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Need Spells/heros

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Level 7
Joined
Feb 25, 2007
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286
Hey guys, I'm working on a little project to try and retain my skills/make them better, but I've run into some writers block type crap lol. I need 4 abilities for 1 hero then abilities/hero ideas. This is what i got so far.


Fire lord
Main Attribute:Agility
Abilities:
Flame Beserk - Makes the caster go into a flame enraged state. The caster will be slower but when ever he kills a unit he deals damage to people around him and himself. If he can survive the blow then he regains the life lost from his own attack
Flame Engulf - The caster burns a part of the ground where units will take damage and all units around the caster will gain a slight attack increase.
 
Level 4
Joined
Mar 23, 2008
Messages
75
Here's a few ideas for the Fire Lord's abis

Flame Strike
Every X seconds the Fire Lord Imbues his attack to burn enemies in XX range from his target, for Y amount of time for YY amount of dps

Flame Pull
The Fire Lord casts a very rapid burning flame over an area, which burns all the oxygen away from that area, creating a huge suction to the center. This pulls all units in the area to the centre of it and does X amount of damage

Burning Anguish (Channeled)
The Fire Lord focuses his mental and physical abilities on one enemy making him get X amount of dps and lowering his armor, attack- and movementspeed for XX amount of time.

Hope they helped :p
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,287
Heres a cool idea for a unique ability for the fire lord.

Inferno furnace
The firelord removes all control over his firey body leting it split into orbs of fire which travel around burning everything in their path. The orbs burn everything they come into contact with, using it as fuel to become ever strong and hotter. As fire has no real physical manifest, they can only really be damaged via magical attacks. After a while the orbs will regroup and respawn the firelord.

Basically the spell is simlar to that of the panders ultimate but with different mechanics. The number of orbs spawned and their power depends on the hitpoints of the firelord and level of the spell. The duration of the orbs is based on the ammout of mana the hero had when cast and spell level. All mana of the hero is removed while the spell is in affect and and regeneration of the hero can not alter the hitpoints and mana he has after the spell ends.

These orbs move around burning all nearby hostile units or destructables, gaining power in the process of burning. The damage they inflist per second to destructables and units when burning them is based on the orbs power. The orbs lose power at a certain rate when not burning anything. Once exceeding a certain ammount of power (based on the power the orbs would have when the hero was at full HP), each orb will split into 2 equal sized orbs.

The orbs move around randomly towards anything burnable but stick together in a flock (never wondering too far from the center of the flock). The center of the flock can move inorder to folow retreating enemies or advancing fronts but is not controlable. If there is nolonger anything burnable nearby, the duration of the spell will degrade more rapidly until it is forced to revert to prevent excess power loss.

The orbs movements are not easilly controlable (dependswhat you feel but with trigger based movement even though they will be selectable they could not be moved) however they can be targted. The orbs can not be killed in conventional ways as their hitpoints are near infinite, however all damage delt to the orbs is relayed to their power, weaconing the orbs. The orbs have huge resistance to physical attacks taking only 25% or less of all attack damage dealt to them based on level (I advise evasion for this maybe with reasonable armor). The orbs however take full damage from spells, and so are best countered with them. If the power of an orb falls to 0, or spells capable of instantly killing units are used on it (if you have any), it will die. If the last orb dies, then a instant death ammount of damage is relayed from the killing unit directly to the hero (which should be hidden), instantly killing it and the spell ends.

If the duration expires, all orbs should regroup in the centre of the flock and reform (unhide) the hero. The curent hitpooints of the fire lord become that based appon the sum of power the orbs had (if the hero was at 50% hp and then the orbs doubled their initial power, then he will respawn at 100% hp). Any excess power which exceeds the maximum hitpoints of the fire lord will be converted into AoE damage to all enemies around where he reformed. The firelord will also be refunded part of his mana that was used in casting the spell, based appon the actual duration of how long it lasted (if it ran out of stuff to burn and ended faster he will be refunded more mana) and how much damage the orbs inflicted in total (less damage = more mana refunded).

I would guess that this would be an ultimate ability spell due to its potential power. I also garuntee you its 100% orignal combining many previous ideas with new mechanics into something new.
 
Level 6
Joined
Feb 26, 2009
Messages
77
Sinder (Aura/Passive Skill) - (AoE) Burns neaby enemeis for x amount of damage and lowering armor/def by x amount. MP - N/A AoE - 750

Molten Shower -( AoE) Makes the sky rain fire balls in a AoE dealing Xdamage. MP - X AoE - 250 - 350

Crispify - Burns an enemy for x damage and stunning them for Xseconds. MP - X Stun Time - X

Inferno - (AoE) Causes a large flaming rock to fall from ths sky and crush the enemies and allies (including self) nearby for X damage. MP - X Stun Time - X AoE - 150 - 300 (Not the Dreadlord's Summon Inferno spell)

Warmth (Aura/Passive Skill) - (AoE) Increases life regen for X%. MP - N/A AoE - 1000

Running Flames - This spell will damage anything in a line up to X distance. Damage is based on Intelligence. (Int X 2) MP - X

Explosion of Fire - (AoE) Damages anything caught in this spell for X damage. MP - X AoE - 500 - 1000

Here are some ideas i could come up with. Thanks and Good Luck!:xxd:
 
Level 20
Joined
Oct 21, 2006
Messages
3,230
Immolate
Deals X damage to the target enemy unit and deals an additional Y damage over Z seconds.

Conflagate
Deals X damage to the target enemy unit and slows it's movement speed by Y if the target is affected by Immolate.
Lasts Z seconds.

Living Flame
Every time you cast spell, you gain X% attack speed and Y% movement speed. The effect doesnt stack with self.
Lasts Z seconds.

Living Bomb
Puts the target enemy unit into fire dealing X damage over Y seconds. If the target dies under the effect of the Living Bomb it deals devastating aoe damage to nearby enemy units.
 
Level 15
Joined
Jun 11, 2007
Messages
969
Hmm... Hero Idea:

Cleric - Intelligence Main Attribute

Searing Light - Summons a beacon of light at target point, burning them for XXX damage. Units that stand near the beacon will take X damage per second. All units hit by the beacon are ignite, taking XX damage over 10 seconds.

Sacred Protection - Increases the Health regeneration of all friendly units by 1% (XX), and descreases all enemy units attack rate by 15% within 600 range.

Holy Light - Heals a target friendly unit for XXX, or deals XXX damage to a enemy unit and stuns it for 2 seconds.

Spirit of Faith - Summons an angelic being that will aid the Cleric and her allies.
-Spirit of Faith[Stats] - Pretty much HP, 900-1200, decent damage. Can cast bladestorm like ability and can auto heal (Like the priests Heal ability, bu stronger).
 
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