feargus
Member
posted 12-25-11 08:37 AM
EDT (US)
4 / 38
first of all:
Thanks to the Groll for this excellent idea!
i will submit my first form:
Name of the ability/spell: Boiling Oil.
Explanation: A unit with Boiling Oil (a cauldron for example) pours oil over a nearby victim, resulting in them having Skin of Oil for the duration of combat.
Note: i have proposed this one before in another thread, suppose implementing this would be nearly impossible
D4rken
Member
posted 01-01-12 03:50 PM
EDT (US)
5 / 38
My wish: Units who can use some spells in battle. For example Fire cat on gold level can use one fireball for day (battle).
Gilafron
Member
posted 01-21-12 10:24 PM
EDT (US)
6 / 38
Name of the ability/spell: Control Undead
Explanation: An ability that behaves like seduce, but only on undead
Note: Evil priests could have Control Undead instead of Turn Undead
bam65
Member
posted 01-22-12 09:37 AM
EDT (US)
8 / 38
I like the control undead suggestion.
Draxynnic
Member
posted 01-22-12 09:59 AM
EDT (US)
9 / 38
As long as Control Undead has a downside - possibly only being able to be used (successfully) once per day, while Turn Undead can be used indefinitely.
Draxynnic
Member
posted 06-24-12 07:47 PM
EDT (US)
12 / 38
I'm a bit leery about making reputation too important there. On the 'Weak-Powerful' axis... a wizard on the Powerful axis already has enough advantages simply because they're at least 30% more powerful than the average - at that point they've probably got enough advantages that they don't really need access to a powerful summon that's too dangerous for weaker wizards to use. If the weaker wizard can put the resources in, they should be able to reap the benefit - said weaker wizard is probably having to stretch harder to fulfill the requirements for a successful summon already, and how classic is it for the evil underdog to turn the tables from summoning Some Thing That Doesn't Belong In The Mortal World when on the verge of defeat?
The other axis, by contrast, just doesn't seem robust enough because it seems to combine good/evil behaviour with impressive/pitiful. It'd be strange to weaken your standing with the demonic world because you razed a city (which moves your reputation on that axis towards the bad end, IIRC) or by banishing an enemy wizard (which moves it towards the good end).
Immunity to elements is something I'm also leery of making too easy to get - since many spheres only have one form of damage they can do, and in 1.4 it also extends to immunity to a lot of unit abilities as well. If it was to be allowed, than like Fire Halo, it should probably be in the same school it neutralises - that way, you only get wizards neutralising one another when they share spheres. It also provides tactical options in the sense that units with immunity can be caught in spell areas without concern.
Protection, now, could be quite flavourful as something to give to the opposite sphere.
Acheron
Member
posted 06-25-12 06:50 PM
EDT (US)
13 / 38
Great submissions so far!
Here is an idea I have been kicking around recently.
Name of the ability: Swarm
Explanation: if a stack contains 3 or more units with the ability swarm, they gain a bonus for each unit with swarm beyond the second.
Note:For example you have a stack of 7 units, 6 of which have swarm. The 6 units with swarm each get +4 health (6-2=4) and +2 attack and/or resistance. The unit without swarm gets no bonus. This bonus is reduced when a unit in the stack with swarm is killed.
Think of it like leadership, except instead of leveling I-IV it is enhanced by having more units with swarm in the stack.
Draxynnic
Member
posted 07-01-12 09:04 PM
EDT (US)
15 / 38
In a similar vein:
Name of the ability/spell: Enlightenment
Explanation: Neutral races are treated as Good for the purposes of determining morale.
Note: Definitely a Life spell. This could be something that only happens with the caster's own cities and units, cast directly on a unit as a unit enchantment, or it could be something that applies within the caster's domain. If the latter, it suppresses and is suppressed by Subversion (below).
Name of the ability/spell: Subversion.
Explanation: Neutral races are treated as Evil for the purposes of determining morale.
Note: Death spell. Otherwise, see above.
Essentially, the intent of these spells is to represent the influence of sufficiently powerful Life and Death wizards to inspire or tempt members of the more morally uncommitted races to come closer to their point of view. Mechanically, it makes it easier to mix the associated Pure alignment with formerly neutral units, and if implemented as a domain enchantment, hinders the ability of wizards of the opposite alignment to employ mixed forces and hold neutral cities within the domain.
Acheron
Member
posted 07-02-12 09:18 PM
EDT (US)
17 / 38
Thanks for pointing that out Megfir, that would cause some confusion.
Perhaps it could be called horde, mob, or pack mentality. It would go nicely on zombies, goblins, shadow demons or even wolves.
The general idea would be to give that ability to relatively weak units so that they are only a threat in large groups. In combat it would be your goal to break up a mob in order to break their power.
Perhaps it could grant the ability "fearless" with 4 or more units and "willpower" with 6 or more.
---
Another idea, this one is a a combat effect similar to death strike/black bolts that could apply to strikes, breath, or projectiles.
Name of the effect: Slowed (alt enfeebled)
Explanation: defending units must pass a resistance check (attack 10) or be slowed. Slow reduces their movement by 1/3 their total and reduces their number of attacks by 1 (yellow movement). Lasts 3 combat rounds unless dispelled or healed.
Note:Would work well on a glue spitting giant insect or lizard, an energy draining Lich, or a time slowing Mystic/Genie.
Draxynnic
Member
posted 07-03-12 01:24 AM
EDT (US)
18 / 38
With that intent, it might be better to give it a functionality of having a bonus when less than X hexes away from another unit with that ability. Thus it becomes something that has real tactical results on the battle map rather than simple "get bonuses for having them in numbers".
Henny
Member
posted 07-14-12 10:56 PM
EDT (US)
20 / 38
Name of the ability: Polymorph
Explanation: An area-of effect ranged attack like bombard and hurl lightning. Affected units morph into similar units, like a human halberdier becoming a goblin spearman, a manticore a pegasus rider, a warlord a runemaster and a dire boar a hellhound.
Note: Wears off a few days after battle, units keep the original alignment to avoid deserting.
Name of the ability: Pocket World
Explanation: Works exactly like Transport, with the difference that units are not affected by overland spells.
Name of the ability: Convert
Explanation: Works like Dominate, with the difference that it only works against Independents.
Note: If applied to priest units of various kinds (like Charm in AoW), it could allow for more of a way to get units early on without making Willpower overly important.
Name of the spell: Tenacity
Explanation: An enchantment that enables attacks that can only be used a certain amount of times per day to be used one extra time, ie two throw spear, four whirlwind etc.
Note: Belongs to the Common sphere. A few abilities should probably be exempted from this spell for balancing reasons.
Acheron
Member
posted 07-16-12 10:14 AM
EDT (US)
25 / 38
@PawelS: Doesn't the unit's size property affect a projectile's obstruction chance? I always thought size made it easier to shoot arrows over Halflings (small obstacle) as opposed to Demon Lords (Huge obstacle).
It would be cool if size was considered for transport capacity/capacity used.
Felinel
Member
posted 07-17-12 05:27 AM
EDT (US)
29 / 38
Name of the spell: Necronyze
Explanation: Transform a captured good or true good hero into an undead hero. In case of success, the hero lose any holy resistance or immunity and holy strike capacities. He gain undead status (so death, poison, seduce immunity) and death strike. Hero gets a true evil alignment.
Note: The spell cannot be cast on an ennemy hero and only out fight. The base success is 50% chance, lovered to 25% with willpower presence. In case of failure, the hero dies.
-- and his life counterpart.
Name of the spell: Purify
Explanation: Transform a captured evil or true evil hero into a true good hero. In case of success, the hero lose his undead status, any death immunity and death strike capacities. He gain Holy immulnity and strike. Hero gets a true good alignment.
Note: The spell cannot be cast on an ennemy hero and only out fight. The base success is 50% chance, lovered to 25% with willpower presence. In case of failure, the hero dies.