightning --> prot suggested
    - resist elements, mass (earth/prot): +buff (acid/cold/fire/lightning resistance
    - stone skin (earth/prot): +buff (dr or defense?) --> prot suggested/earth protective cloak
    - lodestone (earth/prot): +overland, +ore veins to nightshade
    - wall of stone (earth/prot): +city, +create city wall

    Earth/Summoning
    - dao (earth/sum): +damage, +meld, +cast
    - earth elemental (earth/sum): +damage, +stoneskin
    - giant spiders (earth/sum): +damage, +web
    - hill giant (earth/sum): +damage, +wall crushing
    - treant (earth/sum): +damage, +regen, +cast (entangle)

    ------------------------------------------------

    Fire/Augmentation
    - chaotic mind (fire/aug): +cha, +charm immunity --> stat buff
    - chaos channels (fire/aug): +random augmentation
    - flame weapon (fire/aug): +enchanted, +fire melee, +armor penetration --> fire suggested
    - metal fires (fire/aug): +battlefield, +allies only, +enchanted, +fire melee, +ar penetration

    Fire/Biomancy
    - infuse sun (fire/bio): +global, +desert tiles, +?
    - raise volcano (fire/bio): +overland, +volcano (turns ventually to mountain)

    Fire/Destruction
    - fire bolt (fire/dest): +unit, +damage (fire), +mslider
    - flame strike (fire/dest): +AoE1, +damage (fire), +burning (DoT)
    - fireball (fire/dest): +AoE2, +damage (fire), +mslider
    - cloud of embers (fire/dest): +AoE3, +burn (DoT), +blind, +conceal, +spreading, +persists
    - lava font (fire/dest): +AoE1, +damage (fire), +random (projectiles), +persists
    - fire storm (fire/dest): +overland/tactical, +AoE4, +dam, +burn terrain --> hybrid "storm"
    - chaos rift (fire/dest): +city, +fire dam (fire), +destroy buildings
    - meteor storm (fire/dest): +global, dam (fire) to units outside cities, +destroy buildings

    Fire/Mentalism
    - shatter enchantment (fire/men): +unit, +dispel enchantment, +damage (fire)
    - hypnotic flames (fire/men): +AoE2, +stun, +persists (attack/save breaks)
    - flames of creativity/fervor (fire/men): +city, +production, +research, +unrest
    - sow discord (fire/men): +city, +unrest

    Fire/Protection
    - wall of fire (fire/prot): +city, +wall, +melee fire damage
    - searing aura (fire/prot): +fire melee, +fire immunity --> fire protective cloak

    Fire/Summoning
    - efreet (fire/sum): +damage, +flight, +cast
    - fire elemental (fire/sum): +damage, +fire immune
    - fire giant (fire/sum): +damage, +wall crushing
    - hell hounds (fire/sum): +damage, +lesser fire breath
    - hydra (fire/sum): +damage, +greater fire breath, +multiattack, +regen

    ------------------------------------------------

    Water/Augmentation
    - iron will (water/aug): +wis, +indomitable will --> stat buff
    - water form (water/aug): +DR vs normal weapons, +swim, +water concealment
    - water walking (water/aug): +swim --> water overland mobility

    Water/Biomancy
    - irrigation (water/bio): +city, +food; upkeep
    - shape waters (water/bio): +overland, +ocean --> plains; plains --> ocean
    - cleansing rain (water/bio): +overland, +heal, +cleanse, +purify
    - bountiful waters (water/bio): +global, +food, gold from river, shore, ocean; +whales, +pearls
    - great flood (water/bio): +global, +ocean tiles, +neutral water units

    Water/Destruction
    - frost ray (water/dest): +unit, +damage (cold), +mslider
    - cometfall (water/dest): +AoE1/3, +damage (crushing), +impede (movement)
    - flash freeze (water/dest): +AoE2, +damage, +immobilize1
    - arctic chill (water/dest): +battlefield, +damage (cold), +slow, +persists (save negates?)
    - tidal wave (water/dest): +battlefield, +damage (cold), +impede (movement), +ignore (fliers)
    - ice storm (water/dest): +overland/tactical, +AoE3, +dam (cold) , +freeze --> hybrid "storm"

    Water/Mentalism
    - compel (water/men): +steal summoned unit
    - command/domination (water/men): +unit, +steal control, +persists (save each turn)
    - mind crush (water/men): +unit, +damage (phantasmal), +debuff (casting stats), +mslider
    - dominate city (water/men): +city, +steal city
    - eye of ronaa (water/men)--> +city, +reveal concealed , +battlefield illusion immunity
    - aura of majesty (water/men): +global, +improve relations

    Water/Protection
    - blizzard cloak (water/prot): +cold melee, +cold immunity --> water protective cloak
    - blur (water/prot): +unit, +defense (miss chance)
    - blur, mass (water/prot): +battlefield, +allies only, +unit, +defense (miss chance)
    - obscuring mists (water/prot): +city, +counter awareness & targeting
    - tranquility (water/prot): +global, +counter fire sphere

    Water/Summoning
    - floating island (water/sum): +water transport
    - marid (water/sum): +damage, +swim, +cast
    - nagas (water/sum): +damage, +swim
    - sea serpent (water/sum): +damage, +swim
    - slimes (water/summon): +damage, +envelope, +concealment (water), +swim
    - water elemental (water/sum): +damage, +cold immune, +swim
    - summon whirlpool (water/sum): +overland, +whirlpool

    ------------------------------------------------

    Death/Augmentation
    - deadly clarity (death/aug): +int, +illusion immunity --> stat buff
    - weakness (death/aug): +debuff (str) --> stat debuff
    - frailty (death/aug): +debuff (con), +physical vulnerability
    - vulnerability (death/aug): +unit, +strip resistances and immunities.
    - black prayer/doom (death/aug): +battlefield, +enemies only, -stats (all)
    - eye of entropy (death/aug): +death gaze
    - wraith form (death/aug): +etherealness
    - lycantrophy (death/aug): +convert to werewolf --> aug instead of bio suggested

    Death/Biomancy
    - harm (death/bio): +damage living, +heal undead, +mslider
    - harm, mass (death/bio): +battlefield, +damage living, +heal undead, +mslider
    - cursed lands (death/bio): +city, -production
    - famine (death/bio): +city, -food
    - pestilence (death/bio): +city, -population
    - dark rituals (death/bio): +city, +mana, +unrest
    - corrupt earth (death/bio): +overland, +corruption, +undead resources
    - warp fount (death/bio): +overland, +warped fount drains mana

    Death/Destruction
    - drain life (death/dest): +damage (negative), +mslider
    - necrotic bomb (death/dest): +unit/AoE2, +damage (negative), +unit explodes when slain
    - wrack living (death/dest): +battlefield, +damage living (DoT), +heal undead (HoT)
    - slay living (death/dest): +unit, +resist or die
    - poison cloud (death/dest): +overland/tactical, +AoE3, +poison, +corrupt --> hybrid "storm"
    - call the void (death/dest): +city, +massive unit & building damage
    - death wish (death/dest): +global, +destroy living

    Death/Mentalism
    - black sleep (death/men): +unit, +stunned, +persist (attack breaks)
    - possession (death/men): +control unit, +persistent (save each turn)
    - unbind (death/men): +lose control of summoned unit
    - terror (death/men): +battlefield, +enemy only, +fear
    - mana leak (death/men): +battlefield, +enemy only, +casters lose mana & spellpower
    - dark presence (death/men): +city, +stop building mana generation
    - drain power (death/men): +overland, +enemy wizard, +lose mana

    Death/Protection
    - cloak of dread (death/prot): +melee lifesteal, +fear aura --> death protective cloak
    - symbol of death (death/prot): +trap (invisible, insta death)
    - darkness (death/prot): +battlefield
    - cloud of shadows (death/prot): +city
    - eternal night (death/prot): +global,
    - wall of flesh (death/prot): +city, +wall, +wall regenerates
    - death force (death/prot): +global, +counter life spells

    Death/Summoning
    - gazer (death/sum): +gaze attacks, +float
    - animate dead (death/sum): +battlefield, +reanimate unit on death, +persists
    - dawn of the dead (death/sum): +city, +neutral undead --> summon instead of bio
    - master of undeath (death/sum): +global, +reanimate slain units under your control

    ------------------------------------------------

    Life/Augmentation
    - great fortitude (life/aug): +buff (con), +regen --> stat buff
    - endurance/speed (life/aug): +overland speed, +combat speed --> life overland mobility
    - holy weapon (life/aug): +enchanted weapon, +hit, +damage (summons, undead)
    - radiant gaze (life/aug): +blinding gaze, +illusion immunity
    - prayer/high prayer (life/aug): +battlefield, +allies only, +stats (all)

    Life/Biomancy
    - heal (life/bio): +heal living, +damage undead, +mslider
    - heal, mass (life/bio): +battlefield, +allies only (heal), +enemy only (damage undead), +mslider
    - consecrate earth (life/bio): +overland, +purify, +happiness --> needs rework

    Life/Destruction
    - sunbeam (life/des): +damage undead, +destroy undead
    - sunburst (life/des): +AoE2, +damage undead, +blind1
    - radiant sphere (life/des): +AoE1/2, +damage undead, +blindness, persists
    - true light (life/des): +battlefield, +damage undead, +dispel concealment
    - holy word (life/des): +battlefield, +destroy undead, +banish summoned
    - pillar of heavens (life/des): +overland/tact, +AoE2, +dam undead, +purify --> hybrid "storm"

    Life/Mentalism
    - banish (life/men): +unit, +destroy summon
    - rebuke (life/men): +unit, +damage living, +stun1, +phantasmal
    - inspiration/prosperity (life/men): +gold, +happiness, +prod

    Life/Protection
    - circle of protection (life/prot): +AoE1, +defense (all, within circle only)
    - death ward, mass (life/prot): +spell resistance vs death sphere, +immune to death effects
    - death ward (life/prot): +spell resistance vs death sphere, +immune to death effects
    - holy aura (life/prot): +all saves, +ac, +melee damage (undead) --> life protective cloak
    - consecration (life/prot): +city, +counter & dispel curses, +purify --> prot suggested
    - life force (life/prot): +global, +counter death spells
    - planar seal (life/prot): +global, +stop movement between planes

    Life/Summoning
    - resurrection (life/sum): +resurrect hero
    - sprites (life/sum): +damage, +flying, +cast

    ------------------------------------------------

    Shelved to make room for others:
    - combust/immolation (fire/dest): +unit, +burning (DoT), +persists (encounter) --> DoT to FS
    Last edited by Beregar; 10-21-2013 at 04:54 PM.

  6. #6
    Beregar, I had decided to read this today, but I've changed my mind, lol. I will try to make time for this tomorrow. I just need to start my forums work early.

    I can see you've been "extensive". That's often a good thing. It certainly shows passion
    Everybody needs friends! Aaron's Facebook Page

  7. #7
    Battlemage
    Join Date
    Oct 2013
    Location
    Finland
    Posts
    343
    Well. It's mostly the last thread where "interesting" stuff is. The rest is mostly pushing around stuff. As you can see I've treated biomancy a bit differently from what was described, added more flavorful spells to destruction than just "do damage" and pushed teleportation spells and resurrection to summoning because they essentially "summon" units from one spot to another.

    There are a few easy keys here
    +global = global spell
    +overland = targets overland tile
    +city = targets city
    +tactical = only mentioned in some hybrid spells which have overland & tactical version
    Note: all single target unit enchantments have strategical and tactical version. Not specifically mentioned but you can see that from above threads.

    Tactical area
    +battlefield = whole battlefield
    +AoE = Area of Effect from single tile to larger
    +unit = requires unit target

    Also I tried to include a spell list where progression goes: tactical --> overland --> city --> global. This quickly became difficult with augmentation as there are tons of unit augmentations. This even after splitting some to protection. I moved basically all overland augmentations to biomancy which became sort of "terraforming/circle of life/nature" sphere.

    Also when something says "destroy" it often means "has a chance to do this effect" + save.
    Last edited by Beregar; 10-21-2013 at 05:11 PM.

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