Post by Boaster on Mar 18, 2005 13:44:32 GMT -6
Here you will find all of the brand new spells I have added to the game, and they can be found using my GS5B mod.
Resist Magic (Order)
4 Mana
Order units: +50% all magic resistances.
Chaos units: -25% all magic resistances.
Other units: +25% all magic resistances.
Chaos Magic Resistance granted is a random number from 0 to 50, 0 to 25, or 0 to -25.
Resist Magic (Air)
4 Mana
Air units: +50% all magic resistances.
Earth units: -25% all magic resistances.
Other units: +25% all magic resistances.
Chaos Magic Resistance granted is a random number from 0 to 50, 0 to 25, or 0 to -25.
Not in the spell book.
Resist Magic (Fire)
4 Mana
Fire units: +50% all magic resistances.
Water units: -25% all magic resistances.
Other units: +25% all magic resistances.
Chaos Magic Resistance granted is a random number from 0 to 50, 0 to 25, or 0 to -25.
Not in the spell book.
Mind Control (Order)
16 mana
If the caster's level is 5 levels greater than or equal to the target's level, you gain permanent control. Ex. The mage must be level 10 to take over any unit level 5 or below.
Not in the spell book.
Crush (Earth)
1 mana
Ignores Earth resistance, deals 1 damage.
Not in the spell book.
Aftershock (Earth)
2 mana
Ignores Earth resistance, deals a random 1 to 4 damage.
Not in the spell book.
Locust Swarm (Death)
12 mana
Targets one unit
Radius = Caster Level
All affected units lose life equal to the caster's level over a short period of time. This spell will heal Undead units (i.e. Zombies).
This spell cannot reduce life below 1.
Destruction (Chaos)
12 mana
Targets one unit
Radius = Caster Level
All affected units lose life equal to the caster's level. The spell hits any unit in the line of fire.
Hero's Bane (Order)
8 mana
Targets one unit
For 30 seconds, the affected unit gains +6 to all combat stats if it is an Order unit, -3 if it is a Chaos unit, and +4 if it is niether.
Frozen Armor (Water)
2 mana
Targets a unit
Water: +3 armor
Fire: -2 armor
Other: +2 armor
Erosion (Water)
4 mana
Targets a unit
Target permanently loses armor and water resistance based on it's level, until dispelled. Fire units lose armor equal to it's level x 2, while other units lose armor equal to its level x 1.5. Ex. a level 3 unit will lose 4.5 armor.
Call of the Water (Water)
12 mana and 12 life
The caster summons a Water Serpent into combat for the duration of the battle. This spell can/will kill a mage with less than 13 life.
Flood (Water)
20 mana
Changes a location into Water.
Change of Fate (Chaos)
5 mana
Randomly shifts the combat values of the caster's party. The caster's level plays a role on how much stats are gained or lost.
There are other spells in the game that already existed, but were added to the game.
Tremor
12 mana
Affects all Enemies in Combat
Deals random damage between the Caster's Level and the Target's Level.
Cannot reduce life below 1.
Bureaucracy
4 mana
Reduces gold, fame, crystal, and ale production in the city by (caster level) each turn, until dispelled.
Blind Rage
1 mana
Targets a unit
Unit loses all armor, doubles it's attack value, reduces mana or missile range temporarily to zero. The unit will attack the caster with a melee attack for the duration of the spell.
Fireball
4 mana
Targets a unit
Deals 4 + (Caster Level) damage
The spell now hits any unit in the line of fire.
Hand of Fate
4 mana
Targets a unit
A 50% + (5% x Caster Level) chance to deal (2 X Caster Level) damage to a target. Half of the damage that this spell deals will factor in resistance, while the other half will not. So effectively, this spell only factors half of the unit's chaos resistance value. If a caster fails to damage the target, the caster will take the damage instead.
Crash, aka Gamble
2 mana
Targets the Caster's Party
Random +(-1 to 1) shift in all combat stats, with a random +(0 to 25)% missile resistance.
Wheel of Fortune, aka Roulette
2 mana
Targets all enemies in combat.
Random +(-1 to 1) shift in all combat stats.
Bloodlust
2 mana
Targets a unit
Target gains caster level based combat stats.
Drains 1 life every 3 seconds, and will not reduce life below 1.
Walk Among Us, aka Raise Zombie
4 mana
Targets a corpse
Permanently raises a Zombie.
All Overland Healing Rate spells:
Grant a heal rate bonus, regardless if the unit has moved.
All Overland Movement spells:
Will not grant more movement than 32 points. This spell will reduce the permanent movement points of units by 50% until the next turn.
All Overland Attack spells:
Cost a minimum of 16 mana. Will not reduce an enemy party's life below 50%. Will drain an additional 16 mana from the caster after the spell is complete.
All Bolt spells:
Rock Sling, Curse, and Ice Bolt will increase area of effect every 5 levels. Lightning, Spirit Arrow, Righteous Bolt, and Flame Dart will increase area of effect every 10 levels.
These are a good deal of all of the spell changes in the GS5B. This should help give you an idea of the benefits of playing my mod. ;D
Resist Magic (Order)
4 Mana
Order units: +50% all magic resistances.
Chaos units: -25% all magic resistances.
Other units: +25% all magic resistances.
Chaos Magic Resistance granted is a random number from 0 to 50, 0 to 25, or 0 to -25.
Resist Magic (Air)
4 Mana
Air units: +50% all magic resistances.
Earth units: -25% all magic resistances.
Other units: +25% all magic resistances.
Chaos Magic Resistance granted is a random number from 0 to 50, 0 to 25, or 0 to -25.
Not in the spell book.
Resist Magic (Fire)
4 Mana
Fire units: +50% all magic resistances.
Water units: -25% all magic resistances.
Other units: +25% all magic resistances.
Chaos Magic Resistance granted is a random number from 0 to 50, 0 to 25, or 0 to -25.
Not in the spell book.
Mind Control (Order)
16 mana
If the caster's level is 5 levels greater than or equal to the target's level, you gain permanent control. Ex. The mage must be level 10 to take over any unit level 5 or below.
Not in the spell book.
Crush (Earth)
1 mana
Ignores Earth resistance, deals 1 damage.
Not in the spell book.
Aftershock (Earth)
2 mana
Ignores Earth resistance, deals a random 1 to 4 damage.
Not in the spell book.
Locust Swarm (Death)
12 mana
Targets one unit
Radius = Caster Level
All affected units lose life equal to the caster's level over a short period of time. This spell will heal Undead units (i.e. Zombies).
This spell cannot reduce life below 1.
Destruction (Chaos)
12 mana
Targets one unit
Radius = Caster Level
All affected units lose life equal to the caster's level. The spell hits any unit in the line of fire.
Hero's Bane (Order)
8 mana
Targets one unit
For 30 seconds, the affected unit gains +6 to all combat stats if it is an Order unit, -3 if it is a Chaos unit, and +4 if it is niether.
Frozen Armor (Water)
2 mana
Targets a unit
Water: +3 armor
Fire: -2 armor
Other: +2 armor
Erosion (Water)
4 mana
Targets a unit
Target permanently loses armor and water resistance based on it's level, until dispelled. Fire units lose armor equal to it's level x 2, while other units lose armor equal to its level x 1.5. Ex. a level 3 unit will lose 4.5 armor.
Call of the Water (Water)
12 mana and 12 life
The caster summons a Water Serpent into combat for the duration of the battle. This spell can/will kill a mage with less than 13 life.
Flood (Water)
20 mana
Changes a location into Water.
Change of Fate (Chaos)
5 mana
Randomly shifts the combat values of the caster's party. The caster's level plays a role on how much stats are gained or lost.
There are other spells in the game that already existed, but were added to the game.
Tremor
12 mana
Affects all Enemies in Combat
Deals random damage between the Caster's Level and the Target's Level.
Cannot reduce life below 1.
Bureaucracy
4 mana
Reduces gold, fame, crystal, and ale production in the city by (caster level) each turn, until dispelled.
Blind Rage
1 mana
Targets a unit
Unit loses all armor, doubles it's attack value, reduces mana or missile range temporarily to zero. The unit will attack the caster with a melee attack for the duration of the spell.
Fireball
4 mana
Targets a unit
Deals 4 + (Caster Level) damage
The spell now hits any unit in the line of fire.
Hand of Fate
4 mana
Targets a unit
A 50% + (5% x Caster Level) chance to deal (2 X Caster Level) damage to a target. Half of the damage that this spell deals will factor in resistance, while the other half will not. So effectively, this spell only factors half of the unit's chaos resistance value. If a caster fails to damage the target, the caster will take the damage instead.
Crash, aka Gamble
2 mana
Targets the Caster's Party
Random +(-1 to 1) shift in all combat stats, with a random +(0 to 25)% missile resistance.
Wheel of Fortune, aka Roulette
2 mana
Targets all enemies in combat.
Random +(-1 to 1) shift in all combat stats.
Bloodlust
2 mana
Targets a unit
Target gains caster level based combat stats.
Drains 1 life every 3 seconds, and will not reduce life below 1.
Walk Among Us, aka Raise Zombie
4 mana
Targets a corpse
Permanently raises a Zombie.
All Overland Healing Rate spells:
Grant a heal rate bonus, regardless if the unit has moved.
All Overland Movement spells:
Will not grant more movement than 32 points. This spell will reduce the permanent movement points of units by 50% until the next turn.
All Overland Attack spells:
Cost a minimum of 16 mana. Will not reduce an enemy party's life below 50%. Will drain an additional 16 mana from the caster after the spell is complete.
All Bolt spells:
Rock Sling, Curse, and Ice Bolt will increase area of effect every 5 levels. Lightning, Spirit Arrow, Righteous Bolt, and Flame Dart will increase area of effect every 10 levels.
These are a good deal of all of the spell changes in the GS5B. This should help give you an idea of the benefits of playing my mod. ;D