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Thread: Magic System → Spells

  1. #41
    Archmage of the Central Tower Happerry's Avatar
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    The End of Flesh (Death, Destruction)
    Single target high negative energy damage, if something is killed by this spell a free unit of Skeletons or such is created.

    Human Pyre (Fire, Destruction)
    Ignite someone, dealing a good amount of fire damage to the target and lesser amounts to anyone near the target.

    Ironbone (Earth, Destruction??)
    Attempt to transform someone's bones to iron, damaging and paralyzing them.

    Arc Lightning (Air, Destruction)
    Choose two enemies and arc an electric current between them, damaging not only them but also electrocuting anyone between your targets, friend or foe.

    Frost Slick (Water, Summoning)
    Freeze over a patch of the ground, forcing people to make balance checks or fall over.

    Overload Soul (Life, Destruction)
    Infuse a living creature with immense amounts of Positive Energy, causing them to explode from the sheer lifeforce they now possess. (Positive Energy can actually canonically do this if you get to much of it...)

    Comet Strike (Water, Summoning)
    Summon a frozen ball of ice in the sky above, letting it fall to the ground where it not only crushes anyone in it's landing zone, but also shatters into a thousand shards of razor ice, shredding anyone around the impact site.
    Last edited by Happerry; 07-20-2013 at 04:36 AM.

  2. #42
    Quote Originally Posted by Happerry View Post
    The End of Flesh (Death, Destruction)
    Single target high negative energy damage, if something is killed by this spell a free unit of Skeletons or such is created.

    Human Pyre (Fire, Destruction)
    Ignite someone, dealing a good amount of fire damage to the target and lesser amounts to anyone near the target.

    Ironbone (Earth, Destruction??)
    Attempt to transform someone's bones to iron, damaging and paralyzing them.

    Arc Lightning (Air, Destruction)
    Choose to enemies and arc an electric current between them, damaging not only them but also electrocuting anyone between your targets, friend or foe.

    Frost Slick (Water, Summoning)
    Freeze over a patch of the ground, forcing people to make balance checks or fall over.

    Overload Soul (Life, Destruction)
    Infuse a living creature with immense amounts of Positive Energy, causing them to explode from the sheer lifeforce they now possess. (Positive Energy can actually canonically do this if you get to much of it...)

    Comet Strike (Water, Summoning)
    Summon a frozen ball of ice in the sky above, letting it fall to the ground where it not only crushes anyone in it's landing zone, but also shatters into a thousand shards of razor ice, shredding anyone around the impact site.
    Quote Originally Posted by Troy_Costisick View Post
    I have seen only a few mentions of bolt spells, so I'm going to throw a bunch out for your consideration, Aaron.

    -Shock bolt: (Life or Fire/Destruction) deals 1 electrical damage +1dmg for every 3 extra mana spent to a single unit.

    -Water bolt: (Water/Destruction) deals 3 impact damage +1dmg for every 3 extra mana spent to a single unit.

    -Fire bolt: (Fire/Destruction) deals 5 fire damage +1dmg for every 3 extra mana spent to a single unit.

    -Iron bolt: (Earth/Destruction) deals 7 impact damage +2dmg for every 3 extra mana spent to a single unit.

    -Lightning bolt: (Life or Fire/Destruction) deals 10 electrical damage +2dmg for every 3 extra mana spent to a single unit.

    -Death bolt: (Death/Destruction) deals 13 negative energy damage +2dmg for every 3 extra mana spent to a single unit.

    -Magma bolt: (Earth and/or Fire/Destruction) deals 15 fire damage +3dmg for every 3 extra mana spent to a single unit.

    -Doom bolt: (Death/Destruction) deals 20 negative energy damage +3dmg for every 3 extra mana spent to a single unit.

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

    and now for some "ball" spells:

    -Acid Ball: (Earth/Destruction) deals 3 acid damage +1dmg for every 5 extra mana spent to all units in a 5x5 area.

    -Fire Ball: (Fire/Destruction) deals 6 fire damage +1dmg for every 5 extra mana spent to all units in a 5x5 area.

    -Ice Ball: (Water/Destruction) deals 10 impact damage +2dmg for every 5 extra mana spent to all units in a 5x5 area.

    -Surge Ball: (Life or Fire/Destruction) deals 15 electrical damage +2dmg for every 5 extra mana spent to all units in a 5x5 area.

    -Dread Ball: (Death/Destruction) deals 20 negative energy damage +3dmg for every 5 extra mana spent to all units in a 5x5 area.
    I love these!

  3. #43
    I plan to start moving these over to the "proposed" section of the wiki soon. "I gotta lot to do..."

  4. #44
    Archmage of the Central Tower Happerry's Avatar
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    Frost Snap (Water, Augmentation)
    Freeze over a water tile to allow land units to cross it. (Strategic)

    Still Air (Air, Protection)
    Still the air over a battlefield, preventing weather effects from working (IE, acid storm and such) (Battlefield Enchantment)

    Undermine (Earth, Destruction)
    Undermine the earth underneath an enemy city, destroying a random building. (Strategic)

    Crystal Spire (Earth, Summoning)
    Causes a crystal spire to erupt from the earth, damaging any units on that tile and then functioning as a destroyable terrain obstacle. (Tactical)

    Permafrost (Water, Summoning)
    Freeze over a target tile, changing it to Tundra. (Strategic)

    Rupture Hull (Water, Destruction)
    Causes the water to attempt to rupture the hull of a boat, damaging it severely. (Strategic?)

    Downdraft (Air, Summoning)
    Summon a powerful downdraft to force the target flying unit to the ground, preventing it from flying for a few turns. (Tactical)

    War Wind (Air, Augmentation)
    Summon a wind eager for war, that will guide your archer's arrows to their targets, increasing their accuracy and interfering with enemy Guardian Wind spells. (Battlefield Enchantment)

    Burn Projectiles (Fire, Protection)
    Lay a protective warding on a unit, that will burn up enemy arrows and bolts before they damage the protected unit. (Unit Enchantment)

    Magma Geyser (Fire, Summoning)
    Cause a Magma Geyser to erupt, melting the target terrain tile down to hot lava. (Strategic)

    Fire Dreams (Fire, Mentalism)
    Fill the dreams of a target city's citizens with fire, causing unrest and incuraging them to burn down their own buildings (Very small chance each turn). (Strategic)

    Illusionary Inferno (Fire, Mentalism)
    Create the illusion of a battlefield wide inferno, forcing all units to take fire damage every turn until they successfully pass a will save. (Battlefield Enchantment)

    Invoke Void (Death, Destruction)
    Invoke the true power of the void, and force every living unit on the battlefield to save or die. (Tactical)

    Oblivion Mote (Death, Summoning)
    Consume a target location on the battlefield with raw oblivion, making it impassible to all but fliers for the rest of the fight. (Tactical)

    Tide of Unlife (Death, Summoning)
    Summon a tide of negative energy that will strike all units on the battlefield at the beginning of their player's turn for the rest of the fight. (Battlefield Enchantment)

    Golden Dawn (Life, Summoning)
    Summon a tide of positive energy that will strike all units on the battlefield at the beginning of their player's turn for the rest of the fight. (Battlefield Enchantment)

    Endless Ice (Water, Summoning)
    Freeze over a target tile on the battlefield. At the beginning of the turn of the player who cast this spell, a random number of tiles bordering this tile will freeze over. Tiles bordering tiles frozen over by this effect are fair targets for this effect. (Tactical)

    Sandstorm (Earth, Summoning)
    Summon a storm of sand to blot out the battlefield. While the sandstorm isn't strong enough to harm any units, the lack of vision causes all ranged units to be unable to fire at distant enemies. (Battlefield Enchantment)

    Reshape Steel (Earth, Destruction)
    Invoke the powers of earth to warp the shape of a target enemies metal weapons, rendering them useless (Tactical)

    Arrows of Fire (Fire, Augmentation)
    Infuse the enchanted units arrows with the raw power of fire, causing them to explode in a flaming burst whenever they strike an enemy. (Unit Enchantment)

    Starstorm (Life, Destruction)
    Invoke the power of the skies above to summon a storm of falling stars, that deal both positive and fire damage, to come upon the battlefield. The caster can target the first falling star, but from then on at the start of his turn a new falling star will strike a random location on the battlefield. (Battlefield Enchantment)

    Endless Night (Death, Summoning)
    Cover the skies in an unending shadow, blotting out the sun, moon, and stars. The unrest in the cities of living units will be considerable until they can once more see the skies, and the lack of light also harms food production. (Global Enchantment)

    Graft Bone (Death, Biomancy)
    Destroy a friendly undead unit in order to use it as raw materials to heal a second undead unit. This spell can not heal the second target with more health the the collective figures in the first unit possessed. (Tactical)

    Eden (Life, Augmentation)
    Call upon the powers of light to bless a land, improving its food production and causing any city that works the land to eliminate a minor degree of unrest. As well, any combat that takes place upon this tile will find that positive energy will strike all units on this battlefield at the start of their controlling player's turn. (Strategic)

    Winter Unending (Water, ???)
    Invoke the powers of winter, causing the land to slowly freeze over. At the start of the casting player's turn, random tiles across the map will turn to tundra and water tiles will freeze as ice.

  5. #45
    In another thread:

    Quote Originally Posted by WyldeRhide View Post
    The thought of building a fortress in another city brings to mind another possible spell:
    Phantasmal Fortress: Creates an illusory Wizard fortress in a target city.

    Imagine the strategic value to having 3-4 cities appear to be your "home" city (Especially in multi-player)!
    I think this is an awesome spell. I also think an "Invisible Fortress" spell would be awesome too. Then it would appear as if none of your cities had a fortress. Combined, Phantasmal Fortress and Invisible Fortress would create an excellent ruse.

  6. #46
    Mage’s Assistant GeneralGonzo's Avatar
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    Quote Originally Posted by Troy_Costisick View Post
    In another thread:



    I think this is an awesome spell. I also think an "Invisible Fortress" spell would be awesome too. Then it would appear as if none of your cities had a fortress. Combined, Phantasmal Fortress and Invisible Fortress would create an excellent ruse.
    Maybe for Multiplayer it will be an interesting spell, but in SP I don´t see how the AI should distinguish between "fake" and real city. So you could exploit it. In addition the upkeep costs should be very high then so that spamming fake cities would be impossible.

  7. #47
    Archmage of the Central Tower Happerry's Avatar
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    -1 to very high upkeep costs.

  8. #48
    Quote Originally Posted by Happerry View Post
    -1 to very high upkeep costs.
    I agree. -1 to very high upkeep costs. Misdirection is a viable multi-player strategy.

  9. #49
    Archmage of the Inner Ring ampoliros's Avatar
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    Quote Originally Posted by GeneralGonzo View Post
    In addition the upkeep costs should be very high then so that spamming fake cities would be impossible.
    Quote Originally Posted by Happerry View Post
    -1 to very high upkeep costs.
    Quote Originally Posted by Troy_Costisick View Post
    I agree. -1 to very high upkeep costs. Misdirection is a viable multi-player strategy.
    Not to mention the fact that the illusion is simply additional Fortresses, not entire Cities.

    ---------- Post added at 05:55 PM ---------- Previous post was at 04:52 PM ----------

    Nonchalance
    Mentalism / Death
    Strategic Bane spell
    Target enemy stack in enchanted to half-heartedly perform their day-to-day duties.
    All units in the stack lose 1/2 their movement points and sight radius. The effect lasts for 3 turns and may be dispelled.

    This spell would be used both as invasion prep and as a run-away spell.

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