I'd just like to give Everyone a "A" for Effort .
I would like to suggest though that we should be trying to come up with more Spells that Change The Game. Damage spells are a Dime a Dozen. In Game the only REAL difference in damage type spells is that one may come from one school of magic while one comes from another school of magic. The Only Real Difference is in the Animations and Cosmetics.
Lets see Less +10, -10, Damage Damage damage...
and More...
Spells That Change Game-Play
Good Idea
Some World-Altering Bullshit Spells
1. Time Tweak
2. Strategic
3. Arcane Knowledge: 20
4. Mana: 20
5. 3 Life/Death Shards.
6. Subtly alters the past so that things are just a bit different. The central result is that, basically, at random, your position can be a little better or a little worse. Ownership of cities change or disappear, or entirely new ones appear. Your children might be replaced with altered versions of themselves. Male children could become female. A child that had previously defected could now be loyal to you now. There could be a chance of something really weird happening, like your entire civilization turning into Trogs.
7. Book of Time(?)
8. Hard to program, but may result in a lot of fun.
1. Lost Lands
2. Strategic
3. Arcane Knowledge: 20
4. Mana 20. Consumes 5 essence.
5. 3 Life/Death Shards.
6. A large island arises from the sea, filled with strange beasts. The land will pre-imbued with either death magic or life magic, depending on what book you know. There is a chance that said beasts will be aggressive and invade the rest of the world.
7. A life and death version.
1. Titan's Eyes
2. Strategic
3. Arcane Knowledge: 20
4. Mana 20. Consumes 5 essence.
5. 4 Life/Death Shards.
6. Opens a rift for the titans to see through... and they're displeased that their creations are not fighting each other hard enough. A nation which isn't at a state of war with another nation will be inflicted with plagues. Only with a total free-for-all will they be pleased.
7. One of the more awesome ones.
8. Useless in a two player game. Can be dispelled.
1. Putrefied Kingdoms
2. Strategic
3. Arcane Knowledge: 20
4. Mana 20. Consumes 10 essence.
5. 4 Life/Death Shards.
6. This powerful spell resurrects the old kingdoms of Man. From the ground randomly pop out necropoli buildings, each housing armies and their kings. It would be really cool if they weren't immediately hostile, but you could negotiate with them. You could either conquer them, make a deal with them, or dominate them with magic.
7. A kick-ass spell book.
8. Cannot be dispelled.
1. Blood of Brothers
2. Strategic
3. Arcane Knowledge: 20
4. Mana 20. Consumes 10 essence.
5. 2 Life/Death Shards.
6. Violence between sentient beings now on will be harder to commit. All attack values in these cases in these cases will be halved, and morale takes into account the number of enemies slain. This could mean one side complete wipes the floor with the other and runs away. This does not effect undead, constructions, and other non-sentients, and doesn't effect attacks made against non-sentients by sentients. Also, irredeemably evil beings like demons are unaffected.
7. Book of Life, but would actually be conceivably useful in an undead/construct build.
8. Can be dispelled.
I'm sure there are a ton more.