DeletedUser1590
Guest
The production spells and the enhanced KP spells are great, but what would be incredible would be to have spells we could use to jam up the AI during battles. Even if you were able to cast them only at the beginning of the battle and/or were limited to even 1, 2, or 3 per battle (inner rings would have fewer allowed and outer rings would have more allowed), having the ability to cast them would add a great dimension to fighting. Suggestions for potential spells:
If you surrender a battle, you do not regain any spells you already used.
It would be a fair way to allow players to overcome the crippling orcs-needed-to-barter restriction for people who are nowhere near the Orc chapter and are nowhere near powerful enough to battle at ring 10 and beyond (i.e., they can't beat it at all, or, if they can, suffer overwhelming troop loss in the process).
If a Magic Academy is supposed to be a place to create magic, why not create a wide array of spells? Even if only a few were implemented, some would be better than none.
- Haste. Select one unit to gain Level 1 initiative.
- Slow. Select one enemy unit to lose initiative to the last slot.
- Shield. Select one unit to take reduced damage for (x) turns.
- Shield All. All units take reduced damage for 1 turn.
- Invulnerability. Select one unit to take no damage for 1 turn.
- Vulnerability. Select one enemy unit to take (x)% more or fixed amount (y) damage for 1 turn.
- Heal. Select one unit to regain (x)% or fixed number (y) hit points at the beginning of the turn.
- Regenerate. Select one unit to regenerate hit points each turn or for (x) turns.
- Rage. Select one unit to do x% more damage for (y) turns.
- Weaken. Select one enemy unit to inflict x% less damage for 1 turn.
- Smite. Reduce the number of enemy troops in a unit by (x)%
- Resurrect. Bring the total number of troops in a unit back up to (x)% of the starting number in that unit.
- Balance. Can be cast only at the beginning of the battle, cannot be cast if another spell has already been cast, and no other spell can be cast after it: If the AI has more units than you do, eliminate (x) enemy units so that the AI has the same number of units that you do. The elimination could be made random if allowing players to choose seems too obnoxious.
If you surrender a battle, you do not regain any spells you already used.
It would be a fair way to allow players to overcome the crippling orcs-needed-to-barter restriction for people who are nowhere near the Orc chapter and are nowhere near powerful enough to battle at ring 10 and beyond (i.e., they can't beat it at all, or, if they can, suffer overwhelming troop loss in the process).
If a Magic Academy is supposed to be a place to create magic, why not create a wide array of spells? Even if only a few were implemented, some would be better than none.