The Ability Idea Thread

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Tinki3

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I thought it would be a good idea to make a thread where people can anytime, post an ability idea.

This thread would be useful for people who are dry of ideas for abilities.

When you post your idea, please include at least 2 levels of information, and you can also include pictures of the actual spell, and maybe even some demo maps, like the ones I have included in this post.

Here's a few ability ideas, all with demo maps:
Dark Magic {PASSIVE}

Every time the caster casts a spell, he stores a magical dark energy inside him/her. After enough casting of spells, the caster is able to release this dark energy by creating a black demon. The demon passively devours every non-hero unit it attacks, and sends their helpless soul to the dark abyss of endless chaos. The Demon lasts for a random duration between 10 and 25 seconds. Ultimates will store more dark energy.

Level 1: Needs 12 spells cast, or 6 ultimates before a demon can be summoned.
Level 2: Needs 10 spells cast, or 5 ultimates before a demon can be summoned.
Level 3: Needs 8 spells cast, or 4 ultimates before a demon can be summoned.

Fury Slice

The caster (who should be a blademaster of some sort) blinks (or rushes/dashes) to the target unit and slices them with their sword, dealing 15/25/35/45+(the distance travelled/5/4/3/2). 300/400/500/600 cast range.

Mana Storm

The caster uses their mana to create a storm of chaos, that drains 10/20/30/40 mana/second from the caster, and deals the amount drained per 0.5 seconds to enemy units within 350/450/550/650 units of the caster.

I will also take spell requests if you want them made. I will upload all maps with spells in this thread.


Here are the maps for Dark Magic, Fury Slice and Mana Storm. Please take the time to look at them:
 

13lade619

is now a game developer :)
Reaction score
399
Torrent {Ultimate}
>The caster creates multiple novas of ravaging water spouts around him/her and the water spouts rush/home in to all nearby enemy units. Every level has increasing waves and water spouts. When the caster is on water, the power of this spell is amplified greatly.

hope this helps:)
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
Ayumi Creative Spell - Torrent

no... this one even better and sound more tech <3

Torrent
Spell Type: Supportive / Channel
Target: Area of Effect
Effect: Regenerate Caster HP and MP
Cooldown: 30 seconds

Description:
Create a network with enemy, and download their HP and MP to caster.
If enemy disconnect before they could upload half of what they suppose to
they will be unable to regenerate HP and MP temporarily.
Download requires 10 second to complete! Mana requied: -60 / -80 / -100
The unit is affected with any one random effect (there are 3 effects)
Slow OR Curse OR Poison

Download
Level 1 : Download 20% HP and MP from enemy units
Level 2: Download 40% HP and MP from enemy units
Level 2: Download 60% HP and MP from enemy units

Upload Incompleted
Level 1: 10 second no HP and MP regeneration + effect
Level 2: 20 second no HP and MP regeneration + effect
Level 3: 30 second no HP and MP regeneration + effect

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

Problems to solve to create this spell

1. How do you siphon HP and MP from enemy to caster?
2. How do you check the unit has uploaded more than half?
3. How do you stop the enemy unit from regenerating HP and MP
- How to stop unit base regeneration
- How to disable their auras from helping them to regenerate HP and MP
- How to disable their item from allowing HP and MP regeneration
 

pheonixashes

Those who misplace trust in gods learn their fate.
Reaction score
65
Pheonixashes' creative ability?

Umm...

Illusion Shift (to be used with Mirror Image or Wand of Illusion)

The hero takes an illusion that he made and switches places with the illusion, to confuse enemies. The illusion is not modified in anyway, but has the same HP the hero does, while the hero does not gain any HP nor MP. No art will be used other than the normal "mirror image" animation.

Level 1: 1 second casting time, 30 second cooldown.
Level 2: .5 second casting time, 25 second cooldown.
Level 3: No casting time, 20 second cooldown.

I'll do one more.

Pickpocket

The hero runs up to the enemy unit or hero, and steals gold from it. Gold gained is based on how many units the hero or unit has killed, how much gold was put into making it, and how much items are worth that the unit or hero might be holding.

Level 1: (Units killed x .25) + (Heroes killed x 1) + (Cost - (Cost/1.5)) x 1/2 number of items in inventory.
Level 2: (Units killed x .25) + (Heroes killed x 1.5) + (Cost - (Cost/2)) x 1/2 number of items in inventory.
Level 3: (Units killed x .25) + (Heroes killed x 2) + (Cost - (Cost/3)) x 1/2 number of items in inventory.
 

Quauhtli

I have the right to remain silent.
Reaction score
62
omg, just search and u'll find ten BILLION ability ideas...
anyways, im bored so:
======================================
Catastrophe (using it in my own map as well:))
The hero summons the power of Catastrophe, goddes of destruction. By doing this he will cal forth an area of storm and wind wich damages targeted enemies.
Level 1 - 70 damage per unit (buildings take 35% damage)
Level 2 - 120 damage per unit (buildings take 55% damage)
Level 3 - 170 damage per unit (buildigns take 85% damage)
Notes:
Base this of Monsoon and make it a hero ability. In my own map it is an ulti but ah well...
======================================
Confusion
The hero creates an image of itself wich attacks the targeted enemy. The image has reduced attack damage, but attacks at an increased attack speed. The image is imortal to normal damage, but can be purged (destroyed) and attacked by spells. Long cooldown.
Level 1 - 10% attack damage , 300% attack speed
Level 2 - 15% attack damage , 300% attack speed
Level 3 - 20% attack damage, 400% attack speed
======================================
Hand of Holy Doom
Acts as doom, only it creates a holy beast instead of a dark beast.
Level 1 - Creates a Holy Monk
Level 2 - Creates a Divine Paladin
Level 3 - Creates an Angel
======================================
Aspect of the Cat
Has a chance on an attack to increase attack and movement speed, and increase damage for a short amount of time.
Level 1 - 4% chance, 15% increased attack and movement speed and +5 damage for 10 seconds.
Level 2 - 8% chance, 25% increased attack and movement speed and +10 damage for 15 seconds.
Level 3 - 12% chance, 35% increased attack and movement speed and +15 damage for 20 seconds.
======================================
Prayer of Divinity
Prays to a god for 5 seconds (channeling) and after this will heal self and nearby allies for a small amount, and also increase attack speed and armor.
Level 1 - 70 HP healed, 10% attack speed and +2 armor for 8 seconds
Level 2 - 140 HP healed, 20% attack speed and +4 armor for 16 seconds
Level 3 - 210 HP healed, 30% attack speed and +6 armor for 24 seconds
======================================
Wrath
Throws a bolt of destruction towards an enemy target, dealing damage and banishing the target for a short amount of time.
Level 1 - 60 damage, banished for 8 seconds
Level 2 - 90 damage, banished for 15 seconds
Level 3 - 120 damage, banished for 22 seconds
======================================
Poseidon
Hurls the trident of Poseidon himself upon the targeted area (AoE). Deals a large amount of damage to all targets in that area, friend or foe, and stuns them for a short amount of time.
Level 1 - 100 damage, 2 second stun
Level 2 - 200 damage, 3 second stun
Level 3 - 300 damage, 4 second stun
======================================
Cunning Ritual
Makes an AoE area of enemy units all get charmed, the ritual takes a short amount of time, if the units within the area leave, they will not get charmed.
Level 1 - Small radius, 10 second cast, 4 total units charmed
Level 2 - Medium radius, 8 second cast, 6 total units charmed
Level 3 - Big radius, 6 second cast, 8 total units charmed
======================================
I can come up with alot more...
 

pheonixashes

Those who misplace trust in gods learn their fate.
Reaction score
65
I'll do them by sections then.

Hero Killer spells:

Burn Blast: Targets an enemy hero. The target hero will take damage, and any enemy unit within 150 range of it will take 50 damage from a Fire Blasting attack. The target hero's powers will be greatly reduced for 10 seconds. Costs 135 Mana. 15 second cooldown.

Level 1: Attack Rate is reduced by 25%, Damage by 25%, and Movement Speed by 30%. Hero takes 100 damage.
Level 2: Attack Rate is reduced by 40%, Damage by 40%, and Movement Speed by 45%. Hero takes 150 damage.
Level 3: Attack Rate is reduced by 55%, Damage by 55%, and Movement Speed by 60%. Hero takes 200 damage.

Catalysm: The target unit's HP is interchanged with its MP. Cannot be used on units without MP. However, some HP must always remain. Costs 160 Mana. 30 second cooldown.

Level 1: 400 HP must always remain, 100 MP must always remain.
Level 2: 300 HP must always remain, 50 MP must always remain.
Level 3: 200 HP must always remain, No MP is needed to remain.

Great Cleave: The caster strikes his weapon with such force that the hero is split into itself and an illusion. His HP, likewise, is split. Both sides can tell the difference between the Illusions. Costs 190 Mana. 20 second cooldown.

Level 1: 25% of its current HP goes to the illusion.
Level 2: 37.5% of its current HP goes to the illusion.
Level 3: 50% of its current HP goes to the illusion.

Horoscopic Debacle: The caster marks the target hero with a buff. Seconds later, the player controlling the hero loses all control over it, and the hero attacks the closest unit for the next few seconds. Costs 150 Mana. Cooldown 35 seconds.

Level 1: 10 second wait time, lose control for 10 seconds.
Level 2: 7.5 second wait time, lose control for 15 seconds.
Level 3: 5 second wait time, lose control for 20 seconds.

Lambent Strike: The target hero's movement speed is reduced to zero for 4 seconds while the caster teleports around the hero, striking him multiple times for 40 damage each strike. Costs 100 mana. Cooldown 15 seconds.

Level 1: 5 strikes.
Level 2: 7 strikes.
Level 3: 9 strikes.

Stasis Strike: The caster runs up to the target, and strikes it for 50 damage, stunning for a couple seconds. During the time it is stunned, any attack made on it will do x2 damage. Spells do normal damage. Costs 95 Mana. Cooldown 12 seconds.

Level 1: 2 second stun.
Level 2: 3 second stun.
Level 3: 4 second stun.

Zenith of the Cold: The caster summons an icicle to trap the hero for 3 seconds. If the hero is dealt more than a certain amount of damage when in the icicle, then the hero takes extra damage when the icicle dissapitates. Costs 200 Mana. Cooldown 40 seconds.

Level 1: More than 400 damage will result in an extra 100 damage.
Level 2: More than 350 damage will result in an extra 150 damage.
Level 3: More than 300 damage will result in an extra 200 damage.

Supportive spells:

Blackout: All units suffer a miss chance on their attacks, but all allied units recieve an increase in damage. Lasts 30 seconds. Costs 215 Mana. Cooldown 50 seconds.

Level 1: 15% miss chance, +10 damage for allies.
Level 2: 20% miss chance, +20 damage for allies.
Level 3: 25% miss chance, +25 damage for allies.

Energy Surge: The caster gives all units in a radius a powerful surge of elecricity, which gives every unit a 5% chance to deal a purging attack on hit. Active, lasts 50 seconds. Costs 150 Mana. Cooldown 60 seconds.


Level 1: 200 AoE radius.
Level 2: 250 AoE radius.
Level 3: 300 AoE radius.

Opiation Aura: All enemy units around the hero are affected by an opiate; their attack speed, damage, and movement speed are reduced. Passive- no mana cost/cooldown.

Level 1: -5% Attack Speed, Damage, Move Speed.
Level 2: -10% Attack Speed, Damage, Move Speed.
Level 3: -15% Attack Speed, Damage, Move Speed.

Share the Pain: The target unit will distribute his damage with the caster for the next 30 seconds. Every time an attack is made against the unit, the dealer will take % of the damage. Lasts 30 seconds. Costs 100 Mana. Cooldown 20 seconds.

Level 1: 25% of damage will be dealt back, 25% damage distributed.
Level 2: 37.5% of damage will be dealt back, 37.5% damage distributed.
Level 3: 50% of damage will be dealt back, 50% damage distributed.

Terror Aura: Every enemy unit that comes within this range has a % chance every second to be afflicted with a 5 second, -25% attack damage Howl of Terror. Plus, all enemy units will also be affected by a -% Movement Speed and Attack Rate. Passive - No mana cost/cooldown.

Level 1: 1% chance for Howl of Terror, -5% Move Speed and Attack Rate.
Level 2: 2% chance for Howl of Terror, -10% Move Speed and Attack Rate.
Level 3: 3% chance for Howl of Terror, -15% Move Speed and Attack Rate.

Warrior's Bond: The target allied unit will have a warrior's bond; every few mana points lost, the target will migitate borrow some of the mana points lost from the caster. Plus, all damage will be migitated as well. Increases the target's attack rate. Lasts 30 seconds. Costs 115 Mana. Cooldown 25 seconds.

Level 1: 25% of mana and HP lost will be shared. 25% more attack rate.
Level 2: 40% of mana and HP lost will be shared. 50% more attack rate.
Level 3: 55% of mana and HP lost will be shared. 75% more attack rate.

Elemental Spells

Water

Parting Waves: The caster creates two parallel crushing waves on both sides of him, dealing damage in two parallel lines. All units that come in contact with the waves will be dealt damage, along with being "drowned" for a couple seconds. Drowned units take damage every second, and have a 25% miss chance for the next 30 seconds after being drowned. Costs 110 Mana. Cooldown 10 seconds.

Level 1: 50 Damage on contact, drowned for 2 seconds suffering 10 damage/second.
Level 2: 80 Damage on contact, drowned for 3 seconds suffering 10 damage/second.
Level 3: 110 Damage on contact, drowned for 4 seconds suffereing 10 damage/second.

Whirlpool: The caster creates a whirlpool out of thin air; all enemy units are drawed to the whrilpool. If one touches the whirlpool, it will take damage and be stunned for a couple seconds. Units that touch the whirlpool can only be touched once. Whirlpool lasts 30 seconds, channeling. Costs 200 Mana. Cooldown 45 seconds.

Level 1: 75 damage on touch, 2 second stun.
Level 2: 120 damage on touch, 3 second stun.
Level 3: 175 damage on touch, 4 second stun.

Evaporate: The target unit is drained % of its health and mana. Afterwards, the target unit loses attack damage for 20 seconds. Costs 100 Mana. Cooldown 20 seconds.

Level 1: 20% of current health and mana is drained. -15 damage.
Level 2: 25% of current health and mana is drained. -20 damage.
Level 3: 30% of current health and mana is drained. -25 damage.

Water Blast: The target unit is surrounded by water elementals, which attack once, then disappear. Water Elementals have 20-25 attack, and have a 5% chance to stun the target for 5 seconds. Costs 85 Mana. Cooldown 10 seconds.

Level 1: 5 Water Elementals surround the target.
Level 2: 7 Water Elementals surround the target.
Level 3: 9 Water Elementals surround the target.

Earth

Rock Slide: The target is surrounded by stones, and each one (one by one) slides towards the target and bashes it, dealing damage and reducing movement speed for 10 seconds. 5 stones surround the enemy. Stones can be attacked, they have 2 Fortified Armor and 50 HP. Channelling, when interrupted, the stones disappear. Costs 135 Mana. Cooldown 25 seconds.

Level 1: 25 damage per stone, -10 Move Speed per stone.
Level 2: 40 damage per stone, -15 Move Speed per stone.
Level 3: 55 damage per stone, -20 Move Speed per stone.

Stone Prison: The target is captured by a huge rock, which rises into the air and stays there for a couple seconds, rendering it useless. On release, the target is smashed by the rock it was imprisoned in, inducing a stunning effect and reducing armor for 30 seconds. When imprisoned, the target can be broken free from the prison by attacking it, prison has 10 HP and 10 Armor. Costs 150 Mana. Cooldown 25 seconds.

Level 1: 3 second hold, 2 second stun, reduces armor by 3.
Level 2: 4 second hold, 3 second stun, reduces armor by 5.
Level 3: 5 second hold, 4 second stun, reduces armor by 7.

Harden Skin: The caster envelops himself in a stone casing, forming a dummy unit and recieving extra defense. The stone casing has HP and Armor. Costs 120 Mana. Cooldown 20 seconds.

Level 1: 100 HP, 3 Armor.
Level 2: 200 HP, 6 Armor.
Level 3: 300 HP, 9 Armor.

Rock Fall: The caster raises the target's ground to a high point, then summons a rock to crush him, dealing damage, stunning him, and causing a multiple rock pieces to launch off of the target and target other enemy units around it, dealing 50 damage. Smaller Rocks home in on targets, and do not affect units in an AoE. Costs 230 Mana. Cooldown 60 seconds.

Level 1: 100 damage, 2 second stun, 3 rocks formed.
Level 2: 150 damage, 3 second stun, 7 rocks formed.
Level 3: 200 damage, 4 second stun, 11 rocks formed.

Fire

Inferno: The caster targets an area, and raises a fiery wall around the area. Any unit touching the wall will take 25 damage. When the wall is up, random meteors hit the ground, forming a small flame strike anywhere it hits. Meteors, if hit, deals 50 damage, flame strike deals 20 damage/second, lasts 3 seconds. Total spell lasts 30 seconds. Costs 160 Mana. Cooldown 30 seconds.

Level 1: 20 meteors.
Level 2: 35 meteors.
Level 3: 50 meteors.

Wildfire: The caster targets a structure or ancient, then sets it on fire, dealing 10 damage/second. If any other structures or units are nearby, the fire will spread multiple times. The fire lasts a couple of seconds, and can jump a maximum of X times. Each target can only be affected once by the wildfire, units must be within 150 AoE to be set alight. Costs 130 Mana. Cooldown 25 seconds.

Level 1: Lasts 10 seconds, jump a maximum of 8 times.
Level 2: Lasts 15 seconds, jump a maximum of 14 times.
Level 3: Lasts 20 seconds, jump a maximum of 20 times.

Heat Wave: When the caster activates this, everything in a 700 AoE radius loses X HP/second. Plus, units which have less than 20% HP will automatically catch on fire, taking 10 damage/second for 5 seconds. Units that catch on fire can only be caught on fire once so long as their HP remains below 20%. Drains mana until deactivated, drains 10 mana per second.

Level 1: Units lose 1 HP/second.
Level 2: Units lose 2 HP/second.
Level 3: Units lose 3 HP/second.

Fire Strike: Autocast. When the caster attacks, a line of fire is left behind (caster should have at least 300 range). All units that come in contact with the fire will take damage and be burnt 2 HP/second for 3 seconds. Costs 50 mana/strike. Cooldown 1 second.

Level 1: 50 damage.
Level 2: 85 damage.
Level 3: 110 damage.

Wind

Cyclone: The caster forms a powerful cyclone, which randomly moves around. Units within 100 AoE of the Cyclone will take damage and be spun around for a second, then released and knocked back about 100 units. Units move 75% slower for 3 seconds afterwards. Lasts 10 seconds, channeling. Costs 185 Mana. Cooldown 35 seconds.

Level 1: 35 damage on contact.
Level 2: 55 damage on contact.
Level 3: 75 damage on contact.

Gust Aura: Every enemy unit in a 700 degree radius has a 10% chance/second to be drawn towards or away from the caster. The caster can choose by clicking on the aura. Passive - Costs 25 Mana to change direction.

Level 1: Drawn 20 units.
Level 2: Drawn 35 units.
Level 3: Drawn 50 units.

Air Walk: The caster invokes itself in a swirling whirlwind, allowing it to move as a flying unit for a couple of seconds. Auras are still bestowed. Can be deactivated. Costs 60 Mana. Cooldown 12 seconds.

Level 1: Lasts 2 seconds.
Level 2: Lasts 6 seconds.
Level 3: Lasts 10 seconds.

Airless Current: The caster eliminates all the air out of a 800 AoE radius, making all units take 10 damage/second. Plus, when the effect wears off, units have a 1% chance of suffocating and losing an extra 600 HP. Units that suffocate and survive will have their movement speed reduced for 10 seconds. Costs 210 Mana. Cooldown 75 seconds.

Level 1: Lasts 5 seconds, -50% movement speed.
Level 2: Lasts 6 seconds, -60% movement speed.
Level 3: Lasts 7 seconds, -70% movement speed.

Time & Space

Dimension Shift: The target is switched with the weakest closest enemy unit (i.e. if the target is an enemy, it switches with caster's ally). The enemy unit and the target's HP is switched. If the target's HP Maximum is lower than the enemy's, then the target's HP is filled to the max, and vise versa. Has a long casting time and costs a lot of mana. Costs 125 Mana. Cooldown 15 seconds.

Level 1: 5 second casting time, 200 mana.
Level 2: 4 second casting time, 175 mana.
Level 3: 3 second casting time, 150 mana.

Reverse Time: Causes day and night to work in reverse, and units that were damaged in the last few seconds are healed, units that were healed are damaged. Lasts a couple of seconds. Costs X mana. Cooldown 15 seconds.

Level 1: 150 mana, 2 second effect.
Level 2: 125 mana, 3 second effect.
Level 3: 100 mana, 4 second effect.

Paradox: A single target's animation, damage, effects, casting, and anything else stops. If the target is heavily damaged, then the target is automatically killed when the effect wears off. Costs 150 Mana. Cooldown 30 seconds.

Level 1: Lasts 3 seconds, must deal 600 total damage to kill.
Level 2: Lasts 4 seconds, must deal 550 total damage to kill.
Level 3: Lasts 5 seconds, must deal 500 total damage to kill.

Chronos Tear: All units in a 800 AoE radius of the caster will be drawn to the caster. When the units are within 200 AoE of the caster, the caster turns them into missiles, then ejects them in the direction that they came from. Units that are shot, will take 75-200% damage from all attacks for the next 20 seconds. Channeling, lasts 20 seconds. Costs 250 Mana. Cooldown 100 seconds.

Level 1: Units draw in @ 50 units/second. Ejected units deal 20 damage to all units that come in contact with it.
Level 2: Units draw in @ 100 units/second. Ejected units deal 35 damage to all units that come in contact with it.
Level 3: Units draw in @ 200 units/second. Ejected units deal 50 damage to all units that come in contact with it.

Nature

Natural Chaos: Entangles an unit for a few seconds, so it cannot move, but the vines do not do damage. All units that attack it will become entangled themselves, suffering X damage/second. Lasts X seconds for all entangled units. Costs 95 Mana. Cooldown 20 seconds.

Level 1: Lasts 5 seconds, Deals 10 damage/second.
Level 2: Lasts 7 seconds, Deals 15 damage/second.
Level 3: Lasts 9 seconds, Deals 20 damage/second.

Tranquil Growth: The caster decreases his HP and his attack power to restore all trees in an area of effect. All enemy units in his affecting radius will be attacked by poisonous thorns, which take revenge at the defilers. The poison slows units by X%, and deals HP/second damage. Poison lasts 10 seconds, casting is instantanious. Enemy workers (Ghouls, Peons, Peasents, maybe Wisps) that come under this effect will take double damage from the poison. Costs 130 Mana. Cooldown 35 seconds.

Level 1: 500 AoE, slows by 25%, deals 3 HP/second damage.
Level 2: 575 AoE, slows by 35%, deals 4 HP/second damage.
Level 3: 650 AoE, slows by 45%, deals 5 HP/second damage.

Vine Rain: The caster raises his (weapon?) high in the air, then shoots off vines into the air. The vines shoot down after 1 second, damaging random areas (100 AoE on hit) in a 800 AoE radius. Unit that are directly hit by the vines will be poisoned, taking 4 damage/second for 10 seconds. Costs 200 mana and has a 3 second casting time. Cooldown 50 seconds.

Level 1: 8 Vines shoot into the air, units take 50 damage for a direct hit.
Level 2: 14 Vines shoot into the air, units take 100 damage for a direct hit.
Level 3: 20 Vines shoot into the air, units take 150 damage for a direct hit.

Vis Ingredior: Every time the caster takes a step (moves a certain distance?), there is a small chance for him to raise a ring of thorns around him, staying there for 1 second, entangling (5 HP/second, 2 seconds) every enemy unit that comes in contact with it, and slowing it by 50% for the next 20 seconds. The caster and allied units can walk past the thorns safely. Clickable Passive, but during the time it is on mana regeneration is halted, even with items (i.e. Potion of Mana). Passive - No mana/cooldown.

Level 1: Every step, there is a .33% chance for the caster to create a ring of thorns.
Level 2: Every step, there is a .66% chance for the caster to create a ring of thorns.
Level 3: Every step, there is a 1% chance for the caster to create a ring of thorns.

Light/Holy

Clearing Blast: The target unit is removed of all buffs, good and bad. Every buff that the unit has attached to it deals X damage. Costs 95 Mana. Cooldown 10 seconds.

Level 1: Every buff deals 25 damage to the target.
Level 2: Every buff deals 50 damage to the target.
Level 3: Every buff deals 75 damage to the target.

Blinding Slash: The target unit has a 50% chance to be blinded. Lasts 5 seconds. Also adds attack. Autocast, 5 mana per hit. 1 second cooldown.

Level 1: Adds 4 damage per hit. 10% miss chance.
Level 2: Adds 8 damage per hit. 20% miss chance.
Level 3: Adds 12 damage per hit. 30% miss chance.

Erupting Light: The caster slams the ground with his/her weapon, causing 10 light beams to erupt randomly in a 700 AoE radius. Units directly hit by the beams will suffer a 20% miss chance for the next 10 seconds. Units hit by the ground slam will take damage and be stunned. Costs 135 Mana. Cooldown 25 seconds.

Level 1: Slam deals 30 damage, stuns for 1 second. Light beams deal 40 damage.
Level 2: Slam deals 60 damage, stuns for 1.5 seconds. Light beams deal 80 damage.
Level 3: Slam deals 90 damage, stuns for 2 seconds. Light beams deal 120 damage.

Brightening Push: The caster forms a ring of light, pushing all enemy units away from the ring. Ring expands in size at around 200 AoE units per minute. Ring deals small damage to all units that come in contact with it (50 AoE). Costs 140 Mana. Cooldown 15 seconds.

Level 1: Pushes units to the 500 AoE. Deals 20 damage.
Level 2: Pushes units to the 650 AoE. Deals 50 damage.
Level 3: Pushes units to the 800 AoE. Deals 80 damage.

Darkness

Unholy Blast: The target unit is blasted with an unholy missile for X damage. Any units surrounding it will take 25 damage and have a 4 second buff that reduces HP by 10% of its current HP.

Level 1: Target unit takes 50 damage.
Level 2: Target unit takes 100 damage.
Level 3: Target unit takes 150 damage.

Fulminating Darkness: The target enemies are reduced in movement speed every second. When it reaches the minimum speed (decreases with level), then the unit will take 100 damage. Reduced speed stays that way for 5 seconds after it is affected. 600 AoE. Costs 200 Mana. Cooldown 60 seconds. Lasts 30 seconds.

Level 1: -5 Movement Speed per second, 250 minimum.
Level 2: -10 Movement Speed per second, 200 minimum.
Level 3: -15 Movement Speed per second, 150 minimum.

Infinity Curse: When the target unit is cursed, its HP, MP, Attack, Armor, Attack Rate and Movement Speed will go down at 2% per second, reaching a minimum of X% total. When it reaches the minimum, every unit around the targeted unit will take 25 damage from an explosion. So, for example, if the HP is at 70%, but its mana is at 100%, when it reaches minimum, each stat at that minimum will give off 25 damage, so multiple stats at different % will explode at different times.Reduced stats stay that way for 30 seconds. Costs 155 Mana. Cooldown 30 seconds.

Level 1: Minimum of 60% of total stats.
Level 2: Minimum of 50% of total stats.
Level 3: Minimum of 40% of total stats.

Black Chaos: The target area is infected with a dark pulse. Any unit entering the dark pulse will be stunned for 2 seconds, and then the pulse will release a gas on the unit, forcing the player to lose control over the unit. However, units that enter the area have only a 50% chance to lose control. If not, the unit will take X damage/second after the stun. Lasts 60 seconds, channeling. Costs 250 mana. Cooldown 90 seconds.

Level 1: Lose control for 3 seconds, or take 10 damage/second.
Level 2: Lose control for 5 seconds, or take 15 damage/second.
Level 3: Lose control for 7 seconds, or take 20 damage/second.

Judgement/Luck

Blind Law: Two dummy units pop up; a Right and a Wrong. The first target to attack the unit will have its or the enemy's entire army either damaged or healed. Damage/healing varies with the army and the dummy attacked. Dummies last 20 seconds, and if not attacked, all units in an 1000 AoE take 100 damage. Damage of the army is in 1000 AoE. Costs 150 mana. Cooldown 50 seconds.

Level 1: If an ally attacks Right, army is healed for 50 HP. If Wrong, army is damaged for 50 HP. If enemy attacks right, army is healed for 50 HP. If Wrong, army is damaged for 50 HP.
Level 2: If an ally attacks Right, army is healed for 70 HP. If Wrong, army is damaged for 40 HP. If enemy attacks right, army is healed for 40 HP. If Wrong, army is damaged for 70 HP.
Level 3: If an ally attacks Right, army is healed for 90 HP. If Wrong, army is damaged for 30 HP. If enemy attacks right, army is healed for 30 HP. If Wrong, army is damaged for 90 HP.

Judgement Day: When activated, the caster is paused for 10 seconds. When the ten seconds are over, all enemies take damage based on the amount that they dealed, while all allies are healed based the damage they dealed. All units in an 1000 AoE at the time of casting are affected. Units entering the AoE after are not. Costs 200 Mana. Cooldown 100 seconds.

Level 1: Enemies dealed for .33x amount they dealed. Allies healed .25x amount they dealed.
Level 2: Enemies dealed for .66x amount they dealed. Allies healed for .5x amount they dealed.
Level 3: Enemies dealed for 1x amount they dealed. Allies healed for .75x amount they dealed.

Corrupting Power: All units take damage based on the amount of abilities they have, excluding Move, Attack, Stand By, Stop, and Patrol. Passive abilities count, Add Skill does not. If a unit has more than 4 abilities, then it will be bestowed 4 effects: Curse, Silence, Cripple, and Faerie Fire. Affects all units in an 800 AoE. Costs 120 Mana. Cooldown 15 seconds.

Level 1: Every ability deals 20 damage.
Level 2: Every ability deals 40 damage.
Level 3: Every ability deals 60 damage.

Trial of Elements: The target unit is attacked with a special attack based on what race it is. I.E. Orcs are cursed, Humans are burnt, Undead are poisoned, Night Elves are frozen. Each buff deals different damage. Lasts 10 seconds. If it is a critter or a creep, it is affected with all 4. Costs 115 mana. Cooldown 10 seconds.

Level 1: Cursed: 33% miss chance. Burnt: 5 damage/second. Poisoned: 3 damage/second, slowed 25%. Frozen: -25% attack + move speed. Every targeted unit takes 100 damage.
Level 2: Cursed: 66% miss chance. Burnt: 10 damage/second. Poisoned: 5 damage/second, slowed 50%. Frozen: -50% attack + move speed. Every targeted unit takes 200 damage.
Level 3: Cursed: 100% miss chance. Burnt: 15 damage/second. Poisoned: 7 damage/second, slowed 75%. Frozen: -75% attack + move speed. Every targeted unit takes 300 damage.

Soul (Only 2)

Soul Steal: The caster takes the target's soul, draining X health per second. The affected target cannot take any action until the caster is hurt, which then the target will take X damage but regenerate health at X HP/second for the next 5 seconds. Draining lasts maximum 10 seconds. Costs 100 mana. Cooldown 30 seconds.

Level 1: Drains 5 health per second, takes 100 damage, but regains 10 HP/second.
Level 2: Drains 10 health per second, takes 125 damage, but regains 8 HP/second.
Level 3: Drains 15 health per second, takes 150 damage, but regains 6 HP/second.

Soul Nexus: The caster creates a vortex made up of pure souls, from when the caster learned this ability. Each time the caster kills an enemy, the vortex grows larger, and units are drawn in once the ability is activated. Units that are drawn in will take 100 damage when they reach the vortex, then they will be confused and their control will go to Neutral Hostile. Lasts 15 seconds. Nexus, when activated, lasts 10 seconds, then counter is reset. Max vortex size increases with level. Each soul adds around 10 AoE. Costs 150 mana to activate. Cooldown 90 seconds after activation.

Level 1: Max nexus size is about 100 AoE. Units drawn in @ 50 units/second from 500 AoE.
Level 2: Max nexus size is about 150 AoE. Units drawn in @ 100 units/second from 650 AoE.
Level 3: Max nexus size is about 200 AoE. Units drawn in @ 150 units/second from 800 AoE.

There. Finally finished.

EDIT: Mana and supposed cooldown added. Mana is based on a caster who has 500 MP.

More to come when I have the time.
 
J

jus1992

Guest
Death clones aura!

Death Clone Aura

Basicly it works like this its an aura that if an enemy unit enters a certain radius of the unit with the aura a clone (which will have blade master model) will fall from the sky like starfall kinda ... but instead the sword will peirece the person (so its like links finisher move where he jumps and falls down with the sword facing the ground) and basicly heres the catch once the clone strikes it will live for 5 seconds it can cause and receive damage and has stats based on the caster. this move will be an ultimate and will have to be activated (like immolition) and adds the death clone starfall type buff to anny ally unit nearby . it will probaly to nerf it drain life while active plus mana and once deactivated have a major cooldown.
 

chovynz

We are all noobs! in different states of Noobism!
Reaction score
130
Burrow Aura
Hero has an Aura that is clickable. When on, the surrounding friendly units and the Hero burrow into the ground. Units cannot move while in this state.

(Using hide triggering unit and in range friendlies, and creates a burrowed unit at the same spot. When this channeling ability is stopped the newly created burrowed units are removed from the game, the players Units 'Pop' back up onto the ground (unhide) and carry on as normal.)

The Hero can still see in this state, so this makes a great ambushing technique.
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
tinki3, the spell you made is not mui <3

what is this trigger for? i don't see the point of having it, just use player number
Code:
Dark Magic Learn
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Dark Magic 
    Actions
        Unit - Set the custom value of (Triggering unit) to 1

why did you get the attacker instead of the attacking unit who is the demon?
you dont need to use local variables here.
Code:
Black Demon Effects
    Events
        Unit - A unit Is attacked
    Conditions
        And - All (Conditions) are true
            Conditions
                (Unit-type of (Attacking unit)) Equal to Black Demon
                ((Triggering unit) is A Hero) Not equal to True
    Actions
        Custom script:   local unit t = GetTriggerUnit()
        Wait 0.45 game-time seconds
        Custom script:   call RemoveUnit (t)
        Custom script:   set t = null



i dont see the point of using the condition, why dont you use the condition
that checks whether the person has the ability or not. and please use loop
Code:
Dark Magic Increase and Effects
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
    Actions
        -------- INCREASE DARK MAGIC SPELLS CAST VALUE ACTIONS --------
        -------- // You will need to add every ability for units that have the Dark Magic skill into the "Or any conditions" part here --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Custom value of (Triggering unit)) Equal to 1
                Or - Any (Conditions) are true
                    Conditions
                        (Ability being cast) Equal to Impale
                        (Ability being cast) Equal to Shockwave (!)
            Then - Actions
                Set Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] = (Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] + 1)
            Else - Actions
                -------- // You will need to add every ultimate for units that have the Dark Magic skill into the "Or any conditions" part here --------
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Custom value of (Triggering unit)) Equal to 1
                        Or - Any (Conditions) are true
                            Conditions
                                (Ability being cast) Equal to Animate Dead
                    Then - Actions
                        -------- // Ultimates should increase the stored dark magic by 2 points, or more than normal spells should --------
                        Set Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] = (Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] + 2)
                    Else - Actions
        -------- DARK MAGIC EFFECTS ACTIONS --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Dark Magic  for (Triggering unit)) Equal to 1
                Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] Equal to 12
            Then - Actions
                Animation - Play (Triggering unit)'s attack animation
                Set Caster_loc = (Position of (Triggering unit))
                Set Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] = 0
                Special Effect - Create a special effect attached to the head of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                Special Effect - Destroy (Last created special effect)
                Special Effect - Create a special effect attached to the hand, left of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                Special Effect - Destroy (Last created special effect)
                Special Effect - Create a special effect attached to the hand, right of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                Special Effect - Destroy (Last created special effect)
                Special Effect - Create a special effect attached to the leg, left of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                Special Effect - Destroy (Last created special effect)
                Special Effect - Create a special effect attached to the leg, right of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                Special Effect - Destroy (Last created special effect)
                Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                Special Effect - Destroy (Last created special effect)
                Unit - Create 1 Black Demon for (Owner of (Triggering unit)) at Caster_loc facing (Facing of (Triggering unit)) degrees
                Unit - Add a (Random real number between 10.00 and 25.00) second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation(udg_Caster_loc)
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Level of Dark Magic  for (Triggering unit)) Equal to 2
                        Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] Equal to 10
                    Then - Actions
                        Animation - Play (Triggering unit)'s attack animation
                        Set Caster_loc = (Position of (Triggering unit))
                        Set Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] = 0
                        Special Effect - Create a special effect attached to the head of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                        Special Effect - Destroy (Last created special effect)
                        Special Effect - Create a special effect attached to the hand, left of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                        Special Effect - Destroy (Last created special effect)
                        Special Effect - Create a special effect attached to the hand, right of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                        Special Effect - Destroy (Last created special effect)
                        Special Effect - Create a special effect attached to the leg, left of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                        Special Effect - Destroy (Last created special effect)
                        Special Effect - Create a special effect attached to the leg, right of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                        Special Effect - Destroy (Last created special effect)
                        Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                        Special Effect - Destroy (Last created special effect)
                        Unit - Create 1 Black Demon for (Owner of (Triggering unit)) at Caster_loc facing (Facing of (Triggering unit)) degrees
                        Unit - Add a (Random real number between 10.00 and 25.00) second Generic expiration timer to (Last created unit)
                        Custom script:   call RemoveLocation(udg_Caster_loc)
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Level of Dark Magic  for (Triggering unit)) Equal to 3
                                Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] Equal to 8
                            Then - Actions
                                Animation - Play (Triggering unit)'s attack animation
                                Set Caster_loc = (Position of (Triggering unit))
                                Set Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] = 0
                                Special Effect - Create a special effect attached to the head of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                                Special Effect - Destroy (Last created special effect)
                                Special Effect - Create a special effect attached to the hand, left of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                                Special Effect - Destroy (Last created special effect)
                                Special Effect - Create a special effect attached to the hand, right of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                                Special Effect - Destroy (Last created special effect)
                                Special Effect - Create a special effect attached to the leg, left of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                                Special Effect - Destroy (Last created special effect)
                                Special Effect - Create a special effect attached to the leg, right of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                                Special Effect - Destroy (Last created special effect)
                                Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                                Special Effect - Destroy (Last created special effect)
                                Unit - Create 1 Black Demon for (Owner of (Triggering unit)) at Caster_loc facing (Facing of (Triggering unit)) degrees
                                Unit - Add a (Random real number between 10.00 and 25.00) second Generic expiration timer to (Last created unit)
                                Custom script:   call RemoveLocation(udg_Caster_loc)
                            Else - Actions
        -------- // Without the following actions, things could go wrong --------
        -------- // Only edit below this line if you know what your're doing --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Dark Magic  for (Triggering unit)) Equal to 2
                Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] Greater than 10
            Then - Actions
                Animation - Play (Triggering unit)'s attack animation
                Set Caster_loc = (Position of (Triggering unit))
                Set Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] = 0
                Special Effect - Create a special effect attached to the head of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                Special Effect - Destroy (Last created special effect)
                Special Effect - Create a special effect attached to the hand, left of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                Special Effect - Destroy (Last created special effect)
                Special Effect - Create a special effect attached to the hand, right of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                Special Effect - Destroy (Last created special effect)
                Special Effect - Create a special effect attached to the leg, left of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                Special Effect - Destroy (Last created special effect)
                Special Effect - Create a special effect attached to the leg, right of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                Special Effect - Destroy (Last created special effect)
                Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                Special Effect - Destroy (Last created special effect)
                Unit - Create 1 Black Demon for (Owner of (Triggering unit)) at Caster_loc facing (Facing of (Triggering unit)) degrees
                Unit - Add a (Random real number between 10.00 and 25.00) second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation(udg_Caster_loc)
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Level of Dark Magic  for (Triggering unit)) Equal to 3
                        Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] Greater than 8
                    Then - Actions
                        Animation - Play (Triggering unit)'s attack animation
                        Set Caster_loc = (Position of (Triggering unit))
                        Set Dark_Magic_Spell_Count[(Player number of (Owner of (Triggering unit)))] = 0
                        Special Effect - Create a special effect attached to the head of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                        Special Effect - Destroy (Last created special effect)
                        Special Effect - Create a special effect attached to the hand, left of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                        Special Effect - Destroy (Last created special effect)
                        Special Effect - Create a special effect attached to the hand, right of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                        Special Effect - Destroy (Last created special effect)
                        Special Effect - Create a special effect attached to the leg, left of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                        Special Effect - Destroy (Last created special effect)
                        Special Effect - Create a special effect attached to the leg, right of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                        Special Effect - Destroy (Last created special effect)
                        Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
                        Special Effect - Destroy (Last created special effect)
                        Unit - Create 1 Black Demon for (Owner of (Triggering unit)) at Caster_loc facing (Facing of (Triggering unit)) degrees
                        Unit - Add a (Random real number between 10.00 and 25.00) second Generic expiration timer to (Last created unit)
                        Custom script:   call RemoveLocation(udg_Caster_loc)
                    Else - Actions
 

Thanatos_820

Death is Not the End
Reaction score
91
Can you apply the mana cost, cooldown, and whether to make it a Normal or Ultimate ability Tinki3? If you can, then that's great! Prepare for a great load of them too :D:D:D:D! My brain is spilling them onto this thread now :p! There are 22 abilities to be exact so don't be too excited!

Demonic Aura: {Passive Aura}
The hero emits a demonic aura that will cause enemy units under it tremble in fear, decreasing damage by 10%/20%/30%, reduce armor by 1/2/3, and reduce movement speed by 5%/10%/15% in a radius of 500/700/900.

Barrier: {Active Defense}
The hero creates a light, visible barrier that will asorb 100/200/300 damage. Lasts until it asorbs all of the required damage.

Phoenix Fire: {Passive Defense}
The hero gains the power of the phoenix which will create small flames that will emerge from the hero, this will cause 3/6/9 damage to units in a radius of 200/250/300. The flames also burn the enemy, dealing 5/8/11 damage over 3 seconds. Shots will take a cooldown of 6/5/4 seconds.

Feral Spirit: {Passive Improvement}
The hero gains the spirit of a feral beast, raising attack speed by 10%/15%/20% and movement speed by 8%/16%/24%.

Rabies: {Autocast Offense}
The hero bites an enemy unit, causing 5/6/7 bonus damage and adds a poison effect that will deal 5/7/9 damage per second. Effect lasts for 10/15/20 seconds.

Water Prison: {Active Offense}
The hero traps a unit in water which will deal 6/12/18 damage per second that will last 10/12/14 seconds.

Sunder Armor: {Active Offense}
The hero breaks a enemy unit's armor, reducing armor by 2/4/6 for 10/20/30 seconds.

Shadowlock: {Active Offense}
The hero traps a unit in shadow which will be immobile for 5/10/15 seconds.

Curse of Crippling: {Autocast Offense}
The hero lays a curse upon a unit, decreasing all statistics of the unit by 5%/10%/15%. This curse lasts 10/15/20 seconds.

Curse of Banishment: {Autocast Offense}
The hero lays a curse upon a unit, banishing it in flames which deal 5/10/15 damage per second and is ethereal. This curse lasts 10/20/30 seconds.

Curse of Confusion: {Autocast Offense}
The hero lays a curse upon a unit, allowing the unit to miss 30%/45%/60% of the time with each attack.

Curse of Hunger: {Autocast Offense}
The hero lays a curse upon a unit, giving it pain which will deal 5/8/11 damage per second and will reduce the player's gold and lumber by 5/10/15. This curse lasts 10/20/30 seconds.

Curse of Craziness: {Autocast Offense}
The hero lays a curse upon a unit, making the unit go insane and making it hostile to all players. This curse lasts 10/20/30 seconds.

Curse of Drunkeness: {Autocast Offense}
The hero lays a curse upon a unit, making the unit get drunk which will decrease speed and attack speed by 10%/15%/20% and has a 20%/30%/40% chance to miss on attacks. This curse lasts 15/20/25 seconds.

Curse of Despair: {Active Offense}
The hero lays a curse upon a unit, making the unit lose hope and will eventually die as soon as 120/110/100 seconds have passed. Can't be dispelled, will not give bounty or experience, and cannot be targeted on heroes or units above level 5.

Curse of Darkness: {Autocast Offense}
The hero lays a curse upon a unit, making the unit have reduced 200/300/400 sight range and allowing it to miss 10%/20%/30% on attacks.

Screaming Darkness: {Autocast Offense}
The hero adds a darkness which will pierce the eardrums of a unit, adding 2/4/6 bonus damage and reducing armor by 0.1/0.2/0.3 per hit (Stacks). The reducion of armor lasts for 5 seconds.

Aura of Darkness: {Aura}
The hero emits an aura which will reduce visibility of all enemy units by 200/300/400 in a radius of 600/700/800.

Aura of Omniscience: {Aura}
The hero emits an aura which will increase visibility of all friendly units by 200/300/400 in a radius of 600/700/800.

Aura of Virtue: {Aura}
The hero emits an aura which will increase strength, agility, and intelligence of all friendly heroes by 1/3/5 in a radius of 600/700/800.

Holy Aura: {Aura}
The hero emits an aura which will increase the hitpoint regeneration rate of all friendly units by 10%/15%/20% in a radius of 600/700/800.

Unholy Aura: {Aura}
The hero emits an aura which will decrease the hitpoint regeneration rate of all enemy units by 10%/15%/20% in a radius of 600/700/800.
 

Tinki3

Special Member
Reaction score
418
Can you apply the mana cost, cooldown, and whether to make it a Normal or Ultimate ability Tinki3?
I only gave it no mana cost and cooldown so its easier to test, rather than typing "thereisnospoon", and waiting for each and every spell to cool..

I would say to use it as a normal ability. As an "aura"/passive spell, it might make quite a dry ultimate if you know what I mean :rolleyes:
what is this trigger for? i don't see the point of having it, just use player number
Its to check whether that specific unit actually has the ability or not. Otherwise the caster will suddenly create a demon, even if he doesn't have the custom value.
why did you get the attacker instead of the attacking unit who is the demon?
you dont need to use local variables here.
Because I wanted to remove the attacked unit from the game (send them to the dark abyss of endless chaos). That was the whole idea..

I used local variables coz I can :eek:
i dont see the point of using the condition, why dont you use the condition
that checks whether the person has the ability or not. and please use loop
I did use a condition that checks what ability the caster is using?

What are you talking about lol? :confused:

What would I need to use loops for? Could you perhaps modify and show me my trigger with loops in it that would make it function better than it already does?

I don't see where your coming from..

Oh, and I know its horrible knowing that the spell isn't multi instanceable.. You should only think that way if you have a map where loads of heroes can use the same spell..

That spell of mine should be used as 1 unique spell for a specific hero such as a "Dark Summoner".

Problems only originate when you have 2 Dark Summoners..
 

Thanatos_820

Death is Not the End
Reaction score
91
Okay, here are a few more and there are 9 abilities this time :D.

Icicle Fury: {Active Offense}
The hero creates a flurry of spikes made of ice that will cause 90/180/270 damage with an effect that will cause 20/30/40 damage over 10 seconds.

Whirlwind: {Active Offense}
The hero creates 2/3/4 whirlwinds which will deal 60/90/120 damage if a unit is hit by a whirlwind and will also be stunned for 1/1.5/2 seconds. The whirlwinds last for 2/4/6 seconds that will wander around the map, damaging units that it hits.

Cyclone Armor: {Active Defense}
The hero creates an armor of wind which will asorb elemental attacks to defend the user, this shield takes up to 200/250/300 damage of elemental damage (Spells, Magic Attacks, ect.)

Elemental Bolt: {Active Offense}
The hero shoots a bolt of elemental power, which will have a 10% chance to be fire, water, earth, electric, dark, light, holy, unholy, or mystical, but also has a 5% chance to have no element and a 5% chance to be a master element (All elements fused together into one). The elemental selection will be random and damage will also be random.

Elemental Fusion: {Active Offense}
The hero 2/3/4 elements together which will be fire, water, earth, electric, dark, light, holy, unholy, or mystical. The elemental selection will be random and damage will also be random.

Elemental Blast: {Active Offense}
The hero uses all of the elements to blast the enemy units, dealing 400 damage in a radius of 600 and 5 randon effects/buffs will be chosen to affect the enemy units.

Mug: {Active Offense}
The hero mugs an enemy, dealing 50/75/100 damage to the enemy unit while also stealing 50/75/100 gold and 25/50/75 lumber.

Death Toll: {Passive Improvement}
When the hero dies, the gold that is required to revive him/her is cut by 15%/30%/45%.

Death Wish: {Passive Improvement}
When the hero dies, the player gets 50/100/150 gold and 25/50/75 lumber.
 

pheonixashes

Those who misplace trust in gods learn their fate.
Reaction score
65
More abilities added; I will probably finish the elemental spells tomorrow.
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
Tinki3 said:
Thanks alot for all of the spell ideas guys!

Maybe even make some and upload a map

I +repped a few of you

Tinki3 missed me

~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~ * ~

Lottery
Ability Type: Passive - Aura
Target: Multiple - Friendly Unit
Effect: Bounty Bonus
Description:
- Give a chance to friendly units to get more bounty bonus per kill
- Each level increases the chances of receiving a extra bounty.
- Unique Ability (thinking out-of-the-box)
Level 1: 20% chance , 1.2X bounty earned
Level 1: 40% chance , 1.4X bounty earned
Level 1: 60% chance , 1.6X bounty earned


Super Big Bang Blast
Ability Type: Active - Target
Target: Single - Enemy units
Effect: Knockback + Siphon Mana
Cooldown: 60 seconds
Mana requirement: Lv1 -100, Lv2 -150, Lv3 -200
Description:
- Siphons nearby enemy mana to the caster, creating a large orb
- Mana siphoned is depending on their max mana (total mana) x %
- The mana siphoned is converted into additional damage.
- Converted damage is added into base damage of the orb
- 1 mana = 1 damage
- Knockback enemy to 700 distance before exploding
- Explosion deals splash damage at 300 AOE
- Splash damage is equivalent to target unit mana
- Once explosion occurs, target unit mana becomes 0
- Unique Ability (thinking out-of-the-box)
Level 1: 10% mana absorb from nearby units, base damage 100
Level 1: 20% mana absorb from nearby units, base damage 150
Level 1: 30% mana absorb from nearby units, base damage 200
 

Mr.Tutorial

Hard in the Paint.
Reaction score
42
My Abilities and Spells

Hehe... I might as well post.

Demonic Spells:

- BloodSucking -

This spell lasts for 30-40-50 seconds. It can take 1% - 2% - 3% of all enemies near the hero/unit that casts the spell.

- Multiple Blood Suck -

Takes the other 3-4 units health by 4% and gives the blood/health to the casting unit/hero.

- Released Flames -

This brings up flames from the underworld with a decent size radius. It slowly burns units on the flames. Afterlast * it lasts for 5 seconds afterwards.

- Flame Crush -

This spell creates a reign of fire and has a 20% chance to stun and life steal the units that are under it.


Holy Warrior Spells:

- Holy Heal -

This spell can heal all units within the range of the hero/unit. It also damages enemy undead units within range.

- Holy Warrior Elite -

This spell can bloodlust the warrior using this spell. Gives him lifesteal aura and invulnurability with extra damage for 10-15 seconds.

- Army Of God -

Creates 4-8 units that have been called of god to destroy!

- Ultimate Auras -

This move can provide the unit/hero with devotion aura, vampiric aura, brilliance aura, holy regeneration. (Holy regeneration regenerates all the nearby units hp and mana by 5%).
This move lasts 30-40 seconds.


Spells arent very hard to come up with. Just hard to trigger. Hope you like them :)
 

Thanatos_820

Death is Not the End
Reaction score
91
Well ayumilove, if you want to get his +rep, you need to suggest a ton of ideas like me, Quauhtli, or Phoenixashes. I've suggested over 30 ideas so far and you should bring up a long list of ideas that are easy to read.

Burning Rush: {Active Offense}
The hero does a quick dash in a line while spurting out fire in all directions, causing 80/160/240 damage to those who get in the way. Runs up to a radius of 500/700/900.

Volcano: {Active Offense}
The hero summons a volcano from the ground that will last for 10/15/20 seconds. Every second, a barrage of firebolts are catapulted into the air, causing 40/70/90 damage if a unit is hit. Does not stun and is not channeled.

Flash Flood: {Active Offense}
The hero summons a massive flood that will blow enemies away up to a radius of 800/900/1000 and deals 100/200/300 damage. The flood radius is 600/700/800.

Holy Fire: {Aura}
The hero emits an aura which will heal all nearby fire element units by 7/14/21 but deal 7/14/21 damage to those not fire elements. The radius is 600/700/800 and cooldown between each heal or damage is 2 seconds.

Holy Freeze: {Aura}
The hero emits an aura which will reduce the movement speed and attack speed by 10%/20%/30% to all enemies who are not a frost element. Radius is 700/800/900.
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
i dont spam by writing crappy spells here

most of the spells are not unique in some way, only a few i see is new from
you

i've seen all those spells by playing a few maps already, and they are
kinda common.
 
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