Exploring the Different Types of Intended Spell Projectiles

By admin

In the realm of magic and sorcery, the intended spell projectile holds immense significance. This term refers to the designated form through which a spell is directed towards its target. The intended spell projectile serves as a conduit, channeling the magical energy and intent into a tangible force that can be propelled towards its intended destination. The choice of the intended spell projectile depends on various factors, including the specific spell being cast, the desired outcome, and the abilities of the spellcaster. Common forms of intended spell projectiles include fireballs, bolts of lightning, gusts of wind, or even ethereal beams of light. These forms are often chosen for their ability to carry the magical energy and intention effectively, while also visually representing the desired outcome of the spell.


Step 2:
Create your spell based on Channel (Fireball and Arcane Missiles in the map).

Step 3 Take an orb attack modifier ability, make it a unit ability, remove the effect on the unit and change the projectile to what suits your spell. Step 3 Take an orb attack modifier ability, make it a unit ability, remove the effect on the unit and change the projectile to what suits your spell.

Intended spell projectile

These forms are often chosen for their ability to carry the magical energy and intention effectively, while also visually representing the desired outcome of the spell. However, it is essential to note that the choice of the intended spell projectile goes beyond mere aesthetics. The selected form should possess qualities that align with the nature of the spell being cast.

Extremely Simple No Stun Projectile Spells with GUI

What is this?
A way to create custom abilities with customizable damage that launch a projectile and deal damage without stunning.

Why not use a DDS?
This is very basic, if you want to be picky you can use a DDS. This is intended for newbies and people who don't know JASS.

Step 1:
Import the empty projectile attached into your map. This will allow you to change it later.

Step 2:
Create your spell based on Channel (Fireball and Arcane Missiles in the map).

Step 3:
Take an orb attack modifier ability, make it a unit ability, remove the effect on the unit and change the projectile to what suits your spell.

Steps 4:
Create a Spell dummy (with all the things a basic dummy has - also set collision to 0, apparently the unit fits closer to the caster this way and makes it look better).
Set its base damage to 1 and dices to 1/1 (this will give you 1 more damage on the spell but you can remove this if you are pretty anal about precision).
Add the empty projectile as its damage projectile.
Make the dummy ranged to your needs.
Set the Animation Backswing and Animation Damage Point to 0 (this will make the dummy attack quicker so you don't get weird delays in animations).
Set damage type to Chaos (to get 100% damage on all armor types).
Set weapon sound to none.
Set weapon type to Missile.

Step 5:
This is just the trigger that does the magic:

  • Fireball
    • Events
      • Unit - A unit Starts the effect of an ability
      • (Ability being cast) Equal to Fireball
      • Unit - Create 1 Spell Dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
      • Unit - Add Fireball Missile to (Last created unit)
      • Unit - Set Base Damage of (Last created unit) to (Intelligence of (Triggering unit) (Include bonuses)) for weapon index: 1
      • Unit - Order (Last created unit) to Attack (Target unit of ability being cast)
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)

      Things you can do with this:
      Do custom damage based on attributes without using the "Make unit damage unit" trigger which is instant;
      Increase the number of projectiles by modifying the attack cooldown on the dummy and the expiration timer from the trigger - see Arcane Missiles in the map;
      Add a Critical Strike chance by adding the crit chance spell to the dummy;
      Modify how the damage interacts with targets depending on their armor;
      Works with spell damage type and the Runed Bracers/Giant's spell damage reduction abilities;
      Probably has many more things but I did this fast to change the whole system on my map, so didn't get to experiment much.

      Will try out different things in the future and update this thread with examples if there is anything fancy.

      Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
      Intended spell projectile

      For example, a healing spell may utilize a gentle stream of light, symbolizing restoration and renewal, while a protective spell may employ a shimmering shield to ward off negative forces. Moreover, skilled spellcasters often personalize their intended spell projectiles to enhance their effectiveness. This customization might involve incorporating unique symbols, colors, or patterns into the spell projectile, aligning it more closely with the individual's energy and intentions. Ultimately, the intended spell projectile is a vital aspect of spellcasting as it allows the spellcaster to focus their intent and direct their magical energy towards a specific target. By carefully selecting and personalizing the form of the spell projectile, a spellcaster can enhance their magical prowess and ensure the desired outcome of their spell..

      Reviews for "Understanding the Energetic Mechanics of Intended Spell Projectiles"

      1. John - ★☆☆☆☆ - I was really looking forward to using the "Intended spell projectile" for my wizard character in the game, but it was a complete disappointment. The projectile was incredibly slow and lacked power, making it almost useless in battles. It felt like I was throwing water balloons at enemies instead of casting a powerful spell. I ended up switching to a different spell as soon as I could and never used the "Intended spell projectile" again.
      2. Sarah - ★★☆☆☆ - I was excited to unlock the "Intended spell projectile" skill in the game, but it turned out to be underwhelming. The projectile had a very limited range and had a hard time hitting enemies accurately. Most of the time, it missed its target completely, leaving me vulnerable to counterattacks. It was frustrating to see my character struggle with such an important skill. I eventually gave up on it and focused on other spells that were more reliable and efficient in combat.
      3. Mike - ★☆☆☆☆ - The "Intended spell projectile" was one of the most disappointing abilities I've ever used in a game. Not only did it lack the visual effects that I was expecting, but it also didn't have a significant impact on enemies. It felt like I was just tickling them with feathers instead of casting a powerful spell. It was a waste of skill points, and I regretted investing in it. I couldn't wait to unlock better abilities and forget about the "Intended spell projectile" altogether.
      4. Emily - ★★☆☆☆ - The "Intended spell projectile" was a letdown in terms of its damage output. It felt like a weak starter spell that was completely ineffective against tougher enemies. Even with multiple upgrades, its power didn't scale well, resulting in minimal impact on the battlefield. It was a shame because the concept and design of the spell were interesting, but it lacked the execution needed to make it worthwhile. Overall, I found myself avoiding the "Intended spell projectile" and sticking to more reliable and damaging spells in the game.

      Enhancing Your Spellwork with Intended Spell Projectiles

      The Role of Intended Spell Projectiles in Ritual Magick