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Thread: Magic System → Spells

  1. #1

    Magic System → Spells

    This is it. The “Throw your spell ideas in the hat!” post. Post spells, lists of spells, give us explanations or links to definitions.

    I know this post is going to get crazy so do your best to make organized posts.

    Sometime next week I'll start putting together the potential list. Then we'll sort them. (I have no idea how we're going to go about that yet, but I'll come up with something, lol.)

    So.... jump in

  2. #2
    Mage’s Assistant
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    Is there a limit to how much we should post? I mean, I have some pretty big lists I've posted in other threads, should I just post them here?

    And how should they be organised? Are cross-spells okay?

  3. #3
    Mage of the Inner Tower War Troll's Avatar
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    If anyone posted a spell in this thread you can copy/paste at your convenience!

    http://forum.wastelands-interactive....uggest-A-Spell

    Are we using the mana usage system from MoM for spell suggestions i.e 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?

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

    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.

  4. #4
    I don't really have a limit or method in mind. Just throw in what you would like to see. I'll go through it and we'll go from there.

  5. #5
    Battlemage Cirno9destiny's Avatar
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    I feel as though i have to do this before i come up with anything serious.
    Name: Summon chicken
    Circle: Earth Summon
    Type: Summoned unit
    Cost: 100
    Upkeep: 1
    Description: Once cast, a chicken is spawned. It can be killed to provide a unit with free food for a turn or thrown to confuse/stun a foe.

    If i were taking this seriously i'd suggest a spell to summon giant enemy crabs. (you have to hit thier weakpoint for massive damage), a 'life/destruction/summon' that spawns a giant stationary cannon to blast things and ice spells. So many ice spells.

  6. #6
    Mage of the Inner Tower Endless Rain's Avatar
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    Name: Charm Sorcerer Lord
    Circle: Mentalism 9
    Type: Global Enchantment
    Cost: 1000
    Upkeep: 100
    Description: Massively improves relations with the sorcerer lord you cast this spell on. This spell also ends wars between you and the target. This spell is great for players trying to win an allied victory, but is still very useful without allied victory enabled.
    I am waiting for the relaunch before playing Worlds of Magic, so I don't check the forums as often as I used to. In the meantime, the main forum I post at is RPG.net, if anyone here needs to contact me.

  7. #7
    Name: Lycanthropy
    Circle: Necromancy. Low to mid level.
    Type: Strategic
    Cost: Depends on what benefits it gives.
    Upkeep: Depends on what benefits it gives
    Description: Transforms a normal sized, living humanoid unit into a group of werewolves. Werewolves are resistant or immune to normal weapons, have a strength and hit-point bonus, and are considered to have magic weapons themselves.

  8. #8
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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
    Moderator Asmodai's Avatar
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    Here's my suggested list for terrain modification spells on the global map (names just placeholders):

    Earth
    Raise Earth - most land tiles to hills, hills to mountains
    Lower Earth - Mountains to hills, hills to land tile

    Fire
    Create Volcano - makes mountain into volcano
    Dry River - cast on river source tile destroys river
    Decrease precipitation - makes plains into deserts, jungles into forests, swamps into plains
    Burn Forests - forest tiles to plains, jungle tiles to swamp
    Heat - turns tundra to plains, plains to desert, ice to water

    Cross Circle
    Raise Earth + Create Volcano = Raise Volcano - makes a volcano on any land tile.

    Water
    Extinct Volcano - volcano to mountain
    Create River - creates a river source that then flows toward nearest river/water tile.
    Increase precipitation - makes deserts into plains, forests into jungles, plains into swamps
    Cool - turns plains into tundra, water tiles into ice, desert to plains

    Nature
    Create Forests - plains to forests, swamps to jungle

    Death
    Corruption - corrupt tile (destroys plant life)

    Life
    Purify - corrupted tiles to plains, tundra, desert, or swamp depending on tiles temp and precipitation.

  10. #10
    Archmage of the Outer Ring jamoecw's Avatar
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    fire:
    forest fire - forest tile deals fire damage to all units in tile, next 5 turns becomes plains with extra % to farmers food output of city, after that stays plains, but no bonus.
    burning plains - plains tile deals fire damage to all units in tile, next 5 turns becomes desert with extra % to farmers food output of city, after that stays desert, but no bonus.
    essence of fire - city produces +1 mana for every volcano in radius.
    burning armour - target unit takes fire damage per turn, all units that deals melee damage to unit or are struck in melee by this unit take fire damage.
    infuse sun - global enchantment that while active turns plains to deserts, swamps to plains, and jungles to forests.

    air:
    storm - area loses all tile improvements, for 1 turn after all tiles affected produce +1 food.
    out of the ether - city gains +3% production bonus, gains +1 unrest while active.
    gentle rains - city gains +1 food, when enchantment ends, city suffers -1 food for an equal amount of turns the enchantment was active.
    tornado - in battle random tiles in a random line takes damage, and around thrown to another random tile.
    dry air - river tiles in an area produce 1 less max food, a random area on the map gains the max food taken from the river while the enchantment is in effect.

    not much for now, but ya, figured i'd put some different ones down to help inspire at the very least.

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