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  1. - Top - End - #61
    Ogre in the Playground
     
    Creed's Avatar

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    Mar 2010
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    Default Re: Erfworld game, a co-op perhaps?

    I agree that we know Wanda is insanely powerful
    but, for all we know, that could just be the fact that she is a very powerful Croakamancer, not that she just is a Croakamancer.

    Personally, I believe that Croakamancers ability to summon more soldiers is a definant advantage, and that they should have very few other spells, but at least one damageing spell

    Casters should essentially by directly controlled as characters by the player. Each side should only really have a few casters, and the players should learn not to risk them in potentially harmful ventures. Casters should level up after each surrvived battle, and possibly a multi-class caster. When a caster levels up, there could be a few stats to distribute points to (more juice? more effective damage spells? etc.)

    Just a few ideas i brewed up while trying to make this myself about a month back. you guys dont have to listen to any of this

  2. - Top - End - #62

    Default Re: Erfworld game, a co-op perhaps?

    Quote Originally Posted by Creed View Post
    I agree that we know Wanda is insanely powerful
    but, for all we know, that could just be the fact that she is a very powerful Croakamancer, not that she just is a Croakamancer.
    I think it might be explicitly mentioned that she's a master-class Croakamancer. Can't be bothered to dig up a link though.

    If it's not explicitly mentioned, it's certainly implied. It's clear that Wanda was a favorite of Stanley's as he calls on her to frequently revive things (while Sizemore is put on menial tasks). It's also implied when she revives all the dead Jetstone soldiers in the entire city zone after the failed attack through the old Gobwin Knob's tunnels, which all last only one turn. (The trade-off being that you can have longer-lasting undead at the cost of having fewer of them.)

  3. - Top - End - #63
    Dwarf in the Playground
     
    GM.Casper's Avatar

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    Sep 2009

    Default Re: Erfworld game, a co-op perhaps?

    Considering the comlexity of Erfworld, a computer game would be the way to go. Maybe Battle for Wesnoth could be moded for it?

  4. - Top - End - #64
    Halfling in the Playground
     
    DwarfFighterGuy

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    Oct 2009
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    Default Re: Erfworld game, a co-op perhaps?

    Okay, I finally got around to putting up a list of spells. How do you like it? Any reference to the mysterious variable "L" is actually a reference to the caster's level.

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    Hocus Pocus:
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    Findamancy:
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    Seek:
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    Description: Tells the Location of a certain item, person, or city.
    Cost: Base cost is 3-L. Can be modified by what you are seeking for:
    • Find terrain type: +0
    • Find side: +1
    • Find city: +2
    • Find unit type: +3
    • Find unit: +4
    • Find item: 5

    And by how specific you want the information to be:
    • Find hex with a 1 hex margin of error: +0
    • Find hex: +1
    • Find general location within hex: +2
    • Find stack: +3
    • Find general location within stack: +4
    • Find exact coordinates: +5

    Effective cost has a minimum of 1.
    Range: Infinite. Can be applied to all existence for an additional +5

    Retrieve:
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    Description: Retrieves an item or person X hexes away. The exact coordinates must be known.
    Cost: (X-L+1)/2, minimum 1.
    Range: Infinite.
    Specifics: If retrieving something from another plane, replace (your distance from the closest border of the map)+50.



    Predictamancy:
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    Destiny:
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    Description: Supplies the caster with one key event in the target's life. Does not go into specifics.
    Cost: 5-(L-1)/2, minimum 1.
    Range: 1 stack
    Specifics: A caster of Level 15+ steadily gains specifics as s/he increases level, at the Game Moderator's discretion.


    Timeline:
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    Description: Supplies the date for one specified event.
    Cost: 10-(L-1)/2, minimum 2.
    Range: Infinite.



    Mathamancy:
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    Probability:
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    Description:Gives the chances of a battle ending a certain way.
    Cost: 2V-L+1, minimum 1.
    Range: Infinite.
    Specifics: V is the number of known variables. The higher V is, the more reliable the prediction is.


    Sophisticated Prediction:
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    Description: Gives the chances of some obscure detail or event being fulfilled.
    Cost: 5X-(L-1)/2, minimum 1.
    Range: Infinite.
    Specifics: X is a number, ranging from 1 to 10, of how obscure the prediction is. The Game Moderator reserves the right to increase X beyond 10 in the event of a ridiculously obscure detail (e.g. "What color will Ansom's armor be?").




    Spookism:
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    Turnamancy:
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    Improve Production:
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    Description: Decreases the number of turns it takes to pop a unit.
    Cost: X/2-2(L-1), minimum 1.
    Range: The caster's side.
    Specifics: Increases the efficiency of unit production by 2X%.


    Turn Other:
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    Description: Makes it more likely that someone will turn.
    Cost: X.
    Range: The caster's field of vision.
    Specifics: Increases the chance of the target turning by (2X+L-1)%.



    Dollamancy:
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    Animate:
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    Description: Creates various types of golems.
    Cost:
    • Animated clothes: 5
    • Carpet: 10
    • Scarecrow: 20
    • Doll: 30
    • Moll: 40
    • Cloth golem: 50
    • Silk serpent: 60
    • Turn clothes: 100

    Range: 1 stack.
    Specifics:
    • Animated clothes: Level 6+L
    • Carpet: Level 7+L, flies, mount
    • Scarecrow: Level 8+L, +1 damage to flying units
    • Doll: Level 9+L
    • Moll: Level 10+L
    • Cloth golem: Level 14+L
    • Silk serpent: Level 19+L, ranged
    • Turn clothes: Level 99+L, enemies' clothes attack the wearers, decreases enemies' Defense and Move to 1



    Fabricate:
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    Description: Creates non-magical items
    Cost:
    • Non-combat items (e.g. picnic basket): 1
    • Economic items (e.g. coin): 2
    • Basic weapons (e.g. wooden club): 3
    • Basic armor (e.g. leather armor): 4
    • Normal weapons (e.g. bow): 5
    • Normal armor (e.g. iron chainmail): 6
    • Respectable artwork: 7
    • Basic siege (e.g. ballista): 8
    • Advanced weapons (e.g. crossbow): 9
    • Advanced armor (e.g. steel plate): 10
    • Normal siege (e.g. catapult): 11
    • Heroic weapons (e.g. adamantine sword): 12
    • Heroic armor (e.g. adamantine armor): 13
    • Advanced siege (e.g. siege tower): 14
    • Artistic masterpiece: 15
    • Heroic siege (e.g. a catapult with explosive projectiles): 16

    Range: 1 stack.



    Weirdomancy:
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    Speed:
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    Description: Increases X targets' speed.
    Cost: 2XY.
    Range: 1 stack.
    Specifics: Targets' speed becomes L-1+YM (M being the target's original Movement). This gives a +L-1+M(Y-1) to the target's Combat and Defense.


    Wormhole:
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    Description: Teleports the target.
    Cost:
    • Short-range teleport ("walk through walls"): 15
    • Interhexagonal teleport: 20
    • X hexes away (random location within hex): 15(X-L+1)
    • Specific coordinates X hexes away: 20(X-L+1)

    Range: 1 stack




    Stuffamancy:
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    Dirtamancy:
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    Golem:
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    Description: Creates various types of golems.
    Cost:
    • Crap golem: 5
    • Soft rock golem: 10
    • Hard rock golem: 20
    • Acid rock golem: 30
    • Metal golem: 40
    • Gem golem: 50
    • Artifact golem: 60
    • Terrain golem: 100

    Range: 1 stack
    Specifics:
    • Crap golem: Level 6+L, does 2d4+L-1 damage when detonated.
    • Soft rock golem: Level 7+L, does 2d6+L-1 damage when detonated.
    • Hard rock golem: Level 7+L-1, does 2d8+L-1 damage when detonated.
    • Metal golem: Level 10+L, does does 2d12+L-1 damage when detonated.
    • Gem golem: Level 14+L, does does 2d20+L-1 damage when detonated, redirects shockamancy.
    • Artifact golem: Level 19+L, does does 10d20+L-1 damage when detonated, dampens enemy magic by creator's level and increases friendly magic by creator's level, is a caster.
    • Terrain golem: Level 99+L, does does 100d100+L-1 damage to all connected hexes of that terrain when detonated, immobile.



    Tunnel:
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    Description: Alters a tunnel system.
    Cost:
    • Create connecting tunnel: 3-L, minimum 1
    • Set basic trap (3d4 damage): 4-L, minimum 1
    • Create minor tunnel: 5-L, minimum 1
    • Close entrance/exit: 6-:, minimum 1
    • Set average trap (3d8 damage): 7-L, minimum 1
    • Create entrance/exit: 8-L, minimum 1
    • Create main tunnel: 9-L, minimum 1
    • Set advanced trap (3d12 damage): 10-L, minimum 1
    • Collapse (3d12 damage, ignore defense): 11-L, minimum 1
    • Alter course: 16-L, minimum 1

    Range: The caster must be in the target tunnel system



    Changemancy:
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    Set destiny:
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    Description: The target unit or object will end up in a specified location. Eventually.
    Cost:
    • A specific terrain: 5
    • X hexes away: 2X-L+1, minimum 5
    • A general area within a hex X hexes away: 2X-L+2, minimum 5
    • A specific location within a hex X hexes away: 2X-L+3, minimum 5

    Range: The caster's field of vision.


    Provide special:
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    Description: Provides the target X units with specials for one turn.
    Cost:
    • Dance-fight: 20X
    • Forest capable: 5X
    • Flight: 20X
    • Tunnel fighting: 5X
    • Mountain-capable: 5X
    • Water-capable: 5X
    • Dive capable: 5X
    • Mount: 10X
    • Caster: 30X
    • Piker: 10X
    • Archery: 10X
    • Mining: 5X
    • Breath weapon: 20X
    • Leadership: 20X
    • Light (undoes Heavy): 5X
    • Luck (undoes Luckless): 10X

    Range: 1 stack.



    Dittomancy:
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    Multiply Power:
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    Description: Multiplies a stack's units' Attack or Leadership bonus by X.
    Cost: 4X-L+1, minimum 1.
    Range: 1 stack.


    Copy:
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    Description: Creates an exact copy of an item.
    Description: Creates an exact copy of an item.
    Cost:
    • Minuscule object (e.g. a coin): 2
    • Small object (e.g. a basket): 3
    • Medium basic object (e.g. a wooden club): 4
    • Medium advanced object (e.g. a sword): 5
    • Large basic object (e.g. a human-sized rock): 6
    • Large advanced object (e.g. a cage): 7
    • Huge basic object (e.g. a large statue): 8
    • Huge advanced object (e.g. a catapult): 9
    • Giant basic object (e.g. a tree): 10
    • Giant advanced object (e.g. a small building): 11
    • Enormous basic object (e.g. a life-sized model of a dwagon): 12
    • Enormous advanced object (e.g. a siege tower): 13
    • Basic urban object (e.g. a tower): 14
    • Basic royal object (e.g. a castle): 15
    • Advanced urban object (e.g. a non-capital city): 20
    • Advanced royal object (e.g. a capital city): 25
    • Hex: 40

    Range: The caster's field of vision.
    Specifics: Items are by default non-magical. To retain basic magic (e.g. a carpet), add a +10 to cost. To retain advanced magic (e.g. a spell, add +25. To retain titanic magic (e.g. an Arkentool), add +100.




    Eyemancy:
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    Lookamancy:
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    Clairvoyance:
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    Description: Allows the Lookamancer to see X hexes away.
    Cost: X-L+1, minimum 1. Cost can be increased based on the level of information:
    • Terrain: +0
    • Stacks: +1
    • Units: +2
    • Statistics: +3

    Range: Infinite


    Hide:
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    Descriptions: Makes it harder for another side to use Clairvoyance on the target hex.
    Cost: Y.
    Range: The caster's hex.
    Specifics: Increases the cost of Clairvoyance by Y+L-1.



    Thinkamancy:
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    Mind blast:
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    Description: Hits an enemy of level X.
    Cost: X+2Y.
    Range: The caster's field of vision.
    Specifics: Does Yd4+L-1 damage. Ignores Defense.


    Mindshare:
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    Description: Allows the subjects to communicate, control, and/or share specials
    Cost:
    • For communication: 2-(L-1)/2, minimum 1
    • To share specials: (5 per special per stack)-L+1
    • Suggest: 10-(L-1)/2, minimum 1
    • Two-caster link-up: 40
    • Three-caster link-up: 60

    Range:
    • For communication: L hexes
    • To share specials: The caster's hex
    • For a link-up: 1 stack

    Specifics: When casting for communication, a caster can cast to a target beyond L hexes, at an additional Juice cost per extra hex. This penalty is removed if the Thinkamancer knows the terrain type of the target's hex and all surrounding hexes or if the caster is communicating with someone from the same Side.



    Foolamancy:
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    Illusion:
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    Description: Creates an Illusion X cubic yards in size moving at Y yards per second.
    Cost: X/4+Y/2-L+1, minimum 1.
    Range: The foolamancer's field of vision.


    Veil:
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    Description: Makes X objects appear to be something else of similar dimensions.
    Cost: X-L+1, minimum 1.
    Range: 1 stack.




    Hippiemancy:
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    Flower Power:
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    Peace:
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    Description: Decreases the chance of war.
    Cost: X.
    Range: Infinite.
    Specifics: Affects one side. Makes that side (2X+L-1)% more reluctant to go to war (NOW, WITH 30% MORE RELUCTANCE! BUY NOW, WHILE THIS SPELL SITLL LASTS!)


    Floral Growth:
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    Description: Creates flowers.
    Cost:
    • Pretty flowers: 2
    • Thick flowers (-1 Movement): 5
    • Pollen rain (causes hay fever: -1 Combat, -1 Defense, -1 Movement for enemies; +1 Combat, +1 Defense, +1 Movement for golems): 7
    • Entangling flowers (-2 Movement): 10
    • Poisonous flowers (1 damage, -1 Combat, -1 Defense, -1 Movement): 15
    • Master garden: 17
    • Natural wall (-5 Movement): 20
    • Hypnogogic flower (sets Movement to 0): 30

    Range: L-1 hexes.



    Signamancy:
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    Send Sign: Sends a message into a person's mind or into real space as can be expressed through signs. Functions exactly like a thinkagram or Illusion, respectively.

    Interpret Sign:
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    Description: Supplies the caster with a description for the target's state of being as can be expressed in symbols.
    Cost: 5-(L-1)/2, minimum 1.
    Range: 1 stack.
    Specifics: A caster of Level 15+ steadily sees more specific symbols as s/he increases level, at the Game Moderator's discretion.



    Date-a-mancy
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    Change relationship:
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    Description: Alters a relationship between two people.
    Cost: 4(X-L+1) (X being the amount of levels you want the relationship to change by), minimum 1.
    Range: The caster's field of vision.
    Specifics: Only changes one member's viewpoint. The levels of relationship are:
    • Nemesis
    • Loath
    • Hate
    • Contempt
    • Dislike
    • Annoyance
    • Neutral
    • Enjoyable
    • Like
    • Respect
    • Affection
    • Love
    • Worship



    Discern relationship:
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    Description: Gives out one bit of information about two people
    Cost: 3X (X being the number of bits of information you want to learn).
    Range: The caster's field of vision.




    Naughtymancy:
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    Shockamancy:
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    Magical Attack:
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    Description: Does X damage to Y stacks.
    Cost: (X-L+1)Y, minimum 1.
    Range: Y stacks.


    Stun:
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    Description: Prevents a target unit from moving, attacking, or defending for X+L-1 turns.
    Cost: 8X^2.
    Range: 1 stack.



    Croakamancy:
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    Uncroak:
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    Description: Raises Z units.
    Cost: X, minimum Y (half the highest level of the units intended to be Uncroaked, minimum 1).
    Range: The caster's hex.
    Specifics: Uncroaked units are level (X/Z)+L-1, minimum 1, and last (X/Z)+L-1 turns, minimum 2.


    Thriller:
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    Description: Uncroaked units in a Croakamancer's stack of X units can dance-fight.
    Cost: (10X-L+1)/2, minimum 1.
    Range: Same stack.
    Specifics: Only works if the stack contains only Uncroaked and the Croakamancer that Uncroaked these Uncroaked.



    Retconjuration: Cannot be used by mortals.


    Stagemancy:
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    Hat Magic:
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    Teleport:
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    Description: Teleports an object that had been X hexes away into a hat.
    Cost: X-L+1.
    Range: X hexes.


    Helm:
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    Description: Hardens the X targets' hair/hat(s)/helm(s), multiplying their Defense by Y+L-1.
    Cost: 2XY.
    Range: 1 stack.



    Carnymancy:
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    Inspire incompetence:
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    Description: Decrease either the subject's Leadership or Movement by X+L-1.
    Cost: X.
    Range: 1 stack.


    Miss:
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    Description: Decreases the target stack's Combat by X+L-1.
    Cost: X+2
    Range: 1 stack.



    Rhyme-o-mancy: No ideas.


    Clevermancy:
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    Luckamancy:
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    Good luck:
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    Description: Increases all friendly probabilities in a round by (X+L-1)%. Decreases all hostile probabilities by (X+L-1)%.
    Cost: X.
    Range: 1 stack.


    Maximize damage:
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    Description: All units in X stacks of Y do the maximum possible damage if they hit.
    Cost: XY.
    Range: 1 stack.



    Healomancy:
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    Heal:
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    Description: Returns X Health to Y units. Cannot make a unit's Health higher than its maximum.
    Cost: XY.
    Range: The caster's field of vision.


    Rejuvenate:
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    Description: Decreases the target stack's Move and Combat by X+L-3.
    Cost: X
    Range: 1 stack.



    Moneymancy:
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    Convert:
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    Description: Converts shmuckers into tangible gems.
    Cost: 0.
    Range: The side requesting the conversion.


    Hire:
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    Description: Pay shmuckers to gain units (which normally take X turns to pop) immediately.
    Cost: X.
    Range: The side requesting the hiring.
    Specifics: Costs 100*X-10*L shmuckers, minimum 10.




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