A simple way to give magic some sex appeal!

Caveat emptor:  There will be no trog pr0n here, so if that's your predilection, please move on :)

Just like units lack any sort of real differentiation due to almost no special abilities, magic is stuck in a similar rut.

I'd propose that at the very basic level, targeted or AoE damage spells need to have well defined secondary effects, at least once you get beyond the most basic ones.  In the following examples, I'd suggest either X or Y be determined by shard ownership (most likely Y since that's indicative of scaling damage), though probably not both since that would fall into the trap of overpowering shards.  Assuming that it retains at least a similar mechanic as was intended and not currently working in game.

The first entry for each will be single target the second AoE.

 


 

Each entry starts with "X% chance to"...  which I removed in v2.0 of this writeup since it was getting a bit overdone.

 

FIRE

Set unit on fire for 3 turns doing Y damage.

Set each affected tile on fire for 3 turns.  Units take Y damage passing through or starting their turn inside any of said tiles.

 

AIR

Knockback and attack/defense reduced by Y for 3 rounds.

Make each affected tile "windy" for 3 rounds, reducing the attack and defense of any unit while they remain inside.

 

Earth

Damage turns into "true damage".

Affected tiles become "difficult terrain" for 3 rounds, thus requiring extra AP to bypass.  Or perhaps becoming impassable.

 

WATER

Freeze unit for 3 round, small chance to shatter for Y extra damage at the end.

Cover tiles with a frosty rime, 25% chance to lose remaining AP when entering.

 


 

I tried to keep conflicting and overlapping ones to a minimum, and realistically this is just some off the top of my head spitballing.

But the beauty is that they could be tied to magic research or initial book choices (school specialization?) as well as shard ownership, giving a fairly decent level of customization depending on your playstyle.

14,248 views 13 replies
Reply #1 Top

The order was incorrect.  You have failed to summon Captain Planet to save us from the BP oil spill.

Reply #3 Top

Caveat emptor:  There will be trog pr0n
End of quote

FIXED! :rofl: :rofl:

Reply #4 Top

I'd prefer it if elements were defined by more than simple effects. Not only is it quite overdone, if simple to implement... but it'd be better if elements had a larger list of effects than just those; it'd give them a bit more importance and personality.

To the list, you could add: fire could blind temporarily, air could slow down unit and make archers miss, etc.

Reply #5 Top

Son of a bi...  DAMN YOU CAPTAIN PLANET AND YOUR CONVOLUTED SUMMONING!

I mean, uh, yeah it was only a basic list of some of the more "obvious" secondary effects.  It might be counterproductive to add too many effects to any one element...  then again, it could lead to some very narrow specialization which might just work rather well.

Reply #6 Top

The best part about captain planet is you could make him with any combination of elements as long as it included 'heart'.   it makes me want multi-element spells that much more.

Reply #8 Top

Secondary effects is one thing that would not be a bad idea, but they're being introduced allready, sort of, at least for cold spells (stun effect on hit), some other differentiations.

I would also like to see a hotbar/shortcut to commonly used spells (or defineable 'commonly used spells', at risk of bloating the HUD. ). Since all spellcasters has access to the same spells, sans essence, this should not be that problematic.

I would also like to see 'outdated' spells either disappear or be shuffled into the background - flame dart vs. fireball, for instance. (Fireball is exactly the same - same cost, range, area, etc. just higher damage and level.).

There's a few other details - monsters without special abilities and no way to use magic shouldn't have mana, etc. (Sand golem, I'm looking at you!).

What I would also like to see is some way to kill forests. (Or does that 'freezing land' thing do that? Fire or water would be the best ways for that...).

I am not quite so sure about trog p0rn though.. while I do like healthy girls, that's pushing it. :)

Reply #9 Top

I think what the magic system is really missing is the power of HEART

Reply #10 Top

OMG and you had to make it pink. =/

Reply #11 Top

Abomination:

You forgot that there is the book of life and the book of death (kingdom / empire base magic). So... it's sort of there. :)

 

Reply #12 Top

good suggestions. i too like the idea of the different schools of elemental attacks spells having secondary affects to differentiate them, as well as damage.

 

however, the problem with these (and most non-damage affects) is that there's no magic resistance stat. so most non-damage effects are either useless due to their short durations and small areas of affect, or massively overpowered because of their irresistability. i fought a bunch of shrills yesterday. if i'd auto'd it i wouldn't have lost a man, but when i fought tactical one of them used a panic ability in the first turn which rendered all my troops and sovereign useless for the rest of the battle.

 

what is needed is for units to have a small amoung of magic resistance. then let them roll 1d20 + magic resistance vs the sov's intelligence; if they beat it they're unaffected.

would also make stats useful for spells other than damage spells.

Reply #13 Top

it will be pretty cool to have a SUPER SOVEREIGN...that comes up when you have elemental magic together...."By your powers combined......"

 

:D