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AuthorCoS: ideas for wizard spells
Hello Chronicles of Skunder readers,

For those of you keeping up with the story of the 'history of our Empire', I have a question to ask, and to hopefully get some feedback from you! For the rest of you not yet reading the story, I have provided links below for you to read through.

In the recent update for the story (entry 53-59), I introduced the coming war of the Knights (Larklan) and Wizards (Thurlmolan). As I prepare to write the battle that will result, I'm looking for a few things from those who have used the wizard faction or those simply interested in commenting.

1) What are the best things about being a Wizard? What makes them the most powerful or best combatants in your mind?
2) What kind of spells do you wish you could cast in-game - beyond those which already exist?

For the Knights:
I just want to know how'd you take on an entire army of wizards and their creations casting the spells that the players will be suggesting on this thread - tactics.

The Chronicles of Skunder storyline:
https://www.lordswm.com/forum_messages.php?tid=1847964

The Chronicles of Skunder Discussion:
https://www.lordswm.com/forum_messages.php?tid=1847965
IMO, high level wizards, with a high faction level, can and would be the most powerful lords in the game. All it takes is a huge dose of patience to gather the resources for their mini-arts. But once their mini-arts collection is complete, I could not think of any faction that could rival them.

1) What are the best things about being a Wizard? What makes them the most powerful or best combatants in your mind?


Well, I got to say wizards are highly good at hunts but a little lacky in PvP. Wizards are very good when they get more faction skill because this can give them better mini arts and more miniarts but it might take some patients like Kiz said.


2) What kind of spells do you wish you could cast in-game - beyond those which already exist?


I wish i can cast the spell:


Thunder storm : Launches a lightning storm at a square of 3x3
Level 3 spell
Mana required : 13
Magic type : chaos

no talent : 5+(10*spell power)
Basic chaos talent : 7+(12*spell power)
Advanced talent : 10+(14*spell power)
Expert talent : 13+(16*spell power)

Earther Quake Spell

Earthen quake: Tremor and spikes an area of 2x2 with the earthen power
Level 2 spell
Mana required : 6
Magic type : chaos

no talent : 7+(6*spell power)
Basic talent : 14+(6*spell power)
advanced talent : 21+(6*spell power)
Expert talent : 28+(6*spell power)
And of course, DE and other chaos magic users can use these spells
1) What are the best things about being a Wizard? What makes them the most powerful or best combatants in your mind?

- Wizards have a very powerful attack (Hero's spell) no matter how weak the troops.
- The mini-arts which have the potential to be very powerful.
- Extra spell damage in hunts/merc quests.


However, there is a downside too.
- Requires high faction skill for spell effectiveness.
>>> Relevence to CoS: Needs many years of training in the arcane arts.
- Racial ability of using mini-arts (though optional) requires massive funds for effectiveness
>>> CoS:


2) What kind of spells do you wish you could cast in-game - beyond those which already exist?

Quite like the Thunder Storm spell which Head-Shot mentioned in #3, but those are all Chaos type.

How about some Nature type?


Change the terrain
- 1 square on the battlemap of choice
OR
- 4 random squares on the battlemap
1) What are the best things about being a Wizard? What makes them the most powerful or best combatants in your mind?

1. Wizards do tons of damage in mercs/hunts
2. With good mini arts they are almost unstoppable
3. They are just plain awesome

2) What kind of spells do you wish you could cast in-game - beyond those which already exist?

1. Mind Control take control of one stack of enemy creatures
Mana required: 10
Level 3 spell
LOL a spell that lets you control my 98 guardians with only 10 mana and is third level... thank god my hero gets cleansing

For the Knights:
I just want to know how'd you take on an entire army of wizards and their creations casting the spells that the players will be suggesting on this thread - tactics.


A Cape of arcane protection is a must for pvp.
Always group with an elf that got unicorns.
1 Real stregth comes throug Trippelminiarts combined with Mightbuild. Because Chaos and Holy Magic is mutch to expensiv for Tallents there is no good Magican just Artifactforgers.
Otherwise with strong Magic its the Sideeffekts they can summon. Grill enemys Defance, Shock an entire Stack to fall back and Freeze all enemys that surrounded you.

2. If everything goes wrong. Armageddon.
2. If everything goes wrong. Armageddon. so true =p
I got something natural for wizards

Forcing roots

Forcing roots : summon the Forcing roots to etangle a creature in a battlefield. dealing consecutive damage and decreasing speed.
Level 2 spell
Mana required : 8
Magic type : Nature

No talent : 20+(5*spell power) decreases speed by 1
basic talent : 20+(6*spell power) decreases speed by 1
Advanced talent : 20+(6*spell power) decreases speed by 2
Expert talent : 20+(6*spell power) decreases speed by 3

Note : only 1 creature can be etangled at a time.

Healing vines

Healing vines : Heals a creature depending on how much stack it has.
Level 3 spell
Mana required : 9
Magic type : Nature

No talent : Size of stack*1 hp
Basic talent : size of stack*1.5(rounded off) hp
advanced talent : size of stack*2 hp
Expert talent : size of stack*2.5 hp(rounded off


Forcing roots

Forcing roots : summon the Forcing roots to etangle a creature in a battlefield. dealing consecutive damage and decreasing speed.
Level 2 spell
Mana required : 8
Magic type : Nature

No talent : 20+(5*spell power) decreases speed by 1
basic talent : 20+(6*spell power) decreases speed by 1
Advanced talent : 20+(6*spell power) decreases speed by 2
Expert talent : 20+(6*spell power) decreases speed by 3

Note : only 1 creature can be etangled at a time.


Lasts for 3 turns


Forcing roots

Forcing roots : summon the Forcing roots to etangle a creature in a battlefield. dealing consecutive damage and decreasing speed.
Level 2 spell
Mana required : 8
Magic type : Nature

No talent : 20+(5*spell power) decreases speed by 1
basic talent : 20+(6*spell power) decreases speed by 1
Advanced talent : 20+(7*spell power) decreases speed by 2
Expert talent : 20+(8*spell power) decreases speed by 3

Note : only 1 creature can be etangled at a time.
In my eyes wizards heavily rely on delaying their opponent to have the necessary time to cast their spells. I don’t know whether you plan a siege or whether Thurmolan is going to meet their opponent in the field, but wizards would certainly take a defensive position, probably manipulating the terrain before the battle to hinder the enemy advance, like raising hills, creating rifts and calling rain showers to fill these rifts and make the ground muddy.
During the battle wizards are likely to go for area spells like meteor shower or chain lightning for offensive, the arrow shield Cyrallin used against the Gremlins and any other enchantment that helps the units to survive longer for defence. Probably they would even use teleportation and illusion spells to save units that would otherwise be annihilated or to quickly dispatch support to endangered parts of the frontline.

Knights are probably trying to counter the spells by reducing their effects by enchantments, blessings and counter spells, though they won’t be able to defeat the wizards in their own game, so their best shoot is to neutralize the spell casters, which is best done by ranged and flying units in fair weather and by cavalry in open terrain and then address the remaining troops.
wow u really thought that out i mean i can see this battle happening
barbarian can easily defeat wiz because magic shield and if you get the 2 talents for magic shield that is pretty good magic shield lol. and wizzys lack in melee fighting. barbs could run up and kill the wiz so quickly, he could re-act lol.
thanks for the thoughts everyone, i will be writing up the next updates shortly, you may even find some of your ideas worked into the story now!!

it'll still be a lil bit until im finished, so if anyone has ideas...let me know so i can view and add if useable. =D
lol I got one or two maybe three we'll see when I stop lol.

Anyways I think everyones cover almost everything but this is a thought. a spell that would replenish troops mana.
spell name: Mana boost
spell lvl:4
spell type: Holy
effect: recover hero's troops mana in a 4x4 area that includes friendly units as well. Amount of recovery is based on hero's talent for that spell.
Cost: 15 mana after activation hero move hero back .6 on ATP scale
no talent: recover 4 mana
basic:recover 6 mana
advance: recover 8 mana
Expert: recover 10 mana

Then a spell to drain troops mana mainly the enemy.
spell name:energy drain
spell lvl:4
effect: drain enemy troops mana in a 4x4 area that includes friendly unit units as well. Amount of mana loss is based on hero's talent for that spell.
Cost: 20 mana after activation hero move hero back .4 on ATP scale after cast.
no talent: recover 4 mana
basic:recover 6 mana
advance: recover 8 mana
Expert: recover 10 mana

now a spell to boost troops morale and int.
name: Battle Call
lvl:5
effect: boost hero's troops and allies in a 3x6 area. well 3 to the right and 6up if you are looking at the battle area.
cost:20mane and move hero back .3 on ATP scale after cast.
no talent: 1morale .5int
basic:1morale 1.0int
advance:2morale 2.0int
expert:3morale 3.0int

last for now a spell to that would hit any unless they have imune to magic.
name: Chaos blast
lvl:4
effect: deals damage to an enemy. not an element attack and has 30% piercing magic.
cost: 20 mana and moves the hero back .2 on ATP scale after cast.
no talent:36+10*spellpower
basic:46+10*spellpower power and gains 5% extra piercing magic
advance:56+10*spell power and gains 10% extra piercing magic
expert:66+10*spell power and gains 15% extra piercing magic

I know we don't have lvl4 or higher yet but couldn't think of a weak enough spell for lvl3 and below.
I could not think of any faction that could rival them
^^ Not be so powerful in front of barbarian and spawn's demons ;)
Anyway, up to lv 10/11 wizard's more like one man show :D
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