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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Spells for HOMM5. (Anything)
Thread: Spells for HOMM5. (Anything) This thread is 2 pages long: 1 2 · «PREV
Drakemaster2
Drakemaster2


Adventuring Hero
known as goshimasta
posted February 28, 2004 03:09 AM

I like everyones' ideas


Just forgot...

Threaten Lv5
MAkes unit coward and all stats reduced by 65%

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Deimos
Deimos


Known Hero
LHW Paladin
posted February 28, 2004 03:58 AM

Elemental Plane- Level 5, summons 1-10 random elementals
____________
Let's Have War=Best thread on HC.

By the way, my name is Deimos, not Diemos.

Some people don't have a life. Others spend it on HC- Lord Woock.

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abhichit
abhichit

Tavern Dweller
posted February 28, 2004 11:40 PM
Edited By: abhichit on 28 Feb 2004

Quote:
Those spells with "makes unit alive/undead for 3 days" is even more stupid and unlogical like above. You probably go research something else. Even if heroze3 is myst-fantasy game, it should have even small amount of logic, to make gameplay interesting and not "totaly fantastic".

You better take a look at Master of Magic spell, that makes unit undead for all time, they cant heal, but they have better stats. Thats more interesting.




Hmm... dont know about the tone, but the content is bang-on. Most of the spell ideas I have seen above (including the ones I posted as a new thread above b4 I saw this thread... my apologies to the mods and the community) are a rehash of the old heroes spells. We need *original* ideas people! Mass XXX and stuff that just raise/drop the stats of a creature are mostly done.

For example, "Cat's reflexes" is an awesome spell. I mean AWESOME. Here's something from the top of my head:

****SPELL IDEA****
Spell: "Evil Stare"
Effect: causes all creatures in a particular direction from the caster to take damage depending on the level of the caster.
Usage: When cast, caster clicks on a place on the battlefield (be it occupied or unoccupied). Once done, all creatures in the direction defined by the caster and the chosen point (even beyond that point) have the damage applied to them, with the graphic of beam of violet flaming light from the caster.
Usefulness: - damaging a pesky shooter/hero/spellcaster behind a tough melee unit. - attacking multiple units at once (similar to dragon-breath attack, but more far-reaching)

feedback is welcome

regs
-abhi

____________
-- minotaurs... love 'em

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drakemaster2
drakemaster2


Adventuring Hero
known as goshimasta
posted February 29, 2004 05:36 AM

MAch 4 lv5 Order and Chaos
Makes all units very fastest speed.
costs 19

____________
You wanna dragon? Then talk to the drakemaster2
Known as Goshimasta

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted February 29, 2004 08:22 PM

Some of my ideas, which were made by using the same system as Marelt's. I liked his idea so I made my one due to his.
Hope he's not angry

Level 1:

- Bless
Basic: Unit does maximum damage.
Advanced: Unit gains a 20% chance to inflict double damage.

- Delight
Basic: Increases unit’s morale and luck by +1 each
Intermediate: Increases unit’s morale and luck by +2 each
Advanced: Increases unit’s morale and luck by +3 each

- Exorcism
Basic: Unit has all negative spell effects (up to level 3) dispelled.
Intermediate: Unit has all negative spell effects (up to level 5) dispelled.

- Heal
Basic: Heals a portion of damage, based on the level of the caster.

- Holy Burst
Basic: Damages the target with a burst of holy flame, based on the level of the caster.
Advanced: Damages the target and all Death aligned units with a burst of holy flame, based on the level of the caster.

- Invoke Boat
Basic: Summons an already constructed boat to nearest coastline to the caster.
Intermediate: Summons a boat out of nowhere to nearest coastline to the caster.

- Shipwreck
Basic: Destroys any already constructed enemy boat.
Advanced: Destroys all already constructed enemy boats.

- Spiritual Armor
Basic: Increases unit’s melee and ranged defence by 20%.
Intermediate: Increases unit’s melee and ranged defence by 30%.

- Spiritual Weapon
Basic: Increases unit’s melee and ranged attack by 20%.
Intermediate: Increases unit’s melee and ranged attack by 30%.

Level 2:

- Cure
Intermediate: Heals a portion of damage, based on the level of the caster.
Advanced: Unit has ‘Poison’ and ‘Plague’ spells dispelled.

- Martyr
Intermediate: Half of the damage done to the target is transferred to another.
Advanced: All of the damage done to the target is transferred to another.

- Retribution
Intermediate: Unit does extra minor damage when attacked.
Expert: Unit does extra major damage to undead when attacked.

- Song of Peace
Intermediate: Unit cannot take any action for one turn.
Expert: Unit cannot take any action for two turns.

- Alchemy Ward
Intermediate: Unit gains 50% magic resistance against Alchemy aligned spells.
Advanced: Unit does 50% more damage against Alchemy aligned units.

- Chaos Ward
Intermediate: Unit gains 50% magic resistance against Chaos aligned spells.
Advanced: Unit does 50% more damage against Chaos aligned units.

- Death Ward
Intermediate: Unit gains 50% magic resistance against Death aligned spells.
Advanced: Unit does 50% more damage against Death aligned units.

- Life Ward
Intermediate: Unit gains 50% magic resistance against Life aligned spells.
Advanced: Unit does 50% more damage against Life aligned units.

- Might Ward
Intermediate: Unit gains 50% magic resistance against Might aligned spells.
Advanced: Unit does 50% more damage against Might aligned units.

- Nature Ward
Intermediate: Unit gains 50% magic resistance against Nature aligned spells.
Advanced: Unit does 50% more damage against Nature aligned units.

- Order Ward
Intermediate: Unit gains 50% magic resistance against Order aligned spells.
Advanced: Unit does 50% more damage against Order aligned units.

- Swamp Ward
Intermediate: Unit gains 50% magic resistance against Swamp aligned spells.
Advanced: Unit does 50% more damage against Swamp aligned units.

Level 3:

- Celestial Armor
Advanced: Increases unit’s melee and ranged defence by 40%.
Expert: Increases unit’s melee and ranged defence by 50%.
GM: Increases all units’ melee and ranged defence by 50%.

- Divine Vitality
Advanced: Increases unit’s hit points by 30%.
Expert: Increases unit’s hit points by 40%.

- Heavenly Shield
Advanced: Increases hero’s hit points by 50%.
GM: Increases hero’s hit points by 100%.

- Holy Flare
Advanced: Damages all units within 3X3 area with a fireball of holy flame, based on the level of the caster.
Expert: Damages all units within 3X3 area and all Death aligned units with fireballs of holy flame, based on the level of the caster.

- Holy Song
Advanced: All undead units take turn-based damage, because of song of the Angel, based on the level of the caster.
Expert: All undead units have their melee and ranged attack reduced by 20%.

- Regeneration
Advanced: Heals a portion of damage every turn, based on the level of the caster.
Expert: Unit has ‘Poison’ and ‘Plague’ dispelled.

- Mass Bless
Advanced: All units do maximum damage.
Expert: All units gain a 20% chance to inflict double damage.

- Mass Exorcism
Advanced: All units have all negative spell effects (up to level 3) dispelled.
GM: All units have all negative spell effects (up to level 5) dispelled.

- Mass Cure
Advanced: Heals a portion of damage from all units, based on the level of the caster.
Expert: All units have ‘Poison’ and ‘Plague’ dispelled.

Level 4:

- Mass Alchemy Ward
Expert: All units gain 50% magic resistance against Alchemy spells and do extra 50% more damage against Alchemy aligned units.

- Mass Chaos Ward
Expert: All units gain 50% magic resistance against Chaos spells and do extra 50% more damage against Chaos aligned units.

- Mass Death Ward
Expert: All units gain 50% magic resistance against Death spells and do extra 50% more damage against Death aligned units.

- Mass Life Ward
Expert: All units gain 50% magic resistance against Life spells and do extra 50% more damage against Life aligned units.

- Mass Might Ward
Expert: All units gain 50% magic resistance against Might spells and do extra 50% more damage against Might aligned units.

- Mass Nature Ward
Expert: All units gain 50% magic resistance against Nature spells and do extra 50% more damage against Nature aligned units.

- Mass Order Ward
Expert: All units gain 50% magic resistance against Order spells and do extra 50% more damage against Order aligned units.

- Mass Swamp Ward
Expert: All units gain 50% magic resistance against Swamp spells and do extra 50% more damage against Swamp aligned units.

- Mass Delight
Expert: Increases all units’ morale and luck by +3 each.
GM: Increases all units’ morale and luck to maximum.

- Prayer
Expert: Increases all units’ hit points and damage by 25%.
GM: Increases all units’ melee and ranged attack & defence by 25%.

- Resurrection
Expert: Heals a portion of damage and resurrects creatures from the dead, based on the level of the caster.
GM: Resurrects all friendly heroes from the dead.

Level 5:

- Sanctuary
GM: Grants the target from taking damage or any effect all negative spell effects for three turns.

- Divine Intervention
GM: All units have all negative spells removed and a portion of damage healed. Resurrects dead heroes.

- Guardian Angel
GM: Grants your hero an extra live or grants the selected unit with “Rebirth” ability

- Truth of Life
GM: Increases all units’ melee and ranged attack & defence, hit points, speed and movement by 25% and grants them with Death ward.

- Hand of Judgement
GM: Damages the target with a very strong ray of light that makes him unable to take no action for two turns aside from the damage, based on the level of the caster.

- Celestial Shout
GM: All undead units take turn-based damage and turn-based decrease in hit points of two hit points per turn, because of song of the Angel, based on the level of the caster. Only one time to cast. Hit points are decreased till minimum - 1 HP.

____________

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drakemaster2
drakemaster2


Adventuring Hero
known as goshimasta
posted March 01, 2004 05:34 AM

Bird flu (nature and death) lv5

Does 2000 damage per turn on a victim and gets its stats reduced. Any unit hitten by this infected by this could also get bird flu so be careful. (works on Phoenix, Griffin, and Thunderbirds and Life , choas , storm and order units. Ignores speel immunity

Mad Cow disease (same) lv5
same but works on (minotaurs, orc adn the rest of half humans)
____________
You wanna dragon? Then talk to the drakemaster2
Known as Goshimasta

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Styq
Styq


Known Hero
Grandmaster Leadership
posted March 01, 2004 01:35 PM

New Spell ~~ Stealth

Lvl 2 Chaos\Order (Combat)
Makes a creature invisible (can't be seen or attcked) for 2 rounds or until it attcks\casts spell. The creature is visible if adjacted to enemy heroes.
If creature is in area of spell effect, it will take effect.


New Spell ~~ Wind Walk

Lvl 4 Chaos\Order (Combat)
Makes a creature invisible for 5 turns or until it attacks\casts spell. The creature can be detected if adjacted to heroes with scouting skill.


New Spell ~~ Assassination

Lvl 1 Chaos (Combat)
Target will inflict 50% more dmg to heroes



New Spell ~~ Earth Shield

lvl 4 Nature (Combat)
-1 speed and movement for anyone who attcks the target



New Spell ~~ Water Shield

lvl 4 Order (Adventure Map)
Prevents hero from being attacked by an army weaker then his while it's not your turn
____________
Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted March 01, 2004 02:03 PM

Quote:

New Spell ~~ Wind Walk

Lvl 4 Chaos\Order (Combat)
Makes a creature invisible for 5 turns or until it attacks\casts spell. The creature can be detected if adjacted to heroes with scouting skill.

New Spell ~~ Earth Shield

lvl 4 Nature (Combat)
-1 speed and movement for anyone who attcks the target

New Spell ~~ Water Shield

lvl 4 Order (Adventure Map)
Prevents hero from being attacked by an army weaker then his while it's not your turn


Sorry for a short post, but I have to object something.

Wind Walk??? I should replace this name with camouflage or so.

Earth Shield??? I should replace with Slow Mirror or so.

Water Shield??? I should replace with Valor or so.

Spells are nice, but names doesn't fit and sound good. No offence, I mean. You can think of good spells, only names are hem...hem...  
____________

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drakemaster2
drakemaster2


Adventuring Hero
known as goshimasta
posted March 02, 2004 05:27 AM

Avalanche Lv5 order
Damages only 1 hex creature (1000-2500) Ignores cold resistance.
____________
You wanna dragon? Then talk to the drakemaster2
Known as Goshimasta

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Styq
Styq


Known Hero
Grandmaster Leadership
posted March 02, 2004 03:26 PM
Edited By: Styq on 3 Mar 2004

Feedback ~ lvl 2 Order
Target an enemy spellcaster to convert part of it's mana into damage(upon it).

Warp Vortex ~ lvl 2 Order
Target two locations on the battlefield to create 2 Vortexes that teleport units (firend or foe) from one to another.

Shockwave ~ lvl 4 Chaos
Dmgs and stunns creatures in 2 squares in every direction of the caster.

Corporeal Meld - lvl 5 Nature
The caster enters a creature stack, giving his powers to it and making him\herself invincible unless the entered unit is killed.

Spiritual Meld - lvl 5 Life
The caster and another spellcaster share mana, spells, and spellpower for the rest of the battle.

Metal Skin - lvl 3 Nature
Increases target's HP by 50%

Diamond Skin - lvl 5 Nature
Increases target;s HP by 100%

Darkness Ward - lvl 3 Life\Order
Protects target from Death\Chaos spells and units.

Light Ward - lvl 3 Death\Chaos
Protects target from Life\Order spells and units.

Tactics Ward - lvl 4 Order
When target is attacked, all Tactics skill bonuses of the attacking creature would not exist.  
____________
Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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drakemaster2
drakemaster2


Adventuring Hero
known as goshimasta
posted March 13, 2004 02:15 PM
Edited by alcibiades at 11:34, 06 Jul 2009.

Cooncetration (lv5 Order)
Makes firendly unit's ranged attack by 75% and range by 5.

Evaporate (lv5 Order)
Raises air elementals on cold based attack units.



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.

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