- Joined
- Jun 25, 2008
- Messages
- 118
What's all this about?~
I'm currently making a map called Era of Ninja, it is over 50% complete and i am in need of some spell ideas. The most important thing to note is this game is one shot kill, so all spell ideas must bare this in mind!
Players have the abilities to dodge(1sec invuln), flash step(a very fast burst movement to the target point) and jump(can leap right over projectiles etc) to avoid these spells(and other threats) with.
Spells come in 4 elements: fire, air, water, earth, and also the 6 combinations of these (you cannot combine more than 2 elements)
Red=Done
Current Spells~
Note: Those who abide by the teachings of the water element can run on water.
-Aqua: Swirls water droplets in the air creating a small vortex of water which is hurled toward the enemy, killing them on collision.
-Heavy Mist: The caster increases the water density in the air making a chilling fog descend over the area, obscuring the caster from sight. ~Kajotex
-Needed (AoE)
-Dry: Dries the target of its bodily fluids by transporting it to the caster. Reduces the enemies move speed by 1% per second, and increases the caster's by 1%, if the enemy does not get far enough away from the caster for the spell to be broken before 20 seconds are up, they will be killed. ~GrandEnder
-Tidal Wave: A powerful wave of water rises at the caster's feet and surges forth a short distance, crushing any enemies in it's wake.
As you can see im still missing a few spells, but dont be afraid to share ideas for elements that are already full if you think your idea is better, because i might agree!
If a unit is "injured" this means they have recieved the injured buff which reduces movement speed by 40% for 3 seconds. Injuries do not stack but do reset the injury timer to 3 seconds. The injured movement speed effect stacks with OTHER movement speed reducing effects.
About Hybrid Spells~
-You cannot combine more than 2 elements.
-They are typically stronger than single element spells
-They must make sense, (eg. air+water = ice. fire+water != frostfire)
This is important and people seem to often forget it so i will say it again; this game is one shot kill.
You can find more information about this map here
If you need yet more information to help generate some ideas, then feel free to ask!
I'm currently making a map called Era of Ninja, it is over 50% complete and i am in need of some spell ideas. The most important thing to note is this game is one shot kill, so all spell ideas must bare this in mind!
Players have the abilities to dodge(1sec invuln), flash step(a very fast burst movement to the target point) and jump(can leap right over projectiles etc) to avoid these spells(and other threats) with.
Spells come in 4 elements: fire, air, water, earth, and also the 6 combinations of these (you cannot combine more than 2 elements)
Red=Done
Current Spells~
-Flare: Fires a bolt of flame at the target, exploding on collision and killing enemies in a small radius.
-Searing Flash: A giant flare of fire bursts from the caster, searing a blinding white over nearby enemies vision, lasts 1 second and fades over a further 2 seconds. ~Zinive
-Ember: Shoots out streams of fire that remain burning for a short time, any enemies that pass through the flames will be injured. ~Zack1996
-Needed (powerful indirect killing spell)
-Dragon Roar: Releases a giant wave of flaming dragon spirits that destroy all enemies in their path.
-Searing Flash: A giant flare of fire bursts from the caster, searing a blinding white over nearby enemies vision, lasts 1 second and fades over a further 2 seconds. ~Zinive
-Ember: Shoots out streams of fire that remain burning for a short time, any enemies that pass through the flames will be injured. ~Zack1996
-Needed (powerful indirect killing spell)
-Dragon Roar: Releases a giant wave of flaming dragon spirits that destroy all enemies in their path.
-Surge: A surge of electrical energy bursts forth from the caster's finger tips at an alarming speed, killing the enemy on collision.
-Typhoon: A huge tornado expands outwards from the caster's hands, throwing all enemy units flying backwards. Enemy units that collide with obstacles will be injured, reducing movement speed, if an enemy collides with another enemy, then both enemies will be injured. ~Zack1996
-Shock: Charges up a huge amount of electrostatic energy in the casters hand over 5 seconds. Once the caster has fully charged they can release the energy in a sudden pulse through the ground killing all enemies in a small radius around the caster.
-Cyclone: Generates a huge cyclone that throws nearby enemies in random directions when they come too close, if an enemy is thrown into any obstacle it will be killed. If the enemy thrown collides with another enemy, both will be injured. ~Zack1996
-Lightning: Channels thunderous energy for 2 seconds before releasing a bolt of lightning that sears through enemies in its path.
-Typhoon: A huge tornado expands outwards from the caster's hands, throwing all enemy units flying backwards. Enemy units that collide with obstacles will be injured, reducing movement speed, if an enemy collides with another enemy, then both enemies will be injured. ~Zack1996
-Shock: Charges up a huge amount of electrostatic energy in the casters hand over 5 seconds. Once the caster has fully charged they can release the energy in a sudden pulse through the ground killing all enemies in a small radius around the caster.
-Cyclone: Generates a huge cyclone that throws nearby enemies in random directions when they come too close, if an enemy is thrown into any obstacle it will be killed. If the enemy thrown collides with another enemy, both will be injured. ~Zack1996
-Lightning: Channels thunderous energy for 2 seconds before releasing a bolt of lightning that sears through enemies in its path.
Note: Those who abide by the teachings of the water element can run on water.
-Aqua: Swirls water droplets in the air creating a small vortex of water which is hurled toward the enemy, killing them on collision.
-Heavy Mist: The caster increases the water density in the air making a chilling fog descend over the area, obscuring the caster from sight. ~Kajotex
-Needed (AoE)
-Dry: Dries the target of its bodily fluids by transporting it to the caster. Reduces the enemies move speed by 1% per second, and increases the caster's by 1%, if the enemy does not get far enough away from the caster for the spell to be broken before 20 seconds are up, they will be killed. ~GrandEnder
-Tidal Wave: A powerful wave of water rises at the caster's feet and surges forth a short distance, crushing any enemies in it's wake.
-Stoning: Tears a huge stone from the earth and hurls it at the enemy, killing them on collision.
-Stone Wall: Creates a huge wall of stone at the caster's feet, can be used to defend from projectiles or block off the enemy.
-Stone Circle: Creates a ring of stone at the caster's feet that expands outwards, dragging enemy units with it. Enemy units caught by the stone circle cannot make any actions until the end of the stone circle's movement. If an enemy unit being dragged collides with another enemy unit they will both be injured, and should a unit being dragged get crushed between the stone and an obstacle they will be killed. ~Blaxor
-Mold: The caster molds their body with the very earth istelf, slowly sinking into the ground and becoming dirt and rock over 5 seconds. Once fused with the earth the caster can lay in wait and ambush enemies by leaping from the earth in a surprise attack.
-Expanding Earth: Creates a terrain deformation that moves quickly to the target point, killing everything it touches and leaving an unpassable cliff behind. ~doom sheep
-Stone Wall: Creates a huge wall of stone at the caster's feet, can be used to defend from projectiles or block off the enemy.
-Stone Circle: Creates a ring of stone at the caster's feet that expands outwards, dragging enemy units with it. Enemy units caught by the stone circle cannot make any actions until the end of the stone circle's movement. If an enemy unit being dragged collides with another enemy unit they will both be injured, and should a unit being dragged get crushed between the stone and an obstacle they will be killed. ~Blaxor
-Mold: The caster molds their body with the very earth istelf, slowly sinking into the ground and becoming dirt and rock over 5 seconds. Once fused with the earth the caster can lay in wait and ambush enemies by leaping from the earth in a surprise attack.
-Expanding Earth: Creates a terrain deformation that moves quickly to the target point, killing everything it touches and leaving an unpassable cliff behind. ~doom sheep
-Steam Cloud: A cloud of hot steam is created at the targeted point. All units inside it will be slowed by 40% and if they stay inside it for more than 5 seconds they will be killed. ~terradont
-Steam Jet: Causes the ground to rupture from the pressure of steam underground, eventually exploding out and throwing any nearby enemy units flying into the air, the closer the enemy is to the jet the higher it is thrown. If thrown over a certain height the enemy will be injured on ground impact, and if thrown even higher the enemy will be killed on ground impact. ~Zinive
-Exploding Gas: Creates a large cloud that is near invisible, the next fire spell that passes through it causes it to ignite, killing any enemies caught by the flame. ~terradont
-Steam Jet: Causes the ground to rupture from the pressure of steam underground, eventually exploding out and throwing any nearby enemy units flying into the air, the closer the enemy is to the jet the higher it is thrown. If thrown over a certain height the enemy will be injured on ground impact, and if thrown even higher the enemy will be killed on ground impact. ~Zinive
-Exploding Gas: Creates a large cloud that is near invisible, the next fire spell that passes through it causes it to ignite, killing any enemies caught by the flame. ~terradont
-Needed
-Vaporize: The caster releases droplets of water into the air around him, periodically vaporizing some. Nearby enemies are thrown backwards and injured. ~Lestat(br)
-Hot Blooded: The caster heats their own blood, increasing the flow speed and dramatically increasing their movement speed, if left activated for too long the caster's blood will evaporate, killing them.
-Vaporize: The caster releases droplets of water into the air around him, periodically vaporizing some. Nearby enemies are thrown backwards and injured. ~Lestat(br)
-Hot Blooded: The caster heats their own blood, increasing the flow speed and dramatically increasing their movement speed, if left activated for too long the caster's blood will evaporate, killing them.
-Needed
-Molten Earth: Lava cracks begin to show through the earth, and torrents of magma shoot upwards, burning nearby enemies. ~Zack1996
-Meteor: Causes a large burning rock to plumet from the sky into the target area, harming all enemies in a wide radius and leaving the ground aflame, burning any enemies that enter the flame.
-Molten Earth: Lava cracks begin to show through the earth, and torrents of magma shoot upwards, burning nearby enemies. ~Zack1996
-Meteor: Causes a large burning rock to plumet from the sky into the target area, harming all enemies in a wide radius and leaving the ground aflame, burning any enemies that enter the flame.
-Ice Lance: Freezes a strip of water with super-cooled air, creating a lance of ice which can be launched through any obstacles at the enemy.
-Ice Mirror: The caster creates a thin sheet of reflective ice before him, once two mirrors have been constructed the caster can reflect his image between the mirrors, moving instantaneously about the battlefield.
-Ice Prison: Surrounds the enemy with a barrier of ice that must be destroyed to escape. If the enemy doesn't break free within 4 seconds they will freeze to death.~Kajotex
-Ice Mirror: The caster creates a thin sheet of reflective ice before him, once two mirrors have been constructed the caster can reflect his image between the mirrors, moving instantaneously about the battlefield.
-Ice Prison: Surrounds the enemy with a barrier of ice that must be destroyed to escape. If the enemy doesn't break free within 4 seconds they will freeze to death.~Kajotex
-Pressure Stone: A javelin made of stone is formed and a poweful air pressure builds up behind it over 1 second. When released it will fly extremely fast towards the enemy, killing them on collision. Also has a 50% chance to pass through any enemies or objects it collides with. ~Zinive
-Desert Rider: The caster rides on a cloud of sand as it is propelled through the air by a powerful wind to the target point, knocking back and injuring any enemy units on the way. ~terradont
-Sand Storm: The caster dissapears in a storm of sand, the caster cannot be hit and cannot attack for 8 seconds, in which time any enemies that get too close to the centre of the storm are injured. ~GrandEnder
-Desert Rider: The caster rides on a cloud of sand as it is propelled through the air by a powerful wind to the target point, knocking back and injuring any enemy units on the way. ~terradont
-Sand Storm: The caster dissapears in a storm of sand, the caster cannot be hit and cannot attack for 8 seconds, in which time any enemies that get too close to the centre of the storm are injured. ~GrandEnder
-Cavitation: Water spills into the earth over a wide area, mixing into a thick and sticky mud, enemies in the target area will have their movement speed reduced by 5% every second, this effect can eventually immobilise units. ~Blaxor
-Mud Slide: Creates a huge mud slide that moves forward, taking all enemies with it(just knockback, no damage). The mud slide leaves behind a muddy ground, which slows enemy movement speed by 40%. ~terradont
-Quick Sand: Large volumes of salt water mix with the earth, quickly turning it into quick sand. Enemy units in the quick sand lose 5% movement speed per second, any enemy units that stay in the quicksand for more than 5 seconds will drown under the sand.
-Mud Slide: Creates a huge mud slide that moves forward, taking all enemies with it(just knockback, no damage). The mud slide leaves behind a muddy ground, which slows enemy movement speed by 40%. ~terradont
-Quick Sand: Large volumes of salt water mix with the earth, quickly turning it into quick sand. Enemy units in the quick sand lose 5% movement speed per second, any enemy units that stay in the quicksand for more than 5 seconds will drown under the sand.
As you can see im still missing a few spells, but dont be afraid to share ideas for elements that are already full if you think your idea is better, because i might agree!
If a unit is "injured" this means they have recieved the injured buff which reduces movement speed by 40% for 3 seconds. Injuries do not stack but do reset the injury timer to 3 seconds. The injured movement speed effect stacks with OTHER movement speed reducing effects.
About Hybrid Spells~
-You cannot combine more than 2 elements.
-They are typically stronger than single element spells
-They must make sense, (eg. air+water = ice. fire+water != frostfire)
This is important and people seem to often forget it so i will say it again; this game is one shot kill.
You can find more information about this map here
If you need yet more information to help generate some ideas, then feel free to ask!
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