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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes IV: Spells
Thread: Heroes IV: Spells This thread is 2 pages long: 1 2 · «PREV
Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted November 23, 2001 12:07 AM
Edited By: Djive on 23 Nov 2001

Off topic: If you need to take away faulty information, you can always Edit the post, you've submitted and just say you Edited the post to remove the error. If you post twice in a row like you did, your post count is not increased for your second post.

The post was EDITED to change Order to Chaos in the section below. As The_HyDrA points out in reply, this spell should be in Chaos/Asylum mage guild.

Magic arrow will (hopefully) only be available in the Chaos school. I don't see the need to give the other schools this spell. Since spellpower is gone, the new version of the spell will likely do a fixed amount of damage. (Which would be affected by artifacts, sorcery and so on.)

About destroy undead, it should be itered against only Undead. Life magic is not really supposed to have damage spells at all so no need to make it affect more than Necropolis aligned creatures. The name of the spell would need to be changed to Holy Shout or Holy Word or something like that since all creatures in the Necropolis are not undead. Your suggestion is otherwise a bit strange... Why doesn't the spell do 100% damage against Necropolis aligned creatures?? Anyway I knid of like the "Destroy Undead" animation. It's certainly not bad.

For Fireball, I believe that this type od damage spells will require a line of sight. That is you can target only creatures that you could normally shoot. You may very well get your wish through on this one.

Earthquake will likely be removed from its use in sieges, depending on the fact that there's no longer a catapult, and because the defenders will likely be on the wall.

For Earthquake, I can instead see the use that the grounds quakes for the duration of the current battle, giving a sizeable penalty to ground based creatures. They deal less damage and also receives more damage, because they're not able to attack and defend themselves properly. Flyers on the other hand, get no penalty at all.

With this spell, the could also have a Tornado/Hurricane with similar effects.

Your proposal essentially makes Earthquake a damage spells, which there are already quite a few of.

____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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ThE_HyDrA
ThE_HyDrA


Admirable
Famous Hero
The Leader of all Hydras
posted November 23, 2001 07:47 AM

Spells thread has been resurrected by way of Life Magic!

Yep, that's OK, Grythandril. Everybody makes mistakes!

"Magic arrow will (hopefully) only be available in the Order school. I don't see the need to give the other schools this spell. Since spellpower is gone, the new version of the spell will likely do a fixed amount of damage. (Which would be affected by artifacts, sorcery and so on.)"

Yes, but the magic arrow is a direct damage spell, which could also have the possibility of going into the Asylum Castle's magic- Chaos. Spellpower has been scratched, but what is the replacement, and is it going to benefit the spell system. There certainly are a lot of things to find out about a game. It also depends on the power of the caster, and what secondary abilities he possesses. That alters the effectiveness of the spell, as you said.

"About destroy undead, it should be itered against only Undead. Life magic is not really supposed to have damage spells at all so no need to make it affect more than Necropolis aligned creatures. The name of the spell would need to be changed to Holy Shout or Holy Word or something like that since all creatures in the Necropolis are not undead. Your suggestion is otherwise a bit strange... Why doesn't the spell do 100% damage against Necropolis aligned creatures?? Anyway I knid of like the "Destroy Undead" animation. It's certainly not bad."

Yes, Holy Shout and Holy word, since it would have a broader usage, but it mightnened be the point. Life magic only has resurrecting type spells i think, and really anybody could have that spell, apart from the Necropolis. But since Chaos deals with direct damage, it could get the job.
100% may be a bit too mighty for the Necropolis creatures to subside, so, in order to have that, you must have it in the opposite, too.
The animation will probably change, and possibly for the worst. Like armageddon from Heroes 2 to Heroes 3. It was the best effect in Heroes II. When the screen shook and it went all red. But, in heroes III, it was like a big meteor shower.

"For Fireball, I believe that this type od damage spells will require a line of sight. That is you can target only creatures that you could normally shoot. You may very well get your wish through on this one."

It looks pretty likely, but the 4 elements have gone, but it doesn't mean to say that the spells have gone. Hmmm.. That line of sight sounds pretty good, it narrowes down your options.

Earthquake will likely be removed from its use in sieges, depending on the fact that there's no longer a catapult, and because the defenders will likely be on the wall.

I'm pretty sure that Earthquake has been confirmed that it is NOT going to be included in Heroes IV. No longer a catapult? Where was that?

For Earthquake, I can instead see the use that the grounds quakes for the duration of the current battle, giving a sizeable penalty to ground based creatures. They deal less damage and also receives more damage, because they're not able to attack and defend themselves properly. Flyers on the other hand, get no penalty at all.

It could be used for that, and it could also be used to create obstacles in the ground, like chasms and the ground creatures will be restricted. Some could even fall through, but that doesn't affect flyers, since they could easily fly out. This would mean that the spell would cost a fair bit.

With this spell, the could also have a Tornado/Hurricane with similar effects.

Your proposal essentially makes Earthquake a damage spells, which there are already quite a few of.

Yes, as i said, you could use it for obstacles, and for minimum use in damage.

Armageddon i hope is back. Probably the most powerful spell with powerful creatures on your side, and weak creatures on the other. Also very good for getting small battles, (ike a castle with the full requirements, but a few troops) over and done with quickly.

____________
"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”

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grythandril
grythandril


Famous Hero
who is a Chaotic Wizard
posted November 23, 2001 11:52 AM

would it be ok to mention or give opinions about spell animations on this page thehydra or do you want me to do this on another thread

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ThE_HyDrA
ThE_HyDrA


Admirable
Famous Hero
The Leader of all Hydras
posted November 23, 2001 11:41 PM
Edited By: ThE_HyDrA on 25 Nov 2001

Yes, it would be OK to put it in this thread.
It is about Heroes IV: Spells isn't it? Really it is a broad area for suggestions, and we would love to hear your opinions.

I myself put it in with my last reply in concern to Armageddon, and a spell has been shown in effect in one of the newER screenshots.

Implosion, considering it has been included, (Which i am not sure it has) gor the damage done, the effect could look slightly more 'powerful' instead of that brown sludge. It looks a bit weak until you see the damage done.

But so many things from Heroes III have been changed, that it is likely many spell effects have been changed.

I loved the fireball affect in Heroes III, i wouldn't really like to see it changed that much. Fireball is definitely in the Chaos magic school, as is Magic Arrow. Most direct damage spells apart from spells which have to do with Death, would be in the Chaos school. And probably some other regulations concerning spells with two affects.

Anyway, post away with your opinions about spell animation in Heroes IV !

Edited in concern with the last post by Grythandril:
Yes, anything spell related will do on this topic!
____________
"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”

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grythandril
grythandril


Famous Hero
who is a Chaotic Wizard
posted November 24, 2001 01:18 PM

Would it be ok to put in favourite spell animations for Heroes I, II and III as well as sepculate on the spell animations on Heroes IV

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted November 25, 2001 11:01 PM

Holy Word... It should be a school opposing death that has the spell. That leavs Nature and Life. Life looks like the best choice to me.

I thought the percentage was related to a specified amount of damage (like 1000 damage), not to a percentage of creatures (like 100 Bone Dragons). I mean even if the number is a mere 10-20% the spell would be very powerful. At 70% the spell would be greatly overpowered. So we were talking about different things.

Catapult? They appear to have ditched the war machines. Thus the catapult is gone. It may of course remain just for the siege combat, but it created problems. Players were requisting that it should cost resources to rebuild the walls and towers, when the reality of the matter was more that the catapult would probably never be able to destroy the walls and towers to begin with.

Also if the defenders will be on the walls, then we can't have the catapults destroy the walls, that would give the attacker an unfair advantage. The attacker is strengthened by the removal of the turrets for the defenders, or rather the player will have to use his own archers to man the turrets.

____________
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Svetac
Svetac


Promising
Known Hero
Saintified Paladin
posted November 26, 2001 02:07 PM

I might be a little bit late into this discussion, and I also might missread or left something unread because of the lenght of the discussion (bravo guys!). But let me express my opinion on the most argued topics that concerned my thoughts.

1. Prayer and Forgetfullness

I must agree with Djive here. This is one of the most useful spells in the game. Remember that after mid-game direct damage spells don't have much effect on large battles. And you won't have much effect if we asume that you don't have Implosion to cast. So what gonna win the battle then? Simply, cast beneficial spells. Hydra says that 16mana is much for a spell like prayer. Is it? In mid-game your powerfull hero also has lots mana. And 16 mana is not much to be spent on a spell like this. Look at it closely. It units Bloodlust, Stoneskin and Haste into one all mighty spell. And if you have Water Magic skill raised to expert, this is one of the most powerfull spells that you can cast in the game. All your units will recieve +4attack, defense, speed, and the duration is limited by your spell power. And all this things you get in only one turn. Now, this IS powerful.

And the Forgetfullness. Quite powerful spell. Won the game for me several times. It is also spell pover limited in terms of duration. And extremely powerful on the expert level. It can be real pain for army that has 2 or more shooters and don't have mass dispell or mass cure. In that case this spell is worther than "blind" since on of the shooters will always remain short on his arrows, because if the enemy dispels the magic on one of them, you can simply recast it the next turn, and leave that way one of the shooters unavailable. Now since this spell also belongs to the water magic school, imagine the batlle when you have water to expert and this two spells. Casting prayer on the first turn, and forgetfulness on the second can be winning tactics.

This were only the expresions of my thoughts when these two spells are concerned. And it happens that this two are my favorites from all the spellsin the series.

But this was not the point of this post. I think that this thread is all about the magic and spells in HOMM4. And I can see that you and I talk here about the spell effects in HOMM3. But let's not forget one thing. There will be completely new spell system in HOMM4. And for the spells that we considered until now useful, it may turn out that when put in one of the new schools, those spell may rock. For example Hypnotize. Did any one used this spell in HOMM2&3? No. Why? Because it was great idea, but badly executed. But should we suggest that this spell should be thrown out because it don't have a use? No. Look at the things that happens. They are building whole Order and enchanting school of magic exactely around this spell. And they gonna balance this spell in conjuction with the skills (enchanitng skill) and make it work. So why do we need to throw out spells like forgetfullnes and prayer out of the game if we think they're not useful? Seems that we forgot that the life magic school will be all about defense and healing and protection. So when you play Haven in HOMM4, and have no Lightning, Cahin Lightning, Armageddon, Implosion, simply because those spells belong to atnother school, would you than respect the casting of a spell like mass prayer? Hell yes.

And I hope that tons of good spells that were underestimated in HOMM3, just because there were so many spells that were better to cast at given time, will find thir justice in HOMM4. If ends up that the Frost Ring is the only offensive spell of the Life Magic, I'll respect it. But as the things are in HOMM3 I'll rather cast Chain Lightning.

So this is the aspect from which we should look and discuss the spells for HOMM4. And come on guys let's do so. Can we try to guess which spell from HOM3 goes to which school? And what should be done in order to be useful. As about the trowing out spells, let's leave that to NWC.
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--- Paladin of the Macedon ---

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted November 26, 2001 03:43 PM

Quote:
So this is the aspect from which we should look and discuss the spells for HOMM4. And come on guys let's do so. Can we try to guess which spell from HOM3 goes to which school?


I've already done my guesses in the Threads called "Primary skill analysis: Chaos Magic" (And then replace Chaos with Order, Life and Death). You can locate these four through my Profile. To find the thread for Nature Magic look in preserver's Profile as he was the thread starter for that one. (They'd probably be around page 4-7 on the Altar right now.)

I believe it's better to discuss which spell should be in which school and why in the dedicated threads, and general discussions on spells in this one.

Anyway, I believe we can probably update my first guesses with a few more so go ahead and revive the old threads.

And btw. thanks for the support on Prayer and Forgetfulness.

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Svetac
Svetac


Promising
Known Hero
Saintified Paladin
posted November 27, 2001 04:40 AM

Djive I must thank you for your leadership.

I'm new here and I must admit that with small advices you help me a lot to fully use the potential of this board.

Thank you once again
____________
--- Paladin of the Macedon ---

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted February 15, 2002 07:16 PM

I've compiled an index of the spells listed in the russian site, which probably contains most of the spells we will see in heroes 4...

So start sending in comments on which spells they missed, good additions and so on...

Also comment balance between the schools and which school you think is best and why...

I've revived the Primary skill analysis threads as well. Send in comments specific for a school or skill there and general comments to this thread.

B=Blessing, you cast this spell on your own units.
C=Curse, you cast this on enemy units.
D=Damage spell
S=Summon spell

Basic Chaos Magic
Bloodlust(B)
Fire Aura(B)
Haste(B)
Magic Arrow(D)
Slayer(B)
Sparks(D)

Advanced Chaos Magic
Confusion(C)
Fire Bolt(D)
First Strike(B)
Mana Flare(B)
Misfortune(C)
Spell Shackle(C)

Expert Chaos Magic
Blood Frenzy(B)
Fire Ring(D)
Fire Ball(D)
Lightning(D)
Magic Mirror(B)
Mass Slayer(B)

Master Chaos Magic
Cat Reflexes(B)
Cloud of Confusion(C)
Implosion(D)
Inferno(D)
Mass first Strike(B)
Mass Misfortune(C)

Grandmaster Chaos Magic
Armageddon(D)
Chain Lightning(D)
Disintegrate(D)

Basic Death Magic
Cancellation(C)
Curse(C)
Disrupting Ray(C)
Fatigue(C)
Poison(D)
Raise Skeleton(S)

Advanced Death Magic
Animate Dead(S)
Life Drain(D)
Mire, Sorrow(C)
Unholy Song(C)
Weakness(C)

Expert Death Magic
Aura of Fear(B)
Magic Leech(C)
Mass Cancellation(C)
Mass Curse(C)
Plague(C&D)
Raise Ghost(S)

Master Death Magic
Death Call(S)
Mass Sorrow(C)
Mass Weakness(C)
Vampiric Touch(B)

Grandmaster Death Magic
Hand of Death(C)
Raise Vampires(S)
Sacrifice(B)


Basic Life Magic
Bind Wound(B)
Bless(B)
Exorcism(B)
Holy Word(D)
Spiritual Armour(B)
Summon Ship

Advanced Life Magic
Chaos Ward(B)
Death Ward(B)
Nature Ward(B)
Order Ward(B)
Defender(B)
Heal(B)
Heavenly Shield(B)
Martyr(B)
Mirth(B)
Retribution(B)
Song of Peace(C).

Expert Life Magic
Celestial Armour(B)
Holy Shout(D)
Mass Bless(B)
Mass Healing(B)
Necromancy Ward(B)
Regeneration(B)

Master Life Magic
Mass Chaos Ward(B)
Mass Death Ward(B)
Mass Nature Ward(B)
Mass Order Ward(B)
Mass Exorcism(B)
Mass Fervor(B)
Prayer(B)

Grandmaster Life Magic
Divine Intervention(B)
Guardian Angel(B)
Sanctuary(B)


Basic Nature Magic
Giant Strength(B)
Pathfinding, Speed(B)
Stoneskin(B)
Summon Leprechaun(S)
Summon Sprite(S)
Summon Wolf(S)
Terrain Walk(B)

Advanced Nature Magic
Fortune(B)
Quicksand
Snake Strike(B)
Summon Elf(S)
Summon Satyr(S)
Summon White Tiger(S)
Wasp Swarm(C)

Expert Nature Magic
Anti-magic
Mass Speed(B)
Summon Air Elemental(S)
Summon Earth Elemental(S)
Summon Fire Elemental(S)
Summon Water Elemental(S)
Water Walk

Master Nature Magic
Mass Fortune(B)
Mass Snake Strike(B)
Summon Griffin(S)
Summon Unicorn(S)
Summon Waspwort(S)

Grandmaster Nature Magic
Dragon Strength(B)
Summon Faerie Dragon(S)
Summon Mantis(S)
Summon Phoenix(S).

Basic Order Magic
Blur (B)
Dispel
Displacement
Magic Fist(D)
Precision(B)
Visions

Advanced Order Magic
Cowardice(C)
Create Illusion(S)
Flight(B)
Ice Bolt(D)
Power Drain(C)
Slow(C)
Steal Enchantment(C).

Expert Order Magic
Banish (C)
Forgetfulness(C)
Mass Dispel
Mass Precision(B)
Teleport
Town Gate(B).

Master Order Magic
Berserk(C)
Blind(C)
Mass Slow(C)
Phantom Image(S)

Grandmaster Order Magic
Hypnotize(C)
Pain Mirror(B)
Steal All Enchantment(C)

____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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Thunder
Thunder


Responsible
Famous Hero
posted February 15, 2002 09:54 PM
Edited By: Thunder on 15 Feb 2002

Check this site for spells: http://www.h3trio.com/Heroes_4/h4_spells.html

Overall, spells seem to be much more powerful than in Heroes 3. Spell schools have clear differences and they remind me a lot of Magic the Gathering.


Steal All Enchantments spell is going to be nasty. Consider this: you had cast Mass Counterstrike, Mass Fervor and Mass Haste on your troops and then the opponent steals all those three to hir or her creatures by casting Steal All Enchantments. However, it has no use to cast it if there is no enchantments on opponent's creatures.


Sanctuary is going to be useful when you have to protect your weakened hero from opposite troops and spells.

Summon spells are also going to be rather powerful now so it is a good thing that there is now this Banish, which destroys the summoned creatures.



Spell Shackle ís propably going to be casted often on enemy magic heroes as it negates their casting ability temporaly.


Mana Flare (name taken from MTG) will make 5th level spells cheap to cast. Only 2 spell points per spell required!

Wards will make it harder for enemy spells to work and to enemy troops to kill, so they (at least some) are going to be much better than those Protection spells from Heroes3.


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ThE_HyDrA
ThE_HyDrA


Admirable
Famous Hero
The Leader of all Hydras
posted February 17, 2002 10:25 AM

Full Spell List and Descriptions

OK. Here’s a list of some spells and their effects. One thing I found interesting is that the amount of spell points the spells cost is organised by levels. Such as Level 1 cost 2 spell points. I find this interesting, because if 3DO have the same views as I do, the spells are going to be arranged that they have an equal effectiveness for each alignment. I found out another piece of information with this, it seems as though some mass spells are back, as in Heroes II! These include mass death ward, mass weakness, mass sorrow. I do believe, though that these spells have to do with the morale and statistic increasing/hindering aspect of the game.

LEVEL 1: Cost 2 Spell Points

Blur Order
Increases targets range defence 50%

Dispel Order
Removes all spells, good and bad, from target

Displacement Order
Moves target 2 spaces in a direction of the casters choice

Magic Fist Order
Magic Fist does a number of points of damage based on the level of the caster to a single target within the line of sight of the caster.  

Precision Order
Increases targets ranged attack by 25%, and removes penalty for range, walls and obstacles

Remove Obstacle Order
Removes one obstacle from the battlefield.  (Trees, wood, cliffs, etc)

Visions Order
Visions shows you the exact number of any creature stack or army.  It also reveals the stats of enemy hero.  

Giant Strength Nature
Grants target +20% health and +20% damage inflicted  
 
Pathfinding Nature
Gives entire army the ability to walk on any terrain with no penalty. Adventure map only. Speed  Target gains +2 speed and movement  
 
Stoneskin Nature
+25% health for selected target  

Summon Leprechaun Nature
Summons a number of Leprechauns based on the level of the caster (6-11 for level 1)  
Summon Sprite Nature
Summons a number of Sprites based on the level of the caster (6-12 for level 1)    
Summon Wolf Nature
Summons a number of Wolves based on the level of the caster (4-8 for level 1)  

Terrain Walk Nature
Grants unit the ability to walk on any terrain with no movement penalty.Combat only.  

Bind Wounds Life
Restores 48-88 hp to selected unit.  Non-combat spell.  
Bless Life
Selected target will inflict maximum damage.  
Exorcism Life
Removes all negative enchantments on friendly target.  

Holy Word Life
Inflicts 72-132 hp damage to single Death-based target  

Spiritual ArmorLife
Increases targets defense by 25%.  
Summon Boat Life
Summons an already constructed friendly boat to shoreline near caster.  

Bloodlust Chaos
Target will inflict 25% more damage for the duration of combat.  
Fire Aura Chaos
Target will inflict a small amount of fire damage to its attacker.  

Haste Chaos
Target gets +2 to speed and movement.  
Magic Arrow Chaos
Magic Arrow does a number of points of damage based on the level of the caster to a single target within the line of sight of the caster.  

Slayer Chaos
Target inflicts 50% more damage to any creature with 150 hit points or more.  

Sparks Chaos
Will inflict a small amount of fire damage to any enemies within a radius based upon the level of the caster.  

Cancellation Death
Removes all beneficial enchantments from target  

Curse Death
Target inflicts minimum damage for duration of combat  

Disrupting RayDeath
Enemy target stack loses 25% of its defense rating  
Fatigue Target Death
moves at half speed and movement  
Poison Target Death
is inflicted with poisoning damage.  Damage is incurred in every round for duration of combat.  

Raise Skeletons Death
Raises a number of Skeletons based on the caster's level from any stack of dead creatures. The number of raised skeletons cannot exceed either the hit points or number of the creatures. All Skeletons vanish after combat ends.  

Summon Imps Death
Summons 16 to 29 Imps, with additional ones depending upon the level of the caster. The imps disappear at the end of the combat
Basic Nature Magic and Basic Demonology required to learn this spell


LEVEL 2: Cost 3 Spell Points

Cowardice Order
Target cannot hit an enemy with more total hit points for 3 turns

Create Illusion Order
Forms duplicate of target with hit points based on casters level

Flight Order
Flight grants a friendly target the ability to fly until the end of combat.  

Ice Bolt Order
Inflicts cold damage based on casters level on enemy in line of sight

Power Drain Order
Target's spell casting requires double normal spell points  
Slow Order
Target moves at half speed and movement

Steal Enchantment Order
Removes beneficial enchantment on enemy target and places on random friendly target

Fortune Nature
Target gets maximum Luck
Quicksand Nature
Creates a section of quicksand, whose area depends on the level of Nature Magic skill and the  level of hero (it varies from 22 to 40 square feet for level 1 hero). All targets require a full turn to move through 2 feet of quicksand.  

Rock Growth Nature
Creates 3 rock formations (number of rocks depends on space limitations on the battlefield) with health.  Health attributed to rocks depends on the level of Nature Magic skill and overall level of hero (it varies from 96 to 176 hp for level 1 hero) Rock formations cannot be placed close to enemy units.  

Snake StrikeNature
Grants target the First Strike ability.  
 
Summon Elf Nature
Summons a number of Elves based on the level of the caster (1-2 for level 1 hero)  
Summon Satyr Nature
Summons a number of Satyrs based on the level of the caster (1-2 for level 1 hero)  
Summon White Tiger Nature
Summons a number of White Tigers based on the level of the caster (1 for level 1 hero)  

Wasp Swarm Nature
Distracts one enemy target for one round.  Making that unit unable to move for 1 turn.  Spell does not work on Undead or Mechanical units.  
 
Chaos Ward Life
Reduces the damage caused by Chaos-based units by 20%.  
Death Ward Life
Reduces the damage caused by Death-based units by 20%.  
Defender Life
Increases defense of all friendly units by 20%.  
Heal Life
Restores 96-176 hp (based on level of caster) to selected unit.  Also removes the effects of poison and plague.  
Heavenly Shield Life
(based on the level of caster) Restores 242-440 hp to Hero casting this spell.  This spell cannot target other units than caster.  
Martyr Life
All damage inflicted on friendly target is transferred to another selected friendly target.  Effect lasts for duration of combat.  
Mirth Life
Increases targets morale to its maximum.  
Nature Ward Life
Reduces the damage caused by Nature-based units by 20%.  
Order Ward Life
Reduces the damage caused by Order-based units by 20%.  
Retribution Life
Increases the retaliation damage of friendly target for melee-combat only.  
Song of Peace Life
Causes an enemy target within the line of sight of the caster to become unable to attack or cast spells on the casters army during the next turn.  
Confusion Chaos
Denies target the ability to move for 3 turns or until attacked.  
Fire Bolt Chaos
Inflicts fire damage based on casters level on enemy in line of sight

First Strike Chaos
Grants the target the ability of First Strike, giving the ability to attack first in combat melees.  
Mana Flare Chaos
Reduces the cost of casting spells to 2 sp for heroes and creatures.  
Misfortune Chaos
Targets luck is reduced to its minimum level.  
Spell Shackle Chaos
Removes spell casting ability for heroes or creatures for a limited time based upon the casters level.  
Animate Dead Death
Re-animates fallen Necropolis units. 48 to 88 health points are animated, more depending upon the level of the caster. They will disappear at the end of the combat round.  
Life Drain Death
Steals hit points from all Life and Nature targets, and then the caster gains a portion of the total hit points drained.  
Mire Death
Mire causes the target to move at half speed on the Adventure map during its next turn  
Sorrow  Gives Death
target maximum negative Morale  
Summon Cerberi Death
to 4 Cerberi (additional ones depending on caster's level). Summoned units disappear at the end of combat.
Advanced Nature Magic and Advanced Demonology required to learn this spell
Holy Song Death
All Life-based targets inflict 20% less damage and have 20% reduced defense  
Weakness Death
Target inflicts 25% less damage

LEVEL 3: Cost; 5 Spell Points

Banish Order
Destroys summoned creatures based on casters skills  
Forgetfulness Order
Target cannot make ranged attack for number of turns based on casters level  
Mass Blur Order
All targets are affected as if by Blur spell  
Mass Dispel Order
All targets' enchantments are removed  
Mass Precision Order
All targets are affected as if by Precision spell  
Teleport Order
Teleports target instantly to any part of the battlefield  
Town Gate Order
Town Gate transports one hero to the nearest town.  
Anti-magic Nature
Target gains immunity to magic for the duration of combat  
Mass Speed Nature
+2 speed and movement for all friendly units.  
Air Elemental Nature
Summons a number of Air Elementals based on the level of the caster (1 for level 1 hero)

Earth Elemental Nature
Summons a number of Earth Elementals based on the level of the caster (1 for level 1 hero)

Fire Elemental Nature
Summons a number of Fire Elementals based on the level of the caster (1 for level 1 hero)

Water Elemental Nature
Summons a number of Water Elementals based on the level of the caster (1-2 for level 1 hero)  
Water Walk Nature
Gives an army the ability to move across water on the adventure map as if it were solid terrain.  Army must end their turn on solid ground.  
Celestial Armor Life
Increases defense of all friendly units by 25%.  
Holy Shout Life
Inflicts 128-198 hp damage (based on level of caster) to all Death-based units on battlefield.  Hostile and friendly units are targeted.  
Mass Bless Life
All friendly units inflict maximum damage.  
Mass Healing Life
Restores 85-132 hp (bases on level of caster) to all friendly units.  Also removes the effects of poison and plague.  
Necromancy Ward Life
Necromancy Ward prevents any Raise or Animate Dead spell from working for the duration of the combat.  It affects all targets on the Combat Map, including dead ones.  
Regeneration Life
Restores hp's over a period of time for selected target (based on level of caster) for the duration of combat.  
Blood Frenzy Chaos
For the duration of combat, all friendly units will inflict 25% more damage.  
Fireball Chaos
Inflicts 57-88 hp (based on level of caster) of damage to all enemies in and adjacent to target hex.  
Fire Ring Chaos
Inflicts 49-76 hp (based on level of caster) of damage to all enemies adjacent to target hex.  Target hex does not incur damage.  
Lightning Chaos
Inflicts 71-110 hp (based on level of caster) of damage to selected target.  
Magic Mirror Chaos
Magic Mirror reflects any hostile direct damage spells back at the caster but at 1/3 original damage.  Friendly unit is still damaged by hostile spell.  
Mass Slayer Chaos
All friendly units inflict 50% more damage to all enemy units of 150 hp or more.  
Aura of Fear Death
Is cast on a friendly target, so enemy opponents cannot retaliate against the friendly target's attacks unless they are immune to Death, Fear, or Mind spells.  
Magic Leech Death
The cost for enemy hero spells increases by 2 mana. 1 mana is recoverd by casting hero for every 2 mana spent by the enemy.  
Mass Cancelation Death
All beneficial enemy spells are removed.  
Mass Curse Death
All enemy targets inflict minimum damage  
Plague Death
All units (friend or foe) contract damaging disease.  Damage is incurred in every round for duration of combat.  Death-based units and non-living units are not effected.  
Raise Ghost Death
Raises a number of Ghosts based on the level of the caster from any stack of dead creatures. The number of raised Ghosts cannot exceed either the hit points or number of the creatures. All ghosts vanish after combat ends.  
Summon Ice Demon Death
Summons several Ice Demons (additional ones depending on caster's level and level of Demonology skill). Summoned units disappear at the end of combat.
Expert Nature Magic and Expert Demonology required to learn this spell

LEVEL 4: Cost 8 Spell Points

Berserk Order
Forces target to attack nearest creature, friend or foe.  Spell lasts until target attacks.  
Blind Order
Target within line of sight of caster cannot take an action for 3 turns, or until it takes damage.
Mass Slow Order
Speed and Movement of all enemies is reduced by 2.

Phantom Image Order
Creates duplicate of single target with hit points based on casters level

Mass Fortune Nature
All friendly units gain maximum Luck.  
Mass Snake Strike Nature
All friendly units gain the ability of First Strike.  
Summon Griffon Nature
Summons a number of Griffons based on the level of the caster (1 for level 1 hero)  
Summon Unicorn Nature
Summons a number of Unicorns based on the level of the caster (1 for level 1 hero)
Summon Waspwort Nature
Summons a number of Waspwort based on the level of the caster (1 for level 1 hero)  
Mass Chaos Ward Life
Reduces the damage caused by Chaos-based units by 20% for all friendly units.  
Mass Death Ward Life
Reduces the damage caused by Death-based units by 20% for all friendly units.  
Mass Exorcism Life
Removes all negative enchantments from all friendly units.  
Mass Fervor Life
All friendly units receive maximum morale.  
Mass Nature Ward Life
Reduces the damage caused by Nature-based units by 20% for all friendly units.  
Mass Order Ward Life
Reduces the damage caused by Order-based units by 20% for all friendly units.  
Prayer Life
All friendly Life-based units inflict 25% more damage and have 25% more hp.  
Cat Reflexes Chaos
Grants friendly target the possibility of an additional action.  
Cloud of Confusion Chaos
Denies target and all enemies in adjacent hexes the ability to move for 3 turns or until attacked.
Implosion Chaos
Inflicts 123-154 hp (based on level of caster) of damage to selected target.  
Inferno Chaos
Inflicts 78-98 hp (based on level of caster) of damage to selected target and all adjacent enemies in a radius.
Mass First Strike Chaos
Grants all friendly units the ability of First Strike.  
Mass Misfortune Chaos
Reduces the luck of all enemy units to their minimum.  
Death Calls Death
Targets a friendly or enemy target with dead creatures, raising a number of creatures based on the level of the caster. These raised creatures are places under the control of the caster and vanish after combat.  
Mass Sorrow Death
Mass Sorrow causes all enemy targets to have maximum negative morale  
Mass Weakness Death
All enemy units do 25% less damage for all attacks  
Summon Venom Spawn Death
Summons several Venom Spawns (additional ones depending on caster's level and Death skill level). Summoned units disappear at the end of combat
Master Nature Magic and Master Demonology required to learn this spell
Vampiric Touch Death
Causes a friendly target to gain 1 hit point for every 2 hit points of damage they inflict.  

LEVEL 5: Cost 12 Spell Points

Hypnotize Order
Puts enemy troops under your control for 3 turns

Pain Mirror Order
All damage done to a friendly target is inflicted on attacker as well.  
Steal All Enchantments Order
Steal All Enchantments causes all beneficial enchantments on enemy targets to be removed and distributed randomly among friendly targets  
Dragon Strength Nature
Health and Damage inflicted for selected target both increase +100%.  
Summon Fairy Dragon Nature
Summons a number of Fairy Dragons based on the level of the caster.  (1 for level 1 hero)
Summon Mantis Nature
Summons a number of Mantis' based on the level of the caster.  (1 for level 1 hero)  
Summon Phoenix Nature
Summons a number of Phoenix based on the level of the caster.  (1 for level 1 hero)  
Divine Intervention Life
Restores all lost hp's to all friendly units.  Does not resurrect dead units.  
Guardian Angel Life
Gives the Friendly target a number of extra lives based on the level of the caster. The number of targets protected depends on the level of the caster, and no target is protected more then once.  
Sanctuary Life
While under Sanctuary, a friendly target cannot be attacked or affected by spells.  No more than one target may be in Sanctuary on each side.  If the target takes any action other than 'defend', the spell ends  
Armageddon Chaos
Inflicts 110 hp damage to all units on the battlefield, both hostile and friendly.  Creatures and heroes are targeted.  
Chain Lightning Chaos
Inflicts damage on 5 troops.  Each successive troop is damaged by half the previous amount.
Disintegrate Chaos
Inflicts massive damage to single target.  Targets killed by this spell cannot be resurrected.  
Hand of Death Death
Instantly kills a number of opponents based on the level of the caster. The target must be within the line of sight of the caster.  
Raise Vampires Death
Raises a number of Vampires based on the level of the caster from any stack of dead creatures. The number of raised Vampires cannot exceed either the hit points or number of the creatures. All Vampires vanish after combat ends.  
Sacrifice Death
First Sacrifice destroys a friendly target. Then the caster selects a second friendly target who will recover twice the hit points of the destroyed target.  
Summon Devil Death
Summons a Devil (additional ones depending on caster's level and Death skill level). Summoned units disappear at the end of combat.
Grandmaster Nature Magic and Grandmaster Demonology required to learn this spell

Well, after reading through the spell list, it seems that not only Preserve and Nature Magic can summon creatures. It is also obvious that Death can also deal direct damage, but in an orthodox way. Chaos magic has some new powerful spells, such as Disintegration, and Life magic has different ways of winning, many through resurrection. Please, give us your thoughts on the matter.

(BTW: All information is temporary and based on Heroes IV beta test game versions. Subject to change.)

____________
"Dragons may breathe fire, but Hydras have many heads." - The Creed of Hydras
"As the Dragon drew its breath, the Hydra pounced, swiftly but powerfully, and the Dragon was defeated.”

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted February 17, 2002 11:39 AM

Hmmm... One reason why I didn't put down the description is that in the general case, we have no way of knowing which effeciveness of the skill the spell description is valid for. So how many %-additional effectiveness are these spells cast at with the stated descriptions?

This may be worthwhile to know for Summon and Damage spells, since it will surely affect how many creatures are summoned and how much damage is caused.

The level 5 spells are at Grandmaster level since you have to have the two spell-effectiveness secondaries at Grandmaster to learn it, but for the rest we have no way of knowing.

These are the Map spells:

Pathfinding Nature
Gives entire army the ability to walk on any terrain with no penalty. Adventure map only. Speed  Target gains +2 speed and movement  
Water Walk Nature
Gives an army the ability to move across water on the adventure map as if it were solid terrain.  Army must end their turn on solid ground.

Summon Boat Life
Summons an already constructed friendly boat to shoreline near caster.  

Mire Death
Mire causes the target to move at half speed on the Adventure map during its next turn

Visions Order
Visions shows you the exact number of any creature stack or army. It also reveals the stats of enemy hero.
Town Gate Order
Town Gate transports one hero to the nearest town.

Nature: 2
Life: 1
Death: 1
Order: 2
Chaos: 0

Life and Chaos have poor spells in this area. Order and Nature have the best.

Overall, I'd want to see more of these spells. There are less of these in heroes 4 than in heroes 3.

Haste Chaos
Target gets +2 to speed and movement.  
Fatigue Target Death
moves at half speed and movement  
Slow Order
Target moves at half speed and movement
Speed Nature
+2 speed and movement for all friendly units.


Hmmm.... what's the deal here? These spells appear to be duplicated between schools. Will Haste be the reverse of Slow and Fatigue the reverse of Speed? And will Slow + Fatigue and Haste + Speed be cumulative?

Mirth Life
Increases targets morale to its maximum.  
Misfortune Chaos
Targets luck is reduced to its minimum level.  
Sorrow  Gives Death
target maximum negative Morale  
Fortune Nature
Target gets maximum Luck

Hmmm... I don't like the way this looks. These have every possibility to render normal ways of getting Luck and Morale unusable.

I'd want these to change Luck and Morale with 1 for each investment in the secondary skills, and starting with 1 point if you just have the basic skill. Maximum and Minumum levels would only be appropriate if you have 100% effectiveness. These descriptions points to either overpowered spells or that Luck and Morale are useless.


Prayer Life
All friendly Life-based units inflict 25% more damage and have 25% more hp.

Looks like Prayer will not be abused by non-Life based units...

Disintegrate Chaos
Inflicts massive damage to single target.  Targets killed by this spell cannot be resurrected.

I certainly hope this doesn't apply to Heroes!

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted February 23, 2002 12:00 PM

Chain Lightning

If i got this right...having the chain spell+GMsorcery+GMpyromancy= +150%dmg

ehmmm,,,unless it's really expensive to cast...there goes the gam
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