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In Need of Spell idea for Evil Alchemist.

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Level 5
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Nov 3, 2007
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Alright so im in need of a spell for the Undead Alchemist known in wow as Master Apothecary Faranell, If u dont Know him, hes a alchemist working only on evil things, i ofc can go with acid bomb, but i was hoping u guys could help think of something cooler. +rep
 
Alechemist's Potion

After working out his alchemy, he is able of manipulating dark powers, filling his bottles with energy. For every unit killed by the Alchemist (while bearing the item), the potion's power increases, conjuring a dark shield afterwards. The dark shield will abosrb damage dealt to the Alchemist, up to the number of units killed: ((Number of units killed) * (20))

Chemicals' React

Sprays a unit with toxic chemicals, that will be spreaded to any unit that comes close to the target. The damage dealt increases with the number of units affected. Deals ((5) * Number of units affected) damage per second.
 
Level 4
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Feb 9, 2006
Messages
110
Some nasty DoT (damage over time) on single/target AoE that dealt slight damage, but creates AoE damage explosion if the unit dies with this debuff on him?
 
Level 8
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Apr 6, 2009
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254
Death Haze: Creates a haze around the Alchemist, the haze will deal XX damage per second, when a unit leaves the Haze, it will take XXX damage. Haze lasts for X seconds.

Throw Chemicals: Throws a random chemical on the target enemy unit, the target will reach based on what chemical that hits it.
- 1st: Deals XXX damage.
- 2nd: Heals by XXX hit points.
- 3rd: Burns XX mana.
- 4th: Deals X damage per second over X seconds.
- 5th: Slows attack and movement speed by XX%.

Hope it helped =)
 
Level 20
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Oct 21, 2006
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Soul Vial (Passive)
Every time Hero kills a unit he refills on of his empty vial with a soul, gaining one Soul Vial.
Level 1 - Limit of 2 Soul Vials.
Level 2 - Limit of 3 Soul Vials.
Level 3 - Limit of 4 Soul Vials.
Level 4 - Limit of 5 Soul Vials.

Elixir of Agony
Hero consumes a one Soul Vial to create and throw a Elixir of Agony, that curses all enemy units in a target area to take X damage over Y seconds.

Elixir of Slow
Hero consumes a one Soul Vial to create and throw a Elixir of Slow, that curses all enemy units in a target area, slowing their movement speed by X% and attack speed by Y%.
Lasts Z seconds.

Elixir of Fear
Hero consumes a one Soul Vial to create and throw a Elixir of Fear, that curses all enemy units in a target area , silencing them and causing it to run away from the Hero.
Lasts X seconds. (very low duration, something like 2, 3 and 4)


Synergy
So the hero have to kill creeps to gain souls that are used to refill Soul Vials. All his spells require Soul Vials so its essential to have some of them always with you. Elixir of Agony and Slow work well together. You use your dot, then cast slow and stay away from the enemy. Fear can be used if the enemies get too close to you.


- 10 min boring brainfart.
 
Level 4
Joined
Feb 9, 2006
Messages
110
Soul Vial (Passive)
Every time Hero kills a unit he refills on of his empty vial with a soul, gaining one Soul Vial.
Level 1 - Limit of 2 Soul Vials.
Level 2 - Limit of 3 Soul Vials.
Level 3 - Limit of 4 Soul Vials.
Level 4 - Limit of 5 Soul Vials.

Elixir of Agony
Hero consumes a one Soul Vial to create and throw a Elixir of Agony, that curses all enemy units in a target area to take X damage over Y seconds.

Elixir of Slow
Hero consumes a one Soul Vial to create and throw a Elixir of Slow, that curses all enemy units in a target area, slowing their movement speed by X% and attack speed by Y%.
Lasts Z seconds.

Elixir of Fear
Hero consumes a one Soul Vial to create and throw a Elixir of Fear, that curses all enemy units in a target area , silencing them and causing it to run away from the Hero.
Lasts X seconds. (very low duration, something like 2, 3 and 4)


Synergy
So the hero have to kill creeps to gain souls that are used to refill Soul Vials. All his spells require Soul Vials so its essential to have some of them always with you. Elixir of Agony and Slow work well together. You use your dot, then cast slow and stay away from the enemy. Fear can be used if the enemies get too close to you.


- 10 min boring brainfart.

He needed only one spell :)
 
Level 8
Joined
Apr 30, 2009
Messages
338
Pestilence

Alchemist tosses a fragile vial filled with a sickening plague at a target enemy. When the vial explodes, it relentlessly spreads disease throughout enemy ranks.

Initially afflicts enemies within x range of the target unit. Any infected units will spread Pestilence to other units who come within y range of them. Units mutually afflicted will continue to refresh the duration of Pestilence on each other until they move out of range.

Constantly inflicts d damage per second and slows victims' attack/movement speeds by p%. Lasts d seconds.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,275
This is sort of more how a proffesional spell idea should look. I have to admit the request was not very clear and I have no World of Warcraft knowledge as I never played it so I had to come up with a totally unique idea. I advise in future describing the heroe's role in gameplay more and how your actual game plays so the effects of spells listed can be tuned to be more close to what you are after.

Corruptive Concoction
for "Master Apothecary Faranell"

Background
The Undeal Alchemist is not only a master of chemistry beyond mortal comparison, he also knows quite a lot about the dark arts of necromancy, being undead and all. When combined, these two fields result in some of the most nasty and dangerous potions ever to be created. In this particual mixture he emprowers highly reactive, unstable and messy chemicals with necro energy to create a general all porpse area effect potion for use during combat.​

Effect
Effects units in an area. All afected living units will be slowed slowed. All afected undead units will gain a speed buff in stead. (these apply independantly of who owns the units) Enemy mechanical units will get a armor reduction. (only enemy mechanical) Enemy human units will also on top of that take damage over time, of which 50% is magic and 50% physical. (Only enemy humans) Allied undead will be rehealed over time. (only allied undead) The death of any afected non-mechanical, non-summoned and non-hero unit will result in the creation of a temporary weaker undead unit which is hostile to everyone with a slight chance of being owned by the Alchemist. (causes summoned undead to be created from both living and undead units which die under the effect which mostly attack anyone nearby)​

Ballence
Due to the number of effects, this spell is extreemly powerful and thus ballencing it may not be an easy thing to do. Noticable weaknesses of this spell are that it can both buff enemies as well as nerf allies and the undead created on unit death of both friends and foes can be hostile to you and hinder you. Noticable strengths is that it is highly effective against enemy organic units and in the presence of friendly undead units it can also improve their strength in the process. Watchout for not using the weaknesses resulting in it becomming overpowered (if cast on a living melee attacker it will not only damage and slow them it will reheal and buff the caster). Secret weapon nerfs incase you still have problems keeping it ballenced without altering gameplay are to make it have a mana cost penalty for repetitive casts or effecting too many units, have a duration / effect penalty for afecting a large number of units or to give it a huge cooldown with duration difference.​

Use
The spell is designed to be used as a main combat skill / ultimate. You could make it into a constant combat spell in which case the numbers involved should be small and duration with cooldown difference should be small like in the case of a normal spell. It could also be used as a temporary boost spell to turn the direction of combat where its effect numbers are high but the cooldown with duration difference is also high. It could even be made into a moderatly effective primary spamable skill but that may require the use of additional nerfs like increasing mana cost to stop it being too effective.​

Uniqueness
Well there are very few complex spells these days sadly, however this is certainly complex. Thus it is highly unique with just the idea of the spell. What garuntees its "wow I never have seen that before, this is cool" uniqueness is the fact that no one has tried an undead potion area spell before and especially one with this many effects. The number of effects also garuntees that it will never grow old on people and will always have a use.​
 
i am no spell master and i no very little trigger but you know how brew master has that bottle throwing spell and fire breath spell and if you use two of them together, its sets the target on fire?

well my thought is you throw a vial full of intestinal juice and watnots on to the victim. does initial damage and over-time damage
then another spell is much like carrion swarm for dreadlord only its flesh eating bugs. does initial damage

you put the two together and you get a combo where the bugs stick themselves to the person, eating them alive. the sticking duration is for 30 seconds but the target can choose to move around and shake the bugs off, decreasing the duration the bugs stay on. upgrading the vial spell will increse the time the bugs stay on the victim and increasing the carrion swarm spell will increase the damage over time

i dont specifically know about numbers and balance but you get the idea
 
Time-Travel Potion
When the Alchemist drinks this potion the time rolls back 5 seconds ago, for him. A clone of the alchemist will be left where the present was. This clone will last for 10 seconds. During this period of time, the real alchemist will walk 2 times faster but won't be able to interact with the units from the present, although his mana points, life points and buffs will remain. When the past timeline, going faster, reaches the present, a time lapse is created at the clone's position, killing it and dealing damage in an area around him. The real Alchemist now will go back to normal speed and will be back to present, being able to interact with other beings from the present.
You may ask yourself, but this is possible to be coded. I'll explain it better:
1 - values of position and health/mana are stored overtime (and deleted when not needed anymore)
2 - spell is used: the hero teleports to the place where the 5-seconds-ago values indicate and a clone of it is placed where it was.
3 - for a 10 seconds time: the hero will have the speed doubled and the clone won't, so it makes sense that the past can reach the present. (If the past hero is at a 200% speed and the present didn't stop, but still walks 100%, it will take 10 seconds to the past hero overlap with the present one)
4 - the clone explodes, creating a black hole where it is when the time overlaps, dealing damage. Now the hero has reached the present and came back to the normal time speed, 100%.

Note that the hero isn't invisible when the time comes back.


lolwut more crazy ideas to this guy xD
 
Level 15
Joined
Mar 8, 2009
Messages
1,651
Wrathgate Cinematic - Faranell takes a pack of pop-corn and a can of beer and has a rest while Putress comes with catapults and kills off all the enemies. Faranell than gathers all loot.

on a serious note:

Failed Experiment - for next 30 (random number) seconds all enemies killed with Faranell's spells or under effect of Faranell's spells will spawn a Failed Experiment. (uses Dalaran Reject model). If a unit dies to Failed Experiment, a new Failed Experiment will spawn. (failed Experiments are weak and have low hp, but are very strong in big numbers)
 
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