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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Magic spells and skills reshuffle (started by BigPig2 in October 2026)
Magic spells and skills reshuffle This thread is 3 pages long: 1 2 3 · «PREV
BigPig2
BigPig2


Known Hero
posted October 27, 2026 05:59 PM

Ok so I was too hasty in doubting myself, I think the case 04 actually does the HP check, so in theory you could chain-route a spell thru both of them, only if you do then that will apply to all spells using the case.

The question is do you actually want to. This is a balancing act between the spells default power and the benefits of the school of magic skill, and for me the benefits of Sorcery should I end up reworking it. Its all interesting ideas.

Phoenix reported being satisfied with mass magic mirror and I have considered that as an option too, especially since if you up the % to 50 or more the AI supposedly refuses to cast spells on the troops protected. Mass 40% mirror sounds pretty powerful still.

Ass for the anti-magic.. I dont know? Slow, Curse, Disrupting ray, Lightning, Ice bolt, Blind.. protection from spells up to level 3 is maybe not as worthless as it seems?

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purerogue3
purerogue3


Famous Hero
posted October 27, 2026 07:33 PM
Edited by purerogue3 at 20:05, 27 Oct 2026.

What is your idea with Sorcery?
like another form of wisdom but with specific benefits for individual spells?

the AI wrt MM is sub-optimal - they happily blast you with spells at 49% but completely stop at 50%, makes no sense
since re-writing AI is prob beyond us at this point, you could still relegate MM to a creature spell (who cares AI vs AI) so you retain the pleasure of fighting against it, just no expecting the AI to fight rationally against you

edit:
I got it!
Replace MM with anti-minor magic, non/bas:lvl.3 adv/exp:lvl.4
anti-magic: all spells, clone-lvl.check

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BigPig2
BigPig2


Known Hero
posted October 27, 2026 08:15 PM

My idea with Sorcery is to give it control over the non-gradual skill limitations, Town portal, Resurrection, mass effect of enchantments, stuff that just arbitrarily kicks in with some spells making School of magic skills vary wildly in power.

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purerogue3
purerogue3


Famous Hero
posted October 27, 2026 08:34 PM

I thought of that too except for mass
"wizard's mobility pack": bas:fly advD exp:TP
except i still thought they were too powerful for the game
HOWEVER
"reanimation" might be a cool idea (permanance)
bas:undead  adv:non-living  exp:living
heck maybe FIRST AID (as it should have been?)

hmm
you might be on to something

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BigPig2
BigPig2


Known Hero
posted October 27, 2026 08:47 PM
Edited by BigPig2 at 20:48, 27 Oct 2026.

Yeay Im still thinking how much power to give it but the basic idea is to make the School of magic skills less of a must have (Air, Earth) or "meh" (Fire, Water) and give them scaling effect/damage multipliers or reduced mana costs where the power doesnt scale. Mass effect is really a key thing here for me as this makes the new Sorcery a bit of a must have but it gives you basic strength mass effects, so you can have mass but weak enchantments with just this one skill but if you want mass and strong you need to invest in your Schools of magic. A weak mass Haste still overwrites strong mass Slow though.

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purerogue3
purerogue3


Famous Hero
posted October 27, 2026 08:59 PM

Yeah bringing mass back in this way is cool

perhaps "speed": mass haste/slow
it's very powerful vs single spells

or by school: mass fire: bloodlust,curse,misfortune
this is in ADDITION to the original school skill
so you could be a double-specialist

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BigPig2
BigPig2


Known Hero
posted October 27, 2026 09:42 PM

Yes, the idea is to "balance" the schools a bit so that you dont always go for the same one or two. You want mass spells and control of TP or permanent Res? You have sorcery, but all these spells will be weaker or more expensive unless you also take the relevant school.

And since my schools will give scaling multipliers the original Sorcery is kind of redundant anyway. And I can design them around gradual power increase or cost decrease, maybe different schools can have slightly different flavours? idk.

I will also significantly increase the cost of the most powerfull spells and the cost of mage guilds of higher levels. And I will buff the obviously lousy spells like Fireball, Inferno, Hypnotise.

@phoenix, you mention the hota crits, I believe someone already posted the offset for the level of Air magic they use, you can always set that to 0 and give unskilled Hypno whatever power you feel is acceptable to give them? Then give the spell scaling multipliers with Air magic.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted October 27, 2026 11:25 PM

BigPig
But the power modifier will have to be the same from unskilled-expert right? It's only the spell cost and the advanced bonus that makes Hypnotize slightly better with Air Magic.
This also annoys me with damage spells and Animate Dead for example, that they stay almost the same from unskilled-expert.

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BigPig2
BigPig2


Known Hero
posted October 27, 2026 11:58 PM
Edited by BigPig2 at 15:36, 28 Oct 2026.

See my post on page 123 in "how to edit hota", you can change damage/effect formulas to scaling power modifiers + flat bonus with this one simple trick.

And see page 127 for the solution to the current problem, courtesy of DarkAtom!

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