- Joined
- May 24, 2016
- Messages
- 22
Have a list of spells that I would like to put in a map but am not good enough at coding to create:
Shadow Clone: spell that automatically duplicates any target unit (hero, building, etc.--configurable with allowed types) complete with abilities fully usable. Still counts as an illusion, still counts as summoned, is dispellable, etc. Configurable damage dealt and taken (as an illusion).
Shapechange: spell that makes the caster take the shape, hp, mana, and full abilities of the target for a time. Loses their own ability for the duration, though can change back to original form at any time.
Crushing Hand: Big force that hurts opponents and is channeled, controlled by the user moving their cursor (Follows the cursor). Can be ended earlier than normal duration by clicking.
Cloudkill: Poison gas that damages opponents; hurts the lowest hitpoint opponents first. Automatically kills creatures of less than 200 max hitpoints, moves with the caster.
Mass Sleep: sleep spell that puts lots of units in an area to sleep. However, does up to a certain hitpoint limit, selecting lowest level units first, up to the full total of hitpoints.
Notice Aura: Makes the user invisible to anyone more than a certain distance away.
Protection from Missiles: Makes the user temporarily immune to non-magic missile/artillery attacks.
Magic Missile: Like the AD&D spell. More missiles with higher levels, ability to target missiles at different targets if need be. Preferably not requiring a library.
Virus Charm: Targets a unit. That unit temporarily fights for the caster (not under their control though). Any enemy they go near has a chance to become similarly affected. The charm itself lasts for one time, while the spell lasts for another longer duration. Each unit affected can spread the charm so long as the original duration isn't up.
Pass Wall: when used allowed the caster to temporarily move through solid terrain. If stuck in terrain at end of movement, will take damage and be moved to nearest pathable space.
Lightning Bolt: Bolt of lightning that will damage all units in an area it moves across. If it encounters trees or terrain it will bounce back the other direction. It will continue for a set duration and every time it encounters trees, terrains, structures, etc., (not units) it will reverse direction, doing damage every time it crosses the unit.
Symbol: Dispellable but not attackable/destroyable symbol placed on the ground. Has effects based upon hit point totals (Configurable what hit points): death, fear, attack allies, sleep, stun. Anyone walking near it gets the effect.
Programmed Illusion: When an enemy comes near the target spot, causes illusion version to spawn just outside of visual range, then rush to attack. Illusions are a random number of random unit types (configurable which) with seperately configurable number of illusion heroes and hero types. Duration, damage dealt, and damage taken of illusions configurable
Reduce/Enlarge: Can be cast on enemy or ally. Makes the enemy smaller and reduces their maxhitpoint (but not percentage hitpoint) by a certain percent. Allies makes larger and increases the maxhitpoint (but not percentage hitpoints) by a certain percent. Returning to normal can't hurt either opponent or ally (nor heal them back to above original hitpoints).
Shadow Clone: spell that automatically duplicates any target unit (hero, building, etc.--configurable with allowed types) complete with abilities fully usable. Still counts as an illusion, still counts as summoned, is dispellable, etc. Configurable damage dealt and taken (as an illusion).
Shapechange: spell that makes the caster take the shape, hp, mana, and full abilities of the target for a time. Loses their own ability for the duration, though can change back to original form at any time.
Crushing Hand: Big force that hurts opponents and is channeled, controlled by the user moving their cursor (Follows the cursor). Can be ended earlier than normal duration by clicking.
Cloudkill: Poison gas that damages opponents; hurts the lowest hitpoint opponents first. Automatically kills creatures of less than 200 max hitpoints, moves with the caster.
Mass Sleep: sleep spell that puts lots of units in an area to sleep. However, does up to a certain hitpoint limit, selecting lowest level units first, up to the full total of hitpoints.
Notice Aura: Makes the user invisible to anyone more than a certain distance away.
Protection from Missiles: Makes the user temporarily immune to non-magic missile/artillery attacks.
Magic Missile: Like the AD&D spell. More missiles with higher levels, ability to target missiles at different targets if need be. Preferably not requiring a library.
Virus Charm: Targets a unit. That unit temporarily fights for the caster (not under their control though). Any enemy they go near has a chance to become similarly affected. The charm itself lasts for one time, while the spell lasts for another longer duration. Each unit affected can spread the charm so long as the original duration isn't up.
Pass Wall: when used allowed the caster to temporarily move through solid terrain. If stuck in terrain at end of movement, will take damage and be moved to nearest pathable space.
Lightning Bolt: Bolt of lightning that will damage all units in an area it moves across. If it encounters trees or terrain it will bounce back the other direction. It will continue for a set duration and every time it encounters trees, terrains, structures, etc., (not units) it will reverse direction, doing damage every time it crosses the unit.
Symbol: Dispellable but not attackable/destroyable symbol placed on the ground. Has effects based upon hit point totals (Configurable what hit points): death, fear, attack allies, sleep, stun. Anyone walking near it gets the effect.
Programmed Illusion: When an enemy comes near the target spot, causes illusion version to spawn just outside of visual range, then rush to attack. Illusions are a random number of random unit types (configurable which) with seperately configurable number of illusion heroes and hero types. Duration, damage dealt, and damage taken of illusions configurable
Reduce/Enlarge: Can be cast on enemy or ally. Makes the enemy smaller and reduces their maxhitpoint (but not percentage hitpoint) by a certain percent. Allies makes larger and increases the maxhitpoint (but not percentage hitpoints) by a certain percent. Returning to normal can't hurt either opponent or ally (nor heal them back to above original hitpoints).
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