Spell Modifiers¶
Give your spells the limits and effects the game's own spells have: a slow cast, no casting at sea, a bonus for the army of whoever knows it. Each goes on its own line in a spell.
slowcast¶
Makes the spell take 2 combat rounds to cast.
slowcast
#!@slowcast
notsea¶
Stops units casting the spell at sea.
notsea
#!@notsea
notunderground¶
Stops units casting the spell underground.
notunderground
#!@notunderground
prioritylearn¶
Makes a unit that starts with spells learn this one before the others of its path and level.
prioritylearn
#!@prioritylearn
heallivingarmy¶
Makes every living unit in the caster's army heal faster while the caster knows the spell. The caster doesn't need to cast it.
heallivingarmy
#!@heallivingarmy
healhumanarmy¶
Makes the humans and hoburghers in the caster's army heal faster while the caster knows the spell. The caster doesn't need to cast it.
healhumanarmy
#!@healhumanarmy
burnforest¶
Gives the caster Burn Forest while it knows the spell. Inside a spell only; elsewhere burnforest is the game's monster ability.
burnforest
#!@burnforest
Example spells¶
newspell "Fire of Udun"
path "Pyromancy"
level 3
weapon 20 "Fireball"
slowcast
notsea
notunderground
burnforest
newspell "Athelas"
path "White Magic"
level 1
weapon 4 "Heal"
prioritylearn
heallivingarmy
healhumanarmy
#!@newspell "Fire of Udun"
#!@path "Pyromancy"
#!@level 3
#!@weapon 20 "Fireball"
#!@slowcast
#!@notsea
#!@notunderground
#!@burnforest
#!@newspell "Athelas"
#!@path "White Magic"
#!@level 1
#!@weapon 4 "Heal"
#!@prioritylearn
#!@heallivingarmy
#!@healhumanarmy