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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Suggestions for new spells in ToTE:
Thread: Suggestions for new spells in ToTE:
Radox
Radox


Known Hero
posted September 19, 2007 09:35 PM
Edited by Radox at 22:03, 22 Sep 2007.

Suggestions for new spells in ToTE

Well, I already posted my "dream spells" in another thread, but I decided to post them here, in the specialized forum, too. I'm afraid it's too late for Nival to remake the game and include some of them in it, but at least they can catch a glimpse of 'em

So, here they are:


Light magic

Level 1 - Regeneration (Cures a number of hitpoints of the target and continues to regenerate them each turn)
Level 2 - Wrath (Target troop strikes two times on it's next melee attack)
Level 3 - Fervor (Increases luck & morale of target)
Level 4 - Vengeance (The next attack of target will be performed with +200% attack rating and no retaliation)
Level 5 - Prayer (Increases speed, attack, defense and damage of all friendly troops)


Dark magic

Level 1 - Fear (target creature cannot retaliate against enemy attacks until the end of combat)
Level 2 - Horror (target is unable to attack on it's next turn, but is still able to move, wait and defend)
Level 3 - Sorrow (Decreases luck & morale of target troop)
Level 4 - Vampirism (taget gets all Undead attributes and the ability to drain life like Vampires do)
Level 5 - Torment (a thing that the Heroes universe has always lacked - a spell that completely "cripples" an enemy stack - a reverse Prayer basically - decreases speed, attack, defense and damage of target troop)


Destructive magic

Level 1 - Sparks (damages a 3x1 (linear) area with low fire damage)
Level 2 - Holy bolt (deals less damage than Ice & Lightning bolts, but deals additional 100% of damage against Undead and Infernal targets. The damage is of type "fire")
Level 3 - Immolation (basically a lightning version of Circle of Winter - strikes all tiles adjacent to the target with lightning damage)
Level 4 - Inferno (damages a 4x4 area with damage higher than Meteor Shower)
Level 5 - Freeze(deals massive ice damage to single enemy and continues to do so for 1 more turn. In addition to it's damaging effect, creatures killed by this spell cannot be resurrected because it smashes them into ice bits)


Summoning magic

Level 1 - Displace (moves target 2 tiles in a direction you choose)
Level 2 - Arcane crystal (blocks enemy movement)
Level 3 - Entangling roots (renders target unable to move)
Level 4 - Bladed Barrier (blocks enemy movement and returns damage to its attackers)
Level 5 - Volcano (summons a powerful Volcano that damages and decreases speed of enemy units passing near it)

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted September 19, 2007 10:54 PM

Heh, nice. Interesting stuff.
Reminds me of my humble beginnings on HC I was so full of ideas... Rational ideas...

Funny thing how no one ever seemed to ponder about reversed prayer.
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 19, 2007 11:51 PM

Quote:
Funny thing how no one ever seemed to ponder about reversed prayer.


*cough*
Prayer and Sacrilege Spell (= inverse Prayer).
Prayer and Sacrilege Ability (= inverse Prayer).

Consider yourself corrected.
____________
What will happen now?

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Radox
Radox


Known Hero
posted September 20, 2007 07:30 PM

Hah, the Sacrilege name sounds pretty cools. Nival should've inlcluded it into the game Plus it indeed means exactly the opposite of Prayer
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Radox
Radox


Known Hero
posted September 22, 2007 10:10 PM

I fixed some of the spells in the list with better descriptions and better names. If you have any ideas, please post them here.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted September 22, 2007 10:15 PM

Prayer is already in game, but it was renamed before the game came out and is now called Benediction.

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havenlover
havenlover


Adventuring Hero
posted September 23, 2007 06:24 AM
Edited by havenlover at 06:25, 23 Sep 2007.

summoning always gets the interesting and probably least useful spells.  and whats w/ the movement blocking?  
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted September 23, 2007 06:50 AM

Some odd summoning spells that might be interesting.  Not going to put level, because I probably would put them too low or too high .

Plague of Locusts : Reduces init, speed, and does a little damage each round.  Any enemy unit that comes within 2 squares of the affected unit also becomes infected.  SP determines damage and length of time, but the init/speed reduction is always 20%.

Full Moon Frenzy - Summons a group of wild wolves to aid in battle.  They last only one attack, but all friendly units get a +1 to morale and damage, and all enemy units get a -1 to luck.  SP determines damage and length of bonuses/penalties.

Wild Vengence - For every friendly stack that has fallen in battle the enemy units still on the field take SP*level of unit*(number of units/25).  Any surviving enemy however gains +2 to base damage.
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted September 23, 2007 07:25 AM

Full Moon Frenzy I like!
____________
How exactly is luck a skill?

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aulfgar
aulfgar


Hired Hero
posted September 26, 2007 01:20 AM

New level 5 spell for Destructive.

Chain Fireball 31 mana cost.

Does 30 + 30 * spell power to the first target. Any target hit with the splash damage gets targeted with its own Fireball that splatter again so on and so forth. The second one is 25 + 25 * spell power, the third is 20 + 20 * spell power and so on.

A note is that this can only span a new fireball on a unit that hasn't been the main target of a fireball. Several secondary fireballs may be spawned from the initial blast and they follow their own paths of lowering spell powers separately.

Of course it may be a bit overpowered but at least it would be cool and more useful than Armageddon.
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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted September 26, 2007 01:32 AM

The only problem is that it scaled a little Too Well actually. if you could get 40 spellpower (unlikely) it would 1230 damage to the main target, with lucky+empowered spells it would do a lot of damage
So make the main damage bigger but the spellpower addition lower, problem solved
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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aulfgar
aulfgar


Hired Hero
posted September 26, 2007 01:41 AM

Quote:
The only problem is that it scaled a little Too Well actually. if you could get 40 spellpower (unlikely) it would 1230 damage to the main target, with lucky+empowered spells it would do a lot of damage
So make the main damage bigger but the spellpower addition lower, problem solved


However it still does significantly less damage than Implosion. It is supposed to be an improved Destructive spell as the current ones fall behind say Dark magic. I think all the spell schools should be equally effective.
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Duncan
Duncan


Famous Hero
The Pathfinder
posted September 26, 2007 04:32 AM

Quote:
Quote:
Funny thing how no one ever seemed to ponder about reversed prayer.


*cough*
Prayer and Sacrilege Spell (= inverse Prayer).
Prayer and Sacrilege Ability (= inverse Prayer).

Consider yourself corrected.


Alc, I just read those two threads, excellent stuffs!! Any info which features will be included in TotE?

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted September 26, 2007 07:31 AM

Two probably overpowered and basically opposit spells that might be interesting.

Dark - Circle 5 spell - Shadow Mark.  Curses a stack so that it recieves a fraction of the damage done back onto itself.  Percent ammount is (SP/level of unit) x 2.  (Thus higher tier units take less from the mark).  This is any damage done, even by retaliation.

Light - Circle 5 Spell - Share Pain.  SP determines length, but not effect.  Two friendly units are selected.  From then on whatever damage is done to either is split between the two equally.  If either stack is destroyed the spell ceases.
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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted September 26, 2007 07:44 AM
Edited by roy-algriffin at 07:47, 26 Sep 2007.

I think that the shadow mark definatly deserves to be tier 5, but the other one should be tier 3, or 4 i dont think its as practical as mass light buffs even if your main deciding force is a single unit (paladins or marksmen, hunters of emerald dragons etc)i would rather take a mass endurance or deflect missile on a practical level i think
Oh and mass fireball, it doesnt do more damage to one stack then implosion but supposing 3 units are next to each other and the enemy hero has say 20 spellpower it does 630 damage and then 530 and then 430 to all three stacks doesnt it? Totals 1590 damage to each if theyre placed like
##
#
Doesnt it?
Anyway just constructive critiscism, Its what id have wanted so just tell me to stop if you want
PS: In memory of lizardmen I ask you try and remember that he mentioned something about computer AI and wiping out the whole army with thanes?
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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aulfgar
aulfgar


Hired Hero
posted September 26, 2007 09:28 PM

Quote:

Oh and mass fireball, it doesnt do more damage to one stack then implosion but supposing 3 units are next to each other and the enemy hero has say 20 spellpower it does 630 damage and then 530 and then 430 to all three stacks doesnt it? Totals 1590 damage to each if theyre placed like
##
#
Doesnt it?
Anyway just constructive critiscism, Its what id have wanted so just tell me to stop if you want



I appreciate the feedback.

With units being lumped together yes it is more effective than Implosion, but Implosion is a I need this stack dead fast spell. Chain Fireball is a dispersal spell. If it is cast at you then you spread out to defend against it which can negate formation and protecting certain critters. It is a situational spell that is situationally better than Implosion, Meteor Storm or Chain Lightning, and infinitely better than Armageddon.

It may be over powered, it may need to scale down faster or have a lower spell power. It is an alpha test spell, with beta testing it would be balanced with the rest of the spells in the game.
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Radox
Radox


Known Hero
posted September 29, 2007 12:45 PM
Edited by Radox at 12:50, 29 Sep 2007.

I have tried to do some research in the spell system of H5 and to make the spell descriptions more detailed. So here is what all my "dream ToTE spells" do

*Note - the text in green show what the effect of the spell is on different masteries.


Light magic

-Regeneration (Level 1) –

-Mirth (Level 2) – Increases morale and luck of target friendly stack by: +1 / +2 / +3 / +4

-Divine Wrath (Level 3) – Deals damage to target stack, proportional to the number of units it killed from the beginning of combat. Damage is: F*(20+20*P) / F*(30+30*P) / F*(40+40*P) F is the square root of the "frags" it made.

-Vengeance (Level 4) – Increases the ferocity of target’s next attack and also grants it no enemy retaliation. Damage is increased by: +100% / +125%

-Prayer (Level 5) – Increases attributes of all friendly troops: Attk +6, Def +6, Speed +2, Initiative +25%


Dark magic

-Remorse (Level 1) – Target stack suffers a percentage of each damage it deals to the enemy (affects both melee and ranged attacks). Damage suffered is: (1.25*P)% / (1.5*P)% / (1.75*P)% / (2*P)%

-Sorrow (Level 2) –

-Terror (Level 3) – Renders the target stack unable to perform attacks. It still can move and defend. Duration is: 2 turns / 3 turns / 4 turns-

-Vampirism (Level 4) –

-Torment (Level 5) – Greatly cripples target stack: Attk -12, Def -12, Speed -2, Initiative -25%

Destructive magic

-Sparks (Level 1) – Deals fire damage in a 3x1 area (x x x): 20+6*P / 40+6*P / 60+ 6*P / 80+6*P

-Fire Bolt (Level 2) – Deals fire damage to a single enemy stack: 10+10*P / 12+12*P / 14+14*P / 16+16*P

-Fire wall (Level 3) –

-Inferno (Level 4) – Deals heavy fire damage in a 4x4 area: 20+20*P/ 25+25*P

-Freeze (Level 5) –


Summoning magic

-Telekinesis (Level 1) – Summons an invisible force that pushes target (friend of foe) in a direction of the choice of the caster. Distance is: 2 tiles / 3 tiles / 4 tiles / 4 tiles and also affects large creatures

-Arcane Crystal (Level 2) –

-Magic Roots (Level 3) – Summons roots from the ground that immobilize targe stack. It also prevents it from performing any further retaliation. Duration is: 2 turns / 3 turns / 4 turns

-Wasp Hive (Level 4) –

-Volcano (Level 5) – Summons a powerful volcano that attacks any enemy stack that passes in its vicinity. The volcano has 500+10*SP hit poins and each of its attacks deals 10*SP-15*SP damage

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