Work in Progress
This is a spell wish-list and discussion forum related to my unnamed 'zitro' mod. The plan is to work around the general problems associated with the original spells and Aureus spells (at least, in terms of how they fit in to my mod)
Phase 1 - new ideas, or Ideas barely discussed
Holy Weapon and Holy Armor = allow these to enchant fantastic creatures as well
Chaos Surge - to add 'first strike' on top of the +2 attack (or add +2 armor / +2 resistance as well)
Phase 2 - Ideas discussed, but not fully worked on yet - State your concerns or it'll get to phased 3
*Zombie Mastery to simply turn undead normal units automatically 'elite' and for zombies to be obtained after other creatures brought from the dead by 'create undead' and 'life steal' Optional: Too challenging of an idea
*Cloud of Shadow - undead stationed earn 3xp per turn challenging? or some combat bonus like black prayer
*Cloud of Shadow Alternative - units recruited earn 'cause fear' and 'illusion immunity'
*Armageddon to remove redundant 'unrest', replaced by 'call lightning' for every battle. (fits the theme of apocalypse). Massive upkeep cost.
*Replace exploitable 'stasis' with a 'word of recall' equivalent aimed at opponent units (one at a time) - exploit/bug potential due to transport units.
*Flying Fortress to allow flying or wind-walking to all units.
*Nature Awareness to be replaced by another global bonus - adding elemental armor to all friendly units or another strong global effect that may be easier to code (+2 movement, armor piercing, elemental armor, +2 nature spell books, first strike, large armor, I don't know)
Phase 3 - Ideas generally approved and awaiting programming (cost/upk will be decided later)
*Skeletons to be summoned in any square - like 'floating island'
*Change terrain to change hills to mountains (and mountains to be +8% prod)
*All undead units to heal 2%
*Astral Gate to extend 'wizard fortress' lightning bolts to any cities with astral gate
*Volcano to not cause damage if cast in opponent's city.
*Magic Immunity to be a +20 armor instead of +50 armor. Magic immunity to not give poison protection
*Chaos Channels to be brought back unbugged - replacing Immolation (in my mod)
*Suppress Magic with half strength (250 instead of 500)
*Holy Arms to also include 'holy armor'
*Evil Omens to apply to other realms as well, maybe weakened (or with high cost/upkeep).
*Life Force to be an automatic 'prayer' for all battles
*Switching 'Stream of Life' (rare) and 'Consecration' (very rare) spell placements. Optional as Stream of Life could be weakened by removing pop growth bonus
*Heavenly Light - +50% pop growth (if stream of life loses pop growth bonus)
*Eternal Night to also prevent regular enemy healing or half enemy religious building's power (besides the 'darkness').
*Nature's Eye improved to provide a 7 sight radius instead of 5 and ability to detect invisible units
*Earthquake - overland spell that eliminates city walls (100% chance). The chance of non-flying units dying still there, but maybe lowered. No longer with other city damage effect
*Word of Death to be replaced by a superior version of 'possession' (resist -4?)
*Chaos Rift 5 lightning bolts of 12 strength instead of 8 (to counter self-healing in garrison)
*Meteor Storm to deal 9 fireball damage instead of 4 per turn.
*Warp Node to absorb (instead of negate) power from node (some talk of also creating rampaging monsters?)
*WraithForm to also add +1 to defend.
*switching 'mass healing' (rare) and 'plane shift' (uncommon) spell positions low priority
*My black channels spell (spectral force) to add 'create undead'
Phase 4 - Completed
*Tranquility to be a weakened version that also applies to death spells (Kyrub already provided programming instructions)
*Zombies to be replaced by Cloak of Fear
*Blur now reduces damage by 20%
*Crack's Call brought back, but severe damage instead of instant-kill
This is a spell wish-list and discussion forum related to my unnamed 'zitro' mod. The plan is to work around the general problems associated with the original spells and Aureus spells (at least, in terms of how they fit in to my mod)
Phase 1 - new ideas, or Ideas barely discussed
Holy Weapon and Holy Armor = allow these to enchant fantastic creatures as well
Chaos Surge - to add 'first strike' on top of the +2 attack (or add +2 armor / +2 resistance as well)
Phase 2 - Ideas discussed, but not fully worked on yet - State your concerns or it'll get to phased 3
*Zombie Mastery to simply turn undead normal units automatically 'elite' and for zombies to be obtained after other creatures brought from the dead by 'create undead' and 'life steal' Optional: Too challenging of an idea
*Cloud of Shadow - undead stationed earn 3xp per turn challenging? or some combat bonus like black prayer
*Cloud of Shadow Alternative - units recruited earn 'cause fear' and 'illusion immunity'
*Armageddon to remove redundant 'unrest', replaced by 'call lightning' for every battle. (fits the theme of apocalypse). Massive upkeep cost.
*Replace exploitable 'stasis' with a 'word of recall' equivalent aimed at opponent units (one at a time) - exploit/bug potential due to transport units.
*Flying Fortress to allow flying or wind-walking to all units.
*Nature Awareness to be replaced by another global bonus - adding elemental armor to all friendly units or another strong global effect that may be easier to code (+2 movement, armor piercing, elemental armor, +2 nature spell books, first strike, large armor, I don't know)
Phase 3 - Ideas generally approved and awaiting programming (cost/upk will be decided later)
*Skeletons to be summoned in any square - like 'floating island'
*Change terrain to change hills to mountains (and mountains to be +8% prod)
*All undead units to heal 2%
*Astral Gate to extend 'wizard fortress' lightning bolts to any cities with astral gate
*Volcano to not cause damage if cast in opponent's city.
*Magic Immunity to be a +20 armor instead of +50 armor. Magic immunity to not give poison protection
*Chaos Channels to be brought back unbugged - replacing Immolation (in my mod)
*Suppress Magic with half strength (250 instead of 500)
*Holy Arms to also include 'holy armor'
*Evil Omens to apply to other realms as well, maybe weakened (or with high cost/upkeep).
*Life Force to be an automatic 'prayer' for all battles
*Switching 'Stream of Life' (rare) and 'Consecration' (very rare) spell placements. Optional as Stream of Life could be weakened by removing pop growth bonus
*Heavenly Light - +50% pop growth (if stream of life loses pop growth bonus)
*Eternal Night to also prevent regular enemy healing or half enemy religious building's power (besides the 'darkness').
*Nature's Eye improved to provide a 7 sight radius instead of 5 and ability to detect invisible units
*Earthquake - overland spell that eliminates city walls (100% chance). The chance of non-flying units dying still there, but maybe lowered. No longer with other city damage effect
*Word of Death to be replaced by a superior version of 'possession' (resist -4?)
*Chaos Rift 5 lightning bolts of 12 strength instead of 8 (to counter self-healing in garrison)
*Meteor Storm to deal 9 fireball damage instead of 4 per turn.
*Warp Node to absorb (instead of negate) power from node (some talk of also creating rampaging monsters?)
*WraithForm to also add +1 to defend.
*switching 'mass healing' (rare) and 'plane shift' (uncommon) spell positions low priority
*My black channels spell (spectral force) to add 'create undead'
Phase 4 - Completed
*Tranquility to be a weakened version that also applies to death spells (Kyrub already provided programming instructions)
*Zombies to be replaced by Cloak of Fear
*Blur now reduces damage by 20%
*Crack's Call brought back, but severe damage instead of instant-kill