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Help with new spell/ability Ideas for (Spellcraft Remastered)

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Level 6
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Jul 11, 2010
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Hi we have got a map that allows 1 hero to pick among 170 spells and swap them in game on the run.

Im asking for advice and ideas for new spells/abilities based on following criteria:

Spell 1 Single Target Damage: Combo: Energy, Energy, X-Materia (Consider it even more energy)

Additional criteria: (optional)
It needs to be mostly single target damage spell (no special effects except stun or knockback expected). It can be based on click, to get buff and then be activated upon autoattack (like rasengan) to deliver it to the targed or can be just standard single target spell. Damage or even potential small area of effect can be based on the hero current mana. (I would be happy if it would be based in Intelligence)

Main criteria is: It should be main staple among ultimates to deal burst single target damage. There are currently 2 other ultimates Finger of Death which fill no manacost, medium cooldown, high damage (but low damage among ultimates) and Molten Bombs which is unique but we have nothing like, standard ultimate spell to burst down 1 enemy.

Spell 2 Passive: Combo: Water, Fire, Transmutation

Can be any passive. I would be happy if it would generate some chance to randomly cast a spell each attack. Some form of Wild Magic, or if it would increase attack speed of the Hero. (to fill balance, but first and foremost it needs to fill Water Fire Transmutation theme)


Edit: Or Water, Fire, Light, and thanks for the ideas so far, excellent!
 
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Level 9
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Here's some ideas.

Locus of Pain
Summons an orb that is targetable and vulnerable for 1xInt seconds and has ridiculous amount of health.
After that it becomes invulnerable and untargetable, and begins following the caster.
Activating this ability causes the orb to streak toward the enemy and deal damage based on the orb's missing health.
Cooldown starts after you expend the orb.

(Basically you "charge" it for a few seconds by damaging the crap out of it, and then throw that stored damage at the enemy; Since Intelligence increases the duration of the orb's vulnerability, it allows to store more damage, and so increases its maximum damage. You basically replace base spell with launch spell, and after launch replace it with base spell again, forcing the player to use it and removing the orb with triggers to trigger the cooldown.)


Phantasmal Killer
Summouns an untargetable and semitransparent copy of the caster which has same amount of mana as the caster. It then begins chain-casting Flay Mind with extremely low cooldown until it runs out of mana. The phantasm follows the target of the spell and only attacks it.


Nexus of Destruction
As long as this spell is equipped, ability casts leave motes of power (untargetable, only visible to the owner of the spell). The spell calls all motes within [size] area to bombard the target.
 
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Level 8
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For the First;
1. Precision Laser: deals medium damage, low mana cost, mana cost is adjusted dinamycally based on maximum mana (new mana cost functions applied periodically, or, if you are using previous w3 versions, the spell has 0 mana cost but the tooltip shows the conditions and some information about mana cost calculation).
1.1. Flair 1: spell is in fact point target and AoE (200 i would say); damage applied to the units in the center of the area is increased by 100%.
1.2. Flair 2: spell has effect duration, meaning that once casted it will apply it's damage again on the same area up to X more times.
Basically a more conditioned Finger of Death, like you suggested.
2. Conduct: short range, medium mana cost, leaves a short "Static Charge" debuff for further use, low base damage but that is increased by a number of cumulative conditions like, ie.;
1. Target is stunned? -> +50% damage dealt; 2. Target has a water type debuff (most cliché thing ever but w/e)? -> +50% damage dealt; 3. Target has static charge debuff? -> +50% damage dealt or +25% damage per debuff stacked; 4. Target current HP is lower than X? -> +50% damage dealt.
4 conditions would be enough i guess. Maybe more for a tooltip overloading fiesta?
I would play around it's cooldown, as this ability benefits from multiple casts.
The special effect should adjust dinamically based on actual damage dealt.

For the Second (this one is hard);
1. Hot Mist: a passive chance to become invisible upon taking damage, that lasts a short amount fo time.
During the invisibility the affected unit has bonus HP and MP regen (or an instant heal) and additional move speed.
Can't trigger while already invisible.
The special effect is some kind of cloudy thing or vapor upon taking damage.
2. Elemental Barrier: toggleable Between Water Barrier and Fire Barrier.
Both gives a passive amount of armor or damage absorbtion bonus, but Water Barrier gives additional MP regen and Fire Barrier damages nearby units.
Will recquire some cooldown so the toggle is not spammed.
 
Level 38
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Spell 1: "Power Overwhelming"

Blasts target nearby unit with excessive energy, dealing Z damage. The excess radiates from the target hit and seeks out up to N additional nearby targets (I like 3), dealing Y damage. If the initial target is killed by the initial cast, the full overflow damage is additionally dealt to each secondary target.



Water fire transmutation

Your spells that hit enemies spawn a sphere on the ground somewhere near the target hit that lasts for X seconds. Your first attack after picking up an orb counts as a spell and increases your attack speed for a brief time (effect does not stack). Walk over an orb to pick it up and receive it's benefits. Both buffs can be stacked N times.

Water orb - grants Flow: increased movement speed
Fire orb - grants Fury: increased attack damage
 
Level 28
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1st spell:
Magebane (Active): Target takes damage proportional to its total mana and caster's intelligence.

Finger of the Mountain (Channeling/Active): When first used, the caster begins channeling, creating as many floating rocks around him as the spell has levels. When the next Attack target is chosen, the rocks fly at the target, dealing damage. Deals damage proportional to the distance between the caster and the target and the caster's intelligence.


2nd spell:
Aqua Ignis: Whenever a potion item is used, the caster permanently gains a small amount of attack speed.

Body of Steam: Every time the user is attacked, gains 1% Evasion and magic resistance (up to a limit). Evasion and resistance limits and percentages increase with level.
 
Level 10
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So what have we here (btw, i give numbers, but these are easily changeable)

Single target spell, shouldn't be too fancy and should be energy based. I think i git two ideas for that:

1. Power influx (channeled): drains your mana over time to try to overload your enemies power reserves. Drains 40 mana per second, which grants the target enemy 200 temporary mana per second. Should the amount of mana gained for the eneny exceed its mana pool then the enemy begins to suffer damage equal to the amount of wasted mana. At the end of the cast or when the target leaves the range of the caster, the temporary mana begins to partly deplete, degenerating 50% of the mana transferred over 10 seconds (excluding wasted mana)
Note: This is a tricky spell. You support the enemy with your mana, which could cause to backfire, but the potential damage is tredemnous. Probably not a really coockie-cutter single-target spell. But it is based on your mana and thus intelligence.

Orb of destruction: Conjures a orb of tredemnous power which gets blasted into the direction of the target, dealing 200+5* your intelligence as damage. The orb gets accelerated into a range of 1500, after which, when it didn hit anything, begins to seek slowly for the nearest target within a range of 500 (friend and fow alike). If no target is near, it flows further in the direction.dissipates after a travelled range of 3000 without finding a target.
Note: A dangerous but very powerfull skill. You can use it on low range to blast a target into oblivion or use the homing function on high range to try to snipe targets. Could only be problematic when it hits allies. I would use a launch speed of 2000 and would decrease it to a speed of 500. for that you need a deacceleration of 500/s, which would make a travel time of 1.5 seconds until it begins seeking targets.
Now, the passive: fire/water/transmutation-themed, at best should cast spell effects when triggered.

Cauterize: when you get hit with an attack that deals 15% or more of your max hp, you will be affected by cauterize: the next spell you cast withimg 5 seconds will automatically fail and instead release a forcefull gust of steam, knocking back targets within the area, while healing 75% of the damage that triggered cauterize over 5 seconds. Cauterize has a cooldown of 20 seconds.
Note: this passive is a defensive anti-burst mechanic. If you get bursted, you can mitigate some of the damahe while pushing enemies out of range. This comes at the cost of wasting a spellcast, though.


Steam-powered-body: Decrease your health regeneration and effect of healing spells affecting you by 35%. Whenever you are affected by water spells or stand in water, your attack- and movementspped gets increased by 30% and you regain 4 health every second for a duration of 5 seconds.
Note: this is a map-specific skill: does water exist in the map? Do you want cross-element synergies? Do spells create things like puddles of water or stuff? Can you affect yourself with water skills? On this things the implenebtation of this spell does hing on.
These are some idead that i pulled out of my hair. I hope these can help.
 
Level 6
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Thank you all (+Rep). We found these ideas awesome and inspiring. The most surprising idea for me was: Finger of the Mountain (never thought about that) while I thought about implementing almost the same spell like Power Overwhelming before. And conclusion:

Spell 1 Single Target Damage: Mana Beam

Tooltip at level 1: (75 mana)

Fires multi-beam to the target, consuming the spell manacost + 10% of the Caster current mana to deal damage equal to 4-times the mana consumed. Damage is dealt after a short delay. 17 sec. cooldown.

Killing a target with this spell resets the cooldown.

(Effect is "rainbow-colored" color changing lightning and mostly blue on hit effect with floating text showing damage)

Spell 2: A passive is still open but it has been changed to a different combo, any ideas for a good passive that would ideally spit out some spell missile barrage or wildly cast some spells is welcomed. It now has to do mostly with Storm element because the old written combo is now: Elemental Retribution (active). (shield that returns 50% of damage and increases attack speed and movement speed)
 
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Level 28
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Stormsurge: Creates 1 electrical orb every X seconds (interval depends on spell level) that orbit around the caster, up to [spell level]. Alternately, gain 1 orb with every kill. Whenever the caster is hit by a spell, the orbs discharge as a spell on a random nearby enemy/the enemy spellcaster, with the effect depending on the number of orbs around the caster at the moment of impact:
* 1 orb: Purge
* 2 orbs: Forked Lightning
* 3 orbs: Chain Lightning
* 4 orbs: Monsoon

Lightning Field: Returns damage to melee attackers and creates an electrical orb for every X damage taken. When the caster is hit by a spell, 1 orb is sacrificed to deal AoE damage around him.
 
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Level 38
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3 different flavors of defensive passives that can be activated:

Ward: Every N seconds the next hostile single-target spell cast on you is redirected to a nearby enemy target. While Ward is off cooldown you may manually activate it to reflect all spell projectiles in a small radius around the caster back at their source, putting Ward on a longer cooldown.

Phase: Every N seconds the next spell projectile that would hit you will pass through you without making contact. While Phase is off cooldown you may manually activate it to become invulnerable untargetable but unable to move, attack, or cast spells for 2 seconds, putting Phase on a longer cooldown.

Flash: Every N seconds the next AoE spell to hit you deals X% reduced damage and drastically increases your movement speed for a short time. While Flash is off cooldown you may manually activate it to instantly swap positions with target unit, putting Flash on a longer cooldown.


Capacitance: Gain X% charge every time you cast a spell up to a max of Z%. If you have at least Y% total charge, Capacitance can be activated to augment your next spell cast, increasing some of its effects by the stored charge percentage and resetting it to 0%. (Damage, duration, (de)buff strength, AoE, number of targets, etc. Could be modified. I like the idea of each spell having 1 stat that's affected by Capacitance and sometimes it's utility sometimes it's damage.)
 
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