Players are encouraged to seek new lore and invent new spells. Each turn a summoner may attempt to perform research. This is quite an open-ended action, but the more elaborate, ambitious ideas will be less successful or longer to achieve. Attempting incrementally more powerful and complex spells of a similar nature will meet greater success.
A good example:
Research: attempt to create a spell, called 'fireball'. This spell is primarily and solely a fire spell. It can be cast by the summoner to launch a flaming projectile at a target on the map - something small, such as an enemy structure or army, with a range of 3 hexes.
Result:
Spell: "Fireball"
Cost: 1F
Effect: Launches a ball of fire at an identified target in a hex up to 3 hexes away form summoner's position.
This example is quite detailed, but the more detail provided helps tune the intended spell and the result is spot-on.
Poor example:
Research: a new spell to attack enemies from my base
Result:
Spell: "Flinger"
Cost: 1
Effect: Throws a minion at target enemy army or structure from a summoner's keep. This minion will then attack the target.
In addition to manual research:
- Minions of an appropriate nature can assist in acquiring new spells. Some can simply help research to improve the success rate. Others may be sent to spy or steal information.
- Spell scrolls can be discovered in ruins or treasure caches.
- Other summoners, gods and beings can attempt to teach you spells.
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