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Time travel spell ideas

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Level 28
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Apr 6, 2010
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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.
 
Level 4
Joined
Nov 13, 2010
Messages
53
Favor for a favor

The hero calls in his past and future selves to help him.
Creates several mirrored images over channeling who can use all the abilities the hero can use.
After the spell is over, the hero loses attributes according to the ammount of mirrored images he channeled out, as he has to return the favors in their timelines.
 
Level 6
Joined
Oct 24, 2012
Messages
242

TIME Spells


1. Alarm - Sets an alarm. After 5 seconds, the alarm
clock rings stunning all nearby units by 0.50/0.75/1.00
and slowing them by 10%/15%/20% for 3 seconds.

2. Time Walk - Stops the time, allowing the caster to
escape. Nearby units cannot move and will become
invulnerable. Lasts 2/3/4 seconds.

3. Reset - Resets the clock, causing all nearby units
to go back to its position 3/4/5 seconds ago.

4. Time Travel - Travels to the past, and then comes
back after 5/4/3 seconds. Bringing a
Raptor/Alosaurus/Tyranosaurus.
 
Time Stop(blink)
the hero stops time and surprises his enemy by "teleporting" behind him

The past(mirror image)
He multiplies himself into copies, when these copies disappear he looses. His health which goes to the copies. While this is active the copies can give all of there stats to the master, whan the copies die the stats that were given are lost
 
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