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Spell Ideas - Blood Mage

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Level 15
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Blood Boil - Unit Target
If cast on an enemy, it takes X damage. If cast on an ally, it gains X% attack and movement speed.

Blood Mark - Unit Target
Marks the target, causing it's blood to collect above it's head, dealing X damage over 5 seconds. After the effect is over, the blood mage gains the X% of the lost blood.

Bloody Explosion - [Ultimate] No Target
The Blood Mage causes his body to explode, killing himself and causing his blood to scatter on the ground which can drain it after 5 seconds. Units in the initial explosion take X damage and gain the Bloody debuff. Units stepping on the bloodied are also gain the debuff, which causes enemies to take X damage every second until the 5 seconds are spent. After the 5 seconds, if the Blood Mage dealt as much damage as his total life is with the debuff, he is reborn in the place of his death, with a shield absorbing damage equal to the extra damage he dealth with the debuff, which lasts for 5 seconds.
 
Level 30
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Please don't use the name of "Blood Mage". It's unoriginal, overused in other maps and lacks creativity. I suggest the "Hemomancer". And I gave you few more bonus features.

Name: Dalvengyre / Dantryde
Class Name: Hemomancer / Blood Prince

Abilities (Ideas):
1. Sacrificial Strike - Autocast
Sacrifices 10% of your current life with each attack to increase damage you deal by the same amount of life lost.

2. Detain Light - Active, Target
Channels a surge of negative energy within an enemy, cursing it. Cursed enemies have their movement reduced and they take more damage from the Hemomancer.

3. Blood Veil - Passive, Aura
Awakes inner strength within nearby allies, making them deal increased damage when their hit points are low. This bonus is activated when a unit has less than 50% of HP, and increases for every 10% of life lost.

4. Memory of our Blood - Active, Target
Gifts an ally with a buff of blood memories for 10 seconds. If it happens that target looses its edge in combat by having less than 7% of max HP, all mana will be sacrificed to restore hit points. While present, the buff increases mana regeneration and makes the target also affected by dealing increased damage to units cursed by "Detain Light".
 
Level 11
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Please don't use the name of "Blood Mage". It's unoriginal, overused in other maps and lacks creativity. I suggest the "Hemomancer". And I gave you few more bonus features.

Name: Dalvengyre / Dantryde
Class Name: Hemomancer / Blood Prince

Abilities (Ideas):
1. Sacrificial Strike - Autocast
Sacrifices 10% of your current life with each attack to increase damage you deal by the same amount of life lost.

2. Detain Light - Active, Target
Channels a surge of negative energy within an enemy, cursing it. Cursed enemies have their movement reduced and they take more damage from the Hemomancer.

3. Blood Veil - Passive, Aura
Awakes inner strength within nearby allies, making them deal increased damage when their hit points are low. This bonus is activated when a unit has less than 50% of HP, and increases for every 10% of life lost.

4. Memory of our Blood - Active, Target
Gifts an ally with a buff of blood memories for 10 seconds. If it happens that target looses its edge in combat by having less than 7% of max HP, all mana will be sacrificed to restore hit points. While present, the buff increases mana regeneration and makes the target also affected by dealing increased damage to units cursed by "Detain Light".

Cool, I'll use Blood Prince instead cause I dont really like the sound of Hemomancer hehe, but thats just me :) thanks for the tip

For the spells I like the idea of Blood Veil and Memory of our Blood :)

I might add more info, its an SPRPG in Rexxar Campaign style, so movement speed reduction on enemies wont do much good since you will have a melee Hero taking all the damage. There will however be strong enemies which should be kited, but then there will be other means to slow them :)

Thanks for the help on ideas :)
 
Level 11
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Well the 2nd and 4th spells are really good i admit but with 2 buffs he's more of a support

That is true, I dont know how to make the Aura work, but I will make something along the way of the 4th spell.

I have another heal for him which sacrifices his own health to heal others, and a debuff which drains health every 2 sec to the Blood Prince (to help counter the life he sacrifices for his other spells)

Memory of our Blood could be a nice long cooldown heal, to bring a target back to full health at the cost of losing all its mana.

But I am keeping all ideas for future spells, might be bosses which could use some of these spells or something :)
 
Level 17
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ok what the hell is a hemomancer that's the stupidest name I've ever heard. A hero should be named by what he is, what'sl his role, his story bla bla..and not give him a set of random abilities.
Paladin - is a defender of innocents driven by light and honor, an upgraded version of the knight if you may...Holy light, Divine Shield, Devotion Aura and Resurrection, all these abilities go for him because of what he is and what he represents...also you shold think about the model, the attack range (Divine Shield goes very well for the Paladin as he is melee so he needs something to protect him and not become a punching bag or get sorrounded). Understand ?
Blood Mage - Prince of the high elves of Quel'thalas, named after him murdered brethren...His abilities Flame Strike, Banish, Siphon Mana, Phoenix are all perfect for him as he has only rage and vengeance in his heart, embracing the dark magic of the demons to bast Banish like his original bretheren the Sindorei, 10000 years ago when the Well of Eternity still existed. And now with their homeland destroyed and becoming separated from the source of their magic, the blood elves hunger, thus having the ability Siphon Mana. Also it is mentioned somewhere in the lore that Blood Elves have the ability to summon Phoenixes from the beyond to aid them in battle and are a reflection of the blood elves as they once died and revived and are constatly consumed by their burning hunger for magic. So think before you make a hero randomly. :) Peace.
 
Level 30
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Jan 31, 2010
Messages
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@Peacehagen,
I am glad that you like them. I tried to rework the abilities you provided little info about :)

Vital Guidance
By sealing a pact of blood with dark magic, the Blood Prince looses vitality in order to heal nearby allied units. The Blood Prince gains increased attack damage for a short duration.

Forced Punishment
Summons a set of deadly spirits to create a link between the Blood Prince and an enemy. Every two seconds, the spirits steal life from target and transfer it to the Blood Prince. This process gets a 20% boost to damage for every instance of life transfer.

@Chucky,
Ever heard of Google? And the idea of naming a Hero "what he is, what'sl his role, his story bla bla.." is one of the beginner's mistakes, correct me if I'm wrong. And please don't try to explain to me the importance of links between Hero Class Name, Hero Model, Hero Element and Hero Role & Synergy. No one asked you for that. And about the sentence: "So think before you make a hero randomly." - Well, hit me if I'm wrong, but Peacehagen asked us to do it.
I don't wanna argue, but please, take a breath before sending out a message.
 
Level 11
Joined
Aug 11, 2009
Messages
605
ok what the hell is a hemomancer that's the stupidest name I've ever heard. A hero should be named by what he is, what'sl his role, his story bla bla..and not give him a set of random abilities.
Paladin - is a defender of innocents driven by light and honor, an upgraded version of the knight if you may...Holy light, Divine Shield, Devotion Aura and Resurrection, all these abilities go for him because of what he is and what he represents...also you shold think about the model, the attack range (Divine Shield goes very well for the Paladin as he is melee so he needs something to protect him and not become a punching bag or get sorrounded). Understand ?
Blood Mage - Prince of the high elves of Quel'thalas, named after him murdered brethren...His abilities Flame Strike, Banish, Siphon Mana, Phoenix are all perfect for him as he has only rage and vengeance in his heart, embracing the dark magic of the demons to bast Banish like his original bretheren the Sindorei, 10000 years ago when the Well of Eternity still existed. And now with their homeland destroyed and becoming separated from the source of their magic, the blood elves hunger, thus having the ability Siphon Mana. Also it is mentioned somewhere in the lore that Blood Elves have the ability to summon Phoenixes from the beyond to aid them in battle and are a reflection of the blood elves as they once died and revived and are constatly consumed by their burning hunger for magic. So think before you make a hero randomly. :) Peace.

I understand what you mean, my Hero was once a Blood Mage but ressurected by the Lich King to serve him. I need him to be somewhat of a mix between dps and healer so I thought Blood magic would be a nice theme for him. Now, it might be completely off story but if everyone followed the story every map would be pretty much the same right? So I just mix in some own ideas of a Hero to make gameplay a little more interesting :)

I respect your oppinion and I hope you respect mine, we will just have to wait and see if I finnish this map what people think about it :) But thanks for sharing your oppinion and ideas :)

@Peacehagen,
I am glad that you like them. I tried to rework the abilities you provided little info about :)

Vital Guidance
By sealing a pact of blood with dark magic, the Blood Prince looses vitality in order to heal nearby allied units. The Blood Prince gains increased attack damage for a short duration.

Forced Punishment
Summons a set of deadly spirits to create a link between the Blood Prince and an enemy. Every two seconds, the spirits steal life from target and transfer it to the Blood Prince. This process gets a 20% boost to damage for every instance of life transfer.

Cool ideas, I am not an amazing triggerer so it will be problematic for me to make Forced Punishment :p I will stick with my debuff which transfers life atm and if I get some help I'll evolve the spells to be a little cooler :)

As for Vital Guidance the damage boost was a nice touch for a heal, since he is damage/healer :) that is something I can add, thanks :)
 
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