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Spell Request Workshop

Discussion in 'Requests' started by KILLCIDE, Oct 25, 2016.

  1. KILLCIDE

    KILLCIDE

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    Sounds good excluding the different size fireballs :p I am just going to stick to X number of fireballs. They will be evenly spread out like this.
     
  2. hellobg

    hellobg

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    Hmm that volatile light looks quite nice, how to apply that spell in my map?
     
  3. KILLCIDE

    KILLCIDE

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    Read the "How to Install" tab.
     
  4. Kyrbi0

    Kyrbi0

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    Man, that sounds cool. And, sans the circular spinning, could totally be done easily with GUI. Hm...
     
  5. KILLCIDE

    KILLCIDE

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    I apologize for that huuuge delay. Along with school and the complexity of the spell, it took me a while to find the drive to finish it :p nonetheless, it is done! I never saw any comments about stuns stopping the charge, so I didn't add it. Let me know if you want that changed! Also, since you are special, let me know if you want this redone in vJass. As mentioned before, the complexity of the spell resulted in 8 seperate triggers to get it work, and I know how picky you are with that.

    - Charge is uninterruptible by the player
    - Stunning the caster will not stop the charge. However, death can still stop the charge
    - Caster will stop at obstacles, excluding units
    - Segment for "healing area" will constantly update with the caster's movement. The duration of the segment will not start until after the charge has ended
    - A unit standing on multiple segments will recieve healing from each segment
    - If the caster is alive at the end of the charge, they will get the Phase Walk buff
    - Phase Walk only allows you to walk through units, excluding structures
    - Base ability of Phase Walk is Wind Walk. Due to this, it cannot be dispelled
    - If a caster still has the Phase Walk buff, but enters the Phase Walk instance again, the instance will just reset

    GIF Preview


    TranscRescPreview.gif

    Requirements


    Changelog


    v1.00 (1 January 2017)
    • Uploaded
     

    Attached Files:

  6. Apheraz Lucent

    Apheraz Lucent

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    Just epic, speechless :)
     
  7. IcemanBo

    IcemanBo

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    Looks quiet neat.
     
  8. TheFrenchLeprechaun

    TheFrenchLeprechaun

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    Hi! I would have a spell request, tell me if you can/want to do something :

    Teaching of the Citadel

    During a period of time, xp received by this hero and friendfly others around him is increased.

    Level 1 - x1.5 normal xp for caster, x1.25 normal xp for friendly heroes
    Level 2 - x2 normal xp for caster, x1.63 normal xp for friendly heroes
    Level 3 - x2.5 normal xp for caster, x2 normal xp for friendly heroes

    Spell Type: Instant
    Targets Allowed: friendly, heroes

    Thanks :)
     
  9. Sandman2077

    Sandman2077

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    Hi there!
    I want to make an aura of fear. the enemy fled in panic.
    Level 1 - 400 range, 15% chance for each enemy around the caster. Each enemy is checked every 12 seconds, if hit, it moves to the side of the neutral-passive and runs in a random point on the map. and gets panic buff. 20 seconds after returning back to its player.
    Level 2 - 600 range, 25% chance, check every 9 seconds, the panic - 30 sec
    Level 3 - 800 range, 35% chance, check every 6 seconds, the panic - 40 sec

    For the heroes it to be half the time of panic, for undead and machines should not working...
     
    Last edited: Jan 3, 2017
  10. KILLCIDE

    KILLCIDE

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    @judotrente Sounds interesting, but no promises. I'll let you know if I do end up wanting to work on it. I have some other matters to deal with right now, so don't expect it anytime soon as I still have one other spell request before yours.
     
  11. Eagle XI

    Eagle XI

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    Hi,
    can you make an unit version of this: Spell Request Workshop
    that will be used by the human knight, because 'Charge' really made more sense to be an passive.
     
  12. TheFrenchLeprechaun

    TheFrenchLeprechaun

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  13. Natu

    Natu

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    Hello. Please make me spell yay!

    Mamamagic Mimimissile

    Fires a slow moving projectile at the target unit. Predicts where the target is currently moving at cast, so the missile can be dodged if the target switches direction (because of trees or terrain, or manually) after the missile is fired. If the target kept walking towards the same direction, it will meet its destruction!!

    Level 1 - Deals -1 damage.
    Level 2 - Deals 0 damage.
    Level 3 - Deals 1 damage.

    Spell Type: Unit target
    Targets Allowed: Pathable terrain, Enemies/Allies.

    Edit: And height/Z doesn't matter. Missile systems too complicated.
     
    Last edited: Jan 13, 2017
  14. Eagle XI

    Eagle XI

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    I dont expect you to make all of them, simply take your pick of whats interesting for you.

    Ice Wall or Frost Strike
    Hero ultimate. Conjures chunks of ice, which deals damage, freezes and slows ground units in a target area.

    icewall.png

    Spell Type: AoE target
    Targets Allowed: enemy, hero, non-hero, organic, neutral, ground


    Black Arrow - the other
    Shoots an arrow to target. The target loses 50% of it's current mana upon getting hit, it gets poisoned and takes damage in regular intervalls(similar to shadow strike) until at 10% of its maximum health, upon reaching 10% gets stunned for x duration.

    Level 1 - XX
    Level 2 - XX

    Spell Type: Unit target
    Targets Allowed: enemy, hero, non-hero, organic, neutral


    Haunting
    This ability to be found on Haunted Goldmine. Kills all Acolytes currently mining there, summoning an floating soul crystal above the mine that strikes at enemy units as if being an soul tower. Combat strength and duration of the turret depends on how many Acolytes got sacrificed. The turret(the soul crystal) has an timed existence, and it exists seperate of(yet connected to) the Haunted Mine, if the Haunted Mine gets destroyed the crystal vanishes. Re-using the skill whilst the crystal is still in effect will re-place the soul crystal with an new one, never adding to current one.

    Spell Type: Instant
    Targets Allowed: acolytes mining on the mine


    Mine Shell
    This ability also to be found on Haunted Goldmine. At use, erects an shield dome over the mine protecting the acolytes mining there from harm(but nothing else) turning them invincible aslong they keep mining. The Haunted Mine itself does not turn invincible. Drains mana aslong its active.

    Spell Type: Instant
    Targets Allowed: acolytes mining on the mine


    Wisp's Force of Nature
    The Wisp goes up to an tree, merging with it to become an Treant. The Treant exists temporary, functioning like an nightelf Militia (of sorts).
    Targets Allowed: tree



    Shadow Ward
    Places an ward on the ground that projects an cloaking aura, rendering all friendly units in it's radius invisible.
    The ward is susceptible to any spell that has an effect on wards.

    Level 1 - 150 radius, 75 mana cost
    Level 2 - 250 radius, 75 mana cost
    Level 3 - 350 radius, 100 mana cost
    Level 4 - 450 radius, 100 mana cost
    Level 5 - 550 radius, 125 mana cost
    Level 6 - 650 radius, 125 mana cost

    Spell Type: place ward, point target
    Targets Allowed: friendly units cloak.


    Null Ward
    Hero ultimate. Places an ward that dispels all harmful and beneficial magic from friendly and hostile units within it's radius, effectively creating an 'null zone' there and preventing any spell from being cast on units within radius(prolly via simply places an undispellable version of anti-magic shell on units in radius?) irrevelant of friend or foe. Units entering the radius lose their enchantments.
    If an skeleton happent to get raise from an corpse that remaint within radius, or another ward had been placed in range, it gets instantly destroyed. If an summon(like feral spirit or water elemental) has been made in range of the null ward it will get severely damaged upon appearing(this also triggers once at ward's placement: place null ward, if water elemental was in range gets this burst damage instantly), and suffer additional damage over time per second its remaining within the ward's range.
    The ward itself is spell immune and cannot be dispelled.
    Cooldown: one day. Lasts 60 seconds.

    Level 1 - Hefty Mana cost. ward has radius of 700
    Level 2 - Slightly better mana cost. ward has radius of 900

    Spell Type: place ward, point target
    Targets Allowed: summons, buffs


    Grim Ward
    Hero ultimate. Places an ward on the corpse of an unit(can be of friend or foe) that animates this unit from the dead. The raised unit's being is connected to existence of the ward placed on it's corpse, meaning the unit dies when the ward is destroyed or when duration wears off. If the unit dies on it's own the ward gets destroyed. The raised unit partains all upgrade levels it had prior to dying.
    when ordered to use the ability, the hero seeks out on his own which unit to place the ward on, preferring highest level(or strongest?) unit in a radius of x.

    Level 1 - XX
    Level 2 - XX

    Spell Type: place ward,
    Targets Allowed: corpse


    Area of Effect targeted Corpse Explosion
    Necromancer mastery spell. Causes any corpses of dead units in target area(radius 250) to explode, each dealing 50 damage of type spells in a close(175) radius around themselves. 100 mana cost

    Spell Type: AoE, Point target
    Targets Allowed: corpses of dead units


    Nature's Touch
    Regrows trees in an area(if it had any treestumps) over howmany seconds or instantly tears down all trees in the area. To prevent passing units getting stuck on trees, target area has to be entirely unit free(checking for invisible and burrowed too) for regrowing.
    Trees are not interactable with during regrowing period. If there was an wisp harvesting the tree at point of teardown it simply unloads and remains on foot, does not die. If there was sentinel used on tree its dispelled(dies along the tree).

    Level 1 - 150 radius
    Level 2 - 200 radius
    Level 3 - 250 radius
    Level 4 - 300 radius
    Level 5 - 350 radius
    Level 6 - 400 radius

    Spell Type: AoE, Point target.
    Targets Allowed: trees


    Proper Blight Aura
    Allows undeads in 700 radius to regenerate as if they happent to be standing around on blight, using their given 2.00 hp regen on blight only value without any further % boost to regeneration. Does not stack with Blight itself.

    Level 1 - Allows nearby friendly Undead units to regenerate their lost hit points. The aura does not stack with the regenerative effects of Blight.
    Spell Type: Passive, Aura
    Targets Allowed: Undead only.


    Alternate Death Pact
    Kills a target friendly Undead unit, giving a percentage of its hit points to the Anti-Paladin as an shield. The shield functions similar to anti-magic shell (Magic Resistance) except its absorbing any kind of damage instead only spell damage.

    Level 1 - 50% of target hitpoints.
    Level 2 - 100% of target hitpoints.
    Level 3 - 150% of target hitpoints.
    Level 4 - 200% of target hitpoints.
    Level 5 - 250% of target hitpoints.
    Level 6 - 300% of target hitpoints.

    Spell Type: used same way as default death pact.
    Targets Allowed: used same way as default death pact.


    Mimic
    Unit ability. The Doppelganger mimics the target enemy non-heroic ground unit(works on mechanicals too but not ancients), permanently transforming himself into an copy of it. whilst being transformed the unit is technically considered an timelimit-less summon and is receptible towards: dispells, disenchants, abolish magic, control magic, or any other spell that has an effect regarding summons. Cannot transform into spell immune creatures, or creeps above level 5. The transformation takes minor channeling time and vulnerability increase during this channeling time just like during Banshee's Possession.

    Level 1 - Mimics the targeted enemy unit, transforming into an copy of it.

    Spell Type: Unit target, Channeled(technically)
    Targets Allowed: enemy non-heroic, non-ancient ground units.

    Further notes: Can also mimic enemy summons, so can copy skeleton, water elemental, bear etc.


    Seal of Valor
    When cast upon an friendly, non-mechanical, non-heroic unit PERMANENTLY raises it's armor and damage value(only when amplified via Seal of Kings). The target unit gets an buff of this ability providing those benefits, the effects do not stack with multiple casts, and the buff does not refresh if re-cast on same unit at later level. If an unit that has 'Seal of Valor' buff gets cast upon 'Seal of Kings' ultimate, the buff evolves into 'Seal of Fortitude', gaining the secondary effect maximum health increase in addition to primary armor increasing effect.

    Level 1 - primary effect: +1.5 armor and secondary effect: +75 maximum health.
    Level 2 - primary effect: +3 armor and secondary effect: +150 maximum health.
    Level 3 - primary effect: +4.5 armor and secondary effect: +225 maximum health.
    Level 4 - primary effect: +6 armor and secondary effect: +300 maximum health.
    Level 5 - primary effect: +7.5 armor and secondary effect: +375 maximum health.
    Level 6 - primary effect: +9 armor and secondary effect: +450 maximum health.

    Further notes: Seal of Valor's buff does not persist through resurrection, if the unit happent to die its lost and can get re-cast on the unit after resurrection.
    This Seal buff cannot get dispelled or otherwise removed, it vanishes on death of unit alone.


    Seal of Fire
    When cast upon an friendly, non-mechanical, non-heroic unit temporarily bestows an fire-shield upon that unit that returns an fixed value of damage per hit enemy melee attackers made upon the unit. If an unit that has 'Seal of Fire' gets cast upon 'Seal of Kings', the buff evolves into 'Seal of Courage', unit gains secondary effect damage increase for duration and the buff duration gets refreshed.
    Lasts 30 seconds.

    Level 1 - primary effect: damage shield on the unit that returns 1 damage per hit and secondary effect: +3% damage.
    Level 2 - primary effect: damage shield on the unit that returns 3 damage per hit and secondary effect: +6% damage.
    Level 3 - primary effect: damage shield on the unit that returns 5 damage per hit and secondary effect: +9% damage.
    Level 4 - primary effect: damage shield on the unit that returns 7 damage per hit and secondary effect: +12% damage.
    Level 5 - primary effect: damage shield on the unit that returns 9 damage per hit and secondary effect: +15% damage.
    Level 6 - primary effect: damage shield on the unit that returns 11 damage per hit and secondary effect: +18% damage.

    Spell Type: Instant, unit target
    Targets Allowed: friendly, non-mechanical, non-heroic, non-ancient

    Further notes: This Seal's buff(s) can get dispelled or spell steal'd.


    Seal of Kings
    Ultimate with 2 levels. Self-aoe ability. This ability has 4 effects:
    Primary effects:
    The hero himself gains an temporary, inner fire-like buff increasing his, damage, armor, health regen and mana regeneration by an percentage of his maximum health and mana, upon casting this ability, that persists for x duration.
    Friendly units that happent to be in 900 radius vicinity gets instantly upgraded, meaning they get any 'blacksmith upgrades'(damage increasing, armor increasing), ability unlocking researches(becoming able to use any ability they have) and any spellcaster upgrades(if it was spellcaster can cast any spells it has) the affected unit could gain and already had not researched, essentially 'maxing' the unit. This however does not apply any other upgrades, unit evolving upgrades such as troll berserker research, barrage upgrade, skeletal longevity, orcish berserker strength, improved bows, long rifles, do not get applied via this. This does not advance the player's global tech-tree.
    Secondary effects:
    If an friendly unit that had 'Seal of Fire' happent to be in vicinity, its buff evolves into 'Seal of Courage'.
    If an friendly unit that had 'Seal of Valor' happent to be in vicinity, its buff evolves into 'Seal of Fortitude'.
    Cooldown: can cast once per day.

    Level 1 - Major mana cost, the hero gains +3 armor and +20% damage, +50% mana regeneration and +30% health regeneration rate.
    Level 2 - Major mana cost, the hero gains +5 armor and +40% damage, +50% mana regeneration and +30% health regeneration rate.

    Further notes: This Seal's buff on the crusader himself cannot get dispelled or spell steal'd.

    Spell Type: Instant / Self-aoe
    Targets Allowed: self, friendly, non-mechanical, non-heroic, non-ancient
     
  15. KILLCIDE

    KILLCIDE

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    @Natu sorry :X that doesn't really interest me

    @Eagle XI Corpse Explosion and Death Pact are the most interesting. I'll do those ones whenever I get the chance. Do note I still have 3 spell requests to work on before yours, so do not expect it anytime soon unless theres a weekend I decide to haul ass.
     
  16. Kyrbi0

    Kyrbi0

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    Null Ward, Grim Ward... Someone's been reading my Troll design notes. ; D

    Really cool ideas, many of them... Just as a note, the blight aura already exists in game & works as advertised.
     
  17. Natu

    Natu

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    Haha, I was going to cancel my request today. Good thing you haven't started yet, I'll feel guilty otherwise :D
    Someone already answered me at Trigger Forum and I got it working. Thanks!
     
  18. KILLCIDE

    KILLCIDE

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    Hey everyone, I just wanted to let you guys know I'm going to put this workshop on a temporary hold. I have a lot of things to catch up on that I have been procrastinating for a while, and I really don't want to keep the people I promised I would finish a request for waiting on me. I apologize for any inconvenience I caused. When I have more free time, I will message the people I still need to do a request for to confirm that they still need it. Thank you all for your patience ^^

    On another note, I want to thank @Mr.Goblin for making me the beautiful banner for the first post!
     
  19. KeepitMovinBaby

    KeepitMovinBaby

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    Hello, Killcide! Can you make this spell?

    Cold Snap

    Spell Type
    Active, Target Unit

    Targets Allowed
    Enemies, Organic, Ground, Air, Neutral

    Description :
    Draws the heat from an enemy, chilling them to their very core for a duration. The enemy will take damage and be briefly frozen at the begining. Further damage taken in this state will freeze the enemy again, dealing freeze damage.

    Level 1 : Buff Duration of 5 Seconds, 0.9 freeze cooldown, 0.2 seconds freeze duration, 20 Bonus damage
    Level 2 : Buff Duration 6 Seconds, 0.8 freeze cooldown, 0.3 seconds freeze duration , 25 Bonus Damage
    Level 3 : Buff Duration 7 Seconds, 0.7 freeze cooldown, 0.4 seconds freeze duration, 30 bonus damage.

    Cooldown : 20 Seconds
    Manacost : 75/85/95
    Damage type : Magical
    Can be dispelled
     
  20. Himperion

    Himperion

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    Arcane cannon
    Throws several projectiles at a target enemy unit, dealing damage.

    Level 1 - 100 damage.
    Level 2 - 200 damage.
    Level 3 - 300 damage.

    Spell Type: Unit target
    Targets Allowed: Non magic-immune, enemy.

    My idea is having something like the Shadow Cannon from SC2, the eyecandy shows several missiles hitting the target one behind the other, but the damage is done in one hit. I don't want debuff of any type, only the damage and the number of missiles for eyecandy for example ten shots in a quick sucession.

    In short Stormbolt without stun, and extra missiles during the casting phase.
     
    Last edited: May 24, 2017