The Spell Idea Thread

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Pyroflame

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Name: Phase Walk
Type: Activated
Targets: Player Units
Description: Puts all of your units into a phase walk for 10-15 seconds; making them invisible and still being able to attack.
Cooldown: 180 Seconds

Name: Deathly Visage
Type: Activated
Targets: Any Unit
Description: When activated any unit that dies in an area of 1000 around the caster will turn into a zombie under your control. |n Lasts 20 seconds.
Cooldown: 180 Seconds
 

rApp

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Name: The Last Chance
Type: Passive
Targets: Self, Enemy
Description: While having below x% of your HP you gain a y% chance of unleashing the devastating powers within you making you stun all enemies withing z range for 4/5/6 seconds and you gaining maximum movement speed for the same period.
Levels 1: <10% HP || 10% chance || 200 range
Levels 2: <15% HP || 16% chance || 250 range
Levels 3: <19% HP || 23% chance || 300 range
Cooldown: 30 Seconds

Sorry for my bad english :banghead::banghead:
 

Man-o-Bomb

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This idea is thought for a hero with the model of Dreadlord

Name: Shadow Haunt
Type: Image Creator
Targets: Basicly all enemys.
Description: The hero picks a target and gets invisible while channeling (Costs mana all the time). Target enemy unit/hero will get an invisible copy of the casting hero following it around, giving the hero vision of the target. If the target gets nearby enyone else, the copy will split up in two and effect both targets (Like a spreading plague). When the hero stops channling (Runs out of mana or cancels it), all copys of the casting hero will get visible, starting attack its target, dealing (number of targets haunted * X% of the heroes damage) in damage.
Leveling up: X increases.
 

sjakie

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Name: Last Stand
Type: Passive
Targets: Self
Description: When almost dead, this ability causes the warrior to hold a last stand. When his health drops below 20%, he instantly gains bonus health and strength for a limited duration. Cannot occur more than once every 3 minutes.
Strength Bonus: 5/7/9/11 strength
Health Bonus: 60/90/120/150 health
Duration: 6/8/10/12 seconds
 

modahl

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Two Versions Of Same Spell

Name: Plauge Strike
Type: Passive
Targets: Ground/Enemies
Description: Every attack gives a X% chance to trigger Plauge Strike, which plauges the ground within W range around the hero, this plauged ground deals X damage to all enemies on the plauged ground every second and slows movement and attack speed by Y%. Lasts Z seconds.



2.
Name: Unholy Blight
Type: Active
Targets: Ground/Enemies
Description: At activation the ground within X of the hero will be tainted, this taint damages and slows all enemies on it every second for Y seconds.
 

Man-o-Bomb

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Name: Lord of the Hill
Type: Boost
Targets: Enemys or allies.
Descrition: If targeted an enemy, the hero will create a giant hole bellow him, making the enemy unable to move or perform any melee attacks. If used on an ally, it will create a hill, which makes it evade ranged attacks and slows people trying to reach the top.
 

Bloodcount

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Wolfie, time to make this thread on the epic scale (and make you read a lot of spells)

Name: Battle Thirst
Type: Instant
Targets: Friendly
Description: When Activated every unit in 400 area of the caster shall get 40% movment speed for 10 seconds. Each time the unit attacks he will get +2 armor. The armor bonus lasts until the end of the 10 seconds.
Note: you can set the values to whatever you want.


Name: Fire Bolt
Type: Point Target
Targets: Enemy units, ground
Description: THrows a fire bolt at a targeted area, Every unit hit will take 75 initial dmg, another 75 dmg over 10 seconds, and the grund will be turned to blight for... let's say 1 minute (melee purposes)

Name: Lightning Circlet
Type: Instant, no target
Targets: Enemy units
Description: Creates a circle of lighting in 100 area. Every unit that leaves/enters the circle will suffer 200 dmg. The circle itself lasts for 15 seconds.

Name: Chain Lightning Dash
Type: Unit-target
Targets: enemy units
Description: Baisicly a chain lightining, but the caster is the lighting, therefore he is teleported to the last target the lighting hits.

Name: Arcane Link.
Type: Unit target
Targets: Friendly, hostile
Description: Creates a link between the caster and the targeted unit. The chain is long 400 Units. If anyone tries to break free, he will be stunned for 1 second and his mana will be reduced by 100 points. Chain is like.. mana drain and lasts for 5/7/9 seconds.


Name: Personas
Type: Instant
Targets: caster
Description: The caster begins the ability by casting it on a unit. This unit (friendly or hostile) will dissapear. Whenever the caster feels the need he can activate the spell and he will be replaced with the creature. The creature is controlled by the user. However if the creature dies, so does the hero and he will need 10 more seconds to revive.

Name: Spider Hatchlings
Type: Point target
Targets: hostile units
Description: Lays eggs at the targeted point. After they hatch (let's say 5 seconds?!) they will attack random enemy units in 600 area.
Good for guarding some areas.

Name: Glypf of Agony
Type: Passive
Targets: Caster
Description: Each time the hit points of the caster fall by 100 points in less then 3 seconds, he will get + 10 hit points per second for 8 seconds. (buff stacks :) )

Name: Poly-who? Morpf- what?
Type: Instant
Targets:Hostile creatures
Description: Polymorphs 5/7/9 hostile units on the map.

Name: Bleeding Rune
Type: Passive
Targets:Hostile creatures
Description: After each sucsesfull attack the unit shall reduce the hit point regeneration of the attacked unit with 5/10/15 points for 3.25 seconds
Note: Hit points reduced stack and refresh back to 3.25 after each attack.


Tired now...

EDIT: Lol, can you beleave it? My post contains around 20% of the total spells till now :O
 

sidove

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Name:Last Chance/Last Man/Last Stand
Type: Passive
Targets: Self
Description: When the warrior get's less then 10% health, he get's a will to survive making him do when attacked: He pull out his sword and goes in direction like this around the attacker: ). And then deals the damage the attacker was gonna deal X% more.

If the attacker have less health then the warriror then the attacker get's exeuted.

When executed it look like this:

|----/
| /
( o <- O
------
<- = start o = enemy O = Warrior all the lines the way the warrior runs and jumps.
 

8uY_YoU

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Name:Blinding Haste
Type:Instant
Description:
Gives you a maximum attack speed for 5/7/10 seconds and during this state, any enemy that watching you (facing to you) get blinded, makes them 35%/40%/50% miss when attacking
Name:Light Shell
Type:Target,ally
Description:
Shield target unit with light, makes enemy around target will have 30% miss chance and takes damage 20/22/25 per second light shell lasts 5/7/9 seconds
 

Undead Me

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Spell Ideas

Name: Miracle Shield
Type: Passive
Description:
When the unit with this ability is attacked at below 20% life it gains 3 armor and regenerates an additional 5 life per second for 15 seconds. It also gains a permanent + 2 armor bonus, this part of the effect can only activate once per 10 seconds or so however. The armor bonus is capped somewhere reasonable.

Name: Crows' Feast
Type: Autocast, Corpse
Description:
Causes a flock of crows to swarm about a corpse, attacking enemies in an area. Sort of like targetable Locust Swarm.

Name: Bulwark
Type: Instant Cast, Self
Description:
Grants the user bonus life, armor, and perhaps magic resistance for a short time period. During this time, nearby enemies will be repeatedly taunted into attacking the user.

Name: Bird of Ill Omen
Type: Targeted, Area
Description:
Channels for a few seconds, then an undead flying creature slowly flaps over to the targeted area. Enemies it touches take damage and are slowed. When it reaches the target area it bursts, dealing AoE damage and spawning several randomly places Crows' Feasts (see above)

Name: Wizard Port
Type: Passive, Attacking Enemies
Description:
Enemies which attack a unit with this ability are teleported a short distance in a random direction and are lightly stunned and damaged. Uses a small amount of the unit's mana every time it comes into effect.
 

darkreapers

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Name: You shall not Fall
Type: Instant/passive
Description:
When your Hp drops below 100, you will become invulnerable for x amount of seconds, the spell is self cast.
Each level grants you more time of invulnerable. However you can be killed outright if the damage outstrips your 100 hp safety net.

Example: Hero on 150 HP, gets hit by a attack down to 20 hp <- spell activates

Hero on 150 hp, gets hit by a spell for 400 damage, Hero dies. He’s just not that tough!

Name: Holy Vengeance
Type: Target, Enemy
Description: You deal damage + extra damage for each missing HP,
level 1 : 100 damage + o.5 extra damage for each missing hp
level 2 : 150 damage + o.7
level 3 : 200 damage + 0.9
 

Undead Me

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Name: On Your Feet!
Type: Passive, Affect nearby Allies when they die
Description: When a nearby allied unit dies it has a 25% chance of being Resurrected at 10% maximum Life.
 

xXGauntletXx

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Fountain of Plenty

Name: Fountain of Plenty
Type: Active
Targets: Location
Description: Creates a fountain that gives nearby players gold every 3 seconds until it disappears.
Duration: 21/18/15/15
Gold/Second: 20/30/40/50
 

jonadrian619

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Name: Consume Corpse
Type: Active, Target Corpse
Description: Consumes any corpse, gradually healing the HP of the eater.

Name: Corpse Spit
Type: Active, Target Corpse, then Target AoE
Description: Grabs a corpse, and the unit is immobilized. The unit then chooses the point where to spit the corpse. This deals X damage.

Name: Shell Barrier
Type: Active, Target Unit
Description: Creates a mirroring shield around a target unit, increasing the resistance of the unit to magical damage. When that unit is attacked physically, the damage will be deflected and taken back to the attacker. Lasts X seconds.

Name: Limit Break
Type: Passive, Self
Description: When the Hero's HP is very low, below fifteen percent, the Hero's attack damage will be multiplied by [2/2.5/3/4] times and movement and attack speed are increased by X percent, and the Hero won't receive any damage [he can still be attacked though]. Lasts X seconds. Cannot be used more than once within two minutes and this requires at least half of the Hero's maximum mana.

Name: Soul Reversal
Type: Active, Target Unit
Description: Reverses a target unit's HP and Mana. If this is used on units with no mana, then 50% of their HP will be reduced. If the unit's mana is 0 then the target's HP will stay at 1.

Name: Slam Down
Type: Active, No Target, AoE
Description: Deals X massive damage to nearby enemies and slows them down. However this costs 5% of the caster's health as well as a 50% movement speed reduction for 9 seconds.

Name: God's Blessing
Type: Passive, Friendly Aura
Description: Nearby allies and the Hero himself gain X hp per second regeneration, as well as mana regeneration and armor and movement speed.
 
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Name: Earth Splitter
Type: Offensive, AoE, Line
Targets: Enemy, Ground, Non-Structure
Description: The Chieftan smashes his axe into the ground with enormous force, splitting the earth in a straight line. Then with the power of his ancestors the Chieftan implodes the ground, causing damage and slow.
Extra 1: Best designed for some Hero like the Tauren Chieftan or a Hero with totem which manipulates earth spells.
Extra 2: The way this spell works is that it spawns special effects in a line in front of the caster (like shockwave) and after they reach a certain destination all units between the casting point and the point where the "shockwave" thing reaches get pulled to the line, damaged and slowed.

Name: Blind
Type: Single-target
Targets: Enemy, Non-Structure
Description: A searing light blinds the vision of a target enemy units, making them miss on some attacks and losing shared vision with allies.
Extra: Can be useful for some AoS or RPG where you suddenly lose vision of your allies and get attacked by a huge mob of zombies/ghouls/whatever.

Name: Unholy Presence (?)
Type: Passive, Aura
Targets: Ground, Enemy, Non-Structure
Description: The powerful presence of the Hero crushes the defence of the enemies making them more vurnable to physical and magical attacks.
Extra: Basically, it neglects armor and magical resistance. Makes your enemies weaker to all sorts of damage.
 

Exide

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Name: Meditate
Type: Channeling
Targets: Self
Description: Causes the Hero to sit down and meditate, while meditating the Hero will regain X% of his total hp per second. X increase with levels. The Hero will become stunned for Y seconds if he takes damage while meditating.
Extra 1: Hero model preferably used: Blademaster.


Name: Gardener
Type: Passive, Aura
Targets: Trees
Description: Heals nearby trees (harvesting), and all nearby trees grows larger. Healing and grow rate increase with levels.
Extra 1: Should be used together with Nature's Link.


Name: Nature's Link
Type: Passive, Aura
Targets: Trees, Self
Description: Nearby trees grants the Hero strength (bonus damage, armor, attack rate), the larger the trees the more bonus.
Extra 1: Should be used together with Gardener.
 

jonadrian619

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Name: Death's Play
Type: Active, Self
Description: The Hero commits suicide, or rather a made-up self destruction method in order to disguise being dead, rendering him immobile, unable to cast spells and won't be targeted by any enemy unit. 50% of the Hero's HP will be stripped. Deactivate in order to stand up again and fight.
Note: The Hero who casts this spell must have an Illidan/Demon Hunter type of model, or any model with a death animation with a particular sequence wherein they stab themselves.

Name: Combat Parley
Type: Active, Target Unit
Description: When used on an enemy unit, there will be a X% chance to convince the target unit to flee and retreat from the battlefield. The chances become higher when the target is injured, or is riddled with tons of debuffs. Each level amplifies the ability's chances that are based on the above factors.

Name: Fearful Shout
Type: Active, No Target, AoE
Description: Shouts with might and pure intimidation, weakening all nearby enemy units and forcing some weak-willed individuals to flee from battle. Decreases X% attack damage and X armor of the enemies and, if injured or low-leveled, will flee from battle. Each level increases the amount of damage and speed reduced, as well as the majority of enemies fleeing.

Name: Jump
Type: Active, Target Point
Description: Jumps to the target point in a short distance. Each level increases distance jumped. Can be useful when jumping between rivers and walls and all sorts of obstacles.

Name: Spawn of Darkness, Begone!
Type: Channeling, No Target
Description: The Hero performs an exorcist ritual. Creates a gigantic magical dome around the Hero, protecting any of the allies and the Hero within the barrier from external threats, as well as severely damaging any enemy unit within the dome and doing three times as much damage towards Undead units. Outside the barrier, Undead units are still damage in a gradual manner. Lasts X seconds.
 

Undead Me

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Name: Abate
Type: Targeted, AoE
Description: The hero prevents all units in an area from fighting in one way. Has an equal chance of preventing melee attacks, ranged attacks, or spell casting in the target area. As the spell levels up it gains an increasing chance of stopping two or even all three ways of fighting, though this chance never gets very high. Its area can also go up, but probably its duration should not change in order to prevent unfairness.
 

nabbig2

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Name: Submission
Type: Disable, Unit Target
Targets: Enemies
Description: Stuns an enemy an then prevents it from physically attacking.
Stun Duration: 1
Duraton of silence: 2/3/4/5 seconds
 

Undead Me

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In nabbig's defense, it has been a vast number of pages since that first post so he might have just skipped here.

Name: Venom Squall
Type: Target Point or Area
Description: The unit spews a vast cloud of poison at an area. This cloud prevents the casting of spells, reduces the accuracy of enemies by 40%, slows enemies by 35% movespeed, and deals damage = to 8% of the enemy maximum life per second. After 3 seconds, gouts of venom will begin to spray from the center of the cloud every 0.8 seconds. These sprays can only hit up to 3 units, and do 35 damage. The cloud lasts 11 seconds.
Note: This is powerful enough that it should probably be an ultimate. Actually, I gave it to a unit once. However, it had the caveat that the unit lost 70% attack speed, recovered it's movespeed very slowly, had reduced damage, and could not use any other abilities, even passives, for 35 seconds after using the spell.
 
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