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Thread: Spells of the 6 circle - imagine them! | This thread is pages long: 1 2 3 4 5 6 7 · «PREV / NEXT» |
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Darkshadow
Legendary Hero
Cerise Princess
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posted June 04, 2008 08:17 AM |
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Unless you are a warlock, their destruction can melt the fortress down to ground.
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The_Gootch
Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
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posted June 04, 2008 08:33 AM |
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Light: Mass Regenerate (all creatures you control)
Summoning: Ninja Phoenix. That's right! It's a Phoenix that can turn Invisible and uh, no enemy retal. Denoted by having a black fireproof mask over its face with eyeholes cut out.
Dark: Mass Sorrow (AoE)
Destruction: Disintegrate (I dunno, 50+ 50*sp or maybe 60) to a single target. Stuns target for .3 on their ATB.
My personal fav would be the ninja Phoenix.
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zamfir
Promising
Supreme Hero
Allez allez allez
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posted June 04, 2008 09:27 AM |
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Light: Conversion (combat). Makes all enemy stacks either join you for the rest of the game, or refuse to fight anymore and flee.
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5 Times TV
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Laue
Adventuring Hero
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posted June 04, 2008 09:48 AM |
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If that spell has a VERY LOW chance of success then yeah, but otherwise, it's superimba.
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zamfir
Promising
Supreme Hero
Allez allez allez
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posted June 04, 2008 10:15 AM |
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And if it's verry hard to get it.
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5 Times TV
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Fauch
Responsible
Undefeatable Hero
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posted June 04, 2008 10:50 AM |
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Quote: Destructive utterly sucks IMO, even on campaing heroes. PM, Frenzy, DV, buffs and debuffs are much more effective IMO. But I guess my opinion will change someday
fireball + master of fire
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Laue
Adventuring Hero
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posted June 04, 2008 02:48 PM |
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Edited by Laue at 14:48, 04 Jun 2008.
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But for 1 turn. Maybe the faster factions can use it like Silvan and Inferno, and maybe Academy with initiative mini-arti or other with rings of celerity/speed. Anyway so far I didn't saw that much potential in destructive, even on TotE Academy campaing. Well only Deep Freeze was usefull, to make a single stack go down REALLY fast, or implosion if was lazy enough to wait for other stack's turn.
Bah I need to get owned on multiplayer by a warlock to understand it's potential, I guess....
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Oscarius
Famous Hero
*sleepy*
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posted June 04, 2008 04:33 PM |
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Meteor storm- Some mix of meteor shower and armagedon: Rain a random amount of rocks that make damage in random 3x3 areas. Can make huge damage to both the enemy and you
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Tygore
Hired Hero
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posted June 04, 2008 05:20 PM |
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@ Laue:
I suppose you have never seen a ranger with Imbue Ballista, a nice stack of Arch Druids, Expert Destructive, Cold Death and the Deep Freeze Spell, right?
(Yes, I know that War Machines only has 2% chance for Ranger, but anyway)
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Laue
Adventuring Hero
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posted June 04, 2008 08:38 PM |
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Yeah I never encountered that, but so far I only played against AI, so... Well anyway Remote Control would be SWEET in that situation.
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Fauch
Responsible
Undefeatable Hero
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posted June 04, 2008 09:05 PM |
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rain of arrow + imbued arrow in duel mode = imba
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Laue
Adventuring Hero
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posted June 07, 2008 09:56 AM |
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Edited by Laue at 09:56, 07 Jun 2008.
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40 mana on Ossir doesn't really allow you to do much with imbuing.
Anyway :
[Adventure]Fog of Deceit - creates a fog of war in the area around the caster. Fog radius (in tiles) = hero spellpower. The fog only shows up for enemy players and can be removed again.
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Tygore
Hired Hero
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posted June 07, 2008 10:14 AM |
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Now, that would be a nice thing to have. Although I wouldn´t put it in the 6th circle, rather 4-5 I think.
By the way: What do you think about creating, adventure spells that can give you an advantage in combat (like in Disciples II for example). Maybe something like the typical buff spells (Haste, Divine Strength, ...) but cast on the adventure map and the effects lasting for 1 round. Balancing would be difficult though...
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Laue
Adventuring Hero
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posted June 07, 2008 10:51 AM |
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Edited by Laue at 10:53, 07 Jun 2008.
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Imagine Grok or other hero with similar speciality using adventure map haste..... Catch them if you can, but you can't... If that was what you meant.
And I agree, it should be level 5 adventure spell. For 6th, i would offer:
[Adventure]Temporal Rift - players chooses a town owned by him and gets teleported there, leaving a special one-way exit in the place the spell was originaly cast. The player can use the spell again to teleport to that place. The player can only maintain one Temporal Rift at a time.
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espen15
Famous Hero
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posted June 10, 2008 07:56 AM |
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dark magic- mass blindless would be nice
destruction- mass chain lightning
summoning-triple empowered arcane armor
light- mass magical immunity
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Laue
Adventuring Hero
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posted June 10, 2008 10:27 AM |
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Mass chain lightining? WTF?
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted June 10, 2008 11:27 AM |
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I would guess casts multiple chain lightning spells.
Light - Justice's Scales. Mana : All. Balances combat. All units attack/defense/hp/etc is averaged out. However, each unit keeps their own abilities. Neither hero can act for the remainder of combat except to flee/surrender.
Dark - Unfair Compact. Mana : Special. Negate all spells (benificial or otherwise) and abilities of a target stack to regain 10 mana x teir in mana.
Destruction - Spatial Compression. Ignores all resistances and immunities, single target only, unaffected by MoTW. Mana : 15. damage = to highest damage spell currently.
Summons - Wall of force. 1x2 area. Mana : 10. Provents any creatures from entering area, and halves damage from ranged projectiles going either way. Can not be destroyed by force or magic. Stays for sp/5 turns.
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Message received.
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WarLore
Famous Hero
servant of urgash
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posted June 10, 2008 12:12 PM |
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Edited by WarLore at 12:13, 10 Jun 2008.
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Quote: I would guess casts multiple chain lightning spells.
Light - Justice's Scales. Mana : All. Balances combat. All units attack/defense/hp/etc is averaged out. However, each unit keeps their own abilities. Neither hero can act for the remainder of combat except to flee/surrender.
Dark - Unfair Compact. Mana : Special. Negate all spells (benificial or otherwise) and abilities of a target stack to regain 10 mana x teir in mana.
Destruction - Spatial Compression. Ignores all resistances and immunities, single target only, unaffected by MoTW. Mana : 15. damage = to highest damage spell currently.
Summons - Wall of force. 1x2 area. Mana : 10. Provents any creatures from entering area, and halves damage from ranged projectiles going either way. Can not be destroyed by force or magic. Stays for sp/5 turns.
very good spells mythical,you should work for ubival
mass chainlighting is old,you can do with imbue arrow and rain of arrows ,i "cast" mass implosion with it
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A Nightmare from below.A hero from Within
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Laue
Adventuring Hero
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posted June 10, 2008 05:33 PM |
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Heh. Anyway those spells are very well balanced IMO. Anyway you can always mod them into the game can't you?
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WarLore
Famous Hero
servant of urgash
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posted June 10, 2008 07:31 PM |
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Quote: Heh. Anyway those spells are very well balanced IMO. Anyway you can always mod them into the game can't you?
no.
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A Nightmare from below.A hero from Within
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