• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Spell Ideas Needed [+ReP]

Status
Not open for further replies.
Level 14
Joined
Nov 2, 2008
Messages
579
Hey guys I'm not going to bore you with the details I just need some ideas for the following classes:

Pyromancer [Stave's, Wand's.]
Hydromancer [Stave's, Wands]
Paladin [Hammer, Swords, Shields.]
Technician [Spears, Maybe Shields.]
Grunt [2 Handed axe, 1 axe 1 shield, or Dual Wielding]
Warrior [Swords, Shields]


If you have any other classes in mind, do tell =]
I'll make the spells myself I just need some ideas.
+rep for all useful ideas and Credits for the ones I might use.

Hydromancer:
1.) Under Water Cell
2.) Hydromatic Aura
3.) Tsunami Circle
Pyromancer:
1.)Blood to ashes.



Paladin:
1.) Holy Flair.
2.) Ray of Hope.
Grunt:
1.)Enragement
Warrior:
1.) Strenghten


Edit: Detached Sig.
Edit2: Added 1 more class: Grunt
Edit3: Added 1 more class: Warrior, also added witch weapons they'll use.
Edit4: Added witch spells are done\in progress.
 
Last edited:
Level 7
Joined
Feb 21, 2009
Messages
316
Hydromancer

Spell 1 : Under Water Cell
Surrounds the target into a under water cell for X seconds, dealing X damage each second.

Spell 2 : Water Elemental
Summones a water elemental. After 10 seconds the water elemental starts to morph and becomes 2 Water Elementals. After another 20 seconds the water elementals start again to morph into 4 water elementals lasting for 30 seconds or untill the water elementals are killed.

Spell 3 : Hydromatic Aura
The enemy units catched within this aura have a X% chance than when attacking the Hydromancer, to create a water illusion of the attacker that will explode after X seconds dealing X damage.

Spell 4 : Tsunami Circle
The Hydromancer drowns any unit catched within X range of him, calling weaves of Tsunami on them dealing X damage per weave and lasting X seconds.

Hopefully i helped. The "X" is for you to replace with numbers. I could give more suggestions about the other classes but i gotta rush now :p. Good luck with your map :p
 
Level 2
Joined
Jan 18, 2009
Messages
29
What models would you be using for them? that could help me narrow some idead down more ;)
I suppose the Grunt would be a grunt but... : /
 
Level 10
Joined
Sep 6, 2008
Messages
423
~Liquify
~The Hydromancer transforms in to a liquid. When in liquid form the Hydromancer will move at 50% speed but can move through other units. The hydromancer can also soak in to the ground and create quicksand that slow units that passes over it down. The Hydromancer can return to normal form whenever he wants, if a unit is standing in the quicksand when the Hydromancer returns to normal form the unit will be stunned for a short amount of time. In liquid form the Hydromancer can't be attacked by physical attacks but will take a huge amount of extra damage from spells.

Hope you liked it :cute:
 
Level 3
Joined
Aug 6, 2009
Messages
24
New Hero

Advanced Goblin Slasher

Spells:
1. Slash and burn
Destroys all trees in 250 aoe. AGS gets 1 shifting cultivation agriculture charge per tree destroyed. !May not use if Kyoto Protocol is in effect!
2. Corruption of government institutions
Summons a corrupted agent from the Bureau of Land Management (BLM). Agent alters the distribution of wealth and power. You gain +(random prime number under 127) gold per second. Costs 3 shifting cultivation agriculture charges per agent.
3. Kyoto Protocol
Creates a Mana Shield around AGS. While in effect all players loose (Current gold amount - The Highest Common Factor of current gold ammount per second / Unit's current level X 3.1415926535897932384626433832795) !If Ludolph van Ceulen is currently in play disregard this effect and receive 1 Archimedes charge.
4. Certification of sustainable forest management practices (Ultimate)
All items now require Certification of sustainable forest management practices or are disabled providing no beneficial effects. To certify an item report to the Programme for the Endorsement of Forest Certification schemes; only works during the day and costs 5 shifting cultivation agriculture charges and 2 Archimedes charges per item, per day.


Serious no joke
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,286
Paladin
Holy Flair
Unleashes a powerfull flair of holy energy buffing allies and cursing foes in an area around the caster. Each unit affected by the spell will gain one buff/curse randomly choose out of the list of possiable buffs/curses. Buffs allies may receive are armor + HP regen boosts, damage + critical strike boosts and speed + evasion boosts. Curses foes may receive are accuracy reductions, speed (both attack and movement) reductions and reduced armor + lower magic resistance. All buff effects should be level proof and use percentages or values which always mater. Duration of the positive buffs should be 30 seconds, with the negative 20 odd seconds (5-10 on heroes) so that they are usable in combat without constant use but will not last the whole length of a long battle. Cooldown should be greater than the negative bonus but less than the positive for stacking (see below) so anywhere from 20 to 25 would be axceptable for the above numbers.

Buff stacking works by recasting the current positive buffs from this spell on the friendly units taking the strongest effect to use (not able to reduce buff power but can increase it), resetting them to 30 seconds duration, and having a chance to add one of the available buffs which the unit does not have (1/3 for second and 1/6 for third buffs). Other allies using this spell on already effected units will add an additional equivilient spell level to buffs (can only apply once per hero per buff and only if the cast spell level is lower or equal to the current buff level otherwise it just replaces buff ownership) and have a 1/2 or 1/4 chance respectivly to add an additional buff. Negative buffs do not stack and will simply recast the rolled one and that ever level realitive to the spell.

The spell can only be cast when in the close presence of enemy units (to stop pre buffing which helps prevent the stacking mechanics from becomming overly strong). The spell should also cast in under 2 seconds and not be something which eats up a lot of time to cast. Visually it should use bright art and almost blinding visuals.

With levels the spell gains purly buff level strength. Additionally the weapon used affects the spell, with hammers giving a boost to AoE of the spell while adding a 1/2 chance to run another buff/curse addition roll on casting and swords boost buff/curse level by 1 while preventing a curse already on the unit from being rerolled (meaning it will always get a curse it does not have if possiable otherwise recast the oldest).

If spells are not levelable in your RPG, then replace spell level with a factor calculated from hero statistics which could show some form of diminishing returns.

A spell worthy of a map, with great complexity and ease of use.
 
Level 7
Joined
Feb 21, 2009
Messages
316
Paladin

Spell 1 : Holy Smite
Hits the enemy unit will a holy smite dealing X damage and making him vulnerable to holy magic spells for X seconds. Also it can heal a allie for X hit points and making him resist shadow magic spells for X seconds.

Spell 2 : Last Hope
When the Paladin is below 10% of it's hp, there is a X% chance the a invulnerable shield is casted on him, protecting him from any attacks for X seconds.

Spell 3 : Defensive/Offensive Aura
The palladin can switch between a defensive aura wich increases his armor by X or a offensive aura that increases the damage done by the pally by X at the cost of mana.

Spell 4 : Ray of Hope
Calls down a ray of light at a targeted position healing all allie units catch within the AoE and damaging all enemy units catch within the AoE. If the enemy target is vulnerable to holy magic spells then it will recieve double damage. The spell also pushes back the enemies in the AoE and locks them into a holy prison for 5 seconds, but allowing them to cast spells.

I tought i might come back :p. Hopefully i helped again :D.
 
Level 8
Joined
Oct 18, 2008
Messages
371
Pyromancer:

Blood to Ashes: The blood of the target enemy bursts into flame, boils, and turns to ash in an instant, dealign X amoutn of damage, and givign them the Ashblood debuff, which lowers their attack and movement rates by X percentage for X amount of time.
 
Level 14
Joined
Jul 16, 2009
Messages
1,568
Warrior [Swords, Shields]
Dash Slash
The Warrior dashes through the enemies, dealing 100 damage to the enemies and stunning them for 3 seconds. Also makes the targets bleed, dealing 30 damage per second and slowing enemies down

Spin and Throw
The Warrior starts spinning, grabbing every enemy nearby to the spin, and then throwing them away, dealing 200 damage each unit and slowing them down.

Shield Reflect
Every time enemy attacks the Warrior, has 10% chance to bounce back to the enemy, dealing 50% of the damage and stunning them for 2 seconds.

Strength
When the Warrior gains 10 more strength, his attack speed will increase by 0.10%.
 
------------
Pyromancer
------------
Infernal Help
------------
Calls a meteor,that explodes when it touches the ground,creating 2 fire Infernals.When the infernals expire,then the hero consumes their power,increasing his stats by X for X seconds.
------------
Paladin
------------
Shield of God
------------
Creates a Shield around the Hero,absorbing mana from nearby units.When the Hero has absorbed up to 200 Mana Points,the Shield deactivates and deals the amount of mana absorbed to nearby enemy units and also healing nearby allied units.
 
Level 14
Joined
Jul 16, 2009
Messages
1,568
Pyromancer

Neverending Flame
The Pyromancer knows a secret recipe to create a potion that burns over 100 times longer than normal oil. He throws the potion to a target area, making the ground explode dealing 100 damage and burning for 20 seconds, dealing 10 damage every second.

Hunger for Flames PAS
The Pyromancer has always a lust for fire. Every spell he casts increases his intelligence, damage and spell damage.

Flaming Human
The Pyromancer sets himself on fire, dealing 10 damage per second. Enemies near the Pyromancer will get damaged by 100 damage per second. Lasts until deactivated or killed.

Enchant Flames
The Pyromancer drinks some of his potion he created himself, making his spells hotter and making the flames grow faster. Gives 100 more damage to every spell for 15 seconds.

Growing Fire of Death
The Pyromancer sets a small torch to the target area or unit. The torch will start burning, and then sets the ground to fire. Every second the fire grows larger, maximum of 900 AoE. The flame deals more damage when larger. If casted near trees/grass, deals more damage and grows faster.
 
Level 11
Joined
Jan 17, 2009
Messages
790
Warrior
===============
Wide Scars
---------------------------
Deals damage to a target unit based on the current absence life of the target unit.
---------------------------
Whirlwind Slash
---------------------------
The warrior spins, dealing damage to units around him and throwing them behind. Impact when being thrown also deals damage to units around the thrown unit and the unit itself.
---------------------------
After Vision
---------------------------
The warrior hits a target unit so hard that the target unit is knockbacked backwards.
The target unit gains an "after vision" illusion that it will 'shake' dealing making units around him dizzy.
---------------------------
Slashbang
---------------------------
Slash a target unit so hard that it will kill the unit if the unit's health is lower than X% or damaging it for X damage. blood sprays over, blinding units around him.
 
Level 10
Joined
Aug 15, 2008
Messages
720
Grunt

Cluster Axes

Grunt throws multiple axes in one throw, damaging units who got hit by axes. (If you can make axe to be removed when hit). Each level increases damage and axe count throw.

Notes:
Axes are moving like spray (they with distance are moving away from each other)


Hydromancer

Water protection

Whenever hydromancer is attacked, there is chance that a small crushing wave will appear from random angle rushing to attacker damaging not only attacker but all units in it's line. Each level increases damage, chance and maybe AoE or Length of wave.

Notes:
Damage of wave shouldn't be too high nor wave shouldn't go too long.

Technician

Splitter Rocket

Technician launches a rocket on target which will stun and damage target. It will also release small rockets on nearby enemies from target. Each level increases "Small rocket" count and damage of both Main rocket and small rockets, also increases stun duration.

Pyromancer

Fire barrage
When casted, pyromancer will launch flames each second from skies on random location near him. Each flame deals AoE damage and burns target. Lasts 10 seconds. Each level increases flame count released and damage of AoE and burn, also increases AoE where flames are launched.

Paladin:

God's Will

Paladin launches a special bolt which will either heal target or damage it. First level chance is 50:50. Each level increases chance to damage enemy and better chance to heal a friend. Also increases damage/heal power.

Holy Wrath

When Paladin dies, it will summon holy spirits which will attack enemies. Each level increases spirit count and spirit strength.

Notes:
Spirits can be made either locust or with hp, your choice.

Warrior

Dirty Trick

Warrior kicks sand into enemies in target faced AoE (Spill). Which has 60% chance to decrease enemy speed and attack speed dramatically for short duration and 25% chance to stun. Each level increases AoE (Spill), duration and stun chance.
 
Level 12
Joined
Dec 10, 2008
Messages
850
Grunt

Call of the wild: The Grunt summons his shamanistic powers to bring forth a spirit beast to attack his enimies. Last X amount of seconds.

Axe Throw: The Grunt throws his axe at an enemy, then rushs it and slashs it again. Deals X amount of damage

Dying Slash[Passive]: In the final moments of the Grunts life, he has an X chance of healing X HP. As the level increases, the point were his HP is healed increases.

The Bezerker{Ultimate]: The Grunt enters a state of frenzy, giving him temperary invulnerablty and X amount of bouness damage. Lasts X seconds
 
------------
Paladin
------------
God's Sphere
------------
The Paladin hurls a bolt of Light at the targeted point,creating a sphere,that steals X Health from nearby enemy units.When the sphere has absorbed X Health,then it releases a holy shock,healing nearby allied units.
------------
Pyromancer
------------
Fire mongol
------------
Creates X fire mongols at the targeted point,which have the ability to deal massive aoe fire damage with every hit.The mongols expire,when theyve dealt more than X damage.When expired,there is a chance that the Pyromancer "revives" the mongols.
------------
 
Level 6
Joined
Aug 26, 2009
Messages
221
Paladin :
-Shine of energy
manipulates energy near paladin, and release it at target area. do splash damage.

-Arcane aura
unit near paladin gain mana from x% from attack

-Holy Rage:
Call shining light to improve paladin. blind enemy unit near paladin and Make paladin attack faster.

-Last Judgement
Call god to judge any unit near paladin. Heal friendly unit and damaging enemy unit for 100/sec. last 5 sec.
 
Level 7
Joined
Feb 21, 2009
Messages
316
Technician

Spell 1 : Robo-walk
Increases the movement speed of the Technician, hiting all enemy units that he encounters silencing them for X seconds. The Robo-walk lasts for X seconds.

Spell 2 : Hyper-Laser
The Technician builds on the battlefield a laser, that hits all the units in X AoE of it, dealing X damage per shot and blinding them.The blind effects gets stronger and stronger by the attacks persist. Blinding effects makes them miss attacks. The laser lasts for X seconds.

Spell 3 : Cyberspace
The technician is surrounded by a aura, that has a X% chance when attacked, the attacker is lifted in the air for X seconds.

Spell 4 : Age of Technology
The technician fortifides himself, building a base around him, that launches rockets and missles. Missles deal X damage and stunnes the target for X seconds and the rockets explode before reaching the target, sufocating them into dense smoke dealing X damage per second and slowing there movement speed by X %. While in this state the Technician cannot move or attack or cast any other spell. He is also invulnerable. AoE of missles and rockets is X.

Kinda complicated :p, well hopefully i helped again :p Good luck with your project :p.
 
Level 11
Joined
Aug 25, 2009
Messages
1,224
Idea for warrior

Whirlwind: The warrior starts to whirl his weapon around, creating a storm. He will move to the target area in this state, knocking all the units inbetwene down.

Idea for Paladin:
Holy Sacrifice: When cast, the paladin dies, ressurecting X units around him.

Idea for Hydromancer
Tidal Wave: Summons Tidal waves to hit the target from 3 random directions, the target will be pushing into the air (and stunned) and all units hit by the wave coming will be dazed.

Idea for Grunt:
Raging Axe: The grunt unleashes a mighty strike on the target. If the target dies, he will rage forward and dealing X damage (Decreasing per target hit) to every unit he hits.

Idea for Pyromancer:
(Ultime)Hellfire: The Pyromancer will use fire to push himself into the air, dazing nerby units. The pyromancer will then slam back down, dealing a massive AoE Damage to all nerby units, also dealing X damage over time. The pyromancer will also be dazed and take damage.
 
Level 14
Joined
Jul 16, 2009
Messages
1,568
Hydromancer
Watery Summon
Summons a huge elemental out of water. When the elemental is morphing, everyone in 600 AoE will get knocked to the air and damaged by 100. When the elemental is 100% morphed, it will explode dealing 200 damage and knockbacking everyone. Costs no mana in water.

Hydrostrike
Every attack has X chance to make the Hydromancer blast a force of water, stunning, slowing and knockbacking an enemy unit.

Sucking Vortex
Summons a huge amount of water around the Hydromancer, and then the Hydromancer makes the water to a vortex, sucking everyone in 600 AoE around him. After 5 seconds, every unit sucked will get thrown out of the vortex, slowing, stunning, knockbacking and dealing 300 damage to them. Does not work on bosses.

Grunt

Boomerang Axe
Throws an axe to the target area, dealing 100 damage to everything who gets near the axe. When the axe has reached its destination, it will come back to the caster.

Bloodlust
The more the Grunt gets damaged, the more Strength he will get. Every 5% health is 1 STR.

Axe Mastery
The Grunt has X chance to attack another time with his axe when he attacks, dealing 2x his damage + 2x his strength.
 
Level 15
Joined
Jun 11, 2007
Messages
969
Technichan:

1. Fortifie - The Technichan quickly builds up a defensive bunker around him, makng him immune to all damage for X seconds. The bunker will fire missles at any nearby hostile units.

2. Strength of the Cyborg - Infuses a friendly unit with metal-gen cells, temporarily increasing their maximum HP by 25%, and greatly increases the targeted units health regeneration. Also increases the targets attack speed by 50%. When the effect fades, the affected unit will start with 50% of ts current HP.

3. Missile Launch - Launches a Missile from the Technichans back, stunning target unit for 5 seconds and causing X damage to the targeted unit and all hostile units close to the targeted unit.

4. [Ultimate] Steel Ressurection - Raises a target dead unit. The raised unit will then become one of the following units:
A: Steel Enforcer - A brutish robot with high endurance and high damage. Has Whirlwind ability (Like the Blademasters)
B: Tech Magician: A powerful robotic magician, weak but with powerful spells. Has Repair (Like the Priests auto-heal, but stronger) and Fire Bomb (AoE Fire damage, could be almost any spells)
C: Catbot: A quick and agile cat-like robot. Medium durability and high damage. Has Powerpaw (A Omnislash ability, the Catbot attacks all targets in range for X damage)
 
Level 11
Joined
Jul 9, 2009
Messages
927
well here are some classes

Beast King
Chrono magician
Archer
Cleric
Some skills for chrono magician:
Time Bash
Gives The Chrono Magician A XX% Chance to Freeze an enemy,The Unit That was hit by time bash
cannot cast a spell for the following 3 seconds
Time Mastery
The Chrono Magician masters time,and has XX% Chance to dodge an attack
Timed Illusion
Every unit on the map stops moving for X Seconds and takes X Damage Every Second
 
Level 6
Joined
Feb 26, 2009
Messages
77
For the Grunt
Battle Ready (Aura/Passive Skill) - Attack Speed bonus X%. AoE - 1000

For the Pyromancer
Running Flames - Sends a line of fire straight towards the enemy targeted dealing X damage over time. MP - X

For the Warrior
Brutal Attack - The warrior forces all his/her energy into their weapon dealing 4 times normal damage. MP - X

For the Paladin
Healing Hands (Passive Skill) - Heals anyone nearby the Paladin. But will not heal anyone with 55% or higher life percentage.
 
Level 14
Joined
Jul 16, 2009
Messages
1,568
~Paladin
Resurrect
Resurrects the target dead unit, taking 20% of Paladin's life away and then resurrecting the target and dealing 200 Magic damage near the resurrected unit.

Holy Hands
Every spell the Paladin casts has 20% chance to be free and do 2x more healing/damage.

Holy Aura
Each spell has 10% chance to release a healing blast around the paladin, healing 200 health to allied units.

Hand of Light
Launches a hand made of Light to the target, dealing 100 damage, stunning and making the target attack the casting Paladin. The enemy will have 50% decreased damage for 10 seconds.
 
Level 11
Joined
Jan 17, 2009
Messages
790
Hydromancer
--------------------
Chain Wave, Launches a ball of water to a target enemy that jumps to nearby enemies.

Tri-Wave, Launches a wave of water that splits into 3 at the end.

Capilariticy(passive, aura), Causes nearby enemy units to receive more damage from the Hydromancer's spells.

Sproutation(basically a nova), causes water to sprout(nova) from a target AoE dealing damage and slow.
 
Level 6
Joined
May 13, 2009
Messages
260
Mage adept --
Lightning bolt -
The mage adept has not yet mastered the ability to harness lightning but is still dangerous. He leads down a single bolt of lightning dealing light damage and stunning the enemy.
Enchanting water -
The mage adept calls down rain which heals his allies and deal damage to fire-type enemies, also lightning bolt gets AoE under the enchanting rain.
Push -
The mage adept pushes away his enemy with a great force, dealing light damage and stunns the unit pushed in to another unit or a destructible.
Mental link -
The mage adept channels the power from his body to his allies, making him take all the damage from his allies with a manashield. When the effect ends it explodes healing all units in the area.
 
Status
Not open for further replies.
Top