Hero Spell Ideas

sidove

Member
Reaction score
22
Hi again, I've ran out of ideas as usually:)
So i need spell ideas for these heroes:
Code:
Combat Assassin
Don't need ideas any longer

Code:
Mage
[COLOR="Lime"]Need ideas[/COLOR]

Code:
Warlock
[COLOR="Lime"]Needs ideas[/COLOR]

Code:
Dark Knight/Death Knight
Don't need ideas any longer

Code:
Shaman
[COLOR="Lime"]Need ideas[/COLOR]

NOTE: Ideas must be original and good of course:)
+rep for good ideas :)
 

HalosNTariff

New Member
Reaction score
13
For the Mage/Warlock: Gravity Sphere
Summons an orb of compressed mass which draws enemy units towards itself, when a unit touches the orb it will recieve damage.

You can make the orb stationary or mobile, whatever works better for your map.

Mage: Hyperborean Cannon
Generates a beam of freezing particles which damage and slow/stun any enemy unit which touches it.

A channeling spell, the beam will remain for as long as the mage is stationary, so it can be used to cut off enemy escape routes.

Combat Assasin: Gungnir
Draws a spear of black light which deals huge damage to an unsuspecting unit.

Can only be used on units which are not in combat (I don't know if this is possible...)

Dark Knight: Slumberedge
When the Dark Knight attacks he has % chance to put his target to sleep for 2 seconds.

Passive, % increases with level.

Dark Knight: Dragon Rush
The Dark Knight charges forwards, black flames streaming of him, after striking the target unit he will move to the next one eventually atacking up to 16 units.

Probably a pretty complex ability, as you'd have to trigger him moving to each unit and facto0r in the fact that there might not always be 16 units. I'm thinking that if you could get the 'phoenix' model just behind him as he runs it could look pretty cool.

That's all I've got for now, hope this helped.
 

Razed

New Member
Reaction score
44
Combat Assassin
Follow Your Instinct (Passive)
The combat experience of the assassin has increased his chance to hit the most vital spots of his enemies.
Gives a 10% chance do strike the enemy with a vicious blow, causing it to bleed for 3% of their total health every second, for 3 seconds.

Scattered Vision
Scatters the sight of enemies, causing them to miss more often, allowing you to counterattack. Whenever they miss an attack (20% chance per attack), you will counterattack which deals 200% weapon damage.
The effect lasts 10 seconds.

Death Before Dishonor
Your faith in survival has grown so huge, that you want to survive, no matter what. Whenever on 20% health or lower, you have the ability to fade from the battlefield into a full invisible mode. Whenever in this mode, you cannot return to combat but must remain stealthed until it wears off.
The stealth lasts 7 seconds and it increases your movement speed by 50%.

Mage
Chaotic Storm
Releases the energy of arcane upon the enemy, causing average damage. Upon impact, a chaotic storm is created at the position of target enemy unit. The storm lasts 10 seconds in a 450 range radius and every second it deals damage to enemies caught inside.

Fiery Impulse (Passive)
The fire burning inside your body has to be released now and then, to maintain balance.
Whenever an enemy unit strikes you with a physical blow (either melee or ranged) there is a 50% chance to deal 10% of their damage dealt, back to the attacker.

Chilling Chain
Launches a beam of frost energy at the target, dealing low damage and bouncing towards two additional targets (dealing same damage). The enemies hit are frozen in place for 4 seconds.

Warlock
Demonic Ritual
Summons two servants of the Warlock to execute a demonic ritual upon the target. If not destroyed (the servants) within 10 seconds, the targeted enemy unit will be stunned for 6 seconds and take heavy damage every 2 seconds during the stun.

Curse of Pain
Curses the target with pain. The target will take 5% more damage for every attack he makes against a unit, lasting 7 seconds and stacks up to 5 times. The curse itself lasts 20 seconds.

Shadow Circle
Blasts an area of 200 range radius with shadow (instant cast). All enemies caught inside the circle will be stunned for 2 seconds and take massive damage. It can also hurt friendly units (including yourself), so use with caution.

Dark/Death Knight
Withering Bones
Splits all the bones of your body into a total of 12 pieces. Weakening yourself by 50% in all stats for 10 seconds, but the 12 pieces all grow individually into a skeleton, lasting 20 seconds. The skeletons have minor health, average damage and low chance on bash.

Plague of Awakening
Whenever the Dark/Death Knight dies by enemy hands, he will leave behind a plague which can be destroyed (has high health). If not destroyed within 6 seconds, the Knight will rise in his skeleton form with all his normal stats and abilities. The skeleton will die after 15 seconds, though.

Death's Grasp (Passive)
Surrounds the Dark/Death Knight with a death aura. All enemy units within 500 range of the Knight will take 10% more damage from attacks. But the affected units will also do 5% more damage.

--- I hope you like them :)
 

simonake

New Member
Reaction score
72
Combat Assasin.

The unit becomes invisible.

Then when it hits an enemy unit it make attacked unit being bounced like Potm'Leap in dota.

What would be nice if the unit could hit the ground and be bounced once again but less height and less far.

Each time it touch the ground it create a Martial Shock effect like Tiny's toss.
and it deals 100 damage Plus the damage dealed when he gets hit by the invis Assassin.

Sorry if you don.t understand part , My English sucks.
 

sidove

Member
Reaction score
22
Combat Assassin
Follow Your Instinct (Passive)
The combat experience of the assassin has increased his chance to hit the most vital spots of his enemies.
Gives a 10% chance do strike the enemy with a vicious blow, causing it to bleed for 3% of their total health every second, for 3 seconds.

Scattered Vision
Scatters the sight of enemies, causing them to miss more often, allowing you to counterattack. Whenever they miss an attack (20% chance per attack), you will counterattack which deals 200% weapon damage.
The effect lasts 10 seconds.

Death Before Dishonor
Your faith in survival has grown so huge, that you want to survive, no matter what. Whenever on 20% health or lower, you have the ability to fade from the battlefield into a full invisible mode. Whenever in this mode, you cannot return to combat but must remain stealthed until it wears off.
The stealth lasts 7 seconds and it increases your movement speed by 50%.

Mage
Chaotic Storm
Releases the energy of arcane upon the enemy, causing average damage. Upon impact, a chaotic storm is created at the position of target enemy unit. The storm lasts 10 seconds in a 450 range radius and every second it deals damage to enemies caught inside.

Fiery Impulse (Passive)
The fire burning inside your body has to be released now and then, to maintain balance.
Whenever an enemy unit strikes you with a physical blow (either melee or ranged) there is a 50% chance to deal 10% of their damage dealt, back to the attacker.

Chilling Chain
Launches a beam of frost energy at the target, dealing low damage and bouncing towards two additional targets (dealing same damage). The enemies hit are frozen in place for 4 seconds.

Warlock
Demonic Ritual
Summons two servants of the Warlock to execute a demonic ritual upon the target. If not destroyed (the servants) within 10 seconds, the targeted enemy unit will be stunned for 6 seconds and take heavy damage every 2 seconds during the stun.

Curse of Pain
Curses the target with pain. The target will take 5% more damage for every attack he makes against a unit, lasting 7 seconds and stacks up to 5 times. The curse itself lasts 20 seconds.

Shadow Circle
Blasts an area of 200 range radius with shadow (instant cast). All enemies caught inside the circle will be stunned for 2 seconds and take massive damage. It can also hurt friendly units (including yourself), so use with caution.

Dark/Death Knight
Withering Bones
Splits all the bones of your body into a total of 12 pieces. Weakening yourself by 50% in all stats for 10 seconds, but the 12 pieces all grow individually into a skeleton, lasting 20 seconds. The skeletons have minor health, average damage and low chance on bash.

Plague of Awakening
Whenever the Dark/Death Knight dies by enemy hands, he will leave behind a plague which can be destroyed (has high health). If not destroyed within 6 seconds, the Knight will rise in his skeleton form with all his normal stats and abilities. The skeleton will die after 15 seconds, though.

Death's Grasp (Passive)
Surrounds the Dark/Death Knight with a death aura. All enemy units within 500 range of the Knight will take 10% more damage from attacks. But the affected units will also do 5% more damage.

--- I hope you like them :)

Nice and original spells razed +rep

The unit becomes invisible.

Then when it hits an enemy unit it make attacked unit being bounced like Potm'Leap in dota.

What would be nice if the unit could hit the ground and be bounced once again but less height and less far.

Each time it touch the ground it create a Martial Shock effect like Tiny's toss.
and it deals 100 damage Plus the damage dealed when he gets hit by the invis Assassin.
Sorry don't play DotA and didn't understand so much :S
 

lindenkron

You can change this now in User CP
Reaction score
102
Warlock:
The warlock summons a minion (Could be anything you find fitting) under the warlocks command for 30 seconds. Every damage dealt by the minion will return mana for the warlock.
Level 1 - Weak minion, 200 hp, 10-20 damage. Costs 40 mana.
Level 2 - Average minion, 300 hp, 25-35 damage. Costs 65 mana.
Level 3 - Strong minion, 400 hp, 40-60 damage. Costs 100 mana.

gl, hf.
-Lindenkron
 

sidove

Member
Reaction score
22
Warlock:
The warlock summons a minion (Could be anything you find fitting) under the warlocks command for 30 seconds. Every damage dealt by the minion will return mana for the warlock.
Level 1 - Weak minion, 200 hp, 10-20 damage. Costs 40 mana.
Level 2 - Average minion, 300 hp, 25-35 damage. Costs 65 mana.
Level 3 - Strong minion, 400 hp, 40-60 damage. Costs 100 mana.

gl, hf.
-Lindenkron

Nice idea and original +rep
 

Hollandmap

New Member
Reaction score
1
dark knight
the sword of the summon
deals 2 damagme more than normal.
attack unit.the unit that's wil be attacked. summoned ad the side of the dark night.
if the unit will killed by this attack 0 summoned units. the summoned unit wil are in play fore 2 minutes.

ITS just like the black arrow. only dead is still alive and a bow will be a sword.

This was a EDIT
 

Lumograph090

New Member
Reaction score
22
dark knight
the sword of the summon
deals 2 damagme more than normal.
attack unit.the unit that's wil be attacked wil be doubled that glone will be of the team of the dark knight.if the attacked unit will dead there wil summon
2 times that unikt. the summoned unit wil are in play fore 2 minutes.

My head just fucking exploded.

Either way, take a look at this thread that I started, you might find a few interesting ideas...

http://www.thehelper.net/forums/showthread.php?t=121371
 

sidove

Member
Reaction score
22
dark knight
the sword of the summon
deals 2 damagme more than normal.
attack unit.the unit that's wil be attacked. summoned ad the side of the dark night.
if the unit will killed by this attack 0 summoned units. the summoned unit wil are in play fore 2 minutes.

ITS just like the black arrow. only dead is still alive and a bow will be a sword.

This was a EDIT

Sorry don't really understand can you explain a little better:)?
 

Running_dap

New Member
Reaction score
3
dark knight
the sword of the summon
deals 2 damagme more than normal.
attack unit.the unit that's wil be attacked. summoned ad the side of the dark night.
if the unit will killed by this attack 0 summoned units. the summoned unit wil are in play fore 2 minutes.

ITS just like the black arrow. only dead is still alive and a bow will be a sword.

This was a EDIT

Creates a sword that the Dark Knight can use (an item), that increases damage +2.If the Dark Knight kills a unit while this item is equiped, the dying unit will be spawned at the side of the Dark Knight (as a minion) for 2 minutes.

OR

A melee attack that deals MeleeDmg+2 and spawns the dying unit (if the ability kills a unit) at the Dark Knight's side.

i think that's what he is saying :pPPP
 

sidove

Member
Reaction score
22
Creates a sword that the Dark Knight can use (an item), that increases damage +2.If the Dark Knight kills a unit while this item is equiped, the dying unit will be spawned at the side of the Dark Knight (as a minion) for 2 minutes.

OR

A melee attack that deals MeleeDmg+2 and spawns the dying unit (if the ability kills a unit) at the Dark Knight's side.

i think that's what he is saying :pPPP

Aha okey but sorry already have an ability like that but is does this:
Code:
Shots out a projectile that bounces of all units in area of 500 if the unit dies of the spell he becomes a undead and serves the caster.
 

Kikac_NNGK

Well-Known Member
Reaction score
33
Combat Assasin

Cunning Move
Has 10% to move from back of attacking unit dealing him damage and reducing his move speed
Level 1 - Deals 50 damage, slows ms for 5%
Level 2 - Deals 100 damage, slows ms for 10%
Level 3 - Deals 150 damage, slows ms for 15%
Level 4 - Deals 200 damage, slows ms for 20%

P.S.: I'm not good at makin passive spells so i just give the idea;)

Assassins Blade
The Combat Assassin is hitting the target so hard that the hitted unit loses blood (HP) every seccond and it has chance to miss. Lasts for 10 seconds
Level 1 - 10 dps, 7.5% chance to miss
Level 2 - 20 dps, 15% chance to miss
Level 3 - 30 dps, 22.5% chance to miss
Level 4 - 40 dps, 30% chance to miss
Mana Cost: 120

Death Knight

The Forgoten Army
The Death Knight Summons an army of sceletons/zombies (or any undead creatures)
Level 1 - Creates 3 forgoten warriors
Level 2 - Creates 4 forgoten warriors
Level 3 - Creates 5 forgoten warriors
Level 4 - Creates 6 forgoten warriors
Mana Cost: 160
 

sjakie

Cookie Be Awesome!
Reaction score
127
Maby....

Shaman

Earthen Armor (active, single target)
Using his power over the elements, the Shaman forced the very earth itself to wrap its rocky surface around the target ally and grant him an impressive defence.

Level 1 - Grants 3 bonus armor and reduces all incoming damage by 6. Lasts for 15 seconds.
Level 2 - Grants 5 bonus armor and reduces all incoming damage by 10. Lasts for 18 seconds.
Level 3 - Grants 7 bonus armor and reduces all incoming damage by 14. Lasts for 21 seconds.
Level 4 - Grants 9 bonus armor and reduces all incoming damage by 18. Lasts for 24 seconds.

Shamanic Heat (active, target AOE)
The Shaman calls upon the destructive force of the fire element to wreak havoc over the target 500 AOE. All enemies in the area are scorched badly and suffer from gradually increasing burns. In addition, all allies in the area with Earthen Armor have their rocky layer molten and deal damage to nearby enemies each second. Lasts for 10 seconds.

Level 1 - Deals 10 damage each second plus 2 for each second the enemy has already remained in the heat. Allies with Earthen Armor deal 8 damage per second to nearby enemies.
Level 2 - Deals 15 damage each second plus 4 for each second the enemy has already remained in the heat. Allies with Earthen Armor deal 11 damage per second to nearby enemies.
Level 3 - Deals 20 damage each second plus 6 for each second the enemy has already remained in the heat. Allies with Earthen Armor deal 14 damage per second to nearby enemies.
Level 4 - Deals 25 damage each second plus 8 for each second the enemy has already remained in the heat. Allies with Earthen Armor deal 17 damage per second to nearby enemies.

Mana Funds (Passive)
Having practiced the Shamanic magics for many the years, the Shaman is an expert at effectively using his mana in spells. This skill passively increases his mana. In addition, he has a chance to instanly regain the mana he spent on an ability when he casts that spell.

Level 1 - +80 mana, 10% chance to instantly regain the lost mana.
Level 2 - +120 mana, 13% chance to instantly regain the lost mana.
Level 3 - +160 mana, 16% chance to instantly regain the lost mana.
Level 4 - +200 mana, 19% chance to instantly regain the lost mana.

Static Storm (active, no target, channeling)
The Shaman puts off a show of the ultimate Shamanic arts by generating a very lightningstorm around him. Not only does this scorch nearby opponents, but the Shaman functions as a magnet and uses his opponents metal weapons and armor to draw them towards him.

Level 1 - Deals 40 damage per second and draws enemies towards the Shaman by 50 distance per second. Channels for up to 5 seconds.
Level 2 - Deals 60 damage per second and draws enemies towards the Shaman by 70 distance per second. Channels for up to 5 seconds.
Level 3 - Deals 80 damage per second and draws enemies towards the Shaman by 90 distance per second. Channels for up to 5 seconds.
 

bessomi

New Member
Reaction score
9
You can have that really cool pull spell thing for the death knight.
It pulls the target to your location, i am not sure if it stunns after that but i think it does...

It is really easy to trigger if you know JASS, if not then it might be a little harder to make an MUI spell, i think it cant be done as an MUI spell in GUI.

If you need help making the spell then search for pushback spell or pull spell.
I am ceirtan there are atleast 2-3 out there on the internet
 

Man-o-Bomb

New Member
Reaction score
30
Shaman spell:

Spirit wolf
Creates a spirit wolf. The wolf will start with low damage, unclear and an ability to damage faster and faster on the same target (Beast Master if you play Dota). If the wolf dosnt fight, it will fade more and more out and then die.
The wolf is not completely in the shamans world yet, but the more it damages and the more it fights, it gets more clear and more damage. If it gets fully summoned, and it will last untill its dead.

Warlock spell:

Imp Invasion
The warlock uses a second or two, channeling a powerfull spell. If the spell is finished, an imp will spawn at the feet of the warlock. The imp will grow on each attack and split in two imps if it finishes x attacks. (Imps = Small red satyrs with a burning effect).

Mage spell:

Force Push
Will greatly push targeted enemy. Puching it back in great speed, the unit will either fly x range or untill it hits another unit. If another unit is hit, the first unit will take damage and get stunned, while the other unit will be the flying unit. Maximum flying range increased each level.
 

Man-o-Bomb

New Member
Reaction score
30
Shaman spell:

Spirit wolf
Creates a spirit wolf. The wolf will start with low damage, unclear and an ability to damage faster and faster on the same target (Beast Master if you play Dota). If the wolf dosnt fight, it will fade more and more out and then die.
The wolf is not completely in the shamans world yet, but the more it damages and the more it fights, it gets more clear and more damage. If it gets fully summoned, and it will last untill its dead.

Warlock spell:

Imp Invasion
The warlock uses a second or two, channeling a powerfull spell. If the spell is finished, an imp will spawn at the feet of the warlock. The imp will grow on each attack and split in two imps if it finishes x attacks. (Imps = Small red satyrs with a burning effect).

Mage spell:

Force Push
Will greatly push targeted enemy. Puching it back in great speed, the unit will either fly x range or untill it hits another unit. If another unit is hit, the first unit will take damage and get stunned, while the other unit will be the flying unit. Maximum flying range increased each level.
 
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