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