• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Need Spell Ideas

Status
Not open for further replies.
Level 15
Joined
Sep 3, 2009
Messages
1,521
Im going to make a Holy vs Darkness Spellpack and i need ideas :D 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
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

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


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


Positive chargue: increases the mana of the target by a low quantity (low cooldown)
By DarkFang

Negative Chargue Decreases the mana of the target by a low quantity (low cooldown)
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...)



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)

Last Stand ~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----
  • Holy Recovery
  • Last Stand
  • Purification
Check attachment for newest spells. Once i reach 8 spells i will upload officially on Hive. Leave feedback on the spells. Thank you everyone.
 

Attachments

  • Holy Vs. Darkness Spellpack.w3x
    200.2 KB · Views: 99
Last edited:
Level 31
Joined
Sep 11, 2009
Messages
1,812
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)

Hope u like it ...
 
Level 7
Joined
Aug 27, 2008
Messages
378
You should edit the metamorphisis ability, and get a model that would go well with it. And make a spell that changes you into Micheal Jackson. That would be real tight!
 
Level 7
Joined
Aug 27, 2008
Messages
378
So? Metamorphosis is one of the abilities that i have been interested in, and use recently. And Micheal Jackson is WAY cool!
 
hmm spell ideas ja, i have some of it

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)

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

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

Shield of Shadows: Increases the armor of the target and turn it invisible (p invi kind) for a short duration.

Zeus Blessing: The attacks of the hero may purge an unit for 1.5 secs and deal lightning damage to the target.

Static: allows the user to cast positive chargue or negative chargue

Positive chargue: increases the mana of the target by a low quantity (low cooldown)

Negative Chargue Decreases the mana of the target by a low quantity (low cooldown)

each time you cast positive chargue the hero gets a buff so the next time he casts negative chargue he will release a damaging purging lightning to the target and when viceversa, releases a healing/purging blessing upon the target :p, more times it is casted better becomes the effect.
 
Level 6
Joined
Oct 26, 2005
Messages
190
I've got some ideas for you:

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.

I might come with more ideas later. Hope you like them.
 
Level 19
Joined
Feb 25, 2009
Messages
2,004
Haunt - 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.
 
Level 15
Joined
Sep 3, 2009
Messages
1,521
wow mortar love those ideas ill use them all. ill give credit of course.
and arcsol i like your ideas too. doppelganger might be hard to make but ill try.
Thanks guys so much ill be adding rep.

Edit: when i finish these spells ill send each person the pack with their spell in it :D.
 
Level 4
Joined
Jul 25, 2008
Messages
70
I had an idea for a spell years back that I could not quite work... this is before I even knew what variables and all that were...

Anyway, its a clickable abiltiy that kills the caster [I used Metamorphesis... not sure why xD] but summons a really powerful Demon. So now I'm going to retune it up for you =D.

Devil's Pact:
Type: Summoning
Ultimate: Mana 100: [Hero Type] stabs his dark heart with a specially manifested dagger, knocking out the [Hero Type] for 20 seconds. A [Demon-type] will be summoned in the heroes place. As long as the [Hero Type]'s soul remains intact the hero will not die and the Demon will last for a total of 15 seconds. The Demon has Sever Artery [Deals 5 damage over 5 seconds in a .5 interval], Shadow Fire [ 150 damage, 3 second stun, 75 mana], Decrepify [ -35% attack speed, -65% move speed, 10/3 seconds (3 seconds = Hero)]. [Hero Type] Soul Hp is equal to his Strength * 10. The Soul can move at a 150 Movement Speed and has Aether Link, making it invulnerable for 4 seconds.
 
I have something like that power but is not that suicidal (but it is!),

Soul Fly: releases the great divine soul of the hero to fly on a great line leaving the hero on 1 HP and in it's wane the soul deals damage and heals allies when it goes back deals damage and heals too, but when it gets to the hero again totally heals the hero

is channeling and the hero can't be killed by creeps, has a great cast range
 
Level 18
Joined
Oct 25, 2006
Messages
1,171
Light's Blessing
Based on Blizzard
Ability Type: Channelling
Effects: Works like Blizzard, except that it also affects friends units. Heals alive units and hurts undeads. Damages depends on Hero's Intelligence.

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.)

Black Hole
Based on ???
Ability Type: Channelling
Effects: Creates a black hole at the targeted area. Every nearby units are taken in the black hole and some of them got x% of chance to disappear.

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.
 
Level 4
Joined
Nov 7, 2009
Messages
83
I haven't got a good name for this one, but it would be some combinations of words like devoured by the darkness or something.
Basically, you make enemy units visibility = 0 (the see nothing but a black screen, like when visibility is set to black mask) and you can attack them freely while they are not able to see you for some ... 10 seconds? Or you can either make the screen go dark and the enable visibility againg and units explode being damaged, or any variation of that idea.

Another one could be two or three skelletal hand's rising from a tomb under the targected enemy and the start dragging him under the earth (can also start dragging nearby units to the center like quicksand and if the unit reaches the center it starts sinking and being damaged also). Again, this is not much, just a general shape of an idea.

Hope it inspires you to make some good spells.
 
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.
 
Level 18
Joined
Oct 25, 2006
Messages
1,171
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.
 
Level 6
Joined
Oct 26, 2005
Messages
190
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) - 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...)
 
Level 18
Joined
Oct 25, 2006
Messages
1,171
Yin/Yang
Based on ???
Ability Type: Single One Target
Effects: Turns the target unit to its opposite form. I mean a similar type of units but for the other team.

Call Upon Mystery
Based on an AoE Spell.
Ability Type: Instantly
Effects: Every units in the targeted area disappear. When the hero casts again the spell all the unit appear in the targeted area. Time between two actions can be limited by hero's intelligence or unlimited.

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).

Death Walk
Based on an AoE Spell.
Ability Type: Instantly
Effects: Every corpses in the targeted area got x% of chance to revive as a skeleton warrior. When they die they have y% of chance to revive. Chance decreases each time they revive until they are all "die".

Purification
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.
 
Level 11
Joined
Apr 5, 2009
Messages
728
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)
 
Status
Not open for further replies.
Top