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Thread: Biomancy/Earth spells tiers 1 - 8

  1. #1
    Archmage of the Outer Ring jamoecw's Avatar
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    Biomancy/Earth spells tiers 1 - 8

    Wiki:
    Wellspring of Life
    Circles: Earth, Biomancy
    Descriptor: Healing
    Tier: 4
    Research Cost: 1000
    Casting Cost: 300
    Power Increase Cost: -
    Area of Effect: Single City
    Duration: Persistent
    Maintenance Cost: 2 Mana Per Turn
    Spell Resistance: -
    Allows Savings Throw: -
    Applicable Saving Throw: -
    Saving Throw Effect: -
    Effect: City Buff
    Increase Effect: -

    The healing powers of Earth are called upon to create a Wellspring of Life. As long as the upkeep is paid, any army ending its turn in the target city will have its units healed of all damage and negative effects.
    Forums:
    Nature's Cures discussion here
    Circles: Earth? / Biomancy
    Description: Restores all units in a targeted stack to full health.
    Farmer's Resolve discussion here
    Circles: Earth / Biomancy
    Description: Increase the food production of enchanted city by 15%.
    Veins of Power discussion here
    Circles: Earth / Mentalism or Biomancy
    Description: Enchanted city produces +1 mana point for each tile of mountain in its area of influence. (this spell has no upkeep cost)
    Roots of Power discussion here
    Circles: Earth / Mentalism or Biomancy
    Description: Enchanted city produces +1 mana point for each tile of forest in its area of influence. (this spell has no upkeep cost)
    Stream of Power
    Earth/Mentalism or Biomancy
    Enchanted city produces +1 mana point for each tile of river in its area of influence. (this spell has no upkeep cost)
    Natural Power
    Circles: Earth / Biomancy
    Description: Enchant a city to draw +X power (mana) from a terrain type chosen at the time of casting.
    Hardy Souls discussion here
    Circles: Earth / Biomancy
    Description: Desert and Tundra tiles in enchanted city's area of influence produce +1 food and +1 production.
    Earthbind discussion here
    Circles: Earth / Biomancy
    Description: Enchanted creature loses flying.
    Brambles discussion here
    Circles: Earth / Biomancy
    Description: Target map tile is filled with brambles. Squares affected by brambles have movement cost of 4. Additionally any non-flying unit occupying or entering the tile takes physical damage. Maintaining a patch of brambles costs 1 mana/turn.
    Earth to Mud via circle change discussion here
    Circles: Earth / ?
    Description: Change a 5x5 area of the battlefield to mud, slowing all non-flying/floating units.
    Conjuration discussion here
    Circles: Earth / Summoning
    Description: All summoned creatures you control gain [some bonus] in battle.
    Living Mine discussion here
    Circles: Earth / ?
    Description: If cast on a mine makes it work without needing workers, spewing out production in exchange for mana upkeep.
    Living Mine MK2 discussion here
    Circles: Earth, ?
    Description: Creates a handful of living mines hidden in the battlefield. Enemies that enter their tiles are attacked as the mine erupts, causing rock fragments to hurl on the unit. Each mine disappears after one use.
    Dust to Dust discussion here
    Circles: Death, Summoning
    Description: Unit creation spell. Gathers up the dust of corpses from all around the land and forms it into an undead mass. Counts as a swarm unit that attacks by enveloping units and trying to suffocate them in itself.
    Gaia's Blessing via circle change discussion here
    Circles: Earth / ?
    Description: Increase the Growth stat of the surrounding tiles, thus increasing the max pop of the target city.
    Nature's Bounty via circle change discussion here
    Circles: Earth / Augmentation
    Description: All resources on tiles you control provide double their bonus.
    Untamed Wilds discussion here
    Circles: Earth / Augmentation
    Description: Forests, jungles and swamps start spreading slowly consuming all-non ocean terrain squares. All animal and earth units gain a bonus to their attack, defense and saves. Additionally wild game has a chance to spawn on any forest square near your city that doesn't already have one.

    Notes: I like large scale terraforming spells but this also makes earth units stronger and adds wild game to offset the food production you might lose from the loss of plains. Could be biomancy too.
    Impassable Terrain alternate here
    Tactical - 4x1 tiles become impassable
    Strands of Power
    Strategic - Target City gains +1 Power for each _named_ terrain in its radius
    Natures Cures
    Strategic - Target stack gains full HP
    Transmute
    Strategic - Alter target Ore
    Great Harvest
    Strategic - All your Cities produce +15% food.
    Unchanging World
    Strategic - disallow any terraforming
    Web
    (Tactical, immobilizes for 2 turns, drops flying)
    Alter Terrain
    (Strategic, lowers/raises terrain)
    Last edited by Troy_Costisick; 03-13-2015 at 01:46 AM.

  2. #2
    Archmage of the Inner Ring ampoliros's Avatar
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    The Wellspring pitch on the Wiki seems weak for Tier 4 to me. If it's gonna stay Tier 4 I propose it heals/cures all friendly units within the City's radius.

    T1 - Earth to Mud - T - 5x5 tiles slow non-floating/flying
    T1 - Impassable Terrain - T - 4x1 tiles become impassable
    T2 - Hardy Souls - S - Target City produces +1 Food per Desert/Tundra
    T2 - Strands of Power - S - Target City gains +1 Power for each _named_ terrain in its radius
    T3 - Natures Cures - S - Target stack gains full HP
    T4 - Wellspring - S - Target City heals/cures all units within its radius
    T5 - Transmute - S - Alter target Ore
    T6 - Great Harvest - S - All your Cities produce +15% food.
    T7 - Unchanging World - S - disallow any terraforming
    T8 -

    That's all I got from Jamo's list and the transfers from Augmentation.

    What I mean with Strands of Power is to combine all the _____ of Power spells in the suggestions. The caster will _name_ one terrain type when casting the spell.
    Last edited by ampoliros; 04-08-2014 at 11:10 PM. Reason: explain Strands of Power

  3. #3
    Developer Hoverdog's Avatar
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    All that talk about terraforming and you haven't included a single terraform spell :P
    To be honest, I'd seperate Alter Terrain into two spells: Lower and Raise. However, they should be at the same tier, and they're too powerful for the 1-2, the only tiers to have more than one spell in a combination. Any ideas?

    Tier 1: Earth to Mud (T, 5x5 tiles slow down), Impassable Terrain (T, 4x1 tiles become impassable)
    Tier 2: Wellspring of Life (S, immediately heals units inside the city), Strands of Power (S, +1 power per terrain type)
    Tier 3: Web (T, immobilizes for 2 turns, drops flying)
    Tier 4: Transmute (S, alters ore)
    Tier 5: Alter Terrain (S, lowers/raises terrain)
    Tier 6: Great Harvest (S, all cities produce more food)
    Tier 7: Unchanging World (S, blocks terraforming)
    Tier 8: Nature's Cure (S, heals all your units)

  4. #4
    Archmage of the Inner Ring ampoliros's Avatar
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    I like how you re-worked Strands of Power.
    Your list looks fine to me.

    Why wouldn't raise/lower be on the same spell? It makes sense to me.

  5. #5
    Archmage of the Central Tower Happerry's Avatar
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    How is Transmute a Biomancy spell?
    The Wiki.

  6. #6
    Quote Originally Posted by Hoverdog View Post

    Tier 1: Earth to Mud (T, 5x5 tiles slow down), Impassable Terrain (T, 4x1 tiles become impassable)
    Tier 2: Wellspring of Life (S, immediately heals units inside the city), Strands of Power (S, +1 power per terrain type)
    Tier 3: Web (T, immobilizes for 2 turns, drops flying)
    Tier 4: Transmute (S, alters ore)
    Tier 5: Alter Terrain (S, lowers/raises terrain)
    Tier 6: Great Harvest (S, all cities produce more food)
    Tier 7: Unchanging World (S, blocks terraforming)
    Tier 8: Nature's Cure (S, heals all your units)
    +1 to this list and +1 to ampoliros: I agree that raise/lower should be on the same spell.
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

  7. #7
    Archmage of the Outer Ring jamoecw's Avatar
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    Quote Originally Posted by Happerry View Post
    How is Transmute a Biomancy spell?
    works with existing substances?

  8. #8
    Mage of the Inner Tower War Troll's Avatar
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    Quote Originally Posted by Happerry View Post
    How is Transmute a Biomancy spell?
    'Biomancy draws on the power of both Positive and Negative energies to affect things in the physical world.' Though it seems to be mostly focused on living creatures I guess Transmute falls under the Biomancy umbrella also.

  9. #9
    Archmage of the Central Tower Happerry's Avatar
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    Fair enough.

    +1 for that list then.
    The Wiki.

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