New Spells, anyone?

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erased. over. out
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New Spells, anyone?

Unread postby erased. over. out » 15 Apr 2007, 20:48

We know that TotE will have new spells. Which spells would you like to see return? Any speculation on what "new" spells we might see? I, for one, would love to see atleast 1 new spell for each level and school of magic. Dark Magic could use a Hand of Death-like spell, for example.

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okrane
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Unread postby okrane » 15 Apr 2007, 22:39

okay... I have a few ideas about some new spells, and I am going to post them here even though they will not be taken into account. Still I hope that they will be useful sometime to someone.

So here they are: they are all Destructive Magic Spells one per each level:

LvL 1 Destructive: Electric Jolt
Element: Lightning

Effect: Inflicts minor electrical damage on a target. The target is also marked with a debuff for future casts of the spell.It will take damage every time the caster casts it per debuff on it. If a stack has been targeted multiple times it will have multiple debuffs on it.

For example: there are 3 enemy stacks.
you target the first stack, it takes the spell damage.
The second cast you cast again the spell at the second target. This time the first and the second target take the spell damage.
The third cast you cast again on the second target. Now the first target takes normal damage, the second target double the spell damage.
The forth cast you target the third stack. This time the first target takes the spell damage, the second stack takes double damage(because it has 2 debuffs) the third takes normal spell damage.
and so on.

Spell Damage: 20 + 2 * SP (at all proficiencies) - numbers can be tweaked.
Proficiencies:
Basic: Hero loses only 80% of initiative. Stacks with sorcery
Advanced: Hero loses only 65% of initiative. Stacks with sorcery
Expert: Hero loses only 50% of initiative. Stacks with sorcery

Mastery: Master of Lighning: the target loses 5% initiative per debuff

Explanation and Purposes:
The idea behind this is to have a spell that would become more and more useful as you cast it and as you have sorcery. It permits the hero to go on a casting frenzy rapidly destroying one single stack with repeated casts that do increased damage, or balance his damage between the different stacks. It is also useful to cast a spell that uses barely no init in order to position your hero better on the ATB.

LvL 2 Destructive: Immolate

Element: Fire

Effect: The target is immolated with unstable fire taking initial damage. Every time it gets hit by another effect (spell or normal attack) it will take damage.

For example: You cast it on a stack then you attack this stack with one of your creatures. In addition to the normal damage, an explosion will occur damaging the enemy target.

Spell Damage: 5 + 5 * SP Duration: SP rounds - numbers can be tweaked.
Proficiencies:
Basic: 7 + 7*SP
Advanced: 10 + 10*SP
Expert: 13 + 13*SP
Mastery: Master of Fire lowers the armor by 50%
Can be dispelled by cleansing.

Explanation and Purposes: The idea behind this is to be able to quickly focus and destroy a stack by using all your creatures on it. It is a sort of mark of death that pretty much announced that the creature will be heavily hit . It is really useful in combination with high init creatures, creatures that hit twice, or fast casting, like the spell Electrick jolt presented above.

LvL 3 Destructive: Fissure
Element: Earth

Effect: Opens the earth to deal damage to all the creatures in the target area. The shape of the fissure (target area) is chosen(drawn) by the caster(by the player that is...).

For example: You select the spell, you draw the area you want it to affect and the damage is dealt. Similar to the quicksand spell in Heroes 4 where you got to specify the shape of the quicksand. The squares you draw must be connected.

Spell Damage: the same as Fireball throughout all proficiencies.
Proficiencies:
None: affects 4 squares
Basic: affects 5 squares
Advanced: affects 6 squares
Expert: affects 7 squares

Explanation and Purposes: The main purpose of this is to damage creatures that are strangely placed for another area spell to be effective. Another good purpose would be to use it to damage the creatures that have surrounded one of your large creatures since you cannot cast Frost Ring as you would do with a small creature.

LvL 4 Destructive: Blizzard
Element: Ice

Effect: Deals Massive damage on a 1x10 area of the battlefield. The area is perpendicular to the line connecting the 2 heroes, so that would mean that if the spell is cast in the first round it will hit all enemy targets.

Spell Damage: the same as Ice Bolt(? or suggestions ?)
Proficiencies:
None: affects 1x10 area
Basic: affects 1x10 area
Advanced: affects 1x14 area (all the horisontal in castle battles too)
Expert: affects 2x14 area(an extra horisontal square to hit every single unit that stays put)
Mastery: Master of Ice: all units lose 0.1 init.

Explanation and Purposes: This one is simple. Great opening spell since it damages every enemy unit on the battlefield in their initial configuration it obliges thus the enemy to spread out his creatures. Great siege spell against creatures that just stay there waiting the towers yours.

LvL 5 Destructive: ThunderStorm
Element: Lightning

Effect: Blesses the target friendly unit with lightning powers. Every time the unit attacks a lighning will occur on its target.

For Example: You cast this on a friendly stack. The friendly stack attacks something else and after its attack a lightning is cast on the enemy. This is pretty similar to the imbue arrow/ballista skills only that the spell is always lightning and the hero does not lose mana when the creature attacks, and reminds everyone of the thunderbirds in heroes 3/4

Spell Damage: the same as Lightning. Duration: SP rounds.
Proficiencies: the same as Lightning.
Mastery: Master of Lightning: The same as a lighning would be cast on that target.

Explanation and Purposes: This is not new. The idea is take to greatly enhance your high init stacks, or those with multiple attacks(Hydras) with a devastating lightning attack. Imagine bloodfuries with this devastating the enemy, or even better Deep Hydras attacking 3 targets at a time and then 3 lightnings occur... that's why the name, Thunderstorm.
Last edited by okrane on 16 Apr 2007, 10:16, edited 3 times in total.

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okrane
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Unread postby okrane » 15 Apr 2007, 22:41

Now I've put some time into writing these ideas so I would like to get some constructive feedback. Sorry for eventual gramar errors (I did write in a hurry) and if there is something you do not understand I can clarify...

I know this won't get into the game. I hope that someone will maybe use them for a mod/ another game or who knows...

It's sad that this forum is deserted... it really shows that nival did a good job at chasing fans away

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Unread postby winterfate » 16 Apr 2007, 01:58

Well, this forum ain't dead yet, okrane! ;)

I like the ideas a lot. Why don't you post them over at the Ghost of the Past Heroes 5 Mod forum? Perhaps they can work it into the mod. :D

(Jenova's going to get a single scenario based on the story I wrote for the fan fiction contest hosted by Sauron a while back, so trust me, they do listen. :)).
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Unread postby Omega_Destroyer » 16 Apr 2007, 02:24

The forum isn't that dead. People are just busy with other websites and videogames, school, work, etc, etc.

Blizzard is ok, but it won't necessairly hit every enemy. It will hit the large creatures, but seeing as how it only hits one row, archers or front line units may be spared. Furthermore, if the enemy has tactics, that could be problematic. Additionally, it's rare that a hero acts first in battle, so a lot of creatures could probably avoid the spell. Maybe something with a more unique pattern, like a series of X's. Make your enemy guess.
And the chickens. Those damn chickens.

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Unread postby Caradoc » 16 Apr 2007, 05:19

I always liked that M&M spell that let you set a location and then teleport to it later on. It might also be fun to have a Polymorph spell.
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Unread postby Mytical » 16 Apr 2007, 06:00

Some very nice spell ideas there, and follow some logical progression as well. With MoTW the first one might be a bit overpowered however. Regardless very good spells, keep the good ideas flowing.
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okrane
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Unread postby okrane » 16 Apr 2007, 10:20

Omega_Destroyer wrote: Blizzard is ok, but it won't necessairly hit every enemy. It will hit the large creatures, but seeing as how it only hits one row, archers or front line units may be spared. Furthermore, if the enemy has tactics, that could be problematic. Additionally, it's rare that a hero acts first in battle, so a lot of creatures could probably avoid the spell.
note that at expert destructive magic the spell damages a 2x14 area meaning it will hit every unit if the hero does not have tactics.

If the hero doesn't act first, no problem. This spell is mostly against a defensive opponent, or very useful when fighting 3-4 stacks of ranged neutral creatures for examples, this way hitting them all.
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Unread postby Darkstroem » 16 Apr 2007, 11:18

Some previously unknown spells leaked out some time after HoF's release... I have to search for them.

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Unread postby Grumpy Old Wizard » 16 Apr 2007, 12:24

I'm not sure I like the idea of a spell that will hit the entire 2 back rows of an opponent. It would seem to be a better spell than chain lightning and meteor storm by far.

It would be be particularly devastating to factions that are designed around shooters. It is hard enough to protect shooters as it is with so many units that can cross the battlefield in one turn.

The only other spell that hits all opponents is Armegeddon. It is level 5 and comes with the drawback of hitting your own units as well.

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Unread postby okrane » 16 Apr 2007, 13:06

Well it would surely have lesser damage than meteor shower. as I said the damage would be the same as ice bolt... which is considerably lower, and I think it loses its power once the creatures start moving, and M Shower and Ch Lightning become stronger.
If we're talking about archers, keep in mind though that a Mass Confusion can permanently disable them, which I think it's worse then some damage.

Still, if you find it too much, it can be limited at 1x14 which is not that strong.

IMO chain lightning is kind of weak right now. It should have more damage or your creatures should be immune to it or hit more targets or at least do not waste the hits on warmachines.
Or all of the above.

Some comments about the other spells pls?

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Unread postby gaspi2 » 16 Apr 2007, 13:42

well I'm fan of dark magic:)
lvl 5: plague
dmg 10*spellpower
undead are unaffected
dmg increase 4/6/8/10% of current number per round
duration: until dispelled or stack is killed
it would be same copy from H4(:)) but dmg will increase every round.
4 example: if power is 30, then starting dmg will be 300, then 330, 363, 399, etc... and it will 1st affect 1 unit, then plague will spread from unit to nearby, friend or foe. Undead will be affected by it, but they won't take dmg(but they can inlict plague to others(as well as black dragon:))
Master of pain increase it's power

lvl 4: vampiric touch(yaaaay I am really missing this from H4:))
duration based on power.(1 round/power)
mastery: 20/30/40/50% drained.
can't leech from non-living

lvl3: aura of fear: simply target gets fear effect like nightmare and fright aura(also like nightmare)
duration 1 round/power
mastery: 15/30/45/60% chance of occuring on target
master of mind increase morale penalty by 1

lvl2: ampifly dmg: curse 1 target to increase dmg from units
1 round/power duration
mastery: 7/14/21/28% dmg increase(or maybe it should be lesser?:-/)
master of curses: dmg from spells is also increased

lvl1: raise skeleton(:))
raises skeletons from target(woohoo~~)
12/18/24/30 life/power

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borco
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Unread postby borco » 16 Apr 2007, 15:52

its gonna be some\all of this for sure

viewtopic.php?p=105784

there are few usefull judging by name...[/url]

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Unread postby Darkstroem » 16 Apr 2007, 16:26

Ah yes, these are the spells I meant.

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Unread postby Orfinn » 16 Apr 2007, 16:37

Just a wild thought...What about a Zapper Shield, lightning shield that causes damage to melee enemies, by sending a chain lightning at them. Nice protective and dangerous shield for the stacks you can use for cannon fodder, since chain lightning would harm yours unless they are all lightning immune.

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borco
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Unread postby borco » 16 Apr 2007, 17:05

Orfinn wrote
Nice protective and dangerous shield for the stacks you can use for cannon fodder, since chain lightning would harm yours unless they are all lightning immune.
Or enemy units are nearer. That would be good for skirmish actions like teleporting some weak cretures into enemy ranks ( ofcours on begining of the battle )...

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Unread postby Grumpy Old Wizard » 16 Apr 2007, 18:36

borco wrote:its gonna be some\all of this for sure

viewtopic.php?p=105784

there are few usefull judging by name...[/url]
Well, there are no descriptions of the spells given, other than Summon Hive. If the hive has a whole lot of hit points it could be useful, otherwise not.

Blade Barrier? The summon school already has Fire Wall, which would seem the same unless Blade Barrier is actually a physical barrier that prevents enemies from passing and damages anything that strikes it. If it has lots of hit points it could be useful, otherwise not.

Arcane Crystal? No clue what this does.

The other spells are more self explanitory.

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Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."

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Ya5MieL
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Unread postby Ya5MieL » 16 Apr 2007, 20:12

Here are some explanations about those spells. (taken out from game files,.. i found every description except for sorrow but i guess everyone knows what should that spell do)

DARK MAGIC

Image
Sorrow (Level 1)

Image
Vampirism (Level 5)
Selected friendly creature gets all Undead attributes and the ability to drain life just like vampires.
Drainage=
NONE/BASIC/ADVANCED: 30%+2%perSP
EXPERT: 50%+2%perSP



LIGHT MAGIC

Image
Regeneration (level 2)
The target creature gains health regeneration on its turn. Does not work on Undead creatures.
Regenerates 75+5*SP on every master level

Image
Divine Vengeance (Level 4)
Inflicts magical damage to selected creature that depends on the number of enemies selected creature killed from the beginning of combat.
DAMAGE=
NONE/BASIC/ADVANCED: 40+4*SP
EXPERT: 60+6*SP



DESTRUCTIVE MAGIC

Image
Deep Freeze (Level 5)
Freezes targets, inflicting ice damage immediately and heavy damage during a certain amount of time.
DAMAGE=
NONE/BASIC/ADVANCED: 15+15*SP
EXPERT: 30+30*SP


SUMMONING MAGIC

Image
Arcane Crystal (Level 2)
Creates a crystal on the selected place on the field, blocking the way until the end of combat or until the crystal is attacked and destroyed.
HP=
NONE: 40+8*SP
BASIC: 60+12*SP
ADVANCED: 80+16*SP
EXPERT: 100+20*SP


Image
Blade Barrier (Level 4)
Temporarily creates a wall, three squares long, on the selected part of the field. The wall has additional 75% Defense from the Range and Magical Attacks and returns damage equal to the number of lost Hit Points to the melee attackers.

Image
Summon Hive (Level 4)
Creates a wasp hive on the selected place of the field. A swarm of wasps from this hive will attack enemy creatures until the end of combat or until the hive is attacked and destroyed (The hive will not attack undead, elemental and mechanical units).

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Unread postby Tristan-IJB » 16 Apr 2007, 21:16

Any chance to get those spells working in Hammers of Fate?
I heard that some people managed to get those spells working.
Also sorrow is level 1? that's strange I thought it should be higher.

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Ya5MieL
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Unread postby Ya5MieL » 16 Apr 2007, 22:34

I dont think that is possible.
You could mod for example clerics to have vampirism in their spell book, but its effect doesn't exist in the code so the spell wouldn't be usable.

I think there are only pictures, id and descriptions of spells included in HoF, but they are not done code-wise at all.


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