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Heroes Community > Heroes 7+ Altar of Wishes > Thread: What spells would u like to see in Homm 6?
Thread: What spells would u like to see in Homm 6? This thread is 2 pages long: 1 2 · NEXT»
angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted February 05, 2008 01:39 PM

What spells would u like to see in Homm 6?

The different kind of spell system in all series so far has been a reason for endless discussions. Every version of Heroes had its own idea of spells, and new spells appeared, while others disappeared.
Some spells just were too powerfull (mass slow), while others have been used rarely (slayer).

So what spells do you think have to be present on heros 6?

Do you like the idea of H3, where u got 4 different schools, or is the heroes 2 version (no schools at all) better?

For the matter of fact I like Heroes 3 the most, my ideas mostly refer to this spellsystem and kind of spells.


I would personally restrict the "mass-" option for a bunch full of spells, to reduce their strength, or put the "mass-" effect on a much higher level, like it was in heroes 2.

Haste and slow = Level 1
Mass haste and mass slow = level 4

Bless = Level 1
Mass Bless = Level 3

Lightning = level 3
Chainlightning = Level 5

Just to name a few examples.


Some other spells have to be edited in their effect I think:

Anti-magic

Level 2 = 1 own creature resists a spell (casted by opponent) by 33%
Level 3 = 1 creture resists a spell (casted by opponent) by 50%
Level 4 = all own creatures resist a spell (casted by opponent) by 25%
Level 5 = all own creatures resist a spell (casted by opponent) by 50%

Earthquake

I would love to see this spell having effect on the battlefield also, not only in a siege.
Something like: all (ground) creatures on the battelfield "move" 1 hex to the left/right/up/down (randomly chosen) when casted. Flyers excluded of course. This could ruin a formation if someones protects his shooters with tactics for example.

I would also love to see a high level spell, which works similar to the spell the magicians in Warcraft 2 could cast. They turned any kind of monster into sheeps
Would be a bit too strong I guess, but maybe it could have adifferent effect. Perhaps something like: If casted, 20% of the creature stack turning into un-upgraded creatures of same kind (Turning titans into giants).
To have a good weapon against such a spell, it would be a good idea a hero could have some kind of artefact, which gives him (his creatures) a certain amount of percentage to "reflect" (magic mirror) any kind of spell casted on his troops. The surprising thing in such a case would be, opponent doesn't know if such an artefact is present.

So on 1 hand, I would love to give the spell system more variety, but on the other hand, I would love to see magic not being too much relieable anymore. So players rely more on their units than on their books.

I have some more ideas refering to spells in H6, but I would first like to see some ideas of others here.
____________
Better judged by 12 than carried by 6.

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InfernoX880
InfernoX880


Promising
Famous Hero
posted February 05, 2008 06:26 PM
Edited by InfernoX880 at 18:36, 05 Feb 2008.

Regarding spells. Well here is a general list of new spells that could work out nice.

Precision
Blessing - Level 2
Can only be cast on ranged units. Increases the damage inflicted by ranged units by 5, 10, 15, and 20% based on mastery. Increases the range of all units by 1 (in the case of my new battlefield proposal this simpy extends range, in the case of the old battlefield this extends the range at which Range Pnealty is applied).

Inspiration
Blessing - Level 3
Affects a 3x3 area. All units found in this area have their morale increase by 1, 2, 3, or 3+ based on mastery. 3+ simply means that 3 morale is given and some stat boosts as well, mainly +5% initiative, +1 ATK and DEF.

Freezing Rain
Curse - Level 4
Affects all enemy units. For the duration of 2, 3, 4, 5 turns, based on mastery, all Morale boosts are negated. If Morale of enemy is positive, it becomes 0, it it is negative, it is not affected unless the spell is cast at Expert Mastery in which case the morale is further decreased by 1 in both scenarios. Spellpower further lowers enemy units' DEF by .25 per spellpower, rounded up.

Plague
Curse - Level 4
Curses a 3x3 area. If any cursed unit is adjacent to an allied unit, the Curse is spread, afflicting the new unit for 3 turns, regardless of original impact. The duration  of the original spell is 2, 5, 7, and 8 based on mastery. Spellpower increases damage. Stronger than Decay.

Aerial Impact
Destructive - Level 4
Affects a 5x5 grid. All units found in this grid suffer medium damage and are blown back to an area outside the grid if possible. Mastery affects damage as does Spellpower.

Prismal Energy
Summoning - Level 5
A selected allied unit is surrounded by a source of magical energy. All damage done to the creature is reduced by 10% (no mastery) or 40%. In addition, any attack agains the unit inflicts 20% of the damage to the attacking stack. Spellpower affects duration where duration = Spellpower/2 rounded up.

These are just a list of new spells. I am currently working on a spell mechanic (by working I mean wondering how it would look like) and will be sure to post my ideas for Heroes 6 spells later.

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xerox
xerox


Promising
Undefeatable Hero
posted February 05, 2008 06:41 PM

Unholy Recarnation
Lvl 5 Dark Magic

Raises a dead creature from the dead and transforms him into an tier 7 Undead creature or an Tier 7 Inferno creature.
You will keep the creature after combat if it survives.

For example:

2 Archangel dies. You cast Unholy Recarnation on its corpse.
It awakens on your side as 2 Archdevils or 4 Spectral Dragons.

Guardien Angel
Light Magic lvl 5.

Summons an Guardien Angel to protect an allied creature.
If an enemy attacks the protected creature the Guardien Angel will attack it and if the creature stack dies it will ressurect 35% of its stack (to not make it better then ressurection).

I have lots of more ideas that i will use for Xerox H6 II when the other projet is completed.
(the spell scholls are Destruction, Summoning, Dark, Light and Arcane).
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 05, 2008 07:02 PM

Love spell...friend and foe, noone will be able to attack for the entire battle, except the heroes
____________


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GenieLord
GenieLord


Honorable
Legendary Hero
posted February 05, 2008 07:05 PM
Edited by GenieLord at 19:16, 05 Feb 2008.

I think that we should a completely different magic system than what we have had. My idea is have two categories of spell schools: Elemental and Dimension.

Dimension:
Body
Mind
Soul
Portal

Elemental:
Fire
Earth
Water
Air

Every spell would be belong to two schools. For example: Wasp Swarm would be Portal and Earth spell. Raise Dead would be Soul and Earth (it was an Earth spell on H3).
This way, we can combine between the two great systems we had on HOMM5 and on HOMM3.

If a hero uses a certain spell often, he can learn the second schools of the spell, what we didn't have before. For example, if a hero uses Puffet Master over and over, he can increase the spell's power by learning not only Mind Magic skill, but also Fire Magic. Since you need only one magic school to learn the spell, you have a choise what school to learn (the Dimension or the Elemental) and it's easier to learn spells.

It can help deteminating whether the factions have a theme or a element they are based on.
Humans: Body and Fire
Necropolis: Soul and Earth
Wizards: Portal and Air
Nagas: Mind and Water
Elves: Body and Earth
Demons: Portal and Fire

The problem here is getting everything balanced: The Body, Mind, Soul and Portal schools, and the Elementals schools, so there won't be any obvious choise of the schools that everyone does. It's the hardest part here, actually, and it will take some time.


I guess that 3 spells on every square in the table would be enough (that mean 48 spells overall). The problem is making the power of the three spells on the square equal to the power of the spells on every other square. I'll work on it.

Bless - increases damage.
Damage armor - reduced the unit's defence and cancles bonuses of defence.
Speed - increases speed.
Youth - increases HP [makes the unit younger].
Slow - descreases speed.
Fossilize - same effect as H5 "Blind".
Invisibleness - same effect as the Stalker's "Invisibility" ability.
Freeze - same effect as H5 "deep freeze".
Haste - increases initiative.
Mental Attack - causes damage
Euphoria - increases morale and luck.
Mirror Image - same as H5 "
Etherealness - gives "Incorporeal" ability.
Smoke Cloud - described here.
Summon Storm - described here.

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 05, 2008 09:40 PM
Edited by Orfinn at 21:51, 05 Feb 2008.

Thats a real nice idea you have there GL hope Nival and or Ubi take notice of this!

Just a suggestion

Humans: Body and Fire
Undead: Soul and Earth
Wizards: Portal and Air
Nagas: Mind and Water
Elves: Body and Earth
Demons: Portal and Fire
Avians: Soul and Air
Dark Elves: Soul and Water
Dwarves: Mind and Fire
Humans East: Body and Air


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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 05, 2008 10:33 PM
Edited by mamgaeater at 22:34, 05 Feb 2008.

i would like to see...
5 levels of magic
6 basic elements
14 advanced elements

basic elements include: earth, air, fire, water, light, dark
having two basic elements allows you to upgrade to  an advanced element after you reach expert on both.
advanced element table:
A+E=dust
A+F=smoke
A+W=mist
A+L=holy
A+D=fog
E+W=mud
E+F=lava
E+L=crystal
E+D=metal
W+F=steam
W+L=Freshwater
W+D=Oceanic
F+L=Helios
F+D=Hellfire
D+L=chaos

4 level 1 spells
3 level 2 spells
3 level 3 spells
2 level 4 spells
1 level 5 spells
advanced elements have
10  level 1 spells
8  level 2 spells
7  level 3 spells
5  level 4 spells
3  level 5 spells

elements can be influenced by surrounding so casting earth affiliated spells (including earthen combos) would increase power underground or in a mountain range.
ya know a  more advanced homm 3 system.


____________
Protection From Everything.
dota

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted February 05, 2008 10:50 PM
Edited by Moonlith at 22:53, 05 Feb 2008.

Quote:
I think that we should a completely different magic system than what we have had. My idea is have two categories of spell schools: Elemental and Dimension.

Dimension:
Body
Mind
Soul
Portal

Elemental:
Fire
Earth
Water
Air

Every spell would be belong to two schools


Thanks for mentioning where you got the inspiration from

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InfernoX880
InfernoX880


Promising
Famous Hero
posted February 05, 2008 11:18 PM

Oooh. Plagiarism. Punishable by a 0 in the teacher's gradebook.

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted February 05, 2008 11:22 PM

Puffet master? Lol .

____________
"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted February 05, 2008 11:31 PM
Edited by yasmiel at 23:33, 05 Feb 2008.

In my humble opinion, H4 spellsystem was the best. Note that i don't mean that schools should be tied to factions, but those 5 schooles seemed very good. Its could be done by adding another school to H5, the blue or order school with spells like displacement, steal, blur, teleport(which would fit here better than to life).

About mass spells. I'm voting for removing them completely, and in turn make all "more than one target" spells area based like the disruption ray and dispel work in H5. (or how expert berserk work in h3 if you haven't played h5)

Also, are of effect could be affected by spell power but this is not a must have.
____________

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 05, 2008 11:42 PM

h4 spellsystem was the best
____________
Protection From Everything.
dota

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 06, 2008 12:23 AM

Yes it was.  Though I think it could have used some sort of experience system, i.e. use a certain spell so much and it "levels up" which would give people a reason to use all spells, not just the good ones.  Maybe tied in with expertise in whatever secondary skill it affects.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted February 06, 2008 02:52 AM

Weather Magic!
____________
How exactly is luck a skill?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 06, 2008 02:55 AM

Transmutation. Undead specializations, like Horn of Heresh (major morale damper), and Spirit Ward (light magic imm. to Undead).
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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GenieLord
GenieLord


Honorable
Legendary Hero
posted February 06, 2008 02:26 PM

Quote:
Quote:
I think that we should a completely different magic system than what we have had. My idea is have two categories of spell schools: Elemental and Dimension.

Dimension:
Body
Mind
Soul
Portal

Elemental:
Fire
Earth
Water
Air

Every spell would be belong to two schools


Thanks for mentioning where you got the inspiration from


Actually I didn't.
Only AFTER I wrote it, Alc told me you've already done something similar, but he suggested to post it anyway. I guess we both meant to the same concept, only the names are different. We can cooperate.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 06, 2008 06:39 PM
Edited by alcibiades at 18:40, 06 Feb 2008.

I think of all the magic systems I like best the Heroes 5 magic system. The reasons for this is the following:

- Specialized classes ensures that Magic skills are not über powerful. A good example of something that failed this was Heroes 3 Earth Magic: With spells like (Mass) Slow, (Mass) Shield, Resurrection, Meteor Shower, Implosion and Town Portal in one spell school, you were virtually omnipotent with this magic school alone. In combination with the equally impressive Light Magic, you were virtually unstoppable.

- Skills and Perks provide a good way of implementing advanced effects. Heroes 3 spell schools tend to offer you too much on the Mass-spell account, whereas the idea of Mass Spells being separate skills seems a bit unsatisfactory to me, as you might end up with the basic spell without having the advanced spell, even at highest mastery.

- Finally, Light, Dark, Summoning and Destructive Magic seems like thematically sound separations, and even if it did take me some time to realize, each school has something unique to offer.




Like so many other here, I have been working on a concept for Heroes 6, including the magic. I will outline here briefly the thoughts I have done:

- Like Heroes 5, I work with specialized Magic schools.
- There are 6 schools of magic: Divine, Profane, Arcane, Druidic, Order and Chaos. Several of these correspond closely to current Heroes 5 schools, for instance Divine = Light, Profane = Dark and Arcane = Summoning.
- Spells come in 5 levels.
- There are 4 levels of mastery: None, Basic, Advanced, Expert.
- Each school has 4 spells at each level, corresponding to a total of 20 spells in each school.
- Each school has 4 classes of spells. For instance, Divine spells are divided into Abjurations, Blessings, Healing spells and Transformations.
- Each class comes with a Perk ("Master Of" ability) that opens a Master effect of the spell, no matter the mastery.
- The is one spell of each class on each level.

To see detailed info for each school, click the image links below. All this is WIP.



____________
What will happen now?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted February 06, 2008 07:24 PM

OMG, THAT ROCKS!!!!!
____________
Love, Laugh, Learn, Live.

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 06, 2008 07:29 PM
Edited by Orfinn at 19:54, 06 Feb 2008.

I thought I had great ideas for a new spell system, but I see you guys surpass me with miles

Great proposal you too alci, It looks damn solid and is exactly what I want to see in HOMM sequels. To bad i cant give any QP
I love how air and fire teams up against water and earth. Now if this system get a pass into H6, I'll give a new meaning to my favorite word...firestormer

Speaking of "master of" yeah I really miss earth advancement in the destructive school in HV, since its limited to 3 abilities only. And also ability perks for the lightning mastery

But Alcibaldes:

-Are there restrictions on how many schools each hero can learn?
-Depending on hero class and which town you start with?
*Academy/Order/Tower towns have mainly Arcane and Order spells in their guilds and the Wizards can only truly master these?

? for Fog in Druidic magic could be lets say -1 morale/luck?

Also when I try to save these pics..they turn out 0x0
____________


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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted February 06, 2008 09:57 PM

I bow down to Alc's spell Ideas.
____________
How exactly is luck a skill?

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