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Help: Need insane spell ideas

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Level 3
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Aug 3, 2008
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Never mind imbalance or overpowered-ness, that won't be a problem for this map. But I need some ideas for spells that both:

1. Have a high % chance of hitting multiple players (large AOE)
2. Are dodgable or have an escape condition for opponents



For instance,
Lightning Spell: A hundred+ lightning bolts hit the ground everywhere in a 2000 AOE radius, dealing 100 AOE damage at each point. However, the spell has a 1 second cast time; during that 1 second, blue dots on the ground indicate where the lightning is about to strike, giving players a chance to move away from the blast zones.

Fire Spell: A series of flame explosions spiral inwards toward the caster from 2000 AOE. However, even though every area is eventually covered by the explosions, players can dodge the attack by moving in-between the lines of explosions as they approach.

Ice Spell: Create a huge ring of ice around yourself, trapping everyone within 1500 AOE. A frosty wind will fill the ring, damaging units inside the ice wall for 10dmg/s. But players can escape by attacking the wall and walking out of the ring.


I especially need more ice and lightning ideas along these lines. And certainly any great ideas will probably be made!

Any help would be greatly appreciated!!
 
Level 5
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Aug 24, 2008
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199
Nice now I can come up with even more insane stuff

Frozen Chaos orbs

Small frozen orbs appears in the target area one by one at a max of 20. These orbs will shoot them self one by one towards enemies within the area, however they are rather slow so you can dodge them by walking side wards. If a Orb hits it will slow the enemy, this is stacking the more orbs hit the slower the enemy gets.

Crushing Illusion

I call this a gamble spell a frozen ring will surround an enemy with a rather huge ring. This Ring will enclose itself and finally crush the hero. However within the the ring their are 6 pillars. Only one of these pillars is a real one while the others are just illusion. Before the ring crushes the unit he will have time to destroy 3 of the pillars if the right one was hit the ring will disappear and the unit is unharmed.

Crystal Growth

In a giant target area several small crystals will spawn covering most of the field. These Crystals begin to grow and as they do they gain a effect. They will slow nearby units more and more until it is stopped. All Crystals will shatter after 10 seconds dealing damage to all nearby units. The damage will be greater the longer the unit was under the slow effect of these crystals. Within the field their will be several safe spots.

Heavens Vortex

This is a 2 phase spells. First a great whirlwind will be created. In the middle of the whirlwind you will be safe the farer you go outwards of the whirlwind the more damage will you take. After a random amount of 5-7 seconds the whirlwind will disappear. Now phase 2 starts a extreme powerful lightning will hit the center 1 seconds after the whirlwind is gone. To dodge you must first run into the center and then get away from the center.

Thunder Gods Riddle

Above the target unit a spirit will appear. This Spirit will ask a question which needs to be answered via chat (you need to type in your answer). If you are right the spirit disappears and you are safe. If you are wrong the Thunder God will strike you with a powerful lightning.

Their will be cake
(Portal reference 4tw)

Another gamble spell. Around the hero 4 portals will open. The Hero then must choose 1 of these if he doesn't he will take damage from lightnings. 2 Of the Portals will be a fake and explode on contact (the spell will end itself it this happens) the other 2 portals will reveal a cake (the spell ends now as well). The Cake can now be taken by the hero or not. However taking the cake will heal or poison the hero. You won't be punished for not taking the cake.

Shattering Dream

The target hero will fall a sleep and become invulnerable. At the same time his spirit will be teleported to a dream world. In this dream world he has to fulfill a quest which can vary. It will either be a typical maze the he needs to walk through, dodge some missiles or he has to fight a demon. If he fails in those he will suffer heavy damage.

Rippling Lightning

3 lightnings will crush in front of the caster from these points the lightning will travel underground towards his target however it will not do so in a straight line. It zig-zag-pattern.
 
Level 3
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Thanks Zinive! I like the homing concept in Frozen Chaos orb and zigzag idea in Rippling Lightning a lot - and the effect mentioned in Heaven's Vortex is something I do have planned. I think Crystal Growth may be interesting if the crystals had hp and players could destroy the crystals to stop the effects.

The others are pretty imaginative as well - I'll be keeping all the base ideas in mind as things proceed...
 
Level 5
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Aug 24, 2008
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I fought abit about Thunder Gods Riddle and i suggest making it a math test you can use randomized numbers to always create a new question without having to input them in the editor. It would need 2-4 variables. Depending on how hard the question should be.

Crystal Growth would be to easy avoidable if the crystals can be destroyed to save your ass you just have to look for the save zones within the area.
 
Level 3
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Aug 3, 2008
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I'm going to give this a bump; I know this category of spells is pretty challenging, but I'm still hoping to have a good collection of ideas at the end.
 
Level 10
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Jul 31, 2008
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477
Flame Meteor

The hero calls for a meteor that hits the ground. When it hits the ground, it splits into smaller pieces that in its turn splits 2 times more dealing a large amount of damage to nearby units.

Natured Summoning

The Keeper of the Grove summons 4 invurnable mini-Keepers around himself. Two keepers starts to cast tranquility and 2 starts to use entagling roots to enemy units in the area. This also makes the caster turn invis and get some backstab damage.

Thats all I've got for now.
 
Level 11
Joined
Feb 16, 2009
Messages
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Old ammo bomb
The hero takes old ammunition and attaches it to an unit. It oes BOOM in a random time above 20. Also with the trigger beneath you can make it not explode.
IF:Random number between 0 and 10 is above 3 THEN: damage unit for 45% or something

Colour Chaos
All units within the AoE cicrle gain your colour which creates chaos.

Dats it
 
Level 10
Joined
Jul 31, 2008
Messages
477
Got some more!

These to must be for same hero:

Spell 1
Wet Assasin
When it is raining the assasin has a high chance of turning invisible without manacost. The amount of backstab damage is high. When it rains, the assasin also gets a highly increased ms, highly increased attack rate and a large amount of hp and damage bonus.

Spell 2
Rain of Chaos
Turns any other weather into rain, wich triggers the ability "Wet Assasin".

Now to other spells.

Messy battle

Create's a large amount of illusions around you. every illusion does 20% of your damage but takes the exact same amount of damage as you do. When this happens you jump around performing a "Omnislash" (like juggernaut's ulti in DotA) but only you and your friends can see you. The enemies only chance to know your are omnislashing is that they take much damage in a short time.

Here are some other spell ideas (not so insane but i post them anyway, maybe to give you inspiration.)

Treewalk

Makes you invisible and creating a tree to block chasing enemies.
cooldown: 11
Manacost: 75
(Windwalk based)

Temporary Blink:

Teleports you to a target location for 10 seconds then, you get back to where you was when you started.
Manacost: 25
Cooldow: 15
(Blink based)

Critterize
Turns an enemy unit/hero into a random lvl 1 (level doesnt matter) for a random number of seconds between 5-20 seconds. 1-10 for heroes.
Cooldown: ?
Manacost: ?


Hasitate
Orders an enemy unit/hero to hold position a several times to give you an advantage if you are chased.
Cooldown: ?
Manacost: ?


Helicopter
(Must be used by some kind of blademaster) Your blade masters spins so fast that he flies up in the air.
Cooldown: ?
Manacost: ?


Uppercut
Causes the hero to hit an uppercut at a target enemy hero. The uppercut strikes the target so hard that i flies a up in the air. When it lands it takes 75% of its strength.
Cooldown: ?
Manacost: ?


Negatation
Steals all positive buffs at a target unit. Also gives the target a 50% chance to miss.
Cooldown: ?
Manacost: ?


Evade
Causes a target to evade an attack/spell. The cooldown is decreased for every level.
(Passive)

Rune
Gul'dan paints a rune, the rune calls ancient powers that does 150 dmg to enemies within a range of 150 (is increased by every level). Turns 1 unit (none here) within the are to fihgt for Gul'dans side.
Cooldown: ?
Manacost: ?


Rift of Time
The claws of (casting unit) slashes a hole in the time-window wich causes him to go back 10 sec in time, only effects hp and mana. But the time rift has a 25% chance to stay open for a while wich damages ALL nearby units to take 25 damage/sec.
Cooldown: ?
Manacost: ?
 
Level 5
Joined
Aug 24, 2008
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Raging Onslaught

The Caster hero will charge in straight line towards, if he hits an enemy unit he will strike it hard knocking it back, afterwards he will charge a second enemy unit (imaging this like a chain lightning spell, just with a slow moving lightning so their is a chance to dodge it) he will charge up to 5 enemies but will not charge the same enemy twice.


Storm Signal

Places a Signal at a target location, this Signal can be destroyed but by doing so the killer will be slowed. This signal has 0 from 1000 mana. For every Spell Cast near it. It will charge by 5% + mana cost of the Spell. The caster can select the signal anytime and release its magic. A Powerful storm will be created at a target location. (So this spell is a ranged AoE cast) This storm will be more powerful the more mana the signal have gathered in addition it gains special effects at several mana intervals. 250 mana or more, units within the storm are slowed. 500, units within the storm are purged every 6 seconds, 750 unit within the storm will have their mana burned, (the storm will use this mana to last longer) 1000, a powerful cyclone encloses all who are within the storm preventing them completely from leaving the storm and at the end of the storm a powerful lightning explosions occurs dealing damage to all units within. It will deal more damage the closer the units are to the center of the storm.

Snake Skull Banner

Places a banner that increases the attack damage of nearby allied troops. The power of this effect is determinate by the amount of enemy troops nearby, the more enemies the greater this bonus.

Call on the Beast

The Caster channels it power to create a spirit beast. When he stops to channel the beast will disappear. However the longer he channels this spell the bigger the and stronger the beast becomes. Also this beast is not controllable but can also not be attacked. While the beast grows the caster receives a bonus to max hp and armor.

Soul Shifting

The Caster targets a enemy unit and then the caster dies (yeah for real). After 10 seconds the target unit will also die and the caster will be revive on this position.

Chain the Wicked

The target will be enclosed by chains rendering him unable to move or attack but he will also become invulnerable. After 3 seconds some of the chains will shoot out from the target trapping all enemies within range. After additional 7 seconds all of the targets will be pulled towards the first unit that was enclosed. All unit will receive damage based on the number of units pulled this way. The Target itself cannot dodge this Spell but allied units nearby can and if they do this spell will deal no damage.

Bound of Affection

Binds the target to attack the caster no matter what. However since its affection the target units attack will weaken much over time. The first 3 Hits the target will not have a reduced damage and just hit the caster. The next 3 seconds the damage of the target will be reduced by 25%, however the damage that is now missing (meaning the 25% that are now not done towards the caster) hits the target. After each 3 additional seconds this effect increases by 25%. By rapid giving orders to your unit you can prevent this effect. However the order to attack the caster will be given every second.

Grave Collector

Gathers the essence of every nearby fallen unit and buffs the caster with it. (more souls more damage). This buff will be permanent. However if you recast this spell the old value is lost. The more powerful the unit is the more bonus this will grant. This way the hero will be forced to recast this spell to increase its effect.

Siphon Enchanting

Creates a buff on the caster for 10 seconds. For these 10 seconds every enemy unit with a buff on it will have this buff stolen. Buffs stolen this way will not have their run time refreshed. (meaning when the buff on the target is supposed to be running for only 3 more seconds and is stolen it will only run this 3 seconds on the hero.)

Living Magic

A passive buff this will heal the hero when ever a spell is cast next to him. Enemy casts will heal slightly more then friendly however cast done by the hero using this passive will not heal him.

Divine Blade

A very powerful buff that can only be casted if the target has already a buff on it. The effect of this spell will also increase the more buffs the target has. It will remove the buffs of the target to place its own buff on them. Depending on the number of buffs that have been removed the target will gain 25%-200% more damage as well as 5-25 Armor. If a unit having this buff receives another buff Divine Blade will be dispelled.

Enchanted Blood

The Hero will receive a bonus depending on how long he can keep a streak of hits. He must hit at least once every 2 seconds or the bonus is lost. For the first 5 strikes he will increase his damage by 5 each time. The next hit will slow the enemy by 25% both movement and attack rate. The next 5 hits will increase the damage again by 5 each time. The next will reduce armor and damage by 25%. This chain will go on I have no idea how long).

Wailing Soul Slash (this should be a ultimate)
(shamelessly stolen from Grandia 2)

This Spell can only be used if the target is somehow stunned. The hero Charges forward to strike a target. This will stun the target. The hero will then disappear shortly after 2 images of the hero appear to the left and the right side of the target striking it again. The images will vanish again. Then 3 images are created around the target delivering a strong uppercut letting the target fly. One last time 4 images of the hero will appear and jump towards the target to deliver a final blow that sends the target back to the ground.
 
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Level 15
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Bombing Run
Causes an bomber to strike the area with a large amount of bombs. The bombs have a landing time of about 0.5 seconds and deal damage to a medium area.

Wolf Pack
Calls forth a large pack of wolves. Each wolf will target a random enemy around you. If the enemy attack has low health, it will deal more damage. However, the wolves will return to you/disappear if they attack an enemy or after chasing an enemy for too long.

Illusionary Impact
The hero creates multiple images which follow the hero and jumps to the target area. When they land, only the real hero will deal damage to where he lands whilst the images remain at the point.

Satelite Cannon
Summons a satelite cannon above the target point. The satelite cannon will be shown only for a few seconds before going into space, charging a laser beam. After a few seconds, the beam will be shot at the point the spell was casted, dealing massive damage and blinding enemies nearby due to the flash of the laser beam.

Avalanche
The hero causes rocks to materialize above him. The rocks will fly towards the target point 1 second after appearing. If the hero stops channeling the spell while there are still rocks above him, the rocks will fall down at his point. Rocks does damage and stuns.

Diamond Prison
The hero channels for a short duration. When the spell is cast, diamond shards are summoned in a circle around the target point. If the hero finishes casting the spell, the suspended diamond shards will fall down, creating a cage to trap enemies. If an enemy is near a diamond shard when it falls, the enemy will be damaged.

Ripping Chain
The hero throws a bladed chain. The chain cuts through anything it touches and causes them to bleed, slowing movement speed and making the unit more vulnerable. If the chain runs through a bleeding unit, it will deal double damage to it.

Mystical Bind
Binds multiple enemy units together. After a few seconds, all units will be damaged and stunned. If any of the units got too far away from any other units who were bound, the bind breaks.

Diamond Drill
The hero wraps himself in diamond and rushes forward. The hero will knockback any units in the line. The hero will stop upon reaching his destination. The hero will have a diamond shield to take the damage for him during this duration and 5 seconds after. When this shield breaks, he will deal less damage to units in his path if he is still rushing.
 
Level 9
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Overpower -Maybe Passive-

Every attack increases the hero's attack speed by 3/4/5 percent. Buff stacks up to 15 times and returns after 10/20/30 seconds after the heores last attack

Arcane Crush

The Hero sends out an arcane crush, using all his mana to deal damage. 0.5/1/1.5 damage per mana-point.

Mirror Aura

If an enemy unit casts a spell on the hero, near the unit raises a mirror image out of the ground, attacking the unit. Range of Aura is 500/650/700 and image deals 35/65/90 percent damage and takes 400/300/200 percent damage as normal.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
Doom trap. The caster stands still while channeling the spell. Channeling takes 15 seconds. After 15 seconds all enemy units that were within 1500+ radius of the caster when the spell started to be channeled are instantly killed (HP set to 1 and take insane damage for kill credit). Friendly units are also affected by the spell and can be killed as a result however they only have a chance to be affected (1/4) or lower chance. However, if the units that were within the radius of the spell when it started leave the radius while it is being channeled, they will no longer be affected by the spell. Also units that enter the radius after the channeling has started will not be affected by the spell (even if they left the radius and walk straing back in). These rules apply to both friend and foe units Leveling will eithor increase the radius, lower the chance of friendly casulties, decrease channel time, improve cast stats like mana/cd or add additional affects making it harder to escape like a slow aura.
If it is too easy to escape due to small radius, try reducing channel time. If heroes die too ofen to the spell, you could give them an additional evastion roll.
 
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