| 03-21-2004, 01:42 AM | #1 |
Now, for those who have been here long enough, they know that I had created a spell thread in the past. Well, due to certain, non-quality spells, I have arisen once again to take ideas for spells. I just have a new set of rules.
Have fun with your ideas, and please, make them hard and cool! -Linkmaster, The DragonSlayer |
| 03-21-2004, 01:54 AM | #2 |
VORTEX This spell creates a large vortex, which sucks up units and debris (The debris would be created, not debris on the terrain eg. rocks) and spits them out, stunning them and knocking back any units they hit. The vortex would be the tornado model |
| 03-21-2004, 01:56 AM | #3 |
That spell is a remix of a spell that is presently being made, sorry. |
| 03-21-2004, 02:03 AM | #4 |
Spirit of Flame Description - Spirit of Flame is a powerful spell granting the caster an extreme grasp over the element of fire. Firstly, the spell gives the caster X bonus fire damage for X seconds. Secondly it causes a 6 foot wall of fire to surround the caster, dealing X damage to all hostile units that get close to the caster. Level 1 - Damage Bonus: +10 damage for 30 seconds. Fire Wall Damage: 15 damage for 30 seconds. Level 2 - Damage Bonus: +20 damage for 60 seconds. Fire Wall Damage: 30 damage for 60 seconds. Level 3 - Damage Bonus: +30 damage for 90 seconds. Fire Wall Damage: 45 damage for 90 seconds. Visual Effects - The spell creates a wall of fire around the caster, and the caster's hand glows orange OR has an orange orb circling it. |
| 03-21-2004, 02:06 AM | #5 |
Too simple. :P |
| 03-21-2004, 02:11 AM | #6 |
Crystal Future Creates a crystal ball at the target location, the ball reveals the movements of enemy units nearby, every time an enemy is given an order, the ordered unit and the location of the order are revealed to the caster for a second. Also should any allied unit be in the area of the Ball every time that unit is attacked there is a 5% chance the attacking unit will be banished for 2 seconds. Level 1: 1000 area Level 2: 2000 area Level 3: 3000 area Time Skip The caster skips forward in a bubble of time, leaping towards the target location in a series of small "hops" after each hop a shadow image is created for a few seconds, then vanishes. Targeted like blink the caster then does a series of small jumps towards the target location, every jump a shadow image is created, the image lasts 3 seconds and draws enemy fire. Level 1: 300 distance jumps, 4 jumps Level 2: 400 distance jumps, 5 jumps Level 3: 500 distance jumps, 6 jumps |
| 03-21-2004, 02:13 AM | #7 |
Dive The unit dives underneath the terrain, creating a ripple where it is which follows it,(You can still control it) after being under the ground for XX seconds, it will burst out at which place you happen to be in. Rocks and other debris sprays out in all directions, dealing damage and stunning all they hit. The unit flys up into the air in a leap and lands with a war stomp( Damages all units in the area) |
| 03-21-2004, 02:14 AM | #8 |
Those spells have potency... I think they would be... quite hard to say the least. Not very SFXy, but I think I will do the Time Skip one. :) Thanks! |
| 03-21-2004, 02:50 AM | #9 | |
Quote:
Time stop: allows you to stop time blah blah. (I am tryign to make this for a team survival hehe) It allows you to freeze the movement of the attacking mobs, but allows you and your teammats to run around freely, however it doesnt effect the other teams mobs or players. also for sfx i was hoping for the time stop to make your view look simular to when frodo puts the ring on in lotr :D can u do that? |
| 03-21-2004, 03:14 AM | #10 |
Too easy, plus, Darky27 already made one. |
| 03-21-2004, 03:23 AM | #11 |
Whirlpool Cast via an AoE effect (Blizzard size will do good), all enemy units in the AoE are stacked together in the center of the area of effect where they will be paused untill the spell is over. Meanwhile, (do you know JasDanks spell set?) I basically would like for an "ice whirl" type effect, except instead of ice balls a wave effect, you could try with either the waterfall doodad or that spell effect ice shockwave type thing, whichever looks best. When the wave effects hit a target they deal X damage. The amount of "waves" should be a bit less than the amount of "ice balls" in das jank's spell, but im not rly picky about the amount. Once all the "waves" have hit the targets, they (the targets) are released. Optional: More pretties! anything that looks good go ahed and add Speed up the crashing of the waves into the target so the spell happens quicker. |
| 03-21-2004, 03:34 AM | #12 |
Silver Shield: Auto Cast Spell - 25 mana Whenever an enemy attacks the hero the spell is activated. The hero receives only a 70% of the damage. Also, a spirit turtle shell appears fo a brief moment between the attacker and the hero when the attack connects. The shell is translucent silver but should be distinctly turtle. When i say it appears between, it forms a shield close to the caster. Lvl 1: 15 sec cooldown Lvl 2: 10 sec cooldown Lvl 3: 05 sec cooldown Silver Horn: Fires a spirit Buffalo (like Carion Swarm, Shock Wave, etc.) that damages units and knocks them aside and slows them {attack and movement}. They should be knocked far enough that when slowed they wont fill back in. The spell acts as to clear a path. - 100 mana Lvl 1: 50 damage, 30% slow movement, 10% slow attack Lvl 2: 75 damage, 50% slow movement, 20% slow attack Lvl 3: 100 damage, 70% slow movement, 30% slow attack Any ideas on balancing these spells are appreciated. |
| 03-21-2004, 04:00 AM | #13 |
Electric Storm When activated, lightning strikes the location of the caster every second. The caster has to keep moving and avoid the lightning. If the lightning hits another unit(lightning should have about 100 aoe), it deals damage to it. If it hits the caster, it deals damage to him and aoe damage with lightning coming down in a circle around the caster. Also, there should be a rain cloud that follows the caster and shoots the lightning(and rains of course). Drains 3 mana per second until deactivated or until the caster runs out of mana. Level 1: 200 damage if the lightning hits another unit, 75 damage if it hits the caster, and 50 aoe damage after hitting the caster. Level 2: 250 damage if the lightning hits another unit, 65 damage if it hits the caster, and 60 aoe damage after hitting the caster. Level 3: 300 damage if the lightning hits another unit, 55 damage if it hits the caster, and 70 aoe damage after hitting the caster. Gust Sends out a tornado that cyclones units in its way. Level 1: 5 second cyclone. Level 2: 7 second cyclone, tornado deals 35 damage to units in its path. Level 3: 9 second cyclone, tornado deals 50 damage to units in its path. |
| 03-21-2004, 05:53 AM | #14 |
Fury of the Blades This spell works like stampede and is casted by the blademaster. First the Blade master spins around in a 800 area slowly getting faster and faster. After about 4 seconds, the blademaster is warped to where he casted the spell. He then uses the skill Whirlwind. 1 second later the stampede type part of the spell starts where other blademaster come running from north to south in the 800 area using whirlwind while moving and then disapearing. All the blademasters that are summoned cannot be selected and are invunarable and can move through anything kinda as if they were ghosts. They all must have a different team color. Also by the way the casting blademaster must not be able to move but will continue to use whirlwind for the full 12 seconds after he spins around for the 4 seconds. Level 1: 4 Blademasters summoned, Lasts 12 seconds Level 2: 5 Blademasters summoned, Lasts 12 seconds Level 3: 6 Blademasters summoned, Lasts 12 seconds |
| 03-21-2004, 08:15 AM | #15 |
Spells Teleport Shield Contanly drains mana. Then every time a spell is targeted the caster, the two casters change place and the one that cast the spell got hit by his own spell (thats what makes this spell hard). This will not affect buildings... Grip Like the starwars one. You use it on a target, the target fly's up into the air and lose much life constanly. You can't move but when you give a move command, the target will fly over there. If the caster get hit by a meele attack or spell this spell stops. Lasts 25 seconds Hope you can and wanna do them |
