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Spells Ideas for my RPG

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Hello!As you saw in the title,i am making a RPG and i need your help.I want you to give as many spell names+effect for the following classes.(just remember,as many as you can )
Warrior
Hydromancer
Pyromancer
Arcanist
Berserker
Assassin
Seer
Ranger
Beastmaster(melle and ranged base-2 types)
Necromancer
Warlock
Druid
For theese classes.Remember,tell as many spells as you can.Thanks
 
Level 15
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Assasin
1.Stealth (Basic stealth spell, example: WoW stealth abillity).
2.Backstab:-Assasin hit's target from back dealing instant damage.
3.Toxic Blade:-Assasin hit's target dealing instant damage and poisons the target, poison is dealing damage over time for "5 seconds".
4.Hidden Rage (Passive):-When Assasin hit's it has 10% chance to get 80% attack speed bonus for 3 seconds.

Necromancer
-Summon Servant:-Necromancer summons a skeleton/undead/demon servant that will fight for him until it die.
-Servant Dark Strike:-Necromancer orders a Servant to hit the target dealing small damage and granting it "debuff" that will last 5 seconds. If target dies with that debuff/buff, skeleton will be raised from it's corpse.
-Time Stop:-Necromancer stops the time over an are, to get spells "coldowned", and it's very good combo with Dark Strike.
-Dark Strike:-Necromancer casts a dark strike on ground, after 1 second mark will be placed on ground and for 1 seconds after dark energy will strike the ground twice dealing instant damage to enemies in that region.

I will give you more ideas, but don't have time now :) :goblin_sleep: !
 
You may want to rethink some more creative classes.
These are the exact cliche classes everyone comes up for their RPGs, so unless you want to dig from the chest of done way too many times (Hydromancer seems pretty sound though, it's suggested a lot but I've never seen anyone execute it well) you're going to want to come up with some new classes.
 
Level 14
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Hydromancer:

-Pressurize (explodes target unit, since all things consist of mostly water)
-Inundate (akin to the drain life/mana spell, but hydromancer gains nothing while reducing target units life and mana with a stream/vortex of water)
-TideBinger (a passive aura that has a chance to cast a 'Crushing Wave' on any unit the hydromancer attacks)

~Typhoon (the map is struck by a freak storm, with heavy winds and rain. All units suffer reduced visibility/attack speed/movement speed/armor and lose life over the duration of the storm.

//\\oo//\\
 
Level 28
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Consider all these spells to do friendly fire.


Hydromancer:

Geyser: A massive geyser bursts from the ground, dealing AoE damage and knockback or stunning the units (non-linear Impale)

Dehydrate: Removes water from the target's body, dealing damage and slowing it severely.

Hosedown: A stream of water that bounces from target to target, removing all buffs.


An alternate one, that requires being the caster being in water/ cast on a point that is in the water to work. If not in the water, the Hydromancer must cast the Flood spell in order to cast all the others.

Flood: (Requires a few seconds of channeling, then remains on the battle field for a certain length) The field of battle is suddenly filled with water in a large circle around the caster, reducing movement and attack speed for all units in the water (Modify terrain by lowering it and adding the "water" doodad).

Water Walk: When cast on a unit, that unit is not slowed by the Flood spell. At higher levels, can be cast on large groups of units.

Riptide: Casts a wave of enchanted water in a line towards a point. Enemies caught in the wave are pulled along, taking damage as they are dragged along the ground.

Summon sharks: Summons sharks (duh) with Devour. If the Flood spell ends while the sharks are still alive, they are stunned for a few seconds and die.

Whirlpool: (Channeling) Creates a whirlpool at a target point. All units within range are pulled towards the whirlpool, where they are stunned and continuously take damage (and spin around).


Pyromancer:

Scorched Earth: Sets a large area of the field on fire, dealing damage over time to any units trapped in it (Modify affected terrain to look burnt).

Man on Fire: Sets a target friendly unit on fire, dealing damage over time. Any units within range of the affected unit also catch on fire, dealing damage, which spreads to other units, which deals damage, which spreads... You get the idea.

CLEANSED BY FIRE: Target unit is caught in a pillar of flame that does damage and removes all buffs.

Banked Fires: Creates an invisible ward that occasionally emits an AoE burst of flame, damaging all units caught in the blast.

Burn The Witch: Sets fire to a target spellcaster. The spell damages both the target's life and mana; once mana runs out, damage taken is doubled.


And of course, the classic fire spells: Flame Strike Firebolt Volcano Rain of Fire Incinerate Immolate Lava Spawn...
 
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Berserker:
Cleave - Berserker cleave 3 enemies infront of him
Heroic Leap - Berserker jump at the enemy stunning him and all enemies around him.
Surging Blood (Passive) - When hit there is 30% chance that Berserker's haste will inscrease for a while.
Slash,Slash and Slash - Berserker swings his weapons at ONE enemy 3 times.
Shockwave - Berserker strikes earth with all his powers damaging and stunning enemies infont of him.
 
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Warrior

Steadfast Defense: Refusing to give an inch of ground to the foe, the Warrior adopts a martial stance that prevents him from being moved.

Warrior's move speed becomes close to zero (I'm guessing it would cause problems if set to zero), but his armor greatly increases. His attack speed decreases though his attack increases, and he gains Bash. In addition, he becomes immune to any knockback effects. This ability has a cooldown (that is reduced per level), during which he cannot get out of his defensive stance.

Berserker

Berserker's Call: The Berserker chooses a worthy target and unleashes a roar of fury (Warcraft 2 bloodlust would be good). The target, heeding the challenge, joins the berserker and both begin to fight.

The Berserker chooses an enemy that he can fight on his own terms (a melee unit with a large amount of HP, as the fight against a lesser opponent does not last long enough). The chosen enemy (there should be a chance of failure) and the Berserker will then concentrate solely on killing each other, any abilities used (including being ordered to retreat or attack a different target) by the one automatically targeting the other. Both units gain damage and a Cleaving ability which also deals knockback for the duration of the duel, so other units attempting to interrupt will be sent flying. The duel lasts until one of the participants dies.
 
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Assassin
The Assassin is extremely fragile, but it can take suprisingly amounts of damage with Cloak of Shadows. The gameplay will be something like, Stealth, Stun, Hemo, Cloak/kite with Darts until Stealth is ready again.

Stealth (Instant)
Turns invisible for X seconds and stuns your target for Y seconds on your next attack if it is done while stealthed.

Cloak of Shadows (Instant)
Increases your chance to evade attack by X% and reduces spell damage taken by Y% for Z seconds.

Poison Dart (Missile, Target)
Inflicts a poison that deals X damage every 3 second and slows movement speed by Z% for Y seconds.

Hemorrhage (Instant, Target)
Inflicts a wound to enemy unit dealing X damage every 3 seconds and healing your for Y health every 3 seconds for Z seconds.

Shadowstep (Bonus!) (Instant, Target) (Works kinda like Blink)
Steps throught the shadows behind the target unit and increases your movement speed by X for Y seconds. If target unit is an enemy it will take Z damage.


Warlock
Yes. I copied the spells from World of Warcraft. So what? Warlock will be based around utilizing fire spells to blow up your opponents and gain control with Seduction and Shadowfury.

Incierate (Missile, Target)
Deals X damage to the target enemy unit. Deals an additional Y damage if target is afflicted by Immolate.

Immolate (Instant, Target)
Deals X damage to the target enemy unit and additional Y damage over Z seconds.

Conflagrate (Instant, Target)
Consumes Immolate effect from the target, dealing X damage and slowing it's movement speed by Y for Z seconds.

Shadowfury (Instant, Ground, AOE)
Deals X damage to enemy units in target area and stuns them for Y seconds.

Summon Succubus (Bonus!) (Channeling)
Summons a Succubus to fight for you. The pet is permanent or until killed. Succubus can cast Seduction, that causes your target to sleep for X seconds.

Soul Link (Instant, Target) (Spirit Link)
Links yourself with your Succubus, making both of you to share X% of the damage taken.


Yes I was very bored... Hope you like atleast some of them!
 
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Scorched Earth: Sets a large area of the field on fire, dealing damage over time to any units trapped in it (Modify affected terrain to look burnt).

Aw man, was thinkin the same thing, but I guess there's only SO MUCH you can think of for fire spells.. here's an idea! Make some fire spell that deals more and more damage for each spell cast, refreshing the duration of the dot.. really high damage, but make it cost a LOT or easy to avoid, or both
 
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