| 01-08-2004, 08:13 PM | #1 |
I have noticed that a bunch of spell making threads have been developed. All with the same purpose. Making Spells. If your new to the idea, many advanced world editors have had the bright idea to run out of ideas. So they posted help in the form of spells. Your reward, the spell you requested. I am trying to make this the LAST spell thread. Once this gets a bit popular, which I hope it does, I will sticky it. Now onto the ONE rule. You may only post comments and ideas. No flaming, or useless one-liners. I am taking Nathamx's idea for the STOP and GO, this will keep the spells very swift and organized. During the STOP period, the thread will be in clean-up. During the GO period, anything along the simple one rule is allowed. Every time you create a spell, i will put the number of spell you made next your name. If you ever wish to quit being a spell maker, i will give you 5 times the amount of spells you made in points. If you would like to be a spell maker, you have to tell me and I will add you to the list. Once you are added you will claim spells as you want them. Just say "I claim...". You will then be added at the bottom of this post. Also, when you post to become a spell maker, you must state your overall factor , again from Nathamx's post, that way, you may only take spells in that range. After every 5 spells are posted, I will put up a Overall Factor post, ranking 1-10. If you like someones spell making skills more than someone else's you can ask them personally in the thread. Just specify who you are asking. Every Spell Maker has a limit of 5 user selected spells. Meaning, only 5 spells that were requested to HIM/HER. Also, every spell maker may only have a additional 5 spells in all. Therefore, the most amount of spells you can have to work on at one point is 10. Once a total of 5 spells are completed, the thread will re-open and be taking more ideas. To let me know how many spells are ready, just PM me telling me you have your spells ready. Once I get 5 spells notified I will re-open this thread. If you submit a spell, i will put a number by, saying how many Points i will give to that person for that spell. Numbers are 0-50. They are picked by coolness, and simplicity of triggers. If anything I left out or un-clear, post about it and let me know. DO NOT UPDATE POSTS This makes it so much easier for me to keep track of the ratings. I should clear this up. When I receive five 9 and 10 Overall Factored Spells, then i will slow down the thread. The way I grade it is I take the difficulty and add it to the Coolness divided in half. So if you got a 10 out of 10 in coolness, and the Difficulty was 3, then it would receive an 8. If after a Clean Up, your post that you gave suggestions for will be deleted, if no one has claimed any out of those spell sets. I can guarantee that if you submit a maximum of 3 spells per post, the spells will stay there. Otherwise I'm Going to clean it up for browsing's sake. This is of course that the spells in are lower than a level 7. If it is, then I will be deleting them. I will still leave some simple ones that would be COOL, but the ones that seem too simple will be deleted. I have added a Spell Submit System. When you submit a spell, you get a number of points out of 40. Clarity of Triggers, SFX Usage, Coolness, and Difficulty. If you get a 10/10 on all of them, you get 50 points. Your points will come to you at the end of every clean-up. It is now required, for my cleaning's sake, that you give your spell requests a proper header. This includes the following. [ b]*title*[/b]:[ Color=red ]Overall Factor:[/Color ][ Color=darkred ] *[/color ](without the spaces) Description of spell goes here... =================================== That is for my sake, if you can handle the extra few seconds of work, this thread will be updated alot more. Thanks for you time. ------ Spell Makers ------- Linkmaster23 8-10 Spells Made:0 Pure_death1492 1-6 Spells Made:4 Flamesforzuljin 2-6 Spells Made:0 Mr. Euthanasia 4-10 Spells Made:3 Hunter0000 5-9 Spells Made:3 Pesmerga ?-? Spells Made:0 AngelofDeathX 1-10 Spells Made:1 Narwanza 1-9 Spells Made:2 [color=royal blue]Sage The Mage 1-10[/color] Spells Made:0 Shimrra 1-?? Spells Made:1 -------- Spell Count until thread clean-up --------- ---------- 5 to go ---------- |
| 01-09-2004, 12:06 AM | #2 |
Here's a few skills... Vampiric Bite: Overall Factor: 5 --CLAIMED-- Stage 1: The caster casts Vampiric Bite on the target (range should be point blank). The target's life is drained (amount drained increases as skill level increases) until the skill's timer runs out, or the player tells the unit to stop the spell. Stage 2: The target unit 'sleeps' for a period of time (which decreases as skill level increases), and then 'transforms' into a 'Lesser Vampire', which is owned by the owner of the casting unit. Edit: The target for this spell can only be unarmored non-undead organic ground units. Horror: Overall Factor: 7 Once casted, units within a radius (that increases as spell level increases) with under a certain amount of hitpoints (say 500, due to maximum or current HP) will run away from the caster for a certain amount of time (that increases as spell level increases). It's up to you if it effects heroes. 8)) Human Mask: Overall Factor: 7 When casted, the caster will turn into a cloaked figure (the acolyte would work fine, temporarily) for a period of time (which increases as spell level increases) and would not be attacked by enemies unless they got very close (distance decreases as spell level increases), at which point the figure would lose it's cloak and turn back into what it was previously. Good luck... From Linkmaster: The Vamp spell is nice, but to un-original. The scare spell is also un-original but still the Hp thing makes it all the better. Human Mask is just useful. |
| 01-09-2004, 01:26 AM | #3 |
Spirit Thrust: Overall Factor: 8 When cast on a unit, its 'spirit' is expelled from its body (could be a colored shade) and wanders around for a period of time (increases as spell level increases). The target unit becomes idle (as if they were stunned), but this 'spirit' (which can only be damaged by magical and hero attacks) has hitpoints equal to the target unit, and takes 50%/75%/100% more damage. After the set period of time, the spirit returns to the body, and the body takes damage equivilant to the amount that the spirit has taken. Heroes take half damage multiplier. ex: I cast level 3 "Spirit Thrust" on a footman with 400hp. The shade 'leaves the footman's body' and wanders around. Say while the spell was in effect, I did 50 damage to the footman and 50 (multiplied to 100) to the Shade. When the spell duration runs out, the shade 'returns to the footman's body' and the footman takes the additional 100 damage that the shade took during the spell's effect, resulting in a total remaining 250hp of the footman. If you like that one, here's another.. Spirit Confusion: Overall Factor: !10! --CLAIMED-- Cast in an area. Spirits (shades) briefly leave the bodies of every unit in the targeted area and enter eachother's bodies. Units then switch hitpoints (if a 'spirit' of a unit with more HP than the maximum of another enters its body, the entered unit simply returns to full HP) in accordance with whatever spirit enters their body. Heroes aren't possible targets. I doubt this is possible, but its an idea. Spirit Wave: Overall Factor: 7 Similar to Spirit Thrust, except it is a wave like Carrion Swarm. Instead of wandering, the spirits (shades) are just taken a certain distance (which increases as spell level increases) from the bodies which remain idle, and the spirits take a certain amount of damage (increases as spell level increases), then return bee-line to their respective 'bodies', applying the damage they took. The shades in this shouldn't be targetable. Spirit Prison: Overall Factor: 8 ---CLAIMED--- Obviously, I haven't had enough yet. This is a ward (with a brief time period that increases as level increases) that 'pulls' the spirit from units in a certain radius (which increases as spell level increases), and brings them to the ward. The target units are left idle (as if stunned). To keep this from being too powerful, there should be a maximum of 3 spirits held at once. Heroes aren't possible targets. Healing Mana Overall Factor: 7 ---CLAIMED--- The target unit's mana is changed into hitpoints, repairing any damage. If there is 150/200hp and 100/100 mana, the hitpoints become 200/200 and mana becomes 50/100. As the level of this spell increases, the mana converted to life becomes 100%/150%/200%. So, if for the same unit I have level 3 Healing Mana, and have 150/200hp and 100/100 mana, my hitpoints become 200/200 and my mana is 75/100. Can be cast on friendly or enemy units. I'll keep thinking... From Linkmaster: They were all very interesting to read. I REALLY like the Confusion one. Very good idea. I think ill get crackin on that one. Good-Job! |
| 01-09-2004, 02:45 AM | #4 |
Here it is. And Imbrifer... So many spell ideas... From Linkmaster: Exactly as he wanted it. Well DONE! 10 Points |
| 01-09-2004, 04:50 AM | #5 |
Deflector System: Overall Factor: 8 Has a 10/15/20% chance to reflect a negative spell and use it on the caster. If you can, I want it to have a detonate special effect every time it happens. Arial Drop: Overall Factor: 6 A giant zeppelin comes from the sky and circles around in a small radius, making 2 complete circles and then flies off into the sky. While it's circling, it drops about 6 ensnare nets(air buff) that fall quickly and create a footman after each net lands. |
| 01-09-2004, 08:33 AM | #6 |
Heres some. Switch to the Ancestral Realm - Overall Factor: 6 The hero summons all his spiritual strength to switch to the Ancestral Realm for so/so seconds leaving his normal Realm shell behind him. (increases with lvl) While in the Ancestral Realm, the heroes spells have increased duration/damage, but take 50% more damage from magic spells and magic attackers. I believe this should be based of "Ethereal Form" Paint the Town Red - Overall Factor: 6 The hero 'paints the town red' with blood and gore, his spell summons the very pitllords of doom to rush in to deal damage to his enemies, then blow up in front of them, painting the town red with their own blood. "Base of Stampede, or Locust Swarm. I think." Switch Bodies Overall Factor: 7 This is quite obvious, the hero takes the soul of a friendly unit, and forces it to fight with another units soul, and take over there body, If the unit has no soul (e.g skeletons) the soul will disperse instantly." base of charm?" Break open the Earth - Overall Factor: 7 ---CLAIMED--- The earth trembles around the sommoner, shaking the whole world and cracking it open, the fire immediately bursts into the sky and falls onto nearby enemies. "Starfall?" Flowing Water Overall Factor: 8 around the summoner the ground falls, so deep that water starts rushing forth, the force of the water is so strong that it sweeps enemies backwards so far, that it begins to hurt their organs or wear out their bones, if they are caught again in the flowing water, double the damage is made and double the knockback. Fron Linkmaster:Very creative with some of them, but some are distinctivley easy to do. |
| 01-09-2004, 12:14 PM | #7 |
um i dont get this factor stuff, but i got sum spells i need and like link master im the person who emailed u about the gandalf spell so u no that 1 i had anotha 2 ideas all hero abilities Elven Strike Overall Factor: 4 - (only for elves with bow n arrows) ok this is practically critical strike but, like at lvl 1 "15% chance hero will shoot 2 arrows hence double the dmg) and wen the move happens the hero actually shoots 2 arrows. and lvl up like normal critical strike duz. Dash Overall Factor: 5 ---CLAIMED--- - doubles hero movement speed draining mana as its used (turn it on and off like immolation) make it drain less mana as u lvl up |
| 01-09-2004, 01:11 PM | #8 |
Chaos Mind: Overall Factor: 7 Passive Skill. Increases the chance (9/18/27%) that a target enemy unit is randomly: Faerie Fired / Cursed / Slowwed on attacking. Since it costs no mana, all spells remain lvl 1 when levelling up. (edit: On attacking means when the caster, owner of this spell, attacks the target enemy) Madness: Overall Factor: 6 ---CLAIMED--- Once cast, the melee hero becomes an uncontrollable raging lunatic, being buffed by Frenzy & Beserk buffs, magic immune, attacking EVERYTHING in sight (including own/allied) units for a number of seconds. Bone Wall: Overall Factor: 10 ---CLAIMED--- The Bone Wall from Diablo2 makes its comeback. Once targetted on the ground, the player should be able to click 'n' drag a line across the ground, where a blocking (thorned) bone wall appears. Clearvoyance Aura: Overall Factor: 8 All units under the effects of clearvoyance aura have a 7/14/21% to evade an attack. Open Portal: Overall Factor: 8 Creates a portal where the hero is standing, and a portal in the base (think AoS type maps, or melee) As long as both portals exist (timer) units and heroes can travel through them back and forth. (waygate anyone?) The portal should have a "close portal" option to do just that, and no two portals can be opened at the same time. Fear Wards: Overall Factor: 7 Every 2 seconds, this ward scares enemy units away. For heroes, however this should be every 3.5 seconds. From Linkmaster: I really liked all of these spells. I really liked the Open Portal, it's simple but very cool. Bone Wall seems very hard, if even possible. We will see! Good-Job on this set! |
| 01-09-2004, 02:14 PM | #9 |
awww, i thought my flowing water one would get a 7, ah well, lets see what i got now. Storm,Earth and Fire - Overall Factor: 7 Note : This spell has only one level. This spell has 3 different periods. 1st Period : 5 seconds = Lighting rushs from all sides at a target point, dealing damage to whatever it hits or sweeps by. 2nd Period : 1 Second = Everybody within a certain radius of the Target point is instantly entangled, and lose health by the second, for 5 seconds. (they are still locked in place while the 3rd period is happening. 3rd Period : 3/4 seconds = Rain Of Fire being happening near the target point, every 1 second "Flames" come from all sides to burn into the very middle of the target point, dealing damage to anyone that was entanged. ---------------------------------- Show me the light Overall Factor: 7 One unit is instantly frozen, you can see as the unit starts turning white, all of its parts begin glowing white, after 3 seconds if it is not destroyed, the unit will fly up and turn into an angel, the angel is capable of : Flying, using Show me the Light - once with a casting time of 15 seconds. Spirit Linking. ----------------------------------- Frost Nova Overall Factor: 6 The hero has to channel this spell. The spell takes 2 seconds to complete. Once the spell has been activated, you see The things the frost wyrms attack with (not sure what they're called) hit the ground around the channeler all at once, when all this hit they deal 50 damage to any unit near them, then 5 Frost Breathes shoot out around from the caster, dealing 150 damage is any unit caught. 2 levels, 2nd level makes the Frost Breathes deal 250 damage, and the things the frost wyrms attack with deal 150. ---------------------------------- Now im off to bed. From Linkmaster: These were cool spells, but not difficult. Good Job. |
| 01-09-2004, 02:47 PM | #10 |
Ok i'll try 2 get in the 9-10 this time. 'puts this trying very hard cap on'. Clone Overall Factor: 7 --CLAIMED-- - Can only be cast on a hero, when cast the caster turns into a duplicate of the enmy hero. The ability should be non hero(not needed 2 be learned) and always stay on the hero even when it clones something. If cast onself then it returns back to the defualt hero March of Souls Overall Factor: 4 - Similiar 2 Animate Dead, but instead of zombie like ressurected corpses, ethereal spirits of each unit/body appears. Scars of a Veteran Overall Factor: 7 --CLAIMED-- - Passive skill when the unit takes 'a fatal blow' more than 50 damage in 1 hit, add 1 strength to the hero. This spell can be modified to make it better, and can somehow improve each level Balance of Power Overall Factor: 5 --CLAIMED-- - Effects all units within a small radius, all units hp is reduced to the unit with the lowest hp (percentage wise). e.g. the unit with the lowest hp has 40/120 hp. So all units within area would be reduced to 33.3% hp. Note- Could also make a mana version of this Hecatomb Overall Factor: 7 - When cast a ward appears in target area, all units u control within small radius of ward die. The ward gain hp/dmg equivalent 2 number and level of each monsters. Therefore also dependant on level of monsters sacrficied so 3 grunts won't be equivalent to 3 taurens. Maybe some kewl animation where the units sacrificed souls fly into the ward, or a channel like life drain animation appears. Sustaining Spirit Overall Factor: 5 ---CLAIMED--- - a NONHERO passive ability, when the unit dies it is ressurected but with a smaller amount of maxlife. E.g. a unit starts of with 100 life dies then comes back with 75, dies then comes back with 50. In the spell description would tell u how many times it works, e.g. 3 times and then units stays gone permentantly. Blessing Overall Factor: 7 - a HERO ability that only works on units with the above passive ability. It adds more life/ressurections to the unit. E.g. the same unit used above had 100 life it now has 125 life and an extra ressurection added. Alternatively could be made so it can;t exceed maximum of 3'ressurections' but can make a unit thats already died once go back up 2 maximum hp and 3 ressurections. (hope people understand what i'm talking about) Annihilate Overall Factor: 1 --CLAIMED-- - Completely removes a non hero unit from the game(explodes), thus cannot be ressurected, but u still gain experience for the kill...... From Linkmaster: The last move had already been done by my friend, so I will ask him to post it. You have exceeded a "7" in this post, your spells just are not hard enough. Some are cool though, but it almost seems like your forcing it. Nice job though! |
| 01-10-2004, 12:34 AM | #11 |
Gore Fiend: Overall Factor: 9 Two orbs float around the caster, passively just floating like the Blood Mages. When a target enemy gets within 200 of an orb it will zap it with a pain finger animation and latch on to it. The unit will then be held in the air until all orbs have captured targets. Then they will quickly rise into the air and blood will spray out from them and they will swirl really fast. When they come down they will drop an abomination. So its like : The hero is fighting a spawn lane in an AoS. Three footman come up and attack him, and are chained and captured. Then whoosh and walla an abomination. It should have to be activated first. The summoned unit should have the equavalint Hp of the killed units if possible. Can't target heros Shadowscape: Overall Factor: 6 Teleports a hero anywhere if its targeted in a specific area i.e. if you have an undead hero you could teleport anywhere in a range of blight. Telekenetic Slam: Overall Factor: 7 ---CLAIMED--- Targets an area and makes enemy units randomly slam into each other. Much blood and pain. Fun fun fun!! Soul Rift: Overall Factor: 8 Passively makes bodies around caster emit death coil SFX souls that go into the caster and heal him. Bodies dissapear after soul goes. From Linkmaster: Very good imagination. We did manage to get another 9, so just 2 more spells left with a rating of 9 or higher! |
| 01-10-2004, 01:51 AM | #12 |
Ok Xev, heres Sustaining Spirit:D From Linkmaster: Very good Hunter. Exactly as he said it to be. You get 10 points, 5 for doing a level 5 spell, 3 for the extra terrain effort, and 2 for the two differnt kinds of SFX. All in all Good Job! Total Points: 10 |
| 01-10-2004, 04:08 AM | #13 |
Pesmerga, could you give me your Overall Factor Range please? Thank you. And if you manage to pull this bone wall off, and make some nice terrain and good SFX'es you could get 50 points easily. Good Luck! The current post-clean-up status is as follows:
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| 01-10-2004, 04:26 AM | #14 |
I'd like a spell that does the following: Bullet-time: Overall Factor: 10 Slows down all units un an area except the hero, which is sped up. From Linkmaster: I tried this same move, it is VERY difficult without having to all this weird stuff. Good pick though, I am sure some one will pick it up. |
| 01-10-2004, 05:07 AM | #15 |
Ok Grey Archon, heres madness. Make sure you look at the comments when implementing anywhere, there are things you must do if the spell is to adapt to a hero. Wow, im a spell-making machine:ggani: , well thats it for today, this is kinda fun! Also, I think I should put it here, but I think you should rate it, im using it as a non-recomanded spell. Infestation - The hero starts channeling this spell, and if it completes the channeling a small plantish parsite will appear at its feet. While not attached to a creature, the parasites reproduce, meaning you have to destroy them or they will multiply, the parasites also have a timed life of 3 minuits. if an enemy(non-hero) aproaches one, the parasite will latch itself onto the unit, slowly killing it only to reemerge after its death, ready to propigate(hehehe).(I claim it!) From Linkmaster: Good Job, thats pretty much all he wanted and MORE. 15 points |
