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Spell Ideas

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Level 10
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Aug 15, 2008
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Right some ideas... Ye gonna need GUI/JASS experience to make some of these...

Ball of Lightning: Shoots a ball full of electric energy what shoots lightning bolts to nearby enemies (Ball moves in Line movement and shoots lightning bolts to enemies near Lightning ball)

Eruption: Casts spell what makes little earthquake under enemy and shoots him into air by fiercy fire what came out from tiny earthquake (Use impale thing to throw target up)

Aura of Souldrain: Aura what drains nearby enemy hp and giving 20% of drained hp to user with this aura (Passive), (Can drain up to 8 targets)

Aura of Heaven: When nearby friendly unit hp goes under 20% , he is healed by holy light, healing X damage (X sec cooldown per friendly unit in range) (Passive) (Up to 3-5 units)

Comet: Channels huge Comet (Burning rock (Infernal classic summon)) on target area and on impact deals great AoE damage in great radius, stuns victims and makes area burn for little time...

The Void: (Ultimate) Instantly dispels enemy non-hero unit to Void, removing him instantly from reality.

Ward of Flame: Summons ward with rapid flame-thrower like attack what attacks nearby enemies (Use Phoenix fire with low cd and set duration to 0.01)
 
Level 25
Joined
Mar 23, 2008
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shouldnt be so complicated to do well just one question, beam is like a string right? and also is this thing channeling so you can stop it when you want to or? ^^

currently I'm very busy this week so next week I will prob finished the most of the spells here

Yea, you could take for example life drain, a beam like that :) And yea channeling would be best, would look kinda odd otherwise i must say, and you can cancel it anytime and he falls down and dealing damage. Maybe based on how long you hold him in the air?:confused: But in that case you probably need a max time to channel the target in the air also so the spell doesnt have infinite damage if you just channel long enough :p
 
Level 8
Joined
Oct 28, 2007
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435
How about a spell....Arcane Symbol....Each time you use it you place a Rune ....Connecting your last placed rune with your last placed rune with lightning... When you target another rune instead of the ground to place a new one you connect the runes and based on the symbol created you have a special effect..... Now THAT would be awesome....

You might restrict it to.....

3 Runes : Must be in a triangle
4 Runes : Must be in a square
5 Runes : Must be in a pentegram
6 Runes : Must be in a circle

....

Some more run of the mill ideas:


Time Field: Channel: Slow all nearby units based on the distance between it and the caster.

Time Lock: Stores target's mana, life and position resetting it every second.

Soul Resonance: Last 10 seconds. Nearby units share mana usage

Positive Energy Ray: Channel: Target Heals 100 life per second. If target is full live it gains strenght per second. If the bonus strenght reaches twice the units normal strenght the hero implodes since its body can no longer hold its life force.

Anti-magic field: Creates a field, preventing units from casting spells and dispells all buffs. Every second spent in the field strips mana and heroes within the field have their items removed and regain them buy leaving the field. Summoned units dissapear and reappear when the effects of the field has passed.

Prismatic Wall: Creates a wall of magic energy which has random effects on units passing through it.

Sanctuary: Disables the caster's ability to attack, but whenever someone attacks the hero, there's a % chance that the unit is stunned based on the differance in intelligence. Doesn't effect heroes with a higher intelligence than the caster.

Chaos Magic: (Passive) when a nearby unit cast a spell theres a % chance something random will happen: (examples...the more you have the better)

Caster is stunned for 2 seconds
Target is banished for 3 seconds
All units near the caster can't attack of cast spells for 3 seconds
All units near the caster are fully healed
Create a dummy unit for a random nearby unit casting the same spell on a random nearby unit.
Hex a random nearby unit for 3 seconds.
Slow all units nearby target unit or point
Caster turns invisible

Forbidden Art: Restores all cooldowns, but whenever the caster cast a spell during the duration after it seconds the caster loses life.

Dark Ritual: reduces strenght of the caster granting it to intelligence over time. After each casting the caster lose 1 strenght permanently and it is granted to intelligence.

Rampage: While active drain life per second. Damage taken increase strenght and reduce intelligence and agility.
 
Level 22
Joined
Nov 14, 2008
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@ rmx

haha well didn't go threw all of them but seemed good to me :)

you'll see it in the spell section hopefully next week ;)

@Azeroc

GUI skills eh? ^^

Nice ideas, will try to use a few of em atleast :)

@ fagge

thank you :)

@ KYTON

seems a little like squiggy's to me :S noooto
 
Level 3
Joined
Oct 21, 2008
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Ground Tremble:
Effect: The user channels for 30 seconds raising/lowering the ground randomly in the AoE
Damage: 0, except if a ground unit happens to be where the ground is raised, then it will fall down, knocked back and damaged.
AoE: 250 (target area)
 
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