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Gathering of the Spell Makers! Update Completed! Enjoy your Spell Thread!

01-12-2004, 08:34 AM#31
Rampager
Yay, i look forward to see how Break Open the Earth comes out, thx pure :)

Forgive and Forget (Passive) Overall Factor: 9 -COOL-
Note : One level only.

This also affects nearby ALLIED units. All allied units affected by this passive skill has the ability to Redeem a soul, every time the unit with the aura is hit, the enemy who hit them has a chance to Forgive the unit he was hitting, and pledge to help him. this however will wear off in a 30 second time period, where the unit that pledged to help, is more enraged then ever and has his damage increased by 10, armour decreased to 0, and is given to neutral hostile to attack whoever he wants.

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Thrust Confidence Overall Factor: 9
Note : one level only

The unit that has this cast on him is immediately filled with confidence, he gains 5+ to intelligence, 3+ to agility, and 2+strength, the unit also has a chance of avoiding hits, then throwing whatever damage was about to come at him, back onto its owner, after 60 seconds the unit that had the confidence begins to slip up and returns into his normal self.

Linkmaster: Wow...Very good spell set. Its small and good. Thanks for the help with the overall factor thing. It was a nice relief!

NOTE:: These are a MUST do!
01-12-2004, 09:43 AM#32
EdwardSwolenToe
Spontainious Combustion: Overall Factor: 7 ---CLAIMED---
The hero becomes semi-transparent (like banish),cannot attack, also this hero becomes about 70% slower and is on fire dealing about 2 damage a second.
Now for the fun part :)
Every unit this hero touches ignites on fire dealing 5 damage a second for 5 seconds and then explodes in a volley of fire, dealing 125 damage to the unit.

Whirl pool: Overall Factor: 8
The naga siren channels her powers into a swirling whirl pool (could be crushing wave that spins around) slowing all and drawing all units (friend or foe) into the middle where the naga siren is in a anti clockwise rotation, and apon entering the middle, the unit is damaged.

Just to sum it up, its a whirlpool that sucks units nearby in which move around the whirl in a circular motion untill they reach the middle where they will be damaged. Lasts 15 (or more) seconds.

Linkmaster: Another good set. It's good that people are taking the time to think about thier spells. OK. The first one seems really easy, but i gave it a 7 Just In Case(JIC).

hope you can do em! They are both ultimates by the way.
01-12-2004, 12:39 PM#33
Soultaker
Settings

There is deep water behind the target then I want it to drown

There is a higher spot behind it then I would like it to move as lond as it can over there

There is a lower spot behind the target I would like it to fall down with 5 damage per lower stage

and if you can I would to could see the target while it moving
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Shotgun (Item Ability) Overall Factor: 8

Attack moves enemy 300 backwards with the settings
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Grenade (Item Ability) Overall Factor: 8

Attack moves units near target 150 to away from the worm with the settings

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You proberly need to claim all of them at once (Ninja Punch and Machine Gun is with)

Linkmaster: yes your right, claimed them all is a good idea. They are kinda off a bundle really. Good job.
01-13-2004, 12:38 AM#34
sc_freek
Preserve: Overall Factor: 6
Makes a unit unable to fall under 1 health for 20/25/30 seconds, then the unit explodes.

Combustion: Overall Factor: 8
Creates a line of explosions(either goblin blaster missile or phoenix missile death). The line goes on until it hits a unit or stops after 6 seconds without hitting a unit. Each time it hits a unit, it adds 4 seconds to the line's timer, creates a bigger explosion(neutral building explosion) where the unit is(and of course, deals extra damage to the unit), and sends the line off in another random direction. Also, when it hits a building, it automaticly stops the line.

Linkmaster: Good job.
01-13-2004, 04:13 PM#35
Xev
Battle Strain Overall Factor: 7 - An aura - whenever a nearby unit recieves dmg it recieves an extra 10 damage, works on friendly/enemy units. Each level could increase by 10 damage

Linkmaster: Again you posted to many of poor quality. This is the only one owrth lookign at. =p
01-14-2004, 01:28 AM#36
MaliceDR
These two should provide you with ample challenge, since both are for my upcoming Throne of Asura map and have continued to stump me. Both are for a melee hero called the Samurai.

Spell 1: Spirit of Steel Overall Factor: 10

This is an auto-cast ability with no cooldown that kicks off each time the Samurai attacks. These conditions can easily be met by basing it off of Cold Arrows or Searing Arrows. It doesn't provide any cold effect or damage bonus off the bat, though. Each time the Samurai uses this ability (by attacking with it set to auto-cast, and thus using some of his mana), he receives a temporary attack damage bonus and a chance to land a critical strike. This bonus lasts only a few seconds.

Now here's the real beauty of the spell: the effect can be stacked. Lets say for each time the Samurai attacks with this ability, he receives 3 bonus damage for 4 seconds. Upon using it again 1 second later, he gets another 3 damage bonus which stacks with the previous, thus giving him 6. The first however is still on a separate timer, so unless the Samurai uses Spirit of Steel again, his damage bonus will be reduced back to 3 after 3 seconds and lost completely after 4 seconds. Follow?

What are the limitations of this ability? Stack amount, mostly. At level 1, the critical strike and damage bonuses can only stack 4 times, allowing him a maximum damage bonus of 12. At one attack per second, the Samurai could easily maintain this bonus until he kills the last nearby foe, at which point he'd have 1 second until his bonus goes down by 3, and then another 3 the next second, and another 3 the next...

With the application of additional skill points, the stack cap increases by 1 and the duration of each stack increases by, oh lets say 1.5 seconds.

Previously I had used multiple item abilities that were essentially identical, coupled with an add/remove trigger and a timer array, but with the release of 1.13, I donno quite how well this would work now.


Spell 2: Spirit of Flame Overall Factor: 9.99999

Like Spirit of Steel, this is an auto-casting ability most likely to be based off of Searing Arrows or Cold Arrows minus the effects of that particular spell. The nice thing about having both Searing and Cold on one hero is that when you right-click one, it automatically un-auto-casts the other. This is good. I wish to keep that.

This ability differs from Spirit of Steel only in it's effect. Instead of a damage bonus and chance to Critical Strike, it provides the Samurai's attacks with a splash damage effect, similar to that provided by the Orb of Fire (this will likely be the base item ability for use in this spell). Stacking this ability increases the area of effect for his attacks. This will likely be much easier to make than the Spirit of Steel spell.

Also like Spirit of Steel, each stack has it's separate timer. The detection trigger will likely do a periodic event checking each timer in the stack array, depicting it's status as either 0 for complete or 1 for incomplete (still counting down), and add these up to determine which Orb ability the hero has. Or you could have an event that detects when a timer in the array expires or the ability is used, add the arrays up then, and reassign the Orb.

Once again, additional levels increase the potential stack size and duration of each stack.

Both spells will have 5 levels, with a stack maximum of 4 at level 1 up to 8 at level 5.

Good luck, and may you overcome the issues that come with melee heroes using Arrow spells.



Thus ends my first two requests. Now on to the second two.

Confusion Overall Factor: 10

An area effect ability. I like to base many abilities of this nature off of Inferno; create a spawned unit that can't be seen (small model, minimal scaling value, Unknown aloc, etc), set it's duration to .2 seconds, and remove the stun and damage effects of the spell. When the summoned unit is created, a trigger selects all units within X range from the unit and goes from there. This is how I preffer to do these spells, not how you have to. As long as it gets done.

What confusion does is effect all units in an area (ally and enemy non-heroes). My idea focuses on picking every unit in the area and assigning it one of three values generated at random. Depending upon the value assigned, that unit will either come under the control of a computer controled ally, a computer controled enemy, or neutral hostile (this is for an AoS map). It will last for only a few seconds before the units are returned to their previous owners.

Psionic Storm Overall Factor: 8 ---CLAIMED---

This spell is pretty easy to pull off in almost every aspect except for it's visual effect. This ability is similar to the one used by the High Templar in that it deals damage to any enemy within the cast area over a period of several seconds. I could do that on my own. It's the whole lightning thing I need help on.

I'm thinking that it will involve creating a number of invisible dummy units both airborne and landborne, and there would be frequent lightning flashes between them. Perhapes shuffle their location within the cast region every second or so to keep the whole chaotic lightning effect realistic. Maybe even have a flash of lightning travel between an air dummy to an opposing ground unit.

Linkmaster: i think you get the gist of it all...10...10...9.9999....
01-14-2004, 09:42 AM#37
filerzzz
Reflection Overall Factor: 8
The hero who turns on this spell will cause all projectiles that hit the hero to bounce back and hit the projectile shooter. The hero will take no damage and the same projectile will fly back dealing the exact same damage the projectile would have done to the hero (minus the armor). So if the projectile's damage would be 20 (from ie 18-24), and the hero's armor makes it 15, 20 damage would fly back, and the unit would use its armor to for example reduce the damage to 18. Spells that deal damage in a projectile form (ie firebolt) should also be reflected but spells like starfall will just bounce off literally and not deal damage back. Spells like thunderclap will deal damage to the hero however. As this spell seems rather overpowered, while active the spell will make the hero take increased damage from melee attacks and walk/attack at a slower rate.


Flash Flank (ultimate) Overall Factor: 8
This spell is simple and is for a general like hero. There is an area to target and friendly units in a radius around the hero will instantly surround that area with a radius equal tohow far the hero is from the target location. So if u cast it on an enemy party all friendly units around you would instantly surround the enemy party in a circle. If the circle cannot be completed because of a river of cliff then they would not be in that location and be distributed somewhere placeable. The units may not suddenly be on top of a cliff or fall into the river unless there is a nearby ramp (ie the enemy is cornered and the spell is cast on it, friendly units must not fly to the top of the cliff). The units should be distributed equally around the circle, so if only 2 units are going to flank, the hero would be where he is and the other unit opposite the hero. if there are 4, they would be distanced by 90 degrees each. If there are too much units to flank with then the circle should be extra layered to the outside. There can be a fixed amount of ppl per circular row, but should increase as the circle gets bigger since there is more space.

Linkmaster: Wow, nice job.
01-14-2004, 09:59 PM#38
Shimrra
These are my first two spells, Lightning Shower and Gate. Lightning Shower was simply a learning experiance and not really the point of this map. (It just happened to be on the same map...) Gate allows you to summon two portals that function like way gates, allowing you to teleport between them at will. (Although enemies can use them as well...) You can also unsummon and then resummon new ones. Anyone can use this spell, just give me credit. (There is a little cutscene thing, if you really want to see it. It activates by typing Archimonde.)

From Linkmaster: *Drools* Nice Portal!! And it came with a MOVIE!

Fun Factor: 10 Hey...its about as fun as a portal can get right?


SFX Factor: 10 Who needs SFX'es to open a portal...at least he had SOME.*cough* mr.enthusia*cough*


Trigger Clairty: 10 CLEAN TRIGGERS! YAY!


Difficulty Factor: 9I couldn't do this. Maily because i wasnt thinking waygate, but anyways, you beat me.


Overall Score: 39 out of 40 This gets you 1/3 of that so... you get. 13 points! Good Job!
01-15-2004, 12:02 AM#39
linkmaster23
---------------------------------------------------------------
Changes and Fixes:

  • CLean up thread as usual
  • Downloaded all spells and tested them and rated them with new new system. (The Images)
  • Added Spell Makers to the Rules post
  • Enjoyed the spells...
  • Sent out points to spell makers
  • Updated the overall scores

Thats about it...Enjoy Part 3 of this thread!
01-15-2004, 12:33 AM#40
zotax
I could make most of these myself but, Im busy and I guess Ill let you guys have some fun. Anyway:
Black ArrowOverall Factor:[ Color=darkred][/color]
Stuns the unit and lowers its Health Points to 1, but does not kill it outright. Therefore the unit is in a form of "statis" where he/she cannot cast spells, move or attack. The unit remains this way untill the spell is dispelled. Note the unit can be attacked while under this spell. (3 levels, less cooldown/cost per lvl)
?[Color=red ]Overall Factor:[/color][ Color=darkred][/color]
Resurrects all dead units in the specified AoE. The resurrected units are invulnerable, but must stay within the specified area of effect they are also on a timer. (3 lvls, AoE and unit duration increases with each lvl)
Death ScreamOverall Factor:[ Color=darkred][/color]
Activatable eg click the button, it taes effect for X seconds. If the a unit of the area of effect of the caster dies, it will emit a shriek, causing damage to all nearby foes. (ultimate)
Poisened WeaponOverall Factor:[ Color=darkred][/color]
Preservation - Prevents the target it from dropping below 1 hp. (I dont know whether to be as a permanent to be dispelled ultimate, or a wear-off 3 lvl spell, take your pick).
Poisened Weapon[Color=red ]Overall Factor:[/Color ][ Color=darkred ][/color ]
The targeted unit takes small amounts of damage every 2 seconds untill the effect is dispelled (3 lvls, interval dmg/mana cost go up/down)
01-15-2004, 03:21 AM#41
Sage the Mage
Here's Spirit of Steel
01-15-2004, 10:17 AM#42
Charon
i have some spell requests

Evasive Maneouvre (Passive)
This skill gives a chance to dodge an attack like evasion, however, as the hero dodges the attack, it teleports away (not too far) from the attacker, like blink, dodges the attack then teleports behind the attackers and "backstabs" it for 2 times normal damage. Each level increases the chance to evade and the speed teleported.
eg level 1 - 10% chance to evade, 1 sec pause between teleports
level 2 - 20% chance, .75 sec pause
level 3 - 30% chance, .5 sec pause
This should only work with melee attacks and only teleport behind them and backstab if the hero has over 15% HP.

Control (Passive)
This spell is a little complicated, but anyway, here's how it goes:
Gives a chance to "control" a unit with each attack. Cannot target heroes, mechanical, structures or friendlies. When the unit is controlled it comes under control of the hero. Every 3 seconds under the hero's control it attempts to break free. The chance to break free should be around 10% times (Unit level) divided by (level of control spell + 1). Each 3 seconds that passes increases the chance by 5%, for example, this is controlling a level 4 unit.
level 1 - 3 secs: 10% * 4 / 2 = 20% chance; 6 secs: 15% * 4 / 2 = 30% chance and so on until it breaks free
level 2 - 3 secs 10% * 4 / 3 = 13.3% chance; 6 secs: 15% * 4 / 3 = 20%
Yeah you get the point. The skill should have 3 levels and have a 4/8/12% chance to convert.
Just before the unit breaks free of the hero's control, it will be given a few random orders from a small list ie attack the hero, attack a random unit (friendly or enemy) or run randomly around. Because the unit's attempts to overpower the hero are so taxing to its brain, it has a small chance to die from the strain. The chance is 50% divivded units level.
As 1 final thing, because the unit is exhausted from having a mind battle with the hero it is drained of all mana (and doesnt regenerate) and takes 150% damage from all attacks for however long it was controlled times 3, eg if it was controlled for 12 secs it takes 150% damage and cant regenerate mana for 36 seconds.

Cripple (cant think of a better name)
Negative buff cast on a unit that causes it to lose its HP, mana, damage and speed (attack and movement) over time. On level 1 the unit loses 4% of their remaining HP and mana/sec, raduces their movement by 20%/sec, minuses 50% of their damage (just once, not per second or anything) and adds 20% to their cooldown per second (slowing their attack rate). Examples:
Cast on a unit with 500 HP, 100 mana, 400 speed, 2 sec cooldown, 10 - 20 damage.
1st second: Loses 20 HP, 4 mana, 320 speed, 2.4 cooldown, damage 5-10 (or just 10-20 - 8 or whatever Howl of Terror normally does).
2nd second: Loses 19(.2) HP, 4 (3.84) mana, 256 speed, 2.88 cooldown, same damage
3rd second: Loses 18(.44) HP, 4 (3.6864) mana, 204(.8) speed, 3.456 cooldown, same damage
Level 2 percentages are (HP/mana/movement speed/cooldown/damage) 6/6/30/30/65 all of these are per second except damage.
Level 3 8/8/40/40/80
When the spell runs out (it has a duration of 40 seconds) the unit loses 50% of its remaining HP and mana. This still happens if the spell is dispelled.

Guardian Angel (Passive)
The hero with this skill has a guardian angel which takes damage and spells for it. This skill has 3 levels. The angel takes 3/7/12 damage away from every attack that is made against the hero (hardened skin) to a minimum of 0. It also asborbs 1 spell per 60/40/20 seconds. Easy enough so far. This is the harder bit. The hero will have a skill that can release the Guardian angel on all nearby units, dealing damage equal to the damage the angel prevented and casting all the spells that were blocked on nearby units. Preferably this should have a kind of splash damage effect in that it has a full damage AoE, a half damage and a quarter damage one. Theses should be about Full: 350 Half: 600 Quarter: 900-1000
Example: The hero has level 1 Guardian Angel, it is attacked 25 times and and slow is cast on it every 45 seconds for 3 minutes. When released, the angel does 75 damage to nearby units, 37(.5) to medium distance units and 18(.25) damage to far away units. The angel will then cast slow 3 times on random nearby enemies.
If possible i would like to have some indication that a guardian angel is there eg. some small thing above the hero's head or an animation thing that looks like its blocking something, such as the defend one. By the defend one i mean the little yellow thing that comes from the shield as footmen put defend on. When the angel blocks a spell the icon should have a cooldown showing when the next spell can be blocked (like spell shield) and something should happen to show that it was blocked like a special effect obove the hero's head or whatever. When the Guardian Angel is released, the resurrection angel comes down from the sky above the hero's head and affected units should somehow be shown as being effected.
Essentially this is 2 skills because there is the one that blocks the damage and spells and the one that releases the angel upon the enemies.
01-15-2004, 11:20 AM#43
Iwi
Hi I would want 3 spells

Lightning Spiral : ( like the spell death spiral of darky26 ) fires a spiral of lightning ( sort of monsoon lightning but with some cool effects please :-) ) around the caster. with a AOE of 900 , damage all units within 900 range.

Lightning bolt rain : same as rain of fire and blizzard but with vengeance minion bolts , damage units in targeted area , AOE of 400. might Purge as well

Laser Beam : A medium sized beam is fired by the hands of the caster ( like a yellow laser beam) on targeted unit.

I can edit the damage and casting range self :-)

I hope they are possible :-)
01-15-2004, 01:32 PM#44
Soultaker
Yeah I know they were pretty much the same I just needed them to my Worms map (Paintball Style)

Sphere of Protection Overall Factor:

Creates a sphere covering the caster and a medium size area arund him. All whinth the sphere can't take any damage or be hit by spells on the outside. Any unit can go inside and be protected from the outside. The caster can't move while he is holding the sphere up. It lasts for 30 seconds.

Siphon The Graves Overall Factor:

All the dead arund the caster disaperss and there soul going to the caster giving 15 hit points to the caster and damages nearby units by 10 per skilllevel (I can adjust that later when I balance). It got 3 skill levels.

Teleport Shield Overall Factor:

You activate and it cost a lot of mana each second but each a spell or ranged attack is pointed at you, you change place with the shooter or caster so you don't get any damage and the shooter or caster gets 50% damage or the spell casted. You can maximum be teleported 1 times each second. If you got a better idea to the name just say.

Hope you like them, I really like Sphere of Protection and Teleport Shield myself. What is SFX?
01-15-2004, 10:12 PM#45
[Death]
When the earth breaks open, did you want fire coming out of the ground into the sky, then raining down on the enemies or what?

Or did you want fire coming from the sky, and the earth breaking open (simpler)