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[Legacy] Modders Idea Factory

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Level 21
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Primary Attribute: Doesn't matter, as I'm using a custom attribute system
Map Theme: Elemental Warfare
Map Kind: Value
Number of Spells: up to 200(20 for element, 10 offensive, 10 defensive per element)
Number of Normal Spells up to 190
Number of Ultimates: up to 20(one defensive and offensive ultimate per element)
Restrictions: All spells should be aligned by those 10 elements:
Air(swift, untouchable)
Fire(devouring, aggressive)
Water(everchanging, uncomprehendable)
Earth(tough, persistent)
Life(Nourishing, empowering)
Death(relentless, suppressive)
Thunder(energetic, destructive)
Shadow(veiled, indirect)
Frost(slow,disarming)
Light(direct,revealing)
Additionally, all of the spells must be active and most of their power should be non-direct and/or balanced out by disadvantages(fireball burning friendlies too when hitting target)
Also, all spells should be similar in power levels, but higher grade ones being better in usefulness(stun gets more and more useful as you meet stronger enemies).
It would be especially useful if every spell was more powerful in it's own element and the power increase would scale with the amount of that element nearby(but mostly not direct power)

Examples:
Fireball
:
Hurls a flaming fireball at a target unit, dealing damage to every ENEMY it flies past and upon hitting damages and sets fire to every unit within blast radius(including allies)
Tidal Wave:
Conjures a tidal wave, that gets larger while it moves on water and smaller when on ground. The size decreases especially fast on inpathable(ground) terrain. Deals a constant amount of damage(bigger wave still does the same damage)

This is the master unit that has every spell. It's what the players start with, but their spells need to be trained to be used(level 1 takes endless mana or simply doesn't do anything).
Game Concept:
All players can get all spells, but they would need to be obscenely high level for that, which means that every next spell is harder to get. Hero is generic and attack type depends on weapon. The players are not forced to stay within a class, quite the opposite.
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
Taken! lol xd


Random name, Elementalist - X
Abilities:

Air element:
Air strikes - No Target
Hero creates X air strikes and throw them to random places in from of him, air strikes deal X damage and can only travel a max of Y meters. units that are were strikes apear are puched back.
Range: -
Cooldown: 80 seconds
Notes: can punch back yourself for a easy escape.


Wind lance - Line Target
Hero creates a wind lance and throws it to targeted line. when lance collides whit a unit, it will deal X damage to that unit, and Y damage to units near it, slowing them all down by X%.
Range: 900
Cooldown: 80 seconds
Notes: The lance will disapear where you targeted so be carefull!

Wind slash - Point Target
Throws X winds in form of blades to target point, they will keep there for X seconds, dealing Y damage o near units. After that, they will separete and hit a random unit in a X range, dealing Y damage.
Range: 700
Cooldown: 100 seconds
Notes: Heros have more chance to get hitted

Strong wind - Area Target
Hero creates strong wind that move around target area, pushing units that enter it to the oppsite direction hero is fassing, units knockbacked this way, will receive X damage when colliding whit another unit, destructible or terrain deformation, also will deal Y dmaage to collided unit or destructible.
Range: 800
Cooldown: 97 seconds
Notes: This can move trees! and also destroy them, also affects hero

Heavy air - Non hero/Unit Target
Makes target unit fly away until it reaches the point were there is less air, them takes unit again to earth, making it fall when its near ground. Deals X damage to that unit, and slows it down fot X% also makes it miss Y% of its attacks, last for Z sec.
Range: 700
Cooldown: 90 seconds
Notes: If canceled during casting, unit will fall from oabove, dying instantly, but dealing heavy Aoe Damage in a X range around were it falled, and costing the hero 3 times more mana.

Wind blow - No Target
Hero creates a wind blow around himself, pushing all units in a X range to him and dealing Y damage to them.
Range: -
Cooldown: 60 seconds
Notes: I suggest to send that units away faster than possible

Wind deformation - Area Target
Creates such a strong wind that it deforms terrain in target area, units stuck in there will receive X damage, and them slowed down by Y%, terrain deformation last for Z sec.
Range: 800
Cooldown: 75 seconds
Notes: Get rid of that plat terrain!

Wind speed - No Target
Hero creates a wind blow under himself, that makes him X% more faster, but also silences him, after X seconds, this effect ends, and hero gets X damage bonus for next spell.
Range: -
Cooldown: 55 seconds
Notes: Kinda windy

Release wind - Area Target
Releases strikes and strikes of wind over target area, deals X damage and slows units down by Y%, each strike costs X mana, hero gets Z% mana back for each unit that dies in that area.
Range: 900
Cooldown: 80 seconds
Notes: more wind

Directed wind - Unit Target
Creates X sword shaped like wind strikes that launch to target unit every X sec, each strike deals Y damage, hero can move while casting this, if hero is more than X meters near that unit, he will get Y% speed bonus each time a strikes hits targeted unit, and unit will be slowed by Z%.
Range: 900
Cooldown: 80 seconds
Notes: phew... finished offensive

Defense core - No Target
Creates a wind core that lets nothing get in, but nothing get out thought, keeps for X sec.
Range: -
Cooldown: 45 seconds
Notes: How the hell will this help?

Air escape - Unit Target
Hero escapes to targeted unit, them he send targeted unit to the place he was.
Range: 1100
Cooldown: 67 seconds
Notes: Now you now how it work

Mega blow - No Target
Hero starts blowing wind and wind to the place where he is facing, blows travel X meters, blows knockback units really far away but the don´t do damage, they also set of fires.
Range: 900
Cooldown: 90 seconds
Notes: Stop burning Pal

Intense wind - Area Target
Creates an area were winds are more instense than anywhere, while inside this area, hero flies around randomly, being untargetable but being also unable to attack, last X sec. When casting a spell flying, hero has a X% chance to fail his spell aim.
Range: 500
Cooldown: 98 seconds
Notes: When failing an aim, hero will just throw the spell to a random permited in the range of that spell

Wind trail - No Target
While actived, hero drains X mana per each Y meters traveled, he leaves wind all the way he traveled, this winds reduce units sight and movement speed by Z%.
Range: -
Cooldown: 88 seconds
Notes: If hero uses a spell that moves him quickly between 2 point without walking, he will leave only a trail were he leaved and were he arrived

Empower wind - Line Target
Creates a wind blow in line, that pushed units in opposite direction when they touch it, after X sec, winds get empowered, and all units whit a wind buff over it in a X range will get slowed by Y%, last Z sec.
Range: 780
Cooldown: 55 seconds
Notes: Mass effect over units that touched the wind line

Wind wall - 2 points Target
Double-target select spell. First time you select one edge of the wall and then the other edge, edges cannot be more than X meters aaway from each other, them more away, them less duration has the spell, no unit can trepass the wall, not even the hero. Units between both edge points will get stucked inside the wind wall, and be invulnerable until the wall end
Range: 900
Cooldown: 110 seconds
Notes: Cast this bad and get yourself whit no way out

Overflowing wind - No Target
When actived, hero randomly creates wind flows from earth to the sky around him, any unit stuck in this will be elevated and stay under tornado effect, last X sec.
Range: -
Cooldown: 50 seconds
Notes: Windy


Wind escape - No Target
Makes your invisible but unable to make any damage, gives X% bonus movement speed, last for X sec.
Range: -
Cooldown: 10 seconds
Notes: Just windwalk and set the crit to 0 xd

Dimension wind - No Target
Depending on the place you are, when activing this spell it will change all your spell proteties.
Inferno: will give some burning buff to your spells.
Sky: X bonus damage.
Swamp: wind will have some light poison effects.
Ocean: Defensive wind spell will give you bonus mana.
Desert: Wind will reduce units sight in X% extra, if they already do that.
Void: Wind will silence targets (carefull defensinve wind spells and offensive that affect YOU will silence YOU)
Last until actived again.
Range: -
Cooldown: 110 seconds
Notes: Using the same wind boring? taste the wind of other places!


Ultimate:
Wind sphere - Area Target
Massive area target, channeling. Hero channels the spell, per each X sec channeling, spell sphere gets bigger, when attacked or making an other action, hero will throw the sphere over targeted area, but real area of effect is Y bigger, depending on channelled time. Deals Z damage and slows unit down by 90%, last Y sec.
Range: 1100
Cooldown: 280 seconds
Notes: Mana cost increases by X every 10 seconds of channel


Ultimate:
Divine wind ´protection -Unit Target
Creates a divine wind shield around target unit, reducing incoming damage by X%, and transforming any non-ultimate spell casted over that unit by an enemy, into an air spell, that is casted over that enemy, whit double power than the original spell, last Y sec. When casted over you, each time you cast a spell you will get healed by Z%.
Range: 900
Cooldown: 480 seconds
Notes: Can be casted over point, to protect any unit that picks it up, if casted over point it will cost half mana


Leave here cuz i have to eat. Also this pushed my imagination kind to the limit, and who now what that means! any away, i will not fail this because...
CHALLENGE ACCEPTED :3
EDIT: DONE AIR PART, NOW LOOKING WHICH OTHER PART I WILL TAKE...
 
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Level 15
Joined
Oct 18, 2008
Messages
1,591
Fire Spells
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Offensive
Fireball - Area Target
Shoots a fireball at the target location, dealing X damage to both enemy and ally units int he area.
Range: 700
Cooldown: 20 seconds

Orb of Flame - Unit Target
Active: Shoots an orb of fire at the target enemy, igniting it. Ignited units take X damage each second for 5 second and ignite nearby units (each unit can be ignited by a single spell once).
Passive: Each 20 seconds the caster get’s an orb that floats around him. Using the active part removes the orb.
Range: 900
Cooldown: 1 seconds
Notes: Spammable as long as your have mana/orbs left

Fire Form - Toggle
Each second the caster takes X damage, plus X damage for each second it was in use. Every nearby enemy takes X damage each second plus X damage for each second it was in use. If it would deal too much damage on the caster, it turns off.
Range: 300
Cooldown: 0 seconds
Notes: Base damage and damage increment on caster is lower than on the enemy.

Black Flame Nova - No Target
Ignites each allied unit (even summoned ones) within range. Heroes take X damage each second for 10 seconds, and deal X more damage with each attack. Units take X damage each second until they die, then they become either small, normal or large fire elementals, depending on the maximum life of the original unit. These elementals are immune to fire.
Range: 600
Cooldown: 60 seconds
Notes: Best used to turn a fight around.

Burning Grounds - Area Target
Ignites the target area, causing X damage each second for X seconds. If any unit is stunned in the area, the unit is ignited as well, taking X damage each second for X seconds additionally (even if it leaves the burned area.)
Range: 1200
Cooldown: 120 seconds

Ignition Core - Unit Target
Marks the target unit with Ignition Core. When the unit dies, it marks units with Ignition Core in 400 range and deals X damage to them.
Range: 600
Cooldown: 60 seconds

Meteor - Area Target
Marks the target 500 units area for 2 seconds. After 2 seconds, a meteor falls down, which deals X damage to all units in area and stuns them.
Range: 1400
Cooldown: 20 seconds

Searing Curse - Area Target
Curses every unit in a 600 units area for 10 seconds. Each cursed unit take X bonus damage from fire based spells and effects. If a cursed unit dies, the caster takes X damage and the spell restores X mana to the caster.
Range: 1800
Cooldown: 40 seconds

Fire Chains - Unit Target
Chains the target unit, dealing X damage to it every second and snaring it for 5 seconds. During this effect, all units in 200 range of this unit are slowed by X%.
Range: 500
Cooldown: 10 seconds

Eruption - Area Target
A volcano erupts at the target area, dealing X damage to an area slowly expanding around it over X seconds. After it reaches its maximal range (X units), units in the range are snared for X seconds.
Range: 900
Cooldown: 30 seconds

Ultimate:
Mortiferum Ignition - No Target
Marks every unit around the caster. If the unit takes damage, it also takes X fire damage. For each unit that is killed during this effect, the effect deals X more damage. When the effect ends, the caster releases a ring of fire, dealing X damage for each unit killed during the mark’s effect.
Range: 1200
Cooldown: 120 seconds

icons_8236_pas.jpg

Defensive
Ring’o’Fire - No Target
Sends out a ring of fire, dealing X damage to units within 200 range. For each unit it hits, it expands for another 50 units.
Range: -
Cooldown: 45 seconds

Fire Colour - No Target
The hero changes to colour of his fire, that affects all of his defensive spells. Changing the colour releases a ring of fire with the new colour, dealing X damage to all units in X units. Each colour has it’s own trait and need a different level of this spell:
Red:Basic colour. Red coloured flames remove frozen state (from both ally and enemy).
White:White coloured flames deal X bonus damage.
Yellow:Yellow coloured flames refund their mana cost.
Blue:Blue coloured flames deal area damage.
Black:Black coloured flames deal bonus damage against summoned units.
Range: 1100
Cooldown: 67 seconds
Notes: Now you now how it work

Flame Shield - No Target
Summons X orbs of flame around the caster that orbit for X seconds. These orbs explode when colliding with any unit other than the caster, dealing X damage. After the effect ends, all the orbs explode.
Range: 150
Cooldown: 120 seconds

Aura of Scourge - No Target
Active: Releases a burst of flame that deals X damage and knocks back units. Also deals damage to caster.
Passive: Deals X damage each second to every unit around the caster for 10 seconds after using this spell. Units on flame suffer X bonus damage.
Range: 700
Cooldown: 10 seconds

Colour Spray - No Target
Casts a fiery cone in front of the caster. The actual spell depends on the current color of the caster’s flames:
Red:Deals X damage in a cone and knocks back units.
White:Deals damage around the caster.
Yellow:Deals damage in a cone. Restores mana and life for each unit hit.
Blue:Deals damage in a straight line with longer range and slows targets.
Black:Engulfs the caster, dealing X damage to the caster and reducing incoming damage by X for X seconds.
Range: #
Cooldown: 15 seconds

Flame Seal - No Target
Silences the caster for X seconds. During this time, the caster takes X less damage from attacks. If the caster dies during this effect or the effect ends, he explodes, dealing X damage to every units in 500 range plus X times the damage absorbed by this spell.
Range: 500
Cooldown: 60 seconds

Flame Absorbtion - No Target
For X seconds, any fire damage that would be dealt to an allied unit by the hero is instead added to a pool. When this effect ends, an explosion deals as much damage as much there is in the pool to every unit around the caster in range.
Range: 700
Cooldown: 75 seconds

Fire Containment - Area Target
Places fire markers around the area. Any exploding spell in the target area deal damage only to those in it, dealing X bonus damage. Any unit that leaves the area take X damage.
Range: 1200
Cooldown: 90 seconds

Salamandra Skin - Unit Target
Target unit takes no damage from fire based spells, but takes double from Frost and Water based ones for X seconds. The unit also deals X damage to enemies who attack him in melee range.
Range: 400
Cooldown: 80 seconds

Ultimate:
Phoenix Fire - No Target
Engulfs the caster in flames, dealing X damage to self and removing any buffs or debuffs. For X seconds, the caster takes X less damage from attacks and deals X damage to any unit damaging him. If the caster dies during the effect, the caster is reincarnated with X% life.
Range: #
Cooldown: 120 seconds
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Heres my part, more mobility based. Defensive would come later.

Thunder Spells
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Offensive:
Zoom - Area Target
The caster takes the form of a lightning bolt and hits all units in the target area, dealing damage to enemy units and half of that damage to allies. The caster reappears at the position of the first unit he hits.
Range: 450
Cooldown: 12-20 seconds

Thunderous Sweep - No Target
The caster enforces his blade with lightning and cleaves nearby units, dealing damage to all enemy units and knocking them back. If a certain number of enemy units or more are hit, all enemy units affected are slowed.
Range: 0
Cooldown: 8-14 seconds

Hurl Bolt - Unit Target
The caster hurls a thunderous bolt at the target unit, dealing moderate damage to them and reducing their armor by a set percent. They slowly regain their armor after a short duration.
Range: 900
Cooldown: 14-18 seconds

Static Bind - Unit Target
Active Effect: Binds the target unit with leashes of lightning, dealing damage over time until the link is broken and deal twice the damage to their mana.
Passive Effect: Any unit that casts a spell in a small radius around the caster would have a bolt of lightning struck at them, slowing them and depleting a portion of their mana.
Range: 450
Cooldown: 20-24 seconds

Focus Lightning - Unit Target
The caster focuses all damage in a small area to be directed to the target unit, causing the target unit to take 25% of all damage from all nearby sources.
Range: 900
Cooldown: 16-20 seconds

Shocking Grasp - Unit Target
A hand of lightning drags the target unit in front of the caster, and take damage.
Range: 900
Cooldown: 9-12 seconds

Thunderous Force - Unit Target
Strikes the enemy unit with a massive bolt of lightning, dealing heavy damage and reducing their armor for a short duration.
Range: 600
Cooldown: 24-30 seconds

Rolling Thunder - Point Target
The caster takes the form of a ball of lightning and zooms to the target area. Passing an allied unit speeds them up and passing an enemy unit slows them down.
Range: 900
Cooldown: 18-24 seconds

Lightning Attacks - Toggle
Enforces the attacks of the caster with balls of lightning, making every attack deal bonus damage and reduce their armor. The slow is stackable, which caps up until a certain percent.
Range: 500
Cooldown: 0 seconds

Forge Lightning - No Target
Forges a lightning bolt at the hand of the caster, giving him a massive attack damage bonus at his next attack, but is slowed until he attacks again.
Range: 0
Cooldown: 30-40 seconds

Ultimate:
Thunder Storm - Area Target
Creates a storm on the target area, striking every unit in it every few seconds, dealing increased damage to enemy units below 40% of their maximum health. Lasts for a moderate duration.
Range: 400
Cooldown: 40-60 seconds
 
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Level 21
Joined
Mar 27, 2012
Messages
3,232
Wait, what? o_O DJ, I guess we have another "big one" into our faces :)

Xonok, do you need Icons as well? If so, I guess it will be quite a lot of time to make this request :D

Icons would be good(because warcraft doesn't have so many fitting ones)

DJ, you know thunder is not lightning, don't you? :D Same goes for Xonok ^^

I know that thunder is the sound, while lightning is the thing itself. Thunder just sounds better to me. When I say thunder, then I also mean lightning.

Also, I made a slight error when posting the request.
That is, I need 11 offensive and 11 defensive spells per element, of which 1 offensive and 1 defensive are ultimates. So just 1 extra defensive and offensive spell per element.

Also, so far I've seen none of the spells get more powerful in their own element. Example: I am also planning to make a hell-ish land. In there will be geysers of fire along other things. Obviously the fire spells should be more powerful there.
One other thing about fire spells that I would definitely like is the ability to amplify/enlarge/collect fire. Collecting would then mean that it's collected for a powerful spell. Maybe something like a flamethrower.

Also about fire, I have a vision of fire mages quickly setting everything on fire when they fight. They are pure rage itself and thus have great offensive power.
 
Level 12
Joined
May 12, 2012
Messages
631


Item InfoItem Ability


Insanity potion
-
Consumable
quest reward

"The driker will get more insane... as he already was"

When actived, changes kael mana drain spell to drain spell, which drains both mana and life, but has double mana cost, after X seconds, this effect ends.

Item InfoItem Ability


Blood stone
-
Artifact
Quest reward

"A stone made of solid blood"

Gives an X% life steal bonus and Y life bonus every Z seconds, this bonus is chowed as item charges, the item has X maximun charges (also maximun bonus) a charge can be consumed to heal 100 per hero lvl life and restore 5 per charge of heros mana, cosuming a charge deletes the buff. When dying, item loses all charges. Item has X sec cooldown

Item InfoItem Ability


Fatal hour
-
Permanent
Quest reward

"Its said that, if given enought blood, this watch will tell you the exact moment of your dead"

When actived, starts draining blood form near corpses consuming them slowly, giving X spell damage bonus and Y% spell vamp (spell life steal), them it absorb blood form near living units to double the effect, and finally form the hero it self to give extra Z intelligence, when hero life reach 1, all blood will be released in a wave, dealing X damage in a Y size area around hero, stopping the drain effect but also the buffs, and healing the hero X per each unit that dies whit the AoE damage.

Item InfoItem Ability


Blood orb
-
Artifact
quest reward

"Made out of the flesh and blood of the innocent"

When actived, hero will enter in stasis, each attack he does will deal damage to himself, but that damage will be multiplied by X and added as spell damage bonus. After Y seconds, all hero cooldowns reset, and the selfdamage effect ends, a Z% of the next X spells damage will be converted into life, if hero gets healed by 100%, his stat will get a permanent bost of X, if not, them this effect will end.

Item InfoItem Ability


Scroll of blood
-
Chargable
Quest reward

"Written in elven blood the scroll says: this shall open a new path for you if you find the correct blood"

When actived, hero will get bonuses depending on what kinf of blood the attacked unit has:
Red blood: more attack damage
Dark red blood: Castes bloodlust over unit.
Purple blood: Mana bonus
Dark purple blood: damage taken by spells has a chance to by reduced by X%
Green blood: Slow poison ability
Dark green blood: Attacks get an area effect of X.
Black blood: Attacks have a X% chance to silence the target.
The scroll charges a charge each X sec, and has a limit of Y charges. Has Z seconds duration.

Item InfoItem Ability


Phoenix fire
-
Consumable
Quest reward

"Be like the phoenix"

Gives you the auto burning phoenix ability, and adds X% life steal, Y stats bonuses, keeps for Z seconds.

Hey there, sorry for the late reply
the ideas are awesome but there's too much "blood" theme.

Pretty awesome item ideas anyway, THANKS! :thumbs_up:
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
Hey there, sorry for the late reply
the ideas are awesome but there's too much "blood" theme.

Pretty awesome item ideas anyway, THANKS! :thumbs_up:


Meaby because he is a BLOOD elf? anyway, thx! :grin:
Also, water TAKEN!


Water spells
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Ofenssive:
Water pool - Unit Target
Creates a small water pool under targeted unit, unit starts sinking, getting X% slower per sec, when unit isn´t visible anymore, it will receive Y damage per sec, finally, it will be throwed away and stunned for X sec.
Range: 100
Cooldown: 90 seconds
Notes: Since this is quite OP i made it a contact cast

Bubble - Area Target
Creates a water bubble in targeted area, units inside it are trapped, after X sec, bubble pops, slowing units in that area down by X%.
Range: 900
Cooldown: 65 seconds
Notes: Blub blub

Water shoot - No Target
Shoots a water missile to in line where hero is facing, missile travels until it collides, but deals X% less damage per each Y meters traveled, can even do negative damage after many meters (cure), deals X damage on collide, affect allies. Infinite range.
Range: -
Cooldown: 90 seconds
Notes: You don´t whant to cast this from to far away.

Tidal surge - Line Target
Creates tidale surges over targeted line, tidal surges travel X meters, and start with a hight of X, and gets smaller until they arrive max range, deals X damage -Y% per each meter traveled.
Range: 900
Cooldown: 45 seconds

Submerge - Terrain/ability Target
Can only be casted in other water abilities, or inside water. Takes nearest unit and submerges it whit hero, after X sec, deals Y damage to unit per sec, and them after more Z sec, starts dealing damage to hero to, depletes mana to heal hero per Z% per each 1 life missed, last Y sec.
Range: -
Cooldown: 56 seconds
Notes: Kinda weird? easy:it yust takes 2 units, enemy and your heor under water, deals damage to both of them (first to enemy) and them, starts using heros mana (when he starts losing life) to get more life.

Overflow - Area Target
Creates a water in targeted area. Water is deep water, so units inside it that cannot swim will loose X life per sec until spell ends.
Range: 900
Cooldown: 70 seconds
Notes: Does not affect flying for obius reasons

Water crash - Unit Target
Creates a water tornado around unit, making it move X% slower, if units gets more than Y meters way from hero tornado breaks dealing Z damage to unit.
Range: 900
Cooldown: 50 seconds

Oceanus strike - Line Target
Creates a huge water strike in target line, that deals damage when it arrives targeted point and when it returns. Has a X AoE.
Range: 1100
Cooldown: 110 seconds
Notes: Furry of oceans

Oceans furry -Unit Target
Takes water and throws it in tentacle form to target unit, dealing X damage, and Y damage to all units in a Z range, splash effect also put all units affected by this spell under stun for X sec.
Range: 900
Cooldown: 70 seconds
Notes: Water from above! Wut?

Water cannon - Area Target
Creates X cannon balls like water orbs, them throws them to random places into targted area, units in that places will receive X damage, and units near them Y damage.
Range: 780
Cooldown: 60 seconds
Notes: Favorite pirate water mages spell

Defensive:
Water shield - No Target
Creates a water shield in from of hero, shiled protects him from all attacks and spells which don´t make more than damage, and for all the other ones it reduces damage by Y%, it does not turn around when hero faces another unit, thought, it also doesn´t moves whit hero. Last X sec.
Range: -
Cooldown: 90 seconds
Notes: Use no face and no move to help yourself

Water core - Area Target
Creates a water core at target area, which removes all buffs on target area, and reduces damage taken by units inside that area by X% for Y sec.
Range: 900
Cooldown: 75 seconds
Notes: This doesn´t removes it own buff or ultimates buffs

Water defense - Unit Target
Creates water around non-caster target, after X sec, water gets elevated into sky as a water spring, defending unit against all damage for X sec, but making it unable to move, last Y sec.
Range: 1000
Cooldown: 50 seconds
Notes: Use to get a path blocker? can be targeted over enemies... if you want

Rolling shore - Line Target
Creates a water rolling shore between target and hero, which pushes all units back and make that tiles unwalkable by non-flying anfibius units for X sec.
Range: 900
Cooldown: 100 seconds
Notes: Like the terraining method

Magic waterfall -Point Target
Creates a flying magic water source at target point. ever X sec, source release a like waterfall flow to a random point under it in a small area, units in that point will get healead by X% and will get bonus speed for Y sec. last for Z sec.
Range: 900
Cooldown: 45 seconds
Notes: Some kind of rare cure spell? affect enemies (of course...)

Aqua beam - Unit Target
Shots an aqua beam to targeted unit, slowing it down by X%, if unit has water buff, it will get frozen for Y sec instead.
Range: 1200
Cooldown: 40 seconds
Notes: frozen has low duration depending on enviroment

Water manage - No Target
Changes the consistense of your water spells depending on enviroment.
Inferno: No water near means double mana cost and spell duration reduced by Y%
Ocean: No mana cost
Snowy: all spells will get water buff and frozes enemies.
swamp: water spells get poison buff that deals X damage per sec and slow Y% down.
Last Y sec.
Range: -
Cooldown: 60 seconds
Notes: Make sure too use this at the right place

Water clarity - No Target
Channel.Charges up X mana per each sec casting, if interrupted hero will lose Y mana.
Range: -
Cooldown: 120 seconds
Notes: Water to mana and mana to water?

Water morpling - Point Target
Creates a water morpling at target point, when a unit dies near it, i will turn into a water version of unit whit same stats, it will loose it form after Z sec. While it has no form, its invulnerable.
Range: 500
Cooldown: 75 seconds
Notes: Yes, this summon is infinite, until it dies

Concentrated water - Unit Target
Concentrates water at target unit, giving to it X bonus defense and Y% movement speed, but also reducing spell efficience by Z%. Last X sec.
Range: 700
Cooldown: 55 seconds
Notes: Spell efficience affects: damage,duration,buff duration,etc. can be casted over enemies at own risk

Ultimate:
Water mark - Unit Target
Creates a water mark over unit. drain X mana per sec form hero, and when mana hits 0, it will deal damage to marked unit equal to all water spells casted before multiplied by X, and will replenish a Z% of heros mana.
Range: 800
Cooldown: 240 seconds
Notes: Really OP spell, so make it really expensive

Ultimate:
Water implosion - No Target
Releases a lot of water waves in an X area around hero, they won´t deal damage, but they will get a number equal to X% of units affected by this spell, hero will get this percentage as Y defense and Z mana bonus.
Range: -
Cooldown: 280 seconds
Notes: I see what ya did there!


Well, this new table codes get over my, where the heck am I suppose to lear to use them anyway?
Leave defensive for later.
 
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Level 15
Joined
Oct 18, 2008
Messages
1,591
Icons would be good(because warcraft doesn't have so many fitting ones)



I know that thunder is the sound, while lightning is the thing itself. Thunder just sounds better to me. When I say thunder, then I also mean lightning.

Also, I made a slight error when posting the request.
That is, I need 11 offensive and 11 defensive spells per element, of which 1 offensive and 1 defensive are ultimates. So just 1 extra defensive and offensive spell per element.

Also, so far I've seen none of the spells get more powerful in their own element. Example: I am also planning to make a hell-ish land. In there will be geysers of fire along other things. Obviously the fire spells should be more powerful there.
One other thing about fire spells that I would definitely like is the ability to amplify/enlarge/collect fire. Collecting would then mean that it's collected for a powerful spell. Maybe something like a flamethrower.

Also about fire, I have a vision of fire mages quickly setting everything on fire when they fight. They are pure rage itself and thus have great offensive power.

So my spells are not good enough... :goblin_cry:
 
Level 5
Joined
Dec 20, 2012
Messages
164
Throm'Ka! Thank you for the membershipping (!?). It's an honor and a pleasure to work with such fine hivers.

Now that the powers of Loremastering are all mine, I shall use them to summon an army of Undead Lore-minions and conquer the Hive! mwahahaha!!!
THE TIME OF RE(T)CKONING IS AT HAND!
 
Level 12
Joined
Dec 25, 2010
Messages
972
Hero Idea request: INCOMING

Hero Race: Angel (Ascended Human)
Hero Gender: Male
Hero type: High Archangel
Hero Playstile: Tank/Crowd Controller
Primary Attribute: Strength
Map Theme: Warcraft
Map Kind: Altered melee
Number of Spells: 5
Number of innate Spells 1
Number of Normal Spells 3
Number of Ultimates: 1
Restrictions: Must follow the character playstyle (Tank/Crowd Controller) and try to focus on his chosen model (Angel by Tranquil and Expresso) Ability Icons will be under anyone who is working on this request's choice. Needs 10 names. No alternate form.

Hero Race: Blood Elf
Hero Gender: Female
Hero type: High Archmage
Hero Playstile: Support
Primary Attribute: Inteligence
Map Theme: Warcraft
Map Kind: Altered melee
Number of Spells: 5
Number of innate Spells 1
Number of Normal Spells 3
Number of Ultimates: 1
Restrictions: Must follow the character playstyle (Support) and try to focus on her chosen model (Blood elf Sorceress by Ossus) Ability Icons will be under anyone who is working on this request's choice. Needs 10 names. No alternate form. summon is allowed (with link to the model on the name of the spell if you add it ok).

Number of Units: 2
Race of units: Human, High elf, Blood Elf or Elemental (for the second unit)/Human(First Unit)
Number of Units with Intelligence base Attribute: 1
Number of Units with Strength base Attribute: 1
Number of Units with Agility base Attribute: 0
Map Theme: Warcraft (Ex.: Space, Warcraft, etc.)
Map Kind: Altered melee (Ex.: RPG, AoS)
Number of Spells Per Unit: 4(first unit)/3(second Unit)
Restrictions: The first unit is a horse mounted unit that is an upgrade to the Ravager which focuses on dealing damage to enemies, and also stagger them. The first unit uses light spell alongside the Pulverize ability that the Ravager can get after being upgraded with the "Warpath Knowledge" Upgrade, the name of the first Unit is Paladin and is a tier 3 Unit buildable at the Barracks.
The Second Unit is a little tricky but I can tell that is a Tier 3 Spellcaster buildable at the Arcane hall and if it's gonna have an upgraded form or not it depends on anyone who is working on this request's choice


Fixed the numbers
 
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Level 12
Joined
Dec 25, 2010
Messages
972
I think you should first implement these , show us do we know we are not working in vain, since you requested a damn lot of work :p

I, not being a member of this factory, have to agree with Kanadaj:
Due to your request being a big one, they need a proof that you are implementing that load of things
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
Taken foxhound ones since i don´t like the thread to be so silent...


Turiel,Gabriel,Johhan,Uriel,Nithael,Rafael,Miguel,Daniel,Raguel,Ilalniel - STR
Abilities:


Ilumination - No Target
Innate Passive. Each X% of life missed, hero gets Y bonus for stats and Z% speed (attack and movement speed) bonus that fades over time.
Each X attacks hero does a holy discharge, dealing a small AoE damage and putting damaged units under light burn for X.
Range: -
Cooldown: - seconds
Notes: Fades mean that the bonus is lost by X for each sec before the buff ends


Light smash -Point Target
Smashes whit light after a small delay targeted place, dealing X damage in a really small area. Units affected by this get light burn buff which keeps for X sec and increases incoming magic damage. Units that are already under light burn will get double damage and silenced for X sec.
Range: 700
Cooldown: 65 seconds
Notes: Basic crowd control


Holy implosion - No Target
Hero shoots X holy missiles to random directions in a Y range. When missiles travels Z meters or collide they explode dealing X damage in a Y area and slowing down units in that area by Z% for X sec, Units that are under light burn will get Y more damage and will get silenced for Z sec.
Range: -
Cooldown: 90 seconds
Notes: Pretty good if you are lucky.


Holy halo - Area Target
Creates a massive holy halo over targeted area. When hero leaves/enters that area, halo will fall traping all units inside it for X sec, units that gets stuck in halo receive Y damage per sec and cannot move, they also are unable to cast spells until this spell ends.
Range: 800
Cooldown: 75 seconds
Notes: Rather usefull to escape from dead or engange escaping enemy


Ultimate:
The fury of the divine - Line Target
Channel.Hero charges his sword whit holy energy. After X sec, hero releases holy shoots that travel X meters in targeted line, holy shoots deal X damage, and deal triple damage if units are under holy fire buff, slows down affected units by Y%, each throwed shoot deals more damage and costs more mana, each shot gives the hero Z mana per each dying unit in a X range, this spell is casted until hero mana hits 0 or if hero performs another action. Final area effect of shoots increases by X every Y casts.
Range: 1100
Cooldown: 320 seconds
Notes: Totally legal ulti.

Liara,Suna,Viana,Jina,Sonia,Selia,Calia,Icania,Felia,Lina - INT
Abilities:


Magic gathering - No target
innate passive. For each enemy magic damage in a X range of hero, hero will force a X% of that magic attack to herself, getting Y damage and reducing the damage in the original target by Y, hero will get Z bonus mana and X bonus int for Y sec. Stacks. Magic damage casted over hero will heal her but will delete 1 stack of this passive for each level the spell/damage has. No max stack. If hero has no mana, magic attacks/spells over her will end in no effect.
Range: X
Cooldown: - seconds
Notes: Twistes the way magics work on you.


Faith ball - Line target
Throws a ball of magic energy in a line. Allied units will get magic resistance buff from it that keeps for X sec. Enemy units will get X damage. When ball arrives end of line, it will travel the same distance towards the direction hero is facing, having the same effects.
Range: 800
Cooldown: 90 seconds
Notes: Usefull whit passive, if a unit has magic resistance, the damage get by hero will by reduced but also the bonuses from the spell


Magic barrier - Point Target
Creates a magic barrier of X size in targeted point. Any spell throwed in an Area of size of the barrier in range of the barrier, will be Throwed to another point, costing X mana to hero per spell deflected. Barrier last for X sec. Any unit inside barrier´s range will get silenced until it leaves the barrier.
Range: 1100
Cooldown: 120 seconds
Notes: Spell deflection affect your spells to!


Magic rune - No Target
Passive. Each a spell gets casted in X range of hero, hero creates a rune under targeted thing (point,unit) rune will replenish X mana of the unit that picks it up. If rune gets destroyed, or after Y sec, rune explodes dealing magic damage in a Z area and draining X mana form affected units, units whit no mana get twice damage.
Range: X
Cooldown: - seconds
Notes: Meaby exploding the rune is better when its near an enemy. Shouldn´t have the same range than the innate or it would be a to great combo.


Ultimate:
Magic interruption - Area Target
Creates a great magic disruption at targeted area. Deals X damage and destroy 1/2 of all mana of units in area. Units whit no mana will receive damage so they end up whit 1/3 of life. Silences all enemies in area for X sec, and destroys any magic effect in area, dealing X damage in a small AoE around destroyed magic effects, and any extra effect that should happen when they die.
Range: 2000
Cooldown: 240 seconds
Notes: Perfect combo whit runes and barriers

EDIT: finished.
 
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Level 12
Joined
Dec 25, 2010
Messages
972
Taken foxhound ones since i don´t like the thread to be so silent...


Turiel,Gabriel,Johhan,Uriel,Nithael,Rafael,Miguel,Daniel,Raguel,Ilalniel - STR
Abilities:


Ilumination - No Target
Innate Passive. Each X% of life missed, hero gets Y bonus for stats and Z% speed (attack and movement speed) bonus that fades over time.
Range: -
Cooldown: - seconds
Notes: Fades mean that the bonus is lost by X for each sec before the buff ends


Light smash -Point Target
Smashes whit light after a small delay targeted place, dealing X damage in a really small area. Units affected by this get light burn buff which keeps for X sec and increases incoming magic damage.
Range: 700
Cooldown: 65 seconds
Notes: Basic crowd control

Holy implosion - No Target
Hero shoots X holy missiles to random directions in a Y range. When missiles travels Z meters or collide they explode dealing X damage in a Y area and slowing down units in that area by Z% for X sec, Units that are under light burn will get Y more damage and will get silenced for Z sec.
Range: -
Cooldown: 90 seconds
Notes: Pretty good if you are lucky.

God´s task - Unit Target
Put´s targeted unit under gods task buff, adding X defense, and Y damage bonus, but making unit uncountrolable by his owner. If casted over hero, he will get double armor that he already has (including bonus) and he will get Z spell damage bonus to.
Range: 900
Cooldown: 70 seconds
Notes: At own risk, some kind of semi-supportive spell

Holy halo - Area Target
Creates a massive holy halo ver targeted area. When hero leaves/enters that area, halo will fall traping all units inside it for X sec, units that gets stuck in halo receive Y damage per sec and cannot nove, they also are unable to cast spells until this spell ends.
Range: 800
Cooldown: 75 seconds
Notes: Rather usefull to escape from dead or engange escaping enemy

Ultimate:
The fury of the divine - Line Target
Channel.Hero charges his sword whit hloy energy. After X sec, hero releases holy shoots that travel X meters in targeted line, holy shoots deal X damage, and deal triple damage if units are under holy fire buff, slows down affected units by Y%, each throwed shoot deals more damage and costed more mana, each shot gives the hero Z mana per each dying unit in a X range, this spell is casted until hero mana hits 0 or if hero performs another action. Final area effect of shoots increases by X every Y casts.
Range: 1100
Cooldown: 320 seconds
Notes: Totally legal ulti.

Hero Name - Attribute
Abilities:


icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

icons_11594_btn.jpg

Ultimate:
Spell Name - Type of Target
Description
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

Going to add icons later.

And finish it

EDIT: I asked 5 abilities on the hero, man not 6.
JEEZ!

EDIT: Being stupid and i forgot to analyse the request i've made (Thanks to DZerpic)
 
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Level 12
Joined
May 12, 2012
Messages
631
Boss Name: Anti-Mage
Attribute: Int
Little Info About Boss (Lore/Background): A boss who specialises on countering mages (you know; draining mana, silencing etc..)
Boss Location: any?
Map Theme: Warcraft
Map Kind: Campaign
Number of Spells: 4
Number of Ultimates: 1
Number of Phases: 2 (the second phase, he becomes much more stronger [stronger spells etc.. {not just upgrade, new kind of spells}])
Restrictions: no holy or nature kind of spells pls :grin:

Edit: for the newest member here is a request for you ;)

Little Map Info/Name: Invoker Map
Map Theme: Warcraft
Map Kind: Campaign
Map Setting: After arthas became the lich king
Map Lore: Northrend - Quel'thalas - the night elves home base (can you give it a name?)
Additional Info: can be found here
Small Lore: Some human bases on the way
Restrictions: orcs
 
Last edited:
Level 5
Joined
Dec 20, 2012
Messages
164
I don't mean to offend you Foxhound, but in you request you listed 1 innate spells, 4 normal spells and 1 ultimate; a total sum of 6 spells. (maybe I misunderstood the request, if that's the case, I'm sorry I said anything.)

And please don't be so rude. Paillan took the time and trouble of making 6 skills for your character. It's not like it's his job, he's volunteering.
 
Level 21
Joined
Mar 27, 2012
Messages
3,232
I, not being a member of this factory, have to agree with Kanadaj:
Due to your request being a big one, they need a proof that you are implementing that load of things

I also have to agree. That will take time though, so I guess the modders of this factory have time.

EDIT: I might make alterations to the ideas or produce new ideas based on them. Just so you know.
 
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Level 12
Joined
Dec 25, 2010
Messages
972
Well, Paillan your innate passive is not even a passive :p
Its a self-target spell. You should change it to eithe0r a passive spell or just call it the innate spell.

Also Foxhound, most of us includes innate spells in our ideas, since most of these spells are vital to the hero.

I see

@Paillan: Here's an advice: take your time, analyse and think of what the hero or unit will do with the ability and don't build the request right away. use the notepad of other writing program to help you. and also forgive me for my rudeness before

@the Team: If someone could fill the gap and finish my request, thanks

@DZerpic: FUUUUUUUUUUUUUUU Fixing thanks
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Even if you dont give us, as long as it serves as practice for us :D
DZerpic, you have a map lore request there. I see you already gave some feedback, but he still might need a more formal answer. Your chance!

I'll take the boss one. Here:

Grave Lord - AGI
Phases:

[tr][td]

Phase 1 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: Innate Phase
Stops At: When health is at 45%.

icons_11594_btn.jpg

Corpse Bomb - Area Target
The Grave Lord hurls large amounts of corpses at the target area, creating a temporary slowing area for a short duration and reducing the armor of all hit units until the area fades off.
Range: 650
Cooldown: 16-21 seconds
Notes: Slowing area only slows the target when they enter it until the slow buff wares off.

icons_11594_btn.jpg

Fading Slash - Point Target
The Grave Lord takes the form of a horde of bats at launches himself at the target point, dealing physical damage to all units he passes through. Upon reaching the target point, the Grave Lord reappears and gains a short gap of invulnerability.
Range: 900
Cooldown: 14-18 seconds

icons_11594_btn.jpg

Grave Scream - No Target
The Grave Lord lets loose a powerful scream, shoving all nearby enemy units aside and silencing all units within a huge radius.
Range: 0
Cooldown: 20-26 seconds
Notes: He would use this when he is weakened or being ganged up.

icons_11594_btn.jpg

Forward Pierce - Point Target
The Grave Lord dashes forward, shoving all enemy units aside, picking up speed upon hitting more units. He deals physical damage to them and deals double damage to all hit units mana.
Range: 700
Cooldown: 10-13 seconds

icons_11594_btn.jpg

Bone Drag - No Target
The Grave Lord drags hordes of skeleton bodies behind him, gaining a number of corpses behind him every few seconds. The more bones, the slower the Grave Lord becomes.
Range: 0
Cooldown: 20-24 seconds

icons_11594_btn.jpg

Eat Grave - No Target
The Grave Lord consumes all nearby corpses and heals a small number of health per corpse.
Range: 0
Cooldown: 60 seconds
Notes: He would use this when he is really weakened.
[/td][/tr]
[tr][td]

Phase 2 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: 45% health
Stops At: Death
Description: More anti mage-ish here. All previous spells are still there, but gains bonus in effects.

icons_11594_btn.jpg

Dark Ceremony - Area Target
The Grave Lord channels and summons hordes of skeletal warriors and archers at a tombstone placed on the target area. Every second, a certain number of skeletons are summoned and attack the nearest enemy unit they can find. The Grave Lord cannot do any actions when channeling. Channeling lasts for 15 seconds.
Range: 450
Cooldown: 90 seconds

icons_11594_btn.jpg

Zero Flux - Unit Target
The Grave Lord depletes the mana of the target unit totally, but makes it regenerate it faster over time until the amount is at maximum.
Range: 300
Cooldown: 9-12 seconds

icons_11594_btn.jpg

Skeletal Grasp - Area Target
The Grave Lord sends out skeletal arms underneath to stun all enemy units at the target area for s short duration. After the duration is over, they take more damage from all sources.
Range: 900
Cooldown: 18-24 seconds
Notes: He usually uses this first then Dark Ceremony!

icons_11594_btn.jpg

Marked Death - Unit Target
The Grave Lord marks the target unit, and after a moderate duration, they are automatically killed. The mark can be removed by healing the target unit.
Range: 450
Cooldown: 90 seconds

icons_11594_btn.jpg

Grave Storm - No Target
The Grave Lord surrounds himself with a cloak of swirling darkness, making him magic immune for a short duration and deal more damage by spells. Additionally, he hurls a grave every few seconds at a random nearby unit which slows them for a short duration.
Range: 0
Cooldown: 100 seconds
[/td][/tr]

[/center]


Most mages spam Armor to make them more proficient, so this boss uses the low base armor of mages to quickly make use of them.

Im too lazy to find icons, so meh. Might try to look for them eventually.
 
Level 5
Joined
Dec 20, 2012
Messages
164
Oops! missed that one!

@Zyne: I think I need more info. How big is the map? If I understood correctly, on the same map your characters can go to Northrend, Quel'Thalas and the NE base (isn't it Nordrassil?) and you want me to create the lore, that is, name and characteristics of the locations and it's people, right? or just specifics?

Is it a one-map campaign? or multi-map?

I understood there are a few human bases and that there must be no orcs.

Ok, I think I can make something once you answer this questions.

PS: Thanks for the request!
 
Level 12
Joined
Dec 25, 2010
Messages
972
i think i really feel bad, this is the first time get a complain for my requests...
some doubts i still have thought:
crowd control
never now what the heck is that...
Also, what is the problem about making the request right in the moment?
...

Crowd is a term that players give to normal units in higher quantities than a mob
so a crowd controller's mission is making sure to aleviate the crowd for the rest of your troops.

there is no problem, it just gives you more time to think about the request, and how you should do it ^^
 
Level 5
Joined
Dec 20, 2012
Messages
164
Ok. So... request done!

Let's see. I took some liberties on your request, Zyne, but I'm satisfied with it and I hope you'll be too.

I may have misunderstood the request, so, if that's the case, I'm sorry and I'll get working on it. If the format is not to your liking I'll change it too.

So, without further ado, here's the request!



icons_15954_btn.jpg

Invoker Map

Campaign

Lore:
The ruins of an exalted kingdom lie silent. A nation’s pride beaten and burnt; and lost souls left to remain, craving revenge. A great loss of life, of light, by a knight of undeath; a prince gone mad, brought by the blight he now wears with disdain; his hands stained with the blood of those he now commands.
This was the massacre known as the Fall of Quel’Thalas.

An elf of royal heritage outlived the genocide, but, like his family, his kindness and virtue were faded away; hatred, hunger and wrath have taken its place. By his emotions, he has fallen to the temptations of the one supreme ruler of those no longer living. The Lich King has taken his soul. Yet Kael seeks his revenge, unforgiving.
[tr]
 
Level 5
Joined
Dec 20, 2012
Messages
164
If you guys want, I can make the Background story. I'll wait for the spells so the story fits with the character gameplay, though.
 
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