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Hell's Fire and Angel's Fury [Undecided Aqua Ability]
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Hell's Fire and Angel's Fury [Undecided Aqua Ability]
I read the Spell Requirements and decided to pinpoint certain aspect's of Sphyria's abilities into spells, as follows:
*Of FIRE*
As she is fire-proof, her normal abilities allow her to manipulate fire into a weapon or shield, even an orb to throw, but only if there is fire nearby, she cannot create it herself.
~Hell's Fire - A powerful spell that sends a towering inferno of flame at the opposing force [enemy/opponent], creating a fiery cage and burning them alive or disabling them.
[Rarely used except on those who deserve it, can see truth in people's hearts]
*Of WATER*
With Sphyria's natural ability to bring storms [genetic gift from mother], she brings the ability to control rain and water itself. Usually can only create water orbs/projectiles in self-defence, except when a water-source [river/lake] is nearby.
~Ocean's Rage/Aqua Oblivion
[Which one sounds better?] -This spell creates great torrents of water [like a controlled tidal wave] that can surge forth at it's urging, unstoppable force.
Can be controlled both mentally and with hand-gestures by spell-caster.
[Useful for putting out blazes started by Hell's Fire!^^]
And my favourite:
*Of LIGHTNING*
Sphyria can control Lightning, even touch it!- using it as a weapon, her body is naturally fire-proof so she won't spontaneously combust! ^^
~Angel's Fury - Her most powerful spell!
This calls on the lightning to strike her, absorbing itself into her body, it races over her skin and usually concertrates around her eyes and hands.
It will linger there as an infinite source of power until the Spell is cancelled.
[Usually by saying, "At Peace", don't know why, but it had to have a turn-off switch and this was all I could think of!]
-These are her powers, what do you think?
*Of FIRE*
As she is fire-proof, her normal abilities allow her to manipulate fire into a weapon or shield, even an orb to throw, but only if there is fire nearby, she cannot create it herself.
~Hell's Fire - A powerful spell that sends a towering inferno of flame at the opposing force [enemy/opponent], creating a fiery cage and burning them alive or disabling them.
[Rarely used except on those who deserve it, can see truth in people's hearts]
*Of WATER*
With Sphyria's natural ability to bring storms [genetic gift from mother], she brings the ability to control rain and water itself. Usually can only create water orbs/projectiles in self-defence, except when a water-source [river/lake] is nearby.
~Ocean's Rage/Aqua Oblivion
[Which one sounds better?] -This spell creates great torrents of water [like a controlled tidal wave] that can surge forth at it's urging, unstoppable force.
Can be controlled both mentally and with hand-gestures by spell-caster.
[Useful for putting out blazes started by Hell's Fire!^^]
And my favourite:
*Of LIGHTNING*
Sphyria can control Lightning, even touch it!- using it as a weapon, her body is naturally fire-proof so she won't spontaneously combust! ^^
~Angel's Fury - Her most powerful spell!
This calls on the lightning to strike her, absorbing itself into her body, it races over her skin and usually concertrates around her eyes and hands.
It will linger there as an infinite source of power until the Spell is cancelled.
[Usually by saying, "At Peace", don't know why, but it had to have a turn-off switch and this was all I could think of!]
-These are her powers, what do you think?
SailorSilvanesti- Posts : 48
Points : 10
Join date : 2010-07-27
Age : 31
Location : Queensland, Australia
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
*headdesk*
Uhm, for one, you need to put all spells into a Spell Template.
You start out with Tier 1 abilities that can grow with experience. Okay? If you have any questions, don't be afraid to ask.
Grizz
Uhm, for one, you need to put all spells into a Spell Template.
You start out with Tier 1 abilities that can grow with experience. Okay? If you have any questions, don't be afraid to ask.
Grizz
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
What she said.
Template avaliable by clicking here.
Not to mention? This whole "her being fireproof" business is gonna have to be written up as a separate ability.
Template avaliable by clicking here.
Not to mention? This whole "her being fireproof" business is gonna have to be written up as a separate ability.
Masurao- Admin
- Posts : 129
Points : 95
Join date : 2010-01-06
Age : 34
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
Removed Hell's Fire.
Last edited by SailorSilvanesti on Sun Aug 15, 2010 9:14 pm; edited 4 times in total
SailorSilvanesti- Posts : 48
Points : 10
Join date : 2010-07-27
Age : 31
Location : Queensland, Australia
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
Name: Aqua Oblivion [Tier 1]
Appearance:
Tier 1: spell can create orbs or projectiles of water.
{Must be near Water Source for this attack}
Tier 2: The water source will begin to thrash and waves will become huge, churning and boiling with magical currents. Stronger Projectiles, greater control over size and shape.
Tier 3: When enough magical energy has been built-up [via Tier 2 Method], it is released in the form of a huge, towering wave.
~Form, size and shape of wave can be controlled by spellcaster~
Class/Purpose: Generally Defensive.
Elemental Associations: Water
Effect: Deals Significant Water Damage to surrounding Enemies and Bases.
Range: 10-30feet, depending on size of Water Source.
Magic Cost: Projectiles/Orbs = 10 MP
Tidal Wave/Complete Control of Water = 20MP
Special Notes: Requires Water Source, cannot create water by self, unless used in conjunction with Angel's Fury.
Homeland: Fiacre
History: Mother was gifted with the rare Water Elemental control, only two other 'Starcomers' have ever had it.
Appearance:
Tier 1: spell can create orbs or projectiles of water.
{Must be near Water Source for this attack}
Tier 2: The water source will begin to thrash and waves will become huge, churning and boiling with magical currents. Stronger Projectiles, greater control over size and shape.
Tier 3: When enough magical energy has been built-up [via Tier 2 Method], it is released in the form of a huge, towering wave.
~Form, size and shape of wave can be controlled by spellcaster~
Class/Purpose: Generally Defensive.
Elemental Associations: Water
Effect: Deals Significant Water Damage to surrounding Enemies and Bases.
Range: 10-30feet, depending on size of Water Source.
Magic Cost: Projectiles/Orbs = 10 MP
Tidal Wave/Complete Control of Water = 20MP
Special Notes: Requires Water Source, cannot create water by self, unless used in conjunction with Angel's Fury.
Homeland: Fiacre
History: Mother was gifted with the rare Water Elemental control, only two other 'Starcomers' have ever had it.
Last edited by SailorSilvanesti on Sun Oct 17, 2010 12:45 am; edited 4 times in total
SailorSilvanesti- Posts : 48
Points : 10
Join date : 2010-07-27
Age : 31
Location : Queensland, Australia
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
Okay, on Effect, that's where you include Tier strength. Since this is a beginning spell it's not going to be very strong, only Tier 1.
Also, on MP cost, MP cost is always in segments of 10 MP.
Homeland is where your character is located on Artegal.
I'm still twitchy on the whole Fire-proof thing, but I'll let Masurao deal with that aspect of it.
Also, on MP cost, MP cost is always in segments of 10 MP.
Homeland is where your character is located on Artegal.
I'm still twitchy on the whole Fire-proof thing, but I'll let Masurao deal with that aspect of it.
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
Name: Angel's Fury [Tier 1]
Appearance: Initially, as magical energy is summoned, a storm begins to brew above spellcaster, sky is purplish and clouds swirl. Rain pours down and lightning begins to flash in the sky, growing larger and stronger with each flash.
Tier 1: The spellcaster can channel a single, powerful bolt of lightning, through their body; however it is short-lived and costs a lot of energy to do so.
Tier 2: The spellcaster can channel the same bolt of Lightning, but can now control it enough to throw a short burst of projectiles at opponents.
Tier 3: In the Final Stage, the spellcaster stands on bare ground in [or if winged, flies to] the center of the storm, arms outstretched to either side.
A large, highly powerful bolt of Lightning strikes them.
The lightning courses through their body and creates a light crackling shimmer over spellcasters body, concentrating in areas such as the eyes, and hands.
-If practiced, can create shockwave of electricity and take out opponents for many miles.-
Class/Purpose: Offensive.
Elemental Associations: Lightning/Water
Effect: Generally kills or disables multiple opponents.
Range: 10-30ft for untrained spellcasers, 30-45ft for highly trained mages.
Magic Cost: 20-60MP [Depends on Training]
Special Notes: The Lightning used in spell [in spellcaster's body] does not dissipate, it will remain until Spellcaster uses phrase: "At Peace"
~*Important to have a Wind Elemental Controller nearby, to make sure it does not interfere when final stage of spell begins.*~
Mage trained? Strongly Suggested.
Homeland: Tremaras/Asterea/Fiacre/ Wherever Sphyria is.
History: Sphyria was born with her own, unique brand of magic [Born of a Fire Elemental 'Magician' and a Water Elemental 'Magician'], controlling Lightning.
This is exceptionally rare, though some of the 'Starborn' and Crystalborn of Asterea have learned to control it through this spell. As such, they have taught her rudimentary skills, before she left to explore, promising to return and continue her training.
Appearance: Initially, as magical energy is summoned, a storm begins to brew above spellcaster, sky is purplish and clouds swirl. Rain pours down and lightning begins to flash in the sky, growing larger and stronger with each flash.
Tier 1: The spellcaster can channel a single, powerful bolt of lightning, through their body; however it is short-lived and costs a lot of energy to do so.
Tier 2: The spellcaster can channel the same bolt of Lightning, but can now control it enough to throw a short burst of projectiles at opponents.
Tier 3: In the Final Stage, the spellcaster stands on bare ground in [or if winged, flies to] the center of the storm, arms outstretched to either side.
A large, highly powerful bolt of Lightning strikes them.
The lightning courses through their body and creates a light crackling shimmer over spellcasters body, concentrating in areas such as the eyes, and hands.
-If practiced, can create shockwave of electricity and take out opponents for many miles.-
Class/Purpose: Offensive.
Elemental Associations: Lightning/Water
Effect: Generally kills or disables multiple opponents.
Range: 10-30ft for untrained spellcasers, 30-45ft for highly trained mages.
Magic Cost: 20-60MP [Depends on Training]
Special Notes: The Lightning used in spell [in spellcaster's body] does not dissipate, it will remain until Spellcaster uses phrase: "At Peace"
~*Important to have a Wind Elemental Controller nearby, to make sure it does not interfere when final stage of spell begins.*~
Mage trained? Strongly Suggested.
Homeland: Tremaras/Asterea/Fiacre/ Wherever Sphyria is.
History: Sphyria was born with her own, unique brand of magic [Born of a Fire Elemental 'Magician' and a Water Elemental 'Magician'], controlling Lightning.
This is exceptionally rare, though some of the 'Starborn' and Crystalborn of Asterea have learned to control it through this spell. As such, they have taught her rudimentary skills, before she left to explore, promising to return and continue her training.
Last edited by SailorSilvanesti on Sun Oct 17, 2010 12:49 am; edited 5 times in total
SailorSilvanesti- Posts : 48
Points : 10
Join date : 2010-07-27
Age : 31
Location : Queensland, Australia
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
She kind of has to be, due to the "Angel's Fury" Thing, besides, her father controlled Fire, this could have provided an immunity.
SailorSilvanesti- Posts : 48
Points : 10
Join date : 2010-07-27
Age : 31
Location : Queensland, Australia
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
Sailor, I'm going to ask you to take a look at some of the other spells posted for a moment to get an idea of what kind of description is needed.
Distances of greater than 50 feet are going to be VERY twitchy.
Just warning you.
Distances of greater than 50 feet are going to be VERY twitchy.
Just warning you.
SailorSilvanesti- Posts : 48
Points : 10
Join date : 2010-07-27
Age : 31
Location : Queensland, Australia
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
Okay, we'll have to take these one at a time, so this might take a while, Sil.
For one, you're a Warrior primary class, which means that while you have three slots for spells or skills, only two of them can be used for spells. One of them can only be a Weapon Skill.
Weapon Skills are different from Spells in that they require the weapon each step of the way. I know that you're used to a system, if it can be called such, where powers are all fairly distinct, either you can or you can't, but remember, Rayek couldn't lift his own weight using his telekinetic powers at the beginning of the Original Quest, that came later after much training and experience.
Here, training and experience are shown through in character posts in the actual RP sections, through Points which are shown below your Post Count beside each of your posts.
You'll get more spell slots and weapon skills as you "level up" through points.
The key is to think small to start.
Yeah, magic is more prevalent and easier on Artegal than it is on Abode, but it follows its own rules.
Now, starting with Hell's Fire, the Effect cannot be labeled "strong" at this level. Tier 1 damage is generally labeled "base Elemental damage" or "light Fire Elemental Damage" or simply "Does Tier 1 Fire Elemental Damage".
Also, the "Hell" designation on the name of the Spell indicates that there is a Status effect involved in the magic, which raises the cost of the spell. I don't see a Status Effect in your description, such as Poison, or Slow, or something like that, so I don't think that this is *truly* Hellfire or something like it.
As a general guideline, at base Tier 1 spells, single target is 10 and multi-target is 20 MP. Think of it in terms of Redlance just learning how to help a seed sprout. He couldn't shape a thornwall right off the bat, he had to start with a single seed.
Is this making sense so far?
For one, you're a Warrior primary class, which means that while you have three slots for spells or skills, only two of them can be used for spells. One of them can only be a Weapon Skill.
Weapon Skills are different from Spells in that they require the weapon each step of the way. I know that you're used to a system, if it can be called such, where powers are all fairly distinct, either you can or you can't, but remember, Rayek couldn't lift his own weight using his telekinetic powers at the beginning of the Original Quest, that came later after much training and experience.
Here, training and experience are shown through in character posts in the actual RP sections, through Points which are shown below your Post Count beside each of your posts.
You'll get more spell slots and weapon skills as you "level up" through points.
The key is to think small to start.
Yeah, magic is more prevalent and easier on Artegal than it is on Abode, but it follows its own rules.
Now, starting with Hell's Fire, the Effect cannot be labeled "strong" at this level. Tier 1 damage is generally labeled "base Elemental damage" or "light Fire Elemental Damage" or simply "Does Tier 1 Fire Elemental Damage".
Also, the "Hell" designation on the name of the Spell indicates that there is a Status effect involved in the magic, which raises the cost of the spell. I don't see a Status Effect in your description, such as Poison, or Slow, or something like that, so I don't think that this is *truly* Hellfire or something like it.
As a general guideline, at base Tier 1 spells, single target is 10 and multi-target is 20 MP. Think of it in terms of Redlance just learning how to help a seed sprout. He couldn't shape a thornwall right off the bat, he had to start with a single seed.
Is this making sense so far?
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
Sure, the name doesn't fit out conventions, but, arguing nomenclature seems pointless at this stage.
Masurao- Admin
- Posts : 129
Points : 95
Join date : 2010-01-06
Age : 34
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
I can remove Hell's Fire, it was a Secondary Idea, I really just wanted to have Angel's Fury and -
~Do you think Ocean's Rage or Aqua Oblivion sounds better?~
Were my original ideas. Just thought I'd throw fire in there for fun.
Lightning and water [rain] sort of go together.
~Do you think Ocean's Rage or Aqua Oblivion sounds better?~
Were my original ideas. Just thought I'd throw fire in there for fun.
Lightning and water [rain] sort of go together.
SailorSilvanesti- Posts : 48
Points : 10
Join date : 2010-07-27
Age : 31
Location : Queensland, Australia
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
Yeah, they do, but if you're making her a fireshaper of any sort then Hell's Fire is closer to the concept. Seeing as she's got the Lightning thing going in her picture, though, you might build from *that*.
You see, there's this spell from old Dungeons and Dragons, Shocking Grasp. Now, it *could* also be a Weapon Skill since it can use the hands as easily as any other weapon. It ALSO closely resembles the Merrow Racial Ability, by the way.
Basically, it works like the Joybuzzer from the old Batman movie with Jack Nicholson. *shrug* I loved that spell.
As for Spell names, well, I tend to stick to simple myself. Fire 1 or Water or Thunder. Rupture is about as complicated as I like to get, but that's because there's going to be a Ruptura and a Rupturaga.
But Lightning also works with Fire in a symbolic sort of way. Leia's going for the whole power-of-the-Storms thing herself if you want an example to work with.
I *can* tell you that the variable MP cost thing is going to be a difficult sell. We really prefer a flat cost and that alternate variations be different spells. Especially since you have lowered MP cost on the one for skill level. That's a non-issue here. MP cost is MP cost. Characters with greater skill simply have more MP to work with in using their spells so they can cast more of them.
Okay?
You see, there's this spell from old Dungeons and Dragons, Shocking Grasp. Now, it *could* also be a Weapon Skill since it can use the hands as easily as any other weapon. It ALSO closely resembles the Merrow Racial Ability, by the way.
Basically, it works like the Joybuzzer from the old Batman movie with Jack Nicholson. *shrug* I loved that spell.
As for Spell names, well, I tend to stick to simple myself. Fire 1 or Water or Thunder. Rupture is about as complicated as I like to get, but that's because there's going to be a Ruptura and a Rupturaga.
But Lightning also works with Fire in a symbolic sort of way. Leia's going for the whole power-of-the-Storms thing herself if you want an example to work with.
I *can* tell you that the variable MP cost thing is going to be a difficult sell. We really prefer a flat cost and that alternate variations be different spells. Especially since you have lowered MP cost on the one for skill level. That's a non-issue here. MP cost is MP cost. Characters with greater skill simply have more MP to work with in using their spells so they can cast more of them.
Okay?
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
I'm removing Hell's Fire and removing her "Fire-Proof" Status, let's just say that a spellcaster can't be fried by the Lightning they command during "Angel's Fury".
SailorSilvanesti- Posts : 48
Points : 10
Join date : 2010-07-27
Age : 31
Location : Queensland, Australia
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
Oh naturally.
Spellcasters of any sort are presumed to be largely immune to what they call in terms of magic *UNLESS* that magic is turned back on them by the use of other magic.
Fair warning, magical spells *can* be "returned to sender" through the use of other magical spells.
But other than that, yeah, what you call can't bite you back unless it's included as part of the spell description.
Okay, so we're only looking at the other two spells?
Spellcasters of any sort are presumed to be largely immune to what they call in terms of magic *UNLESS* that magic is turned back on them by the use of other magic.
Fair warning, magical spells *can* be "returned to sender" through the use of other magical spells.
But other than that, yeah, what you call can't bite you back unless it's included as part of the spell description.
Okay, so we're only looking at the other two spells?
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
Yes, Angel's Fury and Aqua Oblivion [Finally chose a name!].
Lightning and Water Elemental Spells.
Lightning and Water Elemental Spells.
SailorSilvanesti- Posts : 48
Points : 10
Join date : 2010-07-27
Age : 31
Location : Queensland, Australia
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
Okay, sorry this has sat for so long.
Okay, Aqua Oblivion . . . I would feel more comfortable with going with the projectiles form of the spell as the default for Tier 1 of this spell. Tier 2 can create a tidal wave if you want, because it'd be that much stronger.
Angel's Fury still needs to have the writeup cleaned up a bit. The level of activity you're describing is the level of magic that is utilized in Tier 3 or higher spells or through the use of Shokanjuu abilities or possibly Forms, depending on circumstances.
Tier 1 spells are closer to the *zap* level. A single lightning bolt from the sky, electrical energy channeled through the body like the Joker's Joybuzzer from the Batman movie with Jack Nicholson. Things like that. I can even accept a lightning bolt sent from the hand to strike an opponent. That sort of thing.
Calling up a storm and bringing lightning down from the sky in that sort of display is going to be higher level.
Okay?
Okay, Aqua Oblivion . . . I would feel more comfortable with going with the projectiles form of the spell as the default for Tier 1 of this spell. Tier 2 can create a tidal wave if you want, because it'd be that much stronger.
Angel's Fury still needs to have the writeup cleaned up a bit. The level of activity you're describing is the level of magic that is utilized in Tier 3 or higher spells or through the use of Shokanjuu abilities or possibly Forms, depending on circumstances.
Tier 1 spells are closer to the *zap* level. A single lightning bolt from the sky, electrical energy channeled through the body like the Joker's Joybuzzer from the Batman movie with Jack Nicholson. Things like that. I can even accept a lightning bolt sent from the hand to strike an opponent. That sort of thing.
Calling up a storm and bringing lightning down from the sky in that sort of display is going to be higher level.
Okay?
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
I fixed them!^^
SailorSilvanesti- Posts : 48
Points : 10
Join date : 2010-07-27
Age : 31
Location : Queensland, Australia
Re: Hell's Fire and Angel's Fury [Undecided Aqua Ability]
Alright, I see that you split them into Tiered versions, but at this point all you can create is the Tier 1, so here's what I'm going to suggest, put the revised spells into a new thread, so that we can have them in the proper format as the first post.
I would do it for you, but then it would be my post and you couldn't edit it.
Then I want you to make sure that your "Effect" areas include Tier Strength and type of damage, you cannot presume to kill or injure with a spell, though you can say Light, Moderate, or Severe Damage.
Only include in each Spell the Tier 1 version. When you have the points for Tier 2, then you can build those as separate spells, because we do require that each level take up a different spell slot.
Okay?
I would do it for you, but then it would be my post and you couldn't edit it.
Then I want you to make sure that your "Effect" areas include Tier Strength and type of damage, you cannot presume to kill or injure with a spell, though you can say Light, Moderate, or Severe Damage.
Only include in each Spell the Tier 1 version. When you have the points for Tier 2, then you can build those as separate spells, because we do require that each level take up a different spell slot.
Okay?
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