Spell Ideas

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Level 7
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Feb 25, 2007
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286
I need a spell idea for each of these names XD.
1)Mana Alteration
2)??
3)Calling of Deflection
4)Defile Skulls
5)Dragons' Dexterity
6)???
7)???
8)Instant Cloud of Terror
9)???
10)???
11)Ornate Webs of Water
12)???
13)Rune of Sadism
14)??
I need more too but I'll add them after these. I think I have an idea for a few. For #1 I was thinking switch the casting units mana with the target units mana. And I'm thinking for #5 some type of endurence aura..I don't know. Only thing is I would like for them to be custom. No blizzard made skills please. So like don't say Fire bolt for one of them please.
All the ones with ??? needs ideas. Any type!
 
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Level 9
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Apr 6, 2008
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436
Strange request. I like inventing stuff, though...
I like number 4's name, it looks like a sort of evil and rotten mental possession, it should make you control a unit for a short period of time (without changing its color) and stun/slow it when it returns to its owner.
I'd use chemical rage to make "Dragon's dexterity", and the "Rune of sadism" should be a permanent, tough ward, which costs a lot of mana and has vampiric and endurance aura.
 
Level 7
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I like 1 and 3. There pretty good and somewhere i could trigger #3. #2 is a good idea just I can't really trigger that. Oh and btw for everyone that wants to post PLEASE do NOT use anything you know will take jass. I'm still trying to learn jass.
 
Level 12
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Aug 10, 2004
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2) Call for Redemption-All units around the target are under the effect of CHarm for a period of time
6) Chaos Ward-All units that are under the effect of the chaos ward attack the closest unit to it (not specific to enemy, freindly or neutral)
7) Lucky Siphon-Uses no mana, you might siphon all of your enemies mana, hp or you will give them all of your mana, hp or nothing will happen. Two different time possibilities; Instant kill or over time.
8) Instant Cloud of terror-"Reverse Taunt" in area of effect for duration. Probably would have to use trigs but depending on the X and Y it basically tells the that is under the effct to run towards the edge of the screen that intersects with the line made by the unit and the center of the cloud. I don't use trigs for spells so I don't know if this would be Jass or not
9) Ying- Everyone Sees everything thats going on
10) Yang- No one can see whats going on...
11) Ornate Webs of Water-this already sounds like it will use jass... unless you plan to make it some type of ensnare spell... then its.... unit under ensnare recieves hp over time
12) SOmething to deal with music and how twelve isn't the end all number but just what people have conformed it to be because it sounds good
13) Rune of Sadism-If you lose hp, you gain mana
 
Level 4
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Feb 22, 2005
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1)Mana Alteration - Target enemy unit doesn't use mana for the next 6/12/18 seconds, instead dealing damage to himself equal to the manacost of the spell.
3)Calling of Deflection - All ranged projectiles aimed at caster bounce back to attackers for 3/4/5 seconds.
8)Instant Cloud of Terror - Creates a cloud at target spot, and it lasts for 10/15/20 seconds. Any unit that enters the cloud becomes unable to attack, cast spells and starts running randomly away from the cloud. This state lasts for 2/3/4 seconds.
13)Rune of Sadism - Creates a rune at target spot, and whenever an unit attacks near the rune, it gets +10% damage for 8 seconds, stacking.
 
Level 24
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May 9, 2007
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3,563
First of all why do the spells have to be called that? Do you just like the names. I think it might be better to think up the ideas first then the name but, hey whatever works.

1)Mana Alteration - Switches Unit's Mana (your idea)
2)Life Alteration - Switches Units Life
3)Calling of Deflection - Should summon a shield which lasts for a given period of time (ie: 10s) and reflects the missiles back to the caster (could be based off of defend perhaps?)
4)Defile Skulls - Perhaps a corpse collection skill wich lets you collect skulls and defile them (adding to your unholy mana soucrce)
5)Dragons' Dexterity - Personally I don't think of dragons as very dexterous so it should slow attack speed but increase damage and perhaps add a chance to bash.
6) Eagle Eye - Enables a critical strike skill on nearby units.
7) Magic Missiles - Create missile which shoot out in an arc and collide with targets. Talk to the person whom made such a spell on the Hive and see if you can use that.
8)Instant Cloud of Terror - Make all nearby units flee from the target to a random point within say 3000 of the casting unit. Should also affect allies and make all te units into a third neutral player
9) Celestial Gravity- Makes nearby units begin to rotate arounf the caster. To make look good you might want to talk to JASSer but can also be done with move instantly. Lag may be an issue.
10) Symbol of Death - Should kill all units in the area if they are below a certain amount of life. Maybe a percentage. Could also be a real value.
11)Ornate Webs of Water - Creates multiple rotating tornado like things around the caster perhaps.
12) Unholy Word - Gives corruption (reduced armour) to all near by units. Also curses them.
13)Rune of Sadism - Try to make a type of unit which drains life from enemies in the area and fubbels it to the caster.
14) Beast Pen - Similar to the pocket factory skill but it produces a random type of animal. This could easily be done using GUI.
Hope these help. Don't feel obliged to use any of them. (not that you would I suppose but it seemed like a good thing to say)
 
Level 4
Joined
Jul 23, 2007
Messages
129
1)Mana Alteration - An erratic spell that deals area of effect damage to enemy units in an area. Damage dealt is a random integer between 1 and twice the caster's current mana, the mana cost is 1/2 of damage dealt (so you don't know how much mana it will cost before you cast it).

So, if you have 350 mana when you cast it, the damage dealt will be between 1 and 700 and the mana cost would be between 1 and 350.

5)Dragons' Dexterity - gives the hero the ability to fly for several seconds while increasing hp regeneration and armor.

I'll even give you info on a spell from one of my maps. I know you didn't ask for this much detail, but I was in the mood to do it. Feel free to use it if you like the idea:

Doom Contract - Selects a single unit-type by targeting a unit of that type within range. The hero deals an additional 50 damage when attacking units of that type. Only one unit-type can be targeted by Doom Contract at a time. Cannot target heroes. Can target units with magic immunity.

Example: Casting Doom Contract on a footman will cause the hero to do plus 50 damage to any footman he attacks. If Doom Contract is later cast on a Crypt Fiend, for example, then the bonus will no longer apply to footmen and apply to Crypt Fiends instead.

To do this all you need is a unit-type variable array called DoomContract_target (array size is the number of players).

Then two triggers:
  • Doom Contract 1
  • Events:
  • Unit finishes casting an ability
  • Conditions:
  • Ability being cast equal to Doom Contract
  • Actions:
  • Set DoomContract_target(player number of(owner of(casting unit))) to (unit type of(target of(ability being cast))).
  • Doom Contract 2
  • Events:
  • Unit is attacked
  • Conditions:
  • Unit Type of (attacked unit) equal to DoomContract_target(player number of(owner of(attacking unit))).
  • Unit Type of (attacking unit) equal to [[The unit type that has the Doom Contract ability]]
  • Actions:
  • Deal 50 damage of (whatever) type to (attacked unit).
Keep in mind that this ability, as written above, will only work if each player can have no more than 1 hero/unit that is capable casting Doom Contract. So it would be good for a hero arena, hero survival, hero line war, etc.

EDIT: Oh, and I'm trying to build my rep so please +REP me if you found my post helpful.
 
Level 4
Joined
Jul 23, 2007
Messages
129
1)Mana Alteration - An erratic spell that deals area of effect damage to enemy units in an area. Damage dealt is a random integer between 1 and twice the caster's current mana, the mana cost is 1/2 of damage dealt (so you don't know how much mana it will cost before you cast it).

So, if you have 350 mana when you cast it, the damage dealt will be between 1 and 700 and the mana cost would be between 1 and 350.

5)Dragons' Dexterity - gives the hero the ability to fly for several seconds while increasing hp regeneration and armor.

I'll even give you info on a spell from one of my maps. I know you didn't ask for this much detail, but I was in the mood to do it. Feel free to use it if you like the idea:

Doom Contract - Selects a single unit-type by targeting a unit of that type within range. The hero deals an additional 50 damage when attacking units of that type. Only one unit-type can be targeted by Doom Contract at a time. Cannot target heroes. Can target units with magic immunity.

Example: Casting Doom Contract on a footman will cause the hero to do plus 50 damage to any footman he attacks. If Doom Contract is later cast on a Crypt Fiend, for example, then the bonus will no longer apply to footmen and apply to Crypt Fiends instead.

To do this all you need is a unit-type variable array called DoomContract_target (array size is the number of players).

Then two triggers:
  • Doom Contract 1
  • Events:
  • Unit finishes casting an ability
  • Conditions:
  • Ability being cast equal to Doom Contract
  • Actions:
  • Set DoomContract_target(player number of(owner of(casting unit))) to (unit type of(target of(ability being cast))).
  • Doom Contract 2
  • Events:
  • Unit is attacked
  • Conditions:
  • Unit Type of (attacked unit) equal to DoomContract_target(player number of(owner of(attacking unit))).
  • Unit Type of (attacking unit) equal to [[The unit type that has the Doom Contract ability]]
  • Actions:
  • Cause (attacking unit) to deal 50 damage of attack type (Hero) and damage type (Chaos) to (attacked unit).
Keep in mind that this ability, as written above, will only work if each player can have no more than 1 hero/unit that is capable casting Doom Contract. So it would be good for a hero arena, hero survival, hero line war, etc.
 
Level 12
Joined
Mar 23, 2008
Messages
942
1) Mana Alteration
Changes the mana of everyone in a X AoE, if the target gains mana, it will take damage equal to the x% of mana gained due to the burn deals to the body. If the target looses mana it will heal x% of mana lost.
 
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