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Thread: Cross Circle Spells

  1. #21
    Apprentice
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    I really love the "Living Forest" spell
    Why thank you if we're having animals in this game you could have a global spell like "Allegiance of the Wild" which converts a majority of the wild creatures to your side but i'm unsure of how your map monsters e.g the "unallianced" ones are gonna act
    Limit of the thousands hands, respectful hands, unable to touch the darkness. Shooting hands unable to reflect the blue sky. The road that basks in light, the wind that ignited the embers, time that gathers when both are together, there is no need to be hesitant, obey my orders. Light bullets, eight bodies, nine items, book of heaven, diseased treasure, great wheel, grey fortress tower. Aim far away, scatter brightly and cleanly when fired

  2. #22
    Interesting ideas James. "Allegiance of the Wild" might be a little OP, lol, but we can look into it

  3. #23
    Mage’s Assistant
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    Supposing Biomancy has replaced necromancy, it makes thinking up spells for cross-spells for it a lot easier.
    It's possible I've totally misunderstood the concept of bionecromancy, so take these suggestions with a grain of salt.

    Such as:
    -
    Biomancy+Life


    Cancerous growth - low level spell that is cast on enemies, does ability damage of a random type(or all kinds?) vs fort save.

    Cancer beast - Mid level spell that is cast on any unit(if cast on own, it can auto-fail the save, if on enemy, fort save), if the fail saves, it takes either a lot of con damage and if your con goes to 0, the unit will turn into a cancer beast, a creature that continues to grow until its life force goes out(at the end of combat), fighting in the combat under the casters control, possibly with stats somewhat derived from the host(keeping all extraordinary or supernatural or such abilities).

    Master of Positive Energy - Strategic spell. Very high mana upkeep. All positive energy effects cast by player get a 25% boost to their effect.

    -

    Biomancy + Earth:

    Living mine - strategic level spell that if cast on a mine makes it work without needing workers, spewing out production in exchange for mana upkeep.

    Living mine mk2 - Battlefield spell that 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 - Strategic 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.

    -

    Biomancy + Water:

    Swamp-plague - Increases the growth of a swamp to cancerous rates, so it spreads to nearby tiles(2 tiles from the selected tile. New tiles can be infested too, but there's a manaupkeep), crippling their usefulness economically, but also creating a difficult to travel buffer defensively, or offensively so that enemies can't attack you as their lands are bogged down.

    Liquify - Turns the bones and flesh of the targeted unit into liquid and molds it into a simple slime. Fort save to resist.

    Rain of blood - A rain of blood erupts on the battlefield, causing fear to all units(both enemy and own) who fail a save. Each round a low DC saving throw vs Will is made or the fear effect grows worse.

    -

    Biomancy + Air:

    Healing winds - A gust of positive energy sweeps the battlefield, healing living units by d6, dealing d6 damage to undead units. Affects all units on the battlefield.

    Energy tornado - Creates a vortex of energy on the battlefield(either one that moves randomly or under caster's control). If made of positive energy, heals the living and damages the dead, if made of negative, the opposite. Choice is up to user upon casting.

    Bagpipe abomination - Creates a unit that is: A huge bloated sack of flesh is imbued with negative energy to make it into an undead being. It is mostly empty and can both suck air inside it or blow it out. Sucking air within can contain mist and fog style spells(such as killing cloud, acid fog, solid fog, etc) from a tile next to it so they do nothing. Afterwards, it can blow the same thing out to a tile next to it, thus afflicting enemies with the effects. It can also simply blow out air, knocking feeble units to the ground, or suck in air to make flying units fall to the ground. If using the standard blowing or sucking, it also lets out a terrible wail that causes fear to nearby enemies.

    -

    Biomancy + Fire:

    Ashes to ashes - Battlefield spell. Turns units killed by fire effects into an undead unit of equal HD that goes away after the battle is over. Ash creatures are immune to fire but otherwise similar to the original creature.

    Cleansing fire - Battlefield attack spell that hits multiple tiles. Undead units are burnt by a mix of fire and positive energy, but living units are healed of negative states as the fire burns away stat damage and exhaustion and the like.

    Breath of cleansing - Gives a unit the ability to use a breath attack that causes similar affects as above. Strategic spell that is cast on a unit in the global map, very high upkeep in mana.

    -

    Biomancy + Destruction:

    Necrosis - Battlefield spell. All enemy units on the battlefield have their flesh rotten away, so they make a fort save each round(easy DC) or take 1 con damage. Lasts for the rest of the battle.

    Defilation - Strategic spell. Floods a tile with negative energy. Any forests or farms or other plant based things are destroyed and removed from the map.

    Unbearable light - Battlefield spell. Does positive energy damage to a large area on the battlefield. Does not heal living creatures, only damages undead.

    -

    Biomancy + Mentalism:

    Create master brain - Strategic spell. Creates a powerful huge brain in a city that takes over the administration of the city, providing a bonus to resource production and such. Creates illusionary forces for defense when the city is attacked, and divines a large area around the city, effectively scouting 7 tiles in all directions. A sort of fantasy AI.

    Create brain parasite - Infects an enemy unit with a brain parasite, saving throw of either will or fort. If it fails, the parasite drains the mental stats of the enemy and forces the enemy to make a saving throw each round. On the rounds it fails, the brain parasite can control the unit.

    Manipulate minds - Battlefield spell. Enemy units roll vs will or get a morale penalty to their attacks due to fear. Friendly units get a morale bonus to their attacks.


    -

    Biomancy + Death:

    Create soulsucker - Soulsuckers are vampiric creatures that eat the minds or souls of the enemies they kill, leaving behind the empty shell of a corpse, which rises under the control of the soulsucker's master.

    Ultimate Undead - Creates the ultimate manifestation of negative energy, the most powerful undead being in the world. Who knows what it can do.

    Master of Negative Energy - Strategic spell. Very high mana upkeep. All negative energy effects cast by player get a 25% boost to their effect.

    -

    Biomancy + Summoning:

    Energy rift - Strategic spell. Cast on a single tile. Opens a rift to another plane, causing energy to flood out. Positive or negative energy can be chosen. All units in an army entering the area is either healed or damaged, depending on energy used and whether living or not. Average upkeep in mana.

    Augment summoning - Strategic spell. Very high upkeep. Any units created by magic by the wizard gain bonuses to their stats upon creation. If the spell is dispelled or cancelled, the bonuses go away.

    Summon energy beast - Strategic spell. Summons a creature that consumes energy, both positive and negative. It can use a breath attack that causes either. Any damage it deals to a unit(only living or undead, constructs not included), it also gains as temporary HP(up to half its max hitpoints, only half damage dealt by attack). Use of breath weapon also uses up some temporary HP.

    -


    Biomancy + Protection:

    Wall of flesh - A spell that creates a wall of flesh around the targeted city. If the wall is breached, it heals the breach in a few turns. The wall may try to envelop enemy units in base contact with it and deal some damage.

    Bodily immunity - Makes the target either roll 20 on all fort saves, automatically succeed on all fort saves, or gives a bonus of 10 or such on fort saves. Possibly gives DR as well.

    Ward from undead - All units on battlefield gain AC and Save bonuses against attacks and effects from undead creatures.

    -

    Biomancy + Augmentation

    Superhumanity - Allows for a +4 to all stats for the unit cast on, combat spell.

    Fear factor - All friendly units on battlefield gain immunity to fear and the ability to cause fear in enemies. Any fear effect they already have has its DC increased.

    Increase regeneration - Battlefield spell. Doubles regeneration or fast healingg of unit cast on.

  4. #24
    Again, interesting ideas

  5. #25
    Sorcerer
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    First, I'd refer to another post of mine, which also has some overlapping of circles.

    Second, why would a lightning need water? Due to the "stormy-rainy" part of it I guess, which might be justified but still is somewhat strange. Just think of ball lightnings for example, which are known to be connected with dry air.
    And also, why would a tornado need earth? Tornado should - in my opinion at least - be air only, but it could well be a high-level air spell, since it could be very powerful indeed.

    So circle overlap is a great idea and I'm all for it, but please make it logical. Of course you would need both water and air to make a normal rainstorm, but lightning only (at least in my view) has no need for water. (Though if you cast lightning on a water tile, then the effect might also reach units on adjacent water tiles.)
    Last edited by Nephryte; 04-28-2013 at 07:25 PM.

  6. #26
    Mage’s Assistant
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    Name: Vacuum
    Circle: Air+Destruction
    Type: Tactical
    Cost: Medium
    Upkeep: None
    Description: Creates a temporary vacuum around a 3x3 tile area. Any units inside the vacuum cannot fly(unless they have magical type flying) and take slight damage each round. The effect persists.

    Name: Spirit of War
    Circle: Summon+Augmentation
    Type: Tactical
    Cost: High
    Upkeep: None
    Description: A battlefield wide spell that increases the damage done by all friendly units, whether they do it by ranged, melee or spells.

    Name: Foul Air
    Circle: Summon+Air+Death
    Type: Strategic
    Cost: Very high
    Upkeep: Very high
    Description: Each turn, all units in the world roll a fort save or take minor ability damage from poison fumes.
    Alternatively the caster may choose 5 tiles each turn, any armies within a selected tile must roll a fort save or take ability damage from poison fumes that rise from the ground.

    Name: Ancestor Spirits
    Circle: Protection+Death
    Type: Strategic
    Cost: High
    Upkeep: Medium
    Description: So long as the spell is maintained, all of your cities will have a special ancestor spirit unit to defend them from attacks. Either the unit is a generic one, or is the highest level unit that has ever been produced by that city and died(their ghosts defend the inhabitants. So if you built an elf archer unit in the city, it gained Elite level but died later, it would serve as the defender)

    Name: Dehydrate
    Circle: Water+Destruction
    Type: Tactical
    Cost: High
    Upkeep: None
    Description: A 3x3 tile area is attacked by a heavy damage spell(lifeless units are immune, fort for half).

    Name: Sentient Gasses
    Circle: Air+Mentalism+Protection
    Type: Tactical
    Cost: High
    Upkeep: None
    Description: Any fog, mist or gas effects in the battlefield will be under your control, so you can move them one tile each turn. Possibly also protects own units from effects of said gasses. (possibly must roll caster level check to take control of enemy summoned gasses?)

    Name: Battle Luck
    Circle: Mentalism+Water
    Type: Tactical
    Cost: High
    Upkeep: None
    Description: Waves of luck wash over your own troops. Henceforth, each round three units are selected at random from your side, and for that round they roll two attack rolls for every attack, keeping the better one, making it much more easier to hit. The same units can be chosen on another round.

    Name: Passion
    Circle: Fire+Augmentation
    Type: Strategic
    Cost: Medium
    Upkeep: Medium
    Description: The people in one selected city of yours get a burning passion for their work. Farmers work harder, smiths work smarter, artists work more passionately. Food, production and research gain a 25% bonus so long as the spell is maintained.

    Name: Incite Rioting
    Circle: Mentalism+Destruction
    Type: Strategic
    Cost: High
    Upkeep: None
    Description: One selected enemy city loses half it's production for several turns and a random structure is destroyed each turn.

    Name: Hypnotizing Flame
    Circle: Mentalism+Fire
    Type: Tactical
    Cost: Medium
    Upkeep: None
    Description: A small ball of fire is created on the battlefield. Any units within two tiles of the flame must roll a will save or be forced to stare at it, thus remaining hypnotized. For each turn hypnotized, they cannot act. Any attack on the unit breaks the hypnosis, as does moving a non-hypnotized friendly unit near it. Once broken, the unit cannot be hypnotized again in that battle.

    Name: Hurricane of Bounty
    Circle: Air+Summon+Augmentation
    Type: Strategic
    Cost: High
    Upkeep: Medium
    Description: A great hurricane appears in the middle of one of your cities. It does not harm the city, but instead winds from all over the world carry wonderful things to the city for the inhabitants to enjoy. Food, precious items, metals, scrolls, all kinds of valuable things appear. Every other city in the world loses 1% of all of it's production, research and farming, while the city where the hurricane is gains 1% for each city in the world.

    Name: Emerald of Brilliance
    Circle: Earth+Mentalism+Augmentation
    Type: Strategic
    Cost: Medium
    Upkeep: Low
    Description: The caster divines the most perfect jewel from the depths of the earth and digs it out with magic. Henceforth the jewel is placed in one of his cities, causing the unrest in the city to plummet as the inhabintants are awed by its splendor.

    Name: Ice Age
    Circle: Water+Augmentation+Destruction
    Type: Tactical
    Cost: High
    Upkeep: None
    Description: The caster summons cold from the beginning of time and it envelops the battlefield. All units that are not immune to cold must roll a fort save or be slowed and take 1d6 points of damage. The save is repeated each turn. Units with cold resistance gain a bonus to save vs the slow effect.

    Name: Slimewave
    Circle: Water+Life+Destruction
    Type: Strategic
    Cost: High
    Upkeep: Low
    Description: Transforms a lake tile on the world map into an army of slimes of all kinds, under the rule of the wizard.

    Name: Grand Slime
    Circle: Water+Summon+Life
    Type: Tactical or Strategic
    Cost: High
    Upkeep: High
    Description: The caster summons a massive slime, either in combat or the global map. Each turn the grand slime spawns a lesser slime of a random type, under the command of the caster.

    Name: Poison Elemental
    Circle: Water+Death+Summon
    Type: Strategic
    Cost: High
    Upkeep: Medium
    Description: An elemental composed of poison is created to serve the wizard. Any unit attacking the elemental in melee must roll a fort save or suffer ability damage. It has other similar abilities.

    Name: Earthblood Fountain
    Circle: Earth+Water+Life
    Type: Strategic
    Cost: Medium
    Upkeep: Medium
    Description: The blood from the earth itself is diverted to the surface at a tile of the caster's choice. As long as the upkeep is paid, any army ending its turn in the tile will have its units healed of some damage and negative effects.

    Name: Planar Bubble
    Circle: Summoning+Protection+Augmentation
    Type: Strategic
    Cost: Medium
    Upkeep: High
    Description: The casting of the spell prevents planar travel by units not under the control of the wizard in a 5x5 area on the global map so long as the upkeep is paid.

    Name: Protection from Droughts
    Circle: Fire+Mentalism+Protection
    Type: Strategic
    Cost: Medium
    Upkeep: Low
    Description: The caster divines the occurance of droughts and protects a city from them. This allows for far better land cultivation in arid and desert areas, making their food supply similar to that of a grassland.

    Name: Warriors of Doom
    Circle: Summon+Destruction
    Type: Strategic
    Cost: High
    Upkeep: Medium
    Description: Summons a group of fabled warriors from the ends of the world, clad in magical armor, wielding magical weapons.

    Name: Guardian Force
    Circle: Summon+Protection
    Type: Tactical
    Cost: High
    Upkeep: None
    Description: The wizard summons a powerful benevolent being on the battlefield, which shields his units from magical effects. Saving throws of all units go up by 2 and the guardian force tries to dispel the first spell cast on your army by an enemy.

    Name: Sentinels
    Circle: Summoning+Protection
    Type: Strategic
    Cost: Medium
    Upkeep: Medium
    Description: Stone sentinels are created in a chosen city, which both protect it during a battle, but also keep a watchful eye on the city, lowering unrest.

    Name: Omens of the End
    Circle: Mentalism+Destruction
    Type: Strategic
    Cost: High
    Upkeep: High
    Description: All around the world soothsayers and augurs begin to see terrible omens that signal the End Times. Unrest in all cities of the world increase, with twice the unrest in enemy cities than in yours.

    Name: Foresee battle
    Circle: Mentalism+Protection
    Type: Tactical
    Cost: High
    Upkeep: Medium
    Description: Once each turn you may choose a unit and do an action with it. If the end result of the action(such as failed attack roll) does not please you, you may choose to cancel it from ever occurring and act again with the unit you just moved.

    Name: Illusonary Bombs
    Circle: Mentalism+Destruction
    Type: Strategic
    Cost: Medium
    Upkeep: Low
    Description: Illusions are created that resemble powerful creatures. However, they are mere illusions, which explode when they are attacked in melee or if they attack someone in melee.

    Name: Imbue with Smiting
    Circle: Augmentation+Destruction
    Type: Strategic
    Cost: Low
    Upkeep: Low
    Description: Imbues a unit with the Smite ability so long as upkeep is paid.

    Name: Damage Loop
    Circle: Protection+Destruction
    Type: Tactical
    Cost: High
    Upkeep: None
    Description: A spell that is cast on a single unit. Each time the unit is about to take damage, the one doing the damage must roll a will save. If it fails, he takes the damage instead.

    Name: Summoning Machine
    Circle: Augmentation+Summon
    Type: Tactical or Strategic
    Cost: High
    Upkeep: (Medium)
    Description: Several possible variants. Either summons a garrison to help defend a city under attack, or generates weak but free summons each turn, or makes further summoning spells in a selected city cheaper to cast.

    Name: Global Illusions
    Circle: Augmentation+Mentalism
    Type: Strategic
    Cost: High
    Upkeep: High
    Description: A powerful global spell which allows the wizard to cast a free illusion-based spell each battle, each turn. It takes neither any mana to cast, nor a spell casting turn, essentially being truly free.

    Name: Unseen Servants
    Circle: Air+Mentalism
    Type: Strategic
    Cost: High
    Upkeep: Very high
    Description: Thousands of unseen servants appear in all of the cities of the wizard, making life easier for the common man. Unrest decreases and all production increases slightly.

    Name: Mind Wrack
    Circle: Destruction+Mentalism
    Type: Tactical
    Cost: High
    Upkeep: None
    Description: One enemy unit selected gets -5 to its will save. This spell allows for no save.

    Name: Super Ore
    Circle: Augmentation+Earth
    Type: Strategic
    Cost: Medium
    Upkeep: Medium
    Description: So long as upkeep is paid, a single ore-tile on the map is upgraded to the next level(iron to mithril, mithril to adamantium, etc).

    Name: Prophecy
    Circle: Augmentation+Mentalism
    Type: Strategic
    Cost: Medium
    Upkeep: None
    Description: Allows you to peek into any enemy city to see its information, defenders and what it produces.

    Name: Master Charm / Dominate City
    Circle: Augmentation+Mentalism
    Type: Strategic
    Cost: Very High
    Upkeep: None
    Description: One enemy city reverts its ownership to you.

    Name: Altar of Battle
    Circle: Summon+Augmentation
    Type: Strategic
    Cost: Medium
    Upkeep: High
    Description: Units produced in the city this spell is cast in start as elites.

    Name: Brainlord
    Circle: Summon+Mentalism
    Type: Strategic
    Cost: Medium
    Upkeep: Medium
    Description: Summons a powerful creature that can dominate other creatures by merely using its gaze attack at them.

    Name: Nuclear Bomb
    Circle: Augmentation+Destruction
    Type: Strategic
    Cost: High
    Upkeep: None
    Description: All units in a 5x5 tile area take 100 damage.

    Name: Gates of Destruction
    Circle: Summon+Destruction
    Type: Strategic
    Cost: Medium
    Upkeep: Low
    Description: Summons a magical wall around a city. During any combat taking place in the city, the spellcaster can choose one of several effects each turn, such as summoning deadly warriors, blasting the enemy with a damage spell or removing a beneficial enchantment from an enemy unit.

    Name: Acid Storm
    Circle: Augmentation+Water+Air
    Type: Tactical
    Cost: High
    Upkeep: None
    Description: All units in the battlefield take 2d6 acid damage each round, fort save half.

    Name: Mana Discharger
    Circle: Destruction+Protection
    Type: Strategic
    Cost: High
    Upkeep: None
    Description: Any enemy wizard casting a spell that targets your wizard specifically(ie some strategic spells), loses thrice the mana the spell he cast costs.

    Name: Bestow life to illusion
    Circle: Mentalism+Life
    Type: Strategic
    Cost: Medium
    Upkeep: Low
    Description: Turns an illusion into the real deal. Useful only if you have actually the illusion of a unit cast in the first place(probably with another spell).

    Name: Deadly Illusions
    Circle: Mentalism+Death
    Type: Tactical
    Cost: High
    Upkeep: None
    Description: Illusions deal real damage/more damage than before.

    Name: Berserk Frenzy
    Circle: Destruction+Augmentation
    Type: Tactical
    Cost: Medium
    Upkeep: None
    Description: The unit this spells is cast on takes damage each combat round(or takes double damage?), but its attacks deal double damage.

    Name: Divine for minerals
    Circle: Mentalism+Earth
    Type: Strategic
    Cost: Medium
    Upkeep: Low
    Description: Creates a low-level beneficial mineral(iron, gold, etc) in a world-tile, so long as upkeep is paid.

    Name: Destroy minerals
    Circle: Destruction+Earth
    Type: Strategic
    Cost: Medium
    Upkeep: None
    Description: Permanently destroys a mineral deposit. Can only be cast on own lands.

    Name: Illusonary minerals
    Circle: Mentalism+Earth
    Type: Strategic
    Cost: Low
    Upkeep: None
    Description: Creates an illusion of a mineral. No benefit is gained from it, except fooling enemies.

    Name: Haunted mine
    Circle: Death+Earth
    Type: Strategic
    Cost: Low
    Upkeep: None
    Description: A mineral tile is protected by ghosts. If slain, they do not return.

    Name: Master Shield
    Circle: Protection+Augmentation
    Type: Strategic
    Cost: very High
    Upkeep: High
    Description: So long as upkeep is paid, the wizard may cancel a single source of damage once per battle, as many times in a turn as there are battles.

    Name: God of Destruction
    Circle: Augmentation+Destruction
    Type: Strategic
    Cost: Very High
    Upkeep: High
    Description: All damage spells cast by you deal 20% more damage as long as upkeep is paid.

  7. #27
    portal to ...
    summoning + element/life/death
    strategyc
    create portal from city to other plane, depend on knowning element, life (pos. plane) or death (neg. plane), or it apropiate for clean summoning circle?, lover requirements and cost from pure summoning circle astral gate that lead to any plane

    fire and ice/shattering
    fire+water
    combat
    alternatively cool and heat target (fire and cold damage), also break armor(maybe not special magical one?), if defended from one one element target gain half damage of only non blocked one type, no shattering of armor

    light and darkness
    biomancy +/or life+death
    battle
    channel alternatively positive and negative energy in target, greater damage from above, breaks/lowers magical innate (not from equipment) resistances for battle, lesser or greater effect on creatures natural to one of energies? (like undead to negative)

    break the node (element variants)
    specific element/life/death+destruction
    strategic
    if nodes are cracks into planes (i think i saw somewhere idea of skill that use nodes as portal in planes), than break them more to increase amount of energy that get in world, more mana from owned nodes of specific type (http://wastelands-interactive.com/me...ne_gate_master)

    dispel true/tearing the weave
    mentalism+destruction
    best dispelling, added mana counts for more from normal mentalism dispell

    network
    earth+summoning
    city enchantment
    create physical portals in cities for fast travel, possibly same as in mom to work only on cities on same plane (possible exception if two cities on two planes have both network and astral portal, see on top portal to ...) or without restriction, better income as connected by road or more and fast travel of units

    floating island
    earth+water
    similar to floating island from mom?

    spirit possesion
    summoning+ maybe mentalism or pure summoning?
    battle spell
    i prefer this from version in above comment than crating parasite, on other hand it can be little different by being vulnerable to banishment so enemy can get unit back, and if unit is killed brain parasite is killed too but here player gain spirit unit who can posses new enemy

    crash/close/lock/siege astral gates or plane fortress or ownership of plane
    summoning + mentalism (if mentalism also work directly with magic like increase or break spell res, and similar to sorcery in mom?)
    plane enchantment
    block planar travel to/from specific plane for enemies only, maybe allow planar travel for allies too, or change mechanic so that enemy can not necessarily dispel (can be too expensive) this spell but use more mana in spell that make portal (can be cheaper, can need only one portal to get foothold, to kill capital and wizard too automatically dispel this) to this plane or transport unit to break siege? and its automaticly dispelled if enemies spend enough extra mana to break holes in this "siege walls", not usefull to cast on prime i guess, but if first to be in some plane can be safer defense and to move capital there, creating own hard to break in mini plane is probably impossible so this as second best, claiming existing one

    flying fortress
    air+mentalism (mentalism for high magical work if as sorcery in mom, that can dispell better and steal enhantments for example)
    high upkeep
    create moving city/capital or something else? only one such unit

    ---------- Post added at 11:16 AM ---------- Previous post was at 10:17 AM ----------

    hm

    weaker demons
    summoning only

    specific more powerful demons
    destruction/death/element+summoning
    so arch version is destruction, ice/fire/storm/demonknight/bone version(water/fire/air/earth-hard armor, wearable or natural/death) ?

    some best spells need max 9 of one circle and some are cross type only
    Last edited by Spellcaster; 07-12-2013 at 11:19 AM.

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