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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Create-A-Spell
Thread: Create-A-Spell This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted December 14, 2006 11:52 PM

nice but destructive magic needs a level 5 air attack
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 15, 2006 12:28 AM

I agree with you that would be best, but could never come up with something appropriate - super-duper-chain-lightning seems a bit lame.
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 15, 2006 06:18 AM

Spear of the West/Sylath's Vengance

Sweeps through from the left side of the combat feild, dealing (x) amount of dammage to any creature it meets.  The creature takes the full blast of it and any creature standing east of it would be safe.  This is a good spell if you position your creatures well.

what about adventure spells?

Oh, btw, I have more pics!





This is an example of summoning magic.  I use this example to summon a pack of Ghost Wolves.  It is meaningfull if you have read The Sight, and are a complete Geek like me... *goes off and hides in a corner*

*from the corner*

Here's another one.  It's a dark magic spell that summons a Labyrinth.  I feel that magic should be able to affect the battlefeild, as well as the creatures.



With light or dark magic you would be able to add as many effects as you wanted.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 15, 2006 10:59 AM

Quote:
This is an example of summoning magic.  I use this example to summon a pack of Ghost Wolves.  It is meaningfull if you have read The Sight, and are a complete Geek like me... *goes off and hides in a corner*

*from the corner*

...




Anyway ... I know I'm probably in the minority here, but I was never very keen on the idea of Summoning all sorts of weird creatures. I meen, where do they come from!? I can accept Elemental Summoning, because these are creatures taken from another plane, and the same thing with Demon Gating (that is one GREAT concept!). However, summoning wolves, satyrs, pixies or whatever seems very random to me. In line with the Conflux concept we have discussed, it would however be very nice to have the spells: Summon Manifestations (level 2), Summon Elementals (level 3), Summon Spirits (level 4) and Summon Phoenix (level 5). Also, I have some ideas for a nice Advanced Class skill to modify these - more will follow hopefully this weekend.

General concepts for Summoning spells are working in these frames:

- Summoning Class: Summons creatures and/or effects (Summon Elemental, Summon Phoenix, Wasp Swarm).

- Conjuration Class: Creatures barriers or objects (Arcane Crystal, Blade Wall, Firewall, Arcane Armor(?), Conjure Earthquake, Conjure Volcano).

- Illusion Class: Creates figments (Phantom Forces, Mirror Image).

- Elemental Class: Manipulates the elemental forces (Elemental Shield, Elemental Weakness).

- Animation Class: Animation of inanimate matter (Animate Dead, others?).

Also, I would like very much to see an aspect of Summoning Magic included, that has not been so evident yet in the game:

- Calling Class: Brings weather forces into the battlefield to do damage. Example: Call Tornado, Call Lightningstorm, Call Tsunami.
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 17, 2006 06:16 AM

sounds good...

OMG!  THAT COULD BE THE FIFTH KIND OF MAGIC! WEATHER MAGIC!

...The most unpredictable magic, weather magic affects the whole feild, giving different effects to all warriors...

Eg: Cloudy weather = bad for most flier's initiative, good for Undead, bad for Humans and Elves.  

Eg: Cold = Dwarves and fury creatures happy, much increase in Gremlin stats, bad news for Blade Dancer.  (Honestly, they need to put some clothes on!)

Eg: Heat = Dragons happy (I like Eragon ) Demons happy, Dwarves not.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 17, 2006 12:58 PM

Now now ... Here we are talking! Actually, it probably should not so much look to Weather magic as Druidic Magic! For those who have ever played Dungeon And Gragons type Role Playing, they would know that usually, one has 3 major areas of magic: Arcane Magic (= Wizards), which is probably what we have here in Destructive and Summoning Magic; and two types of Divine Magic: Clerical Magic, which is what we have in Light and Dark Magic, and Druidic Magic, which could aptly be called Nature Magic, to use the term from Heroes 4.

Typical subjects for Druidic spells are:

Calling of weather and natural phenomena, such as Thunderstorms, Earthquakes, Ice Storms and even Volcanoes and Firestorms.

Polymorphism spells of various kind, to allow people (or, in this case creatures) to shapechange into animal form, that will give them advantages in combat.

Summoning of animals and Animation and/or Transmutation of natural innanimate matter (Grappling Roots, Metal to Wood, Quicksand).

Healing - but this is very much also a subject for Light Magic.


There is certainly some overlap with both Summoning Magic and Light Magic here, and a couple of spells might need to be moved from one class to the other, but I still think it is the most qualified suggestion I have seen so far.
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Daystar
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Honorable
Legendary Hero
Back from the Dead
posted December 17, 2006 04:22 PM

that makes sense.  And some of the spells are doable easily!

Changing metal to wood:  The spell is cast, and the metalic texture on the swords and armor and stuff is replaced by a wood texture, which is easy to make and probobaly not difficult to program.

Polymorphism: Yes, we could have them turning into Wolves (in game already) Bears (slight changes to models, but in game) Giant Snakes (just hack a hydra's heads off a few times) Deer (Horse with slight model changes and antlers) and even mythic creatures: Griffin (they rock!  I love Griffins in HV )  Centaurs (seriously, wth are they?) and even Dragons!

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted December 21, 2006 04:20 AM
Edited by Ted at 04:24, 21 Dec 2006.

i always thought that the 4 magic skills covered a large range of things and were perfect, although i don't think you could make a new magic without thinking it through, lets have a look:

Love magic: to sappy
Chaos magic: a maixture of destructive, light and dark magic
Holy magic: to close to light

i only had a few, but it was very hard, i also looked up a few good old spells from Heroes 3 and i think we could have them back




- Level 1 -

SHIELD**: Shields a selected unit, reducing the amount of damage received from hand-to-hand attacks.

BLESS: Causes the selected unit to inflict maximum damage in combat.

CURE: Removes all negative spell effects and heals a small number of hit points on the selected unit.




- Level 2 -

DISGUISE*: Gives false information to an enemy attempting to view your hero.

FORTUNE**: Increases the selected unit's luck.

PRECISION**: Increases the ranged attack damage inflicted by the selected unit

QUICKSAND**: Randomly places four small patches of quicksand on the battlefield which are only visible to the caster and creatures native to the terrain. Walking into quicksand ends a unit's movement for the turn and makes it visible to all.




- Level 3 -

COUNTERSTRIKE*: The selected unit will retaliate against one additional attack each round.

MISFORTUNE*: Reduces the luck of the selected enemy unit.

FORGETFULNESS**: Causes the selected enemy unit to forget to use its ranged attack in combat.

MIRTH**: Increases the selected unit's morale.




- Level 4 -

BERZERK*: The targeted unit will randomly attack the nearest unit, be it friend or foe.

SLAYER*: Increases the amount of damage inflicted by a unit when fighting against Dragons, Behemoths and Hydras.

SORROW**: Reduces the morale of the selected enemy unit.




- Level 5 -

SACRIFICE*: Destroys a friendly creature group in order to resurrect a dead group. Number of resurrected creatures depends on the caster's spell power and the health of the destroyed stack.




i have been thinking and Chaos magic looks about the best name, i need a few spells for level 1, but i think that can be easily sortted out, i have put i * at the end of the spells that go into the Chaos theme and a ** if they may fit in and nothing if they will not
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 21, 2006 06:20 AM

Bless (= Divine Strength), Forgetfulness (= Confusion) and Berzerk (= Frenzy) are already in the game.

Many of the others would either go to light magic (Cure, Fortune, Mirth, Prayer) or Dark Magic (Sorrow, Misfortune).
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted December 22, 2006 12:25 AM

eh, at least i tried tried, so what do you want in a new magic type Alc?
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 22, 2006 09:55 PM
Edited by alcibiades at 21:56, 22 Dec 2006.

Like I said: Nature Magic, dealing with Calling, Transmutation and Polymorphism. And I did not critisize you, I just pointed out some facts and added my oppinion.
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted December 22, 2006 11:39 PM

Quote:
Like I said: Nature Magic, dealing with Calling, Transmutation and Polymorphism. And I did not critisize you, I just pointed out some facts and added my oppinion.


fair enough thrn, although Nature magic seems a bit to Sylvan to me, and were else would you put it?

Fortress: more technology then nature
Haven: not that naturey, and hero is might not magic
Sylvan: yeah, of course
Academy: like magic, but dont really care about nature much
Dungeon: doesnt like their elevn "cousins" so no
Inferno: like to burn things
Necro: likes dead things, so no

so i really don't think Nature magics a good idea, anyone else got an idea?
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 22, 2006 11:45 PM
Edited by alcibiades at 23:51, 22 Dec 2006.

It could go with Sylvan, Naga and Conflux ... Perhaps even Centaur and Orc?
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted December 23, 2006 12:26 AM

Quote:
It could go with Sylvan, Naga and Conflux ... Perhaps even Centaur and Orc?


well i suppose they could go with Naga, but not to sure about Conflux (elementals yes, but still i'm not sure they like nature on the whole, well i suppose they are nature) Centaur (don't know if they will be in game, but could go) and Orc (orcs are brugeish and messly, i have trouble seeing them as anything different)
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Daystar
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Honorable
Legendary Hero
Back from the Dead
posted December 23, 2006 02:22 AM

a town could only deal with certain parts of nature:

Slyvan: Water, Earth
Forge: Fire, Earth
Acadamy: Air, Fire?
Inferno: Air, Fire
Dungeon: Earth
Haven: Air
Necropolis: Earth, Water

Naga: Water
Orc: Earth
Conflux: All
Centaur: Air
Northern Alliance: Air

Settlement: NONE!

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GenieLord
GenieLord


Honorable
Legendary Hero
posted December 23, 2006 02:57 AM

Quote:
a town could only deal with certain parts of nature:

Slyvan: Water, Earth
Forge: Fire, Earth
Acadamy: Air, Fire?
Inferno: Air, Fire
Dungeon: Earth
Haven: Air
Necropolis: Earth, Water

Naga: Water
Orc: Earth
Conflux: All
Centaur: Air
Northern Alliance: Air

Settlement: NONE!


Nice idea.
In my opinion it should be:

Slyvan: Water, Earth.
Acadamy: Air, Fire.
Inferno: Earth, Fire.
Dungeon: Earth
Haven: Air, Water
Necropolis: Earth, Water

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 23, 2006 04:36 AM

Quote:
a town could only deal with certain parts of nature:

Slyvan: Water, Earth
Forge: Fire, Earth
Acadamy: Air, Fire?
Inferno: Air, Fire
Dungeon: Earth
Haven: Air
Necropolis: Earth, Water

Naga: Water
Orc: Earth
Conflux: All
Centaur: Air
Northern Alliance: Air

Settlement: NONE!


Settlement is shoud be: all
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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted December 23, 2006 06:04 AM

Quote:
Quote:
a town could only deal with certain parts of nature:

Slyvan: Water, Earth
Forge: Fire, Earth
Acadamy: Air, Fire?
Inferno: Air, Fire
Dungeon: Earth
Haven: Air
Necropolis: Earth, Water

Naga: Water
Orc: Earth
Conflux: All
Centaur: Air
Northern Alliance: Air

Settlement: NONE!


Settlement is shoud be: all


why? you need a reason you know, you cant just say "all" otherwise H5 would be a discreassful game
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 23, 2006 11:17 AM

that's the heart of why I don't like the settlement: It's not natural.  the rest of the factions seem to fit in to the environment, one way or another.  Technology is moot and not connected to nature.

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KnightDougal
KnightDougal


Bad-mannered
Famous Hero
posted December 23, 2006 04:19 PM

Quote:
that's the heart of why I don't like the settlement: It's not natural.  the rest of the factions seem to fit in to the environment, one way or another.  Technology is moot and not connected to nature.


yes, they are not natureal, they are good. Well, if you see their envoriment, they looks like evil, but it is only for scare the enemy. Settlement is good.

Okay, let us see:
Settlement Element: Earth
Tropuical Element: Water off corse
Stronghold Element: Fire
Stampede Element: Earth
Drugged Orcs Element: Water (becuse they do not eat drug, they are thorw it to water, so they are drinking drugs)
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