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Need Spell Ideas

01-20-2008, 03:03 PM#1
Castlemaster
Hey guys, I'm running dry in some spell ideas and would appreciate some help.

The hero is an elementalist that uses fire and ice simultaneously to create a unique form of magic. Here are two spells I've made:

Encase: Encases a unit in ice for two seconds before using fire to rapidly heat it and shatter the ice, harming nearby units.

Steam Elemental: Summons an elemental of boiling water. When this unit dies, it deals a % of its health in damage to nearby units.

Hopefully that gives you an idea of what I'm aiming for.

+rep for good ideas.
01-20-2008, 07:59 PM#2
Fluff
Warmth: Creates a small fire (campfire) at the target location. Any units within X yards of it will have their movement speed slowed by 60% until they come with X yards of the fire.
---The slowing effect will be an ice buff that gets dispelled upon moving closer to the fire. This spell would be useful for slowing enemies as they chase you---

Impending Doom: Places a curse on the target that deals X damage if the next spell cast upon it within 5 seconds is fire based and freezes it for 2 seconds if the next spell is ice based.
---This would be a supporting spell to enhance the effects of your teammate's abilities. Could be used for an ultimate if the fire damage is huge.---

Thaw: Freezes the target for up to 3 seconds and then ignites it in flames dealing X damage while thawing the target.
01-20-2008, 10:56 PM#3
BBDino
Since you have a disabler and a summon i'll assume you'll be most interested in a passive and an ultimate.

Frost Burn - Passive

Each attack has a % chance to either slow the target unit for X seconds or ignite and deal damage over time. Each effect is independent and can, probabilty dictating, occur simultaneously at which point a steam cloud is evolved dealing a modest amount of AoE damage.

Could also be a defensive ability, rather than on attack.

A Symphony of Frost and Flame - Ultimate, Channeling

The hero becomes a locus of cold, increasingly slowing down nearby enemies over X seconds until they become completely stopped. The hero then becomes a locus of intense heat that slowly reverses this effect, when the slowing effect is completely reversed the heating continues, dealing damage over time.

The durations X could be quite short and the effects significant, or instead the effects could be relatively mild but continue for several cycles.
01-20-2008, 11:33 PM#4
Tide-Arc Ephemera
Hibernation - Causes all nearby allied units to enter a cold sleep, disallowing them to move and removing X armor but they will regenerate an extra Z hit points every second for Y seconds.

Cold Fusion - Freezes target unit and pulls in nearby units. If the spell finishes channeling, the ice will erupt violently and all units will be burned for X seconds and dealt (insert Y effect here).

Burn Fusion - Burns target unit and pushes away nearby units. If the spell finishes channeling, the fire will rapidly implode all nearby units will be frozen for X seconds and (insert Y effect here).

Conduction - If this hero has more mana than target unit, then that unit is dealt damage equal to the difference and set on fire for X seconds dealing Y damage. If that unit has more mana, then this unit will be healed for an amount equal to the difference and encased in ice for V seconds and given Z armor.

I'll be back later, I just woke up and my brain isn't 100% functional (like always).
01-21-2008, 11:50 PM#5
Castlemaster
Good ideas all around. I'm probably going to play off of these ideas to finish my hero for a creep arena.
+ rep to all