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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»
stargazer
stargazer


Famous Hero
hero of order and life
posted August 20, 2003 12:44 AM

i dont know if this was said anywhere or even done before but DEATH STARE as a spell! or the STONING ability as a spell
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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted August 20, 2003 12:47 AM

yeah like put death stare on your vamps or devils.  
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The Above Post/Thread/Idea Is CopyRighted by, The Dingo Corp.

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stargazer
stargazer


Famous Hero
hero of order and life
posted August 20, 2003 12:51 AM

yeah like that or if you cast it on any troop it does it automatically
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When we are young
Wandering the face of the Earth
Wondering what our dreams might be worth
Learning that we're only Mortal for a little while

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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted August 21, 2003 11:22 AM

What would be difference between death stare and hand of death ? None.

Basically you want another spell undead are immune to...
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stargazer
stargazer


Famous Hero
hero of order and life
posted August 21, 2003 09:02 PM

whats hand of death?
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When we are young
Wandering the face of the Earth
Wondering what our dreams might be worth
Learning that we're only Mortal for a little while

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Dingo
Dingo


Responsible
Legendary Hero
God of Dark SPAM
posted August 21, 2003 09:30 PM

Hand of Death is a really cool spell.  Its in H4, its kills a number of targets based on your power.  example: it could kill 7 imps or 7 devils.  Klauts has a pick of it, I think.
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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted November 08, 2003 05:57 PM
Edited By: Djive on 11 Dec 2003

Quote:
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).



Of course. I have suggested some specialized abilities for thieves in some of the skill threads already. But inciting Riots and converting a Town to your cause is likely to occur only if the town is better aligned towards the Thief/own player than the enemy/player,a dn I tend tobelieve the "Diplomat" route skill would be better to convert towns than Thieves. Suitable abilities for Thieves are IMO:
- Visit all booster dwelling in the town.
- Trying to free imprisoned Heroes.
- Steal part of the Town's/income or Player funds.
- Recruit creatures in town.
Thieves should also be able to cloak their armies on the adventure Map.

However, it was and is a bit off-topic to take this up in a thread suggesting new spells, so I didn't want to mention this.


Edited:

Some more adventure map spells which affect terrain:

"Path of Frost/Lava/Decay" which changes the area around the movement path of your army to another terrain. The Spell lasts until end of turn, and the effects persists for various amounts of time depending on the caster's "spellpower".

You can also have spells like Frost Blast and Fireblast which targets an area on the map dealing damage to creatures, and changing the terrain for some turns (How many depends on the cater's spellpower.)
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted December 12, 2003 04:21 AM

Note: This post has been moved from other thread by request of Djive.

I'm not sure if anyone has mentioned this, because the thread is so long, however I would like to run across the idea of having spells to change the terrain type.

This would be a fairly high level spell and it would for one turn make the land a around it, with a radius of 1, the terrain of the caster's choice. This would allow the caster to change the terrain to snow if playing as tower. This would give tower an advantage going into battle. Or maybe you might change it to a terrain that gives a lot of penaties to one town.
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Asmodean
Asmodean


Responsible
Supreme Hero
Heroine at the weekend.
posted January 12, 2004 07:59 PM

Bring back Dimension Door!!!!
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Lich_King
Lich_King


Honorable
Supreme Hero
posted January 12, 2004 08:59 PM

NO WAY !

DD was the major disbalance in game... It could be brought back if you could disable it when starting a map. Even Town gate in Homm4 is also overpowered... Not mentioning TP/DD or fly...
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Asmodean
Asmodean


Responsible
Supreme Hero
Heroine at the weekend.
posted January 12, 2004 09:05 PM

I'd like to see the hypnotise spell go farther. Once you have the creature/hero hypnotised, you can make them act like a chicken, bark like a dog or think that they're Elvis!
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consis
consis


Honorable
Legendary Hero
Of Ruby
posted January 13, 2004 03:23 AM

Spells for Heroes5

Let me help out by telling a story related to this subject.

I'm a veteran Dungeons and Dragons player since 2nd edition and now I love 3rd edition even more. When I first started playing D&D my DungeonMaster was very adamant about how a Wizard should be roleplayed. I love wizards(more specifically undead wizards known as liches). No game would be complete unless you had an ultimate spell-flinging-madman on the loose that wanted to rule the world while echoing some kind of maniacal hideous laughter am I right? Exactly my point so my old Dm told me that he thought no wizard should ever be played as any "good" alignment. He said that even if he tried to be a good guy he would most likely end up destroying half the adventuring party with one of his careless mistakes in casting an area of affect spell. He thought the best alignment anyone could ever play a wizard was Lawful Evil because according to him the party would view him as such even if he didn't intend to be like that.I have yet to see anyone except diviners play a role of goodness without harming others but the need for wizards in this cool adventuring type of setting goes without saying.

I expect to see an even better spell casting system in Heroes 5 that gives an even greater customizing effect for the player. The key to creating a good system of spells lies with a deeply detailed algorythm of choices made by the player which illuminate his or her character playing preferences. In other words we want to have our characters look and behave the way we choose them to. This paints a very colorful portrait of individuality. The more choices we players are given to grow our heroes the better This will more closely attach the player to the heroe he or she has created. I want to do this with wizards. I want to see specialist wizards and generalist wizards. I want to see certain classes of wizards that are only available to specific races of heroes. For example, if I want to go past general specialization in spells and choose to specialize in Necromancy then I will want to eventually further my school specialty with more in-depth study and point expenditure eventually turning my little human necromancer into a powerful Lich(undead wizard). I want spells that compliment all of that.

Spell specifics are perfected in Dungeons and Dragons. This monumental task was accomplished through years and years of fans and their ideas. I'll tell you right now that for every Heroes spell there atleast three D&D spells that do the same exact thing and were thought of long before the heroes concept ever was. I don't think people are recognizing the similarities between D&D and Heroes. I think Heroes has taken the best direction of D&D gaming for the computer. I've played D&D games for the computer and they just don't measure up to the sophistication of Heroes. I would like to encourage the makers of Heroes to take what the already in place D&D world has done with spells and make it their own. This would best benefit the gamers and any fan of fantasy genre gaming.
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Asmodean
Asmodean


Responsible
Supreme Hero
Heroine at the weekend.
posted January 13, 2004 12:07 PM

That's a bit much I think. And we already have advanced hero classes based on secondary skills. I think there will be more advanced hero classes in H5 though, maybe some specific to each town type as you said
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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted February 10, 2004 07:28 PM

Some new spells, some old spells: everything in one.

ORDER SPELLS

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Level 1 (Cost: 2)
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Flight: grants the selected friendly unit with the ability to fly until the end of the combat
Magic Bolt: damages the selected enemy unit with a bolt of magical energy (damage is based on the magic power of Order or the quantity of the caster(s))
Dispel: removes all negative spell effect from the selected friendly unit
Mana Flare: reduces the cost of all spells by 2
Displacement: moves the selected friendly (or enemy) unit 2 spaces away
Mist: increases the selected friendly unit’s ranged defence by 50%
Remove Obstacle: removes the selected obstacle from the combat map (trees, lakes, geyzers, etc.)
Accuracy: increase the selected friendly unit’s ranged attack by 50%
Visions: provides hero with the visibility to see the exact amount of units in the hostile army for two days
Energy Drain: drains 25% of enemy’s spell points and gives them to the caster
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Level 2 (Cost: 3)
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Banish: damages the selected enemy unit (summoned) with a magical word (damage is based on the magic power of Order or the quantity of the caster(s))
Phantom Illusion: creates an illusion that is formed of the selected unit (HP is based on the magic power of Order or the quantity of the caster(s))
Precision: increases the selected friendly unit’s ranged attack by 50% and grants the unit with the ability to have no penalties (range, obstacle)
Slow: reduces the selected enemy unit’s movement and speed by 50%
Ice Bolt: damages the selected enemy unit with an ice bolt (damage is based on the magic power of Order or the quantity of the caster(s))
Cold Breath: makes the selected enemy unit unable to take any action for two turns (doesn’t matter if it takes damage. Also, he makes no retaliation)
Fervor: increases the selected friendly target’s morale and luck to maximum
Prophecy: provides hero with the visibility to see the exact amount of units in the hostile army and the exact amount of resources in a pile for four days
Giant Fist: grants the selected friendly unit with the ability to dig-in the attacked enemy unit in the ground (unit is unable to move till the end of the combat. When he is attacked, he receives 25% damage more)
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Level 3 (Cost: 6)
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Blur: increases all friendly units’ ranged defence by 50%
Mass Slow: reduces all enemy units’ movement and speed by 50%
Mass Dispel: removes all negative spell effects from all friendly units and removes all beneficial ones from all enemy units
Forgetfulness: makes the selected enemy unit unable to take any ranged or spell-casting attack for three turns
Hypnosis: makes the selected enemy unit under your control for three turns
Blind: makes the selected enemy unit unable to move or take any action till the end of the combat or till it’s attacked
Cowardice: reduces all enemy units’ morale and luck to minimum
Enchantment Eagle-eyed: removes any beneficial effects of spells from the selected enemy unit and places over a randomly selected friendly unit
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Level 4 (Cost: 9)
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Icicles: damages all enemy units within the selected 3x3 area with lots of ice bolts (damage is based on the magic power of Order or the quantity of the caster(s))
Mass Precision: increases all friendly units’ ranged attack by 50% and grants them with the ability to have no penalties (range, obstacle)
Teleport: teleports the selected friendly unit anywhere on the map
Town Gate: enables hero to retreat from combat to nearest friendly town with his army left
Town Portal: enables hero to transport himself to nearest friendly town with whole army
Berserk: makes the selected enemy unit to attack the nearest unit (friend or enemy) every turn till the unit’s damaged or the spell’s dispelled
Phantom Image: creates an illusion that is formed of the selected unit (HP is based on the magic power of Order or the quantity of the caster(s). Basically, the quantity of creatures created is double to “Phantom Illusion” spell    
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Level 5 (Cost: 15)
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Clone: clones an illusion of creature with the half the quantity quantity, half the amount amount of HP (for ex.: 9 genies (djinns) --> after cloning: 4 genies (djinns) and a half )
Pain Mirror: all damage done to the selected friendly unit is inflicted to the attacker
Reflection: reflects all hostile spells cast over the selected friendly unit is inflicted to the attacker at half of the original effect
Dimension Door: teleports your army anywhere on the adventure map 15 yards away from the caster (hero gains extra yard for every two levels)
All Enchantments Eagle-eyed: removes any beneficial effects of spells from all enemy units and places over all of your friendly ones
Mesmerism: makes three randomly selected enemy units under your control for three turns

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Styq
Styq


Known Hero
Grandmaster Leadership
posted February 11, 2004 03:38 PM
Edited By: Styq on 11 Feb 2004

I'm tired and I don't feel like reading this thread, and I don't know if these were suggested in the past in this thread, but:


Summon Resources - (All\Nature lvl 5) give you resources for your kingdom, in bas lvl, this can give you 2 wood, 2 ore, or 1000 gold, in advanced lvls - it can also summon "precious" resources (Merc, Crystl, Gems, Sulf)

Pillage - (Earth\Chaos lvl 5) originaly a skill, you cast this once when sieging an enemy town, and you get resources if you win the battle.

Napalm Strength - (Fire\Nature lvl 3) gives creature fire dmg

Azure Strength - (Water\Nature lvl 3) gives creature cold dmg

Frost and Flame - (Water\Fire\Nature lvl 5) gives creature both cold and fire dmg

Sting - (Air\Chaos lvl 3) gives creature poison attck and the ability to ignore 2 defense points

Destroy Fire - (Water\Order lvl 3) dmgs all Fire Elem. and Inferno alligned creatures on the battlefield

Destroy Water - (Fire\Order lvl 3) dmgs all Water Elem. and Aquatic alligned creatures on the battlefield

Destroy Earth - (Air\Order lvl 4) dmgs all Air Elem. and walkers on the battlefield

Destroy Air - (Earth\Order lvl 3) dmgs all Air Elem. and flyers on the battlefield

Flood - (Water\Nature lvl 2) creates a small pool of water which slows down non-Aquatic walkers on a medium size area in the battlefield

Soulstealing Touch - (Air\Death lvl 5) like vampiric touch but can steal souls (+creatures to stack)
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Leadership is nothing but being a good actor,
just like bravery is nothing but being a fool

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted February 11, 2004 07:13 PM

Alchemic Magic spells

The word “Alchemy” means smth like a connection about chemical, alchemical things (potions, etc.), but none about magic. I thought to add magic to alchemists and add a hero, that Thaumaturge. Well, just look at it. There are about 40 spells alike the Order town has, but it’s completely new:

NOTE: I used one or two ideas of Marelt here, but I changed the effect. I hope he’s not angry

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Level 1 (Cost: 4)
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Disruption: reduces the selected enemy unit’s melee and ranged defence by 3
Destruction: totally destroys the selected section of the wall in battlefield
Armor Strength: increases the selected friendly unit’s total HP by 20%
Armor Briskness: increases the selected friendly unit’s maximum damage by 20%
Shackles of Pain: makes the selected enemy unit to suffer 20% of the damage done to the unit
Decay: removes the selected obstacle from the combat map (trees, lakes, geyzers, etc.)
Mana Drain: drains 25% of the selected enemy hero’s spell points and gives them to the caster
Bind Wounds: heals the selected unit’s HP by 50 or till he has its full health (it doesn’t mean it is resurrected)
Flare: damages the selected enemy unit with a ray of sunlight (damage is based on the magic power of Alchemy or the quantity of the caster(s))
Age: reduces the selected enemy unit’s melee and ranged attack, melee and ranged defence by 20%
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Level 2 (Cost: 6)
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Expectancy: increases the selected friendly unit’s morale by 2
Startle: reduces the selected enemy unit’s morale by 2
Dragonfly’s Blood: increases hero’s total HP by 25%
Shackles of Mana: increases the cost of all spells of all enemy units and heroes by 2
Briskness of Force: increases the selected friendly unit’s maximum damage by 40%
Strength of Force: increases the selected friendly unit’s total HP by 40%
Binary Flare: damages two randomly enemy units with two rays of sunlight (damage is based on the magic power of Alchemy or the quantity of the caster(s))
Energy Drain: drains 20% of the selected enemy hero’s HP and gives them to the caster
Vortex: doubles hero’s spell points, HP or speed and movement (33% each) till the end of combat
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Level 3 (Cost: 8)
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Hope: increases all friendly units’ morale by 2
Power Drain: drains 25% of the selected enemy hero’s spell power (doesn’t matter which type is it), converts it into magic power of Alchemy and give it to the caster  
Affright: reduces all enemy units’ morale by 3
Mithril Briskness: increases the selected friendly unit’s maximum damage by 60%
Mithril Strength: increases the selected friendly unit’s total HP by 60%
Plumbic Chains: makes all enemy units within 3X3 are unable to move for three turns (they can attack, retaliate or do other actions, but can’t move)
Cicatrize Wounds: heals all friendly units’ HP by 50 or till they have their full health (it doesn’t mean they’re resurrected)
Solar Flare: damages the selected enemy unit with very strong ray of sunlight and makes him unable to move or take any action for two turns (damage is based on the magic power of Alchemy or the quantity of the caster(s))
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Level 4 (Cost: 10)
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Involution: makes the selected enemy unit unable to retaliate for two turns
Frenzy: makes the selected enemy unit unable to be controlled by the enemy, so it has to move or attack
Reverse Mind: makes the selected enemy unit to attack the nearest unit (friend or enemy) for two turns
Basilisk’s Blood: increases hero’s total HP by 50%
Old Age: reduces the selected enemy unit’s HP, speed and movement, melee and ranged attack, melee and ranged defence by 20%
Acid Flame: damages all units within 3X3 area and destroys the corpses of destroyed stacks with a sudden and powerful flame of sulphur acid (damage is based on the magic power of Alchemy or the quantity of the caster(s))
Radioactivity: reduces the selected enemy unit’s HP, melee and ranged attack by 20% and damages the unit at the very start of its new turn (damage is based on the magic power of Alchemy or the quantity of the caster(s))  
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Level 5 (Cost: 12)
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Clone: creates an illusion of creature (level 1-4) with half as much quantity and HP it had before (for ex.: 3 concoctors --> 4 concoctors and a half or 2 concoctors --> 3 concoctors)
Colossal Briskness: increases the selected friendly unit’s maximum damage by 80%
Colossal Strength: increases the selected friendly unit’s total HP by 80%
Dissolution: damages the selected enemy unit with a powerful wave of disintegrating power (damage is based on the magic power of Alchemy or the quantity of the caster(s))
Commingle Mind: makes all enemy units unable to to move or take any action for one turn
Trituration: damages the selected enemy unit with a very strong burst of magic power and digs the unit into the ground (unit is unable to move till the end of the combat. When he is attacked, he receives 25% damage more. Also, if the unit is killed, its corpse is vanished)
----------

When I've finished with my original post, I'll change some of these spells (I think).
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Asmodean
Asmodean


Responsible
Supreme Hero
Heroine at the weekend.
posted February 11, 2004 07:46 PM

Dunno if this has already appeared but:
I'd like to see a spell that allows you to steal a creatures special ability, such as a unicorns blind, and confer it upon one of your own creatures. As you go up in magic levels you can steal the abilities of higher and higher levels of creatures.
Wouldn't it be cool to steal an angels resurrection ability and confer it to your dwarves for example?
____________

To err is human, to arr is pirate.

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regnus_khan
regnus_khan


Responsible
Supreme Hero
[ Peacekeeper of Equilibris ]
posted February 11, 2004 07:54 PM
Edited By: regnus_khan on 3 Apr 2004

I could name Asmodean's idea:

Level 3 (Cost: 9)

Ability Eagle-eyed: copies any randomly selected ability from a randomly selected enemy target and moves it to the caster (hero here) or to a randomly selected friendly target.

Also, there could be:

Level 3 (Cost: 9)

Hero Skill Eagle-eyed: copies any randomly selected  primary skill from enemy hero (adventure map) and give it to the hero. (Only Primary skill: Scouting, Combat, etc.)

There are many thing we could steal or eagle-eye from the hero or the enemy unit: abilities, primary skills, secondary skills, beneficial spell effects etc.

EDIT:

As far as I know, there was a long time forgotten discussion about Adv. Map spells between b0rsuk and Djive. I respect Djive’s opinion, ‘cause the major unbalance in H4 (well, maybe in H3 also) was the deficit of Adv. Map spells. I’d like to cancel this thing and add a few spells.

Furthermore, I’d like to say that these spells could be spells of let’s say, Semi-town. Those semi-towns won’t have heroes, only creatures, magic and some resource providers. Though, there would a spell limit to third level, but these spells could be learnt by using ANY magic school type you prefer.

So these spells are divided into several spell types: fire, cold (water), earth and wind (air).

FIRE SPELLS:

FLAME - LEVEL 1
EFFECT: Turns the terrain into volcanic and every single obstacle into dust within 3 yards from the hero.

FIRE RING - LEVEL 1
EFFECT: Traps the enemy hero into a ring of fire, so he cannot move for two turns.

FIRESTORM - LEVEL 2
EFFECT: Destroys every boat on the adventure map (you can see fiery shipwreck left).

VOLCANO - LEVEL 2
EFFECT: Places a large volcano near the hero.

FIRE BRIDGE - LEVEL 2
EFFECT: Turns every corner of the Snow terrain on the spot hero is standing into Volcanic.

EMISSARY OF FIRE - LEVEL 3
EFFECT: Summons an amount of fire/magma elementals to guard the mine (summoned: 10 X LEVEL OF THE HERO + 3 PER LEVEL OF SUMMONING SKILL).
RESTRICTED TO: Cast over adjacent conquered mine only.

I will add more spells in the evening.

Anyway, got the idea?

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TheRealDeal
TheRealDeal


Promising
Supreme Hero
Foobum* of Justice!
posted September 12, 2004 01:02 AM

Neutralize - Takes ALL effects of the unit(including things like Black Dragon's magic immunity)


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stumpjd1991
stumpjd1991


posted September 12, 2004 03:12 AM

Ice Breath and thats it.
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