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Old March 13th, 2008, 06:32 PM

chrispedersen chrispedersen is offline
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Default Re: Magic site ideas

I'd just like some moddable site commands: (apologies if its there, haven't looked since 3.??)

Things like:

#Site: Site Name
#Entry: M:<Mage Path Required to get benefit>
S:<Special requirement to enter such as:
N: Nation Number
A: Stealthy[Stealth# to enter]; Flying, Amphib
S: Stat[#] to Enter, such as Leadership 10
C: Commander type to enter (Wiz,Priest,Scout)

#Gems: Gem{Type, Number} granted per turn
#Difficult: Rarity and difficutly to find the site

#Spell Cast: (Spell number cast per turn)
#School Bonus: Conjuration 20, for example
#Unit Summon: Unit #
#Unit Recruit: Unit #
#Scale (Which Dominion Spreads...)

My .02




Interesting Locations:

Lake of the Sirines:
Any Leader May Enter to gain a magic enhancement to his weapon. (or get a magic weapon: think Excalibur).

Thieves guild:
Very hard to find. Stealthy requird = ). Any unit may enter to gain stealthy. Unit with stealthy increases +1 per turn.

Assassins Guild:
Very hard to find. Assassin may enter to perform a hit via guild agents in any territory on the board. Random commander in territory targeted.

Gate:
Any unit may enter any gate - and come out any other territory with a gate.

Time Wrinkle:
Any commander that enters immediately becomes lost in space and time.

However, he does not age, become diseased, or be targetted by spells. Will return (per lit) except to a map location in your dominoin.

Also confers +1 Astral, and spreads Dominion.

Void Gate:

Enter: You die. Who says all locations have to be good?
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