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Author | 4° and 5° level spells |
I don't know if someone already tought about them
my ideas were these
4 - chaos:
chain-lighting - deals 100% damage to target, 50% to the nearest, 25% to nearest to the 2° target, 12,5% to nearest to the 3° target - damage= 11+11*sp, 12+12*sp, 13+13*sp 14+14*sp cost 12 mana - air damage
meteorid shower - deals damage in a 4x4 area - damage= 10+5*sp, 12+6*sp, 13+7*sp, 14+8*sp - cost 18 mana - earth damage
5 - chaos:
implosion: - deals damage to a single target - damage = 48+14*sp, 60+16*sp, 72+18*sp, 90+20*sp - cost 20 mana - air damage
4 - nature:
teletransport - moves anywhere on the map a stack moving it back on 0,50 on the ATB bar - 4 tier, 5 tier, 6 tier, 7 tier - cost 15 mana
barrier - creates a obstacle of 1x1 area destructible with variable hp - hp= 35+5*sp, 50+10*sp, 65+15*sp, 80*20*sp - cost 10 mana
5 - nature:
natural armor - creates an addtional armor to one stack decreasing the damage dealt to it, the armor has a limited durability - hp= 80+15*sp|20% reduction, 100+20*sp|25% reduction, 150+25*sp| 30% reduction, 200+30*sp| 50% reduction - cost 25 mana - only phisical damage is reduced
4 - dark:
blind - the target creature can't attack, move, cast spells or defend until the duration of the spell, this spell is canceled whenever is dealt damage to the target stack, the chance of casting the spell is equal to the formula of "Dispersion" - 40% basic chance, 60% basic chance, 80% basic chance, 100% basic chance - duration = sp - cost 18 mana - cannot affect mechanical, elemental, undead and mind effect immunity creatures
vampirire instinct - the target ally creature gain the ability "drain life" until the duration of the spell - 4 tier, 5 tier, 6 tier, 7 tier - duration = sp - cost 12 mana -can't affect mechanical and elemental creatures
5 - dark
frenzy - the target enemy stack loses the control of its player and attack the nearest unit when it's its turn ( CPU control) - 0,2 duration, 0,5 duration, 1 duration, 2 duration - cost 20 mana - cannot affect mind effect immunity creatures
4 - light
resurrection - heals and resurrect an ally stack, its hp are decreased by 15% if it's a living creature - heal power= 150+20*sp, 170+24*sp, 200+26*sp, 230+28*sp - cost 18 mana
preyer - increase attack, defense, initiative of a stack until the duration of the spell - by 10%, by 15%, by 20%, by 30% - duration = sp - cost 15 mana
5 - light
divine reverenge - deals physical damage to an enemy stack, the damage dealt depends from the damage dealt by that stack to ally units in the past - 30% of damge dealt, 50% of damge dealt, 70% of damge dealt, 100% of damge dealt - cost 20 mana - you can only cast this spell once for every unit
I know, I haven't been much creative but I had some time so I wrote them down here. | Nice | Well, I think frenzy should also have confusion in it...I mean, CPU control would be good at the beginning (straight charge), but in the middle, they'll basically be attacking all the big stacks...which can be bad without retal but still. | Well, i got to say they are very creative! Though some are a bit overpowered | Not that creative, all of them used in previous homm games... | i have two more:
Curse of the netherworld: deals dmg to all non undead and non demonic creatures.
16+4*sp. Power 16+4*sp. Power16+4*sp. Power 64+8*sp. Power
Word of light:
deals dmg to infernal and undead
16+4*Power16+4*Power16+4*Power64+8*Power | Fourth and Fifth level spells would surely revive the interest in Magic builds and Wizard faction in general. | x Yinx
I think those spells are too powerfull, imagine for a necro vs elf or humans, that spell would hit all stacks, too powerfull
x Xerfer
Frenzy has to be used in special situation, or it would be too simple
x Blade_z
I said that, I haven't been very creative, but I converted them fo Lordswm
x Head-shot
I think they aren't overpowered, remember that you have to take advance and expert magic talent to use them and they cost a lot of mana,
however maybe some spell are better than other | arent these from hommv already? | vampirire instinct - the target ally creature gain the ability "drain life" until the duration of the spell - 4 tier, 5 tier, 6 tier, 7 tier - duration = sp - cost 12 mana -can't affect mechanical and elemental creatures
so some1 at level 12 will have ... lets say just 20 spell power , 20 turns of vampire instinct is a bit too much isn't it ? & imagine that on shrews..... unbeatable | if you put 20 on spell power you have a very low attack, don't you? so your drain life suck :P
( I thin 20 turns are a big waste )
if you point on magic you have weaker troops, remember it | for Nebiros92:
Well, they can die before draining life :p |
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