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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 · «PREV / NEXT»
Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 25, 2010 01:03 PM

Some nice ones there Jiriki9
Some of them seems very OP though, but since you said that they can be used by bosses it fits perfectly, as they should have Über-powerful spells
However I didn't add the bosses or anything like that, but it's a nice idea, people just need to read your post.

Hmm there seems to be a big interest for adventure spells, which is awesome. I guess it's because there where so few of them in H5


Otherwise keep up the good work!
____________
"You turn me on Jaba"
- Meroe

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bludgeon
bludgeon


Known Hero
posted December 25, 2010 01:12 PM
Edited by bludgeon at 13:34, 25 Dec 2010.

Some comments:
Black spot (DarkLord) - Should be made an adventure spell.

Anathema (DarkLord) - this should be a dark spell, not light spell.

Telekinetic Weapons (Jabanoss) - this fits better with air magic.

Call of Ancestors (DarkLord) - this fits much better with light magic. Plus there's nothing original about this spell.

Shrinking Curse (Jabanoss) - a dark spell obviously.



Quote:
Hmm there seems to be a big interest for adventure spells, which is awesome. I guess it's because there where so few of them in H5
I think separating spells into combat and adventure lists is a good idea.

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bludgeon
bludgeon


Known Hero
posted December 25, 2010 01:16 PM
Edited by bludgeon at 13:59, 25 Dec 2010.

Depower Artifacts - level 4 dark
Cast in combat. Until end of combat few randomly chosen artifacts of enemy hero don't work.

Mortal Wound - level 3 warcry
Deals damage to one stack. Next attack this stack takes deals much more damage.

Disenchant - level 2 primordial
Sacrifice artifact to regain some mana. Can be cast in or outside combat.

Deflection - level 4 primordial
You choose the target for the next spell cast by enemy, not her.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 25, 2010 02:10 PM

VERY nice spells bludge!

However:
Quote:
Mortal Wound - level 3 warcry
Deals damage to one stack. Next attack this stack takes deals much more damage.

I don't udnerstand THIS...

Did we have this allready?:
Magic Crystals - Level 2/3 - Primordial; 20 Mana
You create 4 crystals.

Fog - Level 3/4 - Water/Air
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!!!

Bind - level 3 - primordial
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.

True Sight - Level 2 - Light
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.

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bludgeon
bludgeon


Known Hero
posted December 25, 2010 02:39 PM

Quote:
I don't udnerstand THIS...

Did we have this allready?:

Ah maybe, I know little about war cries.

In turn, I think your spell that grants crystals is a bad idea. It bypasses entire minigame of hunting down and securing crystal mines. A big no-no IMO.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 25, 2010 03:15 PM

Ehm...the two phrases weren't connected. I didn't udnerstand your spell at all...and I asked wether we allready had the crystal idea... for your criticism: well, I considered it rather expensive...as a last way to get crystals...of course, the price owuld be nought with a well...




Vaporize - Level 4 - Air
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.

Rust - Level 3 - Water
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.

Magic Ward - Level 3 - primordial
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.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 25, 2010 03:27 PM

war cries

"Tonight, we dine..."
when a unit defeats an enemy, he gains back 25% of the health lost

"May take our lives..."
every time a unit dies, the armies morale goes up 1 point.


____________
Love, Laugh, Learn, Live.

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bludgeon
bludgeon


Known Hero
posted December 25, 2010 03:32 PM
Edited by bludgeon at 15:41, 25 Dec 2010.

Quote:
Ehm...the two phrases weren't connected. I didn't udnerstand your spell at all...and I asked wether we allready had the crystal idea...
To my knowledge we didn't.

Quote:
for your criticism: well, I considered it rather expensive...as a last way to get crystals...of course, the price owuld be nought with a well...
IMO some effects should not be in game, no matter the cost. For example teleporting on adventure map is a bad idea because it makes making good maps way much harder. Just not worth it - instead spells should boost movement.
Also, spells that grant resources are as bad as spells that grant troops (permanently), items, or experience points.


Time Warp - level 3, primordial
Combat spell. X turns pass immediately. This triggers all once/turn effects (like Regeneration spell) and reduces all durations by appropriate amount.

Imaginary Monster - level 2, air
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).

Quote:
I didn't udnerstand your spell at all

It works like this: You invoke the cry, choose target enemy stack, you deal damage to it. Then it gains a debuff that says: next time this stack takes damage, it takes extra damage. When this effect triggers, debuff ends.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 25, 2010 04:06 PM

Quote:
Also, spells that grant resources are as bad as spells that grant troops (permanently), items, or experience points.

i don't think so. I, for example, like spells giving permanent troops as summoning. A way of doing so is making them cost something permanent..f.e. max mana. For experience points, I highly agree! For items, I don't agree, again. Artifact crating spells are so...tasty


Just...soemthign came into my mind...considering mighty spells, and also the permanency:

Rituals:
A ritual is astrong magical performance, much more long-lasting or strong than spells. Performing a ritual costs not just mana, but also time (=movement), the knowledge, often energy (max mana), and sometimes sacrifices of any kind (troops, exp, artifacts, ressources...depends). As spells, rituals are connected to the 7 schools and learned through mage guilds. However, rituals are usually much stronger than spells, you can count about +2 levels, considering strength...
Here are some examples...what do you think of the idea?:

Blessing - Level 2 - Light
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.

Summons
All summons are also available as Rites, on the same rite level as the spell level of the spell. However the number is lower and the hero has to spend something into it, either sacrifices or high max-mana reduces.


Also, a spell more (hope you didn't allready have it):
Sanctuary - Level 3 - Light
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.


Also, bludge, I still don't understand your spell^^

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bludgeon
bludgeon


Known Hero
posted December 25, 2010 04:09 PM

Quote:
I, for example, like spells giving permanent troops as summoning. A way of doing so is making them cost something permanent..f.e. max mana. For experience points, I highly agree! For items, I don't agree, again. Artifact crating spells are so...tasty
I disagree because I think buildings are far better suited for that.
And that's what they already do.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 25, 2010 04:39 PM

I think we jsut have different opinions there, than...and it's probably again more me wanting o be thinks rather nice and fitting to a background than good in game mechanical issues...

You still refuse to explain me this:
Quote:
Mortal Wound - level 3 warcry
Deals damage to one stack. Next attack this stack takes deals much more damage.

Which stack is this and wat does it now: TAKE or DEAL more damage? O.o

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 25, 2010 04:44 PM

Quote:
Telekinetic Weapons (Jabanoss) - this fits better with air magic.

Shrinking Curse (Jabanoss) - a dark spell obviously.

Hmm maybe but I still think Primordial fits better as these spells alter the reality, rather then darkness.
Quote:
I think separating spells into combat and adventure lists is a good idea.

And so shall it be...
From now on ladies and gentlemens, there is a separate group for adventure spells. But  you can still post the school of the spell if you wish...

@bixie
plz post the level of the war cries, unless you want me to choose ofc...

Quote:
Also, a spell more (hope you didn't allready have it):
Sanctuary - Level 3 - Light
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.

Earth Womb is pretty similar but there are still differences so I add yours as well.
____________
"You turn me on Jaba"
- Meroe

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bludgeon
bludgeon


Known Hero
posted December 25, 2010 04:49 PM
Edited by bludgeon at 16:50, 25 Dec 2010.

Quote:
Which stack is this and wat does it now: TAKE or DEAL more damage? O.o

Whichever you choose. Stack takes more damage.

Quote:
Hmm maybe but I still think Primordial fits better as these spells alter the reality, rather then darkness.

ALL spells alter reality.

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 25, 2010 04:57 PM

Lol, yeah well Fair enough

But I still rather have them at Primordial since they have nothing to do with either air or dark (might change the Telekinetic weapons but I'm to lazy :/)
____________
"You turn me on Jaba"
- Meroe

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 25, 2010 06:24 PM
Edited by Fauch at 18:27, 25 Dec 2010.

bull's eye : level 2, air. 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.

precision : level 2, earth. targets a friendly shooter unit. it benefits from no range penalty and gains a bonus to attack, when shooting.

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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted December 25, 2010 06:33 PM

A good spell would be 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 advantage of this spell, is to make the enemy take unnecessairy actions to attack just an illusion, also to scout ahead without revealing yourself.

A good name for it would be Phantom Army or Phantom Hero.

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 25, 2010 06:42 PM

I picked Phantom Hero, and since you didn't say which level it has I choose 4. So if you want me to change that just tell me
interesting spell by the way (sounds like a pain in the ass for the enemy XD(aka me))
____________
"You turn me on Jaba"
- Meroe

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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted December 25, 2010 07:27 PM

Quote:
I picked Phantom Hero, and since you didn't say which level it has I choose 4. So if you want me to change that just tell me
interesting spell by the way (sounds like a pain in the ass for the enemy XD(aka me))


It should be pretty high level cause if used right it could even create diversions that would be the key to victory. If level 4 is the highest then fine.

One more thing, the duration should be kept to minimum: One turn. Not one day, cause it would not make sense if the hero who casts Phantom Hero, is the last to play in turn. So it should just one turn until all the other factions played their turns too. It could last for more turns if there are still masteries in spell schools. Or maybe masteries should affect the movement points of the illusion.


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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 25, 2010 07:32 PM

I like that spell idea very much, too.

Here another  one:

Gravity Trap - Level 2/3 - Earth
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.

Teleport Trap - Level 4/5 - Air/Primordial
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.

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 25, 2010 07:34 PM

Quote:
If level 4 is the highest then fine.

5 is the highest, so I'll change it to that.

Quote:
One more thing, the duration should be kept to minimum: One turn. Not one day, cause it would not make sense if the hero who casts Phantom Hero, is the last to play in turn. So it should just one turn until all the other factions played their turns too. It could last for more turns if there are still masteries in spell schools. Or maybe masteries should affect the movement points of the illusion.

what do you mean should it only be used like once per week/month or do you want it to take an entire day to use it?
____________
"You turn me on Jaba"
- Meroe

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