Spells
Nov 1 2007, 7:27 am
By: Vrael  

Nov 1 2007, 7:27 am Vrael Post #1



I was hoping to get a compilation of spell ideas together for general use by the public. You know, player has X mana, brings a selector to a beacon and POOF! A lurker appears to own your enemies.
Just, try and think of some good ones. I'll be adding to this forum later I think.



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Nov 1 2007, 3:40 pm LemonFang Post #2



Star Fall - Active - A bunch of scarabs shoot out in random directions at your enemies

(This works for protoss only) Some sort of aura - Active Requires at least 2 players - Set shields to a low amount such as 10, then use a trigger to set to 100% Shields every 1 or 2 seconds this of course reduces damage.

(I don't know if this one works...) Passive - Take 2 interceptors and make them follow your player when there is at least 1 (There constantly following you) with you, you're invincible.

(I don't know if this one works...) Passive - Take a unit that cannot attack (Such as a high templar, normal not hero) and take some interceptors and you can let them attack its enemies... not really sure this is a spell but whattever.

Yea... this is all I can think of, I had some others but I'm stuck now. I might add more later.




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Nov 1 2007, 5:36 pm Oyen Post #3



Ground Collapse - Offensive Medium level Spell - Zerg Hero with Burrow ability - After selecting the spell, the player has 20 seconds to activate the spell. The player can activate this spell by using the Burrow option. When used, A large explosion is shown and 3 nearby enemies are instantly killed. The user then receives 10 burrowed lurkers, which are moved to where the burrowed zerg hero is(so they stack), that attack enemies one time(within 2 seconds) before disappearing. After the lurkers disappear, the zerg hero is forced to unburrow.

Disguise - Utility Spell - Any hero - After using the spell, the hero's unit is replaced with an enemy unit(still under the player's control) for 1 minute. While disguised, enemies are allied and the hero can sneak past them to avoid fighting.

Post has been edited 1 time(s), last time on Nov 1 2007, 5:45 pm by Oyen.



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Nov 1 2007, 11:36 pm Aoe325 Post #4



I dont know how to name this spell but here goes :

You create a bunker and 4 marines/firebats/ghost (maybe random?) somewhere near the caster, the units are immediately bunkered up and will die if you get them out. (You need to have a way to make sure you create it in a clear area, maybe by moving a movid grid around the caster.)

then there's two things you could choose to do with your map : Either the bunker can be attacked and stays there until destroyed

OR you move the bunker in a holding location (1 per player) and then delete it after some time (10 seconds?). this creates gunfire coming from nothing.

If the bunker isnt created the spell refunded and the units deleted if they had the time to be created.



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Nov 2 2007, 1:40 am Falkoner Post #5



Here's 2 cool spells I had in Random Quest RPG:

Tri-Missiles:
This spell will send out three missiles that will explode on nearby enemies.

Three observers for 3 different players are created, and a location is centered on each. Then a location is centered on an enemy near the hero, you then order the observers to that location, and keep creating and killing units in the location following the missiles. When an observer enters the enemies location, kill the enemies in that location and the observer, and kill like 5 units so it looks like a big explosion, then recenter the location on a new enemy, if no enemies are in the area, explode all of the missiles.

Firebomb:
This spell will have 4 explosions go off circling your character, then a big explosion around him.

You create a mobile grid and then do an explosion in the middle locations on the sides, in a circle around the character, then have a big explosion in a smaller location.



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Nov 2 2007, 4:14 am Joshgt2 Post #6



Recall: Set something burrowed such as a Zerg unit for another player that you can't see at your location. Then whenever you feel the need to simply recall yourself back to the unit out of harms way maybe? I thought about this if I were to ever make an RPG. (:bye1:)

Clone: Simply put, have a location always following you 'hero' and be able to make 2-3 copies of himself to help fight in battles. Maybe a nice way to balance this is to lower the health of the clones so that it isn't a complete cheat for the game.

Transform: Getting this one from 'Transformers: The Movie'. Simply being able to transform yourself into something else. But the trick to this and not having the 'Create a new unit when transforming' is to move units to different locations but then give the unused unit to a different player so the human player can't see it. Makes things a bit more real.

This is all I got for now...



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Nov 4 2007, 3:31 pm Oyen Post #7



Tainted Revival - Support Spell - If a player's hero has died, the user of this spell may revive that player. However, the revived will now have a weaker zombie-like unit rather than his/her hero.



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Nov 5 2007, 4:39 am Vrael Post #8



Of course, there are the standard spells that basically consist of spawning a new unit with higher damage to kill enemies.

Stun - Center a large location on the hero, give all enemies to p12 for 5 seconds or so, then give the enemies back to their respective enemy players.

Armor - Flash invincibility on/off quickly so units still attack but often miss.



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Nov 5 2007, 2:48 pm Oyen Post #9



Dash - Support Spell - 30 seconds - After being used, whenever the hero moves 1 square up/down/left/right, he will automatically move another square in the same direction. The player must continue clicking on the spot he/she wants to move to, but the hero will get there quicker. (Use mobile grid to trigger this)

Climb Cliff - Support Spell - If the hero is standing next to a cliff, he will be teleported onto the higher terrain above the cliff.

Cross River - Support Spell - If the hero is standing next to a river, he is teleported to the other side.

Post has been edited 1 time(s), last time on Nov 7 2007, 3:29 am by Oyen.



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Dec 25 2007, 10:16 pm Conspiracy Post #10



rofl oyen.

Blink - Activate/Defensive - Similar to Oyens 'Dash' spell, just with cool special effects (high templar death or something of the sort).

Cyclone - Activate/Offensive Spell - Centers location on unit, and rapidly creates the recall using run ai script at location, then prevent unit from moving.

Fireball (No one said this >.>'')- Activate/Offensive Spell - Classic. Move sieged (2 IMPORTANT WORDS) wait ~250 milliseconds and then move it off field.

Blinding Powder - Activate/Offensive Spell - Create 3 [ALLIED] Medics around you. Make sure enemies to medics are nearby. Also, enemies must have 81+ hp and be able to optical flare. You get my point?

More to come.....



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Dec 26 2007, 7:03 am TemPesT- Post #11



for any Zerg unit that can burrow,
I'd call it quake or fissure, anywho...
Condition -=- burrow
------------------------
Action -=- Create 1 lurker under your burrow'd unit, let it attack once, or for w/e certain ammount of time, order your ling to unburrow right away, and then remove the lurker after a set time.



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Dec 27 2007, 4:11 am Vi3t-X Post #12



Im stealing names but w/e

Flurry of Knives
A series of interceptors are ejected from the hero's location. They are owned by P12. they are centered with (OMG MY KEBOARD SYUCKS) a location. When enemy hits target, they die. (OMG THAT WAS SO DAMN HARD TO DO, KYBOARD SO STICKY)

Oblivion
SFX alot, then have 4 dts strike

Squirtle
Summons Mudkip, lol this is a joke

Raging Tempest
A series of scouts are created and die after about 1 attack, and they are setup in rows. Shoot, die, shoot, die.

Moonshine
Units are confused in awwwwwwwwwweeeeeeeeeeee omg F--King keeeyboard. of the moon that they stop attacking for a duration

Starfall
Kakarus randomly spawn around hero's general area. if it touches a unit, it dies (the unit dies).

Assassinate
Give infinite dmg to unit. That unit has 30 seconds to target a "Super Boss". Should the player fail, spell recharges after Boss death.

Platnium Warrior
HP flickers (invince/non)
Every attack allows for additional dmg (hidden dt)

Berserker Fury
HP = 8%
All units in hero's general area dies. 15 seconds

More later



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Dec 29 2007, 11:57 am Pyro682 Post #13



Shockwave
OK, somehow import an animation into starcraft of a large Ogre With a club, then make a grid AROUND the animation....lol jk

Actually there are alot of many visual effects u can use with cloaked air units.
one that ive used numerous times was a shockwave-
For a linear, just have a grid that keeps repeating in the direction you want.(can be random too, but that uses switches, OR extra units in a box.)
Basically, in the linear shockwave, a Cloaked wraith appears over ur hero, and then moves to the right.
TO make it move to the right, you can either order it to, or if you want it to go faster... YOu can use Locations to move it. If its too jumpy, then make overlapping locations, or off-terrain-grid placed, and then just use a grid to locate, OR, you can use a set of overlapping Locations that have unlimited "Smoothness" , depending on the amount of locations., THen just have Firebats/Tanks/Goliaths Explode underneath it.
For a radial Shockwave, use 8 wraiths that move out from ur hero, however since they cant be placed exactly, youre either gonna have to have some go later, OR you can have them start out just a tiny bit away from ur hero.

Ancient Mist
Bunch of scourges (hallucinations) appear and then die creating cloud poofs over the hero within a desired size of an area repeatedly for about 2-10 seconds.
Effects could be a Cloaking or whatever.

A personal favorite of mine....

Holy Fire
Series of Cloaked Wraiths Appear Over hero (amount of wraiths and DMg of wraiths vary)
And attack any Enemy the hero has.
(to do this, you need to have at least 1 personal Computer for each of the players, if they are fighting eachother... Each computer is allied and does not give vision to its assigned player, and is Enemies with the assigned player's enemies.)

Cripple

Have a large location around hero, about the size of your hand, fingers Spread out. (go ahead, no one's watching...you wont look like a total retard infront of the computer.... Put ur Hand up to the screen and see how big it is.)
Have P12 constantly spawn (Or spawn a fixed number and then move the lings constantly) Burrowed lings Under all ground enemy forces within the hand location, for about 20 seconds.
Effects? Walk/Running speed of those units will be significantly decreased. (Much like an esnare, but Much cooler, and the player doesnt need to esnare.)

Post has been edited 3 time(s), last time on Dec 29 2007, 12:16 pm by Pyro682.



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Dec 29 2007, 3:11 pm fm47 Post #14



Confusion....

3 human players, 2 support computer players, and 3 bad guy computers.... Upon cast, baddies of hero's radius is given randomly to the 3 bad guy computers, all three of which are pretty pissed off at each other.

Kamekaze (sp)
upon cast, the hero will die, sending a tremendous radius of explosions, killing all that is nearby (including allies). Good for when you're just about dead. A dab of pheonix down and you'd be back on your feet in no time.

Thieve. Send a 1/1 observer with a following location towards an enemy, randomize the enemey's shared vision to you. Steal goodies.

Scare-the-hell-out-of-you-step
Create unit at building, translates to a burrowed drone in the ground, move a location to the drone, lure the monster(s) to the drone, upon stepping into the location of the drone, remove drone, replace with 10 lurkers....



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