Spell design Submissions

 

Thank you to everyone who submitted ideas for the spell contest.  We are trying to cut down to our favorite five, but before we post the finalists I wanted to take a minute to go over a few of my favorites and what I liked about them.

Shadow World by unacomn

This spell opens up a rift to a shadow plane from which creatures of shadow will randomly spawn on the map for the duration of the spell's upkeep. These shadow creatures will attack anything in their way except for the units and cities of the caster.  If the upkeep is broken, the rift closes but the shadows remain and will attack anything with no exception.

This would be a very costly spell to cast. I can't give a number since you're changing the way spells work. It would be I guess a level 7 spell.   As for the shadow creatures themselves, I would put them at a comparable power level to a Fire Giant, but with a high dodge factor, since they're made of shadow mostly, and a weakness against things that produce light, like fire and lightning.  I'm also thinking that if the spell lasts longer than 10 rounds, a stronger variant of shadow, like a Shadow Beast, could spawn, maybe one who has no allegiance regardless of who cast the spell.

 

I like the concept of a spell that isn’t under the direct control of the caster.  Creature spawn and attack that may provide for a good source of xp, weaken an enemy army, or turn the tide of a battle.  Cats it to get the AI to retreat from yours lands and return home to stop the creatures that are spawning there, or use it to liven up a map that you want more chaos on.

Mmmmmm…. chaos.

Blood Curse by NuclearNeumann

The Wizard King Xarn stands alone on a battlefield, surrounded by the corpses of a dozen slain enemies, with many more charging at him from all directions. As he strikes down a soldier with his blade, one of his assailants impales him on a heavy pike. As the razor sharp tip of the weapon connects with the wizards skin, a fountain of blood erupts. In that very moment, a young lad in the city of Oakford collapses in a crowded street, dead, without any wound or sign of sickness. 'It's the King's curse!', somebody wails. Soon, the people of Oakford are huddled together in the temple, almost insane with fear. The wizard - miraculously unharmed - fells the pikemen who struck him with a lightning spell.

Mechanically, this costly high-level enchantment links the life force of the caster to the inhabitants of one of his cities. The caster gains 2 HP for each inhabitant of the selected city, but for every 2 HP he loses, one of them dies, reducing the population and effectiveness of the city.

I love the concept of spells that use existing resource in interesting ways.  This combines a very dark flavor with a cool mechanic that may work for or against the caster (hit points can always be healed, but population is a bit harder to get).

Rift Shard by MadMagnus

This spell is cast on an existing elemental shard. The shard does not have to be under the caster's control (or maybe it does? Balance check!). This is a high tier spell.

The caster shatters the shard with magic through the center and creates a magic rift. All benefits of controlling the shard are lost. The rift created summons forward an elemental every four (or weaker elementals every two turns?) turns as long as the spell is maintained (low maintenance at first, increases with every elemental created). Once canceled, the rift is destroyed and the resource is lost. The elementals created are the same element as the shard that was used.

There is no limit to the number of elementals this spell creates and the rising maintenance cost must be monitored. This can deny resources, make less useful shards useful, and force decisions on the casting player on when, what, and how long.

This is a cool idea because it allows the player to trade a long term benefit (a shard) for a short term dramatic impact.  This may need to be only shards under the players control to be balanced, otherwise it becomes and easy way to kill an opponents spellcasting ability.

Pariden’s Fury by G30ffnet

This tactical spell would start out dealing medium to low direct non-elemental damage to a single target. At first the cost should seem somewhat mana inefficient. Say 5 damage for 5 mana. It should also have a relatively small tactical range, say 3-4 tiles.

With each type of shard the player controls, the spell would deal extra damage of the corresponding elemental type. Ex: With a fire shard the spell would deal 5 non-elemental and 3 fire. Fire & earth shards would be 5+3f+3e. 

Thus the spell would grow in power as you collected the different shards. Additional shards of the same type could either increase the efficiency of the spell damage and/or add different elemental effects.

Fire Shard: Damage over time
Water Shard: Decrease attack hit percentage
Wind Shard: Movement range reduced
Earth Shard: Target pushed back several tiles.

I like this as a good general spell that changes as the player conquers new resources.  Matching the name with Pariden is also nice as it gives a bit of interesting world flavor with a unique effect.

Chaotic Shard by Jharii

This mid to high level spell transforms the target shard into a random shard of the four elements. Any upgrades that are built upon the shard are destroyed.

This is an interesting utility spell and fixes some design issues (what to do when you start with a shard that you don’t like).  Although the spell will need to be costed fairly significantly, we don’t want the starting shard to not impact the playstyle at all (or have players use the same type of magic everytime).

Pestilence by Thiosk

Afflicts a swath of land with pestilence. Afflicted tiles lose productivity; farms, mines, and other special tiles produce resources at one half their rate. Additionally, units speed on afflicted tiles is reduced to 1.  Pestilence covers a 3x3 region after cast, each turn one tile of land is healed. The center tile will always be the last tile to uncover.

Strategic use: can be used both to restrict the movement of enemy units, and to negatively influence their productivity.

I like the thought of cursing an opponent’s land.  We had seen variations of this spell before, but what I like most about this implementation is the large area of effect and the gradual dwindling of the effect.

Subjugate Wizard by Emelen

Target hero becomes a wizard of equal power to the caster. Both the caster and the target now consume double mana.

Note: The specific capability and cost of this spell entirely depends on how mana and spell power is handled in future patches. This will, however, allow a weak or otherwise less useful heir to become a powerful asset at an appropriate cost. For balancing, it may be more fair that the target unit consumes triple mana, if all mana is shared.

This reminds me of the oath between Galor and Calid in Destiny’s Embers.  It’s an interesting way for a a player to take his sovereign’s spell power out into the field without risking his sovereign.

Shadow Assassins by angel_entropy

By calling on less honorable forces, your ruler may employ the services of shades who were formerly the world's greatest assassins.

Your spell caster targets an enemy unit anywhere that is visible. Only the targeted unit goes into battle with some shadow assassins (depending on spell level/shard etc).  Shadow assassins cannot kill if they are beaten however they give the targeted unit a large - modifier to their stats.

Also, summoning shadow assassins cannot alert the enemy target on who cast the spell.

I like the assassin idea of being able to target a specific unit in an enemy army.  I'm not sure if this mechanic is best as a spell or as a champion special ability, but either way it would be fun.

Forbidden Bargin by csyang

Using an ancient forbidden ritual, your sovereign absorbs the soul of a willing/unwilling blood relative to permanently increase his personal attributes by X% of the sacrifice's attributes. All other sovereigns will know of this forbidden spell being cast (they are sensitive to magic)

Requirements:
0 mana cost
target must be next to or same square
ends turn of sovereign unit

Effects:
Gain X% of the sacrifice's ability (50% 1st cast, 45% 2nd cast, and so on until minimum of 10%)
Maximum diplomacy penalty for nations belonging to Race of Men
Chance that remaining family members will revolt (each family member rolls chance of 20% 1st cast, 30% 2nd cast, and so on until maximum of 80%)

So evil.  Not many games allow the player to give birth to future generations, even fewer allow you to sacrifice them for your own good.  Though it does make me worry about csyang's sanity that he even considered such a spell.

Nurture thy Beloved by Tiavals

This spell exist for one purpose only: To strengthen your progeny. It can only be cast while the children of the Channeler are in the growing-up stages, before they are moving characters in the game. 

As you cast the spell, it begins to draw upon the magic shards controlled by you and imbues your descendent by their power.

Each shard offers a different powerboost to the child. Air increases movement, Fire increases Attack, Water increases Defence, and such. There may be more than one boost, in that the spell offers minor boosts to each stat, with certain stats(that are in conjunction with the shards you possess) rising more than the others.

The upkeep of the spell should be very high, each turn draining a massive amount of mana, and giving relavitely minor advantages(say 1 or 0.5 points to a stat for each shard). The point is, that while the child grows, his/her power grows as well, slowly. As the years pass, more and more essence is channeled within, and thus the child becomes stronger.

In a sense, this might make the children of the Channeler more valuable.

As for flavor text:

The great Channeler could feel the power of the shards flowing into the child. Power great enough to summon beasts from beyond, yet this power was not meant to bring forth, but to imbue. The Strength of Earth, the Fleetness of Air, the Savagery of Fire. All this would the child have, and more. It was not cheap. A great deal of time and power were required. With this investment, the child would become a mighty champion, far greater than the common man. Smiling, the Channeler thought: Some day, perhaps even as strong as the caster of the spell...

This actually goes well with forbidden bargin, giving you two ways to deal with children.  Though this way makes me worry less about Tiavals morality.

 

Thanks again to everyone who submitted ideas.  We will be reducing to our favorite 5 by Thursday and opening up the voting so you can us which one you like best.

134,194 views 64 replies
Reply #1 Top

This may be a silly question... but why limit what spells are put into the game? If they all sound awesome, throw them all in!

Reply #2 Top

This is exciting. I like Rift Shard by MadMagnus.

I can't wait to find out which spell gets implemented!

Reply #3 Top

I agree with progress, add them all.

Reply #4 Top

Love it. As the era of bugs and gremlins fades into memory (excluding early-game arachnids of course), we enter the era of magical mind-freak spells. Can't wait!

Reply #5 Top

All of them now please, they are all perfect and so different!

 

How do we get you guys to do them??  Whats it gonna cost?:P

Reply #6 Top

I agree with the others about implementing lots of the spells from the contest submissions.  Pick a winner for the purpose of giving out the contest prize, etc., but then just go ahead and put lots of the spells in!

Reply #7 Top

These spells sound great.  It would be nice to have all of them in the game - not just one.   If this is a good sampling of the ovrerall spells that were turned in then I suggest you re-think only putting one in the game.    Talk about giving the game a unique flavor!

Reply #8 Top

omg moar spelz yez WANTNAO!

 

*coughs*

 

Some of these are pretty interesting, all winners in my book :)

 

My book being rather empty atm :D

Reply #9 Top

Pariden's Fury, Pestilence, Forbidden Bargain and Nurture are all great spells that should go in in forms very close to how they are.

Pariden's Fury both rewards people with access to diverse shards, which is something the game fails to do, and it does so in a relatively interesting way, which is a very important bonus. Ideally, there should be a defensive spell that works like this as well. Regarding G30ffnet's specifics: the non-damage effect should take precedence, with damage addition happening only with additional shards of the same element. Earth could perhaps effect the very ground, dealing a small amount of damage to adjacent units in addition to the target.

Pestilence is great exactly as-is. Nothing else to say here. The game deserves something like this, and this is the best implementation anyone could think of.

Forbidden Bargain is delicious. I take issue with the specifics - I would rather it kill the child outright, taking only a set amount, with additional stats wasted. This would remove the otherwise in-built time delay, which might seem unbalanced at first blush, but that's liable to make the game more enjoyable for people who choose to use this spell, and spreading it out doesn't actually penalize those whose sovereigns are decent garrison units (high CHA, for example). Most of the other specifics should of course be treated as tenuous at best, and subject to balance considerations.

Nurture thy Beloved is a solid idea. Regarding specifics, I'd say that Fire should increase Strength, Air should increase Intelligence, Earth should increase Constitution and Water should increase Dexterity. Though I'm not sure about that first one; fire could also increase Charisma, and that would make sense. I think it should be strength mostly in order to make this apply entirely to combat stats; thus your access to different shards does effect how your kid turns out, but it need not influence how you use him.

Also of delicious potential utility: Cast Nurture on your children. Help them gain those first few levels, that require relatively few EXP. If you need a stat boost, cast Forbidden Bargain. If not, find them spouses, and cast nurture on your grandchildren. When your children are done providing you with grandchildren, you can cast Forbidden Bargain on them. And the same with your grandchildren. It's morally heinous, very resource intensive, and probably strategically suboptimal, but this should result in a sovereign that's virtually untouchable by almost anything else.

Quoting TheProgress, reply 1
This may be a silly question... but why limit what spells are put into the game? If they all sound awesome, throw them all in!

This was brought up with considerable ire at the time that the contest was announced. They aren't explicitly excluding other spells from being implemented, it's just that the winner is guaranteed to be added. Which in my opinion isn't bad, because if a spell is guaranteed to be in, there's some obligation that it align very closely to the form in which it was proposed, whereas if there's no guarantee, they can modify it as necessary. Of course, if that were just rhetoric to calm people down and they didn't implement other spells, that would be bad, but I trust Stardock not to do that.

Reply #10 Top

I say all these spells should be winners.

 

 

Reply #11 Top

Shadow World by unacomn 
     My favorite of the whole set, my only concerns are that the "early" creatures do help mitigate enemy forces by bee-lining for them. Also, I would LOVE if the "last" creature was just a force of chaos, strongest, and completely un-aligned to the player and just ran amuk.

Pariden’s Fury by G30ffnet 
     Next favorite, I also loved the spell Chromatic Orb in ADnD days, and this fits the bill. Something would need to prevent it from being a no brainer, but great idea.

Chaotic Shard by Jharii 
     I agree it it's neither good to give the player too much comfort in spells they like, nor is it fun to be stuck with a Water shard and this whole time you've been researching Fire. I don't know an answer here, except suggesting either you can only use this spell once per shard per game.

Forbidden Bargin by csyang and Nurture thy Beloved by Tiavals

     Both of these, wonderful. I love genetic engineering ;)

Reply #12 Top

I'm greatly inspired those are very creative!

How about an ARCANE NETWORK spell that allows the caster to tap into the magic web of arcane forces and know who casts what spells?

you know sort of like the patriot act :P

Reply #13 Top

Derek, I would still respect you in the morning if you devalued the concept of a contest by implementing them all.

My favorite is definitely Shadow World, though. A world/region enchantment with a cool effect that could change/be enhanced if sustained long enough, and in doing so adds more beasties to our summonable repertoire? Count me in

Reply #14 Top

I agree! Let's get them all or a majority of them in to the game.. It's an awsome prize it self to get those spells added in to the game. If i had joined into the contest my self. All i would have wanted was to get my spell suggestion in to the game. That would have been a prize in it self. And i would feel like a contest winner ;)

Reply #15 Top

Are there plans to do a round 2 of spells for 1.2?

Reply #16 Top

Hm just got another idea: spells and diplomacy.

 

It would be cool if you could reduce the diplomatic capital needed to persuade another faction to agree to a peace with you for example with 90%.

... That would really be nice...

 

dreams... you can make them true devs ;)

Reply #17 Top

Oooh, cool. Glad you liked mine. ;)

 

I was thinking it should be limited to controlled shards, as well, but I was running out of typing room. I thought if you knew you were going to lose a city, as well, it might be a good way to punish them just before they capture it.

 

Anyway, glad to make this list. Hope I make the final!

Reply #18 Top

Quoting TheOtherHorseman, reply 13
Derek, I would still respect you in the morning if you devalued the concept of a contest by implementing them all.

My favorite is definitely Shadow World, though. A world/region enchantment with a cool effect that could change/be enhanced if sustained long enough, and in doing so adds more beasties to our summonable repertoire? Count me in

I agree, it would really be a shame to have all but one of these left out. I'd also like to say that I think that the description/implementation should be tweaked to fit seamlessly into the game lore. Otherwise, they are just going to feel tacked on and unprofessional.

Reply #19 Top

Blood Curse by NuclearNeumann
The Wizard King Xarn stands alone on a battlefield, surrounded by the corpses of a dozen slain enemies, with many more charging at him from all directions. As he strikes down a soldier with his blade, one of his assailants impales him on a heavy pike. As the razor sharp tip of the weapon connects with the wizards skin, a fountain of blood erupts. In that very moment, a young lad in the city of Oakford collapses in a crowded street, dead, without any wound or sign of sickness. 'It's the King's curse!', somebody wails. Soon, the people of Oakford are huddled together in the temple, almost insane with fear. The wizard - miraculously unharmed - fells the pikemen who struck him with a lightning spell.

Mechanically, this costly high-level enchantment links the life force of the caster to the inhabitants of one of his cities. The caster gains 2 HP for each inhabitant of the selected city, but for every 2 HP he loses, one of them dies, reducing the population and effectiveness of the city.


I love the concept of spells that use existing resource in interesting ways.  This combines a very dark flavor with a cool mechanic that may work for or against the caster (hit points can always be healed, but population is a bit harder to get).

I really like this one - not only for the flavor (it is pretty damn cool after all), but especially for the game balance implications. It opens an entirely new playstyle; right now it's risky if not suicidal to send your sovereign at the enemy ranks with his sword swinging, when they can knock him out in one or two spells (even if the AI isn't smart enough to kill the sovereign at all costs, someday soon it will be, and on that day melee sovereigns can no longer be). To call up an old example that got mentioned a lot in beta, there's currently no way to turn our sovereign into Sauron as seen in the Fellowship movie's intro, wading into an enemy army and single-handedly smashing dozens of common soldiers.

This spell would let us do just that - give the sovereign the massive health pool he needs to actually participate in serious combat, if you're willing to pay the price to both your economy/military (population loss means less resources, fewer conventional soldiers) and your magic (I'd give it such a high initial cost and upkeep you can barely cast any other spells, to balance how good your sovereign is at meleeing now). There's definitely a lot of interesting stuff you can do with a sovereign that has a few hundred extra health, the trick is finding a way to balance that benefit with an appropriate cost, and losing people every time the sovereign gets hit just might do the trick. It's a great tradeoff that opens an entirely new way to play.

Reply #20 Top

As a side note, I recommend not putting both Shadow World and Rift Shard through to the final five, as their relative similarity means they're likely to steal each other's votes.

Reply #21 Top

I think Nurture Beloved would be interesting if, instead of simply using up lots of mana, you instead cast it on a single shard to trade its benefits for the spell's child stat growth. Which stats grow and how much would be determined by the type of shard. That way, you have to balance mana regen and spell power now against progeny growth and stronger champions later, much like Rift Shard.

Reply #22 Top

Quoting Jalicos, reply 21
I think Nurture Beloved would be interesting if, instead of simply using up lots of mana, you instead cast it on a single shard to trade its benefits for the spell's child stat growth. Which stats grow and how much would be determined by the type of shard. That way, you have to balance mana regen and spell power now against progeny growth and stronger champions later, much like Rift Shard.
I disagree on the grounds that that doesn't make a damn lick of sense from a fluff perspective. And also because they're both "later" options. Regenerating mana now gives you power for later, and powering up your children gives you power for later.

No, it's much better that it just has a large upkeep - ideally proportional to the number of Shards involved.

Reply #23 Top

I like them all and I also agree with Progress - the more good spells the better.

But I especially like Shadow World, rift shard and Paridens Fury.

 

I think having spells that scale or are altered by the shards you have gives that exciting uniqueness that I'm still looking for in this game.

Reply #24 Top

These are all really good spells. Do you really have to only add five?

Reply #25 Top

Love the spell ideas. If you can't get them all into the game, I hope they will at least inspire you to make some really powerful magic for Elemental.

Also, in regards to my submission, it recently dawned on me that the other Sovereigns may notice all the creatures of darkness roaming around and start to not like the caster as much.