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       #Post#: 1149--------------------------------------------------
       Re: Unique Boss Spell Ideas
       By: Spell weaver Date: December 18, 2010, 11:49 pm
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       1. Spawn: Initially i was going to make this an arrow skill
       called sharp arrow (demon/void/bizzare arrow).
       description: an arrow so sharp it cuts through reality itself.
       It opens up a rift that spawns demons (or any other enemy unit).
       This can also be made into a spell by changing projectiles to a
       simple arc (or something like an ethereal blade) that cuts open
       the rift.
       2. Pyrus eruption: Another idea is that the boss monster can
       throw or shoot an orb of fire. This orb splits into five smaller
       orbs that land on five random locations on the ground. They then
       ignite the ground and errupt into a pillar of flame.
       3. Earthquake: The boss monster casts an earthquake spell. As
       long as you dont move during the earthquake you will not lose
       health.
       4. Rising agony: The boss monster shoots a bolt of lightning
       that does low to moderate damage and applies an increasing DoT.
       The Dot will have no effect if the character does not move.
       5. Lightning streak: The boss summons a bolt of lightning from
       the sky that can move only in a straight line making it easy to
       dodge, but the bolt of lightning is very powerful, capable of
       killing instantly if hit by it.
       6. Clone: After losing about say 25 to 40% health, the boss
       monster summons an exact copy of YOU (stats, skills) but the
       boss monster himself will not attack you while the clone is
       present. If you attack the clone, you will receive a small
       portion of the damage that you deal to the clone.
       I made this skill because stunning (or freezing, whichever...)
       the clone will have no effect on you.  Hence you can attack the
       boss without receiving any damage in return (as mentioned
       before, the boss will not attack if the clone is present). the
       clone will last only for a minute or so.
       7. Mana overload: The boss monster attacks you with a spell that
       initially does no damage but overloads your mana above the
       natural limit for an amount ‘X’. If your character
       fails to remove all the excess mana (the mana above the natural
       limit) within 5 seconds, it will “combust” dealing
       twice the damage ‘X’ to mana and ‘X’
       damage to hit points.
       8. Cripple: The boss shoots a bolt of negative energy at you.
       Under the effect of this spell your character will lose health
       if he uses mana based attacks and is forced to either run or use
       basic a melee attack
       9. Orb of Corruption: The boss creates an immobile orb that
       shoots slow moving smaller orbs that can be avoided. If hit by
       this orb, your charater takes low damage but suffers corruption
       reducing your damage (and maybe even hit chance). The orb shoots
       5 smaller orbs in one round and shoots the next five only when
       the previous five disappear. The orb itself can be destroyed.
       10. Necryptic fiend: This spell occurs in three stages,
       preparatory, spawn and attacking stage.
       Preparatory stage: The boss monster initiates the spell and 3
       orbs(or skulls ) appear around him. These orbs begin to glow and
       get brighter every second. When the orbs are present the boss
       will not attack you and you cannot attack him. However you can
       attack and destroy the orbs. If you succeed in destroying all
       the orbs within 25 or 30 secondsthe spell will be broken and the
       boss monster will get stunned.
       Spawning stage: After 30 seconds, the orbs will sink into the
       ground and summon a minion known as the necryptic fiend. The
       minion cannot be seen as it is underground. The strength (hit
       points and damage) of the minion depends on how many orbs were
       present during the summoning (three orbs spawns strongest, one
       orb weakest).
       Attacking stage: If you move after the minion is spawned it will
       come to the surface and attack you. You may attack it when it is
       out of the ground. During this stage the boss monster does
       minimal attacking. The minion will last for a minute. Killing it
       within a minute grants you a minor heal. No effect if killed
       after a minute.
       11. Dread harvester: This spell is something like a “test
       of courage”. The boss will summon a wraith like creature
       that will approach you.  Once the creature has been summoned
       your character must stop attacking and moving at once. If your
       character moves or attacks the boss monster, the creature will
       apply a DoT causing moderate damage per second. If you try to
       attack the creature, the DoT will double itself in duration and
       damage ultimately killing you. But if you do not move or attack
       for a specific duration (lesser than a minute) the creature will
       attack the boss instead, causing the entire damage of the DoT in
       just one hit and healing you based on the damage it deals.
       12. Crystal shield: The Boss casts around him an Impenetrable
       six faced shield. One of these faces is the ‘weak
       spot’ of the shield. Your character must hit this
       particular face of the shield and break it within 15-20 seconds.
       If he succeeds the shield will implode causing damage to the
       boss, else it will explode damaging your character instead.
       A hint can be suggested to your character by making the weak
       spot give out a faint glow during the time of casting the
       shield.
       13. Bludgeon: This one is pretty simple. The Boss summons an
       ethereal hammer and hits you with it. The hammer disappears
       after just one hit. It will be pretty powerful because it has a
       100% critical hit and stun. But the hammer can be avoided
       because the boss swings it up and then brings it down on you,
       giving you enough time to get away from it.
       14. Deception:  The boss summons 4 clones of himself. He and the
       clones will not attack until you make a move. If you attack the
       boss himself, his clones will disappear and you will deal four
       times more damage for that one attack, but if you attack a
       clone, all the clones and the boss himself will start to attack
       you. To bypass this you must notice all the 5 enemy units. The
       clones will have subtle changes in appearance (height or maybe
       even colour) or even in their names.  Another obvious way to
       avoid this is to wait and let the clones disappear after the
       summoned duration ends.
       If i get anymore ideas il modify this post. many thanks :)
       #Post#: 1154--------------------------------------------------
       Re: Unique Boss Spell Ideas
       By: garkhan Date: December 19, 2010, 7:34 am
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       [quote author=Spell weaver link=topic=53.msg1149#msg1149
       date=1292737783]
       1. Initially i was going to make this an arrow skill called
       sharp arrow (demon/void/bizzare arrow).
       description: an arrow so sharp it cuts through reality itself.
       It opens up a rift that spawns demons (or any other enemy unit).
       This can also be made into a spell by changing projectiles to a
       simple arc (or something like an ethereal blade) that cuts open
       the rift.
       2. Another idea is that the boss monster can throw or shoot an
       orb of fire. This orb splits into five smaller orbs that land on
       five random locations on the ground. They then ignite the ground
       and errupt into a pillar of flame.
       3. The boss monster casts an earthquake spell. As long as you
       dont move during the earthquake you will not lose health.
       4. The boss monster shoots a bolt of lightning that does low to
       moderate damage and applies an increasing DoT. The Dot will have
       no effect if the character does not move.
       5.The boss summons a bolt of lightning from the sky that can
       move only in a straight line making it easy to dodge, but the
       bolt of lightning is very powerful, capable of killing instantly
       if hit by it.
       [/quote]
       I like the third skill. Nice idea and who would ever think of
       not to move during an earthquake? Good. I don't like very much
       the other even they are good looking.
       #Post#: 1156--------------------------------------------------
       Re: Unique Boss Spell Ideas
       By: Alan_Osl Date: December 19, 2010, 8:10 am
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       I have a suggestion!  :D
       How it works?
       When the boss reach below 30% hp,
       The boss starts to cast TAUNT!
       This will force the heroes CONSTANTLY attack the boss until the
       duration ends (3-5 seconds maybe).
       During this phase, every attack done to the BOSS will heal his
       HP GREATLY!. (150% * Attack maybe?)
       How to counter?
       Keep on right-clicking away or spam press "W" (Stop) to stop the
       heroes from attacking the boss.
       Mindgames and reflexes I suppose.
       Slow-witted people will suffer!  ::)
       #Post#: 1512--------------------------------------------------
       Re: Unique Boss Spell Ideas
       By: Aeroblyctos Date: January 4, 2011, 6:32 am
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       Hey, wait a sec. Why haven't I seen this thread!? There are
       dozens of unique ideas! I'll take the best ones here and will
       use them. Once again, thanks guys, especially to you, Spell
       weaver!
       #Post#: 1725--------------------------------------------------
       Re: Unique Boss Spell Ideas
       By: Aeroblyctos Date: January 17, 2011, 11:25 am
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       Okay, I think I got enough boss ideas for now.
       Thanks to everyone who gave ideas! Thread closed.
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