My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/
OK backers, I think we finally reached the end of the strategic suggestions on the wiki, so I'm moving on to posting spells from this thread. If you find a spell on the wiki that has been missed, let me know.
Should we stop posting new spell ideas?
Yeah, what doesn't make it into the game at first can always be saved for future DLC, I guess.
My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/
Charm Titan
Earth/Mentalism
The chances target Titan joins your side increase 50%.
I figured we needed a spell or two that interact with WoM's new mechanics.
Rebellious Spirit
Fire/Mentalism
Unrest in enchanted city is increased by 3.
Nasty city enchantment that helps makes unrest more of a factor in the game. Plus it mates fire with mentalism, which is an unusual pairing so far.
My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/
In response to this, I propose these:
Earthbind
Earth/Biomancy
Enchanted creature loses flying.
Withered Wings
Death/Biomancy
Enchanted creature that flies has its movement reduced to 1 and has -2 to all stats.
Magnetic Field
Earth/Protection
Flying units attacking enchanted city have -1 to all stats.
Last edited by Troy_Costisick; 09-14-2013 at 09:30 PM.
My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/
Plug Gate
?/?
Targeted gate can no longer be traveled through until this is dispelled.
Warp Location
Air/?
Target party is teleported to a random survivable tile on the same plane.
Blizzard Road
Water/Augmentation
The target ocean tile and the surrounding ones are temporarily frozen, allowing land units to pass through them.
Zephyr Rider (Enchant Unit)
Wind/Augmentation
Enchanted unit grants flying movement on the strategic map for the party it is in.
Last edited by Happerry; 09-22-2013 at 06:38 AM.
I'm the type of player that is best described as a "turtle". Basically I have few cities because I like to build only few cities at a time and make sure they are well upgraded and defended. My usual win scenario in Mom was research of the spell of mastery (or then I built ridiculously powerful hero and just razed everything). Anyhow. My favorite spells are those that help to protect cities, destroy enemy units or buildings on overland map or change terrain: Wall spells, gaia's blessing, prosperity, change terrain, transmutation, firestorm, ice storm, and my all time favorite flying fortress.
Below are a few spells I didn't spot yet and a few for which I wish to voice support.
Wall of Air
Air/Protection
City enchantment: On the battlefield target city will be surrounded by a barrier of air. All ranged attacks passing through the wall have 50% miss chance.
Wall of Fire
Fire/Protection
City enchantment: Wall inflicts fire damage to any enemy unit that tries to pass or melee attack through it
Wall of Stone
Earth/Protection
Instantly creates a stone wall in the target city
Last edited by Beregar; 10-06-2013 at 01:10 PM. Reason: Replaced wall of darkness with wall of air. Moved brambles and serene skies.