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| New Spell List For Exiled Deity Race | |
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Orange Platinum Member
Posts : 648 Join date : 2011-11-29
Arena Record Arena Credit: 325 points
| Subject: New Spell List For Exiled Deity Race Sat Apr 14, 2012 8:50 pm | |
| The Information below has been brought over from the site Novus General Role Play, I have converted and selected Twenty spells for a starter package for the new race if it is approved. Information about the spells and other information will also be posted here. The Twenty converted spells will be in a post below, for ease of separation and access. CURRENTLY: Finished Overview Of Spells, Need To Know InformationAlright, the spells for the new race are set up into a levels and types. There are five levels of spells, spanning from level one, the weakest, to level five, the strongest. Level One - Tiers 4 and up only Level Two - Tiers 3-3 and up only Level Three - Tiers 2-4 and up only Level Four - Tiers 2-1 and up only Level Five - Tiers 1-3 and up only =Tiers 4 through 3-4 can know only know level one spells, and have access to four spells to learn. =Tiers 3-3 through 2-5 can know level two and lower spells, and have access to six spells to learn. =Tier 2-4 through 2-2 can know level three and lower spells, and have access to eight spells to learn. =Tier 2-1 through 1-4 can know level four and lower spells, and have access to ten spells to learn. =Tier 1-3 and up can know level five spells and lower, and have access to learning twelve spells. The learning of spells can be determined by staff approval, as specialist in spell use could know more, and those who are not would know less if any at all. The above list of how many spells one could learn are basically guidelines. Level One- Three may be used in one post, with a two post cool down on the spell used, after the spell duration has ended. Level Two- Three may be used in one post, with a three post cool down on the spell used after the spell duraton has ended. Level Three- Two may be used in one post, with a four post cool down on the spell used, after the spell duration has ended. Level Four- Two may be used in one post. with a one post preparation, and and five post cool down on the spell used, once its duration has ended. Level Five- One may be used in one post, with a preparation of two posts befoe the spell is used, and a six post cool down for the spell used after duration has ended. If different level spells are used together, such as a level one and a level four, only two different spells may be used if they are of different levels. The only exception to this rule is level five spells, if they are being used, they are the only spell that can be used at that time. There are numerous types of spells, and the below information will say what symbols are needed for what kind of spell. Be Aware, than some spell types may not be in the spell list, as only a hand full of spells were converted so far. Seven Pointed Star Symbol (Creation Spells)- Spoiler:
Danger Symbol (Forbidden Spells)- Spoiler:
Anchor Cross Symbol (Absorbing Spells)- Spoiler:
Symbol of Lime (Enhancement Spells)- Spoiler:
Blair Witch Symbol (Debuff Spells)- Spoiler:
Hexagram Symbol (Summoning Spells)- Spoiler:
Here is a list of requirements for spell types, and an short explanation what kind of spells are found in certain categories. These are the types of spells, types might be added or removed from this list. Summoning- The spells which focus on summoning items, things, and people from one place to another. This includes other characters in the much higher levels of spells, and these can be used to summon armor, monsters, and many other things. -Symbol -Incantation Creation- Probably the second most imaginative restricted spell set, these spells come in many shapes and forms from walls, swords, materials, and objects. These spells create things from raw material and shape it into new forms. Usually used to protect, these are also effective in offense. -Symbol -Incantation Enhancement- Spells made for enhancing the users natural abilities and senses, they can also effect other things and people as well for the better. From being able to see in the dark or increasing your muscle mass, these spells were made for the battle field. -Symbol Debuffs- A grouping of spells who received their name for the changes that make to people and the environment for the worse. These spells tend to affect the five senses, among other things, they are temporary for the most part, while also being able to weaken other object such as the durability of steel. -Incantation -Symbol Binding- Spells specifically created for the binding and trapping of opponents, these come in numerous shapes and forms such as partial bindings such as hand cuffs, or giant cages for an entire trap. These tend to be hard to pull off on an opponent. -Incantation Elemental- The average element spells which control the power of fire, water, earth, electricity and so on. They take many shapes and forms and probably the most widely known and used. From fire breathing to tidal waves, these are the most flexible of the spells. -Incantation Healing- What little there is to say on this group of spells, these are meant for individual healing of wounds and damage to physical objects. Some heal temporarily while others heal permanently until damaged once again. -Incantation Absorbing- These peculiar spells have the ability to give absorption like abilities and conditions to the user. For example, these spells may allow a certain object to soak up water at vast quantities, or receive physical blows, while taking in the raw energy of the attacks. They are useful in battle conditions but can cause adverse effects. -Symbol Forbidden- These are the most potent and powerful spells, only the strongest of the strong can wield these spells in battle. Furthermore, these particular types of spells have extreme consequences for use, so be wary. They are a mixture of types of spells with incredible power. -Symbol -Incantation -Sacrifice Definitions of some requirements are below. Symbol-A design needed to activate or create an area from which the spell can come into existence. Incantation-A selection of words, phrases, and sentences that must be spoken in order for a spell to work. Sacrifice-A thing which the user of a spell must forfeit in order to acitivate a spell.
Last edited by Orange on Fri Apr 27, 2012 12:53 am; edited 2 times in total | |
| | | Orange Platinum Member
Posts : 648 Join date : 2011-11-29
Arena Record Arena Credit: 325 points
| Subject: Re: New Spell List For Exiled Deity Race Sat Apr 14, 2012 9:33 pm | |
| Currently: FINISHED Reminder for myself: Four level ones Four level twos Five level threes Three level fours Four level fives Total: Twenty Level One Spells= - Spoiler:
1.Blood Gain Incantation/Symbol/Etc.: "Twisted wounds of the damned, begone as the seasons which wreak havoc upon the world which is ours, I see the warmth in the spring, but feel the cruelty of winter winds. Devour and regenerate!" (State what spell was used in posting, but the character does not have to say the spell name). Conciquence: Energy use, and nausea Description: The user gains blood of their same blood type back into their body, and their body goes into a small over drive and heals minor cuts and bruises. However, large wounds will not be healed with this ability, this spell just gives more blood in the case of blood loss. This transpires in one post.
= - Spoiler:
1.Chain Gang Incantation/Symbol/Etc.: "I incarcerate your mind, body, and soul. Intertwine into the depths of the darkest abyss, as I sit and laugh at your transgressions, (Say the spell's name)!" Conciquence: Energy use, mild tiredness Description: Once the incantation is spoken, three chains burst from the surface near the caster, and the three chains will surge forward at one target, the chains made of iron links, which are as strong as an average hierro, will try to twist around the victim's legs and arms to stop movement. If the first attempt fails, the chains will fall to the ground and turn into smoke and disappear. If the chains succeed, they will entrap the victim until the victim breaks free, and the chains will disappear.
= - Spoiler:
1.Protrusion of Might Incantation/Symbol/Etc.: The symbol of Lime (see list above) must be drawn somewhere on the user's body, in their own blood. The size does not matter, as long as it is distinguishable from five feet away. The spell's name must be written exactly next to the symbol, and another symbol of lime at the end of the spell's name. Conciquence: Energy use, and pain Description: The bones of the user of this spell become as strong as titanium and just as light, the bones take a silver colored appearance, and spikes will pop out from the elbows, knees, and spine. This will cause pain to the user, however they are able to keep moving without too much suffering, the pain disappears after one post. The bone hardness lasts for four posts, then the bones recede to their normal places and become the usual strength.
= - Spoiler:
1.External Warping Incantation/Symbol/Etc.: A Hexagram, with three drops of blood, any kind. The incantation is "I summon they darkest secrets to the light... (name of spell)!" The hexagram's points must fit in a two foot radius of a circle. Conciquence: Energy use, mild tiredness Description: This spell is able to summon forth any equipment a character owns inside the hexagram circle. As long as the equipment is accepted it can be summoned to the point, size does not matter, however only one equipment may be summoned with this spell at a time. Level Two Spells= - Spoiler:
2.Slip n' Slide Incantation/Symbol/Etc.: "Fear the inner machinations of my darkest conscious, falter, and scream as my imagination comes to life. Flesh and blood, fire and water, come forth and do my bidding! (Name of spell)!" The user must draw a seven pointed star on a solid surface with any kind of blood. The seven pointed star's points must be able to touch the edge of a four foot diameter circle. Conciquence: Energy use, mild tiredness, itchy skin. Description: The spell caster will summon a rush of specialized base chemicals from the symbol. The chemicals will make any one who touches the surface slide around, like ice, however the chemical is always a liquid and cannot change state. The chemicals will make the skin of people who touch it skin itch. The chemical cannot be destroyed unless with fire or electricity, but water will make the chemical will foam over and increase surface area. The chemical lasts for four posts. The chemical cannot be manipulated or controlled.
= - Spoiler:
2.Sinister Recovery Incantation/Symbol/Etc.: "Twisted wounds of the damned, begone as the seasons which wreak havoc upon the world which is ours, I see the warmth in the spring, but feel the cruelty of winter winds. Devour and regenerate!" (State what spell was used in posting, but the character does not have to say the spell name). Conciquence: Energy use, pain Description: All wounds are healed for two posts, temporarily, after the two posts are up all past wounds that were healed reopen and cause double the amount of pain as before. This ability does not recover stamina. Fatal wounds cannot be healed with this ability, however deep gashes, cuts, stabs, and broken bones will be healed temporarily.
= - Spoiler:
2.Blood Leech Incantation/Symbol/Etc.: A Hexagram, with three drops of blood, any kind. The incantation is "I summon they darkest secrets to the light... (name of spell)! The hexagram's points must fit in a three foot radius of a circle. Conciquence: Energy use, mild tiredness Description: This summons monster which is 3 tiers lower than the user of the spell, which will go after an enemy of the summoner's choice, however the beast cannot be controlled, once it is summoned and given a target it will attack viciously without any forethought to itself or its surroundings. The Blood Leech looks like an enormous leech with legs, like an insect to move around quickly. There are four legs, and the Leech weighs two hundred pounds and is seven feet in length, the color varies. It will try squishing and suck the blood out of its target.
= - Spoiler:
2.Silly String Incantation/Symbol/Etc.: "I incarcerate your mind, body, and soul. Intertwine into the depths of the darkest abyss, as I sit and laugh at your transgressions, (Say the spell's name)!" Conciquence: Energy use, mild tiredness, five percent decrease in strength for one post. Description: Once the incantation is spoke, a rainbow colored string will shoot out from the spell caster's fingers, totaling four strings, which cannot be burned or melted. They are weak against water based attacks and defenses. The strings are as strong as zanpaktou steel. The four strings will surge forward and can be used as whips by the spell user. The strings last for two posts. Level Three Spells= - Spoiler:
3.Dimension Vortex Incantation/Symbol/Etc.: The danger symbol must be drawn on the spell caster's face, chest, and one other area on their body. The incantation is as follows: "Hear the thunderous crime which awaits my flesh, soon the world will wither away and die just as prophesy says, through breaking these fundamental laws I will achieve power..." The spell name does not have to be spoken. The danger symbol must be drawn in the user's own blood, nobody else's. Conciquence: Moderate energy use, inability to move for two posts, and a decrease in strength and durability by fifty percent for four posts. Description: This spell once activated will created a sphere with the spell caster in the center. The radius of the sphere is twenty feet, and anything in the sphere will automatically be teleported to another area on Earth, the destination can be anywhere, and will accommodate as many things that can fit in the sphere. Where ever the teleport takes place, everything in the sphere will be transported, anything not in the sphere will be cut off, even the strongest material can be cut if it is not in the sphere fully.
= - Spoiler:
3.Humidity Dry Incantation/Symbol/Etc.: The Anchor cross symbol must be drawn on the spell caster's chest and forehead in their own blood, and in each end of the cross the number of the level of the spell being used. For example, the number five written on each of the four ends of the cross. Then the spell caster must say the name of the spell, to activate it. Conciquence: Energy use, moderate tiredness, and fifteen percent decrease in durability for three posts. Description: The ability allows for the spell user to have a thirty percent buff against all water based abilities for three posts, and a thirty percent increase in physical strength for three posts.
= - Spoiler:
3.Pentagon Horror Incantation/Symbol/Etc.: "I incarcerate your mind, body, and soul. Intertwine into the depths of the darkest abyss, as I sit and laugh at your transgressions, (Say the spell's name)!" Conciquence: Energy use, fifteen percent decrease in speed for two posts, and mild tiredness Description: Six flat pentagons appear behind the caster, each shape is flat and from one point to another point is two feet. The pentagons will fly at six individual targets, or one target, and will decrease the targets general abilities, speed, strength, and durability if the pentagon hits the target. The debuff is ten percent in one field, for each pentagon. So a maximum of a sixty percent decrease is available in one area. The debuff disappears after two posts. If the pentagon misses the target twice they will crumble and disappear. The pentagons have a max range of fifty feet in all directions of the caster, if they leave that distance they crumble and disappear.
= - Spoiler:
3. Fibrous Steel Incantation/Symbol/Etc.: The symbol of Lime (see list above) must be drawn somewhere on the user's body, in their own blood. The size does not matter, as long as it is distinguishable from five feet away. The spell's name must be written exactly next to the symbol, and another symbol of lime at the end of the spell's name. Conciquence: Energy use, hair loss, decrease in speed and stamina by ten percent for two posts. Description: All the hair on the spell caster's body becomes pointed and sharp likes spikes and the hair hardens to become as strong as zanpaktou steel, though not as heavy. The hair changes color to a metallic brown color, the hair can then be used for protection or impalement. The hair however, becomes a conductor of electricity. After three posts, the hair returns to normal, and all of it falls off from the individual.
= - Spoiler:
3. Poisonous Life Incantation/Symbol/Etc.: The blair witch symbol must be drawn on both hands and both feet of the spell caster, (if a character is missing or has more limbs, the symbol must be made on all remaining limbs, or on four limbs if there is more than four). The symbol can be drawn in any substance, whether it be blood, ink, pencil, or what have you, however the symbol must be able to keep its form. The incantation is as follows, once all symbols are made on the spell caster: "My sight is clear, yet clouded, fore the world has turned against me for the moment, but do not fret, your senses will enjoy this shallow hell for the moment! (spell name)! Conciquence: Energy use, moderate tiredness Description: The spell user if any of the symbols that are made on the spell user's body touch anyone, the spell will be activated automatically. However the Blair witch symbol must make complete contact with the victim, partially touching someone will not activate the spell. This spell will cause a poison to spread across the victim's body and cause a thirty percent decrease to their durability, the effects last for three posts. Furthermore, the poison will cause muscle cramps and joint pain. Level Four Spells= - Spoiler:
4.Searing Heat Incantation/Symbol/Etc.: The blair witch symbol must be drawn on both hands and both feet of the spell caster, (if a character is missing or has more limbs, the symbol must be made on all remaining limbs, or on four limbs if there is more than four). The symbol can be drawn in any substance, whether it be blood, ink, pencil, or what have you, however the symbol must be able to keep its form. The incantation is as follows, once all symbols are made on the spell caster: "My sight is clear, yet clouded, fore the world has turned against me for the moment, but do not fret, your senses will enjoy this shallow hell for the moment! (spell name)! Conciquence: Energy use, moderate tiredness, ten percent decrease to strength and speed for two posts. Description: The spell user if any of the symbols that are made on the spell user's body touch anyone, the spell will be activated automatically. However the Blair witch symbol must make complete contact with the victim, partially touching someone will not activate the spell. This spell will cause a victim's internal body heat to rise to a temperature of 103 degrees Fahrenheit, this can cause fever, stomach pains, hazy vision, also the effects of fatigue are brought on faster to the victim where everything the user does takes 10% more energy to do, the effects of this spell were off after two posts, where the temperature decreases back to normal. The victim suffers a fifteen percent decrease in stamina for two posts.
= - Spoiler:
4.Sounds of Silence Incantation/Symbol/Etc.: The Anchor cross symbol must be drawn on the spell caster's chest and forehead in their own blood, and in each end of the cross the number of the level of the spell being used. For example, the number five written on each of the four ends of the cross. Then the spell caster must say the name of the spell, to activate it. Conciquence: Energy use, tiredness, inability to talk, and twenty percent decrease in strength for two posts. Description: Once this spell is activated, the spell user makes no noise whatsoever, even if they were to walk on a floor of broken glass, they would make no noise. Any abilities which involves detection with noise is temporarily disabled against the spell user. Nobody can hear any of the sounds which comes from the spell user for two posts. The spell caster cannot talk or communicate with noise to anyone else. The spell user can hear the noise everybody else and themselves make. They receive a twenty percent boost to their speed for two posts. = - Spoiler:
4.Glued Incantation/Symbol/Etc.: "Fear the inner machinations of my darkest conscious, falter, and scream as my imagination comes to life. Flesh and blood, fire and water, come forth and do my bidding! (Name of spell)!" The user must draw a seven pointed star on a solid surface with any kind of blood. The seven pointed star's points must be able to touch the edge of a four foot diameter circle. Conciquence: Energy use, ten percent decrease to speed, durability, strength for two posts. Description: The entire circle where the symbol is will turn into a special glue, which any targeted person of the spell caster's choice can become stuck in the glue. For example, the spell caster could not become stuck in the glue, but someone the spell caster targets could. Five targets can be selected at the maximum. The glue lasts for five posts. The victim of the glue can break away from the glue if they use enough force. The glue can be dispersed and moved around with enough forced, and destroyed using energy based moves, or dispersing it so it cannot do much. Level Five Spells= - Spoiler:
5.Appendage of the Damned Incantation/Symbol/Etc.: The symbol of Lime (see list above) must be drawn somewhere on the user's body, in their own blood. The size does not matter, as long as it is distinguishable from five feet away. The spell's name must be written exactly next to the symbol, and another symbol of lime at the end of the spell's name. Conciquence: Major energy use, tiredness, arms become broken after spell wears off, and a decrease in durability by thirty percent, for four posts. Description: The arms of the user of this spell become demented metal arms, which become extremely muscular, and double in size, giving a fifty percent increase to strength for the user, which lasts three posts, however once the spell ends, the user's arms are broken, and bloody. Causing extreme pain, and a tough challenge to fight back. The arms while demented, are as strong as zanapaktou steel up to the elbow. The entire spell lasts three posts.
= - Spoiler:
5.Hell's Wrath Incantation/Symbol/Etc.: A Hexagram, with three drops of blood, any kind. The incantation is "I summon they darkest secrets to the light... (name of spell)! The hexagram's points must fit in a six foot radius of a circle. Conciquence: Decrease of twenty percent in speed, strength, stamina, durability. This causes major tiredness and uses a large chunk of energy. The decreases wear off after two posts. Description: From the circle a large pillar of black fire will shoot out from the symbol and cause severe burns. Any one caught in the flames suffer extreme burns which will make it harder to focus. The fire pillar will stay active still shooting off flames into the sky for five posts. The flames reach a height of one hundred feet. Because of the burns, this makes the victim caught in the flames more susceptible to pain.
= - Spoiler:
5. Hermes' Shoes Incantation/Symbol/Etc.: "Fear the inner machinations of my darkest conscious, falter, and scream as my imagination comes to life. Flesh and blood, fire and water, come forth and do my bidding! (Name of spell)!" The user must draw a seven pointed star on a solid surface with any kind of blood. The seven pointed star's points must be able to touch the edge of a four foot diameter circle. Conciquence: Major Energy use, thirty percent decrease to durability for four posts, moderate tiredness Description: Special shoes will form on the spell caster, once they step inside the symbol. The shoes are made of metal as hard as zanpaktou metal, and the shoes are one size fits all, meaning they will enlarge or shrink to the spell caster's foot size. The shoes cause whatever target they hit to cause the victim/target's strength to decrease by 10% after one hit, after being hit once the strength recovers after three posts. The shoes stop at the ankle, and have one sharpened point on the ends of each shoe. The shoes give a fifty percent increase to speed for two posts. After that the shoes will completely disappear.
= - Spoiler:
5.Tree of Woe Incantation/Symbol/Etc.: "I incarcerate your mind, body, and soul. Intertwine into the depths of the darkest abyss, as I sit and laugh at your transgressions, (Say the spell's name)!" Conciquence: Temporary extreme tiredness, a lot of energy use, unable to hear sounds for two posts. Description: A giant tree sprouts from the ground, which rises to thirty feet in height with massive above averge hierro hardened cages on several of its branches, and nooses as well. The Tree is three tiers lower than the spell caster, monster which will attempt to imprison everyone inside the cages, and wrap around the nooses on people's limbs, and torso. The monster will not harm the spell user. There are ten branches with cages, and twenty branches with nooses. The cages are made of special material as strong as an above average hierro, and the nooses are as flexible as rope, but as strong as an average hierro. The Tree's main weakness is light based abilities and fire abilities. The tree stays in combat until it dies, or the spell caster is defeated or flees from combat, if none of those happens the tree lasts for six posts. The tree is thirty feet tall, and its branches spread out in a large canopy.
Last edited by Orange on Fri Apr 27, 2012 10:31 pm; edited 28 times in total | |
| | | Orange Platinum Member
Posts : 648 Join date : 2011-11-29
Arena Record Arena Credit: 325 points
| Subject: Re: New Spell List For Exiled Deity Race Sat Apr 14, 2012 9:36 pm | |
| This would be the used template for creating new spells for the new race.
Template
Name of spell: [What is the name of your spell?]
Type of spell: [Elemental, summoning, enhancement, binding, healing, absorbing, creation, forbidden, debuffs, etc.]
Incantation/Symbol/Etc. for spell: [If the spell requires an incantation to use the spell, or perhaps a symbol is needed, or other requirement.]
Consequence for use of spell: [All spells have some sort of negative side to using them, the consequence must match the strength of the spell, and type of spell it is. At the very least it must have energy consumption.]
Approximate Level of the spell: [From the scale of 1-5, 5 being the strongest what is the level of the spell? Note that the level may be changed if staff believes it should be lowered or raised.]
Description of spell: [Tell us how this spell is used, what it does, and anything else of importance.]
Who can learn the spell?: [Can anyone use this spell if learned? Or can only a certain character use it?]
Who is the creator of the spell?: [Who created this spell? Your character? Someone else?]
| |
| | | Jun Tomoshibi Owner
Posts : 1990 Join date : 2011-12-01 Age : 34 Location : Where am I again?
Arena Record Arena Credit: 10 Points
| Subject: Re: New Spell List For Exiled Deity Race Sat Apr 21, 2012 2:51 am | |
| All summonings, if there is just one, needs to be at least three tiers lower than the user. Level 2 Blood Leech disobeys this rule with the minimum tier section that is allowed to learn it.
Pentagon Horror: So it's a homing one? Each individual beam I mean. If the pentagon misses the target twice they will crumble and disappear. That is where I got the impression from.
Searing Heat: It won't cause fatigue. It will make that state come sooner, true, but not actually cause it. So I need something there on how much faster it will wear out the person for as long as it's active.
Glued: the glue cannot be destroyed that bothers me. You should be able to fire a cero or something, and that force should destroy/scatter it enough for a person to get free. Keep in mind, not everyone will do that, and it is still very useful.
Hell's Wrath: Any one caught in the flames will loose 2/6 of their energy And how does this happen? Does it just suck the energy right out of them? Take that out, and it will be good.
Herme's Shoes kind of make Hooves of the Damned worthless...it lasts one post shorter, but none of the major side effects.
Tree of Woe: I must have a limit to how long it stays in battle. Only way I would allow a "until person is defeated or it" is if it's a bankai or something like that. Also, get rid of this: nooses are as flexible as rope, but as strong as zanaktou metal At least the zanpakutou metal part. Otherwise a person will never be able to get free unless the difference would allow the breaking of a zanpakutou, and you know that is huge.
Last edited by Jun Tomoshibi on Tue Apr 24, 2012 1:48 am; edited 1 time in total | |
| | | Orange Platinum Member
Posts : 648 Join date : 2011-11-29
Arena Record Arena Credit: 325 points
| Subject: Re: New Spell List For Exiled Deity Race Sat Apr 21, 2012 9:09 pm | |
| Currently: finished
-fixed summoning so that the monster is 3 tiers lower than the user of the spell. -fixed tree of woe. -fixed searing heat. -fixed glued -fixed pentagon horror -fixed hell's wrath -fixed hermes' shoes
Edits to spells | |
| | | Jun Tomoshibi Owner
Posts : 1990 Join date : 2011-12-01 Age : 34 Location : Where am I again?
Arena Record Arena Credit: 10 Points
| Subject: Re: New Spell List For Exiled Deity Race Fri Apr 27, 2012 9:29 pm | |
| Searing Heat: forty percent decrease in durability for two posts That's pushing it a little much, considering what else it does. Get rid that part completely, and it'll be fine then.
Glue: however element abilities have no effect I don't like that either. Get rid of that, and it'll be good.
Hell's Wrath: How is their energy being disturbed? Because of the burns? Then everyone with fire abilities would be able to do that. The burns would make it harder for them to focus more than anything. I also don't like the speed debuff either, it makes no sense. The only thing this spell should be doing is laying down some serious hurt, not this other stuff. I mean, it's a huge pillar of flames lasting for five posts. You get them with it once, it's already well worth it because of the severe burns.
And that's all I really have... though Herme's shoes is now far superior to the Hooves of the Damned...Hooves of the Damned should be scrapped and replaced with something else as Herme's Shoes completely beats it. Actually, only thing I don't like with the shoes is the decreasing stamina part. Or the strength. For sure the first one has to go, for the latter, state that they regain it after so many posts are done, and it doesn't decreases per hit, but after the first hit it decreases so much and then recovers after so many posts, and then it'll be good. Now that's all I have. | |
| | | Orange Platinum Member
Posts : 648 Join date : 2011-11-29
Arena Record Arena Credit: 325 points
| Subject: Re: New Spell List For Exiled Deity Race Fri Apr 27, 2012 9:53 pm | |
| Edits
Current: Finished
-searing heat edited -glued edited -hell's wrath edited -hermes' shoes edited -hooves of the damned changed to appendage of the damned, and edited | |
| | | Jun Tomoshibi Owner
Posts : 1990 Join date : 2011-12-01 Age : 34 Location : Where am I again?
Arena Record Arena Credit: 10 Points
| Subject: Re: New Spell List For Exiled Deity Race Sat Apr 28, 2012 10:50 pm | |
| Looks good now. Once they've been hashed out and ready to be made, this spell list is fully approved for the race. Now to finish up the race if it hasn't already been done so. | |
| | | Rena Founder
Posts : 1544 Join date : 2011-10-14
Arena Record Arena Credit: 0 Points
| Subject: Re: New Spell List For Exiled Deity Race Wed May 02, 2012 8:50 pm | |
| spell thingehs approvalled secondness stuff. yeah. lets get this moving. | |
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| Subject: Re: New Spell List For Exiled Deity Race | |
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