The Spell Idea Thread

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azareus

And you know it.
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63
Name:Volcanic Burst

Type:Instant

Target:Ground

Description:The hero summons a mighty volcano, shooting rocks and magma. The ground will burn and the rocks will explode against the ground.

Damage(Rocks):50/100/150

Damage(fire):10 per second/20/30

Note:Effects will be flame strike for fire and inferno meteor (tinted red) for rocks.
 

qwerty_002

New Member
Reaction score
0
Name: Plasma Grenade

Type: active, AOE, target ground

Target: Ground

Description: The hero throws a plasma grenade at a target point. Plasma grenade sticks onto any enemy unit within 125 range of it, and with a flying height of ±30 of the it's flying height. If the plasma grenade sticks onto an enemy unit, it sticks for 1 second before exploding, dealing 500 damage to the stuck enemy unit and damage to enemy units within 300 range of the blast. If the plasma grenade does not stick at all during its flight, then it sticks onto the ground for 1.6 seconds before dealing damage to enemy units within 300 range of the blast.

Damage (stuck unit): 500 for all levels.

Damage (enemy units around the blast): 50 * level of ability

Note 1: grenade should travel in a parabola.

Note 2: grenade should not stick onto dead units.

Note 3: should the stuck unit die before detonation, grenade just explodes normally after that 1 second fuse. (dealing damage to enemy units around.)
 

thewrongvine

The Evolved Panda Commandant
Reaction score
506
Name: Blade Whip
Type: Active, Target Point
Targets: Ground, Air, Enemy, Allied, Neutral, Destructible, Ancient, Structure
Description: Lashes out a fiery whip towards a target point, hooking on. If it is an ground unit, it pulls the unit back towards the caster. If it is an air unit, ancient unit, structure, or destructible, it pulls the caster towards it. When the unit or caster are near each other during the pull, the infernal whip transforms into a powerful blade, which impales the target if it is an enemy, dealing damage and stunning it temporarily.
Range: 600/700/800
Damage: 80/160/240
Stun Duration: 1 Second

~Hai-Bye-Vine~
 

jackall

You can change this now in User CP.
Reaction score
37
Name: Eye of the Storm
Type: Channeling, AoE, Target point
Targets: Ground, Air, Enemy, Ally, Destructible
Description: Creates a powerful thunderstorm at a target point/unit that hits and purges random units in the AoE. Flying units have a 20% chance of not getting struck by lightning shots. If it hits trees it has a 45% chance of igniting them, dealing damage to all units that venture too close to the fire.
Damage struck units: 150/250/400/550
Damage in fire: 15/25/40/55 per sec for 8 seconds
Purge: Burns 2/4/6/8% of mana and slows by 35% for 5 seconds
Slow in AoE: 15/25/35/45%
 

Tyman2007

Ya Rly >.
Reaction score
74
Name: Shard Cage
Type: Channeling, AoE, Target Point
Targets: Ground, Enemy
Description: Encases the enemies trapped inside the AoE in an inescapable cage of ice and fires ice shards randomly inside of the cage at the enemies every .5 seconds. This effect lasts 45 seconds or until channeling is stopped. The shards move very fast (A good missle speed of around 1000-1500).
Damage: (Per Shard) 25/43/67/89
Mana Cost: 2%/second
AoE: Diameter of 450
 

jackall

You can change this now in User CP.
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Name: Natural Protection
Type: Passive, Self
Targets: Enemy, Ground
Description:Being a part of Nature, the<YourHero(Spirit Tree)> is able to summon living roots from the deepest of ground to protect him(her)self. Entangles a random enemy unit that come too close to him/her.
Damage: 60 + (15*level)
Duration: 5 + (2*level)
 

Skippy

Active Member
Reaction score
39
Reflect Shield

Name: Reflect Shield
Type: Passive
Targets: Only Self
Description: Gives <Your Hero> reduction of magical damage and turns every negative spell targeting <Your Hero> back to the caster.
 

Skippy

Active Member
Reaction score
39
Name: Life Collapse
Type: Active, AoE
Targets: Enemies, Allies, Self, Heroes
Description: Set life of every hero in target area to 750.
 

Skippy

Active Member
Reaction score
39
Name: Pure Shot
Type: Active
Targets: Point, Unit, Enemy
Description: Fires a amazingly fast arrow that damages every enemy in a line.
Damage: 100 + 100 x Level of ability
Cast range: 300
Maximum distance: 2100
Note: Imagine it! You can hit an enemy in 2100 distance, but you can't just "click" on him, because the casting range is only 300. It is very difficult skill to aim and use correctly.
 

thewrongvine

The Evolved Panda Commandant
Reaction score
506
Don't double post. Or triple post. You posted 3 times in 10 minutes in the same thread right next to each other. :rolleyes:
EDIT your threads. It's a blue button on the bottom right of your posts the says "EDIT".
While I'm here I might as well contribute...

Name: Dead Night
Type: Active Effect
Targets: Ground, Air, Enemy, Allies
Description: Tears through the skies with demonic, nether energy, leaking out darkness that covers the entire map, transforming even day to night. All enemies are slowed and take damage.
Duration: 15/20/25 Seconds
Speed Reduction: -5/10/15%
Damage: 5/10/15 DPS
Cooldown: 45 Seconds

Name: Blood Possession
Type: Active, Unit Target
Targets: Ground, Air, Enemy, Neutral
Description: Sends out a wave of bloody infection at a target unit. The caster then loses control of himself, and is locked on to the target's screen, allowing him to see as the target does, and control the target temporarily. Afterward, the infection returns back to the caster, dealing damage as it leaves. Experience is gained according to how much experience the target gained. During this effect, the caster gains armor.
Cast Range: 800/900/1000
Duration: 4/5/6 Seconds
Damage: 80/120/160
Armor: +8/12/16

~Hai-Bye-Vine~
 

Necrach

You can change this now in User CP.
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62
Came up with the idea for a spell contest, but it was full of bugs and glitches so I didn't have the time to finish it before the contest was over, so I never posted it there :(

Name: Haunt
Type: damage, buff, explore
Targets: Single enemy*
Description: Gives an enemy unit a buff called Haunted. Also creates a random number of ghosts (2-3/4-6/5-8 ghosts summoned.) Every ghost appears at a random unit currently under the effect of the Haunt buff and starts to follow it and attack it (the ghosts has the Locust ability.) All ghosts on a Haunted unit dissapears if the unit dies or the duration of the buff ends. The buff last 60 seconds (on heroes as well) and the spell has 11 secs. cooldown. EDIT: Forgot to tell that the buff itself slows movement speed and grants vision of the target!
The ghosts:
The ghosts has an own duration of 35 seconds, then they dissapear. They deals 4-5 damage on each attack, attack cooldown 1.90
Each ghost summoned gets a random color, granting a special ability. You should know that the ghosts have the Voidwalker model, so different colours are nice. Here is the colours and their effects:
Purple - Corruption (decrease armour)
Green - Venom (damage over time)
Blue - Feedback (drains mana)
Red - Faster movement speed and attack range (harder to get away from)
Yellow - Slow (decrease attack speed, NOT movement speed)
Black - +2 damage, has chaos damage (other ghosts have Spell damage)

Example: Thought this could be needed. Say you cast Haunt lvl 1 at an enemy, then he gets the Haunt buff and 2-3 ghosts appears to attack him, each with a random color. When you then cast the spell again but at another enemy, that enemy will get Haunted as well. Now 2-3 ghosts will appear, but not necesserily at the enemy you targeted, but some of the ghosts might as well appear by and attack that first target. So then when you use the spell the third time soon, the ghosts will be randomly split between those three targets (if they all still has the buff.) You can, ofcourse, cast the spell at the same unit again renewing the buff and creating ghosts as normal.
 

Slinky

New Member
Reaction score
0
Name: F*@# Off! (or Go Home)
Type: Target
Targets: Single Enemy (Probably a hero)
Description: Instantly sends targeted unit 'home' to their starting location- or to whatever location is suitable. Level increases decrease mana cost and cool down. Possibly an ulti. A good one to mix up the battles.

Extra 1: Could edit so it affects allied players as well, although obviously not the casting unit.


Name: Deafen
Type: Target
Targets: Single enemy
Description: Makes target unit (probably a hero) unselectable to its controlling player (The unit is deafened so that you can't talk to them). It will usually be used like a stun... I just think that stuns are overpowered. Increased level increases duration 3/4/5/6 sec. Possibly decreases mana cost if you like.
Extra: Can make AOE at higher levels if you think its underpowered
 

Warchild-NC

New Member
Reaction score
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Name: Reflect
Type: Buff
Targets: Self, Targeted Allies
Description: Surrounds the target and gives a 25% chance to Reflect any spell back apon its caster.
Duration: 10, 15, 20
Cooldown: 30, 20, 10

Tool Tip: Summons all your mental fortitude to give a 25% chance to reflect a hostiles spell back to them, doing damage to the hostile caster. Duration 10, 15, 20. This spell has a cooldown of 30, 20, 10
 

polishgenius

New Member
Reaction score
3
Name: Intervene
Type: Targeted, single enemy attacking one of your units
Description: Can only be used on an enemy attacking one of your units. Teleports the caster instantly to the targeted unit in a beam of light, healing the unit, and knocking back all nearby enemies a large distance. Deals damage to the targeted enemy based on the distance when you cast the spell. More distance = more damage.
Note1: I'm picturing this as sort of a holy hero spell, made to save distant units from certain death.
Note2: I think the distance to damage formula probably needs to be a square root function, and might even need to be capped somewhere. We want it to be great at very long range, but not unfair.
 

Romek

Super Moderator
Reaction score
963
Is this still being updated?
 

jackall

You can change this now in User CP.
Reaction score
37
well in my opinion wolfie isnt reading/replying anymore, but members are still submitting suggestions
 

Romek

Super Moderator
Reaction score
963
> well in my opinion wolfie isnt reading/replying anymore, but members are still submitting suggestions
I'm aware.

It doesn't seem as though Wolfie is inactive though, so if he could reply and/or edit the first posts list, it'd be appreciated.
 

Scotty

New Member
Reaction score
4
Name: Enraged Combat (LAME!! =P)
type: passive
Description: Your hero lusts for battle and refuses to go down without a fight, increasing damage, movement speed and attack speed based on health deficit (the less HP you have, the more damage, movement and attack speed you have)

gains: 1/1.5/2 % damage, speed and attack speed for each 1% you are below 100%

example: at 100% you get no bonus, at 80% life you will get a 20% bonus, at 42% you get 58% bonus, etc.
 

adeoin

Member
Reaction score
11
Name:Iron Sword
Type:Passive
Description: The hero's sword is enchanted and with each hit there is a chance to make the enemy's weapon heavier slowing attack speed and movement speed temporariliy but increases damage.
Attack Speed Reduction %: 10/20/25/30
Duration:7/12/17/25
Movement Speed Reduction %: 15/25/35/45
Duration:7/12/17/25
Attack Damage Increase: 10/15/25/30
Duration:7/12/17/25

(Inspiration from Bleach. Kira's shikai)

Name:Soul Keeper
Type:Passive
Description: The frostmourne steals every soul it kills and stores it. Once overloaded with souls it releases that power to the user giving the user every buff the dying heros had.
Souls Needed: 25/20/15/10
Duration:10/15/20/25
Max Buffs Taken:3/5/7/9
Extra: You could probably add an effect to the sword with each kill or something like that

Name:Superior
Type:AOE
Description: For every unit within an area with low health the user with get healed.
Hitpoints Regained Per Unit:8/11/14/17
Area Selected:650/800/950/1100
 
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