More Magical Options

(There is a point, just a bit down)

I'm a college student with scant time...but, sometimes, I pick up a game. Of late, I've been playing Final Fantasy - Dissidia on my PSP. One of my favorite characters is Emperor Mateus, the trap-laying sorcerer. With Mateus, you can't just go around throwing spells all willy-nilly. Instead, you have to think about what you'll do. Going to lay that trap there, or perhaps a bit over?

It got me to thinking. I've played Age of Wonders, I've enjoyed Age of Wonders. But the spells seemed to be mostly just point-and-click. That is, you prepare a firestorm, and you drop a firestorm somewhere on the map, and watch people get burned. It's nice, but also very, very blunt.

I, personally, think that magic in games has become just that - point-and-click. Sure, you'll run across the odd spell or two that let you do something out of the ordinary, but usually those spells are swept aside for the sake of the heavy hitters. What I'd like to see are spells that require intelligence in their casting, so that the battles between the factions magically isn't just a constant barrage of spells one way or another, but like a game of chess.

One idea I have for this is the ability to lay a spell as a tripwire sort of trap. For example, that fireball which can burn an army to a crisp. Instead of throwing it out there and burning everyone, lay it as a tripwire. An army ventures too close, and it explodes. This way, you can populate your domain with various tricks and traps, which would make it difficult to navigate. Naturally, these spells wouldn't be easy to have (else, we could lay a fireball at the feet of an army and wait a turn).

Laying a tripwire spell requires extra energy, and has a constant, albeit small, toll on the income of energy (essence?). Even if a spell wouldn't fall into the tripwire category, perhaps spells could be cast in a way that will let them be triggered by something else. Place a massive explosion spell on your general, which goes off if he dies. It's a bit of a risk - doing it could take your army out instead - but it could also be a final laugh in the face of a conquering enemy.

Other spells would exist...I've always been a lover of illusion magic. Make 'em think you're something, and surprise them when you are unique. Between laying traps and trigger-spells over characters, and weaving illusions about your domain, you could ultimately fashion a domain far more powerful, or deadly, or weak than it truly is. A deceptive target.

To make matters more entertaining? Add a sort of detection spell or skill to characters. Not a passive one, but a skill that has to be activated, and can only be activated once in a while. The weaker the trap, the easier it is to detect...even a new sort of tech could be made, where the highest level allows traps to be hidden from all but a Sovereign's searching.

Anyhoo, that's my spiel.

6,998 views 9 replies
Reply #1 Top

I like it. It would be nice to lay down a "Spell Trap" on the field of battle prior to a fight. Watch the enemy unit march over it and set it off....BOOM!!!

Excellent Idea.

Reply #3 Top

how about a tactics phase prior to a battle... normally it just lets you arrange troops but being able to cast a spell or two based on who's doing the ambusing and only on the terrain or your troops could be nice

Reply #4 Top

Excellent ideas.  The tripwire effect could be useful both on the strategic and tactical maps.  Lay a series of them from the door of the dragon's den down the valley to where your army awaits, and send a minor hero in to pull out the dragon and run him thru the traps so he is weak when you fight.

I also like the idea of illusion spells, and they could also be tripwired.  If enemy scouts enter your territory, they trip the illusion and see ugly mobs or large armies and get scared away.  Or an experienced illusionist might shift the apparant location of a city, road, mine or army. 

Nice ideas!

Reply #5 Top

I'd love to be able to specialize in trap-laying. That is, follow a tech path to where normal spells are weaker compared to other spellcasters(who have worked their spells up through other techs), but traps gain potency. For example, mastering the trap-laying-spells tech tree would increase the size of some spells, or their damage. It would also work immensely well with triggers for the likes of summoning or transporting spells. Even ward magic could be designed - traps could last for a long time, rather than just setting off once and being done. That fireball could take effect whenever someone tried to come at the gate of a city, until someone disabled it. It would add increased depth to armies and planning. The most powerful sovereign out there may not have a vast amount of magic on their minions, but to come near a city could prove devastating.

Personally, the idea of setting some huge summoning spell on a gate, that triggers when an enemy breaches said gate (IE: spell activates when an enemy unit steps into its area) would be an exquisite tactical move (and immensely gratifying to pull off). The gate breaches, or the wall breaches somewhere. Enemies are pouring inside...and are then flung away by a giant elemental. As the elemental fights, you get time to regroup. Take too long, and the spell is wasted. Move quickly enough, and that elemental works with your soldiers for a bit. The enemy will have to fall back...or counter the elemental. Which will be done? Who can say, eh?

Illusion magic would gain a specialist tree, too. Illusionary spells could be laid over traps, or laid around other spells. Perhaps you want to launch a massive fireball into the enemy army...but you want to do more than just burn away a number of units. Tie in a spell that fills the area with an illusion of fear. Trigger an illusion that cloaks some units, and use them to harass the enemy. Or, one of my favorites, create phantasmic soldiers. An army of, say, four thousand could be made to look like twice that number. Detecting illusions would be major, then, in an army.

Reply #6 Top

For illusion magic it would be cool to have illutions that effected your opponents troops..  Cast a fireball, matched with illusion and the number of troops 'hurt' appears to be twice or three times as high as it actually is, (units see more units running around burned and screaming then are actaully there.)  The effect: Lower moral, and if you are hit, you see 40 troops dead,  when only 15 died,  after a few turns or seconds or time, the number of troops would return to it's real value.

Reply #7 Top

Quoting Dr, reply 3
how about a tactics phase prior to a battle... normally it just lets you arrange troops but being able to cast a spell or two based on who's doing the ambushing and only on the terrain or your troops could be nice
End of Dr's quote

Like where you set up your formations and such before the battle. The Total War series does this prior to battle. In Empire if you have a army that's "dug in" I.E. it's been at rest for more then one turn in the same spot, you can even set traps (land mines) and limited defensive structures (hay bails and a ditch) depending on what units you have present in the army. I guess you'd call that the "Strategic Phase" before the battle. Maybe in Elemental they can call it the "Planning Phase" or something. It's definitely something that should be included in Tactical Combat though as a whole.

Maybe you should make a separate idea post about that?

Reply #8 Top

I vote YES for the illusion magic. It's so rarely exploited part of magic, that many people (including me) just forget about it. Who needs a "Mirror image", when you can just throw a good ol' fireball? We know that this game isn't called Elemental without a reason - there will be four major elements present in the game, manifested as spell groups. Because of that, illusions couldn't be made as a separate group, thus the only way to include them into the game would be to spread them among Fire, Water, Earth & Wind.

Illusion spells should cover both the battlefield, and the cloth map. Here's a short list of possible battlefield/cloth map spells:

  • Phantom forces
    You create a copy of one of your stacks. Phantom forces appear in the same number as in their 'parent' stack, but they deal only 10% of original damage, and receive 300% less damage.
  • Illusionary object
    Before the battle, you create several (actual number depends on your skill) objects on the battlefield. These can be trees, rocks, rivers, etc. You can of course see objects that are illusions, so you can trick your opponent by crossing a non-existing trunk.
  • Illusionary power
    Before the battle begins you increase the size of your stack by 50%. The illusionary forces do not provide more damage output or health. If the attacker kills 100% of your (original) stack, the rest of the forces disappear. This spell can also be cast on the cloth map.
  • Illusionary impotence
    Similar to above. The difference is, that you decrease (hide) 50% of your stack. When enemy kills 50% of your real stack (the whole stack that is visible for the enemy), stack will have their hp replenished to full health (as the hp was divided to two). Can also be cast on the cloth map.
  • Mirror image
    Your forces HP value will increase by a % value. It's because the enemy hits the illusion, not the actual force. Mirror image doesn't change the ATK, DEF or the stack value.
  • Blurred image
    You blur your stack. It gains a considerable bonus to Defense against distance attacks, and a little bonus against melee attackers.
  • Invisibility
    Your units become invisible. The numbers of stacks (battleground), or the size of the army(cloth map) that can be made invisible is dependent on your skill. Your units will be invisible until:
    • The enemy moves to a distance of one space from you (or you move to enemy).
    • You initiate a fight.
  • Clear invisibility
    A typical counter spell. It can be used in the cloth map, and during the battle. You have to either choose a stack (your's or enemy's), or a place on the battle-field. Due to the fact it's 2:25 AM now, I won't describe details regarding dispelling phantom forces and such.

Note: The spell duration would either be based on your skill in particular element (to which the illusion is tied), or you would have to support the skill by providing some amount of mana every turn.

Reply #9 Top

Even more, why not throw in spells such as Illusion of Order and Illusion of Chaos? The former could be used on a panicking army, or a broken/routed one, to (temporarily) set morale at a stable level, only to have it fall further once the spell has ended. Illusion of Chaos? Make it appear your army is broken...therefore, a juicy target for enemies. Illusion of Haste gives a temporary boost to distance (your army thinks they are travelling faster or over less space) at a universal penalty to, say, attack and defense (the spell ends, and they are too darn tired to do anything).

Illusion magic could be great to tip the favor of bad situations and make everything balanced in battle. Not stat wise...but, when cast intelligently, illusions can reinforce armies, make people think they are moving further or slower, impact morale...even today, sleight of hand and other basic tricks set out the illusion of one thing or another. It's integral in politics, to appear as A and truthfully be B. I can see illusion spells becoming an integral part of each tree.

As for traps, I think that being placed on both the cloth and pre-battle maps would allow for some terrific strategic developments. Focusing on a tree favoring traps would yield so many fantastic options - imagine being able to dominate any battle, just because you wisely cast a few illusions and laid a handful of magical traps? Even the most powerful armies can be thwarted by a cunning mind. Who'll be more cunning than a sorcerer trained in traps and illusions?

  • Storm Beacon, Air: This trap plants invisible runes (symbols, whatever) on the battlefield (or cloth map?). When an enemy unit (army) steps onto the rune/symbol, they are struck for weak Lightning damage and stunned momentarily. This trap affects all units within a radius of X tiles, where X corresponds to the mastery in Air and mastery of Traps.
  • Scattered Hills, Earth: This trap weakens the earth for a length of X tiles. Whenever enemy mounted units cross the trap area, those units suffer Y damage and lose 75% of their speed until the end of combat.
  • Black Ice, Water: This trap plants several symbols onto the battlefield. When an enemy unit comes within a proximity of Y with the symbols, the symbols erupt into Black Ice, reducing speed by X and defense by Z (lack of ability to move). Lasts for P (units of time).
  • Conflagration, Fire: This trap plants invisible runes onto the battlefield. When an enemy unit comes near a rune, the rune explodes dealing X fire damage. This and neighboring tiles are aflame for Z (units of time) and all units caught in the fire take X fire damage.
  • Summon, Whichever: Siege Trap. This trap can only be cast when defending a location during a siege. Plants a large symbol on the ground. When an enemy enters the symbol, the trap triggers and will summon (thing) for X units of time. Only one Summmon, Whichever can be on the battlefield at once.

That sort of stuff.