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Heroes Community > Heroes 7+ Altar of Wishes > Thread: What spells would you wish to create in heroes5?
Thread: What spells would you wish to create in heroes5? This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Odvin
Odvin


Promising
Famous Hero
posted December 22, 2002 09:56 PM

Quote:
It would be good to have a spell which could freeze all the oponents: Frost armagedon- the hitten targets are freezed for 3 rounds


But normally armageddon affects all stacks (except those with immunities), so that frost armageddon could just freeze the battle for three rounds!

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Majin
Majin


Hired Hero
Lord of Brimstone
posted December 24, 2002 05:46 AM

Steal Artifact - Steals an artifact depending on the caster's level and skill. The more powerful the caster, the high in level the artifact that he can steal.

Summon Richard Simmons - summons a creature that casts fear on all units within 3 spaces, no matter their strength.




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Grythandril
Grythandril


Famous Hero
who is a Chaotic Wizard
posted December 24, 2002 04:18 PM

MASS ICE BOLTS
or
MASS MAGIC ARROWS

Wherby when the spell is cast all the creatures including heroes would fire (one bolt per creature) at once at the enemy according to the line up.


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Odvin
Odvin


Promising
Famous Hero
posted December 24, 2002 10:29 PM

Insanity (lvl3 Chaos) - the selected creature stack (not hero) gains a 'Berserk' special ability until the end of combat.

Craziness (lvl4 Chaos) - the selected creature stack or hero gains a 'Berserk' special ability (for 3 rounds for heroes; until the end of combat for creatures).
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted January 26, 2003 02:57 PM

What is needed is more adventure map spells...

Things which affects cities, parties or a map.

To start with here are some spells:

Plague: Destroys part of the non-recruited population and garrisoned troops in a city.

Call to Arms: Increases the exisiting population in a town.

Laziness: Reduces town income and creature generation.

Golden Age: Increases town income and creature generation.

Anarchy: Attempts to trigger rebellion in the target city. If successful the town will become independent. Chances depend on alignment of town and and town troops and which overall alignment the player has.

Pestilence: Destroys garrisoned creature and unrecruited population.

Sickness: All living creatures in party has their health points reduced by 20%.

Vitality: All living creature in party has 25% more hitpoints.

Spell Ward: A magical barrier preventing further magic to be cast on a city or wandering army until removed. (Also an expensive build in the town.)

Concealment: Hides 50% of the creatures in one stack on the army screen. (Other players will see less than the actual amount of creatures.)

Damnation: Cast on a player. In every combat that player starts with having the spell 'Curse' cast on each creature stack.

Sanctified: Cast on a player. In every combat that player starts with having the spell 'Bless' cast on each creature stack.

Jinxed: As above but Misfortune.

Irish Luck: As above but for Fortune.

Watch Tower: Gives the Hero a Scouting radius of 20.

Cover of Darkness: Other players cannot see your troops move on the Map.

Superior Forces: Other players will see up to double the amount of cratures in the army. Cast on one stack of creatures.

Cursed ground: Makes a 5x5 square area Cursed. Evil creatures have improved Hits. Good creatures have start combat with Sorrow.

Bless ground: Makes a 5x5 area Blessed. Evil creatures have reduced hits, and Good creatures start with Mirth.

Similar terrain spells may exist for other spells, and without the Good/Evil modifiers.

Most of these Spells can last for several rounds. The upkeep cost must be paid in each round (after heroes has replenished Mana for the turn.) and is half the original casting cost. In other words, in many cases the enemy will be forced to garrison their Hero or the Hero will run out of spellpoints and the spell end.

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shaowei
shaowei


Adventuring Hero
posted February 04, 2003 10:54 AM

About overland spells: I believe these should cost resources, not mana. Mana is pretty cheap for magic heroes, and so the overland spells could be spammed alot. While it adds depth, it also adds to the length of turns, and that is a huge problem in games like Disciples 2 and AOW1,2. It's pretty impossible to play multiplayer there. HOMM is on the brink of that, especially HOMM4.

I believe overland spells that affect towns should be rare and that means they should carry a hefty resource (crystal, sulphur, other rares) cost.

The overland spells that affect parties are also too powerful to be cast from mana. The bless spell you are suggesting is actually mass bless precasted. It is a powerful effect that should cost more than just mana, or it will be spammed.
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stargazer
stargazer


Famous Hero
hero of order and life
posted February 04, 2003 04:14 PM

How about the plage.
it damages all creatures every turn exept elements and non living.
yes it even hits black dragons
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Learning that we're only Mortal for a little while

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Celfious
Celfious


Promising
Legendary Hero
From earth
posted February 06, 2003 06:39 PM

All spell titles are quick thought relations to the magic itself.

"Summons"
would take a round or so.
Would make sanctuary even yet a better spell to have.

"Magic bridge"
to get over quick sands, and castle walls a different way.                    

~Positive matter.
This would create more matter infront of targets (rapidly) making ranged attacks misjudged.

~Suction.
All movement by selected target or radious, is very hard for target to move away from the suction.
(The force, pulls the selected enemy)
                   
~Semi suction..
(somewhat like quicksand)
All movment through the semi suction path, is decreased, when going away, and increased moving twoards the suction point.
(the force pulls anyone who tries crossing its selected focus)

~Freeze.
Target recives all penalties of being extremely cold.

~Itch.
Around 50% of the stack trade of turns scratching. The itch so bad- movement halved, and damage halved.

~Burning feet.
Movment is like wild fire.. If target jumps near you, there's a chance it will jump at you attacking..

~Clumbsyness..
While target stack moves, and attacks.. They accidentily cut eachother/themselves.
10% of the stack hurts itself every 3 movement, and 30% hurts itself while attacking.

~Daze..
Theres a chance when the selected target, is commanded.. They missed the order (LoL!!)
When they snap to it (complete turn initiative later), they follow the order, but perhaps the situation changed.

~Magnetism..
Many uses, and possibilities with this. Consider armour, and weapons.. + & - ..
The glories of magentism, will probably not be introduced for years.

~Lightning resistance..
grounding, insulating..
Yet another possible magnifigance not introduced.
Could bring possibilities as Lightning storm. Like armegeddon, but all creatures with metal & water get zapped.


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silx87
silx87


Supreme Hero
posted February 06, 2003 07:14 PM

Acid rain would be good!
I think it should be lvl 5 chaos or death.
Cast in combat:causes damage to several creatures and reduce attack defence and max hp,also destroys corpses,so that if killed by acid rain,cannot be resurected!

Yeah,that would be nice!I think the damage it does should not be very much,since it has other very good qualities,
so this spell won't be for killing,but more for weakening the enemy.

What u think?
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Celfious
Celfious


Promising
Legendary Hero
From earth
posted February 06, 2003 07:27 PM

Hm, makes me think of the time in bootcamp.. The gas chambers..

To bad that type of gas is unknown in the old hero days

Acid rain?
Could deterierate metal too
(Wheres my head with metal, magnets, and lightning?)
Sorry dude, I think the type of acid your thinking of is to futuristic for this game.

Acid is a chemical.
Mabey RPers would overlook it though
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted February 06, 2003 07:58 PM

I would be surprised if it is global Mana which adds time to the turns. More likely is the fact that you tend to have a lot more armies at least in AoW2. The AI is dragging things out by moving creatures 1 by 1, and moving armies is a thing which would have to take load over any interface.

Mana may be "cheap" now, but if you introduce overland spells that may no longer be the case because you would need to rebalance the game in this respect. Besides, these spells and their upkeep wouldn't be cheap. If your hero must hit a magic well or be in a town at the end of each turn, to maintain a spell then that is a lot heftier punishment than trading to gain a few resources.

In heroes 4 some Hero types tend to run out of mana while others do very well with little mana so some re-balancing is needed here.

I don't see why town spells would have to be rare. They wouldn't be common but you need a couple of them so you feel you have a variation in your choice of spells.

Mass bless precasted is powerful but each alignment would have similar options, besides the cost would not be cheap. If it costs say 50 Mana to cast and 25 Mana to maintain per round, then I'd say it would be balanced. No hero regenerates that much mana per round in heroes 4, so you have to stay in town or hit magic wells almost every day. You will do better for a while if you hit a magic vortex, but those are usuable once per week. Basically, you have to garrison a fairly advanced magic hero in a town or be able to hit magic wells almost every round to keep the spell maintained.

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pig
pig


Disgraceful
Known Hero
unstopable
posted February 06, 2003 08:36 PM

I would like to be spell like "Invisibility"
You cast it on friendly unit, and it becomes invisible, and gain no-retaliation.

basic invisible : Target become visible after one attack. Can be casted on lvl 1-3 creatures

advanced invisible : Target become visible after 2 attacks. Can be casted on lvl 1-5 creatures

expert invisible : Target become visible after 3 attacks, can be casted on all lvl creatures.


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silx87
silx87


Supreme Hero
posted February 06, 2003 10:18 PM

Quote:
Hm, makes me think of the time in bootcamp.. The gas chambers..

To bad that type of gas is unknown in the old hero days

Acid rain?
Could deterierate metal too
(Wheres my head with metal, magnets, and lightning?)
Sorry dude, I think the type of acid your thinking of is to futuristic for this game.

Acid is a chemical.
Mabey RPers would overlook it though


Yea,that too.
But then again,whatabout the Rust Dragons acid breath?
I'd like a spell like that to be in the game.

It actually could be Plague instead of Acid rain.
Thinkaboutit,disease kills and weakens its victims.
Plague is already in H4,but it could be changed to have the effect of the acid rain I proposed.
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shaowei
shaowei


Adventuring Hero
posted February 07, 2003 09:17 AM

Djive,

that sounds interesting. Maybe it's better to do it the way you are saying with a hefty initial mana cost and high upkeep. And having to put your advanced magic hero in town would be also a nice touch...

For players to be able to cast global spells, they should have the casting hero situated at a certain distance from the area of effect. Heroes on the adventure map should have a certain "line of sight", about a screen's size. The area of effect (a town, for example) should be in that line of sight (shown upon selecting a spell to cast) for the hero to be able to initiate the spell.
Then they can move away, but it should be a pretty risky business to cast plague or even a precast combat spell. Otherwise a wizard sitting in the capital town would become a standard - I think this looks a lot like AOW2, and perhaps HOMM should not become that game.
With the extra task of coming near the spell target would mean that the mage has to have a really deep mana pool, or there should be a magic well on the way so the spell doesn't run out of upkeep too fast.

The precasted combat spells should cost much more than the same spell cast in combat. That way it would be balanced.

Also, I saw as a problem in AOW2 and Disciples the ability to cast overland spell from wherever you want. That inhibits active gameplay as everybody is sitting in towns to avoid overland damage spells and just does short sprints through towns closer to the enemy. While usually in HOMM one should be adventuring a lot. But I guess that can be adressed by a requirement for the target of overland spellcasting to be in the line of sight of the caster.
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Lordskeleton
Lordskeleton


Adventuring Hero
The really REALLY bad guy
posted February 07, 2003 09:32 AM

What about chronomagic? Each spell costs obscene amounts of mana, they have few battle spells (But turning a battle back one critical turn, they would know the enemies plan and counter it, giving a possibility to make up for mistakes and misplaced units) so it would not be so useful to fight with.  Mostly tactic.

But say a level 5 spell that stops time within a certain area for one turn. I don't know if rerunning a turn would be applicable, due to the "sitinyourcastleandgainfullmanaeveryturnissue". Perhaps  a building, like a big clock would be charged once a month with the turn back time spell. Or chronology would be a neutral magic school, that you could learn by yourself when you have gained advanced in two other magic schools. You could learn the spells as your level increased or by reseaching them in town for a modest fee.

Two questions more:

1 I saw the thought of building a guard tower to increase sight. I don't know if it meant building in castle or not, though I would like to see some option of raising a tower in the wilderness that's giving you permanent sight there. If the enemy would captue it, It would be their tower.

2 Where do you insert a signature?
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Celfious
Celfious


Promising
Legendary Hero
From earth
posted February 08, 2003 03:44 AM

Lordskeleton (why so many lords these days?)
Nice thoughts there..!!
That in itself could be leads to new threads. You have things like in Command and conquer.. After so much time, a spell, effect, ect recharges.
Alot of good thought could go into that

Splx.. A bacteria acid was probably around back then. Is that plauge?
Acid splash, and things like this are actualy in games. (Bane, anyone??)
I wonder if it's just an extremely hot bacteria splach of cloud.
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dark_master
dark_master


Hired Hero
posted February 26, 2003 12:02 PM

Quote:
I would really like to have life ward and meteor shower, who would do a lot of damage in a big area


why do you need meteor shower when you got armageddon and chain lightning, besides it is better to have new sophisticated spell that gives a greater strategic thinking, right?
i liked a spell in heroes 4 which is the "Martyr", it is not too powerful but it gives better strategie to the game!
the more complicated game is the better!

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tree
tree


Adventuring Hero
posted March 03, 2003 06:12 AM

I want a summoning magic which can summon forth a celestial guardian (sorta like an angel, but different and higher level), can only be performed by a cleric type hero above lv20 who doesn't know any other school of magic other than life magic and it has to be highest level of this school.  Also no other alignments other than life can be on the this side of the battlefield.  Costs 100 mana, and summon a guardian with 1600 hp, 300 dam, 100 attack/def, 15 speed, 40 movement.  GM magic resistance, flying, and the way of attackings of pikeman. That'd be cool.  Doesn't work if opponent also happen to know this spell.
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Medusa
Medusa


Famous Hero
Yeah, right
posted June 20, 2003 01:17 PM

Quote:
Quote:
I would really like to have life ward and meteor shower, who would do a lot of damage in a big area


why do you need meteor shower when you got armageddon and chain lightning, besides it is better to have new sophisticated spell that gives a greater strategic thinking, right?
i liked a spell in heroes 4 which is the "Martyr", it is not too powerful but it gives better strategie to the game!
the more complicated game is the better!




Armagedon does damage to your creatures too. Mine meteor shower would do damage only to enemies. That's the difference
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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted August 13, 2003 06:28 PM bonus applied.

Firebreathing
Level4 Whatever
Creature Enchantment
Creature gains 30% melee attack bonus and fire breath ability.

Chant Of Power
Level5 Whatever
Cost: 10 spell points/round
+1 spell point for each next round.
When you stop casting this spell, your spell points are halved.
(so it's not worth it to cast it for one round)
During each round of casting, your creatures gain +2 attack skill and +1 defense skill.

Lure
Creature Enchatment
Level3
During each round, each hostile stack has 20% to automatically attack enchanted stack.


Basic: 1 hex radius
Advanced: 2 hex radius
Expert: 3 hex radius
// Only for people who know what they're doing and MTG players, which is about the same.

Shapeshift
Level2
Creature enchantment
Exchanges creature's attack skill with defense skill.

Summon Energy Vortex
Level3
Summoning spell
Summons strange vortex creature. It has no attacks except suicide. It deals 50% more damage than typical direct damage spells from same level. Creature's hitpoints slightly increases with spellpower.

Insanity
Creature enchantment
Level4
Enchanted creature has 20% chance to lose its turn and attack nearest creature stack in melee.

Spirit Of Fury
Level3 spell
Creature enchantment
Enchanted creature has double attack skill.
At the end of each round, Spirit Of Fury enchantment jumps to another creature stack you control. You can't cast Spirit Of Fury if there's already one on your side.



.....I agree, adventure map enchantments should be very, very limited - perhaps additional resource cost is good idea. SImply because such spells are very powerful. And the game is called "heroes of might and magic", not "heroes of magic". If you (Djive) want new adventure map spells, I want to be able to start rebellions with Thief heroes, steal part of enemy gold and/or resources, raze captured castles (even 1 building per day or longer).


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