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Heroes Community > Heroes 8+ Altar of Wishes > Thread: What spells would you wish to create in heroes5?
Thread: What spells would you wish to create in heroes5? This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Damacon_Ace
Damacon_Ace


Famous Hero
Also known as Nobris Agni
posted October 17, 2002 02:23 AM

I want these spells to appear in Heroes 5:

Town Portal - this spell should never have been removed! Allows the caster to teleport back to any friendly town of choice. (Level 5 Order Spell).

Dimension Door - once a day, the hero can teleport to a specified location on the map, provided that the hero is by himself, and not with an army or another hero. (Level 5 Nature Spell).

Angel Wings - gives a hero to fly over terrain on the adventure map. (Level 5 Life Spell).

Water Walk - gives a hero to travel over water as if it were grass. Hero must end their journey on dry land. (Level 4 Nature Spell).

Fear - gives a friendly stack the ability of no enemy retaliation when attacking. (Level 3 Death Spell).
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Lich_King
Lich_King


Honorable
Supreme Hero
posted October 17, 2002 11:50 AM

Quote:
Fear - gives a friendly stack the ability of no enemy retaliation when attacking. (Level 3 Death Spell).


In fact there is a spell "Aura of fear" (lvl.3D) which do the same as no retelation.
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 17, 2002 12:41 PM

The spells were probably removed to allow make it a bit easier for the mapmaker to design maps.

Earlier, you had to surround areas with huge amounts of inpassible terrain to prevent players from entering areas they shouldn't be able to access early on.

Fly and Dimension Door could also often be used to circumvent quest guards and border guards.

Map makers have got a number of other design decision to do so it's probably good that the spells have removed.

I don't think Town Portal should return. It's removal is in my opinion a logical consequence of the introduction of the Caravan.

Water Walk could be considered, and as Lich King mentioned Aura of Fear is already in Heroes 4.

Myself, I'd like to see more Adventure Map spells. Things like the following:

- Endurance, adds +3 to movement. (Available as a Potion already.)
- Fair Winds, add +25% to sea movement.

I would also consider having some spells that affects combat stats but lasts for a duration like to the end of next battle, start of your next turn or a week, so you could cast them on the adventure map. Perhaps some of the exisiting weaker spells could be adapted this way. (Some Potions can be taken outside Combat already in H4.)


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shaowei
shaowei


Adventuring Hero
posted October 17, 2002 03:03 PM

I have two ideas:

There can be a number of interesting spells that give a selected stack a certain existing special creature ability: dread knight's blade (chance to deal double damage), spirit of the unicorn (chance to blind opponent) etc. Maybe make hydras immune to those, hehe

Or a morph/doppleganger spell (probably level 5 - grandmaster), making it possible to morph a stack of creatures into a stack of other creatures (grand elves to dendroids when enemy blocks them). This would add alot of tactical possibilities, I am sure.

Those might be tough to balance though...

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Grythandril
Grythandril


Famous Hero
who is a Chaotic Wizard
posted October 18, 2002 12:31 PM

i like the advenure maps spells and here is some i would add as well.

Metoer Storm or Meteor Shower
A chaotic fifth level spell - where you cast your spell at the enemys castle and randomly destroy a few buildings so he/she would have to build them again.

Steal Castle bonuses
An order Fourth level spell whereby you cast it on the castle and steal the bonuses from each castle ie Luck and increase spell power from Nature or 1000 experience points from Asylum etc.  these are automaticaly and randomy places on your heroes (depending if you have more than one in your army)


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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 18, 2002 12:45 PM

Meteor Storm and Meteor Shower: It's a bit too powerful. With a few spellpoints you destroy resources for the enemy which has costed several thousand Gold to build up.

I would consider both of your suggestions as a special ability for a GM Thief though, but then it would mean entering the Castle unnoticed and apply some explosives at the dwelling. The Thief could also steal the Castle bonuses and visit the Mage Guild. Even for the Thief though, the action should carry a certain chance for failure and being attacked.

Town demolition from the outside should be restricted. (There is btw. a good topic on Town Demolition called Raize Towns already.)

A Disintegrate does perhaps 1000 damage, I would rate the structures Hitpoints to several thousand. It's just takes a lot more power to destroy stone than flesh.

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Lich_King
Lich_King


Honorable
Supreme Hero
posted October 18, 2002 12:50 PM

And besides, why can't thief with GM stealth dissapear also on combat screen ? (Until he attacks)
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Largo_LeGrande
Largo_LeGrande


Promising
Known Hero
from the Carribean
posted October 18, 2002 09:06 PM

I would like to see the Meteor Shower too. The difference between the fireball would be the fact that it does full damage to the entire area while the damage of the fireball would be divited when going off the focus.
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Ghost_of_Lor...
Ghost_of_LordTitan


Adventuring Hero
The first Holy Ghost
posted October 19, 2002 05:39 PM

Magic Missile! Magic Missile! We have to have a Magic Missile!
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japjer
japjer


Adventuring Hero
posted October 19, 2002 06:34 PM

remove obstacle and add obstacle

i think in homm4 this spell has become more useful than it was in h3. think about the  size of the hydra, escpecially in terrains like the swamp, it has a hard time moving around.

remove obstacle a lvl 1 spell, add a lvl 2 spell, with the size depending on the lvl of the caster.

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Khaelo
Khaelo


Honorable
Supreme Hero
Underwater
posted October 19, 2002 08:56 PM

What would be the difference between proposed Magic Missile and already-present Magic Arrow?  It was sorta my impression that Magic Missile was just Dungeons & Dragon's version of Magic Arrow  (not that I'm very familiar with D&D, mind you).

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 19, 2002 09:02 PM

Please: No "Add obstacle" spell.

If you are unclucky you can get situations where neither side can reach the other, and neither side has a way to remove the obstacles they've created.

If you're unclucky it's more or less the same as a game freeze.

An obstacle with a limited duration like the Force Field in H3 would be acceptable.

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Damacon_Ace
Damacon_Ace


Famous Hero
Also known as Nobris Agni
posted October 20, 2002 01:39 AM

What about this cool spell?

Speed Of Light - This spell gives the hero and his army double the usual movement on the adventure map for one day.
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Largo_LeGrande
Largo_LeGrande


Promising
Known Hero
from the Carribean
posted October 20, 2002 12:10 PM

Here's some of my spells:

Disarmament (level 4 Life): all the artifacts (and the potions) fall from the target. These artifacts cannot be gained back before the end of the combat.

Mercy (level 2 Life): the target cannot harm stacks with less hit points for 3 rounds.

Flamethrower (level 4 Chaos): damages all the stacks friend or foe in the line that goes from you through the target to the end of the screen or if it meets a castle wall.

Repair (level 3 Order): resurrection and heal that affects mechanical creatures and the castle gate.

Compost (level 3 Nature): destroyes all the dead creatures in the stack (opponent (or you) can't use raise skeleton etc. spells or the ressurrection/necromancy skills on them).

Earthquake (level 2 Nature): destroyes the castle gate.

Landmine (level 3 Chaos): you can place a number of invisible landmines which make damage and end the turn when are stepped on.  

Amnesia (level 5 Death): the specials, skills and class abilities of the target are disabled (heroes/creatures can cast spells, fly, shot etc..

Invisibility (level 4 Order): makes the target invisible. It lasts until the target do something else than wait, defend or walk. When the target attacks the opponent can't retalliate

Timestop (level 5 Order): enemies can't move for 3 turns.

Storm (level 4 Nature): summons a storm that strikes a lightingbolt on a random enemy unit.

Beholder (level 4 Nature): target can shoot/cast spells at creatures behind the wall or enemy creatures with no distance/object penalty.

(Mass) Curse Flow (level 2 and 5 Death): it takes all harmful spells from the target(s) and puts them on enemy targets.

Resurrection (level 5 Life): resurrects a number of hit points. If the hit points are smaller than the hit points of the creature (hero) it doesn't work. The hitpoints of the firts creture (alive) are filled first with those hit points. I'm not sure should resurrected creatures still live afte the combat.

Cobra Reflecses (level 4 Chaos): target gains first strike, no retallion, negate first strike and negate no retallion (maybe even unlimited retallions and second stike!).

(maybe mass) Aging (level 4 or 5 Death): all the stats of target are decreased 25 %.

(maybe mass) Prayer (level 4 or 5 Life): all the stats of the targe are increased 25 %.

Delete Object (level 3 Order): destroyes the object (maybe even walls!)

Shelter (level 3 Nature): can create a wall (with the same style like the quicksand) that has hitpoints. You cannot walk, shoot, use magic attack a target behind the wall. You can however fly over them. They can be destroyed

Voodoo Image (level 4 Death): greates a clone (next to you)of a enemy target that doesn't have it's own turn. The damage done to the image is done to the real target. The image doesn't retalliate or block or nothing.

Misunderstanding (level 4 Chaos): the target disobeys the commands. For example if you command him to shoot an enemy he could either walk to a direction, shoot/attack another enemy, attack your own stacks, wait, defend, cast a bless on enemy, cast a curse to the own stacks...

Fear (level 4 Death): the target has a percent possibilityhh to miss his turn until it's dispelled.

Song of the Air (level 3 Nature): opens the world map where you see where the all mines/resources/structures/towns/artifacts are.

Song of the Earth (level 3 Nature): opens the world map where you see the shape of the land, also where is forest/mountains and what kind of terrain there is.

Prophecy (level 2 Natue): when casted on a enemy army it runs a quick fight and displays the losses and who won/lost.

Mire (level 2 Death): if the spell already don't do this then I'd like that it's casted (invisible to enemies) where the caster is and any enemy that steps on it looses the movement points and dispel it. Even if it's stepped by 1 peasant.

Paranoid (level 4 Death or Order): the target attacks himself with no retallion.

Retribution: if this spell already don't do this then I'd like that the percent of the damage that is reflected to the enemy isn't done to the target.

Disguise (level 3 Order or Nature): you could either make the enemies belive that you have strong/weak (whichever you want) creatures/heroes OR transform your army into a treasure chest (this would remove all movement points). These illusions are dispelled when it's your turn again.

Insulator (level 4 Death): no one can summon or surrender or flee until the spell is dispelled.

Venom (level 3 Death): like poison but beside decreasing the hitpoints it would decrease the speed and movement with 1 and defence and attack with 2 every round.
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Grythandril
Grythandril


Famous Hero
who is a Chaotic Wizard
posted October 24, 2002 01:29 PM

Bindand Mass Bind
1st and 4th Nature spell

When caste the roots of the earth bind the opponent for 1 turn.

Mass Bind roots the oppoent for 2 turns.

Opponents cannot cast spells, retaliate or move or shoot.

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Largo_LeGrande
Largo_LeGrande


Promising
Known Hero
from the Carribean
posted October 31, 2002 03:32 PM

Well this isn't actually a new spell, but a new version of it: Magic Arrow. Like in HOMMIII it would be a level 1 all-school-spell, meaning that you can find it in any magic guild and learn it if you have any of the basic magic school skills. So even if you have basic Nature and you happen to find the Magic Arrow in a mageguild of Necropolis. Thereof any school would have a damage spell. But it normally it would do very little damage. But if you have an Archmage with GM Spirituality, Wizardy, Demonology, Pyromancy and Meditation (all these skills increase the effectivenes of the spells from their primary skill magic school by 100%) it would be one of the best damage spells in the whole game (don't forget archmages classbonus/GM Sorcery/artifacts!)!
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-Largo has spoken-

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DarkVenom
DarkVenom


Adventuring Hero
Grandmaster Daywalker
posted November 03, 2002 11:36 AM

I want many global spell to be included in HOMM V. These are the spells I can think of so far:

Tornado (global spell): cause some creatures from stack in an army to be move to an army of their own near the original army meaning that they will not be included in battle with the original army.

Grand   Magic (battle spell): grand magic spell casting ability to a combat creature. The magic lvl will depend on the creature lvl; say a demon can cast 4 lvl Death magic. Type of magic will depend on creature alignment.

Conflict (battle spell): cause a stack of creature to cause damage themselves. That means if the spell is cast on two blackie, they will take the amount of damage two normal blackie does to them. Do not work if there is only one creature in the stack.

Disable Magic (battle spell): cause a magic-casting creature unable to cast magic.

Mass Disable (battle spell): cause all the creatures from opponent side unable to use their specialty.

Grand Combat (battle spell): grand a hero GM to all Combat skills. (maybe too powerful!)
• Ion Storm (battle spell): cause flyer units (ally or opponent) to take damage while he flies across battlefield.
Steal Artifact (global spell): steal artifacts from an  opponent hero without engaging him in battle.

Thinking about other spells...

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A dead has no weakness of a living.

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japjer
japjer


Adventuring Hero
posted November 03, 2002 12:33 PM

most of these spells are waaay too powerfull, even if it's for one alignment only, only the most basic spells should be available for all classes, how can a priest summon a tornado? how does a mage see order in a tornado? some of them are good for alignment use.

Tornado (global spell): as long as it's not entire stacks, but a number according to lvl (number of hitpoints divided over the army), let's say a base damage of 40 raising 10 with every lvl. that makes a GM mage blow away 1 or 2 lvl 4's without a fight, that's enough.

Grand   Magic (battle spell): also a nice idea, but not too many spells should be given, and  1 lvl below the creature's level (since it also is the same with spellcasters). 1 spell of their alignment, and 1 of a neighbouring one. lvl 1 creatures only get 1 lvl 1 spell. they get enough spell points to cast it 4-8 times (depending on lvl and power increaser of the caster)

Conflict (battle spell): seems like a chaos spell, exept that it's a mind spell, i think the distincion between alignment shouldn't change.

Disable Magic (battle spell): nice spell, could be nice for might, maybe in the form of a 1000 gold-potion? it would last for 3 turns unless dispelled

Mass Disable (battle spell): waaay too powerfull, a single disable would be a lvl 4 spell already! and too hard to do, since some specialties aren't really reversable or already have a spell against them.(forgetfullness, bind)

Grand Combat (battle spell): you said it! maybe a set increase can be nice, instead of a percentage, make it lvl 3 and give +10 defense to any hero and +5 to any creature

• Ion Storm (battle spell): now this is a very nice spell! don't know if it should be general though, something like nature or chaos would be better, but still, i like the idea! should flyers them be able to walk, or must they take damage, maybe they can only walk at 1/4th movement, and when they do fly they will take more damage per UNIT, 20 per unit, which forces lvl 1's and 2's to walk.

Steal Artifact (global spell): also too powerfull, i like the idea given before about making the artifacts drop, just not till the end of the battle, just for 1 turn, so he'll lose a turn picking them up, and can be targeted by anyone + the artifacts lose their effect for that turn. it can be a lvl 3 spell, since it's a disable-spell with something extra.

Thinking about other spells...



other spells,

bind! i love that spell, and i mean in the form of the vial. though i like the ion storm idea better.but bind can be a general spell, lvl 2, perhaps a mass bind on lvl 3, only one lvl higher since there aren't a lot of flyers in one army most of the time, mass slow is more powerfull.

also make dispel a general spell, i hate chaos having no spell to get rid of mass curse.

stamina: 1 or 2 extra retaliations. lvl 1, 2 or 3

aura of protection: same as cape, but does only give one hit protection. lvl 2 or 3

chance : a random spell is cast from the opponents spell school (when 2 alignments in 1 army, it can be both), from a lvl 1 spell to a lvl 4 spell.the spell itsself is a lvl 2 or 3 spell, and casts blesses on own creatures and curses (and DD) on enemy targets when cast. (example: you are a priest and cast a spell on an order army with 1 stack of vamps, the chance of casting a death spell is 1/7 and the chance of casting an order spell is 6/7. the point is that it can be anything, so it's like the hero is just making random gestures, the damage is according to lvl and effectiveness is also random)
on 2nd thought, it's better as a lvl 3 or 4 spell. you have a big chance of casting something useless, but sometimes that right spell pops up, at best the right ward or mass slow. the chance of getting it are slim though, the chance of getting lvl 1 should be bigger.

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Medusa
Medusa


Famous Hero
Yeah, right
posted December 15, 2002 11:32 AM

It would be good to have a spell which could freeze all the oponents: Frost armagedon- the hitten targets are freezed for 3 rounds
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Nakolnasadi
Nakolnasadi


Hired Hero
and also a lord of cheaters!
posted December 22, 2002 09:40 PM

It is not a joke!

FEMINISTIC PARADE
ALL women groups have their number double.
SLOW DEAD
by cheat: nwcletthemdieslow yopu have a super-mega spell that doing all your enemies weak (they have no attack points) for ALL the battle cost mana: 0.
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I forget something....... oh! A cheats is cool!!!!

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