I thought I would give my suggestions for the Rhun Spellbook. Rhun being Rhun after MotE is split. What I thought was that Rhun's unique building will be the Alter of Shadow(which I think should have more dragon-themed spells). It functions similar to a spellbook as it has spells, but unlike Spellbook powers the recharge requires special villagers that worship at the alter. In addition, I don't know if this possible but some spellbook powers will have prerequisite buildings. In fact, I'm not sure if the Alter of Shadow should be a lifetime spellbook power whose timer only restarts after the buildings destruction. Anyways here goes:
7 - Eye of Sauron : thematically I think they should be more closely tied to Sauron which is why this is here
7 - Oasis : a stealthed well(can only by seen by detector units), its model is different looking more like an actual oasis
8 - Spy : cast on an enemy unit allows vision sharing with that unit, but unit will be marked which if they are close to a detector the enemy will know they are a spy
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12 - Use of Prosperity : cast on target resource structures increases their yield; this spell costs money; one of two options 1) it drains a set resource amount for the duration, but it gives a slight resource boost which stacks with itself every 10secs or 2) you get an option to choose various money options and the amount of the money spent increases the yield
12 - Sauron's Servants : summons 3 battalions of Morannon Orcs and 2 Trolls, with Alter of Shadow its 3 battalions of Morgul Orcs and 2 Attack Trolls
14 - Unity of Clans : decreases unit prices but at the cost of production speed(significant); this spell can be switched on or off; Alter of Shadow slightly increases production speed
12 - Martial Waning : cast on enemy units it removes buffs on them for a duration; also removes all purchased upgrades from them as well which is permanent(they will have to re-upgrade everything)
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20 - Dragon Strike : same as usual(not the Smaug version); Alter of Shadows decreases recharge and lengthens duration; requires Dragon Monument
20 - Sundered Aid : Prevents enemies from using Spellbook powers for a set duration
16 - Demoralize : anytime your units are fighting an enemy hero then enemy units in the vicinity(quite big) lose attack rate, attack damage, and armor for as long as you continue to attack; if you manage to kill the hero they will lose even more percentage of stats but now for a duration; it stacks with itself so the more enemy heroes endangered/killed the better; passive
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28 - Summon Dragon : same as usual but maybe give the dragon some abilities; requires Dragon Monument; Alter of Shadows increases duration
26 - Plague of the East : area cast affects all enemy units; it drains hp at a huge rate, but healing(spells/buildings) can decrease or nullify effect depending on their strength; affected units can infect non affected ones if they get too close; can affect buildings too making them infect nearby units and which causes them to produce units who start out with plague(the buildings themselves don't take damage); all affected units lose attack rate and damage after 50% hp; there is a duration it lasts on each individually affected unit/hero/structure but units can get reinfected, but the plague spell itself has its own separate duration after which its ability to spread ceases but affected units will have to continue to suffer for their individual duration
Harad
The next list will be the one for Harad if/when MotE are split.
7 - Oasis : stealthed well(only detectors reveal or certain spells), model is different from other wells
5 - Vultures : similar to bats/crebain but slower and their aura affect prevents enemy healing and reduce damage, can attack air units
8 - Barren Land : wasteland terrain that reduces enemy move speed and attack damage
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10 - Nomad Efficiency : all buildings gain experience faster( note buildings not units),built faster, and the lessening of resource per structure threshold is increased(means you can have more resource structures without that annoying yield limit thing working sooner); passive
12 - Sauron's Servants : summons 4 battalions of Morannon Orcs and 2 Trolls
12 - Quicksand : causes a rippling affect in the ground; reduces enemy move speed by 90% and gives slight damage per second to units in the area; lasts for a set duration
14 - Dune Wyrm : same as the Awaken Wyrm
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18 - Drought : I'm not sure about the area of effect it should have(maybe even map wide) or the recharge, but needless to say the bigger the area the longer the recharge; anyways this will prevent enemy healing and reduce resource output from enemy structures by 80-90% in the affected area
19 - Mirage Visions - cast on enemy units causes random hordes/units to temporarily become neutral(like lair creatures) they won't be permanently converted nor even for the entire duration of the spell; for example say every 5 seconds one horde/unit(not heroes) has a chance to become neutral for say 20 seconds; the neutral hordes aren't aligned(if that's possible) each converted horde should be on its own team; the whole duration will be say 1min20secs; i'm debating should the neutral convert horde be able to be attackable(since they are affected by the mirage thinking your units are enemies but non-affected ones know the converted horde is just going through some mental troubles); if that's not possible then whenever they become neutral they end up looking like Harad unit equivalents, say Gondor Soldiers who are converted are switched with Harad Swordsmen but go back to Gondor Soldiers when the effect wares off(you know so it looks like they are "seeing" things)
17 - Scorch : cast on an area gives dps(fire damage) on units/buildings for a duration and has a percent chance to light affected units/buildings on fire during the duration; percent chance increased during Drought
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28 - Unforgiving Land : cast on an area that randomly generates mini tornadoes(smaller size less damage looks kind of sandy); you will be given an fx over the area the tornado will spawn before it does, your enemies will not
26 - Sandstorm : castable in huge area; reduces sight, chance to hit, and attack and move speed of enemy units and also does some dps for both units and buildings; graphically it should look like a sand storm is there at least to enemy(since it has no effect on your units)
Moria
This next section is for Moria. Scavenge won't be part of their powers tree since the Resource Buildings thread suggested that their primary resource collecting should be scavenging. So I thought it would be good if their unique building would completely deal with that, and having extra bonuses and upgrades that help toward that affect.
7 - Drums in the Deep : plays drum sound and it boosts move speed and attack damage, also causes slight fear and attack rate redux for enemy in area; bigger AoE cast than warchant
5 - Cave Bats : same as usual; their aura effect is less damage and move speed for enemy
8 - Bog Land : land looking like a swamp maybe some water like in the creek crossings; it reduces enemy move speed and armor
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14 - Converted Structure : when an enemy building is below 65% hp you can cast convert on it; after a several seconds it will come under your control; it should like a rundown version of the building converted or just one rundown structure no matter what you convert from; resource structures and towers become towers(one attack and garrison-able), while unit production buildings and blacksmith produce the same troops that come out of the Goblin Cave(sans elite); they start at level 1 and all converted buildings have only a percentage of the stats of the building they converted from; they don't get a tower though for leveling just a smaller armor/hp/production boost; they can however produce all units that are produce-able from your highest level Goblin Cave(sans elite) no matter what level, so if your highest level Goblin Cave is lvl 1 you won't get access to lvl 2 units from the converted structure till you have a lvl2 Goblin Cave, but if you have a lvl2 Goblin Cave a lvl1 Converted Structure can produce lvl2 units as well
10 - Tunnel Spiders : Cast on an area that randomly places tunneled spiders within the cast area; 2 possibilities are A) a few spiders pop out and drag enemy back into the tunnel(insta-kill doesn't work on heroes), this version allows only 1 kill per spider B) same as above but Spiders are killable when they pop out and the captured unit only dies if the spider returns to the tunnel, this version has no limit as long as spiders live
12 - Fury in Legion : I don't know if this is possible; each horde will have an invisible radius which gives bonuses depending on how many additional hordes are within the radius; 4 extra is an attack rate boost, 6 is an attack damage boost, and 8 is an armor boost; the radius should be just big enough to allow 8 extra to fit in; passive
14 - Sunlight Conditioning : gives all Moria units/heroes permanent 10-15% hp bonus; passive
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18 - Watcher in the Water : same as usual
16-20 - Shadow of the Underdark(maybe change name) : could be a cast AoE spell or a weather spell(I'm less inclined about this), of course the larger the AoE means the more PP cost and of course longer recharge; the effect kind of darkens the area(not as much as darkness) it causes all lower sight in enemy and all Goblin Troops(maybe not Trolls or Wargs/Warg Riders) to become stealthed even while moving they do become visible when attacked but when not attacking become stealthed again in like 1-3 seconds; if it becomes a weather spell the time it takes to restealth should be increased slightly
18 - Fissure : I know how much the fissure is hated(slightly diff. model and reskin); So it will become a summon and out of it will come slave Mountain Giants who attack anything within range(in books they were not allied with anyone I think they should remain as such with Trolls as new Siege); the Mountain Giants respawn if killed and also auto-heal if not being attacked
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28 - Balrog : same as usual
24 - Mass of Fear : anytime you have 12+ hordes within a certain radius of enemy units/heroes they get a reduction to move speed, armor, attack damage, and attack rate,; passive
Isengard
Why didn't I suggest Palantir and Creibain is what your thinking. Well I think those should be fortress abilities or specifically abilities of the Orthanc Tower upgrade.
8 - Spies of Saruman : periodically you will share vision with one enemy unit/horde/building(not heroes); this doesn't necessarily mean that enemy unit is a spy but just like Gandalf used bugs and things so can Saruman; passive
8 - Fel Speed : cast on units increases armor and speed for a duration; with Industry all buildings give off a weaker version of this passively, kind of like how they became faster once they were in their "own lands"
10 - Fel Voice : 2 possibilities that both periodically decrease the move speed and armor of enemy units at random; specifically either 1) random enemy units within sight(more debuff and I like this better) or 2) random enemy units whether you see them or not(less debuff); passive
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14 - Industry : huge AoE cast temporarily increases either the speed of resource generation or the yield; this stacks with Saruman's aura
12 - Fury in Legion : I don't know if this is possible; each horde will have an invisible radius which gives bonuses depending on how many additional hordes are within the radius; 4 extra is an attack rate boost, 6 is an attack damage boost, and 8 is an armor boost; the radius should be just big enough to allow 8 extra to fit in; passive
14 - Tributed Lands : this I hope can be an on/off spell; it will reskin and give bonus to all Dunland Warriors and Wulf(all stats, see GW Warriors of Dunland) and their Dunland Tent(all stats, looks like a professional Tent); in addition it will give the Dunland Warriors a special ability that gives bonus damage against buildings and lights it on fire giving its own constant dps, and also increased pillage; this spell costs money it will either 1)constantly drain a set amount of resource per min. or 2) modify all resource structures so they yield less per turn to be equal to drain in #1; the other option is this spell is passive and their is a min resource requirement say 3000 you need to be above for this spell to function(I like this idea less and may not be possible anyways)
14 - War Chant : several possibilities all involving cast on units which then start doing the celebration anims for a time while War Chant sound plays; they chant between 20-30 secs; the longer they chant the greater the effect(if you move before its over you get a lesser version), which it offers them an attack damage bonus and decreases enemy attack damage and armor for a duration(every 10 secs the effect becomes greater); the way it works is either 1) it gives the targeted units an aura thing which boosts them and negates enemies for a duration(weaker bonuses) or 2) or within a radius(sight range or even more) of the chanting horde all enemy units are affected for a duration(stronger bonuses), in both cases the effect takes place when you decide to move units or chanting is done
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16 - Fuel the Fires : same as usual
18 - Freezing Rain : the mod-team got this to work properly right? if not I will think of something else(its a great spell but sucks to be on recieving end since Good Side is aura dependent)
20 - Corruptible Influence : cast on a big area for a considerable duration it affects buildings decreasing the speed of unit production and researching upgrades(or just the former)
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26 - Avalanche : same as the expan. spell
26 - Warpath : for every enemy unit your units/heroes/hordes(if one unit in a horde kills the whole Horde gets the bonus) kill they gain attack speed and attack damage for a duration say 10-20% and it stacks with itself too; I'm not really sure how long it takes to kill units for Uruks but needless to say the duration should be so that the spell doesn't become OVER POWERED, perhaps even add a cap to how many times it can stack; siege units don't get this bonus; passive
Mordor
The Spellbook of Mordor is in this section which I may change since I kinda of rushed this. Like many previous spellbooks this one will be modified by things. The first is what I think should be Mordor's unique building the Morgul Tower(note the not THE) which will possess spells and things which turn the area around it similar to the land of Mordor itself as well as giving something special to Nazgul(the heroes not this Mod's Leader) and of course Sauron himself. The cast spells will recharge a bit faster with the Morgul Tower and become stronger with Sauron. Also I think Rain of Fire should be the Gorgoroth Spire ability.
5 : Eye of Sauron : same as usual function; I think either the duration or recharge speed should increase; Sauron gives boost
7 : Tainted Land : same as usual; Sauron on the field increases size and bonus as well as additional slow to enemies
10 : Cannibalism : several possibilities(don't know which ones will work); basic function is when one of your unit's die it will replenish the health of your units; the mechanic is either 1) takes a percentage(say 5%) of dieing unit's total hp and gives that amount it to all your units within a radius of its death(instant), or smaller amount every second for a bit(say 1% over 5 seconds kinda like Athelas) or 2) a set value given by each unit in the similar 2 options above instant or over time, this will require that each unit type give a different hp amount(which will be a calculated percentage) and if possible have that increase with level in accordance; only works on units not heroes or siege; passive
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12 - Fury in Legion : I don't know if this is possible; each horde will have an invisible radius which gives bonuses depending on how many additional hordes are within the radius; 4 extra is an attack rate boost, 6 is an attack damage boost, and 8 is an armor boost; the radius should be just big enough to allow 8 extra to fit in; passive
14 - Call the Horde : same as usual, maybe slight cost redux(very small); Sauron boosts the duration and cost redux but also makes it so that there is a small passive production increase always
12 - Overwhelming Terror : this is a passive spell that works on its own; when you kill an enemy this spell will fire decreasing move speed for a duration to all units within a radius(if its not on recharge); it stacks with itself, but doesn't work for every kill; passive; Morgul Tower does modify this one unlike the other two passive spells as does Sauron who increases radius,duration, and slow percentage
14 - Imbued Shadow : cast on your units; it increases their attack rate slightly and makes it so their attacks ignore enemy armor values when they strike for a duration; affected units will get a black fx on weapons; Sauron increases duration and gives bonus damage as well
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18 - Darkness : same as usual; Sauron increases the bonus and diminished sight of enemy
18 - Scar of Udun : transforms the land into something similar to the thing the Fortress produces(but more lava or make it looked like its still hot); constant dps drain on enemy units standing on the land, modifies move speed the lower there hp the slower they become( never reaches 0 ), at random places and times(seemingly random) fire blasts will erupt out setting units on fire and diminishing sight and attack rate of the entire horde it hits; this isn't permanent it is duration; Sauron increases all stats and duration
18 - Men of Darkness : summons units from Rhun and Harad at random in groups; Haradrim archers/swordsmen/lancers, Rhun swordsmen/archers/pikes, Corsair raiders(reg kind)/arbalesters/arcuballista, Kataphrakts/Wainriders, Mumaks; more powerful the units the less there are in the summon; all come fully upgraded
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28 - Lightning Storm : not like Isengard stuff, if you have played AoM its like the lightning storm in there; hits random places with RED COLORED lightning but only damages enemy units(alot sometimes kill) and buildings(a little), and has chance to light them on fire(units/buildings not ground); I get this from when we see Mordor in the movies sometimes there is lightning striking; lasts for a duration; if cast during Darkness the duration is longer; Sauron modifies damage and duration
28 - Broil of Fume : think a darker looking pyroclastic flow(for the Scientifically challenged lazies who can't google(lol jk *) its a thick bunch of super-heated, thick volcanic ash in the form of a fast moving cloud that comes from a volcano); a huge wave of dark smoke(graphically similar to flood no horses though) moves through the area damaging both units and buildings(not as much as Flood) after which all stats of theirs are debuffed and DPS for affected units for a duration afterwards; armor/attack damage debuff a little, attack rate/move speed debuff quite a bit, sight/archer range debuff significant; buildings get their corresponding values lowered too in the same fashion; Sauron increases damage, after effects and duration of after effects
*you should check out the pyroclastic flow on youtube its pretty cool(just an aside)
Edited by isledebananas, 12 February 2010 - 08:22 PM.