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Thread: More Strategic Spells

  1. #1
    Archmage of the Inner Ring ampoliros's Avatar
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    More Strategic Spells

    These are MoM Strategic spells not previously suggested I'd like to see in WoM.


    Astral Gate
    ? / ?
    City Enchantment
    Create a gate to another plane of existence located permanently in a city as long as upkeep is paid.


    Consecration
    Life / ?
    City Enchantment
    Target city gets +X (a lot) of resist vs Negative Energy effects and all corruption in the city's radius is removed.


    Endurance (?Forced March?)
    Biomancy / ?
    Unit Enchantment
    Target unit gains +1 movement.


    Herosim
    Life? / Augmentation?
    Unit Enchantment
    Target unit becomes max level while upkeep is paid. Automatically dispels when the unit earns enough XP to naturally be max level.


    Planar Travel
    ? / Augmentation
    Unit Enchantment
    Target unit gains Planar Shift ability.


    Planar Shift
    ? / ?
    Instant
    Target stack travels to another plane.


    Prosperity
    ? / ?
    City Enchantment
    Target city gains +X% gold production.


    Resurrection
    Life / ?
    Instant
    Target dead Hero is brought back to life at the caster's summoning circle.


    True Sight
    Life / Augmentation
    Unit Enchantment
    Target unit gains Illusion Immunity.


    Cloud of Shadow
    Death / ?
    City Enchantment
    All battles in target city are under the effect of Darkness.


    Cruel Unminding
    Death / ?
    Instant
    Target enemy Sorcerer Lord loses X% (1-10) of his casting skill.


    Cursed Lands
    Death / ?
    City Enchantment
    Target city has it's production reduced by X%.


    Famine
    Death / ?
    City Enchantment
    Target city's food production is reduced by X%.


    Pestilence
    Death / Biomancy
    City Enchantment
    Target city loses a population each turn if it is above X pop.


    Subversion
    Death / ?
    Instant
    Target Sorcerer Lord has diplomatic relations with all other Lords reduced by X to Y amount.


    Warp Fount (formerly Warp Node)
    Death / ?
    Instant
    Target Fount reduces mana income rather than generating mana income. Warped Founts cannot change owner.


    Wraith Form
    Death / Augmentation
    Unit Enchantment
    Target unit gains Non-Corporeal ability.


    Change Terrain
    ? / ?
    Instant
    Change the terrain type of one tile. (MoM changed most tiles one step closer to grassland. The WoM version could be a random change?)


    Earth Lore
    Earth / ?
    Instant
    Reveal an area of the Strategic map. An Earth version of Far Sight.


    Earthquake
    Earth / Destruction
    Instant
    Target city has random units and buldings destroyed.


    Gaia's Blessing
    Earth / ?
    City Enchantment
    Increase the Growth stat of the surrounding tiles, thus increasing the max pop of the target city.


    Giant Strength
    ? / Augmentation
    Unit Enchantment
    Increase the attack value of the target unit by 1.


    Ice Storm
    Water / Destruction
    Instatnt
    Hit each unit in target enemy stack with a strong cold attack.


    Move Fortress
    Earth? / ?
    Instant
    Move your Fortress to the target city.


    Nature's Cures
    Earth? / Biomancy
    Instant
    Restores all units in a targeted stack to full health.


    Nature's Eye
    Earth? / ?
    City Enchantment
    Increase the scouting radius of target city.


    Pathfinding
    Earth / Augmentation
    Unit Enchantment
    Target unit gains Pathfinding ability.


    Regeneration
    Earth? / Augmentation
    Unit Enchantment
    Target unit gains +1 Regeneration.
    (MoM regeneration was +1 HP each round of combat and full heal at end of combat.)


    Resist Elements
    ? / Augmentation
    Unit Enchantment
    Target unit gains +3 to all saves vs any elemental effect.


    Wall of Stone
    Earth / ?
    City Enchantment
    Magically erect the Stone version of City Wall for target city.


    Water Walking
    Water / Augmentation
    Unit Enchantment
    Target unit gains Swimming.


    Enchant Roads
    ? / ?
    Instant
    All roads in a 5x5 area of tiles become Enchanted Roads.


    Flight
    Air / Augmentation
    Unit Enchantment
    Target unit gains Flying.


    Floating Island
    Water? / Summoning
    Instant
    Summon a non-combat unit capable of transporting a full stack of units across the water.


    Flying Fortress
    Air / ?
    City Enchantment
    During battle at the enchanted city, non-Flying units may not enter or leave the city area, nor make Melee Attacks across its boundaries.


    Guardian Wind
    Air / Protection
    Unit Enchantment
    Target unit gains Missile Immunity.


    Haste
    Air / Augmentation
    Unit Enchantment
    Target unit gains double movement and may make 2 attacks in combat.
    (That's the MoM version. I'm assuming D20 has a definition for Haste.)


    Invisibility
    Air / Augmentation
    Unit Enchantment
    Target unit gains Invisibility.


    Resit Magic
    ? / Protection
    Unit Enchantment
    Target unit gains +X to all saves. Mana slider to determine bonus.


    MoM spell was Spell Ward... I propose 6 versions...
    Life Ward / Death Ward / etc...
    <Opposite Element> / Protection
    City Enchantment
    Summoned units of named Element cannot enter target city.


    Stasis
    ? / ?
    Instant
    All units in target enemy stack must make a ??? save at -3 or lose their movement until they make the save.


    Wind Walking
    Air / Augmentation
    Target unit gains Flying and can move at at least 3. This unit can bring any stacked units with it. (More powerful version of Flight.)


    Call the Void
    Fire? / Destruction
    Instant
    Target enemy city (units and buildings) and surrounding tiles take massive damage.


    Chaos Channels
    ? / Augmentation
    Target unit receives a random augmentation. (Flying / Fire Breath / Defense). Warps the target into a magical unit and has no upkeep.


    Chaos Rift
    Fire? / Destruction
    City Enchantment
    Target enemy city take damage each turn. (Buildings and units)


    Eldritch Weapon
    ? / Augmentation
    Unit Enchantment
    Target unit's weapons are enchanted so they count as magic weapons. Reduces the effectiveness of target-enemy armor by 10%.


    Fire Storm
    Fire / Destruction
    Instant
    Each figure in target enemy stack is immolated by strong fire damage.


    Immolation
    Fire / Augmentation
    Unit Enchantment
    Target unit gains a touch attack delivering weak fire damage to each figure in the enemy unit.


    Wall of Fire
    Fire / ?
    City Enchantment
    On the battlefield target city will be surrounded by fire and any unit crossing the wall will have all figures hit by medium strength fire damage.
    Last edited by Troy_Costisick; 09-28-2013 at 05:37 PM.

  2. #2
    Archmage of the Inner Ring ampoliros's Avatar
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    Illusory Raven
    Water / Summoning
    Instant
    Summon a nearly invisible (+X to hide in shadows) Raven whose eyes are linked to a mirror in your Fortress.
    Very weak flying scout unit.

  3. #3
    I'll add one:

    Sabotage
    Death or Earth/Destruction
    Instant
    Reset the current production on a project in target city to zero.

    So if they are building a bank and have 25 production units into it, it goes back to 0.

  4. #4
    Archmage of the Inner Ring ampoliros's Avatar
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    Quote Originally Posted by ampoliros View Post
    I'm pulling non-global spell suggestions out of the spell discussions here...

    Unbind
    Mentalism / Water
    Strategic Instant
    Remove the owner's control of 1 summoned unit. The unit becomes neutral.


    Compel
    Mentalism / Death
    Strategic Instant
    Compel one summoned unit to follow you. Use on a neutral summon, or wrest control from another Lord. It is easier to Compel a neutral unit. The caster of Compel must pay the summoned unit's upkeep if successful.


    Inspiration
    Life / Augmentation
    City Enchantment
    Inspire the citizens of the city to provide a small increase in production and also lowers unrest by 1.


    Insight (unless Insight becomes the name of Forsee Battle)
    Water / Augmentation
    Enchant one unit with the power to be insightful in battle.
    The unit gets a magical do-over each combat round.

    ---------- Post added at 07:48 PM ---------- Previous post was at 07:28 PM ----------

    and here's another one...

    Crimson Horror
    Summoning / Death
    Strategic only
    The caster calls upon the negative energies to conjure up a shrieking blood-red abomination loosely resembling an 8 foot tall horse.
    Quote Originally Posted by ampoliros View Post

    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.
    Just making sure these don't get forgotten...

  5. #5
    Caster of the Inner Tower
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    Ok let's see your porposals

    - Unbind : I like it, but even better if there is a reverse spell, a Bind spell that takes control of a neutral summoned creature (be it a "raider" unit or the result of unbind, but see Compel) ;

    - Compel : as said above I like the idea, but I'm sceptical about "Death" for that, I would more say Water or even Earth ("compel" sounds like strong calm authority, and that's associated with Earth to me) ;

    - Inspiration : that was evocked in other threads, I like it; for many of those spells, it would even be good to have two versions : a version affecting only one city, and very high-level, expensive version affecting the whole empire ;

    - Insight : I like the idea, but how to do it UI-wise without it being cumbersome or too complicated ?

    - Crimson Horror : hum why not, but what would be the abilities of the abomination ?

    - Nonchalance : I like the idea, but not losing sight radius. I would say more lose movement points and have a slight penalty to attack.

  6. #6
    Archmage of the Inner Ring ampoliros's Avatar
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    Moving this one here so it doesn't get lost.

    Unholy Pact
    Death / Destruction
    The Sorcerer Lord strikes a pact with a demon ceding control of one of his cities to the Demon. The Demon city will become an Independent Empire which is allied with the caster. The Demon city gets a Demonic Portal which has a chance to spawn a demon unit each turn.
    (OK, so I guess this is more of a Strategic Instant spell)

  7. #7
    I think we could use some more movement spells since we do have 7 planes to conquer. Here's a few off the top of my head:

    Endurance:
    Life/Augmentation
    +1 movement to ground units. (low level)

    Quickfeet:
    Fire/Augmentation
    +2 movement to ground units. (mid level)

    Pathfinding:
    Earth/Augmentation
    Unit ignores are movement penalties from terrain types except water, obviously. (very low level)

    Waterwalking:
    Water/Augmentation
    Unit can walk on water squares. (low level)

    Waterskating:
    Water/Augmentation
    Unit can walk on water squares and gets a +2 movemnt bonus while on water/river squares. (mid-high level)

    Levitation:
    Air/Biomancy
    Target unit gains flying. (mid level)

    Flight:
    Air/Biomancy
    Target unit gains flying and has +1 to its movement. (mid-high level)

    Lesser Teleportation:
    Air/Mentalism
    Unit is tranported to any open square on the same plane. (mid-low level)

    Greater Teleportation:
    Air/Mentalism
    Unit is transported to any open square on any plane. (mid level)

    Lesser Mass Teleportation:
    Air/Mentalism
    All units in target stack are tranported to any open square on the same plane. (mid-high level)

    Greater Mass Teleportation:
    Air/Mentalism
    All units in target stack are tranported to any open square on any same plane. (high level)

    Recall:
    Air/Mentalism
    Brings a unit to capital city from anywhere. (mid level)

    Mass Recall:
    Brings all units in target stack back to capital city from anywhere. (very high level)
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

  8. #8
    Caster of the Inner Tower
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    I like those ideas, a few remarks :

    1. I'm not sure we want to always link the "overland map" and the "strategic combat" movement, we could have spells affecting only one.

    2. Fire shouldn't just be more bonus than life. It would more see the fire spell to be more powerful with a penalty, like "+2 movement to ground units but -1 penalty to defense" or "+2 movement to ground units, but everytime turn you use the extra movement point, each figure must do a fort save or loses 1hp".

    3. For the teleportation spells, I would add a "open square outside the fog of war" condition, making scout units important.

    4. I would put pathfinding at higher level (mid level), but make it affect the whole stack, not just the unit. How will the "pathfinding" feat of some units work ?

    5. I think we should also have spells to help defend your domain, inflicting various penalties to movement to ennemy units within your domain.

  9. #9
    We'd better close these spell suggestion threads soon, or I'm going to accidentally keep coming up with more ideas! I'd like to see some more city enchantments. It seems like we don't have enough.

    Defender's Resolve
    Earth/Protection
    Units defending in this city get +1 Defense, +1 to all Saves, and +3 hit points.

    Farmer's Resolve
    Earth/Biomancy
    Increase the food production of enchanted city by 15%.

    Builder's Resolve
    Earth/Augmentation
    Increase production of enchanted city by 15%.

    Merchant's Resolve
    Earth/Augmentation
    Increase gold production of enchanted city by 15%.

    Mother's Resolve
    Life/Biomancy
    Increase population growth of enchanted city by 15%.

    -those are simple ones, bread and butter, here are some more complex ones-

    Lesser Disaster Shield
    Life or Earth/Protection
    Enchanted city and its area of influence has its resistance to natural disasters (earthquakes, meteor showers, volcanos, etc.) increased by 50% [including those caused by spells].

    Greater Disaster Shield
    Life or Earth/Protection
    Enchanted city and its area of influence are immune to natural disasters [including those caused by spells].

    (the idea for the next few is that the sorcerer-lord is tying himself closer to the lands and gaining power from it)

    Veins of Power
    Earth/Mentalism or Biomancy
    Enchanted city produces +1 mana point for each tile of mountain in its area of influence. (this spell has no upkeep cost)

    Roots of Power
    Earth/Mentalism or Biomancy
    Enchanted city produces +1 mana point for each tile of forest in its area of influence. (this spell has no upkeep cost)

    Stream of Power
    Earth/Mentalism or Biomancy
    Enchanted city produces +1 mana point for each tile of river in its area of influence. (this spell has no upkeep cost)

    (I could also see some spells developed along these lines for unique terrain features on alternate planes like fire, water, etc. Moving on...)

    Aura of Restoration
    Life/Biomancy
    The healing rate for units inside the city is increased by 50%.

    Tendrils of the Sorcerer Lord
    Earth/Augmentation
    The area of influence for enchanted city is increased by one square (so if cities start off as a 3x3 square, this would make it a 5x5. This would also stack with the Wagoner's Guild if that building makes it in).

    Spell Dome
    Air/Protection
    Other enchantments laid on this city cannot be dispelled (so they have to kill this enchantment first before getting the others).

    Hardy Souls
    Earth/Biomancy
    Desert and Tundra tiles in enchanted city's area of influence produce +1 food and +1 production.

    Mariner's Eye
    Water/Augmentation
    All friendly naval units within the enchanted city's area of influence get +1Atk, +1Def, and +3 Hit Points.

    Placate the Masses
    Earth/Mentalism
    Unrest in enchanted city is reduced by 2 for each tile of Gemstones, Gold, Silver, or Pearls that are in its area of influence.
    Last edited by Troy_Costisick; 08-31-2013 at 01:32 PM.
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

  10. #10
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    Overall I like them. " Stream of Power" should be Water not Earth to me.

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