DM Cross
You want to see a magic trick?
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The Heroes of old days have been replaced by New Age Champions! So far, not a huge change has been made to Champions, but I have a few ideas that I'm thinking over before releasing, even for voting. However, I would like a few new Champion ideas!
However, please don't give me anything imbalanced or rigged, as I will delete your post. Now, here are the races I need Champions for:
Humans
Orcs
Undead
Night Elves
Naga
Also, here is a list of all the custom Champions we have so far, so that you don't suggest what's already there:
--A) Humans gained the Rune Mistress, a sorceress adept at casting magical runes that hold magical properties.
---a) Rune of Empowerment - This rune brings out the very best in a person, increasing their armor and attack damage.
---b) Rune of Blasting - When cast, this rune blasts energy out at a target, dealing
considerable damage.
---c) Rune of Enfeeblement - This rune ages a target until all their strength has left them, making them easier prey.
---d) Rune of Transmutation - This amazing ability transforms flesh to pure gold. The Rune Mistress' allies can then melt the solid gold down for money. Cannot be cast on Champions, or Creeps over level 5.
--B) Orcs gained the Storm Lord, a shaman who specializes in thge abilities of the ELements of Air and Fire.
---a) Shock Bolts - The Storm Lord sends out multiple bolts of lightning for some quick moderate damage.
---b) Static Field - The Storm Lords creates a field of static electricity around him that damages all units nearby to him. However, the field requries a lot of magic to keep up and running.
---c) Summon Lightning Elemental - These beings are composed out of pure lightning and are created to (edit, improper word usage, (admin))ist the Storm Lord.
---d) Storm - This is the ultimate reach of the Storm Lord's abilities. He calls upon the Elements of Air and Fire to create a storm like no one has ever seen. Rain showers down while lightning bolts fry the ground.
--C) Undead gained the Dark Wizard, a dangerous mage adept at curses and bringing the enemy's morale down.
---a) Fragility Curse - The Dark Wizard sucks the strength out of a target until their bones become brittle, making them very easy to damage.
---b) Paralysis Curse - The target's spine is wrapped in magic, keeping it in place. This causes the target to be paralyized in place, unable to move for a short period of time.
---c) Cursed Aura - Most people are very superstitious of the Dark Wizard, and tend to be very careful around him. They move and attack slower, trying hard not to be killed by bad luck.
---d) Curse of Fear - The Dark Wizard lets loose his most powerful curse, sending an enchanted fear straight into the hearts of his enemies. They can't put as much effort into their blows, on the edge of running away, so they lose quite a bit of attack damage.
--D) Night Elves gained the Shadow Mage, a mage adept at controlling battle with the use of the shadows.
---a) Shadow Jaunt - When struck, the Shadow Mage can jaunt into the Shadow Zone for a time, leaving this world.
---b) Shadow Mist - The Shadow Mage orders the nearby shadows to cover the heads of a target group of enemies, making them unable to attack.
---c) Dark Rest - Through the shadows, the Shadow Mage sends her very thoughts into the mind of a target enemy, commanding them to sleep.
---d) Nightmare - Again using the shadows to invade a target, the Shadow Mage can flip through every dream and nightmare of a sleeping unit, bringing up the most disturbing images. The rush of horrid and grotesque images causes sever mental damage, dealing a large amount of damage to a unit. Cannot be cast on units that are awake.
Also, here are the current 4 new Naga Champions (since they only came with 1!
)
Twilight Reverant
-Twilight Aura
Increases all fellow naga units' attack speed/movement speed, varying at different times of
-Summon Twilight Elemental
(A) being(s) from the depths of the twilight zone emerge(s)
-Aqua Blast
Fires a water so chilling that it freezes the enemy and deals splash damage
-Tides of the Return
Summons the spirit of the tide that carried the naga back to the land, flooding the area
lvl1- 275 damage to all units in a 750 radius, unable to attack (enemy units), and slows movement by 60% for 2.5 seconds
Aquatic Enforcer
A brute force, melee naga powerhouse, 'the tip of the spear', good at heading formations and leading naga into battle
-Vengeance Of The Ocean
All units CONTROLLED BYT THE PLAYER gain a minor attack bonus, and otherwise it serves as a regular aura for units near him. These only work if he is alive, however. Obviously, this is one of the most useful seplls for the naga; small effects will add up, and with a full army this can be devastating. They DONT stack however
-Coralbone Blade
Adds damage to his attack and gives him slight range along with minor splash, in exchange of large mana lossage
-Unbroken Rivers
The underground rivers beneath the Aquatic Enforcer break free of their channels and head for the surface; random geysers appear around him as he channels for a few seconds, tossing units in the air and possibly scalding them at later levels
-Magic Whirpool
Channels for one second, then summons a large, flattened blue tornado on an area, draining the mana of all the units in it except for allied, giving it to the whirpool, shunting it off to the Aquatic Enforcer, with the excess going to nearby spellcasters, and then keeping a portion of the remainder for itself; the whirpool needs magic do function. It has a large AoE, so obviously this spell can render whole legions of spell casters ineffective, and then supercharge your own, with devastating results.
Medusa
-Guise
Turns the Medusa into a random Critter for a certain amount of time, slowing her down. However, her enemies will never see her until she attacks, which gains some surprise damage.
-Snake Traits
The Medusa is very agile and flexible, while having strong limbs and sharp claws and teeth. It has a small percentage to deal extra damage on a hit, while having a much larger chance to evade attacks.
-Spit Acid
The Medusa can spit acid at a unit which wil cause it to take small damage over a great length of time.
-Stone Cold Gaze
The Medusa's magical gaze can turn a unit to stone, but beware of misclick: This ability can work on allies, too!
Spellbane Champion
One of the strongest Naga warriors, Naga spellcasters taught them secrets to the arts of magic, and now they can destroy many enchantments, and have some magic of their own.
Str main
Basic Str Template with less agil more intel, more mana than a normal str hero
Negative Energy- The Spellbane Champion can transfer his own negative energy into the enemy, giving his allies mana and saping his enemies mana. Autocast
level 1- 25 mana a cast, deals 75% feedback to target, and energy spreads in a 150 radius, giving 25% of the original damage back to his allies and saping 15% from nearby enemy units
level 2- 35 mana a cast, deals 75% feedback to target, and energy spreads in a 200 radius, giving 35% of the original burned mana back to his allies and saping 25% from nearby enemy units
level 3- 25 mana a cast, deals 75% feedback to target, and energy spreads in a 225 radius, giving 45% of the original burned mana back to his allies and saping 35% from nearby enemy units
Tidal Strength- The Spellbane Champion has learned magics of the spirit realm and has the aid of the ocean, his allies benefit when near water.
level 1- has a 15% chance to slow the unit being attacked by 20% movement and 10% attack speed. Also lowers its armor by 1; units nearby have a 8% chance to slow by 10% (no -armor)
level 2- has a 20% chance to slow the unit being attacked by 35% movement and 16% attack speed. Also lowers its armor by 2; units nearby have a 12% chance to slow by 16%
level 3- has a 25% chance to slow the unit being attacked by 50% movement and 30% attack speed. Also lowers its armor by 2; units nearby have a 18% chance to slow by 22% and -1 armor
Negative Karma- Using his own brand of magic, the Spellbane Champion deals damage to a target bit by bit by combusting the units good karma,removing some buffs (not doom lol or any other bad buff). The Spellbane Champion cannont do anything else, as this requires his full will power (while casting).
level 1- lasts 10 seconds maximum, draining 12 mana a second (Spellbane Champion), deals 12 damage a second to the target the target cannot cast spells
level 2- lasts 10 seconds maximum, draining 19 mana a second (Spellbane Champion), deals 18 damage a second, and drains (if possible) 3 mana a second the target cannot cast spells
level 3- lasts 12 seconds maximum, draining 25 mana a second (Spellbane Champion), deals 22 damage a second, and drains (if possible) 6 mana a second the target cannot cast spells
Magi Plate- The Spellbane Champion, at the height of its power, can weave a net of magic around him, reflecting back spells (bad spells) and has a unheard of 50% magic resistance (eh lower it if its rigged) lasts 18 seconds, costs 250 mana
Anyone have another good idea to stick in there?
Humans
Orcs
Undead
Night Elves
Naga
Also, here is a list of all the custom Champions we have so far, so that you don't suggest what's already there:
--A) Humans gained the Rune Mistress, a sorceress adept at casting magical runes that hold magical properties.
---a) Rune of Empowerment - This rune brings out the very best in a person, increasing their armor and attack damage.
---b) Rune of Blasting - When cast, this rune blasts energy out at a target, dealing
considerable damage.
---c) Rune of Enfeeblement - This rune ages a target until all their strength has left them, making them easier prey.
---d) Rune of Transmutation - This amazing ability transforms flesh to pure gold. The Rune Mistress' allies can then melt the solid gold down for money. Cannot be cast on Champions, or Creeps over level 5.
--B) Orcs gained the Storm Lord, a shaman who specializes in thge abilities of the ELements of Air and Fire.
---a) Shock Bolts - The Storm Lord sends out multiple bolts of lightning for some quick moderate damage.
---b) Static Field - The Storm Lords creates a field of static electricity around him that damages all units nearby to him. However, the field requries a lot of magic to keep up and running.
---c) Summon Lightning Elemental - These beings are composed out of pure lightning and are created to (edit, improper word usage, (admin))ist the Storm Lord.
---d) Storm - This is the ultimate reach of the Storm Lord's abilities. He calls upon the Elements of Air and Fire to create a storm like no one has ever seen. Rain showers down while lightning bolts fry the ground.
--C) Undead gained the Dark Wizard, a dangerous mage adept at curses and bringing the enemy's morale down.
---a) Fragility Curse - The Dark Wizard sucks the strength out of a target until their bones become brittle, making them very easy to damage.
---b) Paralysis Curse - The target's spine is wrapped in magic, keeping it in place. This causes the target to be paralyized in place, unable to move for a short period of time.
---c) Cursed Aura - Most people are very superstitious of the Dark Wizard, and tend to be very careful around him. They move and attack slower, trying hard not to be killed by bad luck.
---d) Curse of Fear - The Dark Wizard lets loose his most powerful curse, sending an enchanted fear straight into the hearts of his enemies. They can't put as much effort into their blows, on the edge of running away, so they lose quite a bit of attack damage.
--D) Night Elves gained the Shadow Mage, a mage adept at controlling battle with the use of the shadows.
---a) Shadow Jaunt - When struck, the Shadow Mage can jaunt into the Shadow Zone for a time, leaving this world.
---b) Shadow Mist - The Shadow Mage orders the nearby shadows to cover the heads of a target group of enemies, making them unable to attack.
---c) Dark Rest - Through the shadows, the Shadow Mage sends her very thoughts into the mind of a target enemy, commanding them to sleep.
---d) Nightmare - Again using the shadows to invade a target, the Shadow Mage can flip through every dream and nightmare of a sleeping unit, bringing up the most disturbing images. The rush of horrid and grotesque images causes sever mental damage, dealing a large amount of damage to a unit. Cannot be cast on units that are awake.
Also, here are the current 4 new Naga Champions (since they only came with 1!
Twilight Reverant
-Twilight Aura
Increases all fellow naga units' attack speed/movement speed, varying at different times of
-Summon Twilight Elemental
(A) being(s) from the depths of the twilight zone emerge(s)
-Aqua Blast
Fires a water so chilling that it freezes the enemy and deals splash damage
-Tides of the Return
Summons the spirit of the tide that carried the naga back to the land, flooding the area
lvl1- 275 damage to all units in a 750 radius, unable to attack (enemy units), and slows movement by 60% for 2.5 seconds
Aquatic Enforcer
A brute force, melee naga powerhouse, 'the tip of the spear', good at heading formations and leading naga into battle
-Vengeance Of The Ocean
All units CONTROLLED BYT THE PLAYER gain a minor attack bonus, and otherwise it serves as a regular aura for units near him. These only work if he is alive, however. Obviously, this is one of the most useful seplls for the naga; small effects will add up, and with a full army this can be devastating. They DONT stack however
-Coralbone Blade
Adds damage to his attack and gives him slight range along with minor splash, in exchange of large mana lossage
-Unbroken Rivers
The underground rivers beneath the Aquatic Enforcer break free of their channels and head for the surface; random geysers appear around him as he channels for a few seconds, tossing units in the air and possibly scalding them at later levels
-Magic Whirpool
Channels for one second, then summons a large, flattened blue tornado on an area, draining the mana of all the units in it except for allied, giving it to the whirpool, shunting it off to the Aquatic Enforcer, with the excess going to nearby spellcasters, and then keeping a portion of the remainder for itself; the whirpool needs magic do function. It has a large AoE, so obviously this spell can render whole legions of spell casters ineffective, and then supercharge your own, with devastating results.
Medusa
-Guise
Turns the Medusa into a random Critter for a certain amount of time, slowing her down. However, her enemies will never see her until she attacks, which gains some surprise damage.
-Snake Traits
The Medusa is very agile and flexible, while having strong limbs and sharp claws and teeth. It has a small percentage to deal extra damage on a hit, while having a much larger chance to evade attacks.
-Spit Acid
The Medusa can spit acid at a unit which wil cause it to take small damage over a great length of time.
-Stone Cold Gaze
The Medusa's magical gaze can turn a unit to stone, but beware of misclick: This ability can work on allies, too!
Spellbane Champion
One of the strongest Naga warriors, Naga spellcasters taught them secrets to the arts of magic, and now they can destroy many enchantments, and have some magic of their own.
Str main
Basic Str Template with less agil more intel, more mana than a normal str hero
Negative Energy- The Spellbane Champion can transfer his own negative energy into the enemy, giving his allies mana and saping his enemies mana. Autocast
level 1- 25 mana a cast, deals 75% feedback to target, and energy spreads in a 150 radius, giving 25% of the original damage back to his allies and saping 15% from nearby enemy units
level 2- 35 mana a cast, deals 75% feedback to target, and energy spreads in a 200 radius, giving 35% of the original burned mana back to his allies and saping 25% from nearby enemy units
level 3- 25 mana a cast, deals 75% feedback to target, and energy spreads in a 225 radius, giving 45% of the original burned mana back to his allies and saping 35% from nearby enemy units
Tidal Strength- The Spellbane Champion has learned magics of the spirit realm and has the aid of the ocean, his allies benefit when near water.
level 1- has a 15% chance to slow the unit being attacked by 20% movement and 10% attack speed. Also lowers its armor by 1; units nearby have a 8% chance to slow by 10% (no -armor)
level 2- has a 20% chance to slow the unit being attacked by 35% movement and 16% attack speed. Also lowers its armor by 2; units nearby have a 12% chance to slow by 16%
level 3- has a 25% chance to slow the unit being attacked by 50% movement and 30% attack speed. Also lowers its armor by 2; units nearby have a 18% chance to slow by 22% and -1 armor
Negative Karma- Using his own brand of magic, the Spellbane Champion deals damage to a target bit by bit by combusting the units good karma,removing some buffs (not doom lol or any other bad buff). The Spellbane Champion cannont do anything else, as this requires his full will power (while casting).
level 1- lasts 10 seconds maximum, draining 12 mana a second (Spellbane Champion), deals 12 damage a second to the target the target cannot cast spells
level 2- lasts 10 seconds maximum, draining 19 mana a second (Spellbane Champion), deals 18 damage a second, and drains (if possible) 3 mana a second the target cannot cast spells
level 3- lasts 12 seconds maximum, draining 25 mana a second (Spellbane Champion), deals 22 damage a second, and drains (if possible) 6 mana a second the target cannot cast spells
Magi Plate- The Spellbane Champion, at the height of its power, can weave a net of magic around him, reflecting back spells (bad spells) and has a unheard of 50% magic resistance (eh lower it if its rigged) lasts 18 seconds, costs 250 mana
Anyone have another good idea to stick in there?


