• 🏆 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!

[Campaign] Need Spell/Name Ideas!

Status
Not open for further replies.
Need spell ideas (and possibly hero-type renames) for the following heroes I'm using for my campaign.

NOTE: The campaign tells the story of the War of the Spider, Anub'arak's legacy before and after he became a Crypt Lord champion of the Lich King.

Below are the Heroes' names, types, and races.

kjyRBxk.jpg

1. Nadox - Nerubian Vizier (Undead)
2. Anub'arak - Spider Lord (Nerubian)
3. Mal'Ganis - Dreadlord (Undead)
4. Nerub'enkan - Ranger (Nerubian)

NOTE:
1-The spells should be like: 3 spells with 3 levels each and 1 ultimate at level 6.
2-The spells should preferably stick to WC3's strategy/environment, aka spells that can support troops on the battlefield, destroy buildings, heal..etc..
3-Any help (even outside this criteria) is appreciated and will be rewarded.

REWARDS: +Rep and in-game credits.
 
Last edited:
Level 12
Joined
May 11, 2014
Messages
1,257
I will try to help you :
Nadox
Shock of Terrors (a wave attack who spread fear and death and damage enemy units in a line )
Darkness risen (create a magic armore on a friendly unit )
Void drain (a passive ability , Nadox convert 10/20/30 % of his attack in life points )
Ultimate: Fall of the Nerubians (Nadox summon the 4 fallen nerubians to crush his enemies )
Anub‘arak
Deadly Razor (a powerfull single attack)
Ancient powers (Anub‘arak release an energy blast who increese the movement and attack speed of nearby enemy units )
Poisoned Breath (a passive ability who damage all nearby enemy units )
Ultimate : Dark Secrets (around the hero , thousands of spears rise from the ground damaging all nearby units )
 
Level 25
Joined
Aug 13, 2011
Messages
739
Mal'Ganis
  • Ravenous [Passive]:
    Each attack increases attack speed by 5% for 2 seconds [+0.5 seconds per level]. Stacks up to 5 times.
  • Immortal Grasp [Single Target]:
    Roots a target for 8 seconds (halved against heroes). Whenever the affected target takes damage, nearby allies of Mal'Ganis are healed by 15% [+5% per level] of the damage dealt.
  • Extraction [Single Target]:
    Uses necrotic power to drag an enemy to Mal'Ganis and stun it for 1 second. Range increases each level.
  • Draconic Flight:
    Mal'Ganis flies up into the air and becomes untargetable for 2 seconds until he crashes into the ground dealing heavy AoE damage and knocks back all nearby enemy units.

Nerub'enkan
  • Extinguish Light:
    Temporarily blocks out the sun (using Change Time of Day ability) and grants a movement speed boost to all nearby allies when in effect.
  • Umbral Arrow [Single Target]:
    Hits a single target with a powerful arrow [+damage per level]. If Extinguish Light is in effect, the arrow explodes on impact causing all nearby ground and air enemies around the target a chance to miss attacks (using Curse dummy ability).
  • Shadow Surge [Self Buff]:
    Increases attack speed by 300% for 3 seconds [+1 second per level]. If Extinguish Light is in effect, Nerub'enkan also gains 50% evasion.
  • Survival Instinct [Point Target]:
    Teleport to a targeted location while leaving a thick webbing which slows enemies in your wake. If Extinguish Light is in effect, the webbing also deals damage to affected ground enemies as well as buildings.
 
Level 6
Joined
Mar 9, 2013
Messages
189
Here's some ideas for the heroes:

Name - Title : Hero description

Anub'Arak - Traitor King, Crypt Champion (once he becomes the Lich King's Champion) : A close-combat nightmare, with deadly offensive and defensive power (STR):
Consume: Devours a friendly Undead unit to regain health and mana.
Impale: Hurls a line of enemies in the air and pierces them with spikes, damaging and stunning them.
Summon Guardians: Summons 1/2/3 elite Nerubian guards to fight. They have less powerful versions of Impale and Consume.
Champion of Blood: Ultimate Passive ability. Every kill made by Anub'arak heals him and increases attack damage by X%, stacking up with each kill. Bonus fades away if no enemies are killed for a long time. (Idea behind the ability name is that you learn this hero's ultimate ability around the time when Anub'arak becomes Crypt Champion in the campaign story)

Mal'Ganis - Dread Master: A melee hero with deadly spellcasting capabilities. Is very frail, but can stay alive by stealing health from enemies (INT):
Curse Soul: Deals damage over time to units in target area and reduces their movement speed. Affected units are considered Cursed for the duration.
Drain Life: Channels to take life from nearby enemies and add it to the user's health. Costs mana to use and additional mana per second.
Carrion Swarm: Summons a wave of bats to damage an area. Bats then return to heal the user.
Dark Conversion: Ultimate ability. All Cursed enemies on the map take a high sum of damage. If they die, they are reanimated in their current form (like Animate Dead) to fight for some time (not invulnerable)

Nerub'enkan - Crypt Overseer: A tactical hero that can hamper enemies and unleash
co-ordinated attacks from long range (AGI):
Web Trap: Leaves a trap on the ground. The first enemy that passes over it is trapped in place and takes increased damage.
Venom Shot: A poisoned arrow that deals very high poison damage to a target over a long time.
Marksman: Attacks deal more damage to targets that are further away (passive).
Ambush: Makes all nearby units invisible for a short time. Affected units can attack and cast spells without breaking invisibility, but not move.

Nadox - High Vizier: A hero that uses powerful, but mana-intensive magic to destroy enemies (INT):
Brood Call: Summons a group of spiders to swarm enemies. They have no normal timed life, but they lose health per second and gain extra health from attacks.
Energy Shock: Lightning strikes the target area after a few seconds, damaging anything there when it strikes.
Dark Swarm: Protects friendly units in the area from most damage from magic attacks (and damage from lightning strikes).
Mystic Storm: Ultimate ability: Lightning (like Energy Shock) randomly strikes the target area over 10 seconds, dealing damage to anything it hits, both allies and enemies.
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
Vizier

Web of Lies: Confuses a group of enemy units, reducing their damage and attackspeed.

Summon Assassin: Summons Nerubian Assassins (Wind Walk and Shadow Strike) to protect the Vizier.

Aura of Fear: All friendly units in range gain additional armor and movespeed.

Burrow: Burrows underground, gaining invisibility (ghost), increased mana regeneration, and extra armor, zero collision and losing its attack but keeping full movement speed. While underground, can blink to any visible location on the map.


Spider Lord

Burrow Charge: Digs underground then surges forward at high speed, surfacing under the target point and dealing damage, slow and knockback to enemy units.

Triggerspines: Gives the Spider Lord a passive ranged attack (disabled if burrowed).

Tremorsense (replaces Triggerspines when buried): Vision range is doubled, and can detect invisible units.

Burrow: Burrows underground, gaining invisibility (ghost), a different melee attack (impale target) and extra armor, zero collision and half movement speed. If moving while underneath a building, building takes damage every second (if the Spider Lord is under the building when it dies, he takes damage and is stunned).

Curse of Azjol-Nerub: Entraps an allied or enemy unit in webbing, stunning it and dealing enormous periodic damage. When the unit is killed, it explodes into multiple Spiderlings.


Ranger

Entangle: Spits web at target, stunning it.

Tripwire: Places a web on the ground. If an enemy unit passes over it, the web snares up around the unit, trapping it and dealing periodic damage.

Spider's Venom: Poisons the ranger's arrows, dealing damage and slowing the unit, drains mana.

Ambush (Replaces Spider's Venom when buried): Targets a non-hero unit and bursts from the ground, attempting to drag the unit back underground (channeling time is proportional to target's remaining HP). If uninterrupted for the duration of the spell, the unit is killed without leaving a corpse.

Burrow: Burrows underground, gaining invisibility (ghost), increased health regeneration and extra armor, zero collision and losing its attack but keeping full movement speed. Abilities (except Ambush) can be used without breaking invisibility.
 
Status
Not open for further replies.
Top