Warcraft III resources & community, 2003–2006 · archived

Spell Idea gather Thread

129 posts
#46
D-Thr33For a dwarve with a gun

Surender ambush:the dwarve kills himselve in an attempt to make alien contact.

i think it should go like this

hero fake dies
alien ship comes (why aint there ufo models????)
aliens ubduct enemy unit or hero or creep (lvl5 or lower)
they come back in your control with a big wopping cable sticking out of there heads

i think there eyes should be white

:D crazy arnt i?!?!?!?


ur f-ing retarded
#47
Toggle - One of the heroes picks up the other hero allowing you to 'toss' the hero at an enemy. If you hit someone with the thrown hero the unit which hit will fly backwards.

Blade Blast - Remember Knights of the Round from Final Fantasy 7, do it!

Repel: When Axey is surronded by enemies he uses REPEL, this throws up to five enemies away from him. This is done in a star fashion.
#48

brine

this one is for brine it is a sacrifice type move it eats one of your units make brine grow and add to maxium health of brine by 1\10 of the unit's health and mana and adds strength intelligence and agility.
Next is for the motar team called corpse shot first you select a corpse the little dwarf runs over and grabs it then loads it into big dwarf's gun then can be shot or can continue loading but for every corpse loaded in shorten range but increases attack power. :?:
#49
Brine

Sea of Fire: (Create a "Rising Water" doodad tinted red and add "small fire" doodad) Burns all units and trees. Try adding a Phonix Fire to the spell for everlasting effect.

Horn of the Deep: Makes one unit at a time invulnerable (like big bad voodo and divine shield) the target constantly switchs if a unit (one of yours)
is targeted for an attack. Lasts 5-15 seconds.

Skin Shed: Creats a corpse the can be used as a shield and has an aura that can force enemy units to attack it.

Camoflauge Scales: When Raining, Brine is invisible.

Swamp Fog: (Create a deep fog effect) causes all enemy units to miss 15-35% of the time and boosts your units attack speed and gives an enourmous boost in hp regeneration.
#50
Brine:

Invoke Sludge Pool

The hero calls forth a channel of toxic sludge in which he can seek the aid of toxic creatures. Lasts 30/40/50 seconds.

Info: The hero casts the spell anywhere, and the pool of sludge appears. The user clicks on the sludge pool and it brings up a menu, allowing you to quickly choose what you wish to summon:

Noxious Parasite:
Spawns 1 every 6 seconds, their health is pretty much equvilant to a level 1 carrion beetle, and does about 6-8 dmg, with a possible slow poison move. Each parsite lasts 60 seconds.

Defiled Sludge Puss: Spawns 1 every 10 seconds, 320 health, 11-12 attack, and consuming puss (with every attack, the puss has a 1.5% to consume a foe, and spit him out, covering him in sludge; which makes the unit unable to attack, and severly reduced move speed for 70 seconds). They last 60 seconds.

Murloc Poison Caller: A light ranged unit with (magic attack most likely) that deals 1-4 dmg, but has a very strong poison move (like envenomed weapons, but deals 4 dmg a sec for 4 seconds). Spawns 1 every 10 seconds, lasts 50 seconds.

Beast of the Deeps: If the sludge pool can last 30 seconds, then it will summon a feirce beast with 800 hp, 5 armor, and 13-14 attack. The beast knows imoobilizing tentacles (wraps foe, and makes it unable to move, channeling spell) and Toxic Gas, aoe attack that deals very small intial damage, and steadily increases damage over time (dealing something like 200 dmg over 60 seconds). Beast lasts 90 seconds.

The pool has around 200 health, and medium armor, so it needs to be protected if you want to summon the maxium amount of creatures ( you can only choose 1 creature to summon for balancing purposes.

Raise Sea Floor

The murloc raises the sea floor, and anything on it. The random summon lasts 70 seconds.

There is a % chance that the murloc will summon a unit from the deapths:

1% to summon an Ocean Behemoth, which is about as strong as a level 8 creep.
4% to summon an Aquatic Lizard:

840 Hp, 3 armor, 21-23 attack, slow move speed, Crushing Wave, earth quake (that deals 10 dmg per sec to buildings, and slows units by 30%, and lasts 15 seconds)

5% to summon 3 Crab Stalkers (strong as level 3 creep)

10% to summon a reef elemental.

15% to summon an River Turtle (9-10 peircing melee dmg, 1200 hp, and 7 armor, has spiked carapce with +1 armor and 15% damage back).

20% to summon a Reef Choker. (200 Hp, 11-12 attack, slow move speed, and suffocating choke [light damage over 30 seconds, channeling, melee range).

45% chance to summon nothing.

The sea floor lowers back to normal after 45 seconds.

Grow Gills: Allows any air breather to be able to swim for 45/60/75 seconds, if the unit is in deep water when the gills dissapate, the unit will drown.

Sorry, those are all the unique abilities I can think of fora murloc hero, I might be able to think up some more, if I had a little backround info on the hero.
#51
hallo!!
im back!!

another mortar spell:
-Still dont have a name-
this spell will allow the player to pick every time one of various bombs. every level will include another pair of bombs, offensive and defensive.

Level Data:
level I - Grenade: low damage, big splash
(visual effect: fragments)
- Flash Bomb: stunts enemy units for X time

Level II - level I bombs +
- Dynamite: modert damage, medium splash
- EMP: drains mana, hurt summoned units

Level III - level II bombs +
- Phosphorus Bomb: high damage, no splash
(visual effect: green glowing liquid)
- Smoke Screen: blinds all units in the area
and reducing their armor

thank you and good night!

EDIT:
@Darky
maybe you can give us another status report about chosen spell ideas?
#52

Ultimate spell

Tides of war:
Brine calls a huge wave that makes a good critical hit.
Enemy troops that got killed by the wave turns into parasite and when the parasites do damage it will heal Brine.

Shield bash:
Choppy is focussing for a while. Then he does swift attack that goes through his enemy it will couse some damage and enemy will lose some armor. :D
#53
For Blasty you could make an ability like the one in ff open rpg of metior but it has flare (going up rtgen coming down) and then explodes the steam tank impact mdl.
#54
Here's a bunch of spells I thought up for Brine.

Whirlpool:
5 water tornados are created around Brine. He shoots them out from him, and any enemy unit hit by one gets caught in it and takes 10 dmg/sec for 8 secs. After those 8 secs it is launched out in a random direction and stunned for 3 secs on impact. The whirlpools dissipate after 20 secs. Number of whirlpools, damage per sec and stun time all increase with level.

Tital Wave:
A tital wave is shot straight out from Brine, and any enemy unit hit by it is knocked back, takes 75 and stunned for 5 secs. After a very short time (I'm thinking 2 or 3 secs) the wave collapses and shoots many smaller waves out from the point, and any enemy unit they hit get knocked back, take 10 damage for every second they hit them, and slow their movement speed for 30 secs. Every level brings up initial wave damage, range the smaller waves travel and damage smaller waves deal.

Tsunami:
A tital wave is shot straight out from Brine, and any enemy unit hit by it is taken into it. They take 15 dmg/sec until is collapses (About 10 secs). When it collapses, any units caught in it have their movement and attack speed reduced for 20 secs. Every level brings up damage per sec, time until wave collapses, and duration of slowing.

Bubble:
Brine fires a bubble at a target unit, dealing 100 damage. The bubble pops on impact, and fires 6 smaller bubbles, which deal 25 damage to whatever they hit. Those bubbles pop on impact, firing 3 more smaller bubbles, which deal 5 damage on impact. Each level increases damage of bubbles and quantity of bubbles per pop.

Waterball:
Brine spits out a ball of water at the target enemy, dealing 100 damage. It bounces to another enemy unit dealing 1/2 damage, then bounces to another dealing 1/2 damage again, then bounces back to Brine, healing him by 1/2 of the total damage. Each level increases damage of the initial hit (which does increase every bounce's damage) and number of units it hits.

Inflate:
Brine begins channeling, immobolizing and inflating himself, until you either choose a target, 10 secs pass or he is attacked-

1)Choose a target- He fires a water spout from his mouth at the target, knocking it back and dealing damage to it. How far it is knocked back and how much damage it deals depends on how long you channeled for.

2)10 secs pass- If 10 secs pass without choosing a target he will fire the water straight infront of him, hitting whatever is in the way, enemy or not.

3)He is attacked- He is forced to abort the spell and takes extra damage from all the water he must force out at once.

That's it for now, hope at least one looks good to you, Darky.
#55

Hmmm

Hi there I' m back! With a 56K computer using the phone line, but I' m back... Lol. Great spells are being posted there. I have ideas too, don' t forget! Here we go!

Brine:

Aqua Wall
Creates a wall of water around the hero, blocking every missile approaching from him. The wall also damages enemy units inside of it.

Level 1: Lasts 5 seconds, 10 damage per second.
Level 2: Lasts 7 seconds, 20 damage per second.
Level 3: Lasts 10 seconds, 30 damage per second.
AOE: 350. Required level: 1.

I can' t add more for now on, have to take the phone for a bit... I' ll add more in a few hours.

Laterz!

EDIT::
Ahoy, it didn' t take as much time as I thought! (^_^x). Well then, let' s carry on. I' m still on Brine' s spells. I' ll do his abilities later on.

Aqua Wall
I already described it.

Salted Water
Calls upon the powers of the sea, causing each unit near Brine to suffer from thirst, draining their attack and movement speed and inflicting minor damage to them.

Level 1: 10% speed decreased, 5 damage per second. Lasts 20 seconds.
Level 2: 20% speed decreased, 10 damage per second. Lasts 30 seconds.
Level 3: 30% speed decreased, 15 damage per second. Lasts 45 seconds.
AOE: 500. Required level: 1.

Water Stream
Based on the very power of water, this spell allows Brine to summon a mighty torrent that strikes at his ennemy, taking the shap of a deadly spark. The water bounces on ennemies and inflicts greater damage to the next target.

Level 1: 50 starting damage, 10% damage increasing, bounces 5 times.
Level 2: 100 starting damage, 15% damage increase, bounces 8 times.
Level 3: 150 starting damage, 25% damage increasing, bounces 12 times.
Range between targets: 300. Required level: 1.

Ultimate: River Flow.
Calling upon his greatest powers, Brine is able to summon deep water by creating a breach trough the earth, allowing water to pass in. The units that were where the hole was pierced die inside of it. The water spot is permanent.

Level 1: 5 seconds casting time, AOE: 400.
Level 2: 4 seconds casting time, AOE: 550.
Level 3: 3 seconds casting time, AOE: 700.
Required level: 6 or 7.

I' ll add more soon enough.
Laterz!

EDIT:: 2::
I' m back again, this time with thrilling ideas, not for spells, but for Brine' s abilities! I will start just now:

Mud Creature
Brine is able to summon little creatures made out of muddy water from a corpse. Those swamp beings live underwater, hidden from mortals. When a human comes near them, they jump out of their hideout and eat them alive. Up to 4 Mud Creatures may be summoned, each of them staying alive until they are killed.

The Mud Creatures have 550 hit points each, do 17-21 melee damage.

Shimmering Water
An aura that give speed, life and damage bonus to allies. Brine' s aquatic skills are powerful, and even able to summon water for his troops to keep their strenght.

10% speed, 15% life, and 5% damage bonus.


You might also change the data of it, but I think it' s going pretty well.

Alright, Laterz!
#56
Perpetual Motion.

Angry takes aim and shoots, bouncing a bullet off one target's helmet, dealing 10-20 damage. The bullet ricochets off towards the next closest unit, friend or foe, moving up to around 200 towards them. If it hits, it bounces off their helmet, moving to the next closest enemy, though not straight back to the enemy it just came from, and if it hits them, onto the next, and the next.... It eventually ends when either everyone's run out of range, there are only two survivors left standing, or it misses someone.

Level 1: 5% chance of missing each segment after the first, 10-20 damage per hit, 100 distance can be travelled between targets.

Level 2: 1% chance of missing each segment after the first, 15-30 damage per hit, 200 distance can be travelled between targets.

Level 3: 0.5% chance of missing each segment after the first, 20-40 damage per hit, 300 distance between targets.

Hard to do, but I can see tactics of stationing your own units to link chains with it.

More once I get sleep.
#57
Perpetual Motion.

Angry takes aim and shoots, bouncing a bullet off one target's helmet, dealing 10-20 damage. The bullet ricochets off towards the next closest unit, friend or foe, moving up to around 200 towards them. If it hits, it bounces off their helmet, moving to the next closest enemy, though not straight back to the enemy it just came from, and if it hits them, onto the next, and the next.... It eventually ends when either everyone's run out of range, there are only two survivors left standing, or it misses someone.

Level 1: 5% chance of missing each segment after the first, 10-20 damage per hit, 100 distance can be travelled between targets.

Level 2: 1% chance of missing each segment after the first, 15-30 damage per hit, 200 distance can be travelled between targets.

Level 3: 0.5% chance of missing each segment after the first, 20-40 damage per hit, 300 distance between targets.

Hard to do, but I can see tactics of stationing your own units to link chains with it.

More once I get sleep.
#58

finish this madness

You may have alrdy choosen and posted elsewere, but i think you should read though all the suggestions, and choose what you want to use. we got a huge amount of ideas amasses here including a great deal from myself and a lot from other. the only one to hear he was choosen was UV - polease write who got spells in (and write they made ideas from spells in credits)

I owuld make more spell, but i have other fourms to seek out info in the fishy map :lol:
#59

Hmmm

Maybe but we still continue giving ideas to help Joel Steudler. Even if we aren' t chosen, I' m glad I could help a bit. Now for Choopy:

Axe-Copter
Choppy swirls his axes over him, causing him to fly to a short distance, avoiding obstacles. Though as if he dashes on a tree, the spell ends and Choppy is confused.

Level 1: 400 distance.
Level 2: 600 distance.
Level 3: 800 distance.

Drilling Axes
By a fantastic turn of wirst, Choppy puts his axes in a unit' s body, then turns his axes in it to open its wounds and inflicting serious damage to that unit.

Level 1: 250 damage.
Level 2: 350 damage.
Level 3: 500 damage.

EDIT::

Chopp-Man
Choppy uses his axes as balances, and throws himself forward, cutting everything to pieces, even trees.

Level 1: jump of 450 distance, 335 damage.
Level 2: jump of 550 distance, 450 damage.
Level 3: jump of 700 distance, 600 damage.
Required Level: 1.

Ultimate: Chop Typhoon
The hero turns on himself to create a powerful tornado of axes, slicing everything getting in its way.

Does 550 damage per second, lasts 12 seconds.
Required level: 6 or 7.
Note: You should find a MK model swirling around for this, or take a tornado model turning around him, maybe...

I' ll add more later. See ya!
#60
*sigh* here i go again
TO EVERYONE SUBMITING IDEAS - Darky has already mentioned he wants new and inovaticve ideas, namely things outside of the WC standerd engine (like stuff that needs JASS)
anywho-
Also i really don't care if My ideas are picked or not but I'd like to know witch way it went, even if all i get is a- "cram it you dumb fool, non of your stupid ideas were picked"
ALSO-
this may seem old an rude, but just for the sake of not having to search everything I'm gonna post all my posted ideas on this one-

Tsunami- Create a tsunami that crashes down on the feild doing to following effects-
-Making it immpossible to see for 5-7 seconds
-Rusting all machines
-Turning ANY ground below to area of tsunami to shallow water
-Displacing many units
-150 damage to ALL units in area

Trigger Happy- The gunner that uses this will imidiatly have a short chage period in wich to player that controls the gunner presses the zero key repidly. After the chagre is over the gunner will fire as many rounds as the zero key was pressed rounds on the targeted enemy.

La'Summon- (An increse on normal summoning, even if you said you didn't want it)
The player is givin a chose of 10-15 elemental bullets-
Fire-Red
Forest-Dark Green
Magic-Purple
Sky-Blue
Oceen-Dark Blue
Void-Grey
Light-White
Darkness-Black
Earth-Brown
Ice-Light Blue
(etc etc I'll edit to post will more)
The player will selecet 3 of them and target an enemy,
each combo of 3 bullets creates a different summon, and the target it enemy is hit but 3 slow moving colored bullet. When they hit then enemy, it kills them and the summon come out of body
-Can not be used on heros-
-Can not be used on Creeps over level 5-

Cursed Sword- A swords man releasees his sword from hand, turning him and the now floating sword into 2 different models. the sword will hit 3 random units (yours or enemys) and kill them insantly The sword AI will tell it to not target heros if possible
-sword an not on creeps over level 8-
Meanwhile, the swordman that realesed it turns into a punching unit with a small percent form of bash

Knock Out- Used on the swordless swords man, it is a 3% chance to do the following-
-Send a unit falling back
-a 5 second stun
-a 20 second that type of stun you can move in

Potshoot- The gunner chagres unit, during this period the player will press the zero key rapidly when to chage is over damge will be callculated like thi-
Number of times zero key pressed x 3 +30
(this damage will be armor peircing)[/b]

Hurl Fowel- Units throws a duck at the enemy, the duck thrashes wildly in the enemy's face dealing 3 damage a second for a random amount of time

Hot Potato- The unit (preferably a morter)
Fires a VERY explosive bomb at an enemy, the enemy CAN however, catch to bomb with the g key and throw it back at one of your units. you continue throwing the bomb until some1 trips up and then the following effects happen-
-A lagre (1500 radius i was thinking) exploshion happens
-All units in the blast take 700 damage
-All units 1-500 or so outside to blast take 200 damge
-All ground in the blast is lowered by 1 layer of ground
-All ground into the blast becomes desert like
-Tree in to blast die
-Trees 1-500 outside to blast turn into a sorched tree model
-grounf outside to blast looks sortched

Impale- Some meele unit rashes and stabs his weapon into the beely of some enemy unit, dealing 500 damage, but can get weapon stuck in enemy, when weapon stuck player has to following options-
-press p rapidly until unstuck
-press o to make unit forget weapon and turn into a punching unit

Suigin's Blessing- A targeted area in covered with water, turning all grond into DEEP water, out of the water riases the Watter godess Suigin (addapt it to greek name if you want, i don't know it) Suigin will randomly to one of the following-
1. create a huge downpour with the following effects
--all amphibius units heall 5 hp a second
--all ground turns into shallow water
2. bless the water She is standing on, makeing a foutain of health in the middle of it
3. Send All enemy units in an are flying back
--dealing 150 damage
--stuning them for 5 seconds
--Moving them back 300 of so

Poisin vapor- creates poisinus cloud all over a certain area, poinsining units and doing to following-
-makeing trees into dead-looking model
-remove grasss from ground

Expand- Make an enemy unit stedy bigger and bigger (while caster channels) this makes the enemys stronger, but slowier, and after a while it explode, making water damage to all units around it

Gysers- Make serveal water turrets spout out on random points on the ma[, causing 200 damge to all it hits, and making terrin shallow water

Slurp- Make a unt (specifically a murloc) Stick a touge out and grab an enemy unit, then you have the option of
-eating him
-spiting him onto the ground
-attempting to charm

Bear for ALL-Ale is thrown into the crowd randomly cuaseing any of these effects-
-100% damage increse
-90% miss
-35% evasion
-sight -400
(the spell applys to all units)