Spell
Posted: Thu Jul 16, 2009 3:04 pm
Lol, I had to share this idea I had in mind when I overcharged my lightning gun in the computer's face in some shooter game.
Lightning charge
Single target or ground damage
When activated, starts accumulating lightning magicks in a hero's hand. The hero is free to move around while he charges this spell (not channeled). For each second held, the lightning charge grows stronger, up to x seconds depending on level. The lightning charge can be released on the ground where it does AoE damage or at a unit which will damage it and fork to additional units nearby. If held for too long, the lightning charge blows up at the hero's face, dealing damage to the hero and all nearby units (both allied and enemy). Deals 33% damage to Monuments. (works like Arro Kree's unit throwing ability, which uses alternate spells depending on...well, you get what I mean...I hope).
Level 1
Can hold up to 2 seconds. Deals 30 damage per second that the spell was held. If held for 3 seconds, blows up at the hero's face, dealing 60 damage to him and all nearby creatures and monuments. 500 Range.
Level 2
Can hold up to 3 seconds. Deals 35 damage per second that the spell was held. If held for 4.5 seconds, blows up at the hero's face, dealing 105 damage to him and all nearby creatures and monuments. 550 Range.
Level 3
Can hold up to 4 seconds. Deals 40 damage per second that the spell was held. If held for 6 seconds, blows up at the hero's face, dealing 160 damage to him and all nearby creatures and monuments. 600 Range.
Level 4
Can hold up to 5 seconds. Deals 45 damage per second that the spell was held. If held for 7.5 seconds, blows up at the hero's face, dealing 225 damage to him and all nearby creatures and monuments. 650 Range.
Level 5
Can hold up to 6 seconds. Deals 50 damage per second that the spell was held. If held for 9 seconds, blows up at the hero's face, dealing 300 damage to him and all nearby creatures and monuments. 700 Range.
UT2k4... Hmm. I hope you like it. If I find more oddball ideas, I'll post them here.
Lightning charge
Single target or ground damage
When activated, starts accumulating lightning magicks in a hero's hand. The hero is free to move around while he charges this spell (not channeled). For each second held, the lightning charge grows stronger, up to x seconds depending on level. The lightning charge can be released on the ground where it does AoE damage or at a unit which will damage it and fork to additional units nearby. If held for too long, the lightning charge blows up at the hero's face, dealing damage to the hero and all nearby units (both allied and enemy). Deals 33% damage to Monuments. (works like Arro Kree's unit throwing ability, which uses alternate spells depending on...well, you get what I mean...I hope).
Level 1
Can hold up to 2 seconds. Deals 30 damage per second that the spell was held. If held for 3 seconds, blows up at the hero's face, dealing 60 damage to him and all nearby creatures and monuments. 500 Range.
Level 2
Can hold up to 3 seconds. Deals 35 damage per second that the spell was held. If held for 4.5 seconds, blows up at the hero's face, dealing 105 damage to him and all nearby creatures and monuments. 550 Range.
Level 3
Can hold up to 4 seconds. Deals 40 damage per second that the spell was held. If held for 6 seconds, blows up at the hero's face, dealing 160 damage to him and all nearby creatures and monuments. 600 Range.
Level 4
Can hold up to 5 seconds. Deals 45 damage per second that the spell was held. If held for 7.5 seconds, blows up at the hero's face, dealing 225 damage to him and all nearby creatures and monuments. 650 Range.
Level 5
Can hold up to 6 seconds. Deals 50 damage per second that the spell was held. If held for 9 seconds, blows up at the hero's face, dealing 300 damage to him and all nearby creatures and monuments. 700 Range.
UT2k4... Hmm. I hope you like it. If I find more oddball ideas, I'll post them here.