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Thread: More Global Enchantments

  1. #11
    Archmage of the Inner Ring ampoliros's Avatar
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    These are MoM Global spells not previously suggested I'd liek to see in WoM.


    Crusade
    Life / ?
    All the caster's living units gain +1 level while upkeep is paid.
    (Keep tracking experience so the units will remain at max level if they have earned it.)


    MoM had some interesting high level spells which made automatic dispel attempts on a specific spell domain. We should have one for each element for sure.


    Life Force
    Life / Protection
    Any Death spell cast by an opposing Wizard has a X strength Dispel cast upon it. Existing enchantments are unaffected. (Actually it worked more like a barrier. Instant spells would fizzle too.)


    Death Force
    Death / Protection
    Anti-Life


    Air Force
    Air / Protection
    Anti-Earth


    Earth Force
    Earth / Protection
    Anti-Air


    Fire Force
    Fire / Protection
    Anti-Water


    Water Force
    Water / Protection
    Anti-Fire


    Planar Seal
    ? / ?
    Prevent travel between planes.
    Do we go with ALL planes? or limit to between 2 specific planes?


    Drain Power
    Death / ?
    All enemy Sorcer Lords lose between X and Y from their mana reserve.


    Eternal Night
    Death / ?
    All battles involving the caster's armies are under the effect of Darkness.


    Herb Mastery
    Earth / ?
    Heals all the caster's living units to 100% HP at the beginnig of each turn.


    Awareness
    Arcane Circle
    Reveals the location of all cities.


    Nature Awareness
    Earth / ?
    Reveals the entire map and unit locations on all planes.


    Aura of Majesty
    ? / ?
    Improves diplomatic relations with all other Lords by +1 each turn.


    Great Unsummoning
    ? / ?
    Instant
    All summoned units on target plane must make a will? save at -2? or be banished.


    Spell Binding
    ? / ?
    Instant
    Takes control of a Global Enchantment belonging to an enemy Sorcerer Lord.


    Spell Lock
    ? / ?
    Spell Lock must be dispelled from the unit before any other Unit Enchantments can be dispelled. Spell Lock itself is very hard to dispel.


    Time Stop
    ? / ?
    Only the caster may move units or cast spells while Time Stop is in effect.
    All other game mechanics are halted even for the caster. No production/mana income/research/etc... Time Stop has a massive mana upkeep so will run out in time due to no mana income.


    Wind Mastery
    Air / ?
    All friendly ships gain +50% movement, all enemy ships gain -50% movement.


    Doom Mastery
    ? / ?
    All trained units automatically receive Chaos Channels.


    Great Wasting
    ? / ?
    3-6 random tiles are Corrupted each turn.


    Meteor Storm
    Fire / Destruction
    Each turn any unit not inside a city takes fire damage.

  2. #12
    Mage’s Assistant baenre's Avatar
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    I also hope that a great many of the old favorites from MoM make it in. Off the top of my head would be
    Crusade : Raises level of all units by 1 (champions and regular)I hope that this would allow your units to go beyond the level cap as well, I loved that
    Charm of life: +25% hp to all units
    Holy Arms: all units get holy weapons
    Just Cause: improves your fame, which helped with unrest, hero recruitment, relations. Just cause seemed kind of unique for me in that it was one of the few global enchantments that could be cast super early and impacted the early game so strongly. (would like more of these)

    I had a bunch more typed out and lost the post. Time Stop, Meteor Storm, Nature's Awareness, Zombie Mastery, and Aura of Majesty are some favorites as well.

  3. #13
    Archmage of the Inner Ring ampoliros's Avatar
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    Quote Originally Posted by ampoliros View Post
    _______'s Amplifier (______ being Elannra's greatest augmentation specialist of lore)
    Augmentation / Water
    The caster's Augmentation spells are harder to Dispel.

    _______'s Bulwark (______ being Elannra's greatest protection specialist of lore)
    Protection / Earth
    The caster's cities get an earthen wall surrounding them. Cities with a wall already built, the wall is bolstered by +X HP.
    Ronaa is shaping up to be Elannra's greatest summoner.
    How about Kezsel for Elannra's greatest protector?
    How about Yd'Rup for Elannra's greatest augmenter?

    D&D has Tenser and Mordenkainen and other historical Mages. WoM should too. This'll help in naming some of the spells.

  4. #14
    Caster of the Inner Tower
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    Inspired partly by "Nonchalance" idea of ampoliros, what about :

    - Dark Cloud : Death/Mentalism or Death/Protection : lowers ennemy unit sight in your domain ;

    - Impregnable Terrain : Earth/Protection : increase the terrain movement penalty for ennemy units in your domain ;

    - Wind Control : Air/Protection or Air/Augmentation : all your flying units receive +1 movement, all ennemies flying unit receive -1 movement (minimum 1) when they are in your domain.

    ---------- Post added at 05:39 PM ---------- Previous post was at 04:23 PM ----------

    And two more of the same kind : Impassable Rivers: Water/Protection non-flying, non-water-walking enemy units lose all their movement points every time they cross/enter/leave a tile with a river inside your domain.

    Fury of Volcanoes : Fire/Destruction : every time an enemy unit comes in a tile adjacent to a volcano, within your domain, it suffers minor fire damage.

  5. #15
    Archmage of the Inner Ring ampoliros's Avatar
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    Great Channeling

    Air / Augmentation

    Eliminate the distance penalty for casting Tactical spells.

  6. #16
    Caster of the Inner Tower
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    Nice one, and maybe a reverse spell ? Like "City Shield", Earth/Protection, every combat happening on your cities is considered to be at maximal range for the ennemy caster, regarding the casting of Tactical spells.

  7. #17
    Thought of another one:

    Master of Currents:

    Water/Augmentation
    "All your naval units get +1 to Offense, Defense, and Movement" (whatever +1 means to boats).

    This would be a water movement spell as opposed to something like Wind Mastery which is an air based spell. Master of Currents also buffs naval units which haven't gotten hardly any attention yet. Could we add this to the list of spells to discuss?
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

  8. #18
    Quote Originally Posted by kilobug View Post
    Nice one, and maybe a reverse spell ? Like "City Shield", Earth/Protection, every combat happening on your cities is considered to be at maximal range for the ennemy caster, regarding the casting of Tactical spells.
    I like this (didn't see it before). What about "Forcefield" for a name?

  9. #19
    Last Great Measure
    Life/Augmentation
    Food, Gold, Mana, and Production in all your cities are increased by 100%. At the beginning of each turn, each city you control loses 1 population. If a city reaches 0 population, it is destroyed.

    This is the panic button spell. You can't keep it going long, but if you're losing badly it might bet you to where you need to be to stabalize.

    I also envision an opposite Death type spell.

    Tendrils of Destrustion
    Death/Mentalism
    Food, Gold, Mana, and Production in all your opponents' cities are decreased by 50%. At the beginning of each turn, each city you control loses 2 population. If a city reaches 0 population, it is destroyed.

    Think of this as the "Finsh Him!" spell of WoM.
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

  10. #20
    Quote Originally Posted by baenre View Post
    A bunch of people are mentioning drawbacks to flying, or flying causing weaknesses. Are there spells/abilities that are being planned that only target flying creatures? I know if MoM there wasn't, Flying was a benefit in every case on the combat field.
    In response to this excellent question, I propose the following:

    Gravitybond
    Earth/Mentalism
    All creatures with flying lose flying.
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

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