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Heroes Community > Heroes 7+ Altar of Wishes > Thread: magic ideas
Thread: magic ideas This thread is 2 pages long: 1 2 · «PREV
LordPaul
LordPaul


Promising
Famous Hero
Crazy Bat Guy.
posted June 18, 2001 08:05 PM

spells:

Double:  Doubles spell points, but you loose all spell points after the battle

Run!:  Escape from battle and can move around map from current location (just like you were never in battle, except you still lost the troops that died)

Thick Air:  No ranged attacks (lv 5 spell!)

Death Rush:  Target creature gets double everything (hp, attack, etc.), but only lives for two more turns and dies if you win.  

Acid Rain:  Every turn one creature from each stack dies.

Gravity:  No flying.  Good for siege defense.

Drain:  Steal 2 mp from opponent.  Takes no mp to cast.

Pure Evil:  Summon Devils. (since they probably won't be in HOMM4)

Equality:  Kills both you and your opponent.  Nothing lives.

Break:  Destroys artifact that you own, and gives your creatures random beneficial spells.

Shrink:  Halves a creature stack's attack

Soften:  Halves a creature stack's hp

Chess:  All creatures have a speed of 3

Blood Blow:  Deals equal damage to caster(since heroes can now fight).  About 30-60damage.  Lv1 spell.

Switch:  You and your opponent swith all creatures (definately a Lv 5 spell!!!!)

Crusades:  All your creatures become Crusadors (for Incubus )
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Zilpheg
Zilpheg


Known Hero
posted June 19, 2001 05:59 PM

cool ideas, but......

Acid rain would be way too powerful.  What if you had a few low level creatures and your opponant has a bunch of high level ones? Also the switch creatures one would be too powerful. The rest are very cool.
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Jarrett
Jarrett


Adventuring Hero
posted June 20, 2001 10:03 PM

spells

Bind spell = it keeps flying creatures from flying, they must walk, and it keeps shooters from shooting, they must attack by hand.

recruit spell = it takes 1/4 of a level one enemy stack and moves it to your army provided you have a place.
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targon_the_l...
targon_the_lunar_archer


Known Hero
Ranger of AvLee
posted June 20, 2001 11:21 PM

it certainly ...

...seems to me that dracon is tower´s special hero; those enchanters really ARE nasty
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Utúlie'n aurë, aiya Eldalië ar Atanatári, utúlie'n aurë!
Auta i lomë!

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Zud
Zud


Promising
Famous Hero
box worshipper
posted June 22, 2001 07:50 PM

Ya, Those Flying Ballista's are really nasty

Gerwulf was Attacking some Diamond golems the other day and his ballista shot up in the air and started Flying around, He thought it was the work of the devil warlock Alamar, Too bad he didnt have this gravity spell.

Seriously,
I can see a lot of usefulness in this spell, but it could be a bit too powerful, Slow is rather effective, but to assure no Flying Creatures can fly is rather nasty.  I just couldnt understand how/why ballista would be affected, It is more of a ranged weapon, Like archers.
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bromide
bromide

Tavern Dweller
posted June 22, 2001 11:06 PM

my thoughts...

I had figured since this proposed gravity spell prevents flying it would also, to great effect, prevent ballista bolts from firing as well, or catapults for that matter. Making various magic spells (teleport, earthquake) the only way to enter a castle. This in my opinion is far too powerful, not to mention silly.  
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TheLegend
TheLegend

Tavern Dweller
posted June 23, 2001 09:22 AM

bromide,    I think you share the same opinion as I do, or maybe some people did not know what a ballista is and that the stones will be affected because they have a tragectory and not a straight shoot out. Just like when Cyclopse Kings shoot against a castle.

Also for those who believe that if you cast a gravity you will be immortal, guys your opponent must have magic just like Bromide said and I would add to the spells like the "Dispell Magic" and the "Cure".

Thanks Bromide

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Coldfyrius
Coldfyrius


Promising
Famous Hero
Vice-God for Marketing
posted June 24, 2001 01:10 AM
Edited By: Coldfyrius on 23 Jun 2001

Here's my spell idea:

Swat
Level 3
15 spell points.
Moves a wandering monster stack (1/2 spell power) squares in a random direction.

It would let you move a stack away from, say, a gold mine so you could take it over without a fight. It is too strong? What do you think?

Mis dos centimos.

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Zud
Zud


Promising
Famous Hero
box worshipper
posted June 25, 2001 01:46 PM

Swat Spell

Umm, Why do you think the monsters are guarding that gold mine, this spell kinda defeats the purpose....no?
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Coldfyrius
Coldfyrius


Promising
Famous Hero
Vice-God for Marketing
posted June 28, 2001 03:11 AM

I hear you, Zud.  Maybe Swat should be a higher level and?or more expensive to cast.
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"All the punks are gonna scream, 'yippee!'/ 'Cuz it's the thing that only eats hippies."
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bort
bort


Honorable
Supreme Hero
Discarded foreskin of morality
posted July 13, 2001 04:41 PM

Spells for the Necrophiliacs

Presumably, the lower level undead like skeletons and zombies don't actually have minds of their own, but are controlled directly by death knights/necromancers.  I'd like to see a couple of spells along these lines.
Some spells (probably life magic) would disrupt the mental link and work as either a stun or berserk type of spell on all of the lower level undead on the map.
Other spells would supercharge the lower level undead.  
Alternatively, the speed or strength of zombies and skeletons could be directly tied to the necromancy skill of the most powerful death magic spell caster on the side.  I think it would be really cool if it was along these lines.  (Especially if skeletons and zombies get really weak if they aren't accompanied)

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Death
Death


Known Hero
LEGEND OF HELL
posted July 13, 2001 05:46 PM

spells

copy creature - target creature gets power and special abilitys like the selected creature

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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted July 13, 2001 05:51 PM

Quote:
copy creature - target creature gets power and special abilitys like the selected creature


We already have something like this in a name of Clone.
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Death
Death


Known Hero
LEGEND OF HELL
posted July 13, 2001 06:19 PM
Edited by alcibiades at 16:25, 08 Jan 2008.

spells

INVISIBLE: TARGET CREATURE IS INVISIBLE FOR TWO TURNS.
LOWPOWER: TARGET CREATURE CANT FIGHT FOR TWO TURNS.
NEW ARMY: TATGET OPONENTS ARMY IS FOR THREE TURNS YOURS< BUT MUST BE NOT DEFEATED!!!
KILL: KILLS 10 CREATURES OF ANY ARMY
DEATH: EACH HEROE IN COMBAT DIES




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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