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Old July 20th, 2004, 01:04 AM
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Default Some New (Water) Spells

I am trying to compile some suggestions for new (primarily: water-based) spells here. Many suggestions by Lintman I tried to integrate. Your thoughts, addendi, and constructive cricitsm is very welcome!

BATTLE SPELLS

- Flood. Evocation 3
Range 20+
Prec: -5
Affect: 5+
Req: W3
Fatigue: 50-

A mage can channel waters into a sudden flood which can affect 5+ squares on the battlefield,
Units in the affected squares have a chance of being washed away.
All units in the area of effect are treated as being trampled by a size 3 enemy unit.
Aquatic and amphibian units receive an additional MR "negating save" against the effects of the spell.

- Torrent. Evocation 5
Range 25+
Prec: -2
Affect: 10+
Req: W4
Fatigue: 100-
Water Gems: 1

Similar to Flood, but more powerful
A mage can channel waters into a sudden flood which can affect 10+ squares on the battlefield,
Units in the affected squares have a chance of being washed away.
All units in the area of effect are treated as being trampled by a size 4 enemy unit.
Aquatic and amphibian units receive an additional MR "negating save" against the effects of the spell.


- Sudden Downpour. Evocation 7
Range 25+
Prec: 0
Affect: 25+
Req: W4
Fatigue: 200-
Water Gems: 2

Similar to Torrent, but more powerful
A mage can channel waters into a sudden flood which can affect 25+ squares on the battlefield,
Units in the affected squares have a chance of being washed away.
All units in the area of effect are treated as being trampled by a size 5 enemy unit.
Aquatic and amphibian units receive an additional MR "negating save" against the effects of the spell.


- Noah's Revenge. Evocation 9
Range 50+
Prec: 0
Affect: 100+
Req: W5
Fatigue: 400-
Water Gems: 4

Similar to Torrent, but more powerful
A mage can channel waters into a sudden flood which can affect most of the battlefield, Units
in the affected squares have a chance of being washed away.
All units in the area of effect are treated as being trampled by a size 6 enemy unit.
Aquatic and amphibian units receive an additional MR "negating save" against the effects of the spell.


- Strong Currents. Alteration 4
Range 50+
Prec: 0
Affect: 1 square
Damage: 25+ ap (fatigue damage only)
Req: W3
Fatigue: 20-

The caster causes a stream of water to surround and flood a small area; those within it will have to use all their energy to remain on their feet and not be washed away.


- Storm Currents. Alteration 7
Range 50+
Prec: 0
Affect: 10+ squares
Damage: 25+ ap (fatigue damage only)
Req: W3
Fatigue: 100-
Water Gems: 1

Similar to Strong Currents, only more powerful. The caster causes a stream of water to surround and flood a small area; those within it will have to use all their energy to remain on their feet and not be washed away.

- Holy Water. Thaumaturgy 3
Range 20+
Prec: -2
Affect: 1 person
Damage: 8+ ap (double damage vs. undead/demon)
Req: W2 H2
Fatigue: 20-
Cannot be cast underwater

The caster splashes an individual with holy water which burns with righteousness.
[Not too sure about the holy requirement here]


- Holy Ablutions. Thaumaturgy 6
Range 20+
Prec: -2
Affect: 1+ squares
Damage: 10+ ap (double damage vs. undead/demon)
Req: W3 H2
Fatigue: 50-
Cannot be cast underwater

Similar to Holy Water, only more powerful. The caster splashes enemies with holy water which burns with righteousness.
[Not too sure about the holy requirement here]


- Liquid Form. Alteration 4
Range: Caster
Prec: 100
Affect: Caster
Req: W3
Fatigue: 20-
Cannot be cast underwater

The caster makes his flesh watery and liquid, and can absorb 50% of all damage from both physical and magical attacks with the exception of astral and fire magic. The downside is an increased fire susceptibility.


- Liquid Forms. Alteration 7
Range: 10
Prec: 100
Affect: 10+
Req: W4
Fatigue: 200-
Water Gem Cost: 2
Cannot be cast underwater

The caster makes the flesh of some soldiers watery and liquid, thus absorbing 50% of all damage from both physical and magical attacks with the exception of astral and fire magic. The downside is an increased fire susceptibility.


RITUAL SPELLS

- Replication. Alteration 5
Ritual Spell
Cost: 10 water gems
Req: w4 S1
The caster chooses one stealthy commander in the same province to be the target of this spell.
The target's flesh will become watery and palpable, easily formed, and the target will find himself able to change his shape to emulate others.
This allows the target to sneak up to enemies as if she were their friends, allowing her to perform the "assassinate enemy commander" command as if she possessed the Black Heart.
[think: terminator 2]


- Dance of the Rainmaker. Enchantment 3
Ritual Spell, cannot be cast underwater.
Cost: 4 Water gems.
Req: W3
Increases Growth in a friendly land target province.

- Muddy Waters. Alteration 5
Ritual spell.
Cost: 5 water gems
Req: w3 e1
Flags one province of the caster's choice as a "swamp" for 2 turns. There is a chance that the
income of that province is reduced by 25%. Cannot be cast on sea provinces.

- Poisoned Well. Thaumaturgy 5
Ritual Spell
Cost: 7 water gems
Req: W3D2
This spell will poison all the waters of a province, causing sicknesses and despair.
Population loss will occur, unrest will increase, and there is a chance that any soldiers garrisoned in that province can become diseased. This spell is very effective in farm lands and plains, not very effective in swamps and wastelands, and uncastable on sea provinces.

- Harvest Rains. Evocation 6
global enchantment
Cost: 40 water gems
Req: 5w 2N
This spell will increase the supplies of all land provinces worldwide depending on the strength of the owner's dominion. There is a chance that growth can increase in these provinces.


- Summon Crocodiles. Conjuration 4
Ritual Spell, cannot be cast underwater.
Cost: 7 water gems
Req: W3
This spell summons 3 medium sized crocodiles, amphibious cold-blooded animals with swamp survivability.


- Summon Yeti. Conjuration 6
Ritual Spell, cannot be cast underwater.
Cost: 15 water gems
Req: W3 A1
This spell summons a large yeti, a commander with cold resistance and mountain survivability.

- Hidden Currents. Thaumaturgy 5
Ritual Spell. Can only be cast underwater.
Cost: 10 water gems
Req: w4
This spell will allow a commander to move himself and his army to any distant underwater laboratory specially prepared for this purpose.

- Waterways. Construction 5
Ritual Spell. Can only be cast in a coastal province.
Cost: 10 water gems
Req: w4
This spell will allow a commander to move himself and his army to a distant laboratory located in a coastal province specially prepared for this purpose.

- Summon Sea Nymphs. Conjuration 7
Ritual Spell, can only be cast underwater
Cost: 20 water gems
Req: w4
This spell summons 5 beautiful amphibious beings who will fight for your cause. They are so beautiful that mortals will hardly be able to strike them.


- Whirlpool. Alteration 6
Ritual Spell.
Cost: 15 water gems
Req: w4
This spell will cause a huge whirlpool-like maelstrom to appear in a sea province of the caster's choice. The whirlpool will surely harm any army found in that province and may sweep up to half of them away if they are unlucky. Strong swimmers and larger creatures may have a greater chance of avoiding death.


Thanks for your feedback
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