Author | Creating new spells |
How about creating new spells like
-dizzy punch (slow down the speed on that creature)
-flamethrower (deals some damage and burns the creature - 10hp per turn, time is according to spell power) |
Well, flamethrower is like poison, while dizzy punch seems a bit overpowered (you don't see any speed increasing spells out there, do you?) |
Boulder Breaker - Deal Earth elemental magic to 1 creature and can decrease enemy defend. (8 Mana / Chaos Spell)
=(15 + 5*Spell Power) - 1 Defend - 0
=(20 + 6*Spell Power) - 2 Defend - #
=(25 + 7*Spell Power) - 3 Defend - ##
=(30 + 8*Spell Power) - 4 Defend - ###
0 = No talent magic
# = Magic talent 1
## = Magic talent 2
### = Magic talent 3
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Shiny Mirror - Decrease enemy shooter range. (5 Mana / Darkness Spell)
= - 2 Range - 0
= - 3 Range - #
= - 4 Range - ##
= - 5 Range - ###
Turn depend on spell power. |
-5 range is way too powerful especially at 5 mana |
6 Mana then . |
and we can build the spell in our magic school for gold!and the cost of the spell depends or the spell strenght |
Chain Lightning - Cost: 16
Deals lightning damage to several adjacent creatures (up to 4), starting with the selected one. Every next creature in the chain gets the half of the damage inflicted to the previous one. (The chain can hit the own creatures)
20+20*Power - 0
20+20*Power - #
20+20*Power - ##
25+25*Power -###
Meteor Shower - Cost: 19
Earth damage to an area of 4x4.
15+15*Power - 0
15+15*Power - #
15+15*Power - ##
20+20*Power - ### |
Implosion - Cost: 18
Deals earth damage to a single targeted enemy unit.
20+20*Power
25+25*Power
30+30*Power
40+40*Power
Armageddon - Cost: 20
Deals massive fire damage to all creatures and war machines on a battlefield and local physical damage in the place of fall.
Creatures in the center of the battlefield (4x4 square) are hit by the rock, and suffer extra physical damage (thus ignoring Magic Protection, Resistance and Immunities)
Large creatures have to be completely inside the target area to be hit by the rock. The Armaggedon itself damages all units not immune to Fire
these r copied from HoMM magic school 4 n 5 respectively |
Teleport-10 mana
Teleport the creature wherever you want it to be
Elemental Call-35mana
Randomly summons a element.There are 4 elements.
(Earth Element,Wind Element, Water Element,Fire Element)
Number of elements called depends on the spell power |
teleport and elemental call are already made, they were in the christmas wand |
teleport and elemental call are already made, they were in the New Year Magic Wand
Magic Enchant - Increase attack and defend of an ally troops follow by percentage. (6 Mana , Holy Spell)
15% - 0
25% - #
35% - ##
50% - ###
Turn depend on spell power , 1 SP = 1 Turn
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Asleep Spell - Chance to make an enemy creature by losing their turn with asleep spell. (5 Mana , Darkness Spell)
25% Chance - 0
45% Chance - #
70% Chance - ##
90% Chance - ###
5 Spell Power = 1 Turn , 1 Spell Power = 0.2 Turn |
Here you can see the old level 1-3 spells the new level 4-5 spells
and a new lvel 1 spell:
https://www.lordswm.com/photo_pl_photos.php?aid=5762 |
BAHIN KI BUR MEIN KALA LUND |
Instant kill
Kill a stack of unit instantly.Awesome.Haha.
It's has chain effect which kill the nearest units around..
lv 1 school-1 unit
lv 2 school-2 units
lv 3 school-3 units
lv 4 school-4 units. |
Battle cry - Increases the attack of all his troops and his hero (Knight, Necromancer, Barbarian, Elf, Demon.)
Enchanted Magic - Increases magic power of his troops and his hero (if you know how to use magic of course) (Wizard, Dark Elf)
Anger - Enrage an opponent and let it move by itself. (The opponent will not be able to control that stack)
Obscure Iron - Increases the attack ALL the troops who owns or uses in case of being close attack, bladed-weapons.
Drilling shots - Increases the attack and the pierce of ALL the troops who use any ranged-weapon.
Unbuff - Removes a buff from an opponent's stack
Last spell power evolves to:
Dispel - Removes all buffs from a stack.
High Morale - A stack that receives this spell get the next turn. (It does not increase morale)
Vines - A stack can not move.
Disarming - A stack can not attack.
Blood Ruby - Restores HP of all its troops.
Sapphire magic - Restores MP of all its troops. |
how about, protection from fire, water? lol i'll steal all of em from heroes three which is the best |
Necromancy - decreases defense by 20%
Sun glare-blinds the enemy |
Queen of Ant Summon - Summon a Queen of Ant which will + troops to choosen stack every Queen of Ant turn. If talent magic is # , ## or ### , the choosen stacks must be all of them (You choose tier 1 first , then 2nd and so on). - (10 Mana / Nature Spell)
Queen of Ant -
HP: 200
ATTACK : 0
DEFEND : 50
DAMAGE : 1-1
SPEED: 0
INITIATIVE: 10
RANGE : 0
Abilities : Large Creature , Trooping , Regenerate
+1 To choosen tier 1 stacks - 0
+1 To choosen tier 1 & 2 stacks - #
+2 To choosen tier 1 & 2 stacks - ##
+2 To choosen tier 1 , 2 & 3 stacks - ##
-Spell Power increase Queen of Ant HP and Defend by 1 per Spell Power. |
frog plauge
damages a specified type of unit split or gruoped
1 spell power = 16 damage + 6
2 spell power = 22 damage + 6
3 """"" """"" = 28 dmg + 6
and s on.. |
Lucky punch- 10 mana
randomly hit a creature,deals 20% more
sometimes may even fail
Lion spirit-15 mana
Deals 30% more to a creature |