- Joined
- Apr 6, 2010
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- 3,139
Some ideas for time travel spells. Feel free to suggest improvements/your own.
Thief of Time
Targets an area containing both friendly and enemy units. Up to three friendly units have their attack and movespeed doubled for ten seconds, and halved for up to three enemies (the number of units affected is the same for both sides). If there are no enemy units, the targeted units are accelerated for ten seconds and then slowed down for the same duration.
Time Capsule
Targets an area. All units in the area are removed from the game for two minutes, then are returned with the Dizziness buff.
Extended Perception
Targets a unit. That unit's attack and movespeed are reduced by a factor of 3, but mana regeneration and cooldowns are accelerated by the same factor.
Help From The Future
Targets an area. Three friendly non-hero units in the area are instantly copied for two minutes. When the two minutes are up, the original units disappear and the copied units remain. If any of the original units die, the resulting temporal paradox stuns every unit around him for five seconds and kills the corresponding future unit.
Statis
Targets a single unit. That unit becomes invulnerable but stunned for the duration of the spell.
Bullet Time
Targets a single unit. That unit's attack and movespeed are doubled for twenty seconds and gains 50% evasion.
Temporal Anchor
When used, the hero places a marker on the ground that records his physical state: health, mana and items. (All ability cooldowns must be at zero for it to work). When used again, the hero is instantly moved to that point, and his health, mana and items reset to what they were on casting (if any new items were acquired, they drop at his feet). The marker can only be used once, it must be recast to work again. The marker is invisible, but can be destroyed. If destroyed, the marker must be placed again, with the hero's current stats and items.
Thief of Time
Targets an area containing both friendly and enemy units. Up to three friendly units have their attack and movespeed doubled for ten seconds, and halved for up to three enemies (the number of units affected is the same for both sides). If there are no enemy units, the targeted units are accelerated for ten seconds and then slowed down for the same duration.
Time Capsule
Targets an area. All units in the area are removed from the game for two minutes, then are returned with the Dizziness buff.
Extended Perception
Targets a unit. That unit's attack and movespeed are reduced by a factor of 3, but mana regeneration and cooldowns are accelerated by the same factor.
Help From The Future
Targets an area. Three friendly non-hero units in the area are instantly copied for two minutes. When the two minutes are up, the original units disappear and the copied units remain. If any of the original units die, the resulting temporal paradox stuns every unit around him for five seconds and kills the corresponding future unit.
Statis
Targets a single unit. That unit becomes invulnerable but stunned for the duration of the spell.
Bullet Time
Targets a single unit. That unit's attack and movespeed are doubled for twenty seconds and gains 50% evasion.
Temporal Anchor
When used, the hero places a marker on the ground that records his physical state: health, mana and items. (All ability cooldowns must be at zero for it to work). When used again, the hero is instantly moved to that point, and his health, mana and items reset to what they were on casting (if any new items were acquired, they drop at his feet). The marker can only be used once, it must be recast to work again. The marker is invisible, but can be destroyed. If destroyed, the marker must be placed again, with the hero's current stats and items.