- Joined
- Apr 6, 2010
- Messages
- 3,219
Need spells with a day/sun/light, night/moon/darkness (but not in the evil sense), wilderness/beasts, and space (not sci-fi)/emptiness-elemental theme, for both hero and unit spells. Standard spells with different models and icons are fine if you can make them fit the theme.
If you know of good models or icons for the spells, feel free to link them as well.
Also welcome are comments, balance suggestions or numbers to replace [X seconds], [very high damage], etc.
Here's some initial ones:
Sun/Day/Light:
Sanctuary (Active, Summon): The caster creates solid walls of light around himself.
* Ethereal walls of light surround the caster in an octagon, preventing passage in or out. All units in the Sanctuary gain resistance to Piercing attacks while the Sanctuary lasts. This resistance buff is lost if any of the walls are destroyed.
* Walls can be canceled individually before their timer runs out.
Sunlight (Active, Autocast): The sun's light brings cheer and warmth to the caster's allies.
* Heals all friendly units around the caster. Manacost doubles at night.
Blind (Active, Debuff): The caster channels the sun's glory to blind his enemies.
* Targets an area. Enemy units in the area have reduced accuracy.
Bright Eyes (Active, Buff): The caster fills an ally's eyes with the sun's radiance, driving back the darkness.
* Targets a unit. A unit with Bright Eyes has Ultravision, and immediately cancels accuracy-reducing spells and invisibility spells cast on the target.
Magnify (Channeling, Summon, Daytime Only): The caster creates an immense focusing lens to concentrate sunlight on a very small area.
* Targets a point. Creates a flying, immobile, ethereal lens of magic that concentrates the sun's light on the area below it for constant damage depending on game time. Damage is highest between 1100-1300 hours.
* The lens can switch from high damage and low target area to lower damage and wider target area.
* Spells ends at nightfall.
Wakefulness (Active, Buff): The caster forces a target's body to forgo sleep at the expense of its mind.
* Target unit has increased move and attack speed but takes regular damage. Sleeping spells cast on the unit are cancelled but end the effect.
Cage of Light (Channeling): The caster summons bars of light that close in and compress a target.
* Targets a unit. Target unit cannot move or attack and takes damage.
Equinox (Active, Nighttime Only): The caster commands the sun to return earlier than expected.
* Forces the game clock to 0600 hours (48 game-hour cooldown for all units with the spell).
Moon/Night/Dark
Blessed Sleep (Active, Buff, Nighttime Only): Through the caster, the gods of night bless the target with healing sleep.
* Targets a unit. Target unit has Sleep and greatly increased HP and mana regen. Spell ends at daybreak.
Insomnia (Active, Debuff): The caster curses the target with sleeplessness, eroding their mind and willpower.
* Targets a unit. Target unit has negative mana regen at night until dispelled. Debuff is cancelled if a sleeping spell is cast on the unit.
Child of the Night (Passive): The caster is able to hide in the shadows even while moving.
* Caster is invisible at night except when attacking or casting.
Darkness Descends (Active, Debuff): The caster obscures his enemies' eyes with the night's power.
* Targets an area. Enemy units in the area have greatly reduced sight and attack range.
Lycanthropy (Active, Debuff): The werewolf's curse lies dormant in daylight, only to burst forth at the first sight of the moon.
* Targets a unit at melee range. If debuff is not dispelled before nightfall or spell is cast at night, unit is replaced with a NH Dire Wolf.
Lunacy (Active, Debuff): The caster invokes the strange effects the moon has on lesser minds.
* Targets an area. All enemy units within the area have increased attack speed, but take damage whenever they attack.
Eclipse (Active): The caster implores the Moon to hide the hot rays of the Sun.
* Creates an artificial eclipse.
Wilderness/Beasts
Overgrow (Active, Channeling): The caster calls for the wilds to reclaim what once belonged to it.
* Targets a building. Roots appear around the building and deal high periodic damage to it.
Cycle of Life (Active): The caster greatly accelerates the life of a tree to crush his enemies.
* Creates a tree at the target point with 1 HP and rapidly increasing HP. Once the tree reaches maximum life, it falls over (facing away from the caster), dealing very high damage to units under it and exploding dead units and corpses.
Reforest (Active): Planting a specially-prepared seed in the ground, the caster forces magic to grow trees in the blink of an eye at his command.
* Targets a point at melee range. Creates an invisible seed ward at the target point that can be activated to create up to 7 trees around the ward. Units near the point are Impaled and moved to the side.
Track (Active, Debuff): The caster memorizes the scent of a target enemy.
* Target unit becomes visible in FoW to the caster.
Go To Ground (Passive): The caster hides away to lick its wounds.
* Target unit becomes invisible and has increased HP and mana regen as long as it does not move or is approached by an enemy. Disabled if an enemy is within X range of the caster.
Spirit of the Beast (Active, Buff): The caster imbues the target with an aspect of a mighty beast.
* Bear: Target has Frenzy and an Anti-Magic Shell.
* Wolf: Target has Frenzy and increased damage.
* Boar: Target has Frenzy and increased armor.
* Auroch: Target has Frenzy and increased movespeed.
* Stag: Target has Spirit Link with the caster and increased movespeed.
Space/Emptiness
Wormhole (Active, Summon): The caster creates a gap between dimensions that follows him around, neutralizing attacks by interposing itself before weapons and relocating projectiles elsewhere in the universe.
* Creates a flying Wormhole with 100% Evasion at the caster's location that automatically follows and moves around the caster. Units within X range of the Wormhole passively gain 30% Evasion.
* If a Wormhole is in the target area of a Hard Vacuum spell, the spell is cancelled and the Wormhole is destroyed.
Hard Vacuum (Active): The caster calls on the essence of the interstellar void to slowly remove the very air from a target location.
* Targets an area. All non-undead, non-mechanical units in the area are Crippled after X seconds and killed after Y seconds, X and Y being proportional to their current health.
* Spell is cancelled if a Wormhole is in the target area, destroying the Wormhole.
Fold Space (Active): The caster brings two separate points in space together for instant transportation, although the mind needs time to adjust.
* Targets a point. Caster and all surrounding units are instantly transported in X range of target point and have Dizziness.
Gravitic Singularity (Channeling): The caster focuses the gravitic pull of a planet on a single location, weakening it elsewhere.
* Targets an area. All units within the area are stunned, gain 50% Evasion and are pulled towards the target point. Units in twice the spell's area move 50% faster (air units 100%) and deal half damage.
Meteor (Channeling): The caster calls upon an object in the upper ether and brings it to earth with immense force.
* Targets an area. Summons a meteor do deal enormous damage to all units in the target area, turning targeted terrain to rock and stunning all units on the map. If caster is interrupted, the meteor falls on the caster instead of the target point.
Black Hole (Active): The caster generates a mysterious gravitic effect that sends units to the void.
* Targets an area. Units within the area are removed.
** After casting, spell is replaced with White Fountain. If White Fountain is not cast within X seconds of Black Hole, the spell is automatically cast at the caster's current location.
White Fountain (Active): The void returns the units it consumed, their minds still unstable from the journey.
* Targets an area. Units removed by Black Hole reappear with a Dizziness debuff.
** After casting, spell is replaced with Black Hole. If White Fountain is not cast within X seconds of Black Hole, the spell is automatically cast at the caster's current location.
Thunderbolt Iron (Passive): Weapons forged from a falling star are anathema to beings of magic.
* Attacks deal greatly increased damage to summoned units and cause Feedback.
If you know of good models or icons for the spells, feel free to link them as well.
Also welcome are comments, balance suggestions or numbers to replace [X seconds], [very high damage], etc.
Here's some initial ones:
Sun/Day/Light:
Sanctuary (Active, Summon): The caster creates solid walls of light around himself.
* Ethereal walls of light surround the caster in an octagon, preventing passage in or out. All units in the Sanctuary gain resistance to Piercing attacks while the Sanctuary lasts. This resistance buff is lost if any of the walls are destroyed.
* Walls can be canceled individually before their timer runs out.
Sunlight (Active, Autocast): The sun's light brings cheer and warmth to the caster's allies.
* Heals all friendly units around the caster. Manacost doubles at night.
Blind (Active, Debuff): The caster channels the sun's glory to blind his enemies.
* Targets an area. Enemy units in the area have reduced accuracy.
Bright Eyes (Active, Buff): The caster fills an ally's eyes with the sun's radiance, driving back the darkness.
* Targets a unit. A unit with Bright Eyes has Ultravision, and immediately cancels accuracy-reducing spells and invisibility spells cast on the target.
Magnify (Channeling, Summon, Daytime Only): The caster creates an immense focusing lens to concentrate sunlight on a very small area.
* Targets a point. Creates a flying, immobile, ethereal lens of magic that concentrates the sun's light on the area below it for constant damage depending on game time. Damage is highest between 1100-1300 hours.
* The lens can switch from high damage and low target area to lower damage and wider target area.
* Spells ends at nightfall.
Wakefulness (Active, Buff): The caster forces a target's body to forgo sleep at the expense of its mind.
* Target unit has increased move and attack speed but takes regular damage. Sleeping spells cast on the unit are cancelled but end the effect.
Cage of Light (Channeling): The caster summons bars of light that close in and compress a target.
* Targets a unit. Target unit cannot move or attack and takes damage.
Equinox (Active, Nighttime Only): The caster commands the sun to return earlier than expected.
* Forces the game clock to 0600 hours (48 game-hour cooldown for all units with the spell).
Moon/Night/Dark
Blessed Sleep (Active, Buff, Nighttime Only): Through the caster, the gods of night bless the target with healing sleep.
* Targets a unit. Target unit has Sleep and greatly increased HP and mana regen. Spell ends at daybreak.
Insomnia (Active, Debuff): The caster curses the target with sleeplessness, eroding their mind and willpower.
* Targets a unit. Target unit has negative mana regen at night until dispelled. Debuff is cancelled if a sleeping spell is cast on the unit.
Child of the Night (Passive): The caster is able to hide in the shadows even while moving.
* Caster is invisible at night except when attacking or casting.
Darkness Descends (Active, Debuff): The caster obscures his enemies' eyes with the night's power.
* Targets an area. Enemy units in the area have greatly reduced sight and attack range.
Lycanthropy (Active, Debuff): The werewolf's curse lies dormant in daylight, only to burst forth at the first sight of the moon.
* Targets a unit at melee range. If debuff is not dispelled before nightfall or spell is cast at night, unit is replaced with a NH Dire Wolf.
Lunacy (Active, Debuff): The caster invokes the strange effects the moon has on lesser minds.
* Targets an area. All enemy units within the area have increased attack speed, but take damage whenever they attack.
Eclipse (Active): The caster implores the Moon to hide the hot rays of the Sun.
* Creates an artificial eclipse.
Wilderness/Beasts
Overgrow (Active, Channeling): The caster calls for the wilds to reclaim what once belonged to it.
* Targets a building. Roots appear around the building and deal high periodic damage to it.
Cycle of Life (Active): The caster greatly accelerates the life of a tree to crush his enemies.
* Creates a tree at the target point with 1 HP and rapidly increasing HP. Once the tree reaches maximum life, it falls over (facing away from the caster), dealing very high damage to units under it and exploding dead units and corpses.
Reforest (Active): Planting a specially-prepared seed in the ground, the caster forces magic to grow trees in the blink of an eye at his command.
* Targets a point at melee range. Creates an invisible seed ward at the target point that can be activated to create up to 7 trees around the ward. Units near the point are Impaled and moved to the side.
Track (Active, Debuff): The caster memorizes the scent of a target enemy.
* Target unit becomes visible in FoW to the caster.
Go To Ground (Passive): The caster hides away to lick its wounds.
* Target unit becomes invisible and has increased HP and mana regen as long as it does not move or is approached by an enemy. Disabled if an enemy is within X range of the caster.
Spirit of the Beast (Active, Buff): The caster imbues the target with an aspect of a mighty beast.
* Bear: Target has Frenzy and an Anti-Magic Shell.
* Wolf: Target has Frenzy and increased damage.
* Boar: Target has Frenzy and increased armor.
* Auroch: Target has Frenzy and increased movespeed.
* Stag: Target has Spirit Link with the caster and increased movespeed.
Space/Emptiness
Wormhole (Active, Summon): The caster creates a gap between dimensions that follows him around, neutralizing attacks by interposing itself before weapons and relocating projectiles elsewhere in the universe.
* Creates a flying Wormhole with 100% Evasion at the caster's location that automatically follows and moves around the caster. Units within X range of the Wormhole passively gain 30% Evasion.
* If a Wormhole is in the target area of a Hard Vacuum spell, the spell is cancelled and the Wormhole is destroyed.
Hard Vacuum (Active): The caster calls on the essence of the interstellar void to slowly remove the very air from a target location.
* Targets an area. All non-undead, non-mechanical units in the area are Crippled after X seconds and killed after Y seconds, X and Y being proportional to their current health.
* Spell is cancelled if a Wormhole is in the target area, destroying the Wormhole.
Fold Space (Active): The caster brings two separate points in space together for instant transportation, although the mind needs time to adjust.
* Targets a point. Caster and all surrounding units are instantly transported in X range of target point and have Dizziness.
Gravitic Singularity (Channeling): The caster focuses the gravitic pull of a planet on a single location, weakening it elsewhere.
* Targets an area. All units within the area are stunned, gain 50% Evasion and are pulled towards the target point. Units in twice the spell's area move 50% faster (air units 100%) and deal half damage.
Meteor (Channeling): The caster calls upon an object in the upper ether and brings it to earth with immense force.
* Targets an area. Summons a meteor do deal enormous damage to all units in the target area, turning targeted terrain to rock and stunning all units on the map. If caster is interrupted, the meteor falls on the caster instead of the target point.
Black Hole (Active): The caster generates a mysterious gravitic effect that sends units to the void.
* Targets an area. Units within the area are removed.
** After casting, spell is replaced with White Fountain. If White Fountain is not cast within X seconds of Black Hole, the spell is automatically cast at the caster's current location.
White Fountain (Active): The void returns the units it consumed, their minds still unstable from the journey.
* Targets an area. Units removed by Black Hole reappear with a Dizziness debuff.
** After casting, spell is replaced with Black Hole. If White Fountain is not cast within X seconds of Black Hole, the spell is automatically cast at the caster's current location.
Thunderbolt Iron (Passive): Weapons forged from a falling star are anathema to beings of magic.
* Attacks deal greatly increased damage to summoned units and cause Feedback.
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