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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 |
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Gauldoth
Adventuring Hero
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posted June 17, 2008 11:46 PM |
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Quote: phoenix has fire shield and is faster
So summon dragon cannot be a level 6 can it ??? maybe if you owerpower it like avatar of death it can???
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What does not kill you simply makes you... Stranger!
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DagothGares
Responsible
Undefeatable Hero
No gods or kings
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posted June 17, 2008 11:47 PM |
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Yea... Or multiple dragons...
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If you have any more questions, go to Dagoth Cares.
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Gauldoth
Adventuring Hero
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posted June 17, 2008 11:49 PM |
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That would be better dagoth
Quote: dark magic- killing post- computer will put three magical posts to the random squares(like fire trap) the stack which walk over the post dies.
I like the idea
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What does not kill you simply makes you... Stranger!
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Laue
Adventuring Hero
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posted June 21, 2008 12:18 PM |
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Whoa. So many good ideas in my absence.
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Knut_Are_M
Tavern Dweller
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posted December 14, 2008 02:15 PM |
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level 6 spells are ok i guess, if they only are as powerful as todays level 5 spells.
problem with makeing uber spells is that they often are so game changing that you win once you get it.
mass hypnosis/undispellable comes to mind, armageddon only on enemies and ignores damage/spell resistance. etc.
so overpowerd spells makes the game less tactical/skill based and more rpg/luck based.
I would prefer it if they remove alot o the luck factors in the homm series. But that is my personal preference.
Removeing much of the luck factor does truly reveal how well balanced the game is though.
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Berny-Mac
Promising
Legendary Hero
Lord Vader
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posted December 14, 2008 07:29 PM |
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well, obviously the lvl 6 spells would cost an obscene amount of mana, right?
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Skyrim RP? YES!
Here it is!
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted December 14, 2008 07:36 PM |
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And? The thing is that they'll still be cast instantly... and if they are so uber as some of the ideas in this thread, you will devastate the enemy from one shot. Who needs more mana after that?
Of course there's probably the case when you don't have mana, but that's exactly Knut_Are_M's point: if you don't have mana for it, you fight, if you do, you win.
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Dragonious
Adventuring Hero
Playing FFX
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posted December 14, 2008 09:57 PM |
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Here are some of my ideas of OVERPOWERED SPELLS. Game:HoMM5
Heaven:Absolute Heaven:Eliminates the greatest monster in the enemy's army of necropolis,inferno and dark elves,no matter what number(So like 100 Archdevils and blesses all of your troops with every....uh what do you call it?Blessings? Mana Cost:250
Necropolis:Rise of Death:Eliminates the most powerful in the enemy's army no matter what number and curses all enemies with every curse. Mana Cost:250
Sylvan:Swiftness of Sylanna:All troops on your side will move faster,attack twice,strike and return and unlimited retaliation.Also,enemies will move more slow and will lose any unlimited retaliation or no enemy retaliation. Mana Cost:250
Dungeon:Shadow of Malsara(or Malassa,whatever the real dragon god of shadows is):All troops on your side will gain more speed,attack with a random destruction spell,gain incorporality,always poison the attacked stack and will give unlimited retaliation.Also,enemies will have great weakness to all elements of destruction spells and will lose unlimited retaliation or incorporality. Mana Cost:250
Academy:Army of Phantasm:All creatures on your side will gain incorporality,stacks numbers are doubled and the enemy hero can't cast any spells for the duration of the battle. Mana Cost:250
Inferno:Chaos' Hellfire:Burns all enemies with a continuous hellfire for the rest of the battle,number of gated creatures doubled,burns anything near your demons(Searing aura) and burns most of enemy hero's mana and gives it to all pit lords on battle field.(Will go over their mana limit) Mana Cost:250
Fortress:Weapons of Arkath:All troops in hero's army will have double attack and defense,have all runes activated for the rest of battle,have magma shield eqquiped and have 100% chance with every chance rune.(So the ability stealing rune will not miss at all.) Mana Cost:250
Stronghold:Rage of Bloody Charge:All troops on your side will have max blood rage,attack,speed,initiative is tripled,have double damage and any tier 6 creature will gain 25 % more attack for each 2 tiles flown over. Mana Cost:250
That's all my overpowered spell ideas.Note:Spells for each town can only be learned,cast and have effect if the army and hero is of the race of the spell.So the Absolute Heaven spell cannot be learned by any hero other than Haven and the spell will not bless any creatures that are not of Haven.
Lol my idea of a serious guide for these spells.
Edit:Not like this is goin to be real.
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"Thy gates have fallen. Thy walls have fallen. Thou head is mine."
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted December 14, 2008 10:44 PM |
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LOL, these spells are incredibly imba
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Berny-Mac
Promising
Legendary Hero
Lord Vader
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posted December 15, 2008 04:13 AM |
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yeah these are spells of the "8th square or diamond or something"
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Skyrim RP? YES!
Here it is!
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Dragonious
Adventuring Hero
Playing FFX
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posted December 15, 2008 05:36 AM |
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LOL i know.8th circle?I was thinking 10th or legendary circle.Like the player can't just build level ten mage guild and learn it.They gotta find it like the grail.
Ha,by far my post of overpowered spells idea is so big.
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"Thy gates have fallen. Thy walls have fallen. Thou head is mine."
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razor5
Famous Hero
Freezing...
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posted December 15, 2008 04:30 PM |
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Here are my ones: (too overpowered I think)
Light: Call of Elrath
Battlefield: This spell will summon a 4X squares Light Dragon who will automatically attack all Infernal or Undead creatures on the field
Attack:60 Defense:65 Health:Unlimited Speed:no,it's stationary creature Mana:no Shots:no Duration:2 turns
Adventure Map: If you cast this spell near some Infernal or Undead creatures who are guarding something,they will be killed (the Light Dragon will be visible
Destructive: Urgash's Fire
Battlefield: This one will let you to use Meteor Shower,Fireball,Firewall,Implosion all at the same time at Advanced\Expert Destructive Magic
Adventure Map: Will burn something
Dark: Rise of all Undead
Battlefield: Will summon 5 stacks of 30 Zombies each one and 2 stacks of 3 Ghost Dragon each one
Adventure Map: Also this thing,but in an "Creature" stacks on the map
*The creature stack is in TotE,for ones who didn't finished TotE they'll also find this at the mission "The Murder of Crows" some creatures which are multiple
Sorry for the bad english here,but I think a better english-speaker will say correctly if someone doesn't understands
This is all for now
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Min-Guitsu
Tavern Dweller
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posted December 15, 2008 05:44 PM |
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Summoning magic: Spirit Link
Target two creatures (at least one enemy creature). Whenever a linked creature gets damage, the other creature receives 50% of the damage as well. Defence and possible immunities do influence the total amount of damage received.
Example: You link an enemy stack of shield guards and an enemy stack of flame lords. You attack the shield guards with familiars and deal 100 damage. The flame lords will receive half damage of as if it were attacked by the familiars. This means the damage is less than 50 because the flame lords have higher defense than the shield guards.
If you attack the flame lords and deal 100 damage, the shield guards will of course receive more than 50 damage.
Should you cast a fireball on the shield guards the flame lords get no damage at all because they're immune to fire. Should you cast a fireball on the flame lords no one gets hurt, because the link between the two is spiritual and if the real target feels nothing the other won't feel anything either.
A unit of your own could be linked as well, just like with mark of the necromancer. A part of the damage your creature gets the enemy creature gets as well, but be careful because it works vice versa as well.
Dark magic: Early Death
Reduces the target's maximum health by 10% (and at least by 1). Can be cast multiple times. Maximum reduction is 70%.
Destructive magic: Inner Fire
Target receives immediate elemental fire damage and will receive additional damage on each turn. Every new turn the damage of the previous turn increases with 20%.
Example: You cast inner fire and deal 400 damage. As soon as the creature takes a turn it receives 480 damage. The next turn it receives 576 damage and the turn after that 691,2 = 691 damage, etc.
Works better on faster creatures.
Light magic: Elrath's Touch
Target creatures gets immunity to dark magic.
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Dragonious
Adventuring Hero
Playing FFX
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posted December 15, 2008 09:48 PM |
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Don't you think that some of these OVERPOWERED spells on this page are like,related to all the dragon gods......
LOL,i got another dragon god-related one.
Fist of Asha:Smites the enemy with the power of Ashan,eliminating all abilities and spells.Destroys the most powerful creature in their army no matter the number.
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"Thy gates have fallen. Thy walls have fallen. Thou head is mine."
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veco
Legendary Hero
who am I?
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posted December 15, 2008 10:04 PM |
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yea yea lets stop coming up with ridiculous 275418273481234circle spells, decimating entire armies in a blink of an eye and lets stick with 6th level. like firewall taking 4x2 space, conjure vampiric phoenix or blessings giving creatures curse attacks or smth. didn't really think about it, just shooting randomn ideas
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none of my business.
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Dragonious
Adventuring Hero
Playing FFX
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posted December 16, 2008 01:57 AM |
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Quote: yea yea lets stop coming up with ridiculous 275418273481234circle spells
275418273481234 circle?To be honest,that isn't real.
At least i'm contributing some imagination and not using real spells.So what if i'm a noob.
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"Thy gates have fallen. Thy walls have fallen. Thou head is mine."
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Berny-Mac
Promising
Legendary Hero
Lord Vader
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posted December 16, 2008 02:15 AM |
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Hey guys! I have a great idea for a spell! It allows you to retreat from a fight and retain all guys, all morale and luck is fine, and you are in the same spot you were before and you gain extra movement points for that turn to flee or whatever.
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Skyrim RP? YES!
Here it is!
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Dragonious
Adventuring Hero
Playing FFX
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posted December 20, 2008 10:13 AM |
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Quote: Here are my ones: (too overpowered I think)
Meh,their not more overpowered than mine.
In other words,a surrender spell costing no gold to flee to retain guys(as in return to adventure map,not go to tavern.Allthough it is a good idea to do that.), no changes to morale and you gain extra points to run.(maybe a day's worth and extra?Caus after your turn then the enemy will get you.)So call it ceasefire?Nvm its ur spell call it what you want.Ill stick with my,as veco says 275418273481234 circle spells.
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"Thy gates have fallen. Thy walls have fallen. Thou head is mine."
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