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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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radar
Responsible
Legendary Hero
Castle/Haven player
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posted June 10, 2008 07:45 PM |
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Mass Divine Vengeance...
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xerox
Promising
Undefeatable Hero
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posted June 10, 2008 09:59 PM |
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Light - Guardien Angel
Summons a Guardien Angel to erm... watch over a creature.
The Guardien Angel cannot be killed and will heal and ressurect the protected stack. It will also retailate against enemies and do 50% extra damage to evil creatures.
Dark - Curse of Doom
Places all Dark magic curses with expert mastery on a a single creature stack.
Summoning - Summon Reinforcements
Allows the hero to summon troops from all his towns and heroes to the battlefield.
Destruction - Apocalypse
Affects ALL creatures on the battlefield with all destruction damage spells with advanced mastery.
Each spell wave have a 50% to miss a friendly creature.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Laue
Adventuring Hero
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posted June 11, 2008 06:36 AM |
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Edited by Laue at 06:36, 11 Jun 2008.
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Let's say everyone has 7 creatures. That means 14 armagaeddons are going to be cast, not to mention OTHER spells... You could've just said : Super Duper Uber Empowered Armageddon
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted June 11, 2008 07:45 AM |
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I wish they could be added . I am trying to keep the 'uber' spells out of circle 6. They should be stronger then circle 5, however. Some I am not sure which school they would go in, if any of the current schools.
For instance.
Power Switch - First target friendly stack, then target any other stack (friendly or not). The two creatures switch all abilities. (Not stats though). Example. You target your peasants and the enemies furies. Your peasants now has the strike and return ability, and the furies get the taxpayer ability. Only two creatures can have their power switched at any time. Any future casting by either side negates the first casting, and so on.
Though that one may be higher then a 6 . It is kinda potent. Just imagine a treant with no retal, multisquare hits .
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Message received.
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Nikita
Famous Hero
Meepo is underrated
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posted June 11, 2008 08:18 AM |
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oh yeh,i would wanna see all that in ToE,7 tier creature with their abilities+Blood rage+and othe abilitues=
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted June 11, 2008 08:59 AM |
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Edited by Mytical at 10:00, 11 Jun 2008.
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See that is just it, they loose their original abilities. Plus some abilities (like runes) would be useless without the hero not having the skill. Bloodrage without a stronghold hero would do nothing for instance.
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Message received.
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Nikita
Famous Hero
Meepo is underrated
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posted June 11, 2008 09:58 AM |
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I dont see how people can balance so many things out?!?!?!
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted June 11, 2008 10:32 AM |
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Uncontrolled Magic - Next spell cast by opposing hero behaves in one of the following random fashions.
Change Schools - Spell is cast as if from a random school other then its original. Unless enemy caster has skill in the random school it is cast as if that person has has basic skill. The spell doesn't change what it does however, just possibly damage and duration (if applicable).
Increased Cost - Drains double the mana to cast the spell
Change element (only effects destruction spells and is not considered for any other kind). Changes the basic element of the spell. Instead of fire, fireball might be ice or electricity, etc
Delay - Spell takes effect, the round After it is first cast.
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Message received.
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Nikita
Famous Hero
Meepo is underrated
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posted June 11, 2008 10:40 AM |
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Random Spell:automatically chosen spell,from any school even if the player doesn't have it and can be cast on either player or enemy.
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted June 11, 2008 10:42 AM |
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Hey, that is a pretty good one.
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Message received.
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WarLore
Famous Hero
servant of urgash
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posted June 11, 2008 11:03 AM |
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Quote: Random Spell:automatically chosen spell,from any school even if the player doesn't have it and can be cast on either player or enemy.
great one
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A Nightmare from below.A hero from Within
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Card_Ximinez
Famous Hero
no
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posted June 11, 2008 04:06 PM |
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Quote: Delay - Spell takes effect, the round After it is first cast.
Does that mean that the mana is wasted even if the targeted creature dies during the turn.
@NiKiTa: Great spell.
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wtf this still exists
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Laue
Adventuring Hero
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posted June 11, 2008 08:48 PM |
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Edited by Laue at 20:59, 11 Jun 2008.
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What if you accidently cast frenzy on your..... Seraphs or some over powerfull creature. Random spell would rock then. Especialy when you randomly cast armageddon ;P
As for mine:
Racial unique spells (They would rock) :
Elves :
[Light]Bright Sun - enemy retaliations and ranged attacks in a 3x3 area have 50% to miss.
[Dark]Thorns of the Ivy - roots, poisons and slows an enemy.
[Summoning]Nature's Call - summons A LOT of wolfs, depending on the spellpower. (250-750+)
[Destruction]Searing Arrow - only usable through imbuing. The attack deals additional 2-4 damage for each creature in the stack.
To be continued, I have to go to sleep.
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Nikita
Famous Hero
Meepo is underrated
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posted June 11, 2008 09:41 PM |
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Thanks.Here is a new one:
1.Ice Age:Freezes everything on the field,except the two heroes,so they can batlle until they run out of mana.(effective for magic vs magic).
2.Magic Storm:causes the chosen heroe to forget some spells(# of spells forgotten depends on heroes lvl).
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WarLore
Famous Hero
servant of urgash
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posted June 12, 2008 11:51 AM |
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Quote: Thanks.Here is a new one:
1.Ice Age:Freezes everything on the field,except the two heroes,so they can batlle until they run out of mana.(effective for magic vs magic).
2.Magic Storm:causes the chosen heroe to forget some spells(# of spells forgotten depends on heroes lvl).
great one,but ice age would be overpowered in battles like academy vs haven
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A Nightmare from below.A hero from Within
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Nikita
Famous Hero
Meepo is underrated
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posted June 12, 2008 07:30 PM |
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no.it would be only great if two magical towns are involved,since whenever hero runs out mana the spell stops.
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted June 12, 2008 07:46 PM |
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Here come the IMBA Spells
Time Stop: (35) Summoning: The hero stops time on the battlefield, thus enabling his to act three times after eachother without intiative penalty. (Double usage)
Simulacrum (40): Summoning: Hero copies himself. The copy has the same skills, perks and spells, and his bonuses are cumalative with his double. The copy vanishes after battle. (Single Usage)
Plague: Dark (50): All non-undead, non-mechanical cratures are smitten by a terrible desease. This is the Same spell like Decay, but some things are different: - This spell affects elementals and Demons as well (Single usage)
- Att, Def and Hp are halved for some time (= SpP).
- Can only be cured by Ressurrection (and death).
- Non-magical damage: Black Dragons are affected too !
Sanctuary (20): Light: Renders every allied creature immune to Magic and physical attacks. This an affected creature shoots, attacks or casts a spell, Sactuary will be dispelled. Unlike other lvl 6 spells, Sanctuary can be recast unlimitedly. Heroes are unaffected by Sanctuary (unlimited Usage)
Divine Intervention: Light: (45): = Mass ressurrection.(Single usage)
Spell Shackles: Destructive (35): Doubles spellcost of the enemy hero and halves the spellpower of all enemy stacks (+ that of the Hero). If a creature casts a spell, it will recieve damage that is tripple to Mana Burst, which is cumulative with normal Mana Burst damage. If a hero casts a spell, his initiative will be halved untill the next turn. (Single usage)
Mana Flare (35): Destructive: Halves spell costs for all allied spellcasters. Doubles Spellpower of Hero and Casters. Is cumulative with Refined Mana. (Single Usage)
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Coincidence? I think not!!!!
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Laue
Adventuring Hero
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posted June 12, 2008 08:14 PM |
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Edited by Laue at 20:26, 12 Jun 2008.
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The last two aren't really destructive, more like dark/light.
Now Inferno unique spells :
[Light]Bind Elrath - All light magic spells are no longer usable for a certain duration which is determined by Knowlede and Spell Power.
[Dark]Curse of the Kha'Beleth - The affected stack will take more damage from inferno units, and will deal less damage to them.
[Summoning]Summon Infernal Phoenix - A phoenix which has no retaliation and fire breath abilities.
[Destruction]Absolute Hellfire - Inflicts massive fire damage to a single enemy (immunities and resistances are ignored). Moreover, hellfire ability will triger each time this unit is attacked.
More to come
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carcity
Supreme Hero
Blind Sage
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posted June 12, 2008 09:06 PM |
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Destruction Fireball rain. it rans fire balls over the whole battlefield. every creature on the battlefield (even your own creatures) that are not immune to magic get's hit three times in magic damage. (i am not good at calculation but the damage dealt from it is about twice from armageddon (times three)
Dark Mass puppetmaster puppet master is casted on all the enemy creatures.
Summoning summon phoenix (like conjure phoenix but you can summon more than one at a time.
Light mass divine vengeance. (it says itself).
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Why can't you save anybody?
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Fauch
Responsible
Undefeatable Hero
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posted June 12, 2008 09:30 PM |
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Quote:
Sanctuary (20): Light: Renders every allied creature immune to Magic and physical attacks. This an affected creature shoots, attacks or casts a spell, Sactuary will be dispelled. Unlike other lvl 6 spells, Sanctuary can be recast unlimitedly. Heroes are unaffected by Sanctuary (unlimited Usage)
that spell was awesome in h4.
light :
sacred words : damage every evil stack and heal every good stack in a 4x4 area
martyr : all the damage inflicted to an allied stack are reflected to another allied stack. may be casted on an hypnotized enemy (it's the same spell as in h4)
darkness :
heretic curse : damage every good stack and heal every evil stack in a 4x4 area
soul hunter : killed ennemy stacks are resurrected as reapers (lvl 6, 1st upgrade) number of reapers depends on the number of enemies in the stack and the number of HPs.
summoning :
cloud of confusion : disable every enemy stack in a 4x4 area during a duration depending on the power of the caster.
Summon faerie dragon : the dragon has a spellbook with offensive spells. the spells he may use depend on the power of the hero.
destruction :
disintegrate : deal massive damage to a single stack. the stack can't be resurrected
celestial wrath : summon a creature which will cast a random destructive spell (level 1 to 3) at a random enemy unit, each 0.15 turn. this creature can't be controlled, but can be killed.
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