Page 3 of 4 FirstFirst 1234 LastLast
Results 21 to 30 of 31

Thread: More Strategic Spells

  1. #21
    Battlemage
    Join Date
    Oct 2013
    Location
    Finland
    Posts
    343
    Reshuffling these into thematic categories instead of elemental since they have not yet made into threads:

    OVERLAND: ENCHANTMENTS
    -------------------------------

    Name: Obscuring Mists
    Circles: Water / Protection
    Description: Target city and units within is invisible to spells that remove fog of war. The city or units can't be targeted by enemy unless there's enemy unit within scouting range. All defending units are under effects of the blur spell (enemy attacks have 20% miss chance).

    Notes: I contemplated about making the city and units within fully invisible but I feel this is more balanced and not as much "endgame" stuff. The 20% miss chance replicates effects of D&D blur spell so illusion immunity penetrates it. Awareness, far sight etc still reveal the city but they do not remove the fog of war.

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

    Consecration
    Life/Prot
    City Enchantment: Attempts to counter any curse targeting the shielded city or units within. Additionally each turn there's a chance for a corrupted tile to be purified and to dispel negative enchantments affecting target city and defending units.

    Notes: Life city shield. It counters and dispels curses from city and units. It affects only enchantments.

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

    Lodestone
    Earth/Protection
    Resource Enchantment: Target ore vein functions as a nightshade granting nearby cities spell resistance.

    Notes: Now copper, iron, silver, gold, mithril and admantine ore veins work as nightshades. Should this be augmentation to spread out city protections?

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

    Flames of Creativity
    Fire/Mentalism
    City enchantment: Increases production bonus in target city and doubles the research bonus from libraries, universities, and wizard's guilds.

    Notes: So earth has gaia's blessing, life has prosperity, air has djinni's bounty, and water bountiful waters as major proposed global or city level prosperity enchantments. Here's a very useful one for fire.

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

    Enchanted Mines
    Earth/Augmentation
    Resource Enchantment: Doubles resource bonus from target ore for as long as you maintain the spell. Additionally all new units start with enchanted weapons.

    Notes: prosperity spell and now you can get enchanted weapons without alchemists guild too. Pretty sweet deal, don't you agree? I wanted to add a lowish level prosperity spell and Troy wanted prosperity augmentation so here it is. After edit it is balanced with other lesser prosperity spells. May need to target city instead?

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

    Good Harvest
    Life/Biomancy
    City Enchantment: Doubles the food production in target city for 3 turns.

    Notes: One of the problems that I often had in MoM was that I initially ran out of food when building troops and something surprising happened. I simplified this and moved it to biomancy. No mana upkeep on this.


    OVERLAND: FIRE & FORGET
    -------------------------------


    Cleansing Rain
    Water/Biomancy
    Overland/Tactical AoE: Units within affected area receive moderate healing and are cleansed of negative conditions. Cleansing rain also dispels any poison clouds, corrupted squares and similar persistent effects affecting a map tile.

    Notes: This is in same category as fire storm, ice storm, sandstorm, and poison cloud. That is a fire & forget spell that should have both strategical and tactical counterparts.

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

    Poison Cloud
    Death/Destruction
    Overland/Tactical AoE: Target tile and adjacent tiles are covered in a noxious cloud. All units within affected area become poisoned unless they successfully resist the effect with a fortitude save. Negative energy in the cloud corrupts the affected tiles. The poison cloud persist for a few turns before disappearing.

    Notes: Death was missing overland destruction spell so here it is. As mentioned in cleansing rain entry this is in same category as cleansing rain, fire storm, ice storm, and sandstorm.

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

    Brambles
    Earth/Biomancy
    Overland spell: Target map tile is filled with brambles. Squares affected by brambles have movement cost of 4. Additionally any non-flying unit occupying or entering the tile takes physical damage. Maintaining a patch of brambles costs 1 mana/turn.

    Notes: classical sleeping beauty spell except now you can control which sleeping castles (or cities or nodes or towers) you protect with your very own patch of thorns. Heck create a nice safe pathway for your own troops while we are at it.

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

    Fount Eruption
    Fire/Destruction
    Destroys target fount inflicting massive fire damage to all occupying units.

    Notes: If I can't have it nobody can! (and I still prefer spelling font)

    ------------
    Last edited by Beregar; 11-09-2013 at 02:20 PM. Reason: Updated obscuring mists

  2. #22
    Battlemage
    Join Date
    Oct 2013
    Location
    Finland
    Posts
    343
    UNIT ENCHANTMENTS
    -------------------------

    Eye of Entropy

    Death/augmentation
    Unit enchantment: Target unit gains death gaze

    Notes: If only looks could kill...and now they can!

    ---------

    Radiant Gaze
    Life/augmentation
    Unit enchantment: Target unit gains illusion immunity and blinding gaze.

    Notes: I know blinding gaze is not in game but maybe in future?

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

    Blizzard Cloak
    Water/Protection
    Unit enchantment: Enemies striking or being struck by enchanted unit suffer cold damage. Unit is also immune to cold.

    &

    Searing Aura
    Fire/Protection
    Unit enchantment: Enemies striking or being struck by enchanted unit suffer fire damage. Unit is also immune to fire.

    Notes: Classic DnD spell split into two parts and with more flavorful names.

    ---------

    Water Form
    Water/Augmentation
    Unit enchantment: Unit gains damage reduction against non-magical weapons, swim speed and is invisible in water terrain.

    ------------
    Last edited by Beregar; 10-11-2013 at 08:20 AM. Reason: gathered all unit enchantments to one spot

  3. #23
    Battlemage
    Join Date
    Oct 2013
    Location
    Finland
    Posts
    343
    SUMMONS
    ------------

    Floating Eye

    Air/Summoning
    Unit summon. Calls forth an invisible, flying unit that has very high speed, immunity to illusions and a weak ranged lightning attack. Almost no defense or hp.

    Notes: Ok. So I kind of got stuck into this eye theme but didn't want to create another unit augmentation so I give you a mobile scout unit instead!

    ---------

    Summon Whirlpool
    Water/Summoning
    Object summon. Creates a whirlpool at target ocean square. Whirlpool functions as a gateway between the plane of water and the material plane.
    Last edited by Beregar; 10-08-2013 at 05:24 PM.

  4. #24
    Lightning Reflexes
    Fire/Augmentation
    Enchanted unit gains First Strike.

    If we have a spell that does this already, please ignore this post. But I don't think we do.
    My RPG Design and Theory Blog: http://socratesrpg.blogspot.com/

  5. #25
    Battlemage
    Join Date
    Oct 2013
    Location
    Finland
    Posts
    343

    Ability Buffs

    ---------

    Note: maybe these should be put to same thread as they are just variations for each sphere. That way we get faster to other peoples suggestions as well.

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

    Giant Strength
    Earth/Augmentation
    Unit Enchantment: Target unit gains bonus to constitution and improved damage against walls.

    Notes: +2 str so +1 melee attack, +1 melee damage, +gain siege damage.

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

    Great Fortitude
    Life/Augmentation
    Unit enchantment: Target unit gains bonus to constitution and regenerates damage.

    Notes: +2 con so +1 fortitude and +20 hp. Moderate regen.

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

    Lightning Reflexes
    Air/Augmentation
    Unit enchantment: Target unit gains bonus to dexterity and first strike.

    Notes: +2 dex so +1 ac, +1 reflex, +1 ranged attack. Combined with troy's lightning reflexes for more interesting and useful spell.

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

    Chaotic Mind
    Fire/Augmentation
    Unit Enchantment: Target unit gains bonus to charisma and charm immunity.

    Notes: +2 cha so +1 magic attack, +1 will, +20 mana for sorcerers. Charm immunity for all.

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

    Deadly Clarity
    Death/Augmentation
    Unit Enchantment: Target unit gains bonus to intelligence and illusion immunity.

    Notes: +2 int so +1 magic attack, +1 will, +20 mana for wizards. Illusion immunity for all. Note: currently only death illusion immunity spell. I suggest true sight for air & radiant gaze for life. Modified eye of ronaa for water (city enchantment with battlefield presence). Others are weak vs illusions.

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

    Iron Will
    Water/Augmentation
    Unit Enchantment: Target unit gains bonus to wisdom and indomitable will.

    Notes: +2 wis so +1 magic attack, +20 mana for clerics. +1 will for all and Indomitable will grants further +4 extra will.
    Last edited by Beregar; 10-13-2013 at 11:51 AM.

  6. #26
    Caster of the Inner Tower
    Join Date
    May 2013
    Location
    France
    Posts
    735
    A few units enchantment (so could be tactical or strategic) :

    Doom Blast
    Fire/Destruction
    If enchanted unit is killed in combat, it explodes doing damages to all nearby units who fail a saving throw. If the enchanted unit was killed by a melee attack, the unit performing the melee attack automatically fails the saving throw.

    Mirror Image
    Water/Summoning
    The number of figures of enchanted unit is doubled by illusionary figures. The illusionary figures don't do any damage, but each time enchanted unit is attacked, a roll is made to know if it were a real or an illusionary figure. An illusionary figure absorbs the blow and then disappears.

    Bestow Resistance
    Life/Protection
    Enchanted unit bestows its resistance to all other units in the stack. If the enchanted unit has an immunity, it'll only bestow a resistance. (Example : if enchanted unit had life resistance and fire immunity, it would grant life resistance and fire resistance to the whole stack).

    Shared Destiny
    Life/Protection
    The figures of enchanted units are linked together magically, and none will die when at least one still stands. Enchanted multi-figure unit will fight at full strength until it's totally destroyed.

    Vengeful Wrath
    Fire/Mentalism
    The figures of enchanted units fight with extra strength for each slained figure in the unit.

    Prodigious Teacher
    Life(?)/Mentalism
    Enchanted units will be able to teach to the rest of the stack. All units in the stack that have less XP than it gain +25% to all XP gains, with a minimum of 1 XP per overland turn.

    Strength of the Rock
    Earth/Protection
    Enchanted unit gains a +X bonus to armor if it didn't move during its turn.
    Notes: attacking is fine (you get the bonus), but not any kind of movement, including teleportation by a spell or whatever else.

  7. #27
    Battlemage
    Join Date
    Oct 2013
    Location
    Finland
    Posts
    343
    Ability Debuffs
    ---------

    Notes: Death is the master of curses. I just can't figure out good ones for others but there's tons of stuff for death.

    -----------

    Vertigo
    Air/Augmentation
    Unit enchantment: Affected unit has penalty to dexterity and any spell cast by it has a chance to fizzle.

    Notes: -2 dex so -1 ac, -1 reflex, -1 ranged and 20% chance for spell fizzle.

    -----------

    Frailty
    Death/Augmentation
    Unit enchantment: Affected unit has penalty to constitution and gains vulnerability to physical damage. Frailty alone can't kill a unit.

    Notes: -2 con so -1 fortitude and -20 hp. Gains physical vulnerability.

    -----------

    Weakness
    Death/Augmentation
    Unit enchantment: Affected unit has penalty to strength.

    Notes: -2 str so -1 melee attack and damage. Needs something more! Boring.

    -----------
    Last edited by Beregar; 10-13-2013 at 05:06 PM.

  8. #28
    Archmage of the Inner Ring ampoliros's Avatar
    Join Date
    Apr 2013
    Posts
    1,662
    Name: Martyr of Wisdom
    Circles: Life / Mentalism
    Description: When target unit dies its experience gets split between the surviving units of the stack. The amount of XP the survivors get follows the formula X * (Y/Z) where X is the even split, Y is the enchanted unit's level and Z is the survivor's level.
    So lower level units gain more and a stack of low level units can end up having a net gain in XP.

    (Alternatively this can be a global with a slightly different name which puts the XP in a pool which the player can then give out to units stationed at the summoning circle.)

  9. #29
    Archmage of the Inner Ring ampoliros's Avatar
    Join Date
    Apr 2013
    Posts
    1,662
    OK, all suggestions have now been started in their own discussion threads!

    RL is catching up with me, so if there are more suggestions someone else needs to take over introducing them.

  10. #30
    Archmage of the Inner Ring ampoliros's Avatar
    Join Date
    Apr 2013
    Posts
    1,662
    At this point in the discussions I would vote for these 3 spell suggestion threads to be un-stuck.

Page 3 of 4 FirstFirst 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
footer