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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 · «PREV
angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted February 06, 2008 10:20 PM

Very nice job here Alci....2 extra doughnuts for you in the Squad
____________
Better judged by 12 than carried by 6.

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Andrelvis
Andrelvis


Adventuring Hero
posted February 07, 2008 01:05 AM

I would like to see a system that would be like GL's, but instead of Body, Mind, Soul and Portal, having Destructive Magic, Dark Magic, Light Magic and Summoning Magic. So: Water and Destructive Magic = Ice Bolt, and so on.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted February 07, 2008 01:15 AM

Alc for president!!

Except few spells here and there, its the best spell system I've seen so far.
____________

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 07, 2008 04:13 PM
Edited by alcibiades at 16:14, 07 Feb 2008.

Quote:
But Alcibaldes:

-Are there restrictions on how many schools each hero can learn?


There are no restrictions to the number of Magic skills you can learn - you can build your Hero to have all 6 magic skills (at current stage of work, Hero will have 8 skills). However, since Hero can only learn 3 perks from each skill, you cannot master all 24 classes.

Quote:
-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?


The complete spell-to-faction distribution is not quite settled yet. The most likely plan works with 3 related magic schools for each faction - for instance, Academy will be Arcane, Order and Divine. Whether all three schools are equally strongly represented is not yet decided.

This will mean that the town will only provide access to a limited number of spell types - even so, your Hero will still be allowed to take skills outside this, just as with current system. However, chances of these skills to occur will be likewise lower.

It might turn out that a faction has one of the three schools as particularly favored - for instance, Academy might have Arcane as most favored. This might open a door for a wider introduction of the "Shatter Magic" skills, as each faction might not be allowed to learn the opposed school to the favored one, but rather the Shatter skill. Thus, Academy might favor Arcane and have Druidic as forbidden. This is not yet decided.

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


I can send you full-size images if you give me your e-mail in PM.

Quote:
Alc for president!!

Except few spells here and there, its the best spell system I've seen so far.


Thanx. I know a few spell concepts are a bit dodgy, needed to fill a few gaps - if you have any questions or suggestions to specific spell slots, please let me know.
____________
What will happen now?

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Galev
Galev


Famous Hero
Galiv :D
posted November 05, 2008 09:20 PM

Hmm... I hope noone gets hurt, but I don't like these magic systems. I mean most of them that are created by the members. I think they are too complicated. For example GL's and Alc's have more "school types". For me it makes it confusing, overcomplicated. I can't think of anything better.
I liked the system of all the games I played (from HoMM2 to HoMM5). And i found the next one even better. Really. I found H2 okay. Then in H3 magic skills came to empower spells (including sorcery etc) and Might towns were restricted in mage guild level. In H4 there were 'unique' schools for every factions and a simple commoner couldn't wield lightening or implosion. There were many spells as well. And the skill system was good enough for me. And here is H5 which I think is the best, repairing many flaws: not a swarm of spells, with some of them being almost useless; simple spells can be learned by every hero; spellpower is back; high level spells are only for the magelings; specials for enhacing spells and good spell-like abilities.

H5 is of course not perfect, and there are people who know these flaws better than me (most probably GL and Alc are people like this).

So I liked all the different systems of the games yet, but I don't really like Alc's or other's. They seem too hard to master and understand with all those sub-specs and stuff. It is only my humble opinion though.
__________________________________________________________________

Some spells I would like to see:

Magic manipulation: Things like steal enchantement, but even more:

Negation: there could be 2-3 levels/kinds of this. The idea is to convert a spell effect to it's opposite. Slow<-->haste bless<-->curse etc. It could affect one spell on one creature; all spells on one creature;all spells on one side (you/opponent); and all creatures. It's details would of course need consideration as there are not an opposite for every spell.
Magic mirror: It would be good to have it back. I'm not sure what efficiency would be the best (X% to reflect; reflect X% of effect etc.)
Repel curse: the contrary of steal enchantement. Give the enemy their curses back
____________
Incidence? I think it's cummulative!

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xerox
xerox


Promising
Undefeatable Hero
posted November 05, 2008 09:43 PM
Edited by xerox at 21:45, 05 Nov 2008.

There would be seven original magic schools: Arcane, Light, Dark, Destruction, Nature, Summoning, Elemental

Nature is basically Adventure spells (I have not uploaded the adventure magic spells and yes - its a real spell school now).

And these would be the spells (copied from my "Xerox HoMM6 II":
As you might notice some of them (in the end, all will be) are splitted into sub-schools. Like Light magic is splitted into "Life, Wrath" and "Benediction" and Destruction into "Ice, Fire" and "Energy".
But I wont post all that here, its all in my homm6 thread.


Light Magic...
is great for blessings. It makes your creatures stronger and tougher.
But Light Magic can also be used to counter evil factions and dark magic. Mostly good factions focus on the teachings of Elrath.
Light Magic can also heal, protect, cleanse and ressurect your creatures.
Splitted into Life, Wrath and Benediction.

Divine Strenght: Increses targets attack by 1/2/3 for 1/2/3 turns. Wrath spell.

Divine Protection: Increases targets defense by 1/2/3 for 1/2/3 turns. Benediction spell.

Heal: Heals 33/66/100% of the targets health points. Life spell.
With enough spellpower you will over heal, which may ressurect some creatures.

Hope: Increases morale of the selected creature by 1/1/2 for 1/2/3 turns. Benediction Spell.

Inner Light: Increases luck of the target by 1/1/2 for 1/2/3 turns. Benediction Spell

Level 2

Cleanse: Dispells 1/1/2 positive magic effects from enemy creatures or 1/1/2 negative magic effects from friendly creatures. Checks against caster level to dispell effects, so low level caster would be unlikely to dispel magic cast by high level mage.
Life spell.

Shadow Ward: Creatures gets a 20/30/40% chance to resist dark magic spells for 1/2/3 turns. Wrath spell.

Weaken Darkness: Weakens a evil creature, making him take +10/20/30% more damage from good creatures for 1/2/3 turns. Wrath spell.

Faith: Increases health points of a creature. Health points gained depends on creatures tier level. Lasts 1/2/3 turns. Life spell.
Tier 1 = 1/2/3 extra hp.
Tier 2 = 2/3/4 extra hp.
Tier 3 = 3/4/6 extra hp.
Tier 4 = 4/5/7 extra hp.
Tier 5 = 5/8/9 extra hp.
Tier 6 = 6/9/10 extra hp.
Tier 7 = 7/10/12 extra hp.
Tier 8 = 8/11/13 extra hp.

Divine Fury: Increas maxium damage of a creature. Extra damage depends on creatures level. Lasts 1/2/3 turns. Wrath spell.
Tier 1 = 1/2/3 extra dmg.
Tier 2 = 2/3/4 extra dmg.
Tier 3 = 3/4/5 extra dmg.
Tier 4 = 4/5/6 extra dmg.
Tier 5 = 5/6/7 extra dmg.
Tier 6 = 6/7/8 extra dmg.
Tier 7 = 7/8/9 extra dmg.
Tier 8 = 8/9/10 extra dmg.

Level 3

Health Regenration: Heals 40/60/80% of creatures health each turn. Lasts 1/2/3 turns. Life spell.
Good spellpower can over heal the creature, ressurecting some creatures.

Holy Wrath: Deals medium/high/enourmous direct damage to a evil creature. Wrath spell.

Exorcism:  Destroys 30/40/50% of a summoned creature stack. This included gated & ressurected units etc. Wrath spell.
High spellpower might kill ALL summoned creatures in a stack.

Truce: Enemy cant attack you and you cant attack the enemy for 1/2/3 turns. You will however be able to cast spells on your own creatures and so will the enemy be able to do.
Benediction spell.

Level 4

Destroy Evil: Deals very low/low/moderate holy damage to all the evil creatures on a battlefield. Wrath spell.

Guardien Angel: Summons a angel to guard a selected friendly target on the battlefield. The angel will heal the target and sometimes help it retailate against enemy attacks. Lasta 1/2/3 turns. Spell mastery depends on the amount of damage the angel deals and the amount of hit points it will heal. Guardien Angel cant be killed and only disappears if dispelled or exorcised, the protected creature dies or hero loses a fight and flees. Life spell.
With high spellpower the Guardien Angel can over heal, ressurecting some creatures in a stack.

Elraths Tear: Increases attack, defense, iniative and speed to a creature for 1/2/3 turns. Benediction spell.
Basic Mastery: 1+ on all those stats.
Advanced Mastery: 2 attack, defense and 1 of the other stats.
Expert mastery: 3 attack, defense and 1 of all the other stats.

Level 5

Resurrection: Resurrects creatures in target friendly stack permamently. Amount of creatures ressurected depends on creatures level, mastery and spellpower. Life spell.

Divine Venegance: Inflicts holy damage to selected creature that depends on the number of enemies selected creature killed from the beginning of combat. Extra damage depends on mastery. Wrath spell.


Dark Magic...
makes your enemies weak so you can kill them easier. Its the opposite of Light Magic. And focuses from curses to poisons.
At higher level dark magic will let you ressurect your enemies... as demons and make your enemy creatures frenzied, making them destroy each other. As i said before, its the opposite of dark magic and mostly evil factions use it plus it can be used well againat good factions. Dark magic is splitted into Blight, Death and Shadow spells.

Demolish Armor: Reduces a enemy creatures defense by 1/2/3 for 1/2/3 turns. Death spell.

Weakness: Reduces a enemy creatures attack by 1/2/3 for 1/2/3 turns. Shadow spell.

Sickness: Reduces a enemy creatures maximal damage. Lasts 1/2/3 turns. Cretaures level depends on the number of damage reduced. Blight spell.
Tier 1 = 1/2/3 less dmg.
Tier 2 = 2/3/4 less dmg.
Tier 3 = 2/3/3 less dmg.
Tier 4 = 3/4/5 less dmg.
Tier 5 = 3/4/5 less dmg.
Tier 6 = 4/5/5 less dmg.
Tier 7 = 4/5/6 less dmg.
Tier 8 = 5/6/7 less dmg.

Sacrifice: Sacrifices a friendly creature for mana or health. Mana or health gained depends on the creatures level and the number of creatures and mastery and spellpower.
You will be able to choose to sacrifice for mana or health on Battle Mode. Death spell.
Tier 1 = 0,1/2/3 mana or 0,5/6/7 health per creature.
Tier 2 = 0,3/4/6 mana or 0,7/8/9 health per creature.
Tier 3 = 0,6/7/8( mana or 0,9/100/1,1 health per creature.
Tier 4 = 0,8/9/10 mana or 1,1/2/3 health per creature.
Tier 5 = 1,1/2/3 mana or 1,3/1,4/1,5 health per creature.
Tier 6 = 1,3/4/5 mana or 1,5/6/7 health per.
Tier 8 = 60/70/80% of your health and mana per creature.
Tier 7 = 1,5/6/7 mana or 1,7/8/9 health per creature.

Accurse: Reduces a enemy creatures morale by 1/2/3 for 1/2/3 turns. Death spell.

Sorrow: Recues a enemy creatures luck by 1/2/3 for 1/2/3 turns. Death spell.

Level 2

Death Wail: Reduces creatures mana by 2/4/6 for 1/2/3 turns. Death spell.

Slow: Reduces creatures speed and iniative by 1/2/3 for 1/2/3 turns. Shadow spell.

Corrupt: Deals damage to the creature each turn. Damage is half of the creatures normal damage. Lasts 1/2/3 turns. Shadow spell.

Fever: Reduces creature maxium health points for 1/2/3 turns. Health points removed depends on the creatures level. Blight spell.
Tier 1 = 1/2/3 less hp.
Tier 2 = 2/3/4 less hp.
Tier 3 = 3/4/5 less hp.
Tier 4 = 4/5/6 less hp.
Tier 5 = 5/6/7 less hp.
Tier 6 = 6/7/8 less hp.
Tier 7 = 7/8/9 less hp.
Tier 8 = 8/9/10 less hp.

Blackout: Stuns the creatures for 1/1/2 turns, making him lose all iniative. Spellpower increases the duration and knowledge lowers mana  cost on this spell. Shadow spell.

Level 3

Soul Shield: Summons an invisble shield around the caster. Offensive spells and melee attacks will be reflected, harming the caster of attacker in progress. Damage depends on mastery. Lasts 1/2/3 turns. Death spell.
Basic = 15% of damage is reflected.
Advanced = 30% of damage is reflected.
Expert = 45% of damage is reflected.

Shadow Fire: Deals medium/high/enourmous direct damage to a good creature. Shadow spell.

Dark Vision: Blinds the target in darkness, making him lose all iniative for 2/4/6 turns. Damage may break this effect. Spellpower increases the duration and knowledge lowers mana  cost on this spell. Death spell.

Poison Cloud: Shoots a cloud of poison at an area, dealing damage to everybody except undead in that area. Damage is 15/20/25% of their own damage and there is a 5/8/12% chance that they will be inflicted by "Corrupt" on basic mastery. Blight spell.

Level 4

Plauge: Reduces attack, defense, iniative and speed to a creature for 1/2/3 turns. Blight spell.
Basic Mastery: -1 on all those stats.
Advanced Mastery: -2 attack, defense and -1 of the other stats.
Expert mastery: -3 attack, defense and -1 of all the other stats.

Destroy Good: Deals very low/low/moderate darkness damage to all the good creatures on a battlefield. Shadow spell.

Blood Bond: Selected friendly creature gets the ability to drain life just like vampires, however 20/25/30% of the health drained is converted to health on battle mode for might heroes and mana to magic heroes in battle mode. The damage drained on normal mode is converted to mana. Lasts for 1/2/3 turns.
The damage the creature who has this spell on it will convert 5/10/15% of the damage he deals to health points.
Blight spell.

Level 5

Frenzy: Drives target stack of creatures frenzy. Frenzied stacks attacks all other creatures and war machines and strikes the nearest one with 10/20/30%% more damage. Lasts 1/2/3 turns. Blight spell.
The spell does not work on undead, elemental and mechanical units or illusions.

Urgash Call: Ressurects a dead body of a non-demonic creature on the battlefield into a demon on your side.
The corpse will disappear and a demon of the same tier will appear.
15/20/25% of the stack is ressurected as demons. Shadow spell.
For example, i have expert mastery with my Wizard. I kill all of the enemies 100 Inquistors. Then i can ressurect them to my side as 25 Incubi.

Destruction Magic...
lives up to its name. Its all about destruction and magic.
With Arcane Magic you can kill the whole enemies army in two turns. Destruction can be used from slaugthering armies to shatter even the greatest walls. Destruction allows you to destroy and burn and freeze creatures. Yes, Destruction Magic is VERY VERY destructive.
Destruction magic is splitted into Cold, Energy and Chaos.

Burn: Burns the enemy for 1/2/3 turns, causing very low/low/moderate fire damage each turn. Chaos spell.

Wind Blast: Blasts the enemy with the powers of wind, pushing the enemy 1/1/2 tile(s) backwards and does very low/low/moderate direct air damage. Energy spell.

Freeze: Freezes a enemy creature, affected enemies will have a 2/4/6% chance to lose their turn for each tile they walk. Lasts 1/2/3 turns. Flyers, teleporters, swimmers etc are not affected. Cold spell.

Flame Arrow: Sends a arrow of fire at a enemy creature, causing low/moderate/high direct fire damage. Chaos spell.

Earth Shudder: Shakes the earth in a small area, causing low/moderate/high damage to building and underground creatures. Energy spell.
Affected area is 3x3 tiles.

Fire Traps: Summons 5/6/7 fire traps on the battlefield, causing very high fire damage to a enemy creatures if he steps on it. Lasts 1/2/3 turns. Chaos spell.

Level 2

Firewall: Creates a wall of fire dealing fire damage to anyone how steps through it. Lasts 1/2/3 turns. Chaos spell.
Area is 1x1/1x2/1x3.

Fire Ring: Creates a 1x1/2x2/3x3 ring of fire around a creature dealing fíre damage to anyone who steps out of it. Lasts 1/2/3. Chaos spell.

Ice Bolt: Sends a bolt of ice at a enemy creature, dealing moderate/high/lethal damage to the creature. Cold spell.

Ice Block: Imprions a creature of either side by a block of ice, making him lose all iniative for 1/2/3 turns. The Ice Block has 100/200/300 health points and 8/16/24 defense. Cold spell.

Lightning Bolt: Sends a bolt of lightning at an enemy creature, dealing high/lethal/enorumous damage to the creature. Cold spell.

Level 3

Fireball: Sends a great ball of fire to destroy an area on the battlefield. Deals moderate fire damage to all creatures in the area. Chaos spell.
Area is 2x2/3x2/3x3

Meteor Shower: Calls down some meteros in a small area to crush the enemies. After that there is also a 5/10/15% chance they will be stunned, making them lose all iniative for 1 turn. Chaos spell.
Area is same as fireball but improves with spellpower.

Storm: Summons a great storm over an area, sending down basic lightning bolts for 1/2/3 turns. Energy spell.
Area is 3x3/4x4/5x5

Ice Ring: Deals low/moderate/high ice damage to all units surrounding the target spot. Cold Spell.
Similar to fire ring except i deals fire damage and is a round version of fire wall.

Level 4

Chain Lightning: Deals moderate/high/lethal air damage to several adjacent creatures (up to 2/3/4), starting with the selected one. Every next creature in the chain gets 40/60/80% of the damage inflicted to the previous one. Energy spell.

Inferno: Causes a huge blast of fire to strike the selected area. Damage depends on the number of evil creatures you have in your army. Chaos spell.
Area is 3x3/4x4/5x5 and each evil creature is 1 damage, no mather what tier it is.

Avalanche: Summons a avalanche to a large area, causing everybody to take 15/30/45% increased damage from frost spells. Cold spell.
Area is 3x3/4x4/5x5.

Level 5

Implosion: Deals high/lethal/enourmous damage to a single targeted enemy unit. Energy spell.

Armageddon: Deals moderate/high/lethal fire and earth damage to all creatures and war machines on a battlefield and local physical damage in the point of impact.
And in addition 1/2/3% chance that they will get stunned for 1 turns, losing all iniative. Chaos spell.


Arcane Magic...
is the sorcers best friend. Arcane Magic can be used to both restore mana, destroy mana and empower your spells and add specials abilities to your creatures.
You can combo arcane magic with destruction magic for ultimate apocalypso.

Magic Missile: Sends a magical missile at a enemy creature dealing very low/low/moderate damage to it and destroys 3/4/5 mana.

Resistance: Reduces all magical damage taken by 10/20/30% for 1/2/3 turns.

Move Creature: Moves a creature 1/2/3 tiles backwards.

Restore Mana: Restores 2/3/4 mana.

Invisibility: Turns a friendly creature invisible for 1/2/3 turns. While invisible the creature cant walk, attack or cast spells.

Empower: Empowers a creature for 1/2/3 turns. If used on allies then that creature will deal 10/15/20% more spelldamage and regenrate 1/1/2 mana each turn. If used on an enemy spells on that creature will be empowered, making all creatures deal 5/7/10% more spelldamage against that target and destroys 1/1/2 mana per turn.

Level 2

Arcane Barrier: Creates a arcane barrier on the battlefield, blocking a small part of the battlefield. You can acctualy choose which spell rank you want to cast.
If a area is surroanded with árcane barriers then casters in there will get Empower spell on them with basic/basic/advanced mastery. Lasts 1/2/3 turns.
This is the affected areas. A = Arcane Barrier, X = Tiles
Basic: xxAAxx
    xxxxxxxx

Advanced:xAAAxx
       xxxxxx

Expert:xAAAxx
     AxxxAx    

Mana Shield: Creates a shield of arcane energies around a creature protecting the target against mana draining or mana destroying effects and the creature will restore mana equal to the damage gained from enemy attacks. Each 25 damage restores 1/2/3 mana. Lasts 1/2/3 turns.

Remove: Removes a small/normal/large sized object on the battlefield.

Mana Drain: Drains 2/4/6 mana from a enemy hero or caster. The mana can be transferred to a hero or a allied caster creature.

Mana Explosion: Creates a small explosion arcane powers, destroying 1/2/3 mana for all creatures in a area of 2x2/2x2/3x3 tiles. In addition, each mana drained will deal 20/40/60 damage.

Level 3

Teleport: Teleports the creature one thrid/half/anywhere on the battlefield. Cannot teleport past walls.

Confusion: Confuses the target, making them not know what they do on the battlefield.  For example the creature can stop retailating, casting spells, shooting or even attack there own allies or do nothing. Spellmastery and spellpower decides the power of the spell and the power of effects and reduces mana cost.
Lasts 1/2/3 turns.

Mana Regenration: Creature regenrates 1/2/3 mana each turn for 1/2/3 turns.

Empower Area: Empowers a area on the battlefield for 1/2/3 turns. If  allies stand in the empowered area then those creatures will deal 5/7/10% more spelldamage and regenrate 1 mana each turn. If enemy creatures stand on the empowered area your own creatures deals 2/3/5% more spelldamage against those creatures and destroys 1 mana per turn.

Level 4

Portal: Creates a portal on the battlefield for 1/2/3 turns. The portal can teleport friendly creatures over one third/half/anywhere on battlefield.

Reflection: Creature reflects all level 1/2/3 spells beign shoot at the creature. Including mass and area of effect spells. Spell mastery and rank depends on the success rate of reflecting a spell. 45/30/15% success rate for masteries and 22/15/7% chance for spell ranks.

Levitate: Gives the creature the flyer ability for 1/2/3 turns.

Level 5

Hypnotize: Hypnotizes a enemy creature, forcing him to fight at your side for 1/2/3 turns or when 500/1000/1500 damage has been dealt to it. Spellpower makes the creature be able to take even more damage before hypnotize breaks.

Arcane Armour: Encloses target stack with magical energy shield that partly drains all damage dealt to the stack.
The shield's Hit Points is moderate/high/enourmous.
It drains 20/30/40% of the damage dealt to the target.

Summoning Magic...
lets you summon creatures from your towns and summon neutral creatures. Summoning Magic will also allow you to gather rescourses on the battlefield.
For example, they can transform corpses to rescourses and steal gold from the enemy hero. It also allows you to summon objects on the battlefield (which you also can turn into rescourses  
In other words, almost adventure magic but on the battlefield.
Adventure Magic will just be like a normal spell school and some factions are better at it then others. Like all other spell schools it will have 15 spells and will be remade and fleshed out.
Wood Elves will have a racial skill similar to adventure magic, Enchanments of Nature. Summoning Magic is divided into Animation, Creation and Spellweaving.

Entangle: Entangles the creature, making him not able to move but may shoot, do commands, perform certain abilities and cast spells. Lasts 1/2/3 turns. Has a 50/40/30% chance to break on damage. Animation spell.

Wasp Swarm: Summons a horde of wasps to attack the selected enemy creature for 1/2/3 turns, making him take damage each turn. Damage depends on the iniative and speed of the creature, the higher speed and initive, the more enraged the wasps will be and do more damage each turn. Spellweaving spell.
1 Speed = 5/10/15 damage per turn. So a creature with 8 speed would get 120 damage per turn with expert mastery and without further buffs or spellpower.

Call Creature: Summons a tier 1 neutral creature which you can choose. The stats are +25/50/75% of the creatures normal stats. Animation spell.

Conjure Corpse: Conjures a dead corpse on the battlefield to rescourses. Rescourses gained depends on the level and number of creatures and mastery. Creation spell.
One Level 1 Creature = 0,1/0,2/0,3 Wood
One Level 2 Creature = 0,2/0,3/0,4 Wood, Mercury
One Level 3 Creature = 0,3/0,4/0,5 Wood, Mercury, Sulfur
One Level 4 Creature = 0,4/0,5/0,6 Wood, Mercury, Sulfur, Gem
One Level 5 Creature = 0,5/0,6/0,7 Wood, Mercury, Sulfur, Gem, Crystal
One Level 6 Creature = 0,6/0,7/0,8 Wood, Mercury, Sulfur, Gem, Crystal and 5/10/15 gold.
One Level 7 Creature = 0,7/0,8/0,9 of all Rescourses and 10/15/20 gold and 0,2 Runestone is you are Stronghold.
One Level 7 Creature = 0,8/0,9/1 of all Rescourses and 15/20/25 gold and 0,3 Runestone is you are Stronghold.



Summon Stone: Summons a stone which cant be moved or destroyed (only dispelled) at the size of 1x1 tile. Creation spell.
Conjures into 1/2/3 Mercury. Lasts 1/2/3 turns.

Steal: Steals 1/2/3% of the enemies gold. Spellweaving spell.

Level 2

Summon Net: Summons a net to imprison the creature for 1/2/3 turns, making him not able to move but may shoot, do commands, perform certain abilities and cast spells.
If the nets duration is finished or the spell is dispelled the net will turn into snakes. Damaging the creature for 5/10/15% of its own damage for 1/2/3 turns. Creation spell.

Call Lethal Creature: Summons a tier 2 neutral creature which you can choose. The stats are +25/50/75% of the creatures normal stats. Anímation spell.

Summon Large Tree: Summons a large tree at the size of 2x2 tiles and cant be moved or destroyed (only dispelled).
The tree conjures to 1/2/3 wood. Lasts 1/2/3 turns. Creation spell.

Summon Wisp: Summons a wisp to fool enemy creatures, making them attack it. The wisp has 100/200/300 health points, incorporeality ability and 5/10/15 defense but cant to anything. Lasts 1/2/3 turns. Animation spell.

Raise Dead: Reanimates creatures in target friendly stack. Undead creatures are ressurected, other creatures are re-animated for the duration of the battle only. After this spell has been cast the hit points of the creature is reduced by 30/20/10%.
Spellpower further increases the health points. Spellweaving spell.

Level 3

Summon Pond: Summons a pond on the battlefield covering 3x3 tiles. It cant be moved or destroyed (only dispelled). Conjures into 1/1/2 gems and crystal. The Palace factions aquatic creatures can swim through it, increasing their stats even further. Lasts 1/2/3 turns. Creation spell.

Call Powerful Creature: Summons a tier 3 neutral creature which you can choose. The stats are +25/50/75% of the creatures normal stats. Animation spell.

Fade: Fades away the creature, causing ranged attacks to do 30/40/50% less damage and both melee and ranged attacks has a 7/14/20% to miss the creature for 1/2/3 turns. Spellweavign spell.

Fog: Summons a fog around a area of 2x2/3x3/4x4 tiles. Enemy shooters who stand within it will do 10/20/30% less damage with ranged attacks. Spellweaving spell.

Level 4

Mist Warriors: Copies the selected friendly unit. The copy cant cast any spell or use any ability and disappears as soon as it receives any damage but has got the incorporeal ability. Lasts 1/2/3 turns. Spellweaving spell.


Incorporeality: Creature gains the incorpreal ability for 1/2/3 turns. Spellweaving spell.
Mist Warriors stack with this, so it gains 100% incorporeality

Conjure Object: Conjures a object that is 1x1/1x1-2x2/2x2-4x4 tiles large on the battlefield to rescourses. Higher spellpower gives even increased size and effect. Creation spell.
Can be any object on the battlefield, from stones to big mushrooms.

Level 5

Summon Creatures: Summons allied creatures to the battlefield from anywhere on the map. Mana cost is the spells cast plus the amount of creatures summoned. With high spellpowe reduces mana even more. Animation spell.
Tier 1- 0,4/0,5/0,6 mana per creature.
Tier 2- 0,5/0,6/0,7 mana per creature.
Tier 3- 0,6/0,7/0,8 mana per creature.
Tier 4- 0,7/0,8/0,9 mana per creature.
Tier 5- 0,8/0,9/1 mana per creature.
Tier 6- 0,9/1/2
Tier 7- 1/2/3 mana per creature.

Fountain of Life: Creates a fountain of life at an area of 3x3, friendly creatures surroanding it will get 70/140/190% of their health healed each turn and 10/20/30% of their mana restored each turn. High spellpower can overheal, ressurecting some of the creatures. Lasts 1/2/3 turns or untill removed or conjured. Creation spell.
Conjures into 5 of each rescourse, including food. This is the only object which conjures to food.


Elemental Magic...
was the orginal magic school learnt by Asha to Sar-Elam, the first avatar but the Seveneth Dragon.
Elemental Magic is like a mix of all other magic schools. You can summon great volcanos, maelstroms, tornados and other elemental powers.
Elemental Magic will allow you to do everything from creating elemental shields, experiment with the forgotten element of time to raise gigantic volcanos from the very core of Ashan to damage enemies and summon Fire Elementals at the same time.

Water Shield: Creates a shield of water to protect a creature. The creature takes 30/40/50% less damage from air spells and abilities and restores 0,5/1/2 mana per turn for 1/2/3 turns.
Lightning sub-group doesnt count.

Stone Spikes: Raises stone spikes from the earth in a area of 1x1/2x2/3x3, impaling all creatures in that area with earth damage.

Flame Orb: Creates a orb of fire inside a enemy creatures corpse. The Flame Orbs damage increases by 3/6/9% for each turn untill the hero releases it and it explodes.
The Flame Orb will automaticaly explode if not released after 2/3/4 turns.

Storm Wind: Increases creatures iniative and speed by 1/1/2 for 1/2/3 turns.

Hurricane: Engulfs a enemy creature in a hurricane. Incrasing water and ice damage dealt to the creature by 25/50/75%.
While engulfed in the hurricane the creature cannot move with free will, the hurricane will automaticaly move him around the battlefield. Only spells and ranegd attacks can hit the target will in hurricane but ranged attacks have a 80/70/60& to miss and spells 60/50/40% to miss. Lasts 1/2/3 turns.

Quicksand: Transforms the terrain in an area of 3x3/4x4/5x5 to quicksand. Walking into quicksand ends a unit's movement for 1/1/2 turns and makes it visible to all. Lasts 1/2/3 turns.

Level 2

Earth Shield: Creature takes 40/50/60% less damage from time and arcane spells and gets 20/40/60% magic resistance for 1/2/3 turns.

Air Shield: Creature takes 40/50/60% less damage from fire spells and 30% less damage from Magma spells. All kinds of attacks except spells also have a 10/25/45% chance to miss the creature for 1/2/3 turns.

Rain: Calls rain from Shalassa, increasing the effect of water and ice spells by 10/20/30% and reduces the effect of fire spellls by 20/30/40% and magma spells by 10/15/20% for 1/2/3 turns.
Aquatic creatures also get 0/1/1 speed and iniative.

Sandstorm: Summons a fiercy sandstorm from the earth. The sandstorm is 3x3 tiles big and any enemy creatures who get 1/2/2 tiles close to it will get a 15/30/60% chance to be blind, losing all iniative, for 1/2/2 turns. Lasts 1/2/3 turns.
Moves automaticaly.

Heat: Summons heat from far benath the earth.
Increasing the effect of fire and magma spells by 10/20/30% and reduces the effect of water spells by 20/30/40% and ice spells by 10/15/20% for 1/2/3 turns.
Aquatic creatures also loses 0/1/1 speed and iniative.

Level 3

Time Shield: Creature takes 50/60/70% less damage from water and ice spells and creature is completly immune to any stun or slow spell. Creature has a 15/30/45% chance to reflect spells for 1/2/3 turns.

Fire Shield: Creature takes 30/40/50% less damage from water, íce and earth spells for 1/2/3 turns. Affectec creature also deals low/moderate/high damage to any attacking creature for 2/3/4 turns.

Summon Elementals: Summons elementals to aid the hero on the battlefield. The type of elementals are one of 4* diffrent elementals depending on terrain. The number of elementals depends on the heroes level, creatures tier, spellpower and mastery.
* in the Prequel to Destruction expansion the Time elementals will also be able for summon and become avaiable.

Fireblast: Summons a enourmous ball of fire to fire damage the enemy in a area of 2x2/3x3/4x4 and make them 30/40/50% more vurnuble to fire and magma damage. The duration lasts the whole battle.
The ancestor of the Fireball.

Level 4

Lightning Sphere: Calls out for the wrath of Sylath to execute enemies. Summons a slow traveling sphere of thunders at the size of 2x2/2x2/3x3 tiles to attack all enemies in the range of 1/1/2 tiles for lightning damage around it. The damage is moderate/high/very high. Lasts 1/2/3 turns.

Tornado: Sylath blows with his wings, causign a tornado to engulf enemies. The tornado, like Lightning Sphere and Sandstorm, automaticaly moves around on the battlefield and affects enemies with basic/advanced/advanced hurricane (which doenst move around).
All enemies that is 1/1/2 tiles away from the tornado will have a 20/45/60% to be affected.
Lasts 1/2/3 turns.

Time Rift: Creates a rift in time, moving a friendly creature 1/2/3 spots forward through the Iniative Bar or a enemy creature 1/2/3 spots backwards on the iniative bar..

Level 5

Shalassas Fury: Calls upon the fury of Shalassa, creating a 2x2/3x3/4x4 wide maelstrom.
The maelstrom will randomly spawn out 3/7/11 Water Elementals and will drain enemy creatures to it, drowning them for 1/2/3 turns.
Lasts 1/2/3 turns.

Arkaths Wrath: Calls upon the wrath of Arkath, creating a 2x2/2x2/4x4 wide volcano.
The volcano will randomly spawn out 4/8/15 fire elementals and send down meteors all over the battlefield, which has a 20/15/10% chance to hit your own creatures too and a 20/35/45% chance to hit enemy creatures.


____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 05, 2008 09:47 PM

Please, could you try to make a bit of formating (bold, underline, etc.) to make it more readable? Monsterposts like that one is almost unbearable.
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xerox
xerox


Promising
Undefeatable Hero
posted November 05, 2008 09:49 PM

I copied it from my thread so of course it becomes very weird

And im to lazy to change it
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted November 05, 2008 10:04 PM

Never seen this thread before... Alc, your spell system rocks!!
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rubycus
rubycus


Known Hero
-student of the mind-
posted November 08, 2008 06:19 PM
Edited by rubycus at 16:57, 10 Nov 2008.

Personally, I'd like a new Curse of the Netherworld and a new Holy Word. I'd like to see the Holy Word and the Curse of the Netherworld both dealing damage to enemies and healing (with resurrection/raising) allies. The healing effect should only be 1/3 (perhaps 1/4?) of the damage dealt. Additionally there should also be normal Resurrection and Raise Dead spells with full ressurection/raising.

This would mean (based upon H5 factions) that when casting the Holy word spell creatures from Necropolis and Inferno factions recieve damage and creatures from factions Haven, Academy, Sylvan, Dungeon, Fortress and Stronghold recieve healing equally to 1/3 (1/4?) of the damage dealt. And Vice Versa.
What do you think?
____________
A prudent question is one-half of wisdom.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 10, 2008 08:29 AM

Well on a side-note, I think that it doesn't make sense that Holy Word affects only 2 factions while Curse Of The Netherworld affects 6. There should be a balance (50 % for each).

I think that from a logical point of view, what you suggest is reasonable, but I'm afraid of the in-game effect - post 3.0, both HW and COTN are pretty powerful spells as it is, and if we add a healing effect, we would need for them to go back to doing lousy damage in order to not be completely imbalanced. While that could work, somehow I like it better as it is - history tends to show, that a spell that's good at one thing is more usefull than a spell that's mediocre at two.
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rubycus
rubycus


Known Hero
-student of the mind-
posted November 10, 2008 02:16 PM
Edited by rubycus at 16:56, 10 Nov 2008.

Quote:
Well on a side-note, I think that it doesn't make sense that Holy Word affects only 2 factions while Curse Of The Netherworld affects 6. There should be a balance (50 % for each).

Agree!

Quote:
I think that from a logical point of view, what you suggest is reasonable, but I'm afraid of the in-game effect - post 3.0, both HW and COTN are pretty powerful spells as it is, and if we add a healing effect, we would need for them to go back to doing lousy damage in order to not be completely imbalanced. While that could work, somehow I like it better as it is - history tends to show, that a spell that's good at one thing is more usefull than a spell that's mediocre at two.

Well, I have no problem going back to the old model. And, if the healing effect is only 25 %, maybe even 20%, of the damage dealt, I don't think it would be wery unbalanced. Say Holy Word deal 350 damage (which is quite much for HW) with a 20% resurrection, that would mean 70 hit points resurrected. That is excactly 10 archers, and 0,31 Arch angels!, not even one whole inquisitor...
Does it really sounds overpowered or unbalanced? I think not..

Quote:
history tends to show, that a spell that's good at one thing is more usefull than a spell that's mediocre at two

Do you have an example?
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A prudent question is one-half of wisdom.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted November 10, 2008 02:20 PM

Quote:
Well on a side-note, I think that it doesn't make sense that Holy Word affects only 2 factions while Curse Of The Netherworld affects 6. There should be a balance (50 % for each).
IIRC Orcs are also affected by Holy Word - yes they're the least fortunate since they're affected by both.
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red_troll
red_troll

Tavern Dweller
posted November 10, 2008 10:46 PM

Quote:


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

I like 4 different schools better.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 11, 2008 06:52 AM

Quote:
Quote:
history tends to show, that a spell that's good at one thing is more usefull than a spell that's mediocre at two

Do you have an example?

Well I think Wasp Swarm (at sub expert mastery) is a very good example. It does a symbolic amount of damage, but really, who cares about that? It's not enough to ever make any significant difference, except possibly for Sprite abuse.
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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted November 16, 2008 02:36 PM

uou! i like alc magic schools very much! very intresting!
i don like very much h4 system, i prefer h5 and h3 -h5 is the best-. h3 splits the magic in his natural form, from where its come, but i prefer h5, the spell are splited by objective, you can know what school is best for each faction, but woth more 'freedom' for choice than h4... i have a ideia for magic system, a little bit similar to alc ideia... i'll post it!

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