New Content Ideas -- Spells


Good Morning

I'm putting together this thread as a dumping grounds for new spell content ideas for SD to gleen through. All suggestions and comments welcome.

 

Awareness
Type: Global Enchantment
Category: Air III
Cost: Initial Cost (perhaps 100 mana) with a mana/turn (perhaps 3 mana/turn) maintenence costs.
Effect: Reveals all cities on the map but no surrounding territory.

Verdant Growth
Type: Strategic Cast
Category: Earth II
Cost: 25 mana
Effect: A forest grows on the target tile, so long as the tile is grasslands.

Corruption
Type Strategic Cast
Category: Death III
Cost 50 mana
Effect: Corrupts target tile, reverting it back into cataclyismic state. This superceeds ZoC and therefore can reduce the overall output of your cities Food/Material/Essence costs.

Cataclysm Wasting
Type: Global Enchantment
Category: Fire IV & Death IV 
Cost: Initial Cost (perhaps 200 mana) with a mana/turn (perhaps 5 mana/turn) maintenence costs.
Effect: Corrupts 10 random tiles on the map per turn, reverting them back into cataclyismic states. This superceeds ZoC and therefore can reduce the overall output of your cities Food/Material/Essence costs.

Restoration
Type Strategic Cast
Category: Life III
Cost: 50 mana
Effect: Restores a corrupted target tile, reallowing the Food/Materials/Essence value initially set, thereby recalculating any nearby cities.

Disenchant
Type: Strategic/Tactical Cast
Category: Water III
Cost: 50 mana
Effect: Attempts to remove all enchantments off of target unit/hero. Each enchantment receives a save based on the unit/targets spell resistance.

Entangle
Type: Tactical Cast
Category: Earth II
Cost: 20 mana
Effect: Brambles grow out of the ground around target unit/hero, resitricting movement and damaging them for X for each round they are entangled. Lasts X turns.

Famine
Type: City Curse
Category: Death III
Cost: 100 mana
Effect: Reduces a cities food production to 0, resulting in 0 growth from the city.

Floating Island (should naval become a part of the elemental world)
Type: Strategic Spell
Category: Earth II & Water II
Cost: 60 mana and 2 mana/turn upkeep
Effect: Creates an island 1 tile in size on target water tile. This island acts as a transport ship in all regards, allowing the movement of units across water.

Magic Immunity:
Type Strategic/Tactical Cast
Category:
Cost:
Effect: Turns the target unit/hero immune to magic (same as Ophidians). All existing enchantments are removed. (Disenchant could perhaps still work)

Windwalking
Type Strategic Cast
Category: Air III
Cost: 20 mana + 2 mana/turn upkeep
Effect: Grants a unit/hero the ability to fly

Waterwalking (if naval becomes a part of the elemental world)
Type Strategic Cast
Category: Water II
Cost: 10 mana + 1 mana/turn upkeep
Effect: Grants a unit/hero the ability to walk on water

 

 

7,400 views 5 replies
Reply #1 Top

Most of the stuff you are mentioning is moddable and hardly stuff I would see as gamebreaking. (meaning it just adds flavor to the game, so it should not be high on Stardocks list sorry) The only stuff that could be a bit hard is the reduce city output stuff, since I am pretty sure it's not tied to the land after settling the city. You could modify the cities resources though by way of spell, just not by way of changing the terrain. 

Entangle
Type: Tactical Cast
Category: Earth II
Cost: 20 mana
Effect: Brambles grow out of the ground around target unit/hero, resitricting movement and damaging them for X for each round they are entangled. Lasts X turns.
End of quote

There already is a spell doing exactly this called "Imprison". So if you want to make that into Earth2, put this into an .xml file in your mods folder. (just use notepad to make it)

Code: xml
  1. <Spells>
  2. <SpellDef InternalName="Imprison">
  3. <Prereq>
  4. <Type>AbilityBonusOption</Type>
  5. <Attribute>Earth2</Attribute>
  6. </Prereq>
  7. </SpellDef>
  8. </Spells>

 

Edit: But you should be aware of this ^^ Are you fishing for someone to make a spell mod for you? 

Reply #2 Top

Great spells.

One note: a spell called 'Corruption' already exists.

Reply #3 Top


I see this thread idea didn't really jump start the way I thought it would.

In any case, since I saw Brad post interest in the DLC thread....here are the spell ideas again...in case they have faded to the faint recesses of time.

 

Reply #4 Top

Please do continue.

Spells are the Number 1 item needed for LH at this point. 

I don't post ideas myself because I'm not a creative guy (this is why I'm willing to pay others for entertainment ;))

 

 

 

 

 

 

 

 

Reply #5 Top

 

I'd like to see a new kind of spells, spells that requires synergies between them to be really effective.

So a spell weaker than normal per se, but that grows in power for each subsequent, different spell cast on the same target unit/area. The final result should be more powerful than spells without synergies.

To be good, these spells should be from different schools. For example, using something already in the game, casting a Guardian Wind on a Burning Blade enchanted unit could improve the damage bonus from the latter, because the wind fuels the flames. Or a Storm spell cast on a Stinking Mud area dealing additional damage because of the water. With the existing spells this can go out of control fast, but new spells could be designed, enchantments that add a "condition" to a target or an area (and nothing else, so it's a risk and a turn/mana wasted) that can be exploited by a chain of other spells to achieve a greater, final effect. Every mage in the army should be able to take part in the chain, but every faction should have access to the henchmen in my opinion (this is because henchmen are fun, it's a pity they're limited to Altar).