Need Spell Ideas for undead heroes.

Man-o-Bomb

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Hello nice people who wanna help an editor in need of spells!

The map is a Players vs. monsters game.
My map got (so far) 4 kinds of heroes. Each hero got 3 stages and will start with 3 basic spells (Level 1, 4 levels), will get ultimate stage 2 (Level 6 spell, 3 levels) and omega stage 3 (Level 10 spell, 1 level).
Note: Basic skills and ultimate skills will get better when leveling up stage.
Scarab
Melee, Str.
Sand Rampage (Stage 1)
Creates a minor earthquake that damages all nearby enemys by 25/50/75/100 each 3 second. Lasts for 10 seconds.
Blood Sucking (Stage 1)
Makes the heros attack regenerate hp equal to 20/40/60/80% of damage dealt.
Frenzy (Stage 1)
Increases attack- and movementspeed by 60% for 10/15/20/25 seconds.
Chaos Worms (Stage 2) (Locust Swarm)
Summons 1/2/3 undead worms to kill the enemys. The worms will take the flesh from their enemys and return it to the beetle. Lasts 30 seconds.
Impale (Stage 3)
Gives attacks a 20% chance to impale all enemys on a line, damaging 200 and stunning for 2 seconds. This effect can only trigger once every 10 second.
Nerubian
Web Spray (stage 1)
Targets a 150/200/250/300 range area within 700 range of the caster. All enemies caught inside the selected area will be incased by webs and be immobilized for 5 seconds. While immobilized, the target takes 100% more damage from attacks. 20 seconds cooldown.
Poisones Instinct Passive (stage 1)
Each attack made against an enemy gives you a 20% chance to inflict the target with poison, causing 60/90/150/240 damage over 9 seconds.
Can only occur once every 10 seconds.

Cripple Force (stage 1)
Rends the target with crippling force, reducing its movement speed and attack speed by 30/40/50/60%. Lasts 10 seconds.
Ranged, Agi (DPS).
Necromancer
Ranged, Int (Summoning and dark magic DPS).
Soul Swarm (stage 1)
Sends a swarm of souls to target location. The souls will eat the flesh of all targets they find, dealing 25 damage per second for 3/5/7/9 seconds. If the enemy dies under this effect, the soul will posses the remaining bones, creating a skeleton that will serve the necromancer.
Banshee
Ranged, Int (Healing and Buffing).
Whispers in the ear (stage 1)
While the banshee is channeling, all enemys in targeted area will start attacking each other.
Fly (Stage 3)
Makes the banshee fly into the air. While in the air the banshee can only get attacked by range, but cannot move. Lasts untill canceled.

GL! I give +rep to good ideas.
EDIT: I know that i havent used any triggers to the Scarab hero, but that dosnt mean i wont use for the other heroes :)
EDIT2: Please use this:
Name:
Icon:
Description:
What it does:
Cooldown (Spam(1-5)/Normal(6-20)/Long(20-40/Epic(40-180)):
 

Razed

New Member
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Nerubian
Web Spray (stage 1)
Targets a 150/200/250/300 range area within 700 range of the caster. All enemies caught inside the selected area will be incased by webs and be immobilized for 5 seconds. While immobilized, the target takes 100% more damage from attacks. 20 seconds cooldown.

Poisones Instinct Passive (stage 1)
Each attack made against an enemy gives you a 20% chance to inflict the target with poison, causing 60/90/150/240 damage over 9 seconds.
Can only occur once every 10 seconds.

Cripple Force (stage 1)
Rends the target with crippling force, reducing its movement speed and attack speed by 30/40/50/60%. Lasts 10 seconds.

Burrow Strike (stage 2)
Burrow yourself and allows you to walk 'underground' to surprise attack enemies. When striking from behind, you do 150/250/400% weapon damage.

Burrow Torture (stage 3)
Only usable when burrowed underground (@ burrow strike) and behind the enemy.
When used, grabs the target and drags it down underground. While the target is underground, the owner of the unit will lose control over his hero and it will take 5% of its total health every second, for 5 seconds.
After 5 seconds the Nerubian will make the final strike, dealing damage equal to 20% of the Nerubian's current health.
Both the Nerubian and the enemy hero will be revealed from the underground.
60 seconds cooldown.
 

Man-o-Bomb

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Ty! +rep, i will use the 3 basic skills but not the stage 2 and 3... They are abit to ''single unit killing''. Its not a PvP map.
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
Necromancer

Raise dead [Stage 1] (I know, too simple, but this is the primary spell for every necromancer :p)
Targets a location raising any dead unit within the target circle into skeletons for 20 seconds. Skeletons deal 150% of raised unit's damage and have 200% of raised units hp.

Shadow wave [Stage 1]
Sends a wave of death at target location damaging and cursing every enemy unit that gets hit. While cursed, they will take 50% damage return and will have 25% chance to silence themselves on attack for 4 seconds.

Confuse [Stage 1]
Curses group of enemies making them attack each other for 6 seconds. Duration increases per level, while mana cost decreases.

Decrepify [Stage 2]
A curse that slows enemies by 40% and causes them to take 33% more damage from attacks for 10 seconds. If they die during the curse, they will explode damaging every nearby enemy unit.

Flesh creature [Stage 3] (channeling)
Uses bones and flesh of nearby dead units and merges them to form a monster.
Monster type and might depends on number of corpses (you could create a giant skeleton, a lich, a frost wyrm, an abomination...). Search on hive for different bone-fleshy units.
Can also sacrifice raised skeletons to form a monster (each skeleton is counted as 2 corpses).
 

Man-o-Bomb

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Its some good ideas, but not for that necromancer i have in my mind. Im sorry :(. But +rep for your trouble.
 

Hollandmap

New Member
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NERUBIAN
poison bomb
makes of the ground where the bomb come's blight and a cloud.
when a unit walk into the cloud each second the unit get 5 damage.
the cloud disapear(?) after 3 minutes
each unit that's on the place where the bomb fall will go dead(as he is one the place

Necromancer
cell corpse
if there a corspe into a range of 500 of the necromancer
the corspe go away and the owner of the necromancer will get niv 1-100
gold niv 2-200 gold and so

corpse bomb
throw a bomb each unit that's inside the range of the bomb will killed and the corpse will be a dead soldelier(?)
 

Man-o-Bomb

New Member
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1. Im not looking for some extra-money abilitys.
2. And no instant kill abilitys!

But i think i make a spell no necro inspired by the cloud...
 

Razed

New Member
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44
Necromancer

Consume Soul (single target burst) (stage 1)
Blasts the target with shadowy spirits. Causing 70/110/160/220 damage. If you deal the killing blow with this spell, the spirits will corrupt nearby enemy souls within 500 AoE range. Those affected enemies will deal 40% less damage for 6/7/8/10 seconds. 16 seconds cooldown.

Demonic Harvest (active Summoning) (stage 1)
Phases yourself into demonic energy for 10 seconds. While phased you make ready for demonic summoning, you can move around for 30/40/55/70% of your max. movement speed and every dead corpse you pass (150/225/300/400 AoE nearby) will be stored in your body. The summoned demon increases in strength for each counted body and will be summoned after the 10 seconds of phasing.
Body Count:
1: Summons a minor demon.
2 & 3: Summons a small demon.
4: Summons a normal demon.
5, 6 & 7: Summons a strong demon.
8 or more: Summons the most powerful demon; the Chaotic Deathweaver (has Life Steal ability (10% damage returned)).
The summoned demon lasts forever until killed or 're-summoned'. It has no life regen. (for balance issues) and cannot be healed.
40 seconds cooldown.

Mind Resolve (passive) (stage 1)
Your experience in shadow spells gives you a chance upon getting hit by damage to create a protective shadow ward, making you less vulnerable to types of damage.
Gives you 10/15/25/40% chance upon getting hit by damage to create a shadow ward which reduces incoming damage by 50% for the next 8 seconds. Cannot occur more than once every 30 seconds.

Reign of Death (AoE channeling) (stage 2)
Allows you to create an area of blight with 400 AoE. Any living enemy caught inside will take 90/120/180 shadow damage every 3 seconds. And every second the affected enemy will get a debuff which increases incoming damage by 3% which lasts 5 seconds, stacking up to 45 times (a total of +135% damage). Lasts 60 seconds or until cancelled.
-- They can leave the affected area to get rid of the debuff... (so the stack will go to 0 again).
90 seconds cooldown.

The Great Apocalypse (AoE active) (stage 3)
Only usable with a summoned demon active.
Sacrifices the soul of your summoned demon. Dealing immense damage to all nearby enemy units and stunning them. The damage and stun increases with every stronger demon you possess.
Demon list;
Minor Demon: 100 damage, 1 sec. stun, 300 AoE.
Small Demon: 150 damage, 1.5 sec. stun, 350 AoE.
Normal Demon: 220 damage, 2 sec. stun, 400 AoE.
Strong Demon: 300 damage, 3 sec. stun, 500 AoE.
Chaotic Deathweaver: 500 damage, 5 sec. stun, 650 AoE.

-- Hope you like some of them ^^
 

Bloodcount

Starcraft II Moderator
Reaction score
297
Banshee
Ranged, Int (Healing and Buffing).

Agony Scream- The banshee screams out a verry special hypnotical sound that contains all of her pain and hate for all living beengs. For evry undead(or ally) unit it touchs it heals it for 100/175/225 points and demiges for the same value.
Mana cost 75/95/115. Cooldown: 7

Web of Souls
The banshee binds 3/4/5 units together. When they get healed, they share 20/30/40 of the heal with eachother. When they get demiged, the main targer gets 70/60/50% of the dmg. THe other dmg is given to the targets, but can't kill them. The web of souls lasts for 15/20/25 seconds. If a member of it dies, the web is broken


Premature Berial. Each time the Banshee casts a spell she gets one charge of the premature berial spell. Max 2/4/6 charges. When used to an alide hero each charge gives 10dmg heals for 30hp and gives 3 armor. When used to an enemy unit, it reduces it stats by the same stats. The Buff lasts for 15 seconds.

Soul Shatter When a unit is casted a spell on by the banshee, if he is allied his atack and moovment speed increase by 10/20/30% for 5 seconds. If the unit is hostile the atack speed is reduced by 10/15/20% and moovment speed by 5/10/15
 

Razed

New Member
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Btw. How do i make the +100% attack thing?

You could put the affected units in a Unit Group variable and remove them from it after 5 seconds.

Then with some sort of (handwritten) trigger:
Code:
Events - A unit is attacked
Conditions - Attacked unit is in Unit group
Actions - Set life of attacked unit to (life of attacked unit - amount of dmg?)

Never done much with such triggers, but there is a way to do that.
 

Man-o-Bomb

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Really good ideas! +rep.
Im sure im going to use some of them but i currently dont got time for editing, so im not sure what spells im going to use.
Just keep sending ideas, and ill pick the best when i start editing again! (Next week).
 

Kikac_NNGK

Well-Known Member
Reaction score
33
Necromancer
The Forgoten Army (Target)
Creates a 4 skeletons from the corpses nearby and order them to attack the targeted unit for 5 attacks
Cooldown: 40 seconds
Mana Cost: 140
 

sjakie

Cookie Be Awesome!
Reaction score
127
Fine then, I'll give a shot at the Necromancer:

Raise Skeleton (Active, autocast, target corpse)
Using dark magic, the Necromancer raises the skeleton of a fallen unit and uses him as his undead slave in combat. This skill raises a random kind of skeleton (Warrior, Mage, or Archer) depending on which ones you already have. The Skeletons last untill destroyed.

Level 1 - Raises a weak skeleton. Up to 2 warriors, 1 mage, and 1 archer may be controlled at a time.
Level 2 - Raises a average skeleton. Up to 3 warriors, 1 mage, and 2 archer may be controlled at a time.
Level 3 - Raises a strong skeleton. Up to 4 warriors, 2 mage, and 2 archer may be controlled at a time.
Level 4 - Raises a very strong skeleton. Up to 5 warriors, 2 mage, and 3 archer may be controlled at a time.
^These 2 spells come with eachother^
Return (Active, target AOE)
Even animated dead still contain a small amount of magical force. A skilled Necromancer is aware of this and can draw upon that energy in times of need. The Necromancer targets a 450 AOE, instantly killing all his skeletons in that area, but returning life and mana to him for each skeleton.

Level 1 - 15 health and mana each skeleton.
Level 2 - 30 health and mana each skeleton.
Level 3 - 45 health and mana each skeleton.
Level 4 - 60 health and mana each skeleton.

Pain for Pleasure (Active, single target)
The Necromancer is a sadist in every bit of his wicked mind. By channeling his corrupt energies into any unit, friend or foe, he can gain a percentage of the damage that unit takes in mana.

Level 1 - 15% of the damage taken in mana. Lasts for 8 seconds.
Level 2 - 20% of the damage taken in mana. Lasts for 10 seconds.
Level 3 - 25% of the damage taken in mana. Lasts for 12 seconds.
Level 4 - 30% of the damage taken in mana. Lasts for 14 seconds.

Black Cloud (Active, target AOE, channeling)
The Necromancer calls forth horrid, black clouds that burn and suffocate enemies in the target 500 AOE. The intensity of the clouds depends on the time the Necromancer takes to channel them. The clouds lasts for the time the Necromancer has channeled, plus an additional 8 seconds afterwards.

Level 1 - Channels for up to 2 seconds, adding 10 DPS for each channeled second.
Level 2 - Channels for up to 3 seconds, adding 10 DPS for each channeled second.
Level 3 - Channels for up to 4 seconds, adding 10 DPS for each channeled second.
Level 4 - Channels for up to 5 seconds, adding 10 DPS for each channeled second.

Bone Prison (Active, single target)
The Necromancer forces bones to rise from the ground and pierce the opponents body in place. Every time an unit dies within 300 range of the imprisoned enemy, 0.5 second is added to his imprisonment time.

Level 1 - Deals 20 damage per second and starts with a 2 second duration.
Level 2 - Deals 30 damage per second and starts with a 2.5 second duration.
Level 3 - Deals 40 damage per second and starts with a 3 second duration.
Level 4 - Deals 50 damage per second and starts with a 3.5 second duration.

Ballad of the Hedgehog (Activate, Deactivate)
The Necromancer uses dark magic to rapidly launch magical needles into the area around him to puncture nearby enemies as if they were dolls. When the needles hit allies however, they stich their wounds and heal them. Multiple needles can hit the same target.

Level 1 - Drains 6 mana per second. Fires 2 needles at random units per second, each dealing 16 damage or healing 16 health.
Level 2 - Drains 9 mana per second. Fires 3 needles at random units per second, each dealing 19 damage or healing 19 health.
Level 3 - Drains 12 mana per second. Fires 4 needles at random units per second, each dealing 22 damage or healing 22 health.
Level 4 - Drains 15 mana per second. Fires 5 needles at random units per second, each dealing 25 damage or healing 25 health.
 

DeathWing

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Elite Death Knight

[Death's Will]
Death Knight slashes his enemy with a cursed blade. Dealing damage increased by his strenght. Also gives a chance increased by inteligence of the hero to curse target, increasing damage dealt to target by 10%.

Level 1: Deals 75 damage + 0,5x strenght of the hero. Gives 33%+ 0,25x inteligence chance to curse target.
Level 2: Deals 125 damage + 0,75x strenght of the hero. Gives 33%+ 0,5x inteligence chance to curse target.
Level 3: Deals 150 damage + 1x strenght of the hero. Gives 33%+ 0,75x inteligence chance to curse target.
Level 4: Deals 175 damage + 1,25x strenght of the hero. Gives 33%+ 1x inteligence chance to curse target.

Important: This shall leave debuff on target for comsetic look. :D

March of the Dead
After activation, any living unit killed by Death Knight or any of his ghouls withing 30 second raises as ghoul to serve him for 10 seconds. Whenever a ghoul spawns, his life time is increased depending on number of allready existing ghouls.
Level 1: Increases life time of ghoul by 3 seconds for each other ghoul alive at spawn time.
Level 2: Increases life time of ghoul by 4,5 seconds for each other ghoul alive at spawn time.
Level 3: Increases life time of ghoul by 6 seconds for each other ghoul alive at spawn time.
Level 4: Increases life time of ghoul by 7,5 seconds for each other ghoul alive at spawn time.

Endless War
Increases damage and attack speed of Death Knight and his ghouls. In addition to that, any ghoul spawned by Death Knight has shortly increased life time. (In addition to normal life time increase from March of the Dead.)

Level 1: Increases damage and attack speed by 3%, increases any spawned ghoul's life time by 3 seconds.
Level 2: Increases damage and attack speed by 6%, increases any spawned ghoul's life time by 5 seconds.
Level 3: Increases damage and attack speed by 9%, increases any spawned ghoul's life time by 7 seconds.
Level 4: Increases damage and attack speed by 12%, increases any spawned ghoul's life time by 9 seconds.

Eternal Death
Whenever Death Knight would die, he can ressurect withing short time and fight again. Also, at moment of resurection, few corpses around Death Knight return to fight as ghouls.
Level 1: Death Knight can return to life once per 240 seconds and raises up to 2 ghouls together with him.
Level 2: Death Knight can return to life once per 200 seconds and raises up to 4 ghouls together with him.
Level 3: Death Knight can return to life once per 160 seconds and raises up to 6 ghouls together with him.
Level 4: Death Knight can return to life once per 120 seconds and raises up to 8 ghouls together with him.

Hope you like it! Anyway I think I'm gonna make a spellpack with thoose :D I pretty like this idea of mine.
 

Man-o-Bomb

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I may need more heroes later, but even when i do, that hero is way to WoW like :thup:. Please find spells to my current heroes
 
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