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Heroes Community > Heroes 7+ Altar of Wishes > Thread: *! New spells you'd like!*
Thread: *! New spells you'd like!* This thread is 2 pages long: 1 2 · NEXT»
mitzah
mitzah


Promising
Supreme Hero
of the Horadrim
posted August 22, 2004 09:38 PM

*! New spells you'd like!*

Which spells from previous versions would you like to see? Any suggestions? How about blizzard(TM) or poison cloud?
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Daddy
Daddy


Responsible
Supreme Hero
and why not.
posted August 22, 2004 09:41 PM

I would like to have the death ripple again - and this time more like the wave it was in H2.
I think the ressurecting-spells like they where in H3 would do nicely.
hmm, good old blind gotta be there, too
And maybe the "show all" spell from H2 should come back.
I will think of more later

reg
Daddy
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Polaris
Polaris


Promising
Known Hero
posted August 22, 2004 09:51 PM

How about properly balancing the spells they do have?

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mitzah
mitzah


Promising
Supreme Hero
of the Horadrim
posted August 22, 2004 09:53 PM

I'd like a cooler-lookin' Armageddon, since I didn't like the one from H3...The H1 one was nice...
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greek_god_su...
greek_god_superman


Famous Hero
Bringer Of Light
posted August 22, 2004 10:33 PM

Teleport which allows you to teleport enemy troops too (Wasn´t it so in H2).
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After all, marriage and murder are not too different - one ends your life and the other is a crime

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Daddy
Daddy


Responsible
Supreme Hero
and why not.
posted August 22, 2004 11:06 PM

if I remember correctly it was so in H2.
Maybe some of the summone-meat shild/crap  spells would be nice

reg
Daddy
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted August 23, 2004 04:52 AM

Super Nova (masive fireball like armegedon only more painful in center)

Seduce (creature spell, works on creatures of oposite sex.  guess what it does)
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How exactly is luck a skill?

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dajek
dajek


Known Hero
Psychedelic Knight
posted August 23, 2004 12:57 PM

Sanctuary> Target creature stack wont get more than some 2000 / Hero's spell power damage in one attack.

Call Lightning>  A more massif lightning bolt that takes 2 turns to cast and does like 3 times more damadghzhe.

And the one that sohuld be there in the first place> MASS BLIND. Guess, what it does 8-)
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greek_god_su...
greek_god_superman


Famous Hero
Bringer Of Light
posted August 23, 2004 05:49 PM

Quote:
MASS BLIND.

Too powerful...
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After all, marriage and murder are not too different - one ends your life and the other is a crime

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dajek
dajek


Known Hero
Psychedelic Knight
posted August 23, 2004 09:30 PM

That was a joke, dude
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m0sh
m0sh

Tavern Dweller
posted August 24, 2004 02:09 AM

Town Portal ! ;p

Implusion

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Drewid
Drewid


Hired Hero
posted June 09, 2006 12:07 AM

i rekon the magic isnt great in heroes 5, especially life magic which i thought was great in the older games with all the celestial armours bless ect theres not even a cure or heal wounds in H5 why not??

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Wacks
Wacks


Adventuring Hero
Low postCount
posted June 09, 2006 01:38 PM

The following spells are much too complicated to be included in any game,

but i'm really bored today!



Mark of Doom (Dark)
Target enemy stack will be cursed with the Mark of Doom. Natural duration: 3 rounds. If by the time the curse lifts, the target stack is destroyed - it will be instantly raised as the amount of creatures it counted when it was first targeted with the spell, but as Plague Zombies or Ghosts.

Dragon Challenge (Summoning)
Target either enemy or friendly stack. A single upgraded dragon will appear and attack it. The target is then immobile and unable to attack anything but the dragon. The dragon can only attack or be attacked by the target.
If the target stack defeats the dragon, and ressurects all the creatures it lost to it and chain-lightning hits all enemy creatures with massive damage.
If the target stack is defeated by the dragon, the dragon will cast meteor shower on the target's player, and dissappear - turning into a battlefield obstacle.

Bloodbath (Destructive)
Takes the sum of the damage of all friendly stacks in the area, and divides it equally as damage to all hostile creatures in the area. Area is determined according to spell power.

Chance (Light)
Target will have it's Attack, Defense, Morale, Luck, and Mana randomly rearranged. Duration is determined according to spell power.

Summon Resources (Adventure)
Summons an amount of a random special resource equal to the spell power of the caster. Advanced and Expert "Summon Resources" may also summon Gold, and Stone & Wood.


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Clahar
Clahar

Tavern Dweller
posted June 10, 2006 04:00 AM

Vampirism. Retribution. Regeneration. Stat Leech. Fervor. Luck. Blah, just look at the HoMM IV spellbook. Those spells are needed. Everything minus Sanctuary. That was snowin ridiculous.

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actionjack
actionjack


Promising
Famous Hero
posted June 10, 2006 05:10 AM

How about something like;
Fire Weakness:  reduce creature stack's defense against fire type of damage.  

might also have a higher level that would effect all enemy's army.  Make a nice combo chain of it.  Of couse, would have one of such spell for each elements.  

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Wacks
Wacks


Adventuring Hero
Low postCount
posted June 10, 2006 10:49 AM

Yup. In H3 they had "protection from fire" and all other elements and such. I always thought an opposite spell would be good.

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nocaplato
nocaplato


Adventuring Hero
Lover of Ancient Philosophy
posted June 10, 2006 10:33 PM

Invisibility...

Makes the creature invisible until it attacks.

If that's too powerful, then make it invisible until it attacks -or- moves.  Be a great way to keep your weaker units safer.

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Wacks
Wacks


Adventuring Hero
Low postCount
posted June 11, 2006 02:37 PM

Light Magic

Level 1 - Speed
Target recieves a bonus to speed.
None=1 --- Basic=2 --- Advanced=3 --- Expert=4

Level 1 - Terrain Walk
Target will not suffer morale, strength, and speed penalties on hostile terrain. Magic skill level reduces mana cost.

Level 2 - Protection from Water
Gives target immunity to water-based elemental spells and also to Summoning Magic spells. Magic skill level reduces mana cost.

Level 2 - Protection from Air
Gives target immunity to air-based elemental spells and also to Light Magic holy damage spells. Magic skill level reduces mana cost.

Level 2 - Protection from Fire
Gives target immunity to fire-based elemental spells and also to some other Destructive Magic spells. Magic skill level reduces mana cost.

Level 2 - Protection from Earth
Gives target immunity to earth-based elemental spells and also to some other Dark Magic spells. Magic skill level reduces mana cost.

Level 3 - Precision
Makes target friendly shooter shoot precise shots across:
None=creatures --- Basic=obstacles --- Advanced=whole field --- Expert=anything

Level 3 - Fly
Target none-flyer will recieve the ability to fly. Also recieves initiative and speed bonuses:
None=10% --- Basic=20% --- Advanced=30% --- Expert=40%

Level 4 - Mirth
Increases target's damage and health by 20%. Also increases Attack and Defense skills by:
None=1 --- Basic=2 --- Advanced=3 --- Expert=4

Level 4 - Destroy Undead
Deals holy damage to all Undead units in target area.
None=1x1 --- Basic=2x3 --- Advanced=4x4 --- Expert=6x7

Level 5 - Glory
Maximalizes the morale, luck, and mana of all creatures in the army. Spell would last on after the battle to the adventure map until it completes its duration.

Level 5 - Sanctuary
Target stack is cannot be attacked, shot, and is immune to spells until it does anything but move or defend.





Summoning Magic

Level 1 - Summon Pixie\Summon Imp
Summons a stack of Pixies or Imps (if the hero is good or evil, respectively) to fight for the caster. Stack is according to skill level. sp stands for Spell Power.
None=sp*2 --- Basic=sp*2.5 --- Advanced=sp*3 --- Expert=sp*3.5

Level 1 - Create Obstacle
Creates a terrain obstacle on selected location. Size varies according to skill level.
None=1x1 area --- Basic=2x2 --- Advanced=3x3 --- Expert=4x4

Level 2 - Undead Warriors
Raises target dead stack as undead units. Precentage of stack raised depends on spell power. Undead warriors raised depends on skill level.
None=Skeleton --- Basic=Zombie --- Advanced=PlagueZombie --- Expert=Ghost

Level 2 - Entangling Roots
Grows entangling roots out of the ground to immobilize target unit. Each turn the unit can attack the roots, damaging them. Health of the roots is determined according to skill level.
None=50 --- Basic=100 --- Advanced=150 --- Expert=200

Level 3 - Volcano
Summons a volcano obstacle in target location. It serves as a normal obstacle, but also damages adjacted units and occasionaly casts "fireball" on itself.

Level 3 - Lone Tower
Summons a turret to the battlefield. The turret can be damaged but has 50 defense skill. It's attack depends on skill level.
None=1 arrow --- Basic=controlled --- Advanced=2 arrows --- Expert=3 arrows

Level 4 - Frost
Summons a frost that deals light water damage to hostiles and reduces their speed. Damage will be x20 then speed reduction.
None=1speed(20damage) --- Basic=2(40) --- Advanced=3(60) --- Expert=4(80)

Level 4 - Summon Angel\Summon Devil
Summons a single Angel or Devil (if hero is good or evil, respectively) to attack target unit, then dissappear.
With Basic and Advanced skill levels, if the strike dealt by the summoned is a killing blow - it might cast ressurection or summon Pit Fiends.
With Expert skill level an Archangel or Archdevil is summoned.

Level 5 - Unleash Death Knight
Summons on the battle time Death Knights to fight on the hero's side. Amount of Death Knights summoned depends on skill level.
None=1 --- Basic=1 --- Advanced=2 --- Expert=3

Level 5 - Dragon Strike
A dragon will appear and deal fire damage to an entire row of squares in the battlefield. All horizontal squares are scorched. Amount of diagnal squares scorched (thickness of burned line) depends on skill level.
None=1tile --- Basic=2 --- Advanced=3 --- Expert=4


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 11, 2006 03:37 PM
Edited by alcibiades at 23:48, 11 Jun 2006.

Wacks > Good work there! Lots of interesting opportunities there.


Some spells I'd like to see would be (spell level in brackets):


Light Magic.
- Speed (has Mass effect with Master of Blessings). (1)
- Cure (grants HP + removes bad spells; has Mass effect with Master of Abjurations). (2)
- Mirth (grants bonus to moral) (+1, +2, +3, depending on level, and has Mass effect with Master Of Wrath). (3)
- Prayer (increase attack, defence, initiative and speed of allies (+1, +2, +3, depending on level and has Mass effect with Master of Abjuration). (4)
- Levitate (grant target none-flyer flying ability during combat). (4)
- Guardian Angel (makes a number of creatures determined by spellpower selfresurrect). (5)


Dark Magic.
- Fatigue (opposite of speed, has Mass effect with Master of Curses). (1)
- Steal Enchantment (takes beneficial enchantments from target unit and grants to random allied unit, has Mass effect with Master of Mind). (2)
- Sorrow (decrease moral) (-1, -2, -3, depending on level, has Mass effect with Master of Mind). (3)
- Sacrelege (decrease attack, defence, initiative and speed of opponent (-1, -2, -3 depending on level, has Mass effect with Master of Pain). (4)
- Sacrifice. (5)
- Finger Of Death (kills # targets dependant on Spell Power) (5).


Summoning Magic.
- Summon Water (summons pond of water on battlefield that'll act as obstacle and act as shelter for creatures with the submerge ability. Size will depend on level and terrain - smaller in desserts). (2)
- Summon Fog (will summon fog to battlefield to protect units from missiles) (size and thickness will depend on level and terrain - smaller in desserts) (2)
- Elemental Shield of Fire / Ice / Air / Earth: Protection from respective (or opposite) elements and also protects against (opposite) elementals. (3)
- Summon Tornado: Summons Tornado to damage and displace targeted unit. (3)
- Mirror Image: Creates Illusionary doubles of target (3, 4 or 5 depending on level). When creature is attacked, there is an even chance of hitting one of the doubles or the real creature (thus, if there are 4 doubles, theres 20 % chance of hitting real creature and 80 % chance of hitting double). If double is hit, it is dispelled, if real creature is hit, all doubles are dispelled. (4)
- Summon Thunderstorm: Summons thunderclouds, that appear on following round. On each of the following turns, the Hero can call a lightning bolt from clouds to strike selected target for damage. (4)
- Summon Tsunami: Will have devastating effect for all creatures during sea battles (like Amageddon). (5)
- Summon Incendiary Cloud: Will summon a glowing cloud that remains on selected part of battlefield. Creatures within cloud takes firedamage for each round they remain in cloud. Duration = spellpower. Cloud will appear on subsequent turn, except in volcanic terranes, where it will appear immediately. (5)


Destructive Magic.
- Hailstorm (deals cold damage ~ Eldritch Arrow within 3x3 area). (2)
- Disintegrate (deals massive damage and destroys body to prevent resurrection). (5)


Adventure Magic.
- View Resources and View Mines available at level 5 (rane dependant on spellpower). (1)
- Creature Gate (summons Creatures from nearest town) available at level 10. (2)
- View Heroes (range dependant on spellpower) available at level 10 (2).
- View Towns (range dependant on spellpower) available at level 15 (3).
- Town Gate available at level 15 (transport to nearest town). (3)
- Instant Travel available at level 20. (4)
- Creature Portal available at level 20 (summon creatures from town of choice). (4)
- Town Portal avilable at level 25 (travel to any town of choice). (5)
- Dimension Door available at level 25 (like instant travel but larger distances). (5)

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 11, 2006 07:04 PM

Wouldn't a fly spell look a bit strange?
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