• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Alfryd

...It's nice up here!
3 Badges
Jul 9, 2007
2.031
13
  • Crusader Kings II
  • Majesty 2
  • 500k Club
Well, that should be more or less adequate for my needs. Feel free to jump once I fill in a few of the blanks.

EDIT: Have more or less fleshed out the Priestess, will add some explanatory details later.
 

Alfryd

...It's nice up here!
3 Badges
Jul 9, 2007
2.031
13
  • Crusader Kings II
  • Majesty 2
  • 500k Club
I fully expect that even half this amount of detail would probably be overkill for design purposes, but hey- no harm in exploring your options.

Maybe they'll consider it for Maj3...
 

Nerdfish

Catlord
43 Badges
Jul 11, 2007
1.552
451
www.ssnt.org
  • Age of Wonders: Planetfall
  • Age of Wonders II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Hearts of Iron III
  • Impire
  • Magicka
  • Majesty 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
Wizzies !

I have a few spells I'd like to see for the wizard.

School:
Mental
Mind spells de-buff, messes with the AI, does crowd control, and kills outright at high levels.

Distract
Look ! Rainbow !
Debuff that reduce all combat stats and give a chance of spell fumble depending on the difference of the caster's intelligence and victim's willpower. if the victim's willpower is higher the caster's intelligence. it has no effect.

Birdbrain
Bawk ! Bawk Bawk !
The target is convinced it's a chicken for the duration of spell and act exactly as if it was a chicken. Does not work on things with more willpower then caster's intelligence, WODs are immune. :rofl:

Mind Probe
Neat trick
The Wizard tries to learn spell from another caster. Can learn monster spells if they are arcane, cannot learn divine spells. Does not work on things with more willpower then caster's intelligence, WODS are immune :rofl:

Puppet
You never knew how many toes someone have until you have walked a mile in their boots
The caster cease control of the periphery nervous system of another creature. S/he is knocked out for the duration of the spell, but gains control of the victim. All experiences gained by the victim during this duration is transfered to the caster, and victim would behave as if s/he is a wizard. Only work on creature of the same race. Does not work on things with more willpower then the caster.

Mental Shield
I am insane if and only if I am not.
During the duration of the spell, all mind spells cast on the creature protected by mental shield is deflected back to the source (regardless if they are arcane). Very effective against certain bosses, can produce very hilarious results.

Mind Shock
Greatest battles are fought in the minds of men
Conjure electric current in the brain of the target. Drain stamina from both caster and victim according to their willpower stats. First one loses is knocked out and driven insane. Things without brains are immune.

Mental Storm(Epic)
No storm is more fearsome then the tempest within
Conjure massive electric storm in the brain of everyone in a huge radius. the caster is blanks out at the end of the spell, and everything in that area with less willpower then the caster is slain. Things without brain are immune. Friendly fire kill allied characters.

Mind's Edge(Epic)
Our Minds will be blades drawn against the darkness
The caster is rendered numb to fatigue, pain and fear by a sophisticated scheme of inhibitory feedback. For the duration of the spell the wizards loses all senses of self-preservation and will not flee or prioritize targets attacking them. Greatly increase willpower and intelligence. if the caster run out of stamina the spell will drain health to sustain the wizard. If the wizard casting it run out of health, s/he disintegrates in a spectacular explosion of light. Only cast as an last stand, and caster will usually flee after they survive the duration of the spell.
 
Last edited:

Nerdfish

Catlord
43 Badges
Jul 11, 2007
1.552
451
www.ssnt.org
  • Age of Wonders: Planetfall
  • Age of Wonders II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Hearts of Iron III
  • Impire
  • Magicka
  • Majesty 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
More fun stuff.

School:
Elemental
Elemental magic manipulate Heat, Electricity, Density and other elements of classical physics, including force. They are great utility spells at low levels, and can level entire cities at high levels.

Freeze
Ice Cream !
Lock doors, trip creatures and make ice creams. inflict minor damage and reduce combat stats when cast on creatures.

Kindle
Need a light ?
Start small fire, Make hot wings, great party trick, but only minor incontinence to an angry opponent.

Telekinesis
Mind over Matter
Reduce weight of objects and move them around. weights of objects return to normal at the end of duration. Does not work on creatures, it can be used to disarm them, however, if the wizard have more intelligence then the victim's strength.

Flight
I am really lighter then a duck
Wizard's weight is greatly reduced and s/he gains ability to fly. But a flying wizard cannot do anything else or the spell end (and cause the wizard to fall to ground at his/her normal density) Favorite spell for other wizards to dispel :rofl:

Thunder shock
I bet you can't touch this
Wizard charges up a Metal Melee weapon like a giant capacitor. On the next swing, the weapon delivers a powerful shock that damages and paralyzes target, even if the blow is parried or absorbed by armor. Active until discharged.

Sunder
I break it, you pay for it.
Wizard emits Powerful directional sonic pulse tuned to the natural frequency of a metal. Destroy target item and deal damage everything on a straight line in front of the caster. Only work on metal of course. Devastating against armor and shields. WODS are not immune :rofl:

Searing Tide
It's not going to get any cooler.
The Caster gradually increase the temperature in a cone ahead of him/her. Everything in the cone take one damage in the first second, and two in the second second, and so on, up to 50 damage per second. This counts from the start of the spell rather then the time of an entry. so if an tax collector enters a searing tide during the 30th round, it'd take 30 damage in the first second. Searing tide also destroy all non-magical projectiles (belonging to anyone)

Static shell
One small step for you, One giant involuntary leap for everyone withing sixty feet.
The wizard creates a thin conductive globe of air sandwiched in layers of ultra-resistive vacuum and stores a large amount of charge in it. The first strike against him/her trigger a chain lightning on the attacker.

Eldrich Blade (Epic)
Mithril ? is that the best you've got ?
The wizard conjures a slender sword of ice out of thin air and wields it telepathically. While the spell is active the wizard can parry nearly any melee attack but it's still possible to overpower him/her. Great for buying time in tight situations until help arrive. This spell can be cast instantaneously.

Animate Lightning (Epic)
If you strike me down, I will become more powerful then you can possibly imagine.
Upon death, the Wizard's will transform his/her remaining magical energy into an Eldrich being of thunder and might. The dying wizard transform into a ball lightning and indiscriminately lash out against everything around it, effectively casting thunderbolt every second at every creature within a large radius. The Animated lightning quickly lose stamina and dissipates when stamina runs out. if the creature that dealt the death blow on the wizard attempts to move out of the range, the animated lightning will chase it at the speed of a power shock.
 
Last edited:

Draxynnic

General
17 Badges
Jan 8, 2008
2.461
195
  • Majesty 2
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • BATTLETECH - Digital Deluxe Edition
  • Age of Wonders II
  • Age of Wonders
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • 500k Club
  • Warlock: Master of the Arcane
  • Majesty 2 Collection
  • Magicka
Alfryd said:
I fully expect that even half this amount of detail would probably be overkill for design purposes, but hey- no harm in exploring your options.

Maybe they'll consider it for Maj3...

Consider it a brainstorming session?

One thing I've been considering is whether the question of whether a (NE) Solari is better than a (NE) Adept really does boil down to the Solari having two attack types (after all, the rest is just tweaking the numbers). Furthermore, combined with that is that Lunord is as much, if not more, the god of the winds as he is the god of the moon. Could this be used to give the Adept an air-based, or if we extend 'wind' to include storms (or even lightning from a clear sky, which can happen under the right, windy circumstances) electrical attack to give them something to punch through targets with high Parry like Solari?

Of course, the Solari would be better at it, since all their tricks are fire-based while Adepts should be more focussed on being at the right place at the right time.
 
Last edited:

Alfryd

...It's nice up here!
3 Badges
Jul 9, 2007
2.031
13
  • Crusader Kings II
  • Majesty 2
  • 500k Club
Right. That's almost everything I've ever speculated about the Church of Krypta. I'll so some final cleanup and fill in the last missing section in a day or two.

Consider it a brainstorming session?
That's more or less the idea.
Of course, the Solari would be better at is, since all their tricks are fire-based while Adepts should be more focussed on being at the right place at the right time.
It would also make sense for the Adepts to be more focused on stealth and secrecy, since the Solarii focus on tracking and divination.


Your ideas are intriguing Cook/Fish, and I shall try to give them due consideration, once I get around to the wizard....
 

Alfryd

...It's nice up here!
3 Badges
Jul 9, 2007
2.031
13
  • Crusader Kings II
  • Majesty 2
  • 500k Club
Well, that took a bit longer than I expected. I've fleshed out the priestess entry so that it pretty well includes absolutely everything I've ever speculated on the subject, but there's not much specifically new. I added some details on background and the prestige classes.

The cultist is also in better shape now, so let me know what you think. I'll try to be adding some further details on the other classes, now that's partly out of the way.

I would also like to give due credit to Frank Herbert, Bioware via Jade Empire, the One Ring, and anyone else that I've stolen from...
*nyoink*
 

Alfryd

...It's nice up here!
3 Badges
Jul 9, 2007
2.031
13
  • Crusader Kings II
  • Majesty 2
  • 500k Club
I would also like to give due credit to Frank Herbert, Bioware via Jade Empire, the One Ring, and anyone else that I've stolen from...
Ooh, also Falotar and Talespinner... wheresoever they may be.

ARMOURED BEARS!
I can't believe I didn't think of this sooner! Hey, why not? All you need are some cultists making a trip to the blacksmith. With bears.

In other news, I've added some details to the Solarus, which is kind of rough, but enough to start with. I have the healers almost-kinda-sorta-worked-out on paper, but it's harder to come up with suggestions for Dauros/Agrela, since they're mostly fine. Perhaps tomorrow.

EDIT: Actually... I'm gonna rework the Flammifer.
 
Last edited:

Nerdfish

Catlord
43 Badges
Jul 11, 2007
1.552
451
www.ssnt.org
  • Age of Wonders: Planetfall
  • Age of Wonders II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Hearts of Iron III
  • Impire
  • Magicka
  • Majesty 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
Last but not the least.

Wizard.
School
Arcane
Arcane magic concerns with operation of magic itself and direct manipulation of quantum probability. Arcane Magic Argument other spells at lower levels and provide some of most powerful magic at higher levels.

Enchant Building
"The sole difference between the arcane and the mundane is the later does not understand the former"
Target a wizard tower or wizard guild. While the spell is been channeled, the building fires magic bolts at targets designated by the caster. can be cast from inside. Each wizard can only enchant one building.

Overcharge
"It only take a single spark to light a fire that would become a great conflagration"
Target a wizard guild. While the spell is been channeled, the guild, and all wizard tower connected to it, will enjoy an increased range and all spells cast from the target guild will inflict more damage and have a longer duration. The overcharged building, and tower connect to it take 1 damage per second while the spell is active. Overcharge drains stamina and will knock out the caster at the end of the spell. Can be cast from inside a building. Multiple wizard can overcharge the same building and the increase in range and spell power is cumulative.

Power Channel
"Magic Whispers to those bold enough to consort with it."
Triple the cost the next spell, double its effectiveness. Great for hitting rangers who are out of reach. Can be cast repeatedly for devastating effect, but will most likely exhaust the caster if used in such a manner.

Dispel
"Look at all that prayer gone to waste"
Strip all active spell effect from a single target, regardless if they are beneficial. Work on buildings, and WODS.

Power Transfer
"Help me help you."
Drain 100% of caster's stamina. knock out the caster, the target receives 50% of drained stamina + 1% drained stamina for point of willpower of the caster. The total amount can exceed the caster's total stamina, if the willpower is high enough.

Counterspell
"Refreshing, indeed, for the brain-dead." :rofl:
Prevent the target from casting any spells at all. An intelligent creature will just melee the wizard. Does not work on buildings.

Invisibility
"Now you don't.
Render the caster invisible. Drain stamina constantly, the stamina cost is 100/caster's intelligence per second, the minimum is 1/ second. Fighting does not break invisibility. Although it's possible to attack an invisible wizard if they cast an elemental spell, if they are smart enough.

Antimagic Field
"What are you babbling about ?"
The caster conjures a stationary sphere. This sphere ends all effects on creatures that are currently in the sphere, and prevent them from becoming target of any spell. The field can be maintained for as long as desired, but the caster cannot move or do anything else while maintaining the spell.

Power Surge
"Limits exist only in your mind"
The caster's metabolism is greatly accelerated. S/He regenerate stamina equal to his/her willpower per second, but lose half of that amount of health. Power surge will end if it will reduce the caster below 1 hit point, thus will never kill the caster. (unlike mind's edge) When the spell end, the caster is knocked out.

Teleport
"Not all paths are visible to the eye."
Transport the wizard to a coordinate of his/her choosing. The stamina cost is linearly related to distance and inversely proportional to intelligence. This spell will never knock out the caster.

Gate
"The grass is not always greener on the other side."
Link the wizard's current location with a target location by creating a two-way tunnel in spacetime. Creatures intelligent enough to identify the gate or is an ally of the wizard can utilize the gate to travel to and from the destination. Those who are not intelligent can travel through the gate as well, but are unlikely to do so. The caster must remain still to maintain the gate. Maintaining the gate drains stamina at a rate proportional to distance and inversely proportional to intelligence.
Gate can also be used to rescue a banished creature.

Polymorph
"What is strength and girth when compared to arcane knowledge?"
Target creature is assigned an arbitary creature type of the caster's choosing. The polymorphed creature maintain all its mental capacities, equipment, health and even mass. (casting this on a WOD may produce an enormous, angry and deranged chicken wearing harness, which may nor may not be beneficial to the caster). This works can target the caster as well, however, if a spell casting creature is Polymorphed into a form that cannot speak or process hands, it may not be able to cancel the spell until it has expired. Polymorph lasts a number of second equal to wizard's intelligence*willpower/total HP of the victim. It obviously interrupt spells if cast on another spell-caster. Do not work on buildings.

Banish
"You have no place in this world.
The wizard transport a single target to a parallel dimension. Creatures capable of casting spells will eventually find their ways back. Creatures protected by deities may be sent back. Other creature are simply lost and are effectively removed from the game. Resurrection and reanimate does not work on banished creatures. However, a banished creature can be rescued by a caster who know the gate spell. Does not work on buildings.

Power Conduit (Epic)
"Our minds act as one."
Caster of this spell forms a powerful mind link and energy conduit between two willingly participating wizards and greatly multiply their power. For the duration of the spell, the two caster is considered a singular entity. The entity has access to any spell that could be cast by either participant. The effectiveness of any spell cast by this entity is multiplied by the sum of the levels of the participating casters. This applies to range, Area of effect, damage dealt, and duration. In addition, the entity created by the power conduit cast spells without expenditure of stamina. The duration of the spell is a number of seconds equal to the sum of participants' willpower. At the end of the spell, the participants of Conduit disintegrates in a spectacular explosion of light.
Singularly most powerful spell a wizard could cast ... once. It'd be extremely rare spell because it's a death sentence to everyone involved. The casters, their targets, and pretty much everything on the map. Armageddon for the magically inclined, use with caution.

Existence Failure (Epic)
"Outward complexity betray inward simplicity."
The Caster attempts to destroy a building and creature by causing one of its critical components to vanish via probability manipulation. For creatures with a heart, this spell usually target the heart. For most buildings, the spell would target a critical support beam. In effect, any creatures or building with less hit points then the product of the caster's intelligence and level is slain/destroyed instantly. The stamina cost is the amount of hit point destroyed. Knock out the caster if the spell reduce his/her stamina below zero.

It's perfectly possible to teleport in and kill a palace/avatar with this at high level (20X50=1000HP) But the caster will be exhausted at more then -500 stamina. The wizard would be in a lot of trouble if he/she doesn't have backup. This spell can be easily blocked by anti-magic field or
Eldrich Shield (see the sovereign spell post)
 
Last edited:

Nerdfish

Catlord
43 Badges
Jul 11, 2007
1.552
451
www.ssnt.org
  • Age of Wonders: Planetfall
  • Age of Wonders II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Hearts of Iron III
  • Impire
  • Magicka
  • Majesty 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
Here are all three Schools of Wizardry. The most difficult part of employing wizards should be preventing friendly fire - more so then babysitting. the very indiscriminate nature of their spells, and their vast power should make any potential employer think twice. They are a capable although two edged sword in the hands of a capable sovereign.
 
Last edited:

Nerdfish

Catlord
43 Badges
Jul 11, 2007
1.552
451
www.ssnt.org
  • Age of Wonders: Planetfall
  • Age of Wonders II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Hearts of Iron III
  • Impire
  • Magicka
  • Majesty 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
Sovereign Spell

Wizards Guild Sovereign Spells

Eldrich Shield
A single building or creature become immune to magic for the duration of the spell. It also removes all active effect from the target.

Mass Invisibility
Work Like Wizard's invisibility. but it work on other creature as well. An opposing sovereigns and some powerful monster can see through this version, but not the wizard's.

Clarity
Provide a large boost to intelligence and willpower for the duration of the spell. Great for getting those WODs to "Reckon in the same direction".

Thunder bolt
Conjures a thunder bolt that crash down at a desired location. all creature near the location with less then 50 willpower are tunned for 5-10 seconds. The target of the bolt takes 50-150 electrical damage. (sorry, it's a thunderbolt, anything less would be a joke)

Hail shower
Blanked an area in a relentless hailstorm. All creature and structure in the area take 10-20 physical and 5-10 ice damage every second, creature with less then 35 willpower are stunned. Movement speed of all creatures are reduced to half, flying creatures are bound to the ground.

Mass Teleport
Target a guild. Select a destination. All willing member of the guild are transported to that location.
 
Last edited:

Alfryd

...It's nice up here!
3 Badges
Jul 9, 2007
2.031
13
  • Crusader Kings II
  • Majesty 2
  • 500k Club
I find your contributions intriguing Nerdfish.
I may have to steal them.
*nyoink*

I just beefed up the introduction a little, because I've waffling on a bit about a concepts that don't strictly make much sense within the context of majesty at present.
 

Nerdfish

Catlord
43 Badges
Jul 11, 2007
1.552
451
www.ssnt.org
  • Age of Wonders: Planetfall
  • Age of Wonders II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Hearts of Iron III
  • Impire
  • Magicka
  • Majesty 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
Alfryd said:
I find your contributions intriguing Nerdfish.
I may have to steal them.
*nyoink*

I've beefed up the introduction a little bit, because I've waffling on a bit about a concepts that don't strictly make much sense within the context of majesty at present.

Thanks for stealing Alfryd, they were bound for trash bin anyway :D

Here are some of the idea for the lore behind wizards. The Majesty history mentioned that Brashnard located a powerful source of magic. I had the idea that he actually located one of the last surviving dragon mage who offer to pass her magic to the race of men. And their offsprings were the first human wizards - and it'd not be possible for humans to learn magic unless they had some dragon blood, that also explained why there are no elven wizards.

Gnomes are naturally magical creatures. gnome sorcerers have probably gotten their spell from lost draconian lore as well.

The sorcerers are descended from "outsiders". Most of them have some Demonic blood, making many of them slightly related to Deamonwoods and Rock Golems. They could also be descended from nicer spirits, as well.

Anyone who is well versed in arcane lore, but does not have the linage to cast spells is an alchemist :D

Tholaria is a fiercely independent state formed by the wizards. The Lay folk tend to fear and distrust them, which is their only real unifying force. Tholaria is ruled by the conclave, a circle of Archmages that holds a vast amount of power. The Conclaves members just happens to be the lords of noble houses of Tholaria. The conclave does not have a permanent leader, although during criss they do elect a grand wizard. (a lot of this has been written out in wings.)

Dauros and Agrela have strong presence in Tholaria. The Scholastic State have an open and honest culture which is at odds with temple of Krypta. The conclave is also fond of maintaining stability, which alienate Fervus. However the individual wizards are free to worship anything, or not worship anything, for that matter. For similar reasons anyone with any religions alignment is welcome to the city as long as they are not causing trouble. Sacrilege is not a crime for the Tholarians, because anything, at least in principle, should be open to debate.

In short, the Wizards are as much a race as it is a class. :rolleyes:

I hope you enjoy reading this lore as much as I enjoyed writing it :D
 
Last edited:

Nerdfish

Catlord
43 Badges
Jul 11, 2007
1.552
451
www.ssnt.org
  • Age of Wonders: Planetfall
  • Age of Wonders II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Hearts of Iron III
  • Impire
  • Magicka
  • Majesty 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
"If I am going down ..."

One final ability I forgot to add to the wizard. it does not belong to any magic school however.

Detonate
"From dust we came, to dust we return.
Wizards, in general, have a lot of pent up magic. if they are killed any fashion, they will explode, and the power of their own magic reduce their body to dust. A wizard could also intentionally destroy their body in this violet manner to avoid worse fates.

The Radius of the death explosion is 1 meter per level of the wizard. the explosion appears as blinding flash of light that deals 1 point of damage for each remaining point of health and stamina the wizard has remaining at the time of destruction. A detonated wizard leaves a pile of fine dust and may not be reanimated or raised as an undead by any means. Detonate works inside anti-magic fields and dispel all anti-magic effects within its blast radius.

This act of defiance is only used to avoid being captured, eaten, sacrificed, or reanimate at low levels, high level wizard uses one of the more powerful last stand spells depending on the school they specialize.

Because of this, opponents of wizards tend to kill them on sight. It make little sense to subdue something that would just explode when it's finally cornered.
 

Alfryd

...It's nice up here!
3 Badges
Jul 9, 2007
2.031
13
  • Crusader Kings II
  • Majesty 2
  • 500k Club
A good deal of extra detail on the monk, though still incomplete. I'll try to expand on the healer, and polish of the cultist and Solarus in the near future.

Any particular thoughts?
 

Nerdfish

Catlord
43 Badges
Jul 11, 2007
1.552
451
www.ssnt.org
  • Age of Wonders: Planetfall
  • Age of Wonders II
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Hearts of Iron III
  • Impire
  • Magicka
  • Majesty 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
Pretty good if you ask me. I like how the monks have Techniques linked to Styles (which isn't in Jade empires) and stance (which also isn't). The idea of certain spell only work on certain only of the day rocks too :D
 

Alfryd

...It's nice up here!
3 Badges
Jul 9, 2007
2.031
13
  • Crusader Kings II
  • Majesty 2
  • 500k Club
I'd have to differ on a few points when it comes to the wizardly background, but the broad outlines seem mostly correct.

I've been having some trouble introducing a bit of added variety or depth to the Healer class, and with prestige classes for the Dauros/Agrela faction. Since I'm essentially modelling Paladins as a specialised form of monk with certain bonus abilities and a few spells from the healer skill set, I was thinking I could give the paladin more prestige classes than the WoD, for equal depth.

Agrela:
Immanent Soul
Anointed One
Dauros:
Avatar
Oracle (paladin only)
Arhat (?)
Miko, or Shrine Maiden (it's worth a shot, damnit.)
 

Draxynnic

General
17 Badges
Jan 8, 2008
2.461
195
  • Majesty 2
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • BATTLETECH - Digital Deluxe Edition
  • Age of Wonders II
  • Age of Wonders
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • 500k Club
  • Warlock: Master of the Arcane
  • Majesty 2 Collection
  • Magicka
Much as I like dragons, I really don't like the idea of magic coming from dragons in Ardania, or of it being restricted to a specific bloodline. The dragons of Ardania really don't seem like they'll be giving the secrets of magic to humans - in fact, it seems more like they all have a collective grudge against them from Krolm killing the original Dragon King. Brashnard could, on the other hand, have found and learned how to use magic from something he found - it could even turn out that the Ultimate Sphere of Power wasn't actually Brashnard's.

I'd be inclined to just leave wizardry as something anyone can pick up if they're smart enough, or at most require some unexplained 'spark' in order to become a wizard, without turning them into a subrace or making strange links with other races in the setting (which also comes with the implication that any other magic-user would require a similar link...)

A magocratic nation could be interesting, however.