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 Spells for Inspiration

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PostSubject: Spells for Inspiration   Spells for Inspiration EmptyThu Aug 07, 2008 8:25 pm

I had originally intended this list for the Arcane tree, but quickly lost interest in it. Now since I think with Nature being confirmed Arcane really doesn't have room, I'm just gonna list them here for inspiration and critiquing. Also, I did not know where to post this except for here, so if needed feel free to move to the appropriate area.

THESE ARE NOT BALANCED OUT, SO DO NOT WASTE TIME MENTIONING IT

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Advanced Arcane

Arcane Bolt(5)
Fires a bolt of pure Arcane energy at target, damage and stunning it.
Mana Cost: 65/85/95/105/115
Cooldown: Undecided, decrease with more skill ups
Cast Type: Instant
Damage: 1/1.75/2.5/3.25/4*Power
Stun: 1.1/1.2/1.3/1.4/1.5 sec.
Range: 750
Skill: 3/3/3/3/3
(Basic attack spell)

Hex(3)
Turns the target into a frog, slowing and silencing.
Mana Cost: 225/245/260
Cast Type: Instant
Time: 3/5/7 seconds.
Range: 600
Skill: 4/4/4 = 12
(Target retains control, but cannot cast)

Blink(3)
Teleport yourself a short distance and remove all debuffs.
Range: 550/625/700
Skill: 6/5/4
(Shorter distance than Crack)

Mana Channel(4)
Gives some of your mana to a target friendly Hero
Range 750 target, 1250 channel
Cast Type: Channeled
Mana Drained/given per second: undecided.
Skill Cost:6/4/4/4

Arcane Knowledge(3)
Knowledge of the arcane allows the mage to increase damage from own spells while reducing damage from others.
Range: Personal
Cast Type: Passive
Effect: Grants + 1/2/3 Power and reduces spell damage taken by 1/2/3%. Does not stack with similar effects.
Skill cost: 6/6/6

Arcane Explosion(3)
Arcane energy explodes outwards from the mage, damaging and knocking back enemy units caught in the blast.
Range: 450/475/500 AoE
Cast Type: Instant
Damage: 1.5/3/4.5*Power
Cost: 135/150/165

Infusion(4)
Infuses the target with energy, increasing mana regen until a new unit is chosen or death.
Effect: Increases mana regeneration by 1/2/3/4 mana/sec
Range: 600
Cast Type: Instant
Cost: 45/55/65/75
Skill:6/5/4/3

Spellsteal
Allows the mage to steal magic buffs from enemies and give them to friendly units(Self has priority) OR remove debuffs from allies and apply to enemies.
Effect: Buff control!
Range 800
Cast Type: Instant
Cost: 125/135/145
Cooldown: 21/18/15 seconds
Skill: 7/7/7

Evocation
The mage channels arcane energy, restoring mana.Increases damage taken for the duration.
Effect: Mana restore
Range: Self
Cast Type: Channeled
Mana Cost: None
Cooldown: 120 seconds
Skill: 13

Mana Bomb
The mage saps magical energies from nearby enemies, then releases it in a powerful explosion.
Effect: AoE Damage + Mana Burn
Damage: 2.5/5/7.5*power
Mana Burn: 1/1.5/2*power
Cast Type: Channeled, 3 seconds(Similar to Armageddon)
Mana Cost: 640
Skill: 8/8/8

Energy Flux
The mage turns target enemy's power upon them, causing spells they cast to damage themselves.
Effect: Next enemy spell cast deals damage equal to 1.5/2.25/3*TargetPower
Range: 675
Cast Type: Instant
Cost: Undecided
Skill: 8/7/6
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Dragonheart91
Godlike Sage
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Dragonheart91


Number of posts : 2358
Registration date : 2008-05-21

Your Character
Level: 1
Primary Move: Cursed Waves (pwned much?)

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PostSubject: Re: Spells for Inspiration   Spells for Inspiration EmptyThu Aug 07, 2008 9:11 pm

Well, even the concept of most of those are imbalanced, but good ideas.

One of them gave me an idea for a spell:

Arcane Explosion:
Mana cost: 200
Targeting type: Aoe around the hero
Aoe: 500
Absorbs 2/4/6% of spell damage and stores it. (Number is shown above the heroes head.) Release the damage in a big explosion when ready. Caps out at 10*power.

Similar to Armageddon, and I admit the inspiration and credit of this spell goes to Armaneth. But, it would be interesting none-the-less. Rewards you for taking damage by reducing the damage and letting you deal it back later.
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Jay.J
Head Admin
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Jay.J


Number of posts : 3470
Registration date : 2008-05-21
Age : 33
Location : Toronto

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Level:
Primary Move: Moderate

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PostSubject: Re: Spells for Inspiration   Spells for Inspiration EmptyThu Aug 07, 2008 9:39 pm

I like the concept of a mana drain to allies, not sure why it hasn't been though of before. The other ones are generic or meh, or scaling lacks but good job none the less.
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Lagger09
Legendary
Legendary
Lagger09


Number of posts : 535
Registration date : 2008-05-23
Age : 31
Location : SoCal

Your Character
Level: 1
Primary Move: I am the Destroyer of Time... guess...

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PostSubject: Re: Spells for Inspiration   Spells for Inspiration EmptyThu Aug 07, 2008 10:31 pm

What about changing the sending mana spell to a flat out siphon so you can steal and send? or are we staying away from norm spells?

For hex to last that long it should also give the enemy a buff, like giving HP regen at the same time.

Spellsteal's range should inc with level, so 600/700/800.

Perhaps cause infusion to also be offensive, with the ability to slow enemy mana regen.

I like mana bomb, but i have a few changes you channel for a bit, and drain mana from all units in the range, then deal dmg based off of the drained mana, with a cap at 5* power for each of 4 sec channeled or something, should drain SELF mana also.

just what i think, take it or leave it.
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PostSubject: Re: Spells for Inspiration   Spells for Inspiration Empty

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