Ability Ideas Needed

Mullit

New Member
Reaction score
51
As the title says, I need ability ideas, and lots of 'em. I am going to be making around 70 spells and abilities for my RPG and so far I have 7. so as you can see, I have a long way to go.

The abilities only need one level but should they need improving over the course of the game the effect of the spell should be related to the primary stat of the hero. (eg 3x str, so as strength increaes so does the effectiveness of the ability.)

I specifically need the following types of spells.
4 fire
4 ice/cold
4 lightning
4 earth
4 luck/chance
4 poison
4 dark
4 light

I do not only need ideas for these so please post any spell ideas that you have.
+rep to any one who gives an idea that I use.
 
1

123456789

Guest
Fire is easy, just add eye candy.
Ice -
Flash freeze- Changes the nearby terrain to snow/ice (whichever you want) and slows nearby units to be slowed and gradually take damage. Also dampens the effect of magic in the area (silence/elune's grace)
Freeze-The targeted unit is gradually slowed until they freeze solid. When they have frozen, they will die when you attack them.
Lightning-
Lightning Rod- A metal object that attracts lightning. Every so often, a lightning bolt (doodad) strikes it, sending chain lightnings through random nearby units.
Earth-
Dust Storm- there's a link to this spell in the war3 download area, its one of the better earth spells.
Luck-
Reality Fold-Causes the unit to be inflicted with a random misfortune (turns inexplicably into a sheep, a freak meteor hits him, etc.)
Poison-:confused:
Dark-
Abyss-Opens a portal to the evil plane (there's always an evil plane somewhere in a fantasy setting) that must be maintained by the caster(tornado). Hordes of evil guys (from the plane) will pile out of the portal, attacking nearby units. When the portal fades, the evil guys will explode, stunning nearby units. The caster will be briefly unable to cast spells do to the energy required.
Light-
No ideas
:)banghead: )

When life gives you lemon, make ice cream.:shades:
 

Tinki3

Special Member
Reaction score
418
Some Fire spell ideas:

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Fire Blast

Shoots a wave of fire at a target enemy unit that explodes, dealing 3x the intelligence of the caster in damage, then deals half the caster's intelligence in damage per second over a random amount of time between 4 and 8 seconds.

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Flame Spiral

Creates a spiral of flame(s?) around the caster that deals 10 + half the caster's intelligence, in damage per second.
Lasts 10 seconds.

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Fire Spin

Shoots a projectile of fire at a target location that spirals as it homes towards it. Explodes wih deadly force as soon as it touches any type of enemy. Deals the caster's intelligence + the distance travelled.


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Phoenix Fire

Calls down waves of fire, as hot as phoenix fire at a target location that deal 5% of the caster's mana in damage per second.

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Some Ice/Cold spell ideas:

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Freeze

Traps all enemy units within the AoE in a block of ice for 1 + the level of Freeze for the caster in seconds.

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Chilling Projectile

Has a 5 + the level of Chilling Projectile for the caster in a % chance to deal 75 bonus damage to the target. Passively slows enemies for 1 second.

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Icey Blast


Blasts a target enemy unit in a wave of ice that deals 100 + the caster's intelligence in damage, + slows them for 3 seconds, and has a 10% chance to trap them in a block of ice for a random amount of time between 1 and 3 seconds.

------------------------------------------------------

Cold Shield

Creates a shield of frost around the caster that blocks all physical damage for 15 seconds. When the duration is over, the amount of damage stored will be released in a frost nova that deals the caster's intelligence as a % of the stored damage in damage to nearby enemies that slows them for a random duration between 2 and 6 seconds.

------------------------------------------------------

Some Lightning spell ideas:

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Static Bomb


Launches a massive static bomb at a target location that explodes upon impact dealing 10% of the caster's mana in damage to nearby enemy units, and causes them to be purged, which slows them for a random duration between 3 and 5 seconds.

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Lightning Storm

Creates a storm of lightning around the caster which creates/causes random explosions of electricity that deal 5% of the caster's mana in damage. The amount of electricity explosions depend on the level of Lightning Storm.

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Lightning Shock

Stuns a target enemy unit for X amount of seconds with a powerful bolt of lightning. The lightning bolt has a X% chance to chain onto nearby enemy units, also stunning them for X seconds.

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Lightning Flare

Creates a super bright flare of lightning at a target location which blinds enemy units for X seconds, causes them to miss on X% of their attacks.

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:rolleyes:

I'll probably add more ability ideas later.. But, for now, I'm tired.
 
1

101112131415

Guest
-=Fire 1=-
Name: Fire Cage
Information: Creates a box of magic fire around the hero, the fire may not hurt the hero, but will ignite any othe unit doing (Stat x #) damage over (#) seconds.

-=Fire 2=-
Name: Fuse
Information: Creates a fuse witch moves towards a target, hurting anything in its path for (Stat x #) damage. Then when reaches target unit does (Stat x 100 + Distance From Caster x #) damage to the target unit.

-=Ice 1=-
Name: Freeze
Information: Freezes a target unit, making him immobile for (Stat) seconds, if hit the unit is unfrozen and takes (Stat x # + Damage Delt From Hit) to unit.

-=Ice 2=-
Name: Frost Thrower
Information: Hits a target area doing (Stat x #) damage, slowing all units for (#)% movment speed and attack speed.

-=Lightning 1=-
Name: Negative Charge
Information: Zaps a unit for (Stat x #) damage and causes all nearby units to be draged to the target unit, making them unable to attack. This lasts for (Stat) seconds.

-=Lightning 2=-
Name: Opposite Attraction
Information: For (Stat x #) seconds all units within (#) of the casting unit will be pushed back, making it so only ranged units may attack the caster.

-=Earth 1=-
Name: Tremor
Information: A target unit is pulled underground taking (Stat x #) damage, and then is launched back up being stuned for (Stat) seconds.

-=Earth 2=-
Name: Boulder
Information: Creates a boulder that goes in a strait line that does (Stat x #) damage per (around .1 to .5) seconds.

-=Luck 1=-
Name: Snake Eyes
Information: Rolls 2 dice doing (Value x #) damage, if snake eyes do (Stat x #) plus another rolls damage, snake eyes can keep on going if lucky.

-=Luck 2=-
Name: Gamble
Information: Takes a random amount between (#-#) of your gold doing (Amount of Gold x #) to unit.

-=Poison 1=-
Name: Plauge
Information: Does (Stat x #) damage per second to target unit, and the plague can spread to nearby units doing the same effect. Lasts for (#) seconds

-=Poison 2=-
Name: Sting
Information: Stabs a unit with an injection of venom doing (Stat x #) damage per second, but if unit is under effect of Plague, unit will take (Stat x (# x 2))
damage per second. Lasts for (#) seconds.

-=Dark 1=-
Name: Hack Soul
Information: The casting unit attacks the soul of the unit directly, doing mental and phyisical damage. Does (Stat x #) damage, causes the unit to miss (#)% of the time for (Stat) seconds, also halfs the units max mana for (Stat) seconds.

-=Dark 2=-
Name: Shades of Evil (Passive)
Information: When the unit attacks, 3 magic bolts shoot out at the 3 closest units doing (Stat x # / 3) for each bolt. If there are no other units around [Other than the unit being attacked] the attacked unit will take an extra (Stat / #) damage.

-=Light 1=-
Name: Halo
Information: The target unit recives a bonus (#)% healing from light spells, and gets a 15% life steal for (Stat) seconds.

-=Light 2=-
Name: Pray
Information: An arch angle comes from the sky and shoots all units with; allied units get (Stat x #) healing, enemy units get (Stat x #) damage.

I only gave 2 of each, im not to swell with ideas :p
 
P

Pipsicles

Guest
Poison Dagger - deals X damage and X over time

as level gets higher increase range and damage.
 
A

ApocRhino

Guest
luck-

Life or Death- Gives a % chance, that thew hero wil either explode killing himself and dealing no dmg to nearby units or to send a wave of energy out of the hero in all directions dmging all enemies near.
 
J

jus1992

Guest
Me Spell!

Lightning Blast
-------------


alright it will send a bolt of lightning at a target this bolt of lightning has a 25% chance to continue on for each hit. when it lands it will have a eartquake effect in a 250 aoe where it strikes + if it hits a water region any unit in that region will take damage + it has a 30% chance to stun the oponent .
 

Mullit

New Member
Reaction score
51
Nice ideas guys, keep 'em coming.
I've +repped all the people who gave me ideas im gonna use.

@ Tinki - you might have to help me make fire spin, sounds a bit complicated to make a projectile spiral round on the way to a target.
 
1

123456789

Guest
Lightning-
Magnetic Flux-Creates a ward that pulls units towards it the sends them flying through the air.
Reverse Charge-creates a magnetic field around the hero that pushes units away from the hero for (x) seconds.
Dark
Antimatter-Creates a slow moving blast that homes in on the enemy. On contact a black hole is formed, sucking in all nearby units and dealing damage before teleporting them to a random spot within (Lv of AbilityX250) of the black hole's position.
 

Wiseman_2

Missy wants blood!
Reaction score
169
Luck Spell:

I don't really know what to call it, that part's upto you.

Applies a random buff to a target unit. If the target is friendly, it will be positive, if the target is enemy, the buff will be negative.

Negative Buffs:
25% Chance to Slow
25% Chance to Damage
25% Chance to Reduce Armor
25% Chance to Reduce Attack Damage + Prevent Casting of Spells

Positive Buffs:
25% Chance to Increase Attack Speed and Movement Rate
25% Chance to Heal
25% Chance to Increase Armor
25% Chance to Increase Attack Damage
 
Reaction score
65
Earth
Natural Selection:
Area target (around the caster). In the wilds, only the strongest can survive. The caster speeds this evolution: Every unit with more than 50% hp left will be healed for (str or int, depending which is larger) x10 every seconds. Every unit with less than 50% hp left will be damaged for (str or int, depending which is larger) x10. Lasts 10 seconds.
Poison
Shrinking Venom:
Single target. Causes the unit to shrink, losing 20% max hp, damage, movement speed and attack speed. Lasts hero's level/2 seconds.
Dark
Puppet Mastery:
Area target (targetable). Curses every unit in a small area. If the cursed unit's hit points are less than casters int x25, it will become under his control for casters int x0.1-0.25 seconds. If the unit's hit points are more than casters int x25, they will recieve a 40% reduction to the damage they deal.
Light
Judge:
Single target. First waits for 8 seconds, then if the target is an enemy, it deals as much damage to the target as it has dealt during the waiting perioid. If the target is a friendly, it heals it as much as it has dealt damage.
 

W!†A_cRaft

Ultra Cool Member
Reaction score
28
Shadow

I have one for now:

Blade of Darkness

The caster empowers his blade so that on the next attack it will deal
((5x inteligence) + strength) in damage and fear the target cousing it to wander aimlessly for 4 seconds. After the target is released from the tourment a Void of Darkness (DOT, dummy cast spell) will aflict it cousing it do lose health, be unable to cast spells, have reduced attack for X sconds.

the DOT dummy cast spell - Soul burn
the fear is acomplished with Drunken Haze - jsut set it to last 4 seconds and set it to prevent all attcaks, the AOE to 0 and it is done

Hope you like it. I can mayeb even try to make an icon for you if you want me to.
 

pheonixashes

Those who misplace trust in gods learn their fate.
Reaction score
65
Hmm...

I'll do Luck, Dark, Light, and some new Time and Sleight (Prestigitation) based Abilities...

Flip of Fate:
Costs no Mana (Or whatever cost there is), but when used, the caster has a 50% chance to give him Invulnerability for 15 seconds (or more), and a 50% chance to give a random enemy next to him Invulnerability for 15 seconds (or more).

Deck of Choice:
If you use it on an enemy, the deck gives the unit 2 abilities instead of Attack and Move, so it cannot move or attack. A dialog shows up for the target's owner to alert him, and a "Soul Theft" buff appears near the enemy. The two abilities are called: Left and Right. The computer chooses a random one, and if the owner chooses the wrong one, the target takes 500 damage. If it chooses the right one, the target recieves the Sleep Buff. If you use it on an ally, it does the same thing, except if the owner chooses the right one, the target is healed for 1000 HP over a Rejuvenation of 20 seconds, and if you choose the wrong one, it recieves the Sleep Buff. This might be hard...

Corruption:
When casted, the caster and the unit each suffer 100 damage. After a couple seconds of damage, the target implodes, dealing 400 more damage to him and 150 damage to all units around him in a 250 radius. Any units killed will be raised as skeletons.

Grim Fate:
When casted, the target of the unit loses 50% of its current HP. If it is killed within the next 5 seconds, the target is ressurected as a permanent skeleton, with 1000 HP, 300 Mana, Death Coil, Unholy Aura, Corruption (see above), and 50-75 attack. If not, it regains 10% of the HP it lost. Can only be cast on units.

Holy Blade:
When attacking (autocast ability), it adds an extra 5/10/15 attack. Plus, some times when it hits (33% chance), it makes the nearest ally invulnerable for the next 5 seconds, allowing it to escape to fight another day.

Blinding Light:
When cast, all units around him have a 50% to miss for the next 30 seconds. A quarter of the units affected will also take 10 damage/second for the next 30 seconds.

Timeless Aging:
When cast, all units in an area of effect are paused for X seconds, and take X damage per second for the duration of the spell. When the effect stops, the units have 1 less defense and 1HP/second less HP regeneration for the next 60 seconds.

Reverse:
The target of this ability takes 100 damage, and the owning player loses control of the unit for about 10 seconds, in which it slowly (over the course of 10 seconds) goes back to its original point 10 seconds ago. If it was made less than 10 seconds ago, it goes back to its starting point from the area in which it was made.

Sleight of Hand:
The Target of this ability disappears from the game for 20 seconds, then reappears at his nearest town hall. It also takes 50 damage.

Imaginary Wound:
The Target of this ability is healed of all buffs and damage, and then half of the damage the target took is transferred to the nearest enemy, along with all the buffs.


Hope you like my ideas.
 

Thanatos_820

Death is Not the End
Reaction score
91
Fire Spells:

Firebolt
Casts a bolt of fire which will be thrown at an enemy target.

Damage: (100 Damage + 0.5x Intelligence)
Stun: (2 seconds + 0.2x Intelligence)

Blaze
Creates a path of fire which will damage the enemy who stays in the flames.

Damage: (4 Damage + 0.2x Agility)
Duration: (3 seconds + 0.1x Intelligence)
Spell Max Range: (300 Range + 0.3x Agility)

Explosion
Blasts an area with destructive power, severely damaging all units and blowing them away.

Damage: (120 Damage + 0.5x Intelligence)
AoE: (200 + 0.4x Intelligence)
Blow Radius: (100 Radius + 0.6x Strength)

Blast Burn
Creates a small ring of fire. The fire will disappear and appear again in a larger form. Disappears and reappears a number of times.

Damage: (180 Damage + 0.8x Agility)
Rings: (1 ring + 0.1x Intelligence)
AoE: (500 Range + 0.5x Agility)

Water/Frost Spells:

Frostbolt
Casts a small bolt of frost which will be thrown at an enemy target.

Damage: (90 Damage + 0.6x Intelligence)
Stun: (2 seconds + 0.2x Intelligence)

Frost Nova
Casts nova of frost and ice, freezing and damaging all enemy units who get into the way.

Damage: (90 Damage + 0.8x Intelligence)
Freeze Duration: (1 second + 0.1x Intelligence)
AoE: (275 + 0.2x Strength)

Water Prison
Wraps a target unit in a perfect sphere of cold water, damaging it and stunning it after casting. Lasts a few seconds and is channeled.

Damage: (10 Damage + 0.8x Agility)
Duration: (5 seconds + 0.3x Intelligence)
Stun: (1 second + 0.2x Strength)

Liquidous Aura
Emits an aura of liquid that will raise hit point and mana regeneration.

HP Regen: (1 Hit Point + 0.2x Strength)
MP Regen: (5% + 0.2x Intelligence)
Range: (500 + 0.2x Strength)

Lightning Spells:

Thunderstorm
Casts a thunderstorm that will strike units who get near the caster.

Damage: (90 Damage + 0.6x Intelligence)
Attack Cooldown: (20 - 0.4x Intelligence)
Range: (200 + 0.2x Intelligence)

Nova
Casts nova of electicity, damaging all enemy units who get into the way.

Damage: (90 Damage + 0.8x Intelligence)
AoE: (275 + 0.2x Strength)

Constricting Thunder
Traps a target unit in a wire of electicity which will damage it over time.

Damage: (10 Damage + 0.8x Agility)
Duration: (5 seconds + 0.3x Intelligence)

Force Electricity
Shocks an enemy unit with living electricity that will continually damage it until the channeling ends.

Damage: (6 + 0.2x Strength)
Duration: (8 seconds + 0.2x Intelligence)

Earth Spells:

Earthquake
Creates an earthquake that will slow and damage several enemies in a large AoE. Slows units by 50%. This spell is channeled.

Damage: (30 Damage + 0.6x Strength)
Duration: (5 seconds + 0.4x Intelligence)
AoE: (200 + 0.2x Strength)

Rock Barricade
Barricades the hero in rock that will protect the hero but will be immobile.

Hitpoints: (90 HP + 0.3x Strength)
Armor: (0 + 0.1x Agility)
Time: (4 seconds + 0.4x Strength)

Magnitude
Pounds the ground that will cause several rocks to fall from the sky.

Damage: (10 Damage + 0.8x Strength)
Duration: (5 seconds + 0.3x Intelligence)
Boulders: (2 + 0.3x Strength)
Waves: (1 + 0.1x Strength)

Fissure
Shatters the ground with extreme force, causing shockwaves to cripple the enemy. Has a 2% chance to instantly kill the enemy each second.

Damage: (125 + 0.8x Strength)
Duration: (8 seconds + 0.1x Intelligence)
AoE: (800 + 0.2x Strength)
 
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