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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Spell Changes (mostly aestetic)
Thread: Spell Changes (mostly aestetic)
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted January 20, 2008 12:46 PM
Edited by Mytical at 08:11, 21 Jan 2008.

Spell Changes (mostly aestetic)

Though these spells are mostly in the Destructive category, and mostly with minimal changes, I feel that some spells need some variety.  This would also make some perks better and more useful.

For instance.  Master of Ice.  Has a very few spells it affects.  To make it more useful, I would suggest the following.  (All of which are boosted or affected by perks or skills that affect spells of ice.

Ice Arrow- does as much damage as eldritch arrow, but does not affect any creature immune to ice. Has an ice 'nature'.  Level 1.

Cone of Cold - Damage would be as a fireball, but with vastly different area.  Starts out affecting one square right in front of the caster (the starting point is 2 squares away from heroes however).  Then it affects..2, 2, 3, 3, 3 squares.  Thus a 'cone'. Level 3.

Wall of ice : Gives same benifit as being behind a castle wall, has sp*5 hp to destroy per section, 3 sections.  Can not be cast directly on a creature. Level 4.

This will take several days for me to put down more, and I am going to use this master post for most if not all of them.

Now for Master of Storm perk there are only a few additions.

Forked Lightning - Simple 1 level above lightning bolt, same damage.  However it creates a forked bolt, able to affect two seperate stacks as long as they are within 3 squares of each other.  Both can be chosen as targets.  Mark of the wizard would let you choose 4 targets (as long as the first two are within 3 squares of each other, and the last two are within 3 squares of each other).

Thunderstorm- Level 5.  Summons a storm that strikes random enemy creatures for x ammount of times.  SP/5 would determine how many would be hit, but each time is totally random.  If they are immune to lightning that 'charge' is wasted.  Also only strikes one stack each time the heroe's turn comes around.

Spark - level 1.  Target creatures attack does extra lightning based damage.  With the stun perk it can stun an enemy as well.  Need a damage formula for this one however.

Master of Fire - Flame Bolt.  As Ice arrow only with a fire 'element'.

Pillar of Fire.  Sacrifices a few of your own troops, but any cretures around them are damaged also.  Same damage as Circle of Winter, but also adds a fire shield to the target creature.   Level of circle of winter but +2 mana to cast.

Incinerate - Prevents ressurection or raise dead on a stack for a certain ammount of time.  Sp/5 perhaps?  Not affected by any perks however.

Wrath - About 2/3 of Divine Vengence damage, but with a fire aspect.  Meant more for the 'evil' races to counter DV.

Special spells given apon getting a certain skill/perk.

Master of Fire - Burning hands. Hero does a physical attack on a unit that does an additonal ammount of damage and prevents regeneration on that creatures next turn.  Only affects regeneration, not ressurrection or raise dead, or healing by tents. Level 1- Mana 3.

Master of Ice - Ice Shards - Takes the damage that a ice bolt would do and devides it evenly ammoung all the enemy units (and each has a chance of being frozen).  Can only be used 1x combat.  Level 1 - Mana 4.

Master of Lightning - Static Fist - Does physical and electrical damage on a creature.  Like the other fist spell, it can bypass magical resistances, but no extra damage is dealt if the creature is immune to lightning.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 20, 2008 02:49 PM

Personally I believe that the game works just fine as it is. More spells would always be welcome as long as they don't mess with the overall balance and in H5 getting 1 out of 3 or 4 spells in the guild would make things worse. In the destructive section it would be ok but not in the others seeing as each spell has its own function.

Now about the current system:

Lightning spells get the least bonus but they are the most damaging so it's fair.

Ice spells have at lvl 2, 3 and 5. Pretty plentiful and the freezing perk is amazing, especially with deep freeze that gives you a chance to attack the unit first. If it worked in synergy with cold death or chilling bones it would probably be broken.

Fire spells just dominate. Two of them in guild 3(and one in 5 though casting armageddon with master of fire hurts you too) and easier to get with secrets of destruction. Also amazing special and fire spells also get ignite that makes them perfect for creeping.
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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted January 20, 2008 03:26 PM

I like the wall of ice spell most Creative suggestions!

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forest001
forest001


Known Hero
posted January 21, 2008 01:26 PM

i agree with Elvin but there is actually one broken spell already (divine vengeance). i think everyone will agree with me.
dest school is fain especially in tote, with deep freeze and firewall.
only bad thing is lack of ability to boost earth spells.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted January 23, 2008 06:20 AM

Well in a way I agree with Elvin also.  However, I have a solution for the problem.  Or sort of.  The new buildings that sell spells?  Well these could be in a similar (but more frequent) building and for 5x spell level in resources.  Or even just gold.  That way they are guaranteed.  So they would have no chance of appearing in a regular mage guild, and thus not displace any.  The buildings would have to be common, but guarded or take some effort to get to.
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