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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 · «PREV
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 11, 2006 11:50 PM

Why would a fly spell look strange? I'm not quite sure I understand your question.

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Wacks
Wacks


Adventuring Hero
Low postCount
posted June 12, 2006 01:26 PM

Destructive Magic

Level 1 - Piercing Flame
Deals fire damage to a creature and (if the is one) the creature directly behind it.

Level 1 - Crater
Inflicts small earth damage upon the target and reduces it's speed and initiative by 1.

Level 2 - Water Weakness
Makes target more vulnerable to Water-element based spells. Has mass effect with Master of Ice.

Level 2 - Air Weakness
Makes target more vulnerable to Air-element based spells. Has mass effect with Master of Storms.

Level 2 - Fire Weakness
Makes target more vulnerable to Fire-element based spells. Has mass effect with Master of Fire.

Level 2 - Earth Weakness
Makes target more vulnerable to Earth-element based spells. Has mass effect with Expert Destructive Magic skill.

Level 3 - Fire Ring
Deals good fire damage to all eight squares surrounding the target stack's square.

Level 3 - Blood Trap
Every time target will attack when under this curse, it will inflict a precentage of the damage upon itself. Precentage is according to skill level.
None=20% --- Basic=40% --- Advanced=60% --- Expert=80%

Level 4 - Starfall
Deals non-elemental magical damage to all enemy creatures. Similar to a "mass Eldritch Arrow".

Level 4 - Tornado
All creatures in target area take severe Air damage and are displaced. Area is according to skill level.
None=3x3 --- Basic=4x4 --- Advanced=5x5 --- Expert=6x6

Level 5 - Disintigrate
Deals massive Water damage to a single target. Killed and damaged creatures cannot be raised, ressurected, or healed until the end of the battle.

Level 5 - Chaos
Target area will suffer total annhilation. Units will be deal all-elemental magical damage, the terrain will be scorched, and obstacles will be destroyed. Area is according to skill level.
None=3x3 --- Basic=5x5 --- Advanced=7x7 --- Expert=9x9

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 12, 2006 10:01 PM
Edited by Gnoll_Mage at 22:02, 12 Jun 2006.

Sorry, ambiguous, I meant strange as in, how would you make a treant gracefully fly over things in battle?
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 12, 2006 10:35 PM

Well, that's the power of magic. And nobody said it had to be gracefull.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 12, 2006 10:48 PM
Edited by Gnoll_Mage at 22:49, 12 Jun 2006.

pic by Sfidanza
Treants flying, whatever will be next?

But seriously, not how you'd physically make it possible, but how would the animation work? Would the creature simply 'walk' metres above the groud? Or maybe float on a cloud...
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 13, 2006 08:41 AM

Well, in case of levitation, it would float. With flying, I suppose it would have to sport wings. The latter would be graphically more taxing, but would also offer an interesting option for graphical variation - like Haven troups growing Angel Wings, Dungeon and Sylvan troups growing black and green Dragon wings, Inferno troups growing Bat (Succubus style) wings, Academy growing ... hmmm, don't know, that Djinn spiral-thing perhaps. If course it would look utterly rediculous, but that's kinda besides the point imo. It is obviously a spell that should be there.

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Wacks
Wacks


Adventuring Hero
Low postCount
posted June 13, 2006 12:18 PM

Dark Magic:

Level 1 - Disruption Ray
Decreases the target's mellee and ranged defense by a certain amount. Amount is according to skill level.
None=20% --- Basic=30% --- Advanced=40% --- Expert=50%

Level 1 - Cancellation
Target enemy will be robbed of all beneficial buffs. Also takes away mana and shots according to skill level. (Mana\Shots).
None=2/1 -- Basic=4/2 --- Advanced=6/3 --- Expert=8/4

Level 2 - Sorrow
Cuases target to have maximum negative morale.

Level 2 - Misfortune
Causes target to have maximum negative luck.

Level 3 - Magic Leech
Enemy heroe or spellcasters will cast spells at twice the normal mana cost when under this curse.

Level 3 - Life Drain
Target enemy will have an amount of health points taken away every turn and distributed between the hero's troops. Will not stop after killing a creature. Amount of health points drawn depends on skill level.
None=10 --- Basic=20 --- Advanced=40 --- Expert=80

Level 4 - Death Ripple
Deals magical damage to all not-undead creatures on the battlefield. Damage depends on Spell Power but is multiplied by skill level.

Level 4 - Devolution
Target upgraded stack will be un-upgraded for duration of this spell.

Level 5 - Sacrifice
First, Sacrifice destroys a friendly creature. Then the caster selects a second friendly target who will recover twice the hit points of the destroyed creature.

Level 5 - Doom
The enemy stack is doomed. This curse lasts forever, and cannot be removed. Under this curse, if an enemy stack is destroyed, it will be raised as a precentage of it's numbers as it's undead equivalent. No upgrades. Precentage raised depends on skill level.
None=20% --- Basic=40% --- Advanced=60% --- Expert=80%


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shassz
shassz


Adventuring Hero
posted June 22, 2006 07:29 PM

Doom is fun. It would be a really funny spell. It would be better if it would revive the same creature and give you the control over it. My grffin turned into a vampire ow no.. That wouldnt look good

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 22, 2006 08:01 PM

Yes, I like Doom too!

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shassz
shassz


Adventuring Hero
posted June 22, 2006 10:43 PM

Quote:
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




Summon imp is a bit overpowered I think. With high sp you get a large manna drain attack on nme hero for spending like 2-4 manna points.
Create obstacle is a must since you can block out creatures from your shooters. Entangle is another usefull spell and its 2 levels lower the n blind though has no effect on casters or shooters. Unleash deathknight is the hordekiller spell. It would be a nice counterspell against great hordes. Good ideas altogether.

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Wacks
Wacks


Adventuring Hero
Low postCount
posted June 23, 2006 02:53 PM
Edited by Wacks at 15:41, 23 Jun 2006.

Thanx, Shassz.

Cross-Over Magic




Light and Dark

Level 1 - Alligence
Transforms target into caster's nationality (aka town and alignment)

Level 2 - Steal Life
Take health from target enemy and transport them to selected friendly stack

Level 3 - Cursed Gift
Reduces target's attack and defense by 1 but makes it immune to enemy special abilities and low-level curses

Level 4 - Steal Enchantment
Take positive buff from target enemy and transport it to selected friendly stack or take negative buff from friendly stack and transport it to a foe

Level 5 - Culling
Deals direct damage to all creatures of selected stack's nationality (aka town)


Light and Destructive

Level 1 - Holy Strike
Deals direct damage to target non-Haven enemy

Level 2 - Power of Destruction
Target spellcaster or hero recieves several new destructive magic spells for duration of this spell

Level 3 - Vanquishing Bolt
Undead and demonic units in target area suffer some badass damage.

Level 4 - Elemental Fury
Gives each friendly unit one of the following combinations:
additional fire damage, immunity to fire, fire breathe
additional earth damage, immunity to earth, entangling roots
additional air damage, immunity to air, spray attack
additional water damage, immunity to water, infinite ammo, +initiative

Level 5 - Scorching Light
A heavenly light will come across a part of the battlefield, damaging enemies and healing and strengthening friendly stacks


Light and Summoning

Level 1 - Call Reinforcements
Like "gating" ability only it's a spell. Works on all factions.

Level 2 - Power of Creation
Target spellcaster or hero recieves several new summoning magic spells for duration of this spell

Level 3 - Summon Wells
Summons some 'wells' on random battlefield location. The first unit to step on a tile with a well will consume it, refilling it's health, ammo, and mana; and giving it a slight speed and initiative bonus.

Level 4 - Recruitment
Allows hero to recruit a number of low-level units for mana (instead of gold) - straight to the battlefield.

Level 5 - Angelic Charge
Some Angels or Archangels will appear on the battlefield, striking target enemies.
Dark and Destructive


Dark and Destructive

Level 1 - Weakness Curse
Every time target will be targeted with a dark magic spell, it will suffer some damage.

Level 2 - Poison
Target will recieve water damage every turn regardless of action.

Level 3 - Despair
Every time target will be target with a destructive magic spell, it will suffer a short-term low-level curse.

Level 4 - Elemental Punity
Gives each hostile creature on the battlefield one of the following combinations:
fire damage, vulnerability
earth damage, disease
air damage, -ammo, slow
water damage, -mana, weakness

Level 5 - Darkness
Covers the battlefield in darkness, weakning all non-undead and non-infernals, and empowering the latter.


Dark and Summoning

Level 1 - Summon Corpses
Summons a number of corpses for necromantic pleasure around the battlefield.

Level 2 - Curse of Summoning
If target enemy spellcaster or hero uses a summoning spell when under this curse, it will serve you.

Level 3 - Plague of the Zombies
If target enemy will die when under this curse, it will be raised-back as Zombies.

Level 4 - Animate Dead
Target dead stack will be re-animated and under your control.

Level 5 - Spectral Charge
Summons some undead dragons to strike enemies at target location.


Destructive and Summoning

Level 1 - Destroy Creation
Deals heavy non-elemental damage to a summoned stack.

Level 2 - Cocoon
Summons an immobile cocoon at target location. You can choose to destroy the cocoon, damaging all adjacted units before it dissappears. If enemy destroys it - nothing happens.

Level 4 - Create Suicide
Summons a normal phoenix, which will deal itself some damage every turn.

Level 5 - Conjure Pyrocluster
Conjures a Pyrocluster, an immobile damage-resistant fire eminance that launches a fireball at the enemy every turn it has. Can only be destroyed via magic.


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Wacks
Wacks


Adventuring Hero
Low postCount
posted June 24, 2006 03:00 PM

TDA i like your ideas but you should switch between Academy and Haven in your spell alignment system.

BTW, i think Arcane Magic is an oxymoron.

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OnionKnight
OnionKnight

Tavern Dweller
posted June 24, 2006 04:18 PM

First I'd like to import the Cure and Remove Obstacle spells from H3. Remove Obstacle is kind of a waste of casting so I guess it could be an ability for the Treants to use.
A nice new spell would be Shrink, makes a large monster small. Works both on enemy and self.
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Wacks
Wacks


Adventuring Hero
Low postCount
posted June 25, 2006 12:22 PM

Shrink sounds good.
But Remove Obstacle could work as a lvl 1 or 2 spell.

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Firgon
Firgon


Adventuring Hero
absent mind
posted June 25, 2006 01:00 PM

I would like to see misfortune spell from H4(mass m.even better)
Possibly the best curse - increases not only physical but also magic damage deat to poor enamy.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted June 25, 2006 05:09 PM
Edited by Gnoll_Mage at 17:15, 25 Jun 2006.

Glory - how long would it last on the adventure map?

Are you missing a destructive / summoning spell Wacks? Maybe one that destroys one object, and creates another one elsewhere (bit similar to remove object though). This would be really useful if Alci's naga town were to be put in - Sorceresses could change objects to water and other heroes could do the opposite ...?
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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted June 30, 2006 03:30 PM

I'd like a Nuclear Test spell, but, like an unlockable or bonus material. Omg, I just realised I'm serious

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 07, 2006 05:26 AM

not sure if this has been said...
only Sylvan can learn: Nature's Way: They can select a number of places to create a one by one obstacle there.  through mastery they can place multiples, effectivley boxing in creatures!
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How exactly is luck a skill?

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Fluff_Banquet
Fluff_Banquet

Tavern Dweller
Assassin of spare time
posted July 18, 2006 07:44 AM
Edited by Fluff_Banquet at 07:47, 18 Jul 2006.

Yes, the spells are a little lacking in h5, though each one is quite useful (apart from wasp swarm: WTF?).

One thing I have always wished for since I started playing way back when H2 came out, is the concept of spell research. Too often I have wanted just one particular spell - ONE SPELL - (usually  raise/animate dead) and not received that spell, despite conquering, say, 4 or 5 castles and fully upgraded each mage guild only to find that I have not discovered the desirable spell, and have tripled my amount of useless 'show all air'-type spells.

The way I envisaged it would still make it far from a piece of cake to just throw some extra money at yr guild to have it squeeze out yr desired spell, because then EVERYONE would be running around with phantom forces or meteor shower, both of which I remember were relatively rare back in my H2 days. I think first of all there should be a whole extra upgrade to build onto yr mage guild, (like a research laboratory or something along those lines) then only once per turn could you throw throw a bunch of gold and/or resources into it to receive yr spell. It would be a random thing, not sure-fire, but it would allow you to get rid of some excess gold and resources during the end game to beef up yr fave heroes' magic repetoire.

Though now with H5, I don't think its such a great idea, because of the limited selection of spells at yr disposal. I find that after conquering 2 or 3 castles I have all the spells I need. Still, if expansions or patches release spells, perhaps this would be a good idea.

Just a thought!
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Opinions are like a$$holes:
Everyone's got one & they all stink.

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