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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Your H6 Spells
Thread: Your H6 Spells This thread is 3 pages long: 1 2 3 · NEXT»
Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 23, 2010 08:04 PM bonus applied by alcibiades on 01 Jan 2011.
Edited by Jabanoss at 00:25, 25 Mar 2011.

Your H6 Spells

Spells

A major part of Heroes always been magic and spells. This far however there have mostly only been talk about the factions and the units that have been revealed, but little about the spells in the game. This isn't especially surprising of course given that no have spells has been revealed. But still there have been far too little focus on the spells considering how important they are. So the point of this thread is to create and discuss spells that we make ourselves, like our own proposals gather in one place.  

However it is still very unclear on how your heroes will learn spells in H6, there have been talk about different tree-systems and etc. We also don't really know either if the spells will be divided in levels and if so how many levels there will be.
But lets forget about that and just focus on the spells. To simplify I have kept the old system with 5 spell levels to easily explain how late the spells can be learned and used. There are 7 magic schools in Heroes 6; Fire, Earth, Water, Air, Dark, Light and Primordial. We don't know if the Stronghold heroes will use their own “spells”, War Cries like they did in H5, but I added the war cries anyway in case someone wants to create one of those. I also have added the adventure spells as it's own category.

To make this easier, I have some guidelines here.

1.) Create a NEW spell, or change a old existing one making it different and interesting.
For example, spells like Blind, Puppet Master and Implosion already exists in Heroes whether they'll be in H6 or not doesn't matter, They don't need to be posted here.

2.) Give your spell a cool and unique name and make sure you describe your spell as much as needed.

3. ) Try to post in this manner:

Spell Name - Level #, Magic School
Description

for example

Disintegrate – Level 4, Fire
A single target spell that causes higher damage the more defense the target has. It also reduces the targets defense.

==============================================

Remember that this thread is also for discussion, feedback and giving ideas concerning our spells.
And make sure that you post any idea about how I can change or improve this thread.
I will constantly update it and add your spells to the list.


SPELLS

FIRE
LEVEL 1
Flame Strike (Agent_00_BLeRD)
Target's damage gains fire attribute, modifying the damage against certain creature depending on their resistance. Can be cast on friendly or enemy creatures.
LEVEL 2
Lava Ball (Bludgeon)
A ball of fire rolls through battlefield in a straight line (from hero's side to the other one). Deals damage to everything it meets.
LEVEL 3
Fire Ring (MattII)
Generates a ring of fire surrounding a 3*3 area, dealing damage to any creature attempting to walk through it.
Heat (Radar)
Reduces Defence and Initiative by 30%.
Blazing Arrows (RabbidCow)
Gives a ranged unit a flaming attack, changing their damage to fire damage, and causing the unit's ranged attacks to explode in a 3x3 area, damaging every unit caught in the explosion. The explosion may affect friendly monsters.
LEVEL 4
Disintegrate (Jabanoss)
A single target spell that causes higher damage the more defense the target has. It also reduces the targets defense.
LEVEL 5
Explosion (Jiriki9)
The target enemy unit explodes. The spell deals amssive damage to the target and medium damage to all adjacent stacks (friendly stacks, too!)
Dragon Breath (Maken)
Target creature melee attacks have the fabled dragons breath, reaching whoever stands behind the primary target. Attacks deals fire damage.

EARTH
LEVEL 1
Herbalism (Radar)
Cures poison and diseases, doesn't affect HP though.
Stone Strike (Agent_00_BLeRD)
Target's damage gains earth attribute, modifying the damage against certain creature depending on their resistance. Can be cast on friendly or enemy creatures.
LEVEL 2
Precision (Fauch)
Targets a friendly shooter unit. it benefits from no range penalty and gains a bonus to attack, when shooting.
Gravity Well (Agent_00_BLeRD)
Remove the flying/floating ability from a unit. (Depending on balance issues, it might even be able to ignore magical resistance e.g. black dragons, since it's altering the physics and that physics, in turn, is affecting the magically immune creature).
Climbing Vines (Bludgeon)
Cast when defending in siege. Vines burst from the ground, strengthening one or more wall segments. Can't improve already destroyed fragments.
LEVEL 3
Quagmire (MattII)
Generates a quagmire in an area around the selected location which costs twice the normal movement to move through.
LEVEL 4
Diamond Shell (RabbidCow)
Can only be cast while under siege. Covers every wall in a layer of diamond, increasing their total health by X, and rebuilding destroyed wall segments, with a quarter of their normal health. Towers can't shoot after being rebuilt.
Wild Mushroom (Xerox)
Places an amount of Wild Mushrooms at a chosen location on the battlefield that will detonate when enemies walk over them. The detonation will cause X damage and create a poisoned area, reducing the speed of those enemy creatures standing in the poisoned area. Lasts Y turns.
Maze (Maken)
Create rock walls in the battlefield, acting as destroyable obstacles.
LEVEL 5
Fractured Earth (Reshkay)
The Hero tears the ground apart in a selected area, causing small units to fall through the cracks,
Non-Flying units will be un-effected unless they land on the cracks.

Hands of the Land (Jabanoss)
Huge elemental hands emerges from the ground taking a firm grip on an enemy unit, causing damage each round while it's active and rendering the unit unable to move. Depending on the ground of the battle it also have an additional effect:
Grass/Autumn - The unit can't use ranged attacks.
Volcanic - The units defense is reduced and takes more damage each turn.
Desert - The unit can't retaliate.
Jungle - The melee attack of the units is greatly reduced.
Water - The unit is unable to cast any spells.


WATER
LEVEL 1
Ice Strike (Agent_00_BLeRD)
Target's damage gains water attribute, modifying the damage against certain creature depending on their resistance. Can be cast on friendly or enemy creatures.
LEVEL 2
Wall of Ice (Radar)
Creates 3x1 destroyable obstacle on the battlefield.
LEVEL 3
Rust (Jiriki9)
A curse, only for mechanical units. Targets one enemy. Reduces their Max-HP by 25% for as long as the spell lasts and also reduces their defense a bit.
Fog (Jiriki9)
Summons a thick fog down onto the battlefield. Each player cannot see much into that fog - both you and your opponent only know where your creatures are and what is directly in front of them (some creatures have better or different sight ranges, f.e. hydra would still see all adjacent tiles (multiple heads) and beholder would see much more). Ranged Attacks (incl. Spells) are NOT POSSIBLE for any of the players. This includes Towers in a siege!
Heavy rain (DarkLord)
Rain is cast on the battlefield. All fire spells damage are reduced and they last not more then 1 turn
Curtain of Frost (Xerox)
Creates a Curtain of Frost on the battlefield which is 1x4 tiles large. Enemies walking through the curtain wiil be frozen in place for X turns meaning that they will not be able to act during this time.
Oasis (SkrentyzMienty)
An appointed area of 6x6 metres is covered in magic water; whenever a creature passes through it, it regains some hit points. If the fight takes place on a desert, then additionally any creatures passing through receive a +2 speed bonus.
LEVEL 4
Tsunami (Jabanoss)
A huge wave enters the battlefield damaging all core units. (kinda like Armageddon but only works against core and is a lot less powerful.)
LEVEL 5
Flood (DarkLord)
a giant wave deals damage to all creatures on battlefield, plus moves creatures depending on which wave direction player choses. (water based creatures get minimum damage)
Healing Rain (Xerox)
Calls down a Healing Rain to cover a selected area which covers X tiles. Friendly creatures standing in the Healing Rain will be regenrate heal each turn. Overhealing will lead to ressurected creatures. Last Y turns.

AIR
LEVEL 1
Thunder Strike (Agent_00_BLeRD)
Target's damage gains air attribute, modifying the damage against certain creature depending on their resistance. Can be cast on friendly or enemy creatures.
LEVEL 2
Arrow Storm (MattII)
All stacks in a 3*3 receive X normal damage (not affected by elemental bonuses/resistances).
Bull's Eye (Fauch)
Cast a curse on an enemy unit. Friendly shooter benefit from no range penalty against that unit and can never miss a shot. abilities to deflect arrows have no effects. dispel deflect arrows.
Twister (Bludgeon)
Affects 5x5 squares. Takes all creatures from that area and bundles them together in the center as much as possible.
Cross-wind (DarkLord)
is cast on enemy ranged units. reduces twice shooting distance
Disengage (Xerox)
Directs the winds to push a friendly targted creature X tiles in any direction.
Sylphs Blessing (Maken)
Target creature ranged attacks aren't affected by obstacles or walls.
Hover (SkrentyzMienty)
Can be cast on a friendly non-flying unit. It can ignore any obstacles on the battlefield. (except castle walls)
LEVEL 3
Typhoon (Bludgeon)
Strong winds over the battlefield reduce flyers' speed to 1/3rd.
Duration depends on hero's skill.

LEVEL 4
Vaporize (Jiriki9)
Kills some creatures of the stack. Remind: This does NOT deal damage, it kills the creatures directly. The other creatures will be at full hp afterwards. Also, the "damage" used in checking how much the spell kills, is allways rounded down.
Tornado (Bludgeon)
Summons tornado that moves through the battlefield, from one side to the opposite, and creatures it meets are moved and take damage.
LEVEL 5
Thunder Storm (Jabanoss)
The summons a huge storm that covers the map. Any unit the hero then either attacks or casts a spell against will be struck by an additional thunder strike causing air damage. This will only be triggered when the hero uses a single target attack or spell. The heroes skills and powers determine how long the storm lasts.

DARK
LEVEL 1
Void Strike (Agent_00_BLeRD)
Target's damage gains dark attribute, modifying the damage against certain creature depending on their resistance. Can be cast on friendly or enemy creatures.
Blackout (Jabanoss)
Target a single unit, when it attacks it will receive the retaliation blow before the attack can be carried out. (But there is still only one retaliation strike)
LEVEL 2
Cloak of Shadows (Xerox)
Cloaks a friendly target in shadows, making them invisible for X turns.
Stupefy (Bludgeon)
Target creature can't use its activated abilities for few turns. Duration depends on hero's skill.
LEVEL 3
Black Empathy (MattII)
Chosen enemy stack receives damage every time it attacks.
Forget! (Jiriki9)
Targets the enemy hero. One random skill of the enemy hero is classed down 1 level (without perks&mastery)
Life Drain (Jabanoss)
Target a enemy unit and a friendly unit. The enemy unit will be damaged and the friendly units will be healed an equal amount of the lost life.
Soul Leech (Maken)
Deals minor damage to a single target, but recovers some of the hero mana points.
Sacrifice (Jabanoss)
Destroy a number of friendly troops, During the next turn the hero will receive a massive boost to his Spellpower.
LEVEL 4
Soul Link (MattII)
Choose an enemy stack and a friendly stack. Every time the friendly stack is damaged the enemy stack also takes a portion of the damage.
Seed of Evil (Jiriki9)
The target enemy creature is no longer healed by healing spells and abbilities, instead they deal them as much damage as they would heal.
Depower Artifacts (Bludgeon)
Cast in combat. Until end of combat few randomly chosen artifacts of enemy hero don't work.
Mark of Death (Radar)
In addition to nominal physical damage when attacked, the cursed creature will always receive additional HP drop so that it is always left with only one hit point.
Vampiric bite (DarkLord)
can be cast only once per battle. turns enemy stack into vampire and it will be added to your army (player should have empty slot). process takes 2 turns , during which unit can not attack/move/retaliate.
Black spot (DarkLord)
is cast on enemy hero. has no effect on the actuall battle. but enemy hero will be attacked by powerful undead army after 7 days. can be dispelled if hero enters the sanctuary within this 7 days.
Disturbance (SkrentyzMienty)
Cast on an enemy shooter. The unit cannot shoot if there's any creature on the adjacent tile in front of it, even if they are allied.
Ignorance (SkrentyzMienty)
Can be cast on a Champion, or large Elite enemy unit. The unit cannot retaliate against Core creatures under the caster's command.
Plague (Jabanoss)
Target an enemy with a damage over time spell, all units adjecting to the inflicted unit will also be infected by the Plague
LEVEL 5
Wraithform (RabbidCow)
Can be cast in combat or as an adventure spell. Let's the hero enter combat like a unit. If he/she dies, the wraithform with go away and the hero will remain untounched. The spell cloaks the hero and his/her army from sight in the adventure screen. The hero's movement points are halved in Wraithform. The Wraithform's damage and health stacks with the hero's Attack and Defence, as well as Armourer or Offense-type skills.
Doom Prophecy (Nightterror)
Curses a creature with a vision with one of the following effects.
1: Afraid for Champion / Elite / Core vision, the creature got a vision it will be defeated by a core / elite or champion unit and won't attack creatures from those groups again and covers in fear when they are attacked by them.
2: Afraid for a element, same as above but only afraid (and get more damage from) an elemental attack, this can be ice, lightning, air, water, fire and earth, holy and darkness.
3: Suicide, the worst prophecy is that it seen a uneventable death, so the creature group hurts itself for 2/4 turns instead of taking another action.
There are more effects as well. It lasts 4 turns

Insanity (Jiriki9)
Targets the enemy hero. Has only a chance of 75% to work. If it works, the enemy player losses control over the hero. The hero then acts on his/her own and ALWAYS against their own army. Insane, he can still cast spells, use abilities, etc., but who would be friendly for them is now enemy and vice versa, so they'll potentially start buffing and healing your units or attacking their own army, etc.
Doom (DarkLord)
can be cast only once per battle. enemy stack will instantly die when battle is over. can not be cast if enemy doesn't have at least 3 stacks of creatures.
Army of the Dead (Xerox)
Target a location on the battlefield to summon a legion of Core Necropolis creatures, Skeletons, Ghouls and Ghosts to attack enemy forces. These creatures can not be controlled by the player but will only attack enemies.

LIGHT
LEVEL 1
Holy Strike (Agent_00_BLeRD)
Target's damage gains light attribute, modifying the damage against certain creature depending on their resistance. Can be cast on friendly or enemy creatures.
LEVEL 2
Affection (MattII)
When targeted friendly stack takes damage, nearby stacks get an attack boost for the next turn.
True Sight (Jiriki9)
The target friendly unit can see ANYTHING: It is invulnerable to Blind, can see through fog very good and can see invisible, stealth and nhiding units.
Inner Light (Radar)
Blessed stack becomes immune to all Fear and Morale decreasing effects. Also dispels all such effects already affecting the stack.
Wary Mind (SkrentyzMienty)
The target will not get negative morale, and becomes able to retaliate against creatures with the "no enemy retaliation" ability.
Wings of Faith (Jabanoss)
Target a friendly unit that gain the fly ability and receive a bonus to its speed.
LEVEL 3
Light Ward (MattII)
All destructive spells cast upon an enemy will have a reduced effect, and all curses have a chance of being cured every turn.
Beacon of Light (Xerox)
Makes the friendly targeted creature a Beacon of Light, meaning that Light spells cast by either the player or the enemy hero will also bless the beacon for X turns.
Warrior's Duty (SkrentyzMienty)
Can be cast on a friendly Elite or Champion unit. Every time an allied Core unit standing on an adjacent tile to the unit upon which the spell was cast is attacked in melee, the creature affected by the spell retaliates at the attacker, followed by the Core creature's own retaliation (if any). Does not use up the spell target's retaliation.
LEVEL 4
Anathema (DarkLord)
reduces morale, initiative, spellpower of enemy casters (depending on Hero spellpower)
LEVEL 5
Saviour (DarkLord)
is cast on friendly unit, should have at least 2 enemy creatures within 4 hexes. Enemy can not attack any unit except the one with saviour spell on it for 1 turn.
Divine Hymn (Xerox)
Recite a Divine Hymn causing the three most wounded friendly creature stacks on the battlefield to be healed for X amount. Overhealing will cause creatures to be ressurected.

PRIMORDIAL
LEVEL 1
Force Push (Jabanoss)
Pushes a target back one square and causes minor damage.
LEVEL 2
Disenchant (Bludgeon)
Sacrifice artifact to regain some mana. Can be cast in or outside combat.
LEVEL 3
Feedback (Jabanoss)
Target an enemy caster, the targets mana is completely removed and turned into damage. The more mana the target has and the more power the casting hero has the more damage it will cause.
Time Warp (Bludgeon)
Combat spell. X turns pass immediately. This triggers all once/turn effects (like Regeneration spell) and reduces all durations by appropriate amount.
Magic Ward (Jiriki9)
Places a ward area of 3*3 squares on the field. In this area, no spell can take effect. Any unit moving through or into the area, are cleansed from ANY spell effect.
Bind (Jiriki9)
Targets two units in combat. Those may not move more than 3 squares away from another. If one creature is moved out of range through enemy action (like Bear paw) or spells (like teleport), the other creature is drawn with it. If that's not possible at a moment, the spell breaks, dealing damage to both of the creatures.
ArchMages could have that spell maybe. Shamans as well.

Telekinetic Weapons (Jabanoss)
Give a melee unit the ability to use a ranged attack instead off melee. There is no ranged penalty for this, and therefor it can also be used on ranged units.
Spell Reflection (Xerox)
Gives a friendly creature the ability to reflect all incoming enemy spells back to a random enemy creature. Spell reflection is invisible to enemy players.
Entropy Blast (Maken)
Creates a cross-shaped explosion centered at the target. Any other creature caught in the explosion has a chance of generating another Entropy Blast with reduced damage.
LEVEL 4
Deflection (Bludgeon)
You choose the target for the next spell cast by enemy, not her.
Arcane Implosion (Fauch)
direct damage spells. the higher the magic protection of the target, the higher the damage. doesn't break immunities.
Call of Ancestors (DarkLord)
increases damage, defence, morale (depending on Hero spellpower)
Glyph of Empower (Jabanoss)
The hero casts a glyph on a target area of 3x3 squares. All units will then take increased spell damage as long as they stand in that area.
LEVEL 5
Discorporate (MattII)
Selected stack is removed from the battlefield for a number of turns.
Magic Vortex (Jiriki9)
Creates a vortex of magic on the battlefield, preventing ANYONE from casting any more spells as long as the vortex lasts. Additionally, all summoned and magical beings suffer damage every turn.
Banishment (Fauch)
Banish a stack from the battlefield for a duration depending on your spellpower. anyway, to win the battle, you have to wait for that stack to be back and destroy it anyway.
Demonic Circle (Xerox)
Uses the powers of Urgash to activate a Demonic Circle which functions as a gateway between two choosen locations on the battlefield. The Demonic Circle may be destroyed by enemies but has very high endurance.
Chaos Spawn (Maken)
Summon a number of spawns (tentacles and/or distorted limbs) on the ground in the target area, each one attack a random creature within 2 squares with primordial magic damage.
Shrinking Curse (Jabanoss)
Transform a target in to miniature of it's original form, greatly reducing it's hit points and attack.

WAR CRIES
LEVEL 1
Might over Magic (Bludgeon)
Any spell cast on this or next combat turn will cost double amount of mana.
LEVEL 2
LEVEL 3
May take our lives... (bixie)
every time a unit dies, the armies morale goes up 1 point.
Mortal Wound (Bludgeon)
Deals damage to one stack. Next attack this stack takes deals much more damage.
LEVEL 4
Tonight, we dine... (bixie)
when a unit defeats an enemy, he gains back 25% of the health lost
LEVEL 5
Call to Arms (Bludgeon)
Summons nearest hero onto the battlefield, without his troops. This hero doesn't affects units with his stats or skills or artifacts, but has his own actions and abilities/spells.

Adventure Spells
LEVEL 1
Pilgrimage - Light (Bludgeon)
Hero's movement is increased as long as he travels towards nearest place that boosts morale or luck.
LEVEL 2
Seal Mine - Primordial, Ritual (Jiriki9)
This ritual can be learn at level 3 instead, and then it can be cast like a spell without a ritual.
The target mine is sealed, until this is dispelled or, if the Spell version is used, until the spell fades. The sealed mine cannot be visited by anone (so it cannot be taken by the enemy). In the spell version, the spell will only last a few days.
As ritual, it will last until it's dispelled, but as long as it is active, the caster's max mana is reduced by 7

Imaginary Monster - Air (Bludgeon)
Creates an illusion of a neutral stack on the map. Lasts few days. You may spend any amount of mana on this spell, and it determines strength of the stack as well as quality of the monster (core, elite, champion).
Gravity Trap - Earth (Jiriki9)
Creates a trap of 2*2 squares on the adventure Map, which lasts some days, depending on the hero strength. An enemy hero stepping into the trap looses all their left movement points immediately. The trap is then disabled. Only one Trap Spell per hero can be active.
Blessing - Light, Ritual(check Jiriki9's post) (Jiriki9)
The army rests for a while, while the hero preaches to them and bestows a blessing upon them. Until the begin of the next day, the army has various boni.
Haunting - Dark (Bludgeon)
Haunts a place so if any hero visits it, he will take temporary damage to morale and luck.
Moat - Water (Jiriki9)
Adventure Map Spell, targets this or any other hero in range. Lasts as long as the target hero doesn't move. Surrounds the hero with a moat, stopping approaching enemy non-flyers, when the hero is attacked.
LEVEL 3
Sanctuary - Light (Jiriki9)
Targets the casting hero's army. The army cannot move anymore after casting the spell. As long as the spell is under effect, which is until the army moves again, the army cannot be attacked.
Skyjack - Air (Bludgeon)
Caster switches places with another hero. Only hero and his items are affected (so heroes also switch armies effectively).
Winter's Grasp - Water (Bludgeon)
An area of map (roughly city-sized) is covered with ice, slowing down enemy heroes.
Freeze - Water (Jiriki9)
Adventure Map Spell, targets 3*3 AM-squares. All water squares in the target area are now ice for some time, and ice is crossable for heroes. The ice won't break when a hero stands on it, but if you're crossing a broader water: Mind the danger you could get stuck.
Earth Womb - Earth (Bludgeon)
Hero and his army is swallowed by earth. He can't move but also can't be attacked. Becomes invisible to enemy. Upkeeping spell for extra turns costs mana.
LEVEL 4
Water Form - Water (Bludgeon)
Allows hero to move through water. Each tile of movement costs mana. If hero is out of mana while still on water, he is expelled to nearest shore and loses some troops.
Call of War - War Cry (Jiriki9)
Adventure Map Cry. Summons a small group of random Stronghold units which will join you for no further price. Can be cast only once per day and hero.
Energy Transfer - Light (Bludgeon)
Hero transfers some of his mana to another hero anywhere on the map.
Crumble - Earth (Bludgeon)
Hero destroys a building in a city she's in.
Cave-In - Earth (Jiriki9)
Adventure Map spell, targets an enemy mine. The mine's production is declared zero for some time, (duration depends on mastery, SP, and such).
Gold Rush - Earth (Jiriki9)
Adventure Map spell, targets a gold mine. The Production of the mine is doubled for some time (duration depends on mastery, SP, and such). Each hero can only have one Gold Rush at a time active, as well as each mine.
Subterrean Gate - Earth (Fauch)
The hero can teleport from underground to above ground and vice versa, if there is enough room to land above / under.
Telekinesis - Air (Bludgeon)
Hero grabs a resource (only ore, wood, gold, or crystal blood) from the ground from up to 5 spaces away.
Wake of Destruction - Fire (Bludgeon)
Hero leaves trail of fire when he travels. Trail lasts until her next turn. Any enemy hero that walks on or through the trail loses mana and possibly some troops.
LEVEL 5
Rite of Spring - Earth, Ritual (Jiriki9)
Needs the movement of a whole day to be done, as well as some sacrificing. Transforms a Large Area around the hero to Grass Terrain. Exists in other versions as well:
Rite of Winter(Water) - turns the terrain into Snow.
Rite of Autumn(Air) - turns the terrain into Autumn.
Rite of Summer(Fire) - turns the terrain into Desert.
Rite of Ashes(Fire) - turns the terrain into Volcanic.
Rite of Drought(Dark) - turns the terrain into Wasteland.
Rite of Leaves(Water) - turns the terrain into Jungle.
Rite of Foulness(Dark) - turns the terrain into Swamp.

Teleport Trap - Air (Jiriki9)
Creates a trap of 2*2 squares on the adventure Map, which lasts some days, depending on the hero strength. An enemy hero stepping into the trap is teleport to a random location within the (air!) range of 2 days movement. The trap is then disable. Only one Trap Spell per hero can be active.
Phantom Hero (kodial79)
An adventure map spell that you create an illusion of hero on the map. You can only move this illusion around the map and you're not able to capture or take anything with it. It's dispelled when attacked. The skills of the hero decides how long the phantom lasts.
Blood Enemy - War Cry (Jiriki9)
Adventure Map Cry. Targets an enemy hero. The hero is declared blood enemy of you. As long as the spell isn't dispelled, you can allways see this hero on the AdventureMap (or his position, since you don't see the surroundings), and the casting hero's max mana (or whatever they use instead) are reduced by 5 that long as well. In battle between the casting and the target hero, your units and your hero do +10% damage for the whole battle. The spell cannot be dispelled in battle.
Reign of Light (Bludgeon)
An area of map (roughly city-sized) improves light spells cast on it (also in combat) and weakens darkness spells.
Reign of Darkness (Bludgeon)
An area of map (roughly city-sized) improves darkness spells cast on it (also in combat) and weakens light spells.
Reign of Air - Air (Bludgeon)
An area of map (roughly city-sized) improves air spells cast on it (also in combat) and weakens earth spells.
Reign of Water - Water (Bludgeon)
An area of map (roughly city-sized) improves water spells cast on it (also in combat) and weakens fire spells.
Reign of Earth - Earth (Bludgeon)
An area of map (roughly city-sized) improves earth spells cast on it (also in combat) and weakens air spells.
Invoke Disaster - Earth (Bludgeon)
Hero destroys a random building in a nearby city.
Reign of Fire - Fire (Bludgeon)
An area of map (roughly city-sized) improves fire spells cast on it (also in combat) and weakens water spells.
____________
"You turn me on Jaba"
- Meroe

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted December 23, 2010 10:26 PM

Warrior's Duty, Level 3, Light Magic

Can be cast on a friendly Elite or Champion unit. Every time an allied Core unit standing on an adjacent tile to the unit upon which the spell was cast is attacked in melee, the creature affected by the spell retaliates at the attacker, followed by the Core creature's own retaliation (if any). Does not use up the spell target's retaliation.


Is this OK? I might post some more later

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bludgeon
bludgeon


Known Hero
posted December 23, 2010 10:27 PM
Edited by bludgeon at 22:30, 23 Dec 2010.

Stupefy - Level 2, Dark
Target creature can't use its activated abilities for few turns. Duration depends on hero's skill.

Typhoon - Level 3, Air
Strong winds over the battlefield reduce flyers' speed to 1/3rd.
Duration depends on hero's skill.

Tornado - Level 4, Air
Summons tornado that moves through the battlefield, from one side to the opposite, and creatures it meets are moved and take damage.

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 23, 2010 10:33 PM
Edited by Jabanoss at 22:41, 23 Dec 2010.

Yes perfect!
Awesome work guys

Edit: And if I happen to put something at the wrong place just give me a shout, okay?
Can definitively see myself doing that in the future...
____________
"You turn me on Jaba"
- Meroe

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted December 23, 2010 10:39 PM
Edited by SkrentyzMienty at 22:51, 23 Dec 2010.

Wary Mind, Level 2, Light Magic

The target will not get negative morale, and becomes able to retaliate against creatures with the "no enemy retaliation" ability.


Ignorance, Level 4, Dark Magic

Can be cast on a Champion, or large Elite enemy unit. The unit cannot retaliate against Core creatures under the caster's command.


Ninja (give it a better name ), Level 2, Earth Magic

Can be cast on a friendly non-flying unit. It can ignore any obstacles on the battlefield (except castle walls) by jumping over them.


Disturbance, Level 4, Dark Magic

Cast on an enemy shooter. The unit cannot shoot if there's any creature on the adjacent tile in front of it, even if they are allied.


Edit: the poor Water Magic doesn't have any spells yet, so:

Oasis, Level 3, Water Magic

An appointed area of 6x6 metres is covered in magic water; whenever a creature passes through it, it regains some hit points. If the fight takes place on a desert, then additionally any creatures passing through receive a +2 speed bonus.

Edit #2: OK Jabanoss, please change my "Ninja" spell to "Athletic Strenght"

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 23, 2010 10:59 PM
Edited by Jabanoss at 23:05, 23 Dec 2010.

Quote:
Can be cast on a friendly Elite or Champion unit. Every time an allied Core unit standing on an adjacent tile to the unit upon which the spell was cast is attacked in melee, the creature affected by the spell retaliates at the attacker, followed by the Core creature's own retaliation (if any). Does not use up the spell target's retaliation.

I like this one it's cool, might sound to specific though but it's nice, makes you think about your positioning. Don't like the name however

Quote:
Can be cast on a Champion, or large Elite enemy unit. The unit cannot retaliate against Core creatures under the caster's command.

why not make it affect everything instead of just Champions?
and remove the core thing, so a units simply becomes unable to retaliate at all. Hmm but then it's forgetfulness anyways nvm...

Quote:
Edit #2: OK Jabanoss, please change my "Ninja" spell to "Athletic Strenght"

may I propose "Climbing/leaping/jumbing" or make it "Hover" and making it a Air or Light magic instead?
____________
"You turn me on Jaba"
- Meroe

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted December 23, 2010 11:42 PM

Quote:
Quote:
Can be cast on a friendly Elite or Champion unit. Every time an allied Core unit standing on an adjacent tile to the unit upon which the spell was cast is attacked in melee, the creature affected by the spell retaliates at the attacker, followed by the Core creature's own retaliation (if any). Does not use up the spell target's retaliation.

I like this one it's cool, might sound to specific though but it's nice, makes you think about your positioning. Don't like the name however

Quote:
Can be cast on a Champion, or large Elite enemy unit. The unit cannot retaliate against Core creatures under the caster's command.

why not make it affect everything instead of just Champions?
and remove the core thing, so a units simply becomes unable to retaliate at all. Hmm but then it's forgetfulness anyways nvm...

Quote:
Edit #2: OK Jabanoss, please change my "Ninja" spell to "Athletic Strenght"

may I propose "Climbing/leaping/jumbing" or make it "Hover" and making it a Air or Light magic instead?


You mean "Warrior's Duty"? hmm, maybe call it "Responsibility" or "Empathy"?

Well the whole idea was to only affect Champions (because they're so large they simply don't care for little monsters attacking them) if you made that affect everyone, it wouldn't be very logical to have a little creature being attacked by a little creature and not responding/ignoring it   and yes you're right, that's forgetfulness

You can make that spell whichever magic school you prefer...and you can call it "Hover" instead

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maken
maken


Known Hero
Hail Hydra!
posted December 23, 2010 11:46 PM
Edited by maken at 00:33, 24 Dec 2010.

Chaos Spawn - Level 5, Primordial
Summon a number of spawns (tentacles and/or distorted limbs) on the ground in the target area, each one attack a random creature within 2 squares with primordial magic damage.


I'm not sure about saying "this is strong" or "this have X turns duration" so I'll just leave the description.

Entropy Blast - Level 3, Primordial
Creates a cross-shaped explosion centered at the target. Any other creature caught in the explosion has a chance of generating another Entropy Blast with reduced damage.


Edit: well, some more. And I wonder, shall I keep editing in case I have more to add or make other post?


Sylphs Blessing - Level 2, Air
Target creature ranged attacks aren't affected by obstacles or walls.

Dragon Breath - Level 5, Fire
Target creature melee attacks have the fabled dragons breath, reaching whoever stands behind the primary target. Attacks deals fire damage.

Maze - Level 4, Earth
Create rock walls in the battlefield, acting as destroyable obstacles.

Soul Leech - Level 3, Dark
Deals minor damage to a single target, but recovers some of the hero mana points.

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 23, 2010 11:51 PM
Edited by Jabanoss at 00:48, 24 Dec 2010.

Awesome spells Maken!
Entropy Blast sounds awesome and Chaos Spawn is the number one demon spell I guess
Quote:
I'm not sure about saying "this is strong" or "this have X turns duration" so I'll just leave the description.

yeah forget about that stuff, it's too hard to know anyway without balance.

@SkrentyzMienty
Quote:
You can make that spell whichever magic school you prefer...and you can call it "Hover" instead

then Hover and air it is.


Quote:
Edit: well, some more. And I wonder, shall I keep editing in case I have more to add or make other post?

I think it's best if you make new posts, in case I miss when you edit,
This time ofc there where no problems
____________
"You turn me on Jaba"
- Meroe

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xerox
xerox


Promising
Undefeatable Hero
posted December 24, 2010 01:37 AM

Sure, I can try to come up with some.
Bonus points to you if you guess where I got the idea from.

Curtain of Frost
Level 3 Water Spell

Creates a Curtain of Frost on the battlefield which is 1x4 tiles large. Enemies walking through the curtain wiil be frozen in place for X turns meaning that they will not be able to act during this time.


Demonic Circle
Level 5 Primordial Spell

Uses the powers of Urgash to activate a Demonic Circle which functions as a gateway between two choosen locations on the battlefield. The Demonic Circle may be destroyed by enemies but has very high endurance.


Cloak of Shadows
Level 2 Dark Spell

Cloaks a friendly target in shadows, making them invisible for X turns.


Beacon of Light
Level 3 Light Spell

Makes the friendly targeted creature a Beacon of Light, meaning that Light spells cast by either the player or the enemy hero will also bless the beacon for X turns.



Disengage
Level 2 Air Spell

Directs the winds to push a friendly targted creature X tiles in any direction.



Spell Reflection
Level 3 Primordial Spell

Gives a friendly creature the ability to reflect all incoming enemy spells back to a random enemy creature. Spell reflection is invisible to enemy players.


Army of the Dead
Level 5 Dark Spell

Target a location on the battlefield to summon a legion of Core Necropolis creatures, Skeletons, Ghouls and Ghosts to attack enemy forces. These creatures can not be controlled by the player but will only attack enemies.



Divine Hymn
Level 5 Light Spell

Recite a Divine Hymn causing the three most wounded friendly creature stacks on the battlefield to be healed for X amount. Overhealing will cause creatures to be ressurected.



Wild Mushroom
Level 4 Earth Spell

Places an amount of Wild Mushrooms at a chosen location on the battlefield that will detonate when enemies walk over them. The detonation will cause X damage and create a poisoned area, reducing the speed of those enemy creatures standing in the poisoned area. Lasts Y turns.


Healing Rain
Level 5 Water Spell

Calls down a Healing Rain to cover a selected area which covers X tiles. Friendly creatures standing in the Healing Rain will be regenrate heal each turn. Overhealing will lead to ressurected creatures. Last Y turns.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 24, 2010 02:43 AM
Edited by Jabanoss at 02:59, 24 Dec 2010.

Quote:
Bonus points to you if you guess where I got the idea from.

hmm a lot of them sounds like Warcraft 3 spells, but many of the are not. I know that you play WoW, but they don't really sound as if the would fit there.
So my bet is DotA or HoN. But I really don't have any idea!

Anyways some really nice ones there


It's time I add some more of my own.

Life Drain - level 3, Dark
Target a enemy unit and a friendly unit. The enemy unit will be damaged and the friendly units will be healed an equal amount of the lost life.

Telekinetic Weapons - level 3, Primordial
Give a melee unit the ability to use a ranged attack instead off melee. There is no ranged penalty for this, and therefor it can also be used on ranged units.

Blackout - level 1, Dark
Target a single unit, when it attacks it will receive the retaliation blow before the attack can be carried out. (But there is still only one retaliation strike)
____________
"You turn me on Jaba"
- Meroe

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bludgeon
bludgeon


Known Hero
posted December 24, 2010 09:56 AM
Edited by bludgeon at 10:02, 24 Dec 2010.

Some adventure spells

Earth Womb - level 3 - earth
Hero and his army is swallowed by earth. He can't move but also can't be attacked. Becomes invisible to enemy. Upkeeping spell for extra turns costs mana.

Skyjack - level 3 - air
Caster switches places with another hero. Only hero and his items are affected (so heroes also switch armies effectively).

Water Form - level 4 - water
Allows hero to move through water. Each tile of movement costs mana. If hero is out of mana while still on water, he is expelled to nearest shore and loses some troops.

Wake of Destruction - level 4 - fire
Hero leaves trail of fire when he travels. Trail lasts until her next turn. Any enemy hero that walks on or through the trail loses mana and possibly some troops.

Pilgrimage - level 1 - light
Hero's movement is increased as long as he travels towards nearest place that boosts morale or luck.

Haunting - level 2 - dark
Haunts a place so if any hero visits it, he will take temporary damage to morale and luck.

And combat spell:

Climbing Vines - level 2 - earth
Cast when defending in siege. Vines burst from the ground, strengthening one or more wall segments. Can't improve already destroyed fragments.

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted December 24, 2010 10:37 AM
Edited by Agent_00_BLeRD at 10:53, 24 Dec 2010.

Flame Strike - Level 1, Fire
Stone Strike - Level 1, Earth
Thunder Strike - Level 1, Air
Ice Strike - Level 1, Water
Holy Strike - Level 1, Holy
Void Strike - Level 1, Dark:

Target's damage gains elemental attribute according to the type of spell. Target's damage will be modified depending on whether the enemy is strong or weak against that element. Spell can be cast on friendly or enemy creatures.

If target creature already has an element, say fire, then casting flame strike will give a bonus to damage. If it has a different element, say it has fire and you cast void strike, it will lose the fire element and gain dark element.

For example, if you're fighting an army of flame based creatures, you'd want to cast ice strike on your troops to do more damage to the enemy. And if your army is resistant to air element (perhaps by the assistance of spells), you'd want to cast thunder strike on the enemy so that they do less damage to your troops.

Fleet of Flames - Level 3, Fire
Siesmic arms - Level 3, Earth
Lightning Charge - Level 3, Air
Flood - Level 3, Water (could use a better name)
Armada of the Light - Level 3, Holy
Minions of the Void - Level 3, Dark:

These are mass versions of the level 1 spells. You can cast them on friend or foe.

---

Gravity Well - Level 2, Earth

Remove the flying/floating ability from a unit. (Depending on balance issues, it might even be able to ignore magical resistance e.g. black dragons, since it's altering the physics and that physics, in turn, is affecting the magically immune creature).

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted December 24, 2010 05:02 PM
Edited by RabbidCow at 17:18, 24 Dec 2010.

I have two ideas. The first is basicily an improved version of blugeon's Climbing Vines (by improved, I mean stronger). The second I think is origanal.

Diamond Shell - Level 4 - Earth
Can only be cast while under siege. Covers every wall in a layer of diamond, increasing their total health by X, and rebuilding destroyed wall segments, with a quarter of their normal health. Towers can't shoot after being rebuilt.

Blazing Arrows - Level 3 - Fire
Gives a ranged unit a flaming attack, changing their damage to fire damage, and causing the unit's ranged attacks to explode in a 3x3 area, damaging every unit caught in the explotion. The explotion may affect friendly monsters.

I dunno, are they good?

____________
It's okay to not like things; just don't be a dick about it. - TotalBiscuit

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DarkLord
DarkLord


Supreme Hero
Fear me..
posted December 24, 2010 06:46 PM

Heavy rain - level 3 Water
rain is cast on the battlefield. All fire spells damage are reduced and they last not more then 1 turn

Flood - level 5 Water
a giant wave deals damage to all creatures on battlefield, plus moves creatures depending on which wave direction player choses. (water based creatures get minimum damage)

Cross-wind - level 2 Air
is cast on enemy ranged units. reduces twice shooting distance

Black spot - level 4 Dark (or maybe level 5)
is cast on enemy hero. has no effect on the actuall battle. but enemy hero will be attacked by powerful undead army after 7 days. can be dispelled if hero enters the sanctuary within this 7 days.

Doom - level 5 Dark
can be cast only once per battle. enemy stack will instantly die when battle is over. can not be cast if enemy doesn't have at least 3 stacks of creatures.

Vampiric bite - level 4 Dark
can be cast only once per battle. turns enemy stack into vampire and it will be added to your army (player should have empty slot). process takes 2 turns , during which unit can not attack/move/retaliate.

Saviour - level 5 Light
is cast on friendly unit, should have at least 2 enemy creatures within 4 hexes. Enemy can not attack any unit exept the one with saviour spell on it for 1 turn.

Anathema - level 4 Light
reduces morale, initiative, spellpower of enemy casters (depending on Hero spellpower)

Call of Ancestors - level 4 Primordial
increases damage, defence, morale (depending on Hero spellpower)  

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 24, 2010 08:43 PM

Primordial magic :

level 4
arcane implosion : direct damage spells. the higher the magic protection of the target, the higher the damage. doesn't break immunities.

level 5
banishment : Banish a stack from the battlefield for a duration depending on your spellpower. anyway, to win the battle, you have to wait for that stack to be back and destroy it anyway.

earth :

level 4
subterrean gate : the hero can teleport from underground to above ground and vice versa, if there is enough room to land above / under.

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 25, 2010 01:54 AM
Edited by Jabanoss at 02:44, 25 Dec 2010.

@Bludgeon
Quote:
Some adventure spells

hmm this made me wonder should I make a separate group for Adventure spells?
Nah it's good the way it is. Nice ones by the way

@Agent_00_BLeRD
Quote:
Fleet of Flames - Level 3, Fire
Siesmic arms - Level 3, Earth
Lightning Charge - Level 3, Air
Flood - Level 3, Water (could use a better name)
Armada of the Light - Level 3, Holy
Minions of the Void - Level 3, Dark:

These are mass versions of the level 1 spells. You can cast them on friend or foe.

I like your spells Agent_00_BLeRD and how they might affect the battlefield, for example if you have a lot of fire resistant units then you can cast Flame Strike on the enemies so they so less damage to your units.

But I skip adding the mass-versions of them as it will easily be cluttered since most spells will have a mass or area-versions anyway.
Hope you can accept this
For example I hope there will be tons of skills out there that will alter spells. That would mean millions of combinations of spells and if all of those where to be added.... (hmm that might need it's own thread later on(skills that alters spells that is))

@RabbidCow
Quote:
I dunno, are they good?

Yes they are awesome, would really like to see the graphic effects of the Diamond Shell
keep up the good work!

@DarkLord
Quote:
Vampiric bite - level 4 Dark
can be cast only once per battle. turns enemy stack into vampire and it will be added to your army (player should have empty slot). process takes 2 turns , during which unit can not attack/move/retaliate.

You don't think this one is a bit to Overpowered?

@Fauch
Quote:
level 4
arcane implosion : direct damage spells. the higher the magic protection of the target, the higher the damage. doesn't break immunities.


____________
"You turn me on Jaba"
- Meroe

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 25, 2010 11:20 AM bonus applied by alcibiades on 01 Jan 2011.

Hope I haven't overread somethin^^
Also added soem creatures that maybe could be able to cast the spells.
Didn't give exact numbers because I'm not so good in it, especially concerning balancing issues.

Explosion - Level 5 - Fire (Could also be Primordial possibly)
The target enemy unit explodes. The spell deals amssive damage to the target and medium damage to all adjacent stacks (friendly stacks, too!)
Fire Lord (Fire Elemental Boss or Champion);

Insanity - Level 5 - Dark
Targets the enemy hero. Has only a chance of 75% to work. If it works, the enemy player losses control over the hero. The hero then acts on his/her own and ALWAYS against their own army. Insane, he can still cast spells, use abilities, etc., but who would be friendly for them is now enemy and vice versa, so they'll potentially start buffing and healing your units or attacking their own army, etc.
Dark Bosses; Demon Champion...

Magic Vortex - Level 5 - Primordial
Creates a vortex of magic on the battlefield, preventing ANYONE from casting any more spells as long as the vortex lasts. Additionally, all summoned and magical beings suffer damage every turn.
Some anti-magical Boss

Forget! - Level 3/4 - Primordial or Dark
Targets the enemy hero. One random skill of the enemy hero is classed down 1 level (without perks&mastery)

Moat - Level 2 - Water
Adventure Map Spell, targets this or any other hero in range. Lasts as long as the target hero doesn't move. Surrounds the hero with a moat, stopping approaching enemy non-flyers, when the hero is attacked.

Gold Rush - Level 4 - Earth
Adventure Map spell, targets a gold mine. The Production of the mine is doubled for some time (duration depends on mastery, SP, and such). Each hero can only have one Gold Rush at a time active, as well as each mine.

Cave-In - Level 4 - Earth
Adventure Map spell, targets an enemy mine. The mine's production is declared zero for some time, (duration depends on mastery, SP, and such).

Freeze - Level 3 - Water
Adventure Map Spell, targets 3*3 AM-squares. All water squares in the target area are now ice for some time, and ice is crossable for heroes. The ice won't break when a hero stands on it, but if you're crossing a broader water: Mind the danger you could get stuck.

Call of War - level 4/5 - WarCry
Adventure Map Cry. Summons a small group of random Stronghold units which will join you for no further price. Can be cast only once per day and hero.

Blood Enemy - Level 5 - WarCry
Adventure Map Cry. Targets an enemy hero. The hero is declared blood enemy of you. As long as the spell isn't dispelled, you can allways see this hero on the AdventureMap (or his position, since you don't see the surroundings), and the casting hero's max mana (or whatever they use instead) are reduced by 5 that long as well. In battle between the casting and the target hero, your units and your hero do +10% damage for the whole battle. The spell cannot be dispelled in battle.

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bludgeon
bludgeon


Known Hero
posted December 25, 2010 11:29 AM bonus applied by alcibiades on 01 Jan 2011.
Edited by bludgeon at 11:55, 25 Dec 2010.

Telekinesis - level 4 air
Hero grabs a resource (only ore, wood, gold, or crystal blood) from the ground from up to 5 spaces away.

Crumble - level 4 earth
Hero destroys a building in a city she's in.

Invoke Disaster - level 5 earth
Hero destroys a random building in a nearby city.

Winter's Grasp - level 3 water
An area of map (roughly city-sized) is covered with ice, slowing down enemy heroes.

Reign of Air - level 5 air
An area of map (roughly city-sized) improves air spells cast on it (also in combat) and weakens earth spells.

Reign of Earth - level 5 earth
An area of map (roughly city-sized) improves earth spells cast on it (also in combat) and weakens air spells.

Reign of Fire - level 5 fire
An area of map (roughly city-sized) improves fire spells cast on it (also in combat) and weakens water spells.

Reign of Water - level 5 water
An area of map (roughly city-sized) improves water spells cast on it (also in combat) and weakens fire spells.

Reign of Light - level 5 light
An area of map (roughly city-sized) improves light spells cast on it (also in combat) and weakens darkness spells.

Reign of Darkness - level 5 darkness
An area of map (roughly city-sized) improves darkness spells cast on it (also in combat) and weakens light spells.

Might over Magic - level 1 warcry
Any spell cast on this or next combat turn will cost double amount of mana.

Call to Arms - level 5 warcry
Summons nearest hero onto the battlefield, without his troops. This hero doesn't affects units with his stats or skills or artifacts, but has his own actions and abilities/spells.

Energy Transfer - level 4 light
Hero transfers some of his mana to another hero anywhere on the map.

Twister - level 2 air
Affects 5x5 squares. Takes all creatures from that area and bundles them together in the center as much as possible.

Lava Ball - level 2 fire
A ball of fire rolls through battlefield in a straight line (from hero's side to the other one). Deals damage to everything it meets.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted December 25, 2010 12:01 PM
Edited by radar at 12:23, 25 Dec 2010.

Herbalism  - level 1, Earth, instant -> Cures poison and diseases, doesn't affect HP though.

Wall of Ice - level 2, Water, summon -> Creates 3x1 destroyable obstacle on the battlefield.


Heat - level 3, Fire, curse -> Reduces Defence and Initiative by 30%.

Mark of Death - level 4, Darkness, curse -> In addition to nominal physical damage when attacked, the cursed creature will always receive additional HP drop so that it is always left with only one hit point.

Inner Light - Level 2, Light, blessing -> blessed stack becomes immune to all Fear and Morale decreasing effects. Also dispells all such effects already affecting the stack.




____________

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