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Passives for a Mage

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Level 38
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Feb 27, 2007
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4,951
Look Ma, Two Hands!: Spellcasts alternate between left and right hands. Left handed spells have increased duration or area of effect, right handed spells have stronger effects.

Unstable Accelerant: Units affected by spells gain this buff for X seconds, which can stack up to Y times. Spells that affect units with the buff have increased effects based on the number of stacks.

Precision: Spellcasts refund a portion of their mana cost when they successfully affect units. Affecting at least N units refunds a portion of the spell’s cooldown.

Power Spot: Every Nth spell cast creates a short-lived fountain of mana on the hero’s position. Spells cast while affected by this mana fountain refund a portion of their cooldown.

Something From Nothing: Spellcasts while below X% mana grant massively increased mana regeneration for up to Y seconds. This buff is lost upon taking damage.
 

Wrda

Spell Reviewer
Level 25
Joined
Nov 18, 2012
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1,864
I don’t understand why this is such a hard concept to understand:


You need to give map/theme/style/gameplay/hero style/literally anything context for anyone to provide reasonable suggestions.
I also don't understand why people think this is the right place to post requests/ask for ideas like in idea factory.

Let ur mind be free pls, ignore WC3 limits
Mage has a 25% chance to instant kill every unit in the map including itself, and then create a disco party full of swag only to be followed by infecting every player's computer with a virus.
 
Level 2
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Passive Mana steal

Attacks have a chance to give target random negative buffs or hero a random positive buff

When taking damage, hero has a chance to receive a positive buff or chain lightning/frost nova/soul burn damaging unit

Upon death hero resurrects transforming into a demon, once the duration is up the hero explodes dealing AoE damage.

Kills grant extra bounty and/or XP and/or item drops

Kills grant mana

Units you kill have a chance to revive and fight for you.

Aura that gives all spells extra damage

Reduced shop prices
 

Uncle

Warcraft Moderator
Level 63
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Aug 10, 2018
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6,456
Arcane Palm:
When ordered to attack an Ethereal unit the Mage's attack type switches from Hero to Magic and from Ranged to Melee. Magic Attacks deal reduced damage to compensate.

Stored Energy:
Single target spells apply a debuff that reduces the target's magic resistance by 5%. Stacks up to 3 times and lasts for 4 seconds (New stacks refresh duration).
Upon killing an enemy unit that is affected by this debuff the Stored Energy is released, dealing (25*Stacks) damage and reducing the magic resistance of enemies around the dying unit by (10%*Stacks). This effect lasts for 8 seconds. The most powerful source of magic resistance reduction will take precedence over the others.

Season's Blessing:
Seasons will rotate every 10 seconds in this order:
Winter - Reduces movement and attack speed of enemies hit by you/your spells.
Spring - Heals the caster for X% of it's maximum life over Y seconds when it triggers. Spell casts heal for a smaller amount during this period.
Summer - Deals damage over time to enemies hit by you/your spells.
Fall - Refunds X% of the caster's mana cost when casting a spell.
 
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Magic Barriere: Absorbs 100 damage, restores the shield when the Mage didn't take any damage for 12 seconds.
More Targets: When casting a single target spell there is an 25% chance to cast the same spell onto another (not the same) unit nearby.
Cast and Run: After having cast any spell you gain 20% movespeed for 5 seconds.
I use one spell: Your next spellcast deals 2x damage when not having casted any spell for 12 seconds.
 
Level 28
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Volatile Mana: Melee attacks on the mage deal AoE damage to all nearby ground units including the mage. Feedback and Mana Burn greatly increase the radius of the effect and damage nearby air units in the area.

Fel Addiction: Mage has negative mana regen and regains mana whenever casting a spell (spells cost no or negative mana). At 0 mana, starts taking periodic damage.

Buildup: Mage gets a passive damage bonus proportional to his current mana divided by his maximum mana. Proportion increases with level (e.g. level 1 gives +50% damage at 100% mana, level 2 gives +100% damage at 100% mana, etc.).

Absorption: Spells cast on the mage restore his mana by the spell's manacost.

Echo Cast: Spells cast by the mage have another, weaker version cast on the same target after a short delay.

Teleport Shield: As long as the mage has more than X mana, units attacking the mage in melee are teleported to a random point on the map. Each attack drains Y mana from the mage even if below the threshold.

Retribution: As long as the mage has more than X mana, any attack made on the mage for Y damage deals Y damage to the attacker and drains 2Y mana from the mage.
 
Level 14
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Retribution seems more of a penalty than a benefit unless your hero had very high amounts of mana because turning 2 mana in one damage is not a very good trade and once you are out of mana you are locked from using other abilities with your mana.
Volatile mana seems also to be a penalty: it makes the mage much faster to die to melee heroes(dealing equal damage to the mage and the melee hero(you said it caught the mage in the same aoe) is in favor of the melee hero because it have more hp than a mage(usually)) which means his allies have less time to react to defend it(unless you have the tankyest mage ever somehow).
 
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Level 28
Joined
Apr 6, 2010
Messages
3,097
Well caster heroes do tend to have a lot of mana...

True, but it depends on how much damage is being dealt by exploding mana. If attacking a mage in melee is the equivalent of using a wrist-mounted flamethrower to fight a suicide bomber, it's more worthwhile.

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Overload: On death, the mage deals AoE damage proportional to his current mana divided by his maximum mana.

Rote Casting: Every time the mage casts the same spell repeatedly, the spell becomes more powerful (higher damage, bigger AoE, stronger or prebuffed summons, etc.) The effect ends as soon as the mage casts a different spell (applying to that spell if it becomes cast repeatedly) or is interrupted.

Tacit Casting: Mage is unaffected by Silence spells.

Ethereal Transfer: Has a random chance to Banish the unit the mage is currently attacking.

Dematerialize: Attacking an enemy unit gives it +15% Evasion with every attack (15, 30, 45, 60, 75, 90). Attacking a unit at 90% evasion turns it permanently Ethereal. Effect wears off after X seconds on heroes.

Mage Armor: Mage has a dynamic armor bonus proportional to his current mana divided by his maximum mana.
 
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Level 7
Joined
Nov 17, 2019
Messages
224
Ok I worked on a campaign once, here are some ideas:

Intelligence bonus +3/6/9 to intelligence depending on level

Mana regeneration bonus, +.5%/1%/1.5% regeneration bonus

A highly modified engineering upgrade ability that enhances the mage's other spells, this ability can be an ultimate where it really increases the output of all the other abilities, also can be used to lower the mana cost of other abilities

An ability based off hardened skin that reduces the enemies attack by 100% (put in like 600 damage) 6%/12%/18% of the time

A modified evasion ability, call it something like "True Grace" which allows the unit to evade an attack 20%/30%/40% of the time

A highly modified Elune's grace that reduces spells & magic attacks by 10%/20%/30%
 
Level 28
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Splitspell: Attacks target additional X enemies (uses similar projectile to normal attack).

Spellseek: Attacks bounce up to X times.

Spellsize: Attacks deal splash damage in X radius.

Unrelenting Force: Attacks deal knockback for [X-Y] distance and damage (X increases with level, Y is the distance between caster and target).

Kleptokinetics: Every successive attack made on a single target reduces the target's movement and attackspeed, increasing the mage's by the same amount creating a stacking buff/debuff on the caster/target. If the caster switches targets or goes more than X seconds without attacking the target, the buff and debuff are removed simultaneously.
 
Level 2
Joined
Sep 4, 2018
Messages
24
Mana overload

After casting 3 spells or 3 basic attacks the next ability or basic attack will receive a damage bonus and an area attack
 
Level 9
Joined
Aug 26, 2017
Messages
166
Mana Combustion - Each time an enemy spell caster uses a spell, they take magic damage equal to the mana cost of the spell used.

Mana Freeze - Halts the mana regeneration of any units within the area of effect. The effect is doubled versus heroes.

Arcane Brilliance - Passively increases the mana pool by X and mana regeneration by X for all ally heroes. The mana regeneration bonus is halved for units and don't benefit from an increased mana pool.

Arcane Armor - Negates hostile spells or debuffs once every X seconds. Each direct hostile spell or debuff dispelled will grant X MP and X HP.

Arcane Mirror - Reflect hostile spells or debuffs back towards the caster once every X seconds.

Clearcasting - After using a basic ability there is a X% chance that the next basic ability will cost no mana and have it's cooldown halved by 50%.

Glacial Shell - When suffering a melee range attack there is a chance of X% to launch a frost missile at the attacker dealing X magic damage and stunning them for 3 seconds. When suffering a ranged attack there is a chance of X% to reduce the damage dealt by 80%.

Molten Armor - Melee range attackers suffer X damage over time and have their armor steadily reduced per seconds up to a total of X total armor reduction.

Diamond Skin - X% of your total mana pool is converted into a shield that remains active until broken. The shield lasts indefinitely but after it is broken the passive enters a X second cooldown before the shield reactivates.

Spell Steal - After being a victim to a hostile basic ability, you temporarily gain that ability for one use at no mana cost. Afterwards the passive enters a X second cooldown.

Unstoppable Magic - Increases the magic damage you deal with spells and abilities by X%, additionally your more advanced spells cannot be stopped or resisted by magic immunity and bypass magic protections.

Dualcasting - After using a basic ability, there's a X% chance to cast the same ability at no mana cost but will deal 50% damage.

Power Hungry - When bellow 25% mana, gain a bonus to mana regeneration and a X second cooldown reduction to your basic abilities.

Mana Overflow - Casting basic abilities reduce the cooldown of your ultimate by X seconds. Casting the ultimate ability reduces the cooldown of your basic abilities by X seconds.
 
Level 21
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Apr 8, 2017
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1,527
Mana Combustion - Each time an enemy spell caster uses a spell, they take magic damage equal to the mana cost of the spell used.

Mana Freeze - Halts the mana regeneration of any units within the area of effect. The effect is doubled versus heroes.

Arcane Brilliance - Passively increases the mana pool by X and mana regeneration by X for all ally heroes. The mana regeneration bonus is halved for units and don't benefit from an increased mana pool.

Arcane Armor - Negates hostile spells or debuffs once every X seconds. Each direct hostile spell or debuff dispelled will grant X MP and X HP.

Arcane Mirror - Reflect hostile spells or debuffs back towards the caster once every X seconds.

Clearcasting - After using a basic ability there is a X% chance that the next basic ability will cost no mana and have it's cooldown halved by 50%.

Glacial Shell - When suffering a melee range attack there is a chance of X% to launch a frost missile at the attacker dealing X magic damage and stunning them for 3 seconds. When suffering a ranged attack there is a chance of X% to reduce the damage dealt by 80%.

Molten Armor - Melee range attackers suffer X damage over time and have their armor steadily reduced per seconds up to a total of X total armor reduction.

Diamond Skin - X% of your total mana pool is converted into a shield that remains active until broken. The shield lasts indefinitely but after it is broken the passive enters a X second cooldown before the shield reactivates.

Spell Steal - After being a victim to a hostile basic ability, you temporarily gain that ability for one use at no mana cost. Afterwards the passive enters a X second cooldown.

Unstoppable Magic - Increases the magic damage you deal with spells and abilities by X%, additionally your more advanced spells cannot be stopped or resisted by magic immunity and bypass magic protections.

Dualcasting - After using a basic ability, there's a X% chance to cast the same ability at no mana cost but will deal 50% damage.

Power Hungry - When bellow 25% mana, gain a bonus to mana regeneration and a X second cooldown reduction to your basic abilities.

Mana Overflow - Casting basic abilities reduce the cooldown of your ultimate by X seconds. Casting the ultimate ability reduces the cooldown of your basic abilities by X seconds.
ffs this ones r rlly goods
 
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