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New Kingdom Specific Spells & Abilities - Printable Version

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New Kingdom Specific Spells & Abilities - Lord Diamond - 04-24-2014

I would like to see more kingdom specific spells and/or abilities in 3rd Cycle. Some suggestions:

Flock of Ravens: Recon 3 areas at once with a wizard.

Granite Guardian: Protects against assassins and thieves.

Confidential Banker: Send gold directly to a non-allied kingdom. GN, HA, or UN get a cut off the top.

Call of the Wild: Summon brigades of woodland creatures to fight. Must be in forest.

Dragon Scout: Dragon groups with a Warlord automatically have the area they are in scouted as if with a L-1 agent reconnaissance.

Covert Relocation: If the UN has an agent in a PC, this spell or ability can allow that agent to sneak another character in without notifying the pc owner.

Raven Scout: A group with a P-6 wizard in it automatically scouts a random neighboring area as if with a ‘Raven Familiar’ spell.


RE: New Kingdom Specific Spells & Abilities - Lord Diamond - 04-24-2014

(04-24-2014, 02:20 PM)Wynterbreeze Wrote: I would like to see palantirs upgraded to see EVERYTHING. Ambushing, invisible, cloaked, hidden, masked, ect. Make them desirable.

There could be different grades of Palantirs. I think they are already desirable, but I wouldn't want to get one out of a dungeon. Your Supreme Palantir would be worth getting though.


RE: New Kingdom Specific Spells & Abilities - Lord Diamond - 04-24-2014

Or a Palantir that can be used to trail a group or character.


RE: New Kingdom Specific Spells & Abilities - Ry Vor - 04-24-2014

Some may have followed an idea that artifacts presently starting in PC's may begin with kingdoms as a 2nd Cycle change.

In that case, Palantirs will be in that category, along with Rings of Protection, the Dwarves getting the Axe of Farin, the Rangers possibly the Sword of Alvinitar, and maybe a couple kingdoms getting locations of portals. Dragons, Giants, and Trolls might not get any of those.

I have considered an upgraded Palantir that may appear in 3rd Cycle. This might operate as an L4 instead of an L1, but would also have an alternate use of "Scrye location of another Palantir." Hmmm.

Along those lines also considering, in addition to the venerable Raven Familiar, adding Eagle Familiar, Wolf Familiar, and possibly, Imp.

As usual, I am torn about how to get 3rd Cycle out in as quick a fashion as possible and still getting lots of things in play, vs. what is best to leave for the next game, Kingdoms of Arcania.


RE: New Kingdom Specific Spells & Abilities - Lord Diamond - 04-25-2014

Don't leave anything for KoA! We will come up with many, many, ideas to build on 3rd Cycle. Build what you can and roll it out. Then bring us upgrades every quarter or so to keep it new and exciting. That is what keeps me coming back. Each time you make a change, it's a new Alamaze to me.


RE: New Kingdom Specific Spells & Abilities - Hawk_ - 05-03-2014

(04-25-2014, 06:06 PM)Lord Diamond Wrote: Don't leave anything for KoA! We will come up with many, many, ideas to build on 3rd Cycle. Build what you can and roll it out. Then bring us upgrades every quarter or so to keep it new and exciting. That is what keeps me coming back. Each time you make a change, it's a new Alamaze to me.

New Spell idea-

Summon spell for battle only. Instead of troops joining the army permanently this spell series would summon the troops for 1 turn and then they would be gone. Number of troops would depend on the wizard level and troop type would depend on the terrain.

I think it could create some interesting twists if it could be programmed.


RE: New Kingdom Specific Spells & Abilities - Lord Diamond - 05-04-2014

(05-03-2014, 09:52 AM)Hawk_ Wrote:
(04-25-2014, 06:06 PM)Lord Diamond Wrote: Don't leave anything for KoA! We will come up with many, many, ideas to build on 3rd Cycle. Build what you can and roll it out. Then bring us upgrades every quarter or so to keep it new and exciting. That is what keeps me coming back. Each time you make a change, it's a new Alamaze to me.

New Spell idea-

Summon spell for battle only. Instead of troops joining the army permanently this spell series would summon the troops for 1 turn and then they would be gone. Number of troops would depend on the wizard level and troop type would depend on the terrain.

I think it could create some interesting twists if it could be programmed.

I like the idea as well and had considered variations. It should be too hard to program as it can be treated like other spells that affect more than one phase. The hardest part, I imagine, would be the flavor text in the battle report.

This is from a non-programmer, so take it for what it is worth.