Difference between revisions of "Magic spells"

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'''Teleport''': Three charges. Fires a dark smoke-like ball that teleports the spellcaster to wherever it lands when it comes in contact with a surface. The projectile arcs under gravity. Hitting the ground under an enemy player will result in a [[telefrag]]. Cannot be used to enter the enemy spawnroom.
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'''Teleport''': Three charges. Fires a dark smoke-like ball that teleports the spell-caster to wherever it lands when it comes in contact with a surface. The projectile arcs under gravity. Hitting the ground under an enemy player will result in a [[telefrag]]. Cannot be used to enter the enemy spawnroom.
 
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'''Superjump''': Two charges. Propels the spellcaster into the air, high enough that falling damage will result. Can be used in the air. Also gives a small health boost on use.  
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'''Superjump''': Two charges. Propels the spell-caster into the air, high enough that falling damage will result. Can be used in the air. Also gives a small health boost on use.  
 
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'''Pumpkin MIRV''': Single charge. Throws a bomb that produces a ring of small team-colored [[pumpkin bomb]]s once it hits something. The pumpkin bombs produced will only explode and deal damage when shot by the spellcaster's team; if they are shot by the other team they simply disappear.
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'''Pumpkin MIRV''': Single charge. Throws a bomb that produces a ring of small team-colored [[pumpkin bomb]]s once it hits something. The pumpkin bombs produced will only explode and deal damage when shot by the spell-caster's team; if they are shot by the other team they simply disappear.
 
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'''Invisibility''': Single charge. Temporarily cloaks the spellcaster for 8 seconds, who is fully able to attack, but not to push the cart. Sentry Guns are not affected and will still attack the spellcaster even if invisible.
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'''Invisibility''': Single charge. Temporarily cloaks the spell-caster for 8 seconds who is fully able to attack. The spell-caster is unable to push the cart while under the effects of the spell. Sentry Guns are not affected and will still attack the spell-caster even if invisible.
 
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Revision as of 18:32, 2 November 2013

When playing on Helltower, players who have the Spellbook Magazine, Fancy Spellbook or the Fireproof Secret Diary equipped can cast Magic Spells that appear while the carts are being pushed, when enemies are killed or during the "Witching Hour". These Magic Spells vary greatly, from launching a player into the air to turning invisible.

Normal Magic Spells can be found by pushing the cart, killing an enemy and spawn randomly around the map during Witching Hour. Rare Magic Spells are found by crossing the bridges to the clocktower during the Witching Hour, killing the Skeleton King, or can be found in Hell. All Rare Magic Spells only have a single charge, and gaining and using one unlocks the "Helltower: Hell's Spells" achievement. All Magic Spell effects are team-colored, and each has its own killfeed icon.

Normal Magic Spells

Fireball: Two charges. Shoots a ball of fire that sets enemies on fire in a large radius. Not affected by gravity, similar to rockets.

Teleport: Three charges. Fires a dark smoke-like ball that teleports the spell-caster to wherever it lands when it comes in contact with a surface. The projectile arcs under gravity. Hitting the ground under an enemy player will result in a telefrag. Cannot be used to enter the enemy spawnroom.

Superjump: Two charges. Propels the spell-caster into the air, high enough that falling damage will result. Can be used in the air. Also gives a small health boost on use.

Healing Aura: Single charge. ÜberCharges the player and all allies in a small area for 0.5 seconds, and quickly refills their health up to an overhealed amount.

Ball O' Bats: Two charges. Shoots a ball that explodes in a small radius upon impact. Enemies hit will be assaulted by bats, causing them to fly into the air and bleed.

Pumpkin MIRV: Single charge. Throws a bomb that produces a ring of small team-colored pumpkin bombs once it hits something. The pumpkin bombs produced will only explode and deal damage when shot by the spell-caster's team; if they are shot by the other team they simply disappear.

Invisibility: Single charge. Temporarily cloaks the spell-caster for 8 seconds who is fully able to attack. The spell-caster is unable to push the cart while under the effects of the spell. Sentry Guns are not affected and will still attack the spell-caster even if invisible.

Rare Magic Spells

Summon MONOCULUS: Fires a skull at the area. Upon impact, summons a ghostly team-colored MONOCULUS (smaller than the normal MONOCULUS) that begins to attack enemies. Should both teams summon a MONOCULUS, they may attack each other.

Summon Skeletons: Fires a skull at the area. Upon impact, explodes into several team-colored Skeletons which begin to attack enemies. Skeletons persist until they are destroyed.

Tesla Bolt: Fires a wave of electricity that continuously damages enemies it touches and sucks them in.

Meteor Shower: Fires a fire ball. Upon impact, summons several meteors above the targeted area, which do massive damage to enemies in a range about 1.5 times the size of a capture point.

Minify: Causes the spellcaster to shrink and gain a big head. Results in the spellcaster becoming more difficult to hit, in addition to providing a speed boost, firing speed boost, reload speed boost, infinite double jumps, and third-person camera. Small players can also enter tiny passages, of which there are two in Helltower that teleport players between them.

Update history

October 29, 2013 Patch (Scream Fortress 2013)

  • Added New Halloween Map Helltower
    • Equip a spell book and cast spells against your enemies
    • Spells can be found by pushing the cart, killing enemies and during the Witching hour
    • The Clocktower contains powerful magic during the Witching hour
    • Win the race to start mega healed in the final battle for your prize

October 31, 2013 Patch

  • Fixed cloaked Spies losing their spells if they attempted to cast them while cloaked
  • Fixed the stealth spell only lasting for 2 seconds instead of 8 seconds
  • Fixed players keeping their spells if they were rolling for them while leaving hell
  • Updated spells so they cannot be deflected

Trivia

  • The Teleport spell functions similarly to the Translocator from the Unreal Tournament series.