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- Sep 3, 2009
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Im going to make a Holy vs Darkness Spellpack and i need ideas Some of these Spells will also go into the Rpg i am currently working.
anything that deals with these elements tell me about ill try to make. Thanks. If you have any great spell ideas of any type ill try to make.
If i like the idea ill make the spell and post it here. Credit will be given accordingly.
Dark Strike --- Passive ---
20% to strike with a dark energy dealing a 20/40/60 AOE Bonus Damage. If a unit is killed because of Dark Strike, a skeleton raise from the corpse and is under your control.
Level 1 - Skeleton Warrior
Level 2 - Skeleton Archer
Level 3 - Dark Knight (a skeleton Knight) ---- has Dark Strike level 1. (that means 20 AOE bonus damage and raise a Skeleton Warrior if he kills someone with it)
By Kola
Call Upon The Light
Based on Doom
Ability Type: Summoning, Damages
Effects: Can only targets an undead unit. Restores hit points on time. When hit points reach 100% a unit is summoned and the target killed. Hit points restored depends on Hero's Inteligence.
Mighty Redemption
Based on Storm Bolt
Ability Type: Instantly, Damages
Effects: Deals an amount of damages depending on number of units killed (by the hero, by the player or by the unit, you can use an ability to check how many kills the unit did. Just increase the level of the ability every time the unit kills another one.)
Evil Intention
Based on an AoE Spell
Ability Type: Instantly
Effects: Every units in the area got x% of chance to change of ownership (for neutral hostile for instance).
Call Upon The Darkness
Based on ???
Ability Type: Instantly, Summoning, Damaging
Effects: Set time of day to 00.00 for x seconds. Damages every light unit in whole map every x seconds. Every units killed by Call Upon The Darkness has a chance to raise as an undead.
Holy Prescence
Based on an Aura
Ability Type: Passive
Effects: Increases hit point regeneration of all alive units, decreases hit point regeneration of undeads. Every undead killed near the hero got x% of chances to explode and to deals area damages. Exploding damages' depending on Hero's Inteligence.
Call Upon The Devil
Based on an AoE Spell.
Ability Type: Channelling
Effects: Every units in the target zone takes x damages every x seconds. Every units killed by this spell increases a variable. A Devil is spawn at the end of the channelling, its strength depends on number of killed units. Damages based on Hero's Inteligence.
Holy Shield/Dark Shield
Based on ???
Ability Type: Active
Effects: Prevent a certain amount of undead/alive units damages. Damages' amount based on Hero's Intelligence.
I See Dead People
Based on ???
Ability Type: Channelling
Effects: Every x seconds an illusion of dead units is created on the map. It takes 150% damages and deals only 50%. The hero's owner cannot see them (or can xD).
Purification ~Done~
Based on an AoE Spell.
Ability Type: Instantly
Effects: Every units in the targeted area lost every buffs (friendly or not). Mana is burnt for every unit. Every dead units takes damages depending on hero's intelligence. Every units killed by this spell can NOT revive, by any mean, they are totally destroyed.
Holy Torment
The caster sorrounds the targeted unit with holy light, dealing such an amount of damage that it also damages all nearby undead units. If there is any friendly units of the caster in 200 range of the target, they will be healed equalt to the casters intelligence. The lights will disappear after a few seconds and everything will be still again.
Black Shadow
The caster targets an enemy and then the caster gets invisible. When he turn invisible a clone of the caster will appear on the casters location, that makes no one see that he disappeared. The cloned unit will run to the target and deal damage equalt to the casters normal damage. The casters invisibillity lasts 5/10/15 seconds and when he turns visible again, the clone will explode and deal a small amount of damage to all nearby units.
Haunt ~Done~- sends a piece of the caster soul into the enemy, burning it from inside, dealing to and slowing its movement speed by 5% every 1 second. If the target is still alive, the Haunt will deal a last strike, dealing 50/100/150 damage to the target. If the target dies from the Haunt buff/last damage, it will return a piece of the target(s) soul back to the caster, restoring 75/150/225 hp and 50/100/150 mana. Deals 12/24/36 damage per second. Lasts 10 seconds.
Soul Plague - the target becomes plagued for up to 12 seconds, taking up to 30/60/90 damage per second. If the buff is dispelled both the plagued target and the dispeller takes 140/220/300 damage and silence for 3/4/5 seconds.
Divine Storm - the Hero spins around its current position, hitting nearby enemy units with holy power, dealing 40+STR/50+STR/60+STR damage, and healing nearby friendly units for the same amount.
====Spells completed====
--Darkness--
anything that deals with these elements tell me about ill try to make. Thanks. If you have any great spell ideas of any type ill try to make.
If i like the idea ill make the spell and post it here. Credit will be given accordingly.
Dark Strike --- Passive ---
20% to strike with a dark energy dealing a 20/40/60 AOE Bonus Damage. If a unit is killed because of Dark Strike, a skeleton raise from the corpse and is under your control.
Level 1 - Skeleton Warrior
Level 2 - Skeleton Archer
Level 3 - Dark Knight (a skeleton Knight) ---- has Dark Strike level 1. (that means 20 AOE bonus damage and raise a Skeleton Warrior if he kills someone with it)
By Kola
Kiss of Death: based on breath of fire (treiggered) deals damage on a cone of enemy units and reduces their damage by x% for some seconds, it looks pretty good with breath of fire art in pink and if it is casted by a succubus (SEXY O.0)
By DarkFang
By DarkFang
Hand of Blood: Increases the damage of the hero by x, and gives a x% life steal, (bonus if u have as an ultimate finger of pain and this is active you will regenerate life equal to the lifesteal level of your hand of blood...MUAHAHAHAHA
By DarkFang
By DarkFang
Zone of Darkness: Creates a big shadow upon an area unit that are already in the area cannot go out until the spell fades away as an extra turns all the friendly units in that area invisible (invisible kind permanent invisibility) units that are out cannot get in, caster may scape whenever he wants
By DarkFang
By DarkFang
Positive chargue: increases the mana of the target by a low quantity (low cooldown)
By DarkFang
By DarkFang
Negative Chargue Decreases the mana of the target by a low quantity (low cooldown)
By DarkFang
By DarkFang
Call Upon The Light
Based on Doom
Ability Type: Summoning, Damages
Effects: Can only targets an undead unit. Restores hit points on time. When hit points reach 100% a unit is summoned and the target killed. Hit points restored depends on Hero's Inteligence.
Mighty Redemption
Based on Storm Bolt
Ability Type: Instantly, Damages
Effects: Deals an amount of damages depending on number of units killed (by the hero, by the player or by the unit, you can use an ability to check how many kills the unit did. Just increase the level of the ability every time the unit kills another one.)
Evil Intention
Based on an AoE Spell
Ability Type: Instantly
Effects: Every units in the area got x% of chance to change of ownership (for neutral hostile for instance).
Call Upon The Darkness
Based on ???
Ability Type: Instantly, Summoning, Damaging
Effects: Set time of day to 00.00 for x seconds. Damages every light unit in whole map every x seconds. Every units killed by Call Upon The Darkness has a chance to raise as an undead.
Holy Prescence
Based on an Aura
Ability Type: Passive
Effects: Increases hit point regeneration of all alive units, decreases hit point regeneration of undeads. Every undead killed near the hero got x% of chances to explode and to deals area damages. Exploding damages' depending on Hero's Inteligence.
Call Upon The Devil
Based on an AoE Spell.
Ability Type: Channelling
Effects: Every units in the target zone takes x damages every x seconds. Every units killed by this spell increases a variable. A Devil is spawn at the end of the channelling, its strength depends on number of killed units. Damages based on Hero's Inteligence.
Holy Shield/Dark Shield
Based on ???
Ability Type: Active
Effects: Prevent a certain amount of undead/alive units damages. Damages' amount based on Hero's Intelligence.
I See Dead People
Based on ???
Ability Type: Channelling
Effects: Every x seconds an illusion of dead units is created on the map. It takes 150% damages and deals only 50%. The hero's owner cannot see them (or can xD).
Purification ~Done~
Based on an AoE Spell.
Ability Type: Instantly
Effects: Every units in the targeted area lost every buffs (friendly or not). Mana is burnt for every unit. Every dead units takes damages depending on hero's intelligence. Every units killed by this spell can NOT revive, by any mean, they are totally destroyed.
Holy Torment
The caster sorrounds the targeted unit with holy light, dealing such an amount of damage that it also damages all nearby undead units. If there is any friendly units of the caster in 200 range of the target, they will be healed equalt to the casters intelligence. The lights will disappear after a few seconds and everything will be still again.
Black Shadow
The caster targets an enemy and then the caster gets invisible. When he turn invisible a clone of the caster will appear on the casters location, that makes no one see that he disappeared. The cloned unit will run to the target and deal damage equalt to the casters normal damage. The casters invisibillity lasts 5/10/15 seconds and when he turns visible again, the clone will explode and deal a small amount of damage to all nearby units.
Doppelganger - Creates an illusion for the enemy/allied hero, that moves at its side and its invulnerable. The doppelganger will attack the hero's target if target was an ally. When casted on an enemy, if it casts a spell the doppelganger will cast it too but targetting the enemy hero.
You can add some extra functionality if you want but you get the concept.
Sloth Aura - Units that cast spells will fall asleep for a short duration, and units that attack have a chance to be silenced.
Dark Echo (Single target channeling) - Shoots death coils to the enemy constantly, dealing minor damage each. Each coil shot has a chance to stun the enemy.
Holy Recovery (Single target) ~Done~- Constantly heals the target, healing a minor amount at the first time (like 10 for example) and then increasing the amount of heal (lets say like +50% from the latest heal. That would be 15 on the 2nd heal, 22.5 on the third...)
You can add some extra functionality if you want but you get the concept.
Sloth Aura - Units that cast spells will fall asleep for a short duration, and units that attack have a chance to be silenced.
Dark Echo (Single target channeling) - Shoots death coils to the enemy constantly, dealing minor damage each. Each coil shot has a chance to stun the enemy.
Holy Recovery (Single target) ~Done~- Constantly heals the target, healing a minor amount at the first time (like 10 for example) and then increasing the amount of heal (lets say like +50% from the latest heal. That would be 15 on the 2nd heal, 22.5 on the third...)
Haunt ~Done~- sends a piece of the caster soul into the enemy, burning it from inside, dealing to and slowing its movement speed by 5% every 1 second. If the target is still alive, the Haunt will deal a last strike, dealing 50/100/150 damage to the target. If the target dies from the Haunt buff/last damage, it will return a piece of the target(s) soul back to the caster, restoring 75/150/225 hp and 50/100/150 mana. Deals 12/24/36 damage per second. Lasts 10 seconds.
Soul Plague - the target becomes plagued for up to 12 seconds, taking up to 30/60/90 damage per second. If the buff is dispelled both the plagued target and the dispeller takes 140/220/300 damage and silence for 3/4/5 seconds.
Divine Storm - the Hero spins around its current position, hitting nearby enemy units with holy power, dealing 40+STR/50+STR/60+STR damage, and healing nearby friendly units for the same amount.
dark foul breath-the foul breathing of the dark hero wanders in an area of 400 AoE, has chance to make the other enemy in that area to stop moving,walking(like a time stop),damaging them for 3%/8%/12% of the dark hero's str.ends for (your seconds)
dark infest-targets an enemy unit,slowing its speed by (your percent), for every 3 seconds, a dark minion will come out to attack only the targeted unit, the minion will damage up to 70-120 damage and will only have 200 HP, ends for (your seconds)
dark infest-targets an enemy unit,slowing its speed by (your percent), for every 3 seconds, a dark minion will come out to attack only the targeted unit, the minion will damage up to 70-120 damage and will only have 200 HP, ends for (your seconds)
Last Stand ~DONE~
Heals a target unit based on the number of units that surround him. The more units, the more healing done.
Heals a target unit based on the number of units that surround him. The more units, the more healing done.
====Spells completed====
--Darkness--
- Haunt
- Dark Strike
- Holy Recovery
- Last Stand
- Purification
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