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[Useful Stuff] Your spellbook

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Level 18
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Oct 25, 2006
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Hi everyone !
I think it would be useful to post my spell ideas here. Why ? Because I'm not going to make any of those, so feel free to take those you want. I already gave some of them on other threads, lots of others are never-viewed. I think I will add more spells as time passes (I'm always thinking of new heroes actually).

Hmm... the only thing I'll ask you is to give credits (like 'special thanks') to nTh]Yunyun. (my Warcraft account). Another thing I would like you to do is to post every time you take a spell and to mention every spells you took (so maybe I'll can add the number of time people choose the spell). Moreover, it will bump each time the thread so that it will be always viewable by everyone who needs a spell.

Concerning heroes, they are free of use too (also their Proper name) BUT some of them are inspired by books I've read (its noticed), dont forget to mention it (if you dont want to add MY nickname and the proper credits for the author, give only the author). The same rules apply to the heroes.

Ok so, finally here's my Spellbook.




Warrior
β€’ Art of Combat - Active/Target Unit - Perform several attacks. All attacks deals more damages than previous one.
β€’ Adrenalin - Passive/Self - Enabled when hit points are lower than 1/4. Gives x% chance to avoid an attack.


Berserker
β€’ Rage - Passive/Self - Enabled when hit points are lower than 1/4. Increases attack speed by x%.
β€’ Frenzy - Active/Self - When activated all damages taken got x% chance to increases attack speed.


Wizard
β€’ Focus - Active/Self - Decreases casting time of the next spell.
β€’ Brilliance - Active/Self - Restores Mana. Mana restored depends on number of nearby units.
β€’ Magic Leech - Active/AoE - Drains mana of nearby ennemy units.


Monk
β€’ Call upon the Goodness - Active/Target Unit - Gives a random buff from damages/armor/attack or movement speed etc... (you can also imagine other buff).


Ranger
β€’ Arrow Master - Active/Self - Gives a percent chance to perform several consecutive attacks next time the hero attacks. Each attacks reduces percent chance of re-attack.
β€’ Poisoned Arrow - Active/Target Unit - Deals instant damages and poisoned the target. As long as the unit is poisoned, it has x% of chance to die every x seconds.


Assassin
β€’ Sudden Death - Passive/Self - Gives x% chance to instantly kills your target.
β€’ Shadow Projection - Active/Channelling - Creates a clone of the hero which is invisible. He can attacks. The hero cannot move and is also invisible during channelling. Player's Camera locked to the Illusion.
β€’ Venom - Active/Target Unit - Gives a buff to the unit. As long as the buff remains the unit has x% of chance to die every x seconds.
β€’ Critical Strike - Passive/Self - Every time the Assassin deals an amount of damages greater or equal to half of the target's hit points it has a chance to instantly kills the unit.
β€’ Runaway - Active/Target Point - Makes the Assassin invisible and increases movement speed. Order the Assassin to move to targeted point. Cannot receive orders before he reach the point.


Aragorn
β€’ Numenoreen's Blood - Passive/Self - Has x% chance to revive upon death.
β€’ Leader of the Men - Active/AoE - Gives one chance to every nearby unit to instantly kill their future target (Buff is disabled when the unit attacks).
β€’ Glorious Stand - On-Off/Self - Disables movement but highly increases armor, hit points and damages dealt.


Gimli
β€’ Battles are Games - Passive/Self - Gives a percent chance to ignore damages taken.


Light Spells
β€’ Lights' Blessing - Active/Channelling - Works like Blizzard, except that it also affects friends units. Heals alive units and hurts undeads.
β€’ Call upon the Light - Active/Target Unit - Can only targets an undead unit. Restores hit points on time. When hit points reach 100% a unit is summoned and the target killed.
β€’ Mighty Redemption - Active/Target Unit - Deals an amount of damages depending on number of units killed (by the hero, by the player or by the unit, you can use an ability to check how many kills the unit did. Just increase the level of the ability every time the unit kills another one.)
β€’ Purification - Active/AoE - Every units in the targeted area lost every buffs (friendly or not). Mana is burnt for every unit. Every dead units takes x damages. Every units killed by this spell can NOT revive.
β€’ Holy Shield - On-off/Self - Prevent damages from Unholy units.


Dark Spells
β€’ Evil Intention - Active/AoE - Every units in the area got x% of chance to change of ownership (for neutral hostile for instance).
β€’ Call upon the Darkness - Active/Channelling - Set time of day to 00.00 for x seconds. Damages every light unit in whole map every x seconds. Every units killed by Call Upon The Darkness has a chance to raise as an undead.
β€’ Call upon the Devil - Active/Channellin - Every units in the target zone takes x damages every x seconds. Every units killed by this spell increases a variable. A Devil is spawn at the end of the channelling, its strength depends on number of killed units.
β€’ Dark Shield - On-off/Self - Prevent damages from Holy units.


Gaia's Keeper (Intelligence)
β€’ Forest Jail - Active/AoE - Mass Entangling Roots.
β€’ Brute Force - Active/Target Unit - Temporary increases strenght.
β€’ Gaia's Defenders - Active/Summoning - Summons units, type and number depending on geographical position.
β€’ Forest never Dies - Active/AoE - During a short time every units who dies near the hero got x% chances to revive.


Gaia's Choosen (Intelligence)
β€’ Wolf Form - Active/Self - As its name says, permanently.
β€’ Howl Form - Active/Self - As its name says, lasts x seconds. Seconds depending on Hero's intelligence.
β€’ Gaia"s Blessing - Active/AoE - Every animals near the hero got increased damages.
β€’ Nature Outbreak - Active/Summoning - Raises lots of trees around the hero.


Faerie Dragon (Intelligence)
β€’ Phasing - Target Point/Buffing - Gives a buff to the hero. The next time the hero received damages it gonna avoid it and instantly blink to the previous target point, dealing damages depending on hero's int to every nearby unit. (You can also make the same spell with a Target Unit casting and which deals only damages to the target. Also it can be better to make the hero casts a spell (a fake spell) to explain how it deals damage.
β€’ Mana Charge - Active/Waiting - When enabled, drain mana of every nearby unit (like 1/second). When hero's mana reach x% every mana is burnt and deals x damages to every nearby units. Damages depends on mana drained and hero's inteligence.


Grigan Derkel - Ramgrith Wanderer (Strength)
β€’ Strong Hand - Target Unit - Perform several attacks, all dealing more damages than the previous one.
β€’ Quick Spirit - Passive - Decreases time duration of physicall buffs (Stun e.g.).
β€’ Glorious Strike - Target Point - Instantly blink to the target, damaging every units between the casting point and the target.
β€’ Balance - Self - Gives a medium percent chance to avoid an attack during x seconds.
β€’ The Last Breath / Dangerous Life (Ultimate) - Passive - Highly increases regeneration rate when hit points reach x% (10<x<25). Also give a low percent chance to revive upon death.
β€’ Altruism - Target Allied Unit - Instantly blink to the targeted allied hero. Can only be cast if the target is under attack.

From β€œThe Secret of Ji” by Pierre Grimbert.


Zardlee Greey - Goblin Warlord (Strength)
β€’ Goblin's Guard - Summoning - Summons 6/9/12 Goblin warriors to help the Warlord. Summoned guards are not able to move farer than x distance from the hero. If half of the goblins dies, all other goblins will run away (rmake them leave the map for instance).
β€’ Snappy Strike - Target Unit - The Warlord turns invisible. It is forced to attack the target, dealing a high amount of damages and turning visible back. Damages depending on hero's Agility.
β€’ Goblin's Courage - Active (Or passive if you can do that for a passive abilities) - Decreases damages of every nearby ally units. Increases damages of the Warlord during x seconds. Damages decrease depending on hero's inteligence.
β€’ Skills Revelation (Ultimate) - Summoning - The Warlord shows how his real skills. Gives high bonus damages against every hero that killed him once (add the killer to a player group to detect them) and against every units that are currently damaging him. Also gives an armour bonus. Damages bonus depending on hero's strength and armour on hero's agility.
β€’ Cunning Strike - Target Unit - Instanly blink behind the target, dealing damages depending on hero's strength.
β€’ Goblin's Leader - Summoning - Summons 1/2/3 Goblin leaders to help the Warlord. Summoned units are not able to move farer than x distance from the hero. Until the leaders are alive the Goblin's guards wont run away.


Tyon - Idealist (Intelligence)
β€’ Words of Peace - Target Area - Every enemy units in the area has x% chance to change ownership to neutral passive.
β€’ Pacifism - Aura - Decreases damages of every nearby units.
β€’ Eye for Eye - Instant Area - Buffs the hero and every nearby allied units. Every time the take damages from a spell they ignore them and deal same amount to the caster.
β€’ No Violence (Ultimate) - Target Area - Disable attack of enemy units in the targeted area.
β€’ Ignorance - Target Area - Buffs the allied units in the targeted area. Next time they suffer an attack they are reduced.


Maana - Mind Skinner (Intelligence)
β€’ Mind Skinning - Target Unit - Gives a buff to the target. Each time it casts a spell it receives an amount of damages equal to mana cost.
β€’ Mana Explosion - Target Unit - Drains mana of the target. Each time that is absorbed it explodes and deals damages to every nearby enemy units. Damages depend on drained mana amount.
β€’ Mana Claws - Target Point (very short range like 150) - Burns half of the mana. Deals an amount of damages in the area equals to mana burnt.
β€’ Mana Lust - Channelling/Area - Drains x mana to every nearby units (allied or enemy) each second.
β€’ Mind Control (Ultimate) - Target Hero - Burns all mana of the hero. Takes the control of the targeted hero. Lasts x seconds. x depends on mana burnt.


Zamerine - Cultist of the Dead God, ZΓ»u (Agility)
β€’ Acuracy - Buff/Self - When buffed increases damages of every attacks. Gives a chance to deal a critical strike.
β€’ Fanatism - Passive - Each attack has x% chance to decreases target's damages.
β€’ Anatomy Knowledge - Passive - Increases bonus damages for Accuracy and damages of Handstrike.
β€’ Handstrike - Target Unit - Deals x damages to the target. Has a chance to high critical strike and a higher chance to stun.
β€’ Hati, Honorific Dagger (Ultimate) - Target Hero - Deals an high amount of damages. Also poisoned the target. If the target dont use an antidot until 30', it instantly dies.

The ZΓ»u drops an antidote upon death.

From β€œThe Secret of Ji” by Pierre Grimbert.


Longshadow - Shadows Master (Intelligence)
β€’ Minor Shadow Sumoning - Summoning - Summons 3/5/7 small shadows. Shadows will turn hostile neutral until x seconds. x depends on hero's intelligence.
β€’ Paranoia - // - Didnt find anything here, I wanted to make something like the hero is always ready for a betraying or a trap. So I thought of a spell who allows him to "stock" spells. So he can use them without microing in a situation (like he's attacked). But I think this is hard to implement on warcraft so I dont know...
β€’ Magical Shield - Active/Self - The hero cannot move or attack. It recovers a small amount of hit points every seconds. The shield lasts until someone break it (it means that you have to make a dummy unit for the shield that it has to be attacked). If nobody breaks it the shield will be destroyed in x seconds.
β€’ Shadow Handling - Target Unit - The unit cannot move farer than x feet from the hero. Deals x damages every seconds. x depends on hero's intelligence.
β€’ Major Shadow Sumoning (Ultimate) - Summoning - Works like Minor Shadow Summoning but summons a huge shadow.

From β€œThe Black Company” by Glen Cook.


Amargen Steelblade - Captain (Strength)
β€’ Rally - Active - Highly increases damages of nearby friendly units (not heroes). Also increases armor and restores small amount of hit points.
β€’ Courage - Active - Increases damages of the hero depending on number of nearby friendly units (not heroes).
β€’ Steelblade - Active - Performs several attacks faster than regular. The hero keeps attacking until he performs a critical strike. Chance of critical starts low to get high. (At level one the chance of critical of the first attack is high, at level three the chance of critical of the first attack is low).
β€’ Orders - Target Unit - Force the 2/4/6 highest level nearby friendly units to attack the target.
β€’ Glory - Active - When enabled highly reduces damages taken by the hero and nearby friendly units (not heroes). Also increases damages. If a unit dies it has x% chance to revive.


Jamal – NantΓΌ Emissary (Agility)
β€’ Persuasion – Target Hero – Disables target's attack for x seconds.
β€’ Charisma - Aura - Increases damages of the hero depending on number of nearby friendly units (not heroes).
β€’ Honor Code - Passive/Self – Decreases damages of every nearby enemy units. Also increases hit points regeneration rate for every nearby friendly unit.
β€’ First Dance: Lotus - Target Unit – Performs two powerful strikes and then a final strike. At final strike the hero is blinked behind the target.
β€’ Second Dance: Achievement (Ultimate) – Target Point – The hero blinks to the targeted point, dealing damage to every enemy units in the row. The hero blinks back to the casting point, dealing damages again. The hero keeps blinking for twice.


Aleston Kindjeff – Wind Conjurer (Inteligence)
β€’ Magic Wind: Kanji – Target Point – Every units behind the target point are knockbacked and damaged.
β€’ Whirlwind – Target Area – Casts 'Cyclone' on every units in the area. Each Cyclone has 10% chance to instantly move its unit to a random point of the map.
β€’ Weather Sense - Passive/Self – Aleston is sensitive to the weather. Rain: Each spell cast restores 5% of total mana. Snow: 'Snowstorm' cost -40/50/60 mana. Wind: Each spells deals more damages.
β€’ Snowstorm - Target Large Area, Channeling – Decreases movement speed of every units in the area. Also deals small damages every seconds.
β€’ Magic Wind: Golden Wind (Ultimate) – Target Area – Permanently decreases damages (-40%) and armor (-3) of every units in the area. Also deals high damages every seconds.


Yan – Young Sorcerer (Inteligence)
β€’ Act Control – Target Unit – Take the control of the target, the hero can not move. Lasts 2+Int/4 / 4+Int/4 / 6+Int/4.
β€’ Magic Push – Target Unit – Knockback and deals damages to the target.
β€’ Curious - Passive/Self – Each level up has 4/7/10% chance to received an additional skill point.
β€’ Rest - Active – The hero can not move during the process. Restores 70% mana on time. Lasts 10 seconds.
β€’ Strong-Mind (Ultimate) – Active – Increases Intelligence by 8. Mana costs are free as long as the spell lasts. Lasts 25 seconds.

From β€œThe Secret of Ji” by Pierre Grimbert.


Dixxan – Member of Battle Order (Inteligence)

All the battle spells need to be fully triggerized (from the effect to the damages).

β€’ Firebreak – Target Point – The row between the casting point and the targeted point is boomed by rains of fire. Deals damages to every units in the row. 10 seconds to cast (so highly increases damages for balance).
β€’ Snowstorm - Target Large Area, Channeling – Decreases movement speed of every units in the area. Also deals small damages every seconds. 12 seconds to cast.
β€’ Focusing - Passive/Self – Decreases casting time for Firebreak and Snowstorm by 1,5/2,5/4.
β€’ Rally Portal - Summoning – Summons a portal. The portal can instantly blink the hero to its location (cooldown 40''). The portal lasts 90''.
β€’ Trium of Battle Order (Ultimate) – Summoning – Call two other members of the Battle Order. Elion: Low damages, high hit points, can cast healing spells and defensive buffs. Redrick: High damages, Medium hit points and armor, can cast battle skills.


Gazz Dinbar – Alchemist (Inteligence)
β€’ Primary Alchemy – Summoning – Creates a potion (40/35/30% hit points, 30/25/20% mana, 9/12% hp/mana, 9/12/15% greater hp, 9/12/15% greater mana, 3/4/5% full hp/mana. 7 seconds to cast.
β€’ Fire Cocktail – Target Point – Deals damages to nearby units. Also randomly explodes on 2/3/4 random points around the impact point.
β€’ Metal to Gold – Target Item – Transforms any metal items in gold. Giving 55/60/65% of item's real cost.
β€’ Advanced Alchmy - Summoning – Creates a potion (30% Strength +4/5/6, 30% Agility +4/5/6, 40% Intelligence +4/5/6. The effect of the potion lasts 20/25/30 seconds. 10 seconds to cast.
β€’ Caution Potion (Ultimate) – Summoning – Summons a little potion on the ground. The potion is invulnerable for 5 seconds. It explodes if any fire spells (including Fire Coktail) is cast near it, dealing very high damages to every units in the area. Damages depends on hero level.


Mishra – Pandaren Samurai (Agility)
β€’ Sharp – Target Unit – Deals damages. Also deals additional damages depending on orientation (side: -20%, front: +20%, back +40%).
β€’ War Paints – Target Unit – 4'' to cast. Each time the unit is attacked it has 7/12/18% chances to increases damages and attack speed for 15 seconds. Lasts 60 seconds.
β€’ Honor - Passive/Self – Increases damages by 25/35/45% against the last hero who killed Mishra.
β€’ Deadly Blink - Target Unit – Blinks to the target and perform three attacks.
β€’ Ritual Sacrifice (Ultimate) – Active/Self – Costs half of hit points. Increases attack speed by 60% and gives 25% chance to critical (*3). Lasts 60 seconds. 4'' to cast.

Lothenon Aran - Wandering Knight (Strength)
β€’ Charge – Target Unit – Increases movement speed of the hero by 35%. The hero is forced to attack the target but its damages are increased for the first hit. Lasts for 10 seconds or until the hero attacks a unit.
β€’ Linebreak – Passive/Self (or Aura) – Each unit charged has 25/35/45% chance to have a damages and armor decrease.
β€’ Tight Formation - Passive/Self (or Aura) – Charge increases armor by 3/5/7.
β€’ Crush - Target Point – The 3/4/5 closest unit from the point are damaged and knockbacked.
β€’ Beyond the Line – Target Point – Force the hero to move from its casting point to the targeted point, killing every unit on its way.


Nera Moonsinger – Night Ranger (Agility)
β€’ Envenomed Arrows – Target Unit – Deals damages. If the target is a unit it has 5/10/15% chance to instantly die. If the target is the hero it'll lost 1/6 of its maximum hit points every day until it uses an antidote.
β€’ Natural Empathy – Summoning – Allows to summon three different animals. Howl (Invisible), Panther (Fast), Bear (Hit Points). The pet stay until it dies but the hero can only have one pet at once.
β€’ Survival - Passive/Self – Increases hit points regeneration rate by 15/25/35% during the night. Bonus is raised to 30/40/50% if the hero is in the forest.
β€’ Trap - Target Point – Summons a trap that automatically triggers when a enemy hero comes within 200 range. It stuns for 3,5/5/7 seconds and deals damages.
β€’ Hide (Ultimate) – Active/Self – Instantly hide. If the hero moves or attack it looses invisibility. The first attack deals additional damages.

 
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Level 12
Joined
Jul 30, 2009
Messages
1,156
Holy Cow. Because the skills are so awsimz I would like to read those books. Too bad I'm not so cultured, which means I'm FINALLY reading LoR. First chapter, a Party Long Waited. Bilbo's trashing party over the place :p
 
Level 18
Joined
Oct 25, 2006
Messages
1,170
Bump.

Does nobody think this is useful ?

EDIT: 3 new heroes incoming: Misha (Pandaren Samurai), Lothenon Aran (Wandering Knight), Nera Moonsinger (Night Ranger) with their own 5 custom abilities.

EDIT2: Heroes ready.

Mishra – Pandaren Samurai (Agility)
β€’ Sharp – Target Unit – Deals damages. Also deals additional damages depending on orientation (side: -20%, front: +20%, back +40%).
β€’ War Paints – Target Unit – 4'' to cast. Each time the unit is attacked it has 7/12/18% chances to increases damages and attack speed for 15 seconds. Lasts 60 seconds.
β€’ Honor - Passive/Self – Increases damages by 25/35/45% against the last hero who killed Mishra.
β€’ Deadly Blink - Target Unit – Blinks to the target and perform three attacks.
β€’ Ritual Sacrifice (Ultimate) – Active/Self – Costs half of hit points. Increases attack speed by 60% and gives 25% chance to critical (*3). Lasts 60 seconds. 4'' to cast.

Lothenon Aran - Wandering Knight (Strength)
β€’ Charge – Target Unit – Increases movement speed of the hero by 35%. The hero is forced to attack the target but its damages are increased for the first hit. Lasts for 10 seconds or until the hero attacks a unit.
β€’ Linebreak – Passive/Self (or Aura) – Each unit charged has 25/35/45% chance to have a damages and armor decrease.
β€’ Tight Formation - Passive/Self (or Aura) – Charge increases armor by 3/5/7.
β€’ Crush - Target Point – The 3/4/5 closest unit from the point are damaged and knockbacked.
β€’ Beyond the Line – Target Point – Force the hero to move from its casting point to the targeted point, killing every unit on its way.


Nera Moonsinger – Night Ranger (Agility)
β€’ Envenomed Arrows – Target Unit – Deals damages. If the target is a unit it has 5/10/15% chance to instantly die. If the target is the hero it'll lost 1/6 of its maximum hit points every day until it uses an antidote.
β€’ Natural Empathy – Summoning – Allows to summon three different animals. Howl (Invisible), Panther (Fast), Bear (Hit Points). The pet stay until it dies but the hero can only have one pet at once.
β€’ Survival - Passive/Self – Increases hit points regeneration rate by 15/25/35% during the night. Bonus is raised to 30/40/50% if the hero is in the forest.
β€’ Trap - Target Point – Summons a trap that automatically triggers when a enemy hero comes within 200 range. It stuns for 3,5/5/7 seconds and deals damages.
β€’ Hide (Ultimate) – Active/Self – Instantly hide. If the hero moves or attack it looses invisibility. The first attack deals additional damages.
 
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