Warcraft III resources & community, 2003–2006 · archived

Spell Idea gather Thread

129 posts
#106
Ok im not sure if this has been done or not, or wether this is feasible but here it goes.
Brine's Ult. Whirlpool: Slowly brings enimeis closer and when they are in a certain range of brine it does 100 damage to each, BUT if brine's in shalow water this does 200 and if he's in deep it does 400.
(ty modeler)
#107

...

AAshark i think you mean 400?

My spell idea:


DIE DIE DIE missiels:

Fires three missiels each missiel deals damage equal to 20X the damage of 'motar dwarf' - 20x the damage of main target, the missiels will vary off course and sway back and fourth until it hits something, if a missiel lasts more than seven seconds it explodes dealing its damage x .50.

Leap brine:

Brine splits into three brines, the original is in last, the original hops over one of the two copies, when he lands a small amount of aoe is delt, then the one he jumped over jumps over him. So on so fourth (lasts 3 jumps (level 1) lasts 5 jumps(level 2) lasts 7 jumps(level 3) and so on.

Drown:

Brine grabs a unit and tosses him into water (must be in 500 of water) if the water is shallow the unit is stunned and takes X damage, if its deep water the unit sowly sinks and takes periodic damage.

x=(100,125,150, so on)
#108
for the fish dude he should have an attack called catch of the day he kills an enemy lvl 5 or less and then he can summon him the rest of the game. :)
#109
omm maybe this :

Murloc
I dont know a good spell name for this one ....

the hero goes to a nearly sea or river . and then he drink some water from the sea/reaver . a lot of the water disapear . now the hero can haunt the water to the anamy unit .

when the hero drink water he regenerates himself but he is slow ....

when he haunt the water the enamy unit take dmg ...

sry... my english is bad


@ darky when u like this spell i have more ideas
#110
Hey darky I was thinking mabye you could make this spell:wild rider
Levle 1:you can find a certain animal (level one say just a quill beast)your speed is incresed while riding.if possible make a separte helth for the creature and rider.there should be a dismount ability(cuz if the animal dies while your riding it you suffer 5% damage.
as the levels progress more animals should be able to be ridden(eg level 3 might be the rams from wow).make animal speed,health,damage grow with level.eg quill beast is small and slow say 500 hp than you get a baby kodo or something with slight increase in speed but 750 hp and finally rams with 1000 hp and good damge.

Nb
riders may be able to just fire while moving.instead of the animals attacking.

Its just an idea hope you like it.
#111
For Anybody

Luck Charm:the first few hits will do no damage to the hero.Amount of hits that can be doged increases with level
level1:3 hits
level2:5 hits
level3:6 hits

Mad Hydra:A hydra appears,Poisons a baddie,damages any nearby baddies and vanishes
level1:average damage
level2:above average damage
level3:High damage

Rain of Rocks:rocks come down and stun any baddies in the target location.
level1:2 second stun
level2:5 second stun,5 damage
level3:7 second stun,10 damage

(heck why am I giving out ideas?darky only takes good ones.my ideas are S*** with a capital S)
#112
Here it goes....

Choppy

Furry Blades

Choppy gives his inner power to his blades and attacks with a high speed.

Level 1: Choppy attacks 30% faster with a tripel attack that deals 3 times normal damage. Mana Cost: 90. Coldown 8 seconds. Lasts 6 seconds.

Level 2: Choppy attacks 50% faster with a tripel attack that deals 4 times normal damage. Mana Cost: 90. Coldown 9 seconds. Lasts 7 seconds.

Level 3: Choppy attacks 70% faster with a tripel attack that deals 5 times normal damage. Mana Cost 90. Coldown 10 seconds. Lasts 8 seconds.


Sonic Wave

Choppy scratches his two blades together and makes a high louded sonic wave that he sends out with a furry jump.

Level 1: The Sonic wave deals 120 damage in a straight line. The enemie units that are hit by the sonic wave gets confused for 3 seconds. Mana cost: 120. Coldown 9 seconds.

Level 2: The sonic wave deals 190 damage in a straight line. The enemie units that are hit by the sonic wave gets confused for 5 seconds. Mana cost: 120. Coldown 9 seconds.

Level 3: The sonic wave deals 250 damage in a straight line. The enemie units that are hit by the sonic wave gets confused for 5 seconds. Mana cost: 120. Coldown 9 seconds.

Confused (Buff for Sonic Wave)

The units under this buff will not be controle able for the owner for a certain amount of time, with means thay can attack anyone close.

Buff: This unit is confused and attacks anyone close.
#113

Ok

Tide Slash
Shoots three lines or streeks of blueish icy water that does 500 danmage and cosst 150 mana
1:three lines 500 damage 150 mana
2:five lines 700 damage 250 mana
3:six lines 800 damage 350 mana

Coral Snatch three pieces of coral come from the ground growing supremely fast and catches the enemy and holds him for and does a bash like effect and some damage
1:3 coral holds for 20 seconds 15 damage per second and costs 100 mana
2:5 coral holds for a minute does 50 damage per second and costs 150 mana
3:6 coral holds for a minute and a half and does 100 damage per second and costs 300 mana.

Spiral Spin the hero spins in a tornado allowing him to hover and go to areas he could not slim or walk on*fly effect*
1:lasts for 8 seconds costs 50 mana
2: lasts for 20 seconds and costs 80 mana
3:lasts for 35 seconds and costs 125 mana

Acid Rain a ability for magic users that makes it rain acid that hurts good and friendly
1: 2 inch all around 50 damage per hit from a acid blob or sphere and lasts for 8 seconds
2: 3 inch all around 80 damage per hit from a acid blob or sphere and lasts 15 seconds
3: 5 inch all around 150 damage per hit from a acid blob or sphere and lasts for 18 seconds.
#114
lol... those were not imba right..? :twisted:

he said no imba spells... thay are as imba as thay can get.
#115
BRINE:

Bog Breath : Brine swallows a unit whole and begins to dissolve it with stomach acids. As the acids eat away at the unit, the produces a foul gas, which Brine exhales on foes as a ranged attack.
Level x - x duration, x damage per second, x damage increasee, x range

Bloated Belly : Brine inhales a large amount of swamp gas which causes him to inflate. While inflated, he gains a bonus Hit Point regeneration rate and armor. Also, the total damage he takes while bloated, he will deal back by bursting out the swamp gas. Brine cannot attack while bloated
Level x - x duration, x armor bonus, x life regen rate, x damage multiplier

Infection Spawns : Spews out a number of small tadpoles that are infected with disease. These tadpoles can fight, but not well. Upon death, each tadpole explodes. Units within range of explosion are then infected with poison.
Level x - x tadpoles, x poison damage

BIG CANNON DWARF :

Barrel Slam : Gives a x% chance that <this unit> will slam opponants with his cannon. If he does, the cannon will go off, dealing AOE damage in target area. When the cannon goes off, it blasts <this unit> into the air, making him hover in the air invulnerable for several seconds.
Level x - x % chance, x seconds airborne

Pogo Cannon : Aims the cannon at the ground and fires a blast. This blast sends <this unit> into the air. <this unit> continues to fire at the ground, with each blast sending him into the air. While using Pogo Cannon, <this unit> is uncontrollable and invulnerable. He moves in random directions, firing shots every x seconds to stay airborne. Eash blast deals X damage to units on the ground. Can be deactivated.
Level x - x duration, x seconds interval, x damage per shot

What do you think of these spells?
#116
More

BIG CANNON DWARF :

Cannon Ride : The hero lights the fuse on his cannon and jumps on top of it. The cannonn spins around for a few seconds. While he spins on the cannon, he is invulnerable. After a random (or set) period of spinning, the cannon launches in a random direction. It stops only when it hits and enemy unit or obstacle (trees, cliffs, etc, can travel over water) and blows up. The hero and all units in AOE are stunned. Option : Units who cross the line of the cannon's blast in the next few seconds light on fire because of the scorch line.

CANNON TEAM :

Hustle : The big dwarf jumps on the back of the little one (for comedy) who runs around randomly. The big dwarf fires the cannon at enemy units in short bursts of many weak rockets. Rather then dealing damage, these rockets stun units for x-x seconds. This lasts until deactivated or death. When deactivated, the small dwarf faints and must rest for half the duration of the spell.

Tag Team : The small dwarf taunts a target unit while the big dwarf hides behind the cannon. When the unit attacks (with increased damage but decreased armor) the big dwarf jumps over the little one and pummels the target a lot with his cannon.

BIG CANNON DWARF :

Trapped! : The hero traps target unit by slamming the open end of the cannon over its head. The hero waits for x seconds and then blasts the cannon, dealing x damage and sending the unit flying.
#117
dis is for axey:

Berserk :twisted:
axey goes into bloodlust and he cant be controlled while berserk, or somting like dat.
#118
AXEY or CHOPPY :

Rumble Roulette : The hero drops his weapons and charges at target foe. He grabs the target and begins to spin faster and faster. As he spins, he moves around and bashes foes, knocking them down. When the spell is cancelled or the duration ends, the hero will hurl the target unit, knocking down more foes. The longer he spins, the longer units are stunned.
Level x - x duration, x initial stun, x bonus stun every x seconds

B-Doing B-Doing : The hero jumps in the air several times, jumping higher every jump. As the hero jumps higher, he begins to slam the ground when he lands. The damage continues to rise with each bounce. While bouncing, this hero is harder to hit.
Level x - x bounces damage delay, x initial damage, x% evasion

CHOPPY :

Scizzor Swords : The hero slashes different ways with his swords. The blades strike in an arc of certain degrees. The damage begins high in the middle of the arc and decreases as the arc goes outward.
Level x - x damage, x degrees arc

This is a little confusing when I read it back. He crosses his blades in front of him and swings them across, creating a scizzors before him. After the blades cross as a scizzor, he swings them further to each side, to form a "C" in front of him. The closer to the middle of the "C" takes more damage.
#119

Spell ideas

Ok ok I got a couple veiws like mabay an arua 4 one of the motar guys like focus arua:10% more like 2 hit target 10% dmg bonus and 5% speed bonus. Or 4 another guy (if any builders/miners in this) gold rush arua: makes miners get 50% more 10% faster. Um ill um post more when i get ideas.
#120
Ok, i have 2 ideas but i'm not sure how you guys will like em. I dunno maybe this can be a special one that you can only do if you target an area of water.

If will be called whirlpool. Now basically, it will pull unit's in and act as a whirl pool pulling them in and down and while down, they will look hp every second and also be stunned. This will be chanelling.

This one could be made in a few ways for any of the heroes. It will be called "toss meh!" and the name basically says it all. At any time you can start chanelling your power and any unit close enough to you get's a skill to pick your guy up and toss him into another area, this could be over the trees, or onto a fleeing enemy. Another idea is Launch where the little guy breaks off and goes into the cannon of the big mortar firing guy and that due fires the little guy at his enemies. This move will automatically initate separetion and divide the two units up. They have to simply use the rejoin ability and that will bring them back to normal. I know these aren't great, but they'd be neet to use in battle i think and i;ve always been fond of tossing dwarfs...

That's all i can think of right now.