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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Suggestions for new spells in an expansion pack
Thread: Suggestions for new spells in an expansion pack
Darkspirit
Darkspirit


Famous Hero
aka Zutus
posted June 09, 2002 01:31 PM

Suggestions for new spells in an expansion pack

First of all I'd like to say that there's a bug in the 'fire ring' spell, if you can't select your own creatures to be the centre of the flames, then what's the points of this spell? You might aswell just use fireball, which does the same amount of damage. Really they should fix it so that you can cast flames around your creatures, so all it's attackers get burned.

Now for the new topic, which future spells would you like to see in an expansionpack?

Mine are:

-a mass version of stone skin (nature)
-land mine (not randomly anymore, but you can choose where you burry the mines, around five mines or so) (order)
-chant: The hero starts singing encouraging songs, this would go till you decide to make another movement with the hero. For every round the hero sings, all your creatures would get a +5% bonus to all stats. (life)
-lyrics of the dead: the oposite of the previous, -5% to all opposite creatures (death)

... (more to come)
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Young moles appear to be in full dispersal which means there are more moles per acre than at any other time of the year

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jahguun
jahguun


Hired Hero
posted June 09, 2002 06:57 PM

just one

"Boot to the Head" which is class specific to monks, with a nice animation of a boot flying upside the enemy's head.

this could cause random damage depending on your power and level of skill attained, also, the animation could change, from the brown boots, to the red boots, to the snow shoe, to the sandle, to tan boots, depending on the day of the week, and the heroe's clothing or accessories
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Largo_LeGrande
Largo_LeGrande


Promising
Known Hero
from the Carribean
posted June 10, 2002 05:35 PM

Storm: summons a storm that strikes (lighting bolt) random enemy every turn; can be dispelled - Nature

Voodoo Image: creats a clone of an enemy (number of the creatures based on the level of the hero) that don't move/retalliate etc. and when it's attacked the damage is done to the real stack (defence decreased to 0) - Death

Invisible: makes an unit invisible = it cannot be seen (doh!) or attacked. It wears of when the unit attacks (whit no retallion + defence decreased to 0) - Order

Time Stop: none of the enemy can move/attack until one of your own troops attack some one (no retallion + defence to 0) - Order

(Mass) Curse Vortex: transfers curses of your units to enemies - Death

Earthquaqe: destroys the gate - Nature

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Maniac
Maniac


Disgraceful
Famous Hero
posted June 10, 2002 07:55 PM

Nice ideas there Largo.
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Scorpius
Scorpius


Hired Hero
posted June 11, 2002 12:01 PM

A life spell: Turn Undead

There should be some spell like Blind/Stun that can affect Undead.

Or another life spell: Sunray
Does massive damage to a Vampire stack
(perhaps 30 damage per vampire in that stack, to compensate the fast vampire growth with GM necro)


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Largo_LeGrande
Largo_LeGrande


Promising
Known Hero
from the Carribean
posted June 11, 2002 05:18 PM

Flamethrower: a very long fire bolt that does damage to every one (friend or foe) in the line between you and the target + the troops behind the target - Chaos

Repair: resurrection on golems, ballistas and dragon golems; it can also be casted on the cate - Order

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Darkspirit
Darkspirit


Famous Hero
aka Zutus
posted June 11, 2002 09:47 PM

Those ideas you mention are really good, I hope they think of implementing some, especially the flame, repair, voodoo image are really really good.
____________
Young moles appear to be in full dispersal which means there are more moles per acre than at any other time of the year

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daikon
daikon


Adventuring Hero
with great magic powers
posted June 12, 2002 09:33 AM

Tsunami - Damages all units but can only be cast on sea. Also can be used on map to reduce an enemy boat moviment (nature)

Ghost Ship - Higher level summon ship, comes into play with some ghosts. (death)

Decompose - Destroy a dead stack (death)

Ilusionary Twin - The next atack done to the target stack or hero is lost. ie hits a ilusion (order)

Betrayal - a little number of enemies come to your side, based on caster level (chaos)
____________
Sorry for my bad english...

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UnkaHaakon
UnkaHaakon


Responsible
Famous Hero
happily tilting at windmills
posted June 12, 2002 11:31 AM

Quote:
"Boot to the Head" which is class specific to monks, with a nice animation of a boot flying upside the enemy's head.


Of course, that would require you know Ta Kwon Leap
____________
Some people say the glass is half full..Some people say it's half empty... I say "What're you asking me to drink?"

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vitt
vitt


Hired Hero
banned
posted June 12, 2002 11:34 AM

land mines arent a good idea, they arent very medieval/fantastic, now are they`?
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Largo_LeGrande
Largo_LeGrande


Promising
Known Hero
from the Carribean
posted June 12, 2002 04:37 PM

What do you mean? Haven't you played HOMM III? The tower has landmines as its moat. I really like that Twin and Decompose ideas.

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Darkspirit
Darkspirit


Famous Hero
aka Zutus
posted June 12, 2002 06:48 PM

well, if they can make dragon golems, then they will certainly be able to make mines.
____________
Young moles appear to be in full dispersal which means there are more moles per acre than at any other time of the year

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Sir_Elric
Sir_Elric


Responsible
Famous Hero
Having a bad hair day.
posted June 12, 2002 06:53 PM

Smelly Armpit


1.Smelly Armpit - deals damage according to days since last visit to castle for a bath, to all in vicinity of caster.

2.Mass Smelly Armpit - as above but for all troops.

3.Incontinence - Loss of combat turn, 50% chance of slipping on following combat turn, 25% chance of nearest troop gaging resulting in loss of combat turn.

4.Mass Incontinence - as above but acts more like quicksand spell with fear thrown in!

____________
Neverwinter Nights - "City of Melnibone"
Direct connect - ausnwn2.dyndns.org:5121

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sir_christian
sir_christian

Tavern Dweller
posted June 13, 2002 01:50 AM

 Sorry for the messages above, i pressed enter by mistake (twice, if you believe)
 Here are my spells




Wind (level 2 nature) : all creatures move 1 hex away from the hero
 Horseback-riding (level 4 life) : the hero summons a horse and he/she or other hero can get "chivalry" (this could be a Combat or Tactics secondary skill) : Attack and defense +5, movement +5, speed +3, "hit and run" ability, no retaliation. It requires special design
 Telekinesy (level 3 order) : the hero can move mechanical creatures several hexes depending on his level, he can remove obstacles and destroy a town's gate
 Hell-hole (level 5 death) : living creatures in a 4X4 area fall into a hole and become skeletons. They don't dissapear after battle
 Shame (level 5 chaos) : A hero's level/secondaty skill permanently dissapears. Can be cast once on a hero and once in a battle.

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Largo_LeGrande
Largo_LeGrande


Promising
Known Hero
from the Carribean
posted June 13, 2002 05:16 PM

Pity: the stack/hero cannot harm a stack/hero with less hit points (opposite the cowardice) - Life

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Darkspirit
Darkspirit


Famous Hero
aka Zutus
posted June 13, 2002 09:16 PM

Brambles: Summons brambles on the battlefield, works like quicksand, although creatures don't get movement penatly, but they will get damaged based upon the level of the caster. (nature)

Amnesia: The selected stack forgets it's special ability for some turns. Spellcasters lose ability to cast spells, medusa lose stonegaze, minotaurs can't block anymore, etc... This is actually an improved version of forgetfulness, so ranged units lose their range attack too. Doesn't work on mechanical creatures or elementals. (order)

Eagle eye: Not with spells this time, but with abilities like the previous spell. Select a friendly stack and then an opposite stack. The friendly creature gets the abilities of the opposite stack. However the opposite stack doesn't lose the abilities and it can't be cast on mechanical creatures, elements, nor can abilities be duplicated from mechanical creatures, elements. (life)

Fire tornado: blows all creatures (friend of foe) standing in a triangle starting at the heroes hex away for twice the distance as displacement and does some damage based on the caster's level. does not work behind the castle wall. (chaos)

Chains: Two opposite creatures get chained together. The creatures can still move. But the creatures have touch eachother at atleast one hex. So a chained creature can move till it doesn't touch his partner anymore. Both creatures can still attack seperatly though. Doesn't work on insubstantial creatures. (death)
____________
Young moles appear to be in full dispersal which means there are more moles per acre than at any other time of the year

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Largo_LeGrande
Largo_LeGrande


Promising
Known Hero
from the Carribean
posted June 14, 2002 05:23 PM
Edited by alcibiades at 10:23, 09 Dec 2008.

I like the amnesia and the eagle eye!

Beholder (upgraded precicion, level 4?, no mass version): removes all range/obstacle/line of sight (can shoot/cast spells behind walls and enemy troops) penalties from the target (ranged or spell caster) - Order



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth.

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