The Invent a Spell Thread!

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The Invent a Spell Thread!

Postby Lipkin » Thu May 15, 2014 5:22 am

The title says it all. Pick a discipline, make up some magic words, and tell us what the spell does.

A couple ground rules.

Don't argue with someone that their spell should be a different discipline, or that it is too powerful. It doesn't matter. This is just a fun game to spitball ideas for powers, puns, and references.

One spell at a time. It'll be cleaner.

I'll go first.


Caster: Hat Magician
Words: "Jay Garrick"
Effect: Modifies a regular helmet into a winged one, which doubles the wearer's move.



GO!
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Re: The Invent a Spell Thread!

Postby Omnimancer » Thu May 15, 2014 8:04 pm

Romero!

Croakamancy. Creates barbarian undead with no upkeep and zero move that autoattack all living units, including their creator. Useful for creating hazards that harm any unit that enters the hex.
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Re: The Invent a Spell Thread!

Postby Lipkin » Thu May 15, 2014 9:43 pm

Omnimancer wrote:Romero!

Croakamancy. Creates barbarian undead with no upkeep and zero move that autoattack all living units, including their creator. Useful for creating hazards that harm any unit that enters the hex.

I'd love to see a Zombie Hex. Like a Storm Hex, but with zombies.
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Re: The Invent a Spell Thread!

Postby Taikei no Yuurei » Thu May 15, 2014 10:04 pm

Caster: Thinkamancer (maybe Hippy or Date-a-mancer)
Words: Romeo and Juliet
Effect: Makes two units become instantly infatuated with each other (not love).
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Re: The Invent a Spell Thread!

Postby Lipkin » Thu May 15, 2014 10:20 pm

I like Hat Magic.

Caster: Hat Magician
Magic Words: "Sakata" (Harold Sakata being the actor who played Oddjob in Goldfinger)
Effect: Turns the caster's hat into a deadly throwing projectile.
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Re: The Invent a Spell Thread!

Postby ╒╦╧╬╩╦╦╛ » Thu May 15, 2014 10:22 pm

Lipkin wrote:
Omnimancer wrote:Romero!

Croakamancy. Creates barbarian undead with no upkeep and zero move that autoattack all living units, including their creator. Useful for creating hazards that harm any unit that enters the hex.

I'd love to see a Zombie Hex. Like a Storm Hex, but with zombies.



Now if this count as a natural hazard as in it's a zombie hex in the same way a storm hex is a storm hex... imagine the horribles traps a dirtamancer could set using that terrain's features.
3 Naughtymancers of different disciplines walk into a bar... wait, forget what I just said. A shockmancer and a croakamancer walk into a bar.
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Re: The Invent a Spell Thread!

Postby Lipkin » Thu May 15, 2014 10:23 pm

╒╦╧╬╩╦╦╛ wrote:
Lipkin wrote:
Omnimancer wrote:Romero!

Croakamancy. Creates barbarian undead with no upkeep and zero move that autoattack all living units, including their creator. Useful for creating hazards that harm any unit that enters the hex.

I'd love to see a Zombie Hex. Like a Storm Hex, but with zombies.



Now if this count as a natural hazard as in it's a zombie hex in the same way a storm hex is a storm hex... imagine the horribles traps a dirtamancer could set using that terrain's features.

The undead! Rising from the Erf!
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Re: The Invent a Spell Thread!

Postby Shai_hulud » Thu May 15, 2014 11:43 pm

So we all agree that Romero is the best spell so far.
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Re: The Invent a Spell Thread!

Postby Omnimancer » Fri May 16, 2014 7:57 pm

Ponzi!

Moneymancy. A very risky seldom cast spell. It produces a large and valuable gem out of nothing, but has a chance of backfiring and wiping out most or all of a side's treasury, costing far more than the gem. Inability to pay can trigger mass disbandings across the side and even raze cities until the debt is paid.

Some cash strapped rulers resort to a ponzi scheme, casting the spell repeatedly to keep their side afloat, which may work for several turns, but inevitably leads to financial ruin and destruction of the side if kept up.
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Re: The Invent a Spell Thread!

Postby Lipkin » Fri May 16, 2014 9:46 pm

Super Lotto

Foolamancy. Creates a giant, blinding power ball that can only be seen by targeted units.
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Re: The Invent a Spell Thread!

Postby Lamech » Sun May 18, 2014 12:03 am

Signamancy
Libra
Gives a detailed analysis of the stats of the targeted unit.

Signamancy
Only You
Creates a sign that keeps the targeted area from burning.

Signamancy
Hell No, We Won't Go!
This produces an enchanted battle standard. Enemy units exposed to it lose moral and effectiveness. Some even suddenly turn barbarian. Even worse it can cause cities to lose production, or produce disloyal or ineffective units.

Signamancy
Oxford
This spell enchants a book, usually listing tactics, advice and general wisdom. Carrying the book will allow the unit to train even while partying. Particularly studious units can even gain new specials.

Signamancy
Kim
This enchantment keeps the signamancy of decay and misuse away. There are countless uses, most notably the maintenance of temporary improvements that casters can make.
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Re: The Invent a Spell Thread!

Postby ╒╦╧╬╩╦╦╛ » Sun May 18, 2014 12:52 am

Lamech wrote:Signamancy
Hell No, We Won't Go!
This produces an enchanted battle standard. Enemy units exposed to it lose moral and effectiveness. Some even suddenly turn barbarian. Even worse it can cause cities to lose production, or produce disloyal or ineffective units.


I'd like to read the story of a side started by such barbarians or by a disloyal/ ineffective heir produced due to this standard.
3 Naughtymancers of different disciplines walk into a bar... wait, forget what I just said. A shockmancer and a croakamancer walk into a bar.
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Re: The Invent a Spell Thread!

Postby bpzinn » Sun May 18, 2014 4:04 am

Shockmancy

"A Shock through the Heart" (bad pun intended)

Either Incapacitates a unit, or removes incapacitation status from a unit that is incapacitated.

Also removes any infatuation effects the unit is under (thinkamancy suggestion that the unit is in love, some datamancy spell, whatever)

(it gives love a bad name) :P
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