http://cid-681c2250300dd052.office.live.com/self.aspx/The%20Tenebrous/Tenebrous%20RPG.scxThe spells are all functional. Below is a description of each one:
Level 4 Spells:
Cocoon: Swaps out your hero with an invincible cocoon for about 10 seconds. Your hero gains roughly 200 life by medic during that time.
Mana Cost - 25
Thorns: Spawns lurkers and moves them beneath your hero. DT/Marine/Firebat get 8, and Hydralisk heroes get 4, since hydras get free lurker upgrades. Lasts a while, and will stay for multiple battles if time hasn't run out. If you're using a DT/Hydra when you get to level 4 you will get this spell. Careful of splashing your allies!
Mana Cost - 40
Magic Bolt: Spawns 3 ghosts. Same as Thorns really, just different units. If you're using a Marine/Fbat when you get to level 4 you will get this spell.
Mana Cost - 40Level 8 Spell:
Teleport: During battle, moving in a given direction will jump you further in that direction. The spell will fail occasionaly because Starcraft is a n00b. This can be used outside battle, in which case a wraith spawns to give you more precise jumping movement. You can only teleport to walkable terrain!
Mana Cost - 10/jumpLevel 12 Spells:
Entangling: A bunch of defilers will appear around your enemy/enemies, trapping them in one place, and while they're stuck in there they will take magic damage.
Mana Cost - 70Mana Shield: Invincibility! Need more be said?
Mana Cost - 12/secondLevel 16 Spells:
Firebolt: A wraith spawns above you and flies at your enemies, exploding and dealing magic damage on contact. Auto-targets.
Mana Cost - 45Decoy: A small decoy appears which your enemies just can't seem to get away from, drawing all their fire for you.
Mana Cost - 25Freeze: 10 of your enemies will get stuck in stasis - but you'll still be able to hit them! Auto-stasises.
Mana Cost - 75 + cooldownGravity Well: All your enemies will get pulled to you, and at the center where you are, they will take magic damage.
Mana Cost - 10/secondLevel 20 Spells:
Firewall: As you walk, you will leave a trail of exploding magic. Think Diablo II Sorceress fire trail spell.
Mana Cost - 60Blink Strike: Okay, I stole some wc3 spells. Teleports you to your enemy and does some magic damage. Auto-Targets.
Mana Cost - 30Cloaking Field: You become invisible to your enemies in a large area around you. Leaving this area will cause you to become visible, but re-entering it will re-cloak you.
Mana Cost - 25 + 2/secondCripple: A bunch of defilers surround your enemy, and a corsair D-webs them. While underneath the Dweb, your enemy will be unable to cast spells. However, this spell can be Dispelled.
Mana Cost - 60Level 24 Spells:
Pulse: Actually 2 pulses. 2 small pulses of magic damage surrounding you in quick succession.
Mana Cost - 20Slow: Will slow movement speed of enemy units from each enemy player present. This spell might need trigger improvement.
Mana Cost - 8/sDispel: Removes all enemy spell effects. Its the only spell that can be cast while you are silenced. It can stop a firebolt in midair
Mana Cost - 25Silence: Stops all enemies in the battle from casting additional spells. However, if they're already channeling something that will keep going.
Mana Cost - 6/secondLevel 28 Spells
Spirit Burn: Draws wildly on your mana reserves to do direct magic damage to a single enemy. This spell channels, but its hard to stop before you run out of mana.
Mana Cost: 72/second (6/scarab)
Stasis Trap: Leaves small traps laying around the map. Up to 9 can be placed at any given time. If an enemy unit/units walks into the trap, they will get stuck there and take magic damage. Unused traps will be refunded mana cost at the end of a battle.
Mana Cost - 50/trapRepulsor: I really need to think up a better name for this. Any enemy units that get close will be pushed back, essentially making you immune to melee damage.
Mana Cost - 6/push-unitKamikaze - Spawns 9 suicidal zerglings which run at an enemy unit, and then explode, each dealing magic damage. They can be controlled while running around for better effect.
Mana Cost - 25Level 32 Spells:
Meteor: Spawns siege tanks on the cliff edges for 1 shot of massive damage. If you're lucky, you'll get 2 shots by drawing your enemies from one side of the battle arena to the other while the tanks are still hanging around. Watch out for splash damage - it can hurt you too just like a real meteor! Its the most powerful quick damage spell in the game, though comes with a high mana cost.
Mana Cost - 125Death Strike: Spawns a single battlecruiser for a 1 shot of 2000 damage. Most powerful single shot spell in the game.
Mana Cost - 90Ghosts of the Past: I'm mad because I thought of and made this spell before blizzard made that SC2 trailer with the same name. Anyway, the spell will target 1 of your enemies, using a Dead Body to disable him and make him run around uncontrollably. Fun to watch.
Mana Cost - 10/secondStun: Stuns enemies, making them unable to attack and susceptible to damage for 5 seconds.
Mana Cost - 40Reward/Hidden/Quest Spells:
Hellfire: Uses interceptors to fly across your arena randomly, and any time they collide with an enemy unit they deal magic damage. Lasts until the battle ends. Pretty freakin awsome spell to see in SC.
Mana Cost - 100Shield Golem: Spawns a golem with 2500 health that grants you invincibility until it dies. Micro the golem for greater effect! Golem also has 95 damage attack and 24 armor.
Mana Cost - 80Mana Wave: A huge wave of battlecruisers runs across your enemies, dealing magic damage to any enemy they come in contact with.
Mana Cost - 70
Note that all mana costs are not final. I'm sure I'll have some tweaking to do before the maps done.
Post has been edited 2 time(s), last time on Dec 29 2010, 9:33 am by Vrael.
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