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Thread: Your H6 Spells | This thread is pages long: 1 2 3 · «PREV |
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kodial79
Promising
Supreme Hero
How'd Phi's Lov't
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posted December 25, 2010 07:39 PM |
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I mean that after you cast Phantom Hero, you can move the illusion right away. Then when you end your turn, the illusion stays on the map until all other enemies end their turns too. The illusion eventually disappears when it's your turn again to play. Unless there are some sort of masteries that can make it last longer than this.
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bludgeon
Known Hero
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posted December 25, 2010 08:13 PM |
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Imaginary monster and water form: you have them as combat spells, they are adventure spells.
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted December 25, 2010 08:18 PM |
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okay, I've fixed it! Thank you
Quote: I mean that after you cast Phantom Hero, you can move the illusion right away. Then when you end your turn, the illusion stays on the map until all other enemies end their turns too. The illusion eventually disappears when it's your turn again to play. Unless there are some sort of masteries that can make it last longer than this.
okay I get it. I added that it will last longer the more skills the hero has.
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"You turn me on Jaba"
- Meroe
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted December 26, 2010 01:30 PM |
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In my opinion sophistication kills whole fun.
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted December 26, 2010 01:41 PM |
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Huh, what do you mean?
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"You turn me on Jaba"
- Meroe
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted December 26, 2010 05:08 PM |
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Rite of Spring - level 5 Ritual - Earth
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.
Rite of Winter - level 5 Ritual - Water
Needs the movement of a whole day to be done, as well as some sacrificing. Transforms a Large Area around the hero to Snow Terrain.
Rite of Autumn - level 5 Ritual - Air
Needs the movement of a whole day to be done, as well as some sacrificing. Transforms a Large Area around the hero to Rock/Earth/BAdlands Terrain.
~WHICH TERRAIN WOULD FIT BEST TO AUTUMN; WHAT DO YOU THINK?~
Rite of Summer - level 5 Ritual - Fire
Needs the movement of a whole day to be done, as well as some sacrificing. Transforms a Large Area around the hero to Desert Terrain.
Rite of Ashes - level 5 Ritual - Fire
Needs the movement of a whole day to be done, as well as some sacrificing. Transforms a Large Area around the hero to Volcanic Terrain.
Rite of Drought - level 5 Ritual - Darkness/Fire
Needs the movement of a whole day to be done, as well as some sacrificing. Transforms a Large Area around the hero to Wasteland/Barren Terrain.
Rite of Leaves - level 5 Ritual - Earth/Water
Needs the movement of a whole day to be done, as well as some sacrificing. Transforms a Large Area around the hero to Jungle Terrain.
Rite of Foulness - level 5 Ritual - Dark
Needs the movement of a whole day to be done, as well as some sacrificing. Transforms a Large Area around the hero to Swamp Terrain.
Seal Mine - available as Level 2 Ritual and Level 3 Spell - PRimordial
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, btu as long as it is active, the caster's max mana is reduced by 7
Seed of Evil - Level 4 - Dark
The target enemy creature is no longer healed by healing spells and abbilities, instead they deal them as much damage as they would heal.
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RabbidCow
Adventuring Hero
Who was bit by a Vampire
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posted December 26, 2010 09:12 PM |
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Wraithform - Level 5 - Dark
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.
I was thinking Wraithform's damage and health would stack with the hero's Attack and Defence, as well as Armourer or Offense-type skills.
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It's okay to not like things; just don't be a dick about it. - TotalBiscuit
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted December 26, 2010 11:17 PM |
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Quote: ~WHICH TERRAIN WOULD FIT BEST TO AUTUMN; WHAT DO YOU THINK?~
Just autumn?
anyways that was what I took, plz tell me if I should change it
Quote: Wraithform - Level 5 - Dark
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.
I was thinking Wraithform's damage and health would stack with the hero's Attack and Defence, as well as Armourer or Offense-type skills.
Nice one
I also added your "thoughts"
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"You turn me on Jaba"
- Meroe
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DarkLord
Supreme Hero
Fear me..
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posted December 27, 2010 02:47 PM |
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Quote: Some comments:
Black spot (DarkLord) - Should be made an adventure spell.
actually i stress on that it is NOT adventure spell...
will explain myself..
IMHO this spell gives some interesting tactical variations..
in case your army is loosing:
you can cast the spell before you make a runner...
or
you cast the spell as you know you gonna lose anyway..
as
it gives you advantage of more then 1 week, because the opponent will be busy fighting an army or preparing to face them, so you will have time to rebuild your forces for possible defence against future attack..
in case your army is winning:
you cast the spell to make sure that you secure victory , as enemy will suffer ether way he retreat or somehow make the battle equal and destroy a lot of your units..
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted December 27, 2010 11:40 PM |
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Edited by Jabanoss at 23:55, 27 Dec 2010.
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It has been far to long since I posted something myself
Force Push - Level 1, Primordial
Pushes a target back one square and causes minor damage.
Feedback - Level 3, Primordial
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.
Tsunami - Level 4, Water
A huge wave enters the battlefield damaging all core units. (kinda like Armageddon but only works against core and is a lot less powerful.)
Hands of Land - Level 5, Earth
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.
Thunder Storm - Level 5, Air
The hero 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.
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"You turn me on Jaba"
- Meroe
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MattII
Legendary Hero
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posted March 22, 2011 08:17 AM |
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Edited by MattII at 09:46, 22 Mar 2011.
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Quagmire - Level 3, Earth
Generates a quagmire in an area around the selected location which costs twice the normal movement to move through.
Arrow Storm - Level 2, Air
All stacks in a 3*3 receive X normal damage (not affected by elemental bonuses/resistances).
Black Empathy - Level 3, Dark
Chosen enemy stack receives damage every time it attacks.
Soul Link - Level 4, Dark
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.
Discorporate - Level 5, Primordial
Selected stack is removed from the battlefield for a number of turns.
Fire Ring - Level 3, Fire
Generates a ring of fire surrounding a 3*3 area, dealing damage to any creature attempting to walk through it.
Light Ward - Level 3, Light
All destructive spells cast upon an enemy will have a reduced effect, and all curses have a chance of being cured every turn
Affection - Level 2, Light
When targeted friendly stack takes damage, nearby stacks get an attack boost for the next turn.
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted March 22, 2011 08:47 AM |
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Hah, It was awhile since someone posted in this thread.
I have added your spells, they seems really cool.
Hmm, we now know that there will only be 3 different levels of spells in the game, but I let it be up to you to make lvl 1-5 for your spells anyway. This will mean that level 1-2~1, level 3-4~2, level 5=3.
But like I said never mind about that, it's the general idea that counts.
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"You turn me on Jaba"
- Meroe
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MattII
Legendary Hero
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posted March 22, 2011 09:56 AM |
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Quote: Hah, It was awhile since someone posted in this thread.
Yes, I noticed that, this was back on like page 5.
Quote: I have added your spells, they seems really cool.
Thanks. Oh, and you've left the '/' out at the end of the Affection description, everything afterwards is in italics.
Now just to come up with one for water.
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted March 22, 2011 10:03 AM |
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Edited by Jabanoss at 10:03, 22 Mar 2011.
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Thanks
I saw that I accidentally removed one half of Jiriki's spell as well.
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"You turn me on Jaba"
- Meroe
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Reshkay
Tavern Dweller
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posted March 24, 2011 11:41 PM |
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I was thinking something Like,
Fractured Earth, Earth Level 5
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.
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