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Thread: Suggest-A-Spell

  1. #1
    Mage of the Inner Tower War Troll's Avatar
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    Suggest-A-Spell

    Hello. For convenience maybe we should put spell suggestions in a single thread (suggestions in the single threads might get lost by newer posts). If we keep the format simple e.g 'Strategic' for campaign map, 'tactical' for battle-board etc then it'll all be gravy. Also we don't know what mana costs will be so we could operate under the guide of MoM's mana costs e.g-

    Summoning spells- 30 to 1000, Destruction- 2 to 75, (note- does not include scaling), Town Enchantments- 30 to 500, Global enchantments- 150 to 1500, Unit Enchantments- 15 to 250, Unit curses- 5 to 70, Town curses- 100 to 350.

    So without nary a do I'll start (Magic: The Gathering style comments optional!)-

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

    Name: Dawn of the Dead
    Circle: Necromancy (biomancy)
    Type: Strategic
    Cost: 1200
    Upkeep: 150
    Description: Once cast, Hordes of masterless undead arise from the graveyards and crypts of your rivals. D6 bands of undead appear within five tiles of their cities.

    Dead they are and dead they be,
    Rising now by your decree.
    Time's rot has seen their bodies crumble,
    To make the world of the living tumble.


    -Prologue to forbidden Tome of Undeath.



    Name: Resurgence
    Circle: Necromancy (Biomancy)
    Type: Tactical
    Cost: 30
    Upkeep: None (instant)
    Description: Target destroyed Zombie or Skeleton unit is brought back to life (or undeath!) with full figures but at 70 % health. May only be cast once on a unit.

    'Bring a Mace they said.. it'll keep those bastards down permanently, they said'

    -Captain Anrik of the Border Reivers, last words.
    Last edited by War Troll; 04-20-2013 at 02:57 PM.

  2. #2
    Mage’s Assistant Belgariad87's Avatar
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    well, until i can think of something more original:
    Name: Corrupt Land
    Circle: Death, Destruction
    Type: Strategic
    Cost: No idea
    Upkeep: Not Sure if needed
    Description: Afflicts a targeted area with a decayed environment, causing cities who use that land to get only 25% of normal food, production or gold.

  3. #3
    Name: Grand invocation of fairness (name pending)
    Circle: Defence, life
    Type: Tactical
    Cost: To be determined
    Description: Summoning the spirits of fairness unto the battlefield to referee the fight all magical properties of all units are temporarily removed. Many fantastical units (ones that require magic to live) are temporarily removed from the battlefield. No spells can be cast from either wizard after this is cast. All creatures lose their fantastic abilities (like fire breathing)


    Name: Duel (name needed)
    Circle:
    Unsure?
    Type:
    Tactical
    Cost:
    To be determined
    Description:
    Choose one of your units and an enemy unit to be warped to a pocket dimension where they both battle to the death. When one dies the victor is teleported back.

  4. #4
    Sorcerer
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    As far as I remember, MoM only had one Terraforming spell, with which you could make select tiles of the map progressively better until you've got nice grasslands and forests everywhere. Ah, and you also had Transmute to change the resources you had. Well, terraforming might perhaps be a bit more colorful (and might perhaps, to some degree, also be done by engineers):

    Name: Awaken Mother Nature
    Circle: Nature
    Type: Terraforming
    Cost: No idea
    Upkeep: Not needed; once cast, the effect is permanent.
    Description: A forest is raised on a tile - or a dense shroud of kelp, if you cast it on a water tile (Alpha Centauri, anyone...? ). You can cast it on all sorts of terrain, but the effects might be different. I.e. Forests raised on grasslands, plains and hills would be "normal". However, forests raised on mountains (and especially those on deserts) could dry out and disappear after a while (this might have a chance to happen each turn).


    Name: Release the Waters
    Circle: Nature / Water (available from both)
    Type: Terraforming
    Cost: No idea
    Upkeep: Not needed; once cast, the effect is permanent.
    Description: A river is spawn from the tile (again, Alpha Centauri, anyone...? ), which then winds its way through the terrain until it ends in a lake or sea. It might also have some chance of improving tiles (deserts to plains, plains to grasslands) it touches. It could be cast on all terrain types, except of course for already existing water tiles.
    However, if cast on an already existing river tile or directly next to an already existing river or water tile, then it could create a new water tile there (so you could create new lakes or expand the already existing ones (or the seas) with it). Limitation: this effect is not available on hills and mountains.


    Name: Gift of the Deep
    Circle: Nature / Water / Earth (available from all three - or perhaps only as a combination of either Nature/Earth or Water/Earth)
    Type: Terraforming
    Cost: No idea
    Upkeep: Not needed; once cast, the effect is permanent.
    Description: A land tile is created on a previously water tile. The exact type might either be decided at random at the time of casting or could be determined in advance for all tiles at the creation of the map. This way, the "seafloor" would be created in much the same way as the land (which might also be useful in making room for the aquatic factions), but would only become available to non-aquatic races with this spell.


    Name: Bones of the Earth
    Circle: Nature / Earth (available from both)
    Type: Terraforming
    Cost: No idea
    Upkeep: Not needed; once cast, the effect is permanent.
    Description: When cast on a flat tile, it creates hill (small chance of it also having some resource). When cast on a hill, it creates a mountain (even smaller chance of new resource).
    And maybe: if cast on a mountain surrounded by at least four other mountains, it creates a "skyscraper" supermountain, impassable with any normal units - though it might be burrowed through with engineers for example, if given enough time and effort.

    Also, other circles might have their own ways for terraforming: air/water mages might also turn deserts -> plains -> grasslands (at least temporarily) by making the weather (air) more rainy above the selected tile or by enriching the groundwater below it (water). Fire mages might scorch grasslands -> plains -> deserts and burn forests (-> plains -> deserts). Earth mages might have their own version of Release the Waters by simply tearing apart and/or pushing down the earth, thus allowing water to flow in from a nearby river or lake, etc.

    It is not by chance that I'm referring so much to Alpha Centauri here: terraforming was perhaps the aspect I loved most in that game (and was most disappointed to see that it was completely left out from Civ4 ) . It offers lots of possibilities and I think it would fit into WoM very nicely as well.
    Last edited by Nephryte; 04-28-2013 at 07:22 PM.

  5. #5
    Sorcerer
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    Just bringing this back up again, as it seems to be slipping slowly into oblivion... also would appreciate some feedback on the outlined ideas.

  6. #6
    Sorcerer
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    I would be happy if the development team keeps the majority of the spells that existed in MoM.

  7. #7
    Abecedarian Mage Trudd's Avatar
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    Name: The "grigri"
    Circle: Nature / life
    Type: object
    Cost: very high
    Upkeep: Not needed; once cast, the effect is permanent.
    Description:summon an amulet. Your girlfriend come back within 48h.

    I'm already out!

  8. #8
    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.

  9. #9
    I suggest to expand the artificer a bit more. A sorcerer should be able to forge articfacts which raise the attack and defence skills of simple units (swordsmen and alike). By this possibility it could become possible to have decent low tech troups which can defeat well trained units or higher ranked ones like knights.
    The mid-game might be enhanced as it is not only preferrable to upgrade your units via better city buildings but
    also via knowledge for your alchemist guilds or comparable morale boosting units/city upgrades.

  10. #10
    Arcane Candidate
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    I always find that fun and excitement happen when something you took for granted changes. Something that is taken for granted in MoM, and I'm guessing other 4x games, is that cities stay where they are.

    Name: Wormhole
    Description: Transport a city to a different plane of existence. Cannot be used on wizard's home city or cities with a summoning circle.

    Name: Awesome Cloud
    Description: Target city may move one space per turn. Casting Awesome Cloud on the city multiple times allows the city to move one extra space per turn for each time Awesome Cloud is cast.

    ---------- Post added at 01:54 PM ---------- Previous post was at 01:51 PM ----------

    I forgot to mention, Wormhole could be used on your own city or on another wizard's city (more expensive).

    ---------- Post added at 02:27 PM ---------- Previous post was at 01:54 PM ----------

    Here's one for if you're in an underdog position, fighting much more powerful units.


    Name: Pandemonium
    Description: During battle, if this spell is cast, there is a 65 percent chance of all units on the battlefield being randomly assigned to each wizard. Each wizard would still have the same number of units he/she had to begin with. However, there is a 35 percent chance that the spell will fail and two of your units will be assigned to the other wizard.

    i can't decide if it would be better to make these reassignments permanent or to have loyalties go back to the way they were at the beginning of the battle.

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