More Spells

Wish - I would like to see more tactical spells. This will help to make each combat different. If there is only one tactical spell per level you know what the enemy is going to cast. With more spells combat becomes less predictable.

Fire Magic Wish List

Level 1

  1. NEW: Protection vs Fire (tactical) - Targeted unit receives +10 bonus to fire resistance

Level 2

  1. NEW: Heat Metal (tactical)- Reduce Armor Class of targeted unit wearing metal armor unless they resist as they shed their burning hot metal amor. This spell is not effective against units equipped with leather curass or padded armor.
  2. New: Flaming Arrows (tactical enchantment) - Targeted missle unit (archers or catapults) does +4 (+1 per fire shard) fire damage

Level 3

  1. NEW: Heat Wave (tactical) - Reduces initiative of all enemy units unless they resist

Level 4

  1. NEW: Forest Fire (tactical) - All forest tiles are set afire. Units in or entering those tiles suffer damage and a thick smoke covers the battlefield reducing the maximum range for ranged attacks (melee and magic based) to 4 tiles. Special: Requires at least 8 forest tiles on the tactical map. No forests = No forest fire.

Level 5

  1. NEW: Flaming Land (tactical) - 20% of all unoccupied tiles are engulfed in flames. Units entering those tiles suffer 12 fire damage (+4 per fire shard)
  2. New: Fire Wave (tactical) - all units on the tactical map; including the caster, suffer 8 points (+ 4 per fire shard) of fire damage unless they resist as a wave of fire erupts from the caster. Each casting of this spell permanently drains 1 point of constitution from the caster. This spell is useful on a map where the enemy forces are spread out; however, it affects both enemy and friendly units.
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Reply #1 Top

Wish - Book of Enchantment

A list of suggested spells for an Expert: Enchantment Spell Book. This expert spell book has no strategic spells, no summoning spells and no direct damage spells. All the magic in this book is focused on mental control.

Primary Focus: Tactical

Spells: Tactical (13), Enchantment (1)

Level 1 - Apprentice

  • Confuse (Tactical) - Target unit suffers a penalty to initiative unless it resists
  • Enthrall Person (Tactical) - Targeted Sovereign or Champion is rendered immobile until it is attacked or it resists (resist check each turn)
  • Mind Shield (Tactical) - Targeted unit is immune to Enchantment magic

Level 2

  • Enrage (Tactical) - Targeted unit is enraged. +4 attack, -4 defense
  • Enthrall Unit (Tactical) - Targeted Unit is rendered immobile until it is attacked or it resists (resist check each turn)
  • Mind Block (Enchantment) - Targeted Unit is immune to Enchantment magic

Level 3 - Mage

  • Break Summons (Tactical) - A summoned creature is free of its creators control and; under AI control, attacks the closest randomly selected units unless it resists
  • Fear (Tactical) - Targeted unit panics and attempts to flee the battlefield unless it resists (or is rallied by a Champion)
  • Fealess (Tactical) - Targeted unit is not affected by morale checks or fear, paniced unit rallies.

Level 4 - Master

  • Turn Summoned (Tactical) - A summoned creature turns on its summoner and seeks to slay him (acting under AI control) unless it resists
  • Control Creature (Tactical) - Targeted champion or creature is controlled by caster; unless its resists, until caster suffers damage or casts another spell or attacks another creature.
  • Dispel Enchantment (Tactical) - Enchantment cast upon a unit is dispelled.

The two spells; Turn Summoned and Control Creature are different. With Turn the controlled creature acts under AI control. With Control the caster controls the targeted creature until the caster suffers damage or takes some other action; such as casting another spell.

Level 5 - Archmage

  • Charm Army (Tactical) - Take control of targeted army unit; unless it resists, until caster suffers damage. Can only control one army unit at a time. Army unit attempts to resist each turn.
Reply #2 Top

Wish - I want to see a quest reward the adventurer (human or AI) with a unique spell book.

Spider Themed Spell Book - An elaboration of the idea suggested by Vordrak - Discovered by Quest - 2 to 5 spells per level

Primary Focus: Tactical Spells

19 Spells - 15 tactical, 2 city enchantment, 1 Enchantment, 1 Strategic

"In ages past there was a titan that was the master of giant spiders. It is said that their exists a tome that instructs one in the magic of this titan. Legends say that this tome can be found deep in a forest guarded by the spiders spawned by his creations. Defeat these guardians, retrieve the tome and decipher its writings to know the secrets of the Spider Titan."

Note: Only characters of high intelligence can decipher all the writings within this tome.

Level 1 - Requires Intelligence 14

  • 1. Repel Spiders (tactical - Level 1) - All Spider creatures; including Spider Demons, must resist to initiate an attack against a unit with this enchantment.
  • 2. Spider Spit (tactical - Level 1) - Shoots a stream of poison at a target. Target must resist or suffer 2 pts of damage per turn. Can be negated by Life: Cure Poison Spell.
  • 3. Spider Climb (tactical - Level 1) - targeted unit receives a +5 bonus to dodge when fighting from or defending in a forest tile as they can freely climb trees. Negates bonus of defensive city walls for the enemy unit due to targeted unit's ability to climb city walls. Unit is immune to effects of web spells.
  • 4. Summon Spider Swarm (tactical) - A swarm of a 1,000+ tiny spiders is summoned. A unit attacked by these spiders can't move; they can attack, until the swarm is slain. Hit Points 50, Damage 0, Armor 0. Move 1. Defenders can see the swarm as it slowly moves accross the field of battle.

Level 2 - Requires Intelligence 16

  • 5. Web (Tactical - Level 2) - Unit can't move or attack until it breaks free. Excellent for use against archers and catapults.
  • 6. Summon Giant Spiders (Tactical - Level 2) - Summons a unit of giant spiders (can be cast multiple times during a battle)
  • 7. Dispel Web (Tactical - Level 2) - Dispels Web and Webwall.

Level 3 - Requires Intelligence 18

  • 8. Summon Poisonous Spiders (Tactical - Level 3) - Summons a unit of poisonous spiders (can be cast multiple times during a battle)
  • 9. Webwall (tactical - Tactical Level 3) - creatues a wall of webbing. Units that enter can't move unless they resist. Can be destroyed by fire spells.
  • 10. Mass Spider Climb (tactical - Level 3) - all units receive a +5 bonus to dodge when fighting from or defending in a forest tile as they can easily climb trees. Negates bonus of defensive city walls for the enemy due to targeted units' ability to climb city walls. Units are immune to web spells.
  • 11. Impassible Forests (Tactical) - All forest tiles are covered in webbing. Units must resist to move through them.

Level 4 - Requires Intelligence 20

  • 12. Spider Plague (Tactical) - summons a horde of giant spiders (a horde of 12 spiders).
  • 13. Spider Shape (Enchantment) - transforms a sovereign or champion into a half-human / half spider creature. +2 bonus to movement, -6 penalty to charisma.
  • 14. Spider Nest (Tactical) - raises a 2x2 insect mound upon the battlefield. It continuously spawns giant poisonous spiders that attack all units; friend or foe, until the mound is destroyed (100hp) or the battle ends. Strategy:Cast Spider Nest, then cast Repel Spiders upon your units so that these spiders only attack enemy units.
  • 15. Charm Spiders (Tactical) - Targeted spider unit becomes a friendly unit for 1 turn per caster level
  • 16. Sticky Walls (City Enchantment) - City walls are covered by sticky spider webbing that reduces movement of attackers by 1.

Level 5 - Requires Intelligence 22

  • 17. Summon Spider Demon (tactical) - summons a humongous giant spider; that is 100% AI controlled, to attack your enemies.
  • 18. Spider Portal (strategic- Level 5) - creates a gate to another plane. Until it is destroyed it allows a stream of humongous Spider demons to enter the world of elemenetal. These spider demons attack all - friend or foe, units and cities they encounter
  • 19. Guardian Spider Demon (City Enchantment) - A humongous giant spider guardian is awakened when the city is attacked.

Note: All summoned creatures in this Expert Book are spiders of different sizes - small, medium, large, giant, humongous and use the same creature model - they are just sized differently.

 

Reply #3 Top

Wish: I want to see an Expert Spell Book of Nature that allows the caster to summon forth the animals of the forest to aid him.

  • Level 1 - Summon Rat Horde - to immobilize the target unit.
  • Level 1- Bee Swarm - Defending unit makes a morale check
  • Level 2 - Summon Bear
  • Level 3 - Summon Wolf Pack - attacked by a pack of wolves
  • Level 4 - Summon Giant Eagle - Flies over opponents to attack target unit. Can only be attacked by target unit or ranged attacks (as they are airborne)
  • Level 4 - Summon Dire Bears (Giant Bears)
  • Level 4 - Summon Unicorn (Unicorn must be slain in one turn or it heals all damage it has sustained, unicorn is highly resistant to magic)
  • Level 5 - Summon Wolf Horde - imagine a horde of 100 to 200 wolves charging at you.

Ideas for a book of nature available only to Kingdom Races.

Book of Nature contains spells that affect the plants and animals of the forest. You can cause plants to grow and summon animals. You can give plants movement and cause summoned animals to group into large packs and direct the movement of insect swarms. Under your command wood can warp or become as hard as steel.

This may be an expert spell book for other races or perhaps it is a book that can be discovered via a quest or a random tech trees branch.

Sovereign with this book requires a unique AI to maximize the tactical advantage that these spells offer.

Level 1

  1. Iron Wood (tactical) - Targeted unit's wooden shields gain +5 AC and wooden weapons (clubs and staffs) do +5 damage
  2. Bee Swarm (tactical) - Target unit makes morale check
  3. Squirrel Swarm(tactical) - Summons 1 squirrel per forest terrain tile. Useful for slowing up enemy advance, high dodge rating, does zero hp damage, successful attack prevents defender from moving, but can still attack. (thanks to crystalshake for enhancing my rate swarm)
  4. Summon Wolf
  5. Heartwood Canopy (tactical) - all units in a forest tile receives +10 dodge bonus vs ranged attack

Level 2

  1. Grabber Vines (tactical) - Targeted unit can't move unless it resists
  2. High Grass (tactical) - Grass 8 fee high grows in one title, attack range of units in this tile is reduced to zero
  3. Butcher's Bramble(tactical) - 6x6 tile that reduces movement rate of units by 1 unless they resist, and does 1hp of damage per tile moved through
  4. Summon Bear
  5. Control Mounts (tactical) - All enemy mounted units (horses, wolves) refuse to move until it resists.

Level 3

  1. Blight (stategic) - Targeted city's food production is reduced by 3 until dispelled.
  2. Summon Wolf Pack
  3. Animate Forest (tactical) - Friendly units in forest tiles recieve +10 AC bonus & +5 attack bonus when defending.
  4. Warp Wood (tactical) - Range of targeted archer unit is reduced to 1 unless they resist
  5. Water Absorbtion (tactical) - Negates water based enchantment or spell

Level 4

  1. Call Treants (tactical) - targeted Forest tile spawns a tree monster unit that takes double damage from fire based attacks.
  2. Summon Giant Eagle (tactical) - Giant Eagle can fly over terrain and enemy units to attack. Can only be attacked by defending unit or ranged attacks.
  3. Summon Giant Bear (tactical) - summons a gaint bear, four times as large as a normal bear.
  4. Hedge Wall - Creates a wall of hedges 1 wide that extends in all clear tiles from the top to the bottom of the tactical map with sharp thorns and pits that causes 4 points of damage per member to any unit entering it.
  5. Summon Unicorn (tactical) - A fearsome fast moving horse (move 4) with a magical horn that heals the damage it receives and protects it from magic. It must be killed in one turn or it heals itself.

Level 5

  1. Greater Blight (strategic enchantment) - Targeted cities food production is reduced by 10 until dispelled. I saw this on the TV Show Merlin: The city of Camelot was cursed - their springs dried up and their crops died - until the curse was lifted.
  2. Summon Wolf Horde - Special Ability: Triggers morale check in defending unit.
  3. Druidic Circle (strategic enchantment) - Targeted city is protected from the effect of Air, Earth, Fire and Water Magic spells while tactical battles for the city or on adjacent tiles occur on maps covered with a large number of forest tiles. Special: This spell creates tiles of trees around the city borders. You see a city surrounded by forests and you know that it is protected by a Druidic Circle.
Reply #4 Top

I really wish the book of summoning had upwards of 200 total spells. It needs to equal every tier of the training option for magic based nations. There should probably be 10 levels of spells as there are 10 levels of units. Research should be costly, but easier for magic focused nations, so that it is something that is equal with unit training and hero recruiting. I would like to see a total cost analysis of each option. 

I understand that the current direction for summons is a stopgap measure against surprise attacks. While that should be an option, I think Edwin99 is on the right track with these types of army summoning spells. We really should be able to animate skeletons as well. 

Not saying you should spend a month on summoning, but at least make it possible to mod in later. That is the ultimate success in a videogame.

Just think how boring Civ would have been if hardcoding prevented Fall From Heaven...    :'(

Reply #5 Top

Wish - Expert Spell Book of Necromancy

Requires: Only Empire Casters with proficiency in Death Magic can learn Necromancy Spells.

Spells:

  • Animate Zombies (universal) slow moving, vulnerable to slashing weapons, resistant to pierceing & bludgeoning weapons
  • Animate Skeletons (universal) - vulnerable to bashing weapons, resistant to piercing & slashing weapons
  • Animate Greater Zombie (univeral) - Stronger zombie
  • Animate Greater Skeleton (universal) - Stronger skeleton
  • Animate Zombie Horde (universal) - Unit of 32 Zombies
  • Animate Skeleton Army (universal) - Unit of 32 Skeletons
  • Protection from Undead (tactical) - Undead Units do not attack targeted unit, unless targeted unit attacks. Spell lasts for duration of battle.
  • Control Undead (tactical) - takes control of targeted undead creature, unless the creature resists

Note: A caster can cast Necromantic Summoning spells multiple times. This means that a caster can have an army of 5 Zombie Army Units or 3 skeleton units and 2 zombie units.

Note: Mindless skeletons and zombies are immune to Enchantment Spells and do not panic in battle. They are fearless.

Reply #6 Top

Quoting Edwin99, reply 5
Wish - Expert Spell Book of Necromancy

Requires: Only Empire Casters with proficiency in Death Magic can learn Necromancy Spells.

Spells:


Animate Zombies (universal) slow moving, vulnerable to slashing weapons, resistant to pierceing & bludgeoning weapons
Animate Skeletons (universal) - vulnerable to bashing weapons, resistant to piercing & slashing weapons
Animate Greater Zombie (univeral) - Stronger zombie
Animate Greater Skeleton (universal) - Stronger skeleton
Animate Zombie Horde (universal) - Unit of 32 Zombies
Animate Skeleton Army (universal) - Unit of 32 Skeletons
Protection from Undead (tactical) - Undead Units do not attack targeted unit, unless targeted unit attacks. Spell lasts for duration of battle.
Control Undead (tactical) - takes control of targeted undead creature, unless the creature resists

Note: A caster can cast Necromantic Summoning spells multiple times. This means that a caster can have an army of 5 Zombie Army Units or 3 skeleton units and 2 zombie units.

Note: Mindless skeletons and zombies are immune to Enchantment Spells and do not panic in battle. They are fearless.
End of Edwin99's quote

 

EDITED:

 

Vampires, Wights, mummies, wraiths, spectres, liches (maybe Demi lich), undead dragon? & what about drain life, maybe posess, rot/decay, re-animate hero, paralyze, perhaps a spell on target city that would animate corpse every turn from the craveyard, or some kind of an Ambush 'play dead' or 'conceal in ground' ability

 

quest: Maybe have the book received from the clutches of a 'Demi' Lich after collecting all his parts into one location

Reply #7 Top

I'd much rather have spells that scale than hundreds of spells. Don't need 5 different versions of a unit with a slightly different color. Just give us one spell and make it scale in strength with how many shards you have or something.

That said, the spell list Derek presented really is lacking in the summons area. It is vital for a strategic spellcaster.

Reply #8 Top

He later said that was just a show of the base for what we can expect to be much more varied. Pretty much just the old WoM spells rehashed. There may be some precedent for scaled summoning. I think the Elemental summons rise with shards. Can't be too hard make it inteligence for necromancy and the like. 

It would really be nice to have each summons have a unique tactic it can add to an army. Skeletons are immune to elemental magic for example. Zombies aren't, but they have a very high health and critical strikes do double damage. Now we are cooking with fire!   }:)

It would be nice to get some feedback on whether or not this is going to have to be a modded in feature or something the devs would like to implement.