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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Additional Heroes 5 spells?
Thread: Additional Heroes 5 spells?
radox
radox


Known Hero
posted September 21, 2009 06:21 PM

Additional Heroes 5 spells?

In TOTE, Nival added some cool spells to some of the levels of the schools. Unfortunately, they didn't add a third spell to each level, leaving the different levels of the 4 magic schools with an inequal number of spells.
Offer your suggestions about some new spells in Heroes 5 to "fill the holes". You have to keep all the existing spells, but add a third spell in the levels of the schools where such one is missing. Example - Level 4 destructive magic has only two spells, you've got to suggest a third. The goal is all the 4 schools to have exactly 5 levels of spells, with each of them having exactly 3 spells in it. That means that each school must have 15 spells.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 21, 2009 06:33 PM

This is a topic more suitable to the altar of wishes. Soon to be moved.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 22, 2009 11:46 AM

Or maybe Modder's Workshop?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 22, 2009 11:53 AM

I think Radox is expecting a discussion instead of modding solutions but let's wait and see
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radox
radox


Known Hero
posted September 24, 2009 04:42 PM
Edited by radox at 16:45, 24 Sep 2009.

Here are some of mine suggestions:

LIGHT MAGIC

Level 1 - Fervor (Increases morale and luck of selected friendly unit). This spell is the opposite of Sorrow

Mana cost - 5
- none - +1 to both
- basic - +2 to both
- advanced - +3 to both
- expert - +4 to both


Level 3 - Martyr (Redirects a portion of the damage done to a friendly unit to another friendly unit. You need to select both units upon casting)

Mana cost - 10
- none - 50% of the damage
- basic - 60%
- advanced - 70%
- expert - 80%


Level 5 - Prayer (Increases attack, defense and speed of the selected friendly unit) This spell is the opposite of Agony

Mana cost - 12
- none - +3 to attack and defense, +1 to speed
- basic - +6 to attack and defense, +1 to speed
- advanced - +9 to attack and defense, +1 to speed
- expert - +12 to attack and defense, +2 to speed



DARK MAGIC

Level 2 - Fear (Makes an enemy unit unable to retaliate)

Mana cost - 6
- none - duration is 1 turn
- basic - duration is 2 turns
- advanced - duration is 3 turns
- expert - duration is 4 turns


Level 3 - Terror (Makes an enemy unit unable to attack. It can still wait, defend, move or retaliate.)

Mana cost - 10
- none - duration is 1 turn
- basic - duration is 2 turns
- advanced - duration is 3 turns
- expert - duration is 4 turns

*Vampirism is moved to lvl 4.

Level 5 - Agony (Decreases attack, defense and speed of the selected enemy unit) This spell is the opposite of Prayer

Mana cost - 12
- none - -3 to attack and defense, -1 to speed
- basic - -6 to attack and defense, -1 to speed
- advanced - -9 to attack and defense, -1 to speed
- expert - -12 to attack and defense, -2 to speed



DESTRUCTIVE MAGIC

Level 1 - Sparks (Deals fire damage to 3 squares in a linear pattern ->->->

Mana cost - 5
*Damage inflicted is equal to Magic arrow


Level 2 - Stone rain (Lobs several magical rock at the target, dealing earth damage to it. Each stone has a chance of 75% to hit the target.)

Mana cost - 7
*Damage per stone is equal to 1/2 of the damage done by Magic arrow.
- none - 3 stones
- basic - 4 stones
- advanced - 5 stones
- expert - 6 stones


Level 4 - Inferno (Deals fire damage to all creatures in a dual-cross pattern)
   **
   **
******
******
   **
   **

Mana cost - 15
*Damage inflicted is equal to the damage done by Fireball


SUMMONING MAGIC

Level 1 - Displacement (Pushes targeted creature some distance away in a direction of the choice of the caster)

Mana cost - 3
- none - 1 tile
- basic - 2 tiles
- advanced - 3 tiles
- expert - 3 tiles and also affects large creatures



Level 5 - Volcano (Summons a 2x2 sized volcano to a location of the battle map. The Volcano launches a Fireball at the nearest enemy when its turn comes.)


Mana cost - 25
Volcano's health = Spellpower*10
Volcano's defense = Spellpower
Volcano's initiative = Spellpower
Volcano's Spellpower = Caster's Spellpower
Fireball is cast on Expert level


I cannot devise a suitable Level 4 spell for the summoning magic school


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Mitzah
Mitzah


Promising
Supreme Hero
of the Horadrim
posted September 24, 2009 07:33 PM
Edited by Mitzah at 19:33, 24 Sep 2009.

How about "Tree of Life" ? The hero summons a tree which heals/resurrects units.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 24, 2009 07:38 PM

Thread moved.
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MattII
MattII


Legendary Hero
posted September 25, 2009 05:19 AM

How about for Light Magic:
Channel
Mana cost - 15
- none - up to 3 energy is given to the target caster
- basic - up to 6 energy is given to the target caster
- advanced - up to 9 energy is given to the target caster
- expert - up to 12 energy is given to the target caster

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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted September 25, 2009 11:15 PM

I'd go for 4 spells on levels 1 and 2, (2 from each racial school and 2 random + 2 random for academy, can also be racial)
3 spells for levels 3 and 4 (1 each racial school, 1 random, academy gets +1 random, like above)
2 for 5. (1 each racial school, academy gets 1 random from other schools only)

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 26, 2009 02:55 PM

LIGHT MAGIC

Quote:
Level 1 - Fervor (Increases morale and luck of selected friendly unit). This spell is the opposite of Sorrow

Mana cost - 5
- none - +1 to both
- basic - +2 to both
- advanced - +3 to both
- expert - +4 to both



A no-brainer.

Quote:
Level 3 - Martyr (Redirects a portion of the damage done to a friendly unit to another friendly unit. You need to select both units upon casting)

Mana cost - 10
- none - 50% of the damage
- basic - 60%
- advanced - 70%
- expert - 80%


Heroes 4 revisited - useful spell.

Quote:
Level 5 - Prayer (Increases attack, defense and speed of the selected friendly unit) This spell is the opposite of Agony

Mana cost - 12
- none - +3 to attack and defense, +1 to speed
- basic - +6 to attack and defense, +1 to speed
- advanced - +9 to attack and defense, +1 to speed
- expert - +12 to attack and defense, +2 to speed


Endurance + Righteous Might + extra speed. Could work, because it's only a single unit. A mass version would be imba.


DARK MAGIC

Quote:
Level 2 - Fear (Makes an enemy unit unable to retaliate)

Mana cost - 6
- none - duration is 1 turn
- basic - duration is 2 turns
- advanced - duration is 3 turns
- expert - duration is 4 turns


An ok spell, but you are aware that it becomes redundant with Confusion, which does the same and adds effect for shooters? Plus Confusion has mass effect and longer durability which makes this a poor choice, and then at a level 2 spell, which is only one level below Confusion.

Quote:
Level 3 - Terror (Makes an enemy unit unable to attack. It can still wait, defend, move or retaliate.)

Mana cost - 10
- none - duration is 1 turn
- basic - duration is 2 turns
- advanced - duration is 3 turns
- expert - duration is 4 turns


What an annoying spell. Could be very useful to take out a powerful stack, and is not made redundant by Blind in that this one allows you to attack the unit without dispelling the spell. I would make duration similar to blind, i.e. 0,25 x SP, as it still only affects one unit.

Quote:
*Vampirism is moved to lvl 4.

Level 5 - Agony (Decreases attack, defense and speed of the selected enemy unit) This spell is the opposite of Prayer

Mana cost - 12
- none - -3 to attack and defense, -1 to speed
- basic - -6 to attack and defense, -1 to speed
- advanced - -9 to attack and defense, -1 to speed
- expert - -12 to attack and defense, -2 to speed


I can see the symmetry issue, but not sure moving Vampirism to level 4 is a good idea. It's a potent spell. I would rather move Divine Vengeance to level 5 and have Prayer/Agony (or Sacrilege as I would call it) on level 4 and then nerf it a bit, for instance +2/+4/+6/+8.


DESTRUCTIVE MAGIC

Quote:
Level 1 - Sparks (Deals fire damage to 3 squares in a linear pattern ->->->

Mana cost - 5
*Damage inflicted is equal to Magic arrow


Good idea, but damage is way overpowered. Magic Arrow is not a bad spell in itself, this one will do tripple damage (potentially) at almost same mana cost and same level. Rather make damage perhaps 50 % of Magic Arrow (so that if you hit 2 units, it's same damage but divided, 3 units (rare) = bonus damage) or maybe 60 % if you want to boost it a bit.

Quote:
Level 2 - Stone rain (Lobs several magical rock at the target, dealing earth damage to it. Each stone has a chance of 75% to hit the target.)

Mana cost - 7
*Damage per stone is equal to 1/2 of the damage done by Magic arrow.
- none - 3 stones
- basic - 4 stones
- advanced - 5 stones
- expert - 6 stones


Hmmm ... we already have Ice Bolt and Lightning Bolt. Do we need more single-target spells at level 2? Rather something mass targeting to offer variation.

Quote:
Level 4 - Inferno (Deals fire damage to all creatures in a dual-cross pattern)
   **
   **
******
******
   **
   **

Mana cost - 15
*Damage inflicted is equal to the damage done by Fireball


Solid spell.

But you do notice you now have 5 Fire spells out of a total of 15? That's skewed, should preferably be 4 Fire / 4 Water / 4 Air / 3 Earth spells (as Earth has no specialty). Perhaps make Sparks > Lightning damage, put a level 2 Fire spell and make a level 4 Water spell.


Quote:
SUMMONING MAGIC

Level 1 - Displacement (Pushes targeted creature some distance away in a direction of the choice of the caster)

Mana cost - 3
- none - 1 tile
- basic - 2 tiles
- advanced - 3 tiles
- expert - 3 tiles and also affects large creatures


A nice little annoying spell to disrupt enemy tactics. I liked this one in Heroes 4.

Quote:
Level 5 - Volcano (Summons a 2x2 sized volcano to a location of the battle map. The Volcano launches a Fireball at the nearest enemy when its turn comes.)

Mana cost - 25
Volcano's health = Spellpower*10
Volcano's defense = Spellpower
Volcano's initiative = Spellpower
Volcano's Spellpower = Caster's Spellpower
Fireball is cast on Expert level


That's my stuff. The volcano also serves as a nice barrier that enemies cannot pass - maybe do so that you mark an area (as with Fire Traps) and then Volcano will occur somewhere within this area so that it's not possible to completely control and block battlefield.

Quote:
I cannot devise a suitable Level 4 spell for the summoning magic school


Humm - Quicksand was a nice spell in Heroes 4. Or something like a Tornado (working like Mass Displacement) could also do. Or maybe something Illusion like (Invisibility, Phantom Images, etc.)
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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted September 26, 2009 09:04 PM
Edited by rottenvenetic at 21:05, 26 Sep 2009.

What about this:

Doppelgänger - Level 4 summoning spell, tied to Master of Conjuration.

Targeted on an enemy stack, summons an almost exact duplicate, that you control, of that stack in its current condition, except no spells are carried over and it falls under the perks of your hero, not the enemy one. It retains all its own abilities, and starts with full shots or mana if it's a caster or ranged unit, but its initiative is 0.75 of the progenitor unit.

If there is no room directly in front of the enemy stack it is placed as close as possible to that point.

The Doppelgänger stack is treated as Summoned: summon-killing abilities work on it, and it will disappear if you lose all your real units.

No Summoning magic - Costs 25 mana, unit's starting ATB value is [0, 0.25]
Basic - Costs 21 mana, unit's starting ATB value is [0.26, 0.5]
Advanced - Costs 17 mana, unit's starting ATB value is [0.51, 0.75]
Expert - Costs 13 mana, unit's starting ATB value is [0.76, 1]

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