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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Spells of the 6 circle - imagine them!
Thread: Spells of the 6 circle - imagine them! This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 01, 2008 09:59 AM

If you are going to have a shrink, should have a growth.

Makes a 1x1 unit into a 2x2 unit and doubles stats or negates Shrink.  (Not sure if it would be light or summons tho).

Entrap - Dark.  Provents unit from moving, but not fighting.  Can only have one unit entrapped at a time and a second casting from the same caster negates the first.

Lighten Burden(light), Emburden(dark).  Increases or decresses speed as well as inititive.  +1 or -1 damage to all units in the stack.  +1 or -1 defense.
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted June 01, 2008 10:20 AM

Mass Resurrection w00t
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 01, 2008 10:40 AM
Edited by Warmonger at 10:42, 01 Jun 2008.

+1

Some basic ideas:

-Immunity to magic - Similiat to antimagic, but you still can cast blessings on your creature
Mass regerneration, mass sorrow, area blind

Spell theft - take all opponents blessings and give them to yur troops.

A blessing which makes your stack incorporeal?

Invulnerability - for a very short time absorbs ALL physical damage that wuld be dealt to a stack.

Clone - summons a stck which is a copy of your creature and has an amount equal to some percentage of it. Or keeps the amount and all abilities, just has a reduced HP. The power increases with SP.

Obsolescence - reduces target's HP by some percentage. Does not wear off with time

Forgetfulness - target stack loses it's activated abilities and can't cast spells.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 01, 2008 11:35 AM

Duplicate Spell - Summoning.  Copies the last spell cast, even if you don't have it in your spell book.  Your own Spellpower is considered for strength, etc.  Mana is 2x the cost of that spell if it is not in your spellbook, and only 1x if it is.  This spell can also copy warcries and creature spells.
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Laue
Laue


Adventuring Hero
posted June 01, 2008 12:46 PM

Quote:
Duplicate Spell - Summoning.  Copies the last spell cast, even if you don't have it in your spell book.  Your own Spellpower is considered for strength, etc.  Mana is 2x the cost of that spell if it is not in your spellbook, and only 1x if it is.  This spell can also copy warcries and creature spells.


Copy PM ftw!
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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 01, 2008 03:39 PM

light : divine intervention : heals all you army, removes all negative effects affecting them (even effects from bash, and such abilities) refreshes their mana and resurrects a few creatures.

destruction : elemental storm : deals massive air / fire / water / earth damage on the whole battlefield. ignores half of the magic protections, ignores magic resistances.

summoning : summoning portal : allows the hero to summon creatures from his nearest castle, on the battlefield. the cost in mana of a creature depends of his growth.

dark : army of the dead : summons one to a few hundreds of ghosts on the battlefield, they are undead, incorporeal, can fly, and every living or undead creature killed by them become a ghost too.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 02, 2008 07:58 AM

Dark : Panic - Gives enemy unit the cowerdice and traitor traits.

Light: Rightous Armor (Endurence, Rightous Might, and Deflection)

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WarLore
WarLore


Famous Hero
servant of urgash
posted June 02, 2008 10:40 AM
Edited by WarLore at 10:44, 02 Jun 2008.

implosivegeddon-armageddon has implosion effect,can be cast only once per combat.when hero cas this spell,he/she uses half his/her mana.spell works like original armageddon,but after armageddon explosion,it cast implosion to all enemy creatures dmg is half of armageddon's damage+10 each heros spellpower.creatures wich are immune to fire and immune to all magic will no suffer implosion effect's dmg.Hero have to  be at least spellpower:10,know:10 and armageddon spell and implosion spell learned with exp.destructive magic
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 02, 2008 11:09 AM
Edited by Warmonger at 11:11, 02 Jun 2008.

Quote:
implosivegeddon

Try googling "download free XXX hot chicks blood pokemon"

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WarLore
WarLore


Famous Hero
servant of urgash
posted June 02, 2008 03:43 PM

Quote:
Quote:
implosivegeddon

Try googling "download free XXX hot chicks blood pokemon"


k... that was weird
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A Nightmare from below.A hero from Within

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 02, 2008 03:59 PM

Ok this is kinda funny. Maybe I should retitle the thread to: "Who can come up with the most imba über overpowered spell?"


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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted June 02, 2008 04:06 PM

No, here's the most imba spell.

Mass Phantom Ressurection Assault - Ressurects all creatures on the caster's side, casts Phantom Forces on all creatures (even the opponent's, and giving the caster control of the opponent's phantoms), and with Assault effect.
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Eccentric Opinion

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del_diablo
del_diablo


Legendary Hero
Manifest
posted June 02, 2008 04:44 PM

Ultimate Ligth Magic - (Will ressurrect all dead stacks back to 100% stat, then add on all posetiv buffs and grants 50% chance to dodge damage) Will also convert undead dead units to living Haven units for your side

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 02, 2008 04:48 PM
Edited by Warmonger at 16:49, 02 Jun 2008.

You must be asking for the Summon Chick scroll. Create Money would be useful as well.

This thread is going nowhere, turn back!

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted June 02, 2008 06:02 PM

LV 6 SPELLS Interesting !

Light: Dragon Strenght: Creature strikes with double damage! and strikes twice! #20 mana#

Dark: Terror: Creature strikes with blind attack + its granted the ability vampirism! #20 mana#

Destructive: Ragnarok: Deal fire and earth damage to all oposite creatures! (Same amount of damage as word of light! #25 mana#

Summoning: Force Field: Creating a huge buble/force field arround the selected area! The enemy is unable to attack the units inside, but the protected creatures can still shoot and cast magic! (its round! 2x1-4x1-6x2-4x1-2x1 in line) (last for 3 rounds no matter what!) #25 mana#

Adventure: Pegasus: Gives the hero wings and double movement points for that day! (Must be cast before moving)-(Works like Angels Wings Artifact + 100% movement points) #25 mana#

Rune Magic: Rune of Sacrifice: Kills one of the creatures in stack to give them double HP the rest of the battle! #2 of each rare resource, 5 of each normal resource#

Warcry: Mighty Blood Cry: Gives every creature in barbarians army level 3 Blood level! #25 mana#

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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 02, 2008 06:36 PM

adventure : divine injustice : kills any targetted army (even a hero or a castle)

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Card_Ximinez
Card_Ximinez


Famous Hero
no
posted June 02, 2008 06:57 PM

Adventure: Scales of Justice: Addds creatures to friendly army, until army strenghts among players match.
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wtf this still exists

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zamfir
zamfir


Promising
Supreme Hero
Allez allez allez
posted June 02, 2008 07:50 PM

absloute cheater's dream: automatically wins scenario and don't get ranked as a "cheater".
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Bone_Master
Bone_Master


Adventuring Hero
posted June 02, 2008 08:08 PM
Edited by Bone_Master at 20:11, 02 Jun 2008.

Haven:Elrath's blessing-Spell ressurects every creature in army to full health.Drains all of hero's mana.
Inferno:Infernal wrath-Doubles army and gated creatures.Drains all of hero's mana.
Necropoliseath strike-Reduces opponent's army by 50% and allows every enemy creature to be raised as undead(if hero is a necromancer).
Academy:Titanic thunderstorm-Destroys 50% of enemy army.Drains all of hero's mana.
Dungeon:Magic strength-Grants immunity to spell to hero's army,and spells ignore enemy army's magic resistence.Drains all of hero's mana.
Sylvan:Call of Syllanna-summons a large stack of every neutral creature to fight for hero's cause.Drains all of hero's mana.
Fortress:Arkath's children-Summons a large amount of Fire/Magma/Lava Dragons to fight for hero's cause.Their initiave drops after every attack.Drains all of hero's mana.
Stronghold:Ancestors' warning-Enemy troops's initiave drops to 10%.Drains all of hero's mana.

Bad spells,aren't they?On second thought,I prefer them to be racial spells,only aqquaried if hero is at maximum level,and had learned everything from racial skill.

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Laue
Laue


Adventuring Hero
posted June 02, 2008 08:22 PM
Edited by Laue at 20:25, 02 Jun 2008.

Please read the title people, it's not spells of the 999999999 circle, but of the 6 circle. Maybe up to 10.

Scales of Justice though would be really interesting spell, if it would be VERY HARD to learn.

Would be fun to attack a hero with 1 peasant only to see his army growing after a spell (asks for swift mind though).
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