Ideas for Channeling Spells

shiFt

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Hey guys Im looking for ideas for some channeling spells.
Any kind of channeling spell can cost, health , mana, or nothing at all.

Any decent idea gets +rep, as im rephappy :D.
 

Dinowc

don't expect anything, prepare for everything
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I've never seen something like this and I think it might be interesting:

Mind Posses
Gives control of a target enemy unit allowing you to use your abilities with the target, draining it's mana instead. You cannot use target's abilities or attack with it, but can move him around. Lasts for 10 seconds.

just add some simple ladder spell to use it with it
 

NotInTheFace

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Spell Barrage

The caster targets an enemy unit. While the channeling continues, the channeling spell is replaced by another spell that doesn't break channeling (based on berserk perhaps) with a very low cooldown (like 0.2-0.4 seconds). Each time this second spell is cast, it blasts the target with X damage and a random effect.

Perhaps the damage and mana cost could increase each time the secondary spell is cast.
 

johnnymra

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Holy/Dark Grip
>A classical spell based on "aerial shackles" that binds the caster to the target, making both of them unable to move or attack/use spells during the channeling, but gives damage per second to the target.

Arcane Relocation
>Using powers of the arcane, the caster casts a energy ball (some sort of a purple wisp probably) and channels mana to keep it alive. During the channeling the player can only control the ball and can fly around with it. The ball has 2 spells, one that kills it, and stops the channeling and mana drain, another one that activates the effect of the spell and teleports the hero to the position of the ball and vanishes the ball, ending the channeling.
- This is more likely an teleportation spell to anywhere you want... but the manacost increases with the more time it takes you to get the ball there, and while channeling your hero can be hurt.

EDIT: also the ball should be an invisible and invulnerable unit. and if the hero dies during the channeling, the ball vanishes of course.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Phase Field
Every 5/4/3/2 seconds, all units within the target area are teleported to a random location within 800 range of their original position.

Switchback
While the caster channels, two random units around it exchange positions. Enemies are damaged and slowed when this happens, while allies are healed and sped up.

Mystical Orb
The caster summons an orb of magical energy and supplies it with mana from its own manapool every second. When the caster stops channeling or the orb's mana reaches its maximum, the flow of mana stops and the orb explodes, dealing damage equivalent to its current mana.
 

johnnymra

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The Mystical Orb is quite interesting idea :) but i wondered what you thought when you made it up... will the orb have a maximum mana depending on the level's spell or just always the same? and will the mana transfer between the caster and the orb be faster with each level? I'm just asking out of curiosity :D
 

shiFt

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I love the orb ideas,teleportation variations, and classic grip spells are always needed too. +reps

The mystical orb can have the amount of mana per second raised with level.

Keep them coming. :D
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Well, I was thinking the orb would be a unit whose maximum mana changed depending on level, and the mana transfer increased as well.

Psychic Bond
Creates a link between the caster and all heroes around it, which is maintained by the caster's mana. Enemy linked heroes will take damage whenever another linked hero does, and ally linked heroes excluding the caster will have increased HP and MP regeneration.

Energy Wave
The caster releases waves of energy in the direction of the target point. Every second, the caster loses 40% of its current mana to an energy wave, which will heal allies and damage enemies for the same amount when they come into contact with it.

Dazzling Light
The caster emits pulses of light from within its core, causing all surrounding enemies to miss on 40% of attacks and increasing allies' HP and MP regeneration while it channels.
 

johnnymra

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Circle of Walking Flames

When the caster stars channeling, a nova of flames starts to emerge from his position (dummy type nova). When the flames reach a certain range they begin to swirl around the caster and also come back near him and again far from him... moving this way until the caster stops or he loses all mana. Each flame deals X damage upon contact with an enemy and they cannot disappear in any other way then stopping the spell.


Lightning Form
The caster morph into pure lightning energy and becomes unable to stop... moving always in front with amazing speed but being able to turn left or right. While in this form in flies over anything and any enemy it touches get's damage and slow. The hero can channel this spell until it runs out of mana or until it presses the stop channeling button. Also while channeling he cannot attack or cast other spells, he only moves and loses mana.
 

shiFt

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Nice ideas kaerf like the wave and light abilities:).

Lightning form sounds awesome johnny definatly going to look into this.

+reps guys. Thanks

More ideas!
 

Dirac

22710180
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Energy Flow:

Every second releases a wave of energy from your location damaging nearby enemies consuming mana per wave, each wave has more AoE and deals more damage than the previous one, but costing more mana. Ends when cancelled or when the mana is depleted
 

johnnymra

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This is one idea my friend came out with. He didn't made a name tough...
(undead spell)

The caster activates an aura that drains his mana continuously. While the aura is active a magical blighted mist is created around him (he can move, not just stand, and the blighted mist moves with him). This blight enhances all undead allies near the hero to have improved damage and health regeneration while all living enemies gain quite the oposite, life decay and damage reduction.

The aura lasts as long as the hero is alive or until he dies. If the hero dies while the aura is active an major blight explosion emerges that damages all living units and heals all undead allies for a little HP, also creating permanent blight at the location of the explosion.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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@johnnymra: How about Blighted Cloud? It doesn't seem to be channeling, though.

Outburst
Every 0.5 seconds of channeling, the caster emits a powerful bolt of energy towards a random target in the area, losing X% of its current hit points. The target will be healed if it is an ally or damaged if it is an enemy, for an amount equal to the amount of health lost. While the caster is channeling, it has a moderate HP regeneration bonus.

Absorption
The caster begins to drain energies from the ground itself, gaining 1% of its health and mana for every second of channeling. All other units in the area have reduced health and mana regeneration as a result of the drain. The caster will stop channeling when its health and mana are both full; when this happens, it gains increased movement speed for a short duration.

Hyperventilate
Throughout the channeling duration, the caster continuously deals damage to nearby units. If it takes damage while channeling, a portion of that damage is dealt back to the damaging unit, regardless of friend or foe. When channeling stops, enemies in the area take damage equal to the highest instance of damage taken (except when caused by death).

Circumvention
Every second, a random enemy in the area is Circumvented; it is stuck to its position, and will take damage if it moves. Units that are Circumvented are excluded from this selection; units that have broken the Circumvention or remained for the entire duration of the debuff remain available targets for selection.

Undercurrent
While channeling, invisible pulses of energy frequently emanate from the caster, dealing minor damage to surrounding enemies' mana. Units that have less mana than the damaged amount will take the remainder of the amount in damage. When the caster stops channeling, it releases a large shockwave that stuns units with less than 50% of their mana.
 

Mindless

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Nature's Balance
In a 900 AoE, take the average of all the unit's (enemy and friend, including caster) mana and life. All units this region will have their life and mana gradually increased or decreased to the average while the caster is channelling. Each level could have faster incement/decrement rate.

Unholy Aperture
The caster summons a Doom Gate on the ground and channels in front of it. While the doom gate is still alive, the caster is still alive, and the the caster is still channeling, random creatures will step through the portal, like Doom Guards, Felhounds, etc. The power of the units coming through could depend on the caster's current health. Could have stronger units come out when caster is on low health or the other way around.

Copycat
Casts at a target unit. When cast, the caster will have all its properties (such as movement speed, attack speed, damage, armour etc.) gradually change to the properties of the target unit. The channeling can be stopped any time. It takes five seconds to completely mirror the target's stats but if you choose to stop it after three seconds, perhaps only the movement speed and attack speed are mirrored. Alternatively, if you choose to stop it before five seconds, all stats will be partially converted. (Say you have 5 armour, 45 base attack and opponent has 9 armour, 56 base attack. You stop channeling after three seconds. You would then have 8 armour, 52 base attack. Similarly for all other stat conversions.) The effects of this is removed after 60 seconds. (If you are really up to it, try and mirror the enemy's spells too, just add a spellbook ability to the caster and gradually add the enemy's ability one by one each second. You still retain your own abilities though.)
 

parmsib

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I have come up with two spells that i never made due to switching to other games, but you may like them:

Stream
While channeling, all units within X of you will be pushed out, and maybe slowed. Drains mana per second, and speed increases with level.

Voodoo
While channeling, all units that die near you has their soul replaced with black magic for a few seconds (Create an illusion of dying unit), fighting for your side. Duration increases with level.
 
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