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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Complete ideas for expansions!!! Really good quality!
Thread: Complete ideas for expansions!!! Really good quality! This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
actionjack
actionjack


Promising
Famous Hero
posted September 16, 2006 08:53 PM

I like the elemental from the spell icon too.  

Maybe make those man-like magical creatures, and call them Elemental Servernt (1 for each element), and can put them in its own town.  (its own faction, or just a special building type like that of Dragon Utopia, where once conqure, would allow you to produce those creatures)  

So the one that we have in game (that is strange shape) would be the more wild, untame type of elemental, while the man-shape one would be more of a magical creature that bind force of elemental into that shape.  

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 16, 2006 10:28 PM
Edited by Sindbad at 22:30, 16 Sep 2006.

I am glad you like the humanoid elementals more than those weird ones. But I dont agree with the other thing - there should be only one type of elementals, and that is humanoid. And you got some pretty weird ideas about external buildings...
And here are the images I promised (they are not very good, because I was trying to draw as fast as possible and I changed the style):

The air (storm) elemental:


The water elemental:


The fire elemental:


And the earth (magma) elemental:


Does anyone like them?
And please, send here some idea abut that spell!
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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 17, 2006 11:51 AM

Mummy, upg Pharaoh (lvl 4) – a summoning of the sphinx and of a necromancer (see new specialties later). You can get it also in external dwellings
Specials:
-undead
-cursing attack
-caster (upg):
*fatigue
*confusion

I have changed my mind again - I added the mummies back! Its because Alc has convinced me to make a living sphinx, but then I realised, that I have already made some specials with the original sculpture sphinx that could summon mummies. Got any more ideas about neutral creatures?
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 17, 2006 11:52 AM

I'm not too keen on the very humanoid like elementals. I agree with you that there are some features of the new elementals they could have done better - the canon arms is a bit weird, and the air elemental looks a bit to "drawn" - and for your information, that's not a hat on the water elemental, that's a beak.

Anyway, as for ideas of new destructive spells, I posted this once. Don't know if any of them can be used.

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 17, 2006 12:02 PM

Thanks Alc, for the spell table, but I have already seen it in your thread. I have made a list of destructive spells that respect this:
1. 4 spells per each level
2. every spell of the same lvl has a different element
3. only damaging spells.

Now I need only 1 lvl 5 ice spell. I see you have disintegrate in your list, but I think that the earth element fits to it a lot more.
BTW, you havent wrote anything about my new pictures!
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted September 18, 2006 02:46 AM

There is no sense in having so many additional creatures with abilities that already exist in other creatures. I like the elementals though. Very nice.

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted September 18, 2006 10:00 AM

Those are some interesting spells.

About the lvl5 ice/water spell, how about "vaporise"? It can be something like alcibiades' "disintegrate" (only I'm not sure about vaporising undead and mechanical creatures).

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 18, 2006 12:25 PM

Quote:
Those are some interesting spells.

About the lvl5 ice/water spell, how about "vaporise"? It can be something like alcibiades' "disintegrate" (only I'm not sure about vaporising undead and mechanical creatures).


Interesting idea with the Vaporize spell, actually. I guess mechanical and animated creatures would just have to be immune to that spells, but that's no problem. There should be no problem with the spell working on undeads, though (as far as they are not incorporeal or skeletal).

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 18, 2006 02:45 PM

Hi guys, nice of you to stop here!
SBlister, I respect your oppinion, but the game would be a lot more interesting with such creatures. And they are all unique because of the different ability combination. Im glad you like my elementals! (Besides, do you mean the pictures, or the new abilities?)
Geny, if the spell is the same as disintegrate (and I made it a lvl 4 spell in my list, because there is already an lvl 5 earth spell) it doesnt make sense to make a same one thats a lvl 5. And were you thinking about master of ice? Could such spell freeze?
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted September 18, 2006 04:34 PM

Quote:
Geny, if the spell is the same as disintegrate (and I made it a lvl 4 spell in my list, because there is already an lvl 5 earth spell) it doesnt make sense to make a same one thats a lvl 5. And were you thinking about master of ice? Could such spell freeze?


1.I don't think that 2 similiar spells with different elements should be a problem ( lightning bolt and ice bolt).

2.I haven't thought about the freezing effect... hmmm....
How about this: "freeze"/"shatter" (the name doesn't matter) - the spell freezes all the liquids in the target causing it to shatter into pieces. I'm not really good with balancing numbers, but it should be a bit stronger than implosion, because it doesn't work on mechanical and animated units as alcibiades mentioned before.

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 18, 2006 04:57 PM
Edited by Sindbad at 17:04, 18 Sep 2006.

I think you persuaded me about that spell. Thanks!
The lightning and ice bolt are different spells to me: ice bolt makes more damage than lightning at low spellpower, lightning does more damage than ice bolt when cast with high spellpower.
And I have changed my mind about the new system (because i missed a lot of new spells that dont deserve to be missed): now I want to have 5 spells at lvls 1-4 and four lvl 5 spells.
I have already all spells for light and dark magic, now I need some inspiration about some destructive and summoning spells.
Should I post here the incomplete spell list so we can edit it together or will you only send ideas?
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted September 18, 2006 05:03 PM

I think it'll be a lot easier if you post now what you already got and edit it afterwards...

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 18, 2006 05:38 PM bonus applied.
Edited by Sindbad at 11:05, 01 Oct 2006.

3. New spells and some changes:

Light magic:

Level 1:

Divine strength (blessing) – targeted unit does always max damage or greater
cost: 5
unit does damage: maximum / max +10% / max +20% / max +30%

Haste (wrath) – increases initiative of targeted unit
cost: 4
effect: +1 / +2 / +3 / +4

Boost (wrath) – increases movement of targetet unit
cost: 4
effect: +1 / +2 / +3 / +4

Sacred light – deals damage to targeted unholy unit or you can use this spell to heal your own unit.
cost: 5
damage or healed HP: 8xPower +24 / +32 / +40 / +48

Precision (wrath) – cast on shooter. Grants unit to shoot sharp over anyting (negates ranged penalty) and increases damage.
cost: 5
effect: no ranged penalty / +10% dam / +20% dam / +30% dam

Level 2:

Cleansing (healing) – dispells positive/negative effects from enemy/friendly unit stack
cost: 5
dispells spells max lvl: 2 / 3 / 4 / 5

Cure (healing) – dispels negative effects from target + heals some HP
cost: 5
dispels spells max lvl: 2 / 3 / 4 / 5
heals HP: 8xPower +24 / +32 / +40 / +48

Endurance (abjuration) – increases targets defense
cost: 6
effect: +3 / +6 / +9 / +12

Fortune (blessing) – increases luck of target
cost: 5
effect: +1 / +2 / +3 / +4

Elemental ward (blessing) – makes unit resistant to destructive spells.
cost: 7
effect: 25% / 50% / 75% / 100%

Level 3:

Deflect missile (abjuration) – damage of ranged attacks is reduced
cost: 6
reduction: 25% / 40% / 55% / 70%

Righteous might (wrath) – increases attack of targeted unit
cost: 6
effect: +3 / +6 / +9 / +12

Mirth (blessing) – increases morale of targetet unit
cost: 6
effect: +1 / +2 / +3 / +4

Spiritual armor (healing) – targeted stack has increased max HP
cost: 7
effect: +5% / +10% / +15% / +20%

Power flare (blessing) – cast on a caster unit. Decreases spell cost of all spells in the targets spell book. Spell cant cost less than 1.
cost: 6
decreases spell cost by: 1 / 2 / 3 / 4

Level 4:

Magical immunity (healing) – dispels all magic from targeted unit and makes it immune to further magic effects. Can be cast only on friendly units.
cost: 7
dispells and protects from spells max lvl: 2 / 3 / 4 / 5

Teleportation – teleports friendly target to any place on battlefield
cost: 8

Levitate (abjuration) – target gains the ability to fly (animation: a flying carpet or cloud appeares beneath targeted unit)
cost: 7

Invisibility (abjuration) – target becomes invisible to enemy units (cant be targeted). Unit becomes visible after end of duration of the spell or if takes any other action than wait or defend
cost: 7

Slayer (wrath) – unit gets a chance (chance grows with expertity) to kill at least one creature from enemy stacks
cost: 7
chance: 25% / 50% / 75% / 100%

Level 5:

Resurrection (healing) – resurrects friendly creatures; mass effect can ressurect all units in targeted area
cost: 9
regenerated HP: 60 +6xPower / 120 +12xPower / 180 +18xPower / 240 +24xPower

Word of light – deals damage to all undead, mutant and demonic units
cost: 11
damage: 8 +2xPower / 16 +4xPower / 32 +6xPower / 64 +8xPower

Etherealness (abjuration) – target gains these abilities: incorporeal, flying, no enemy retaliation
cost: 10

Sanctuary – creates an area on the battlefield, where: all spells are dispelled, no other spells can be used, unholy units suffer damage (damages units when cast and then like a decay – everytime they are passing through the sanctuary like through a moat – can move only one square per turn), other units get the regeneration ability. (this spell has 4 forms with various effects and costs according to light magic expertity).
cost: 12 / 13 / 14 / 15
area: 3x3 / 4x4 / 5x5 / 6x6
dispels spells max lvl: 2 / 3 / 4 / 5
regeneration heals HP: 8xPower +24 / +32 / +40 / +48
damage: 8xPower +24 / +32 / +40 / +48
duration: 3 / 4 / 5 / 6
(pretty tough spell, isnt it?)

Dark magic:

Level 1:

Weakness (curse) – targeted unit does always min damage or lower.
cost: 5
unit does damage: minimum / min -10% / min -20% / min -30%

Slow (curse) – decreases initiative of targeted unit (cnat be lower than 1).
cost: 4
effect: -1 / -2 / -3 / -4

Fatigue (curse) – decreases movement of targetet unit (cant be lower than 1).
cost: 4
effect: -1 / -2 / -3 / -4


Cowardice (mind) – the targeted stack wont be able to attack a stack, thats total HP is larger than the total HP of this stack
cost: 5
works only on units of max lvl: 4 / 5 / 6 / 7

Death ripple – deals damage to all units except undead and mutant. Also heals undead and mutant units.
cost: 6
damage and healed HP: 4xPower +16 / +24 / +32 / +40

Level 2:

Vulnerability (pain) – decrases defense of targeted stack
cost: 5
effect: -3 / -6 / -9 / -12

Decay (pain) – curses enemy target with a plague that inflicts earth damage to it everytime it takes turn.
cost: 6
damage: 32 +8xPower
duration: 2 / 3 / 4 / 6

Misfortune (curse) – decreases luck of target
cost: 5
effect: -1 / -2 / -3 / -4

Steal enchantment (shift) – first choose a target that is blessed with some spells – the spells will be dispelled (only the blessings), then choose a friendly creature and all the dispelled blessings will be put on it. (with mass effect: dispells blessings of all targeted creatures and divides them equally on your creatures in the nextly selected area)
cost: 6 (would be pretty tough to steal some arcane armor!!!)
steal spells of max lvl: 2 / 3 / 4 / 5

Mana leech (shift) – first choose an enemy caster unit. All its mana will be drained and then choose one of your casters and the drained mana will be put on it. (With mass effect drains mana from all creatures in the selected area and divides equally on the creatures in the nextly selected area)
cost: 4
drains: 55% / 70% / 85% / 100%

Level 3:

Suffering (pain) – decrases attack of targeted stack
cost: 5
effect: -3 / -6 / -9 / -12

Confusion (mind) – makes creatures in target enemy stack forget what they are doing on a battlefield. Some of the affected creatures will forget to use shooting attacks and retaliation strikes.
cost: 7
confused units in targeted stack: 55% / 70% / 85% / 100%

Sorrow (mind) – decreases morale of targetet unit
cost: 6
effect: -1 / -2 / -3 / -4

Infect (pain) – targeted stack is infected with a heavy disease that decrases its max HP
cost: 7
effect: -5% / -10% / -15% / -20%

Power drain (curse) – cast on a caster unit. Increases spell cost of all spells in the targets spell book.
cost: 6
increases spell cost by: 1 / 2 / 3 / 4

Level 4:

Frenzy (mind) – drives target stack of creatures frenzy. Frenzied stack considers all other creatures and war machines its personal enemies and attacks the nearest one with redoubled rage.
cost: 8
duration: 2
can be cast on unit max lvl: 4 / 5 / 6 / 7

Blindness (pain) – blinds the selected enemy creature so that it cannot move, attack or use any abilities. Blindness disappears if blinded creature is attacked.
cost: 9
duration: 0.25xPower

Life drain (shift) – first choose a target – some of its HP will be drained, then choose a friendly creature and all the drained HP will be put on it resurrecting dead. (with mass effect: drains life of all targeted creatures (drains as many HP from each creature as from only 1 target would drain!) and divides them equally on your creatures in the nextly selected area)
cost: 8
HP drained (per stack): 12xPower +48 / +56 / +64 / +72

Displacement – works like teleportation, but can be only used on enemy creatures
cost: 8

Pain mirror (shift) - this spell can work on friendly and enemy creatures (to be better with mass effect and to be not only a blessing in dark magic). A part of the damage (any - physical or spell damage) the blessed/cursed unit receives will be randomly reflected to any other creature (friend or foe).
cost: 7
reflected part: 25% / 50% / 75% / 100%

Level 5:

Curse of the netherworld – damages all units except undead, mutant or demonic
cost: 9 (??? Word of light costs 11 mana and is more limited!!! This should be repaired!!! I suggest 12 mana)
damage: 8 +2xPower / 16 +4xPower / 32 +6xPower / 64 +8xPower

Puppet master (mind) – gives your hero control over selected enemy unit. This unit wont be able to retaliate. Doesnt work on creatures immune to mind affecting spells (undead, mutant, mechanical, elemental...)
cost: 12
can affect unit max lvl: 4 / 5 / 6 / 7
duration: 0.25xPower

Sacrifice (shift) – first destroy a whole stack of friendly creatures and then choose a stack that will receive a number of HP of the destroyed stack (with mass effect you can destroy all of your stacks in the targeted area and then their HP will be equally divided to your creatures in the nextly selected area)
cost: 12
number of HP transfered: 125% / 150% / 175% / 200%

Storm of death – creates a storm that makes whole stacks of living units disintegrate (also their corpses; cant be resurrected) in some turns (disintegrates units when cast and then like a decay – everytime they are passing through the storm like through a moat – can move only one square per turn)! Also destroys all obstacles in that area and regenerates undead and mutant units.
cost: 12 / 13 / 14 / 15 (only area is according to mana cost)
area: 3x3 / 4x4 / 5x5 / 6x6
regeneration heals HP: 8xPower +24 / +32 / +40 / +48
disintegrated units: 10% / 15% / 20% / 25%
duration: 3 / 4 / 5 / 6

Summoning magic:

Level 1:

Fist of wrath (life) – summons a fist dealing non-magical melee damage.
cost: 5
damage: 20 +4xPower / 30 +6xPower / 40 +8xPower / 50 +10xPower
bonus effect with master of life: +50% damage

Firetrap (enchantment) – summons mines at random places on battlefield, that are invisible to the enemy and harmless to friendly units.
cost: 8
damage: 50 +10xPower
number of mines: 2 / 4 / 6 / 8

Quicksand (element) – summons a pool of quicksand on combat map which woks like a moat (units can only move 1 tile per move, except flyers).
cost: 4 / 5 / 6 / 7 (creates various spells)
area: 2x2 / 3x3 / 4x4 / 5x5
bonus damage with master of elements: 10 +2xPower (earth)

Summon Leprechaun (conjuration) – summons a number of leprechauns
cost: 6
amount: 10 +0.5xPower / 10 +1xPower /  10 +1.5xPower / 10 +2xPower

Level 2:

Wasp swarm (enchantment) – summons a wasp swarm that inflicts damage to the target and lowers its current initiative
cost: 5
damage: 10 +2xPower / 20 +4xPower / 30 +6xPower / 40 +8xPower
initiative loss: 25% / 50% / 75% / 100%

Raise dead (life) – Reanimates creatures in target friendly stack. Undead creatures are brought back to "life", all other creatures are re-animated for the duration of the battle only.
cost: 6
HP reanimated: 120 +15xPower / 160 +20xPower / 200 +25xPower / 240 +30xPower
bonus effect with master of life: +50% more HP reanimated

Water pool (element) – summons a pool of water on combat map which works as an obstacle. Only aphibious and flying units can cross it without any penalty, for other units woks like a moat (can only move 1 tile per move). The form of the pool is like a wall.
cost: 7 / 7 / 7 / 7 (creates various spells)
area: 3x1 / 4x1 / 4x2 / 5x2
bonus damage with master of elements: 10 +2xPower (water)

Summon Satyr (conjuration) – summons a number of satyrs
cost: 7
amount: 5 +0.5xPower / 5 +1xPower / 5 +1.5xPower / 5 +2xPower

Summon Dryad (conjuration) – summons a number of dryads
cost: 8
amount: 2 +0.5xPower / 2 +1xPower / 2 +1.5xPower / 2 +2xPower

Level 3:

Earthquake (element) – damages castle walls and reduces initiative of all units
cost: 7
damage: ?How many HP does a wall have?
initiative loss: 25% / 50% / 75% / 100%
bonus damage with master of elements: +(10 +2xPower) (earth, to all creatures and war machines)

Phantom forces (life) – creates a copy of the selected friendly stack. The copy has the same attributes but after it is attacked it disappeares. The copy also gains the incorporeal ability
cost: 6
can clone units max lvl: 4 / 5 / 6 / 7
bonus effect with master of life: +50% more creatures in copied stack

Summon Shadow wolf (conjuration) – summons a number of shadow wolves
cost: 8
amount: 0.5xPower / 1xPower / 1.5xPower / 2xPower

Entangling roots (enchantment) – summons roots that hold the targeted creature. The roots can be attacked by te entangled unit and by other enemy units.
cost: 6
roots defense: 2 / 4 / 6 / 8
roots HP: 12xPower +60 / +72 / +84 / +96

Level 4:

Fire wall (element) – creates a wall of fire that damages all units passing through it with fire damage. Units can move through it only 1 square per turn.
cost: 7 / 8 / 9 /10
area: 2x1 / 3x1 / 4x1 / 5x1
damage: 25 +5xPower / 50 +10xPower / 75 +15xPower / 100 +20xPower
bonus damage with master of elements: +(10 +2xPower) (fire)

Summon Elementals (conjuration) – summons a number of elementals according to the local element.
cost: 10 (I changed the cost, because elementals are now lvl 5)
amount: 0.5xPower / 1xPower / 1.5xPower / 2xPower

Enchant soil (enchantment) – creates a number of obstacles at random places on combat map. The obstacles can be attacked to be destroyed. (example: combat in forest; the spell creates some huge trees; desert: sandstone rocks; underground: stalagmites...)
cost: 8 / 9 / 10 / 11
obstacles defense: 4 / 6 / 8 / 10
obstacles HP: 8xPower +60 / +72 / +84 / +96
amount: 4 / 6 / 8 / 10

Reinforcements gate (life) – works the same way as gating, but can use it several times on same stack
cost: 10
number of creatures gated: 2%xPower / 3%xPower / 4%xPower / 5%xPower
initiative loss: 100% / 80% / 60% / 40%
can gate creatures max lvl: 4 / 5 / 6 / 7
bonus effect with master of life: +50% more creatures gated

Level 5:

Conjure Phoenix (life) – conjures a phoenix with stats according to casters power and level. Only 1 Phoinix can be on battlefield in 1 moment.
cost: 20
Phenixs stats: attack and defense: 10 +0.5xLevel / 10 +1xLevel / 10 +1.5xLevel / 10 +2xLevel
min damage: 2.5xPower / 5xPower / 7.5xPower / 10xPower
max damage: 3.75xPower / 7.5xPower / 11.25xPower / 15xPower
HP: 150 +15xPower / 200 +20xPower / 250 +25xPower / 300 +30xPower
bonus effect with master of life: Phoenixs stats are increased by +50%

Arcane armor (enchantment) – encloses the target with a magical shield that drains a part of the damage dealt to it.
cost: 11
damage drained: 15% / 30% / 45% / 60%
shields HP: 150 +15xPower / 200 +20xPower / 250 +25xPower / 300 +30xPower

Call tornado (element) – a tornado appeares and all units within it will be randomly displaced and also damaged.
cost: 9 / 10 / 11 / 12 (only area is according to cost)
area: 3x3 / 4x4 / 5x5 / 6x6
damage: 4xPower +16 / +24 / +32 / +40
bonus damage with master of elements: +(10 +2xPower) (air)

Summon Elemental Dragons (conjuration) – summons a number of elemental dragons according to the local element.
cost: 12
amount: 1 +0.25xPower / +0.5xPower / +0.75xPower / +1xPower

Destructive magic:

Level 1:

Eldritch arrow (fire) – shoots several magic missiles to deal non-elemental damage to the selected enemy creature. Higher Spellpower increases damage. The number of missiles fired depends on hero level (Is this true???).
cost: 4 (only 4 mana??? the heaviest damage spell!!!)
damage: 8xPower +48 / +56 / +64 / +72

Spone spikes (earth) – deals earth damage to all units in targeted area (cross form)
cost: 5 / 6 / 7 / 8 (in various spells the damage is equal to the highest, only the area changes with the cost)
damage: 8xPower +24 / +32 / +40 / +48
area: (cross) 3x3 / 4x4 / 5x5 / 6x6

Sparks (air) – deals air damage to a single target and always stuns it. Animation: lots of small explosions (sparks) appear in the selected area.
cost: 4
damage: 4xPower +8 / +16 / +24 / +32
with master of storms this spell gets increased area: 2x2

Frostbite(water) – deals water damage to target and always freezes it. Animation: a frosty whirl appears in the selected area.
cost: 4
damage: 4xPower +8 / +16 / +24 / +32
with master of ice this spell gets increased area: 2x2

Level 2:

Lightning bolt (air) – deals lightning damage to selected unit.
cost: 5
damage: 11 +11xPower / 14 +14xPower / 17 +17xPower / 20 +20xPower

Ice bolt (water) – deals ice damage to selected unit.
cost: 6
damage: 12xPower +60 / +72 / +84 / +96

Lava geyser (fire) – deals fire damage to selected unit and alwas decrases its armor by 50%. Animation: a geyser of lava appears in the selected area.
cost: 6
damage: 6xPower +12 / +24 / +36 / +48
with master of fire this spell gets increased area: 2x2

Stone gaze – deals earth damage to selected unit and always slowers it. Animation: turns some units to stone, others only some body parts.
cost: 6
damage: 6xPower +12 / +24 / +36 / +48
with master of stone this spell gets increased area: 2x2

Level 3:

Fireball (fire) – deals fire damage to units in the selected area.
cost: 5 / 6 / 7 / 8
damage: 11 +11xPower / 14 +14xPower / 17 +17xPower / 20 +20xPower
area: 2x2 / 3x3 / 4x4 / 5x5

Circle of winter (water) – deals ice damage to units in the selected area (circle form).
cost: 7
damage: 12xPower +60 / +72 / +84 / +96

Disintegrate (earth) – destorys a number of creatures in targeted stack (also their corpses – no resurrection allowed!)
cost: 8
damage: 12xPower +60 / +72 / +84 / +96

Thunderstorm (air) – a thundercloud appears in targeted area and every turn some lightning bolts appear at random position under thundercloud.
cost: 7 / 8 / 9 / 10 (only the area is according to cost)
area: 3x3 / 4x4 / 5x5 / 6x6
damage per bolt: 6xPower +12 / +24 / +36 / +48
amount of bolts per turn: 3 / 4 / 5 / 6
duration in turns: 3 / 4 / 5 / 6

Level 4:

Meteor shower (earth) – deals earth damage to units in the selected area.
cost: 6 / 7 / 8 / 9
damage: 10 +10xPower / 15 +15xPower / 20 +20xPower / 25 +25xPower
area: 3x3 / 4x4 / 5x5 / 6x6

Chain lightning (air) – deals massive lightning damage to several adjacent creatures, starting with the selected one. The next targets receive only half of the damage dealt to previous target.
cost: 6 / 7 / 8 / 9
damage on firs target: 10 +10xPower / 15 +15xPower / 20 +20xPower / 25 +25xPower
amount of targeted creatures: 2 / 3 / 4 / 5

Hellstorm (fire) – a red cloud appears and drops of hot lava start to rain. Creatures scream as they take a bath in their own blood... (scary, isnt it?)
cost: 7 / 8 / 9 / 10
damage: 20xPower +25 / +50 / +75 / +100
area: 3x3 / 4x4 / 5x5 / 6x6

Blizzard (water) – looks like mass ice bolt (a rain of icicles), or arctic meteor shower. The icicles fall in a number of rows hitting only several random places in targeted area. With high expertity there is a bigger chance that a unit will be hit multiple times!
cost: 7 / 8 / 9 / 10 (only the area and amount of icicles is according to cost)
area: 3x3 / 4x4 / 5x5 / 6x6
damage per icicle: 8xPower +24 / +40 / +56 / +72
amount of icicles per row: 3 / 4 / 5 / 6
rows: 1 / 2 / 3 / 4

Level 5:

Armageddon (fire) – deals massive fire damage to all units and war machines on battlefield.
cost: 12
damage: 15 +15xPower / 20 +20xPower / 25 +25xPower / 30 +30xPower

Implosion (earth) – deals massive earth damage to a single target
cost: 9
damage: 10 +10xPower / 20 +20xPower / 30 +30xPower / 40 +40xPower

Starfall (air) – all enemy units will receive average air damage.
cost: 11
damage: 11 +11xPower / 14 +14xPower / 17 +17xPower / 20 +20xPower

Shatter (water) – freezes all water inside a single target, destroying its body, preventing resurrection. Doesnt work on non-living creatures.
cost: 10
damage: 10 +10xPower / 20 +20xPower / 30 +30xPower / 40 +40xPower

Adventure magic:

Level 1:

Visions – works like scouting for 1 turn on adventure map.
cost: 5
lvl required: 1

View items – shows you the location of artifacts and resources on the map for 1 turn.
cost: 7
lvl required: 1

Level 2:

Vessel of shalasa – summons the nearest boat.
cost: 4
lvl required: 1

View locations – shows you the location of mines, castles and gates for 1 turn.
cost: 10
lvl required: 1

Level 3:

Creature gate – hero can summon creatures from nearest town.
cost: 1 per creature
lvl required: 15

Instant travel – hero can travel to any position on adventure map that is maximally 0.5xPower squares distant
cost: 2 per square travelled
lvl required: 15

Level 4:

Creature portal – hero can summon creatures from any town.
cost: 2 per creature
lvl required: 20

Town gate – teleports hero and his army to nearest town.
cost: 20
lvl required: 20

Level 5:

Town portal – teleports hero and his army to any town.
cost: 30
lvl required: 25

View all – reveals the whole map for 1 turn.
cost: 30
lvl required: 25


Magic guild changes: 4 lvl 1 and 2  spells, 3 lvl 3 spells and 2 lvl 4 and 5 spells per each magic guild + 1 adventure spell to each level. If you think there should be 3 lvl 4 spells, just imagine that the 4th circle look just like the 3rd.

Haven:

Sylvan:

Academy:
* – with library

Dungeon:

Necropolis:

Inferno:



And here is an image how could a spellbook page possibly look like after these changes:


Last edit: I added new spells: Spiritual armor (light) and Summon Dryad (summoning). I also moved Slayer from lvl3 to lvl4.
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted September 18, 2006 06:08 PM

Some nice ideas there, but not without problems:

Divine strength is overpowered: imagine 1k of skellies dealing max+3 damage after a simple lvl 1 spell...

Cure: maybe it should be lvl 2(cleansing lvl 3) 'cause it can dispell even master of puppets and frenzy... not sure...

Precision: again overpowered for lvl 1 spell...

Elemental ward: better on lvl 3 (just below immunity) or at least not be able to make units immune to destructive magic.

Immortality: very strong... shouldn't be more than 2 turns duration.

Weakness: overpowered just like divine strength (necro's main force doing no damage at all)

Steal Enchantment: should be a higher level than cleansing.

Reinforcements gate: so an expert with power 10 can summon twice as much lvl7 units than he already has

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted September 18, 2006 06:18 PM

additional spells

Dark: how about a spell that transfers your caster's mana to your hero? like the elder druid ability. the amount of mana would be increased with the school level (like sacrifice).

Destructive:how about my "freeze"/"shatter" idea for a lvl 5 ice spell? would be something like empowered disintegrate I guess...
Only thing I can say about the other 4 is they should be elementless (such a nice word)

Can't really think of any summoning spells right now...

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 18, 2006 06:51 PM
Edited by alcibiades at 18:53, 18 Sep 2006.

I see much of the same spells I proposed in this list. I still think the expansion of the spell system is very relevant.

And yes, has to agree with Geny: Raising max damage by up to 3 points would potentially spell disaster.

However, the Golden Egg in your post is the spellbook design. That looks very, very neat!

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 18, 2006 07:07 PM
Edited by Sindbad at 19:13, 18 Sep 2006.

At last! Alc likes my image!!!
Some spells might seem overpowered, but if you think that you achieve the great power with expert magic skill, it may be quite average. And you still can higher the cost of that spell or its level. What do you suggest about changing spell levels?
Reinforcements gate - WHOOPS...
Mana feed that costs mana? Who would use this spell?
All destructive spells should be elemental! If only a Warlock would hear you say something like unelemental spells!!! What about poor elemental chains?
I put the frost spell into the list. Good idea.
I must say Im really proud of that image of the new spellbook page...
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted September 18, 2006 07:14 PM

Forgot to mention it earlier but that pic does look like the first well-ordered spell book in the HOMM series.

About destructive spells, I just didn't want to place one element above other and thought something neutral could solve the problem. I think I saw this in alcibiades' idea. And warlocks have enough elemental spells as it is

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Sindbad
Sindbad


Famous Hero
The lost soul
posted September 18, 2006 07:20 PM

Im so happy about that spelbook image! And Im glad you like it too!
To those elemental spells: imagine you play as dungeon. You buy a magic guild and *coincidentaly* (does such a word even exist?) you get a non-elemental spell. Wouldnt you be mad? I think its OK to put some elements above others. Like this: Air - Water - Fire - Earth. From weakest to strongest.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 18, 2006 07:30 PM

Quote:
At last! Alc likes my image!!!


Yeah, who would have thought? I'm not *always* unhappy!

Quote:
Some spells might seem overpowered, but if you think that you achieve the great power with expert magic skill, it may be quite average. And you still can higher the cost of that spell or its level. What do you suggest about changing spell levels?


Saying "it's not a problem because it requires expert" is not good enough. Imagine a necromancer with 1 K skelies and Archery and Battle Frenzy and expert Divine Strength to have those 1000 skelies do something like 6000 damage on each shot. And then imagine if he uses hast on them. Oops.

Anywawy, I miss some of my favorites from the Destructive and Summoning Spells I proposed. 'Ignite' was one of my favorites. And also a lot of cool summoning spells, like Conjure Volcano, Call Thunderstorm, Call Tsunami and Conjure Incendiary Cloud.

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