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Xa44
Captain

PostPosted: Mon Feb 18, 2019 11:43 pm
Updated list of spells

DARK
(1)Conjure Shadow- create a shadow, or manipulate existing shardows
(2)Shadow Cloak- cover an area in Shadows that the caster can see clearly in
(3)Form of Shadow- temporarily become a Shadow
(4)Disarming Darkness- use Shadows to stop a target from using physical attacks
(5)Vampiric Prison- target anything nearby and trap it for a small amount of time and absorb HP from it over time
(6)Shadow Dart- summon a group of darts to then throw at targets within range for lesser DMG
(7)Shardow Blade- make tools out of shardows
( cool Seal Spell- target within range temporarily can't cast a spell they know
(9)illusion- create an allusion to confuse a faraway target
(10)Plague- touch a target and apply blind and poison
(11)Hidden Form- temporarily cover yourself in shadows when in this state you cannot be targeted
(12)Shade- a weak spell that children learn, does very minor DMG
(13)Darkened Sky- cover the sky in Shadows, viability isn't hindered but the sun can't be seen
(14)Dreadful Rebirth- resurrect any target is range as an undead, what kind of undead creature depends on how strong the body's soul was
(15)Spirit Transfer- target any nearby corpse and move your soul into it, when taking over a corpse you may use one of there spells in place of this
(100)Death Wish- by ending yourself; kill as many targets as you can think of

FIRE
(1)Fireball- target an area and do higher DMG to everything neer it
(2)Engulf- cover yourself in flames and DMG yourself and everyone neer you
(3)Burning Hands- touch a target and start it on fire
(4)Warmth- warm the battlefield, if a large amount of water is present steam will start to form
(5)Flame Step- if you are in the air: form flames under 1 foot and jump off of it
(6)Flame- a weak spell that children learn, does very minor DMG
(7)Burning Circle- fire moves out of your body from all directions dealing lesser DMG to everything in range
( cool Flaming Fists- fire covers your hands making all punches and kicks you do be infused with fire
(9) Mystic Fire- burn a stratus ailment away from a nearby target
(10)Consuming flame- touch a target and severely burn them, dealing more DMG every turn it isn't treated

WATER
(1)Flatten- flatten yourself into nothing and reform somewhere nearby
(2)Bubble- put a target in a bubble and make it float upwards until it pops
(3)Flow- move ontop of a stream of water, when on the water you can move faster and have more control over your movements
(4)Waterfall- make a stream of water move toward a target, if hit the target of this spell will be moved to wherever the stream ends and will be nocked over
(5)Bleed- Enchant your blood: and use it for all water spells, DMG done by blood spells are higher then normal
(6)Clean- if you have yet to take DMG: deal high DMG to a farway target
(7)Splash- a weak spell that children learn, does very minor DMG
( cool Slash- if sand is around: target anything nearby and deal higher DMG to it
(9)Moist- Touch a taget and it sweats causing the area near them to be warm
(10)Blade- pull a stream of water out of a container: and target anything nearby and deal average DMG
(11)Slow- Make a nearby area be covered in water, anything attempting to move through this water will be heavily slowed
(12)Drip- if you are in the air: transform yourself into a drop of water and land anywhere nearby, if you land on a target deal minor DMG
(13)Geyser- if the nearby area is warm: launch yourself into the air dealing lesser DMG to everything nearby

ICE
(1)Remove Heat- drain the heat from a target or item, this only does DMG if used multiple times
(2)Snow- create a cloud of snow that will move to a target
(3)Glacier- create a spike of ice this can only be formed where there is snow
(4)Snowball- create a snowball and throw it somewhere when it lands it expands and covers a large area in snow
(5)Change Terrain- change snow into ice or ice into snow
(6)Cold Counter- if you are targeted by a spell and the caster is standing on ice, you may freeze them to where they are standing
(7)Snow Slide- make snow expand that is touching existing snow
( cool Avalanche- if a large amount of snow is on the ground, make a wave of snow to land ontop of a target
(9)Shard- destroy all ice on the battlefield; deal high DMG to anything standing on ice
(10)Mirror- when targeted by a spell and ice is on the ground near you: once per day; trap the spell in a mirror and recast it until the mirror is broken
(11)Snowflake- a weak spell that children learn, does very minor DMG
(100)Freeze Soul- freeze any target in time

NATURE
(1)Restoration- target something, the target will now gradually regenerate HP over time
(2)Polymorph2- turn into any animal
(3)Consume- eat something and gain a small amount of HP and become slightly larger
(4)Trap- make a wall of vines from the ground, these vines can only be destroyed by a fire spell
(5)Steal Leaf- enlarge a leaf to use as a shield
(6)Impale- turn your arm into a sharp tree branch to a attack a nearby target for avrage DMG
(7)Fall- make leafs from plant around you attack a target; a single leaf only does minor DMG
( cool Parasite- throw a seed at a target in range; witch will hatch and start to DMG the target, if the target of this spell gets near another target a seed will also be planted in them
(9)Leaf- a weak spell that children learn, does very minor DMG
(10)Tangle- move vines around the battlefield and deal avrage DMG to anything that touches them, at the end of you turn you may shirnk the size of the area they cover

EARTH
(1)Animate- turn a object into a minion
(2)Wall- bring a wall of stone out of the ground
(3)Amplification Crystal- make a crystal rise out of the ground, any spell cast through this will have its effect doubled
(4)Stone Skin- cover your skin in stone, when in this state you take less DMG from attacks, if you are targeted by a water spell the stone will fall apart
(5)Gravel Whirlwind- move nearby gravel or sand around you quickly Damaging nearby targets and shielding you from water magic
(6)pebble- a weak spell that children learn, does very minor DMG
(7)Pitfall- target 3 faraway locations and make a hole under the ground a target that stands there will be stuck there
( cool Roll- roll a wave of dirt over a target within range
(9)Mold- touch a rock to change state based on the temperature around it
(10)Crush- target the limb of any living thing around you and deal lesser DMG to that target until the spell falls or focus is lost
(11)Repurpose- use any number of minions to create a different object out of them
(12)Pupet Bomb- destroy any minion and deal average DMG to anything nearby the minion
(13)Stone Heart- make any 1 minion you control be unable to be targeted
(14)Sit- cover yourself in incredibly hard stone that even you cannot break, you can't move, take DMG, or deal DMG in this state, the stone will vanish after 1 day
(100)Gravity- increase the weight of a target or item, this cannot do DMG directly

AIR
(1)Gust- knock a target back a small amount and do average DMG
(2)Control Storms- manipulate the clouds above you to change the weather temporarily in a small area
(3)Focus Air- separate hot or cold air to attack a target with, DMG done by this spell depends on how hot or cold the air is
(4)Wind Walk- move somewhere in range
(5)Spin- if you are targeted by a spell change the target to a different nearby target
(6)Flow- a weak spell that children learn, does very minor DMG
(7)Condense- gather air into a ball anywhere in range; after 15 seconds that area will explode Dealing high DMG to everything nearby it
( cool Tone- make the sound of a wind instrument in any area in range
(9)Dance of Blades- create blades of wind that spiral around you hitting everything nearby for lesser DMG
(10)Crinoline- create a small ball of wind to hold up light objects
(100)Unravel- teleport anywhere in the world instantly

LIGHTNING
(1)Chain Lightning- deal avrage DMG to a target and a target near that then a target near that target until there is no targets left to move to
(2)View Memories- look into the memories of a target near you
(3)Seance- you can know the location of all living things near you
(4)Charge- build up magical energy endlessly and gain power over time, restoring a slight amount of HP and increasing the effectiveness of your next attack
(5)Thunder Weapon- make a sword and instantly use it to attack a target, if you have a weapon you can cover that instead
(6)Transfer- send a message to a target located anywhere
(7)Generate Heat- hold a bolt of lightning and DMG anything that touches it, if this spell does DMG end it
( cool Spark- a weak spell that children learn, does very minor DMG
(9)Thunder- strike down lightning from the sky at a target in range, dealing higher DMG
(10)Identity- target anything that can cast spells in range; all spells the target knows will be revived
(11)

LIGHT
(1)Healing Light- lightly heal the party
(2)Healing Hand- touch a target to heal them greatly
(3)Healing Ray- heal a target within range
(4)Sunbeam- when the sun is visible: deal high DMG to a target in range
(5)Purify- remove curses and darkness from an area
(6)Blinding Flash- blind people around you
(7)Warmth- create a warm light that does minor DMG to all undead in a nearby area
( cool Honor Chains- form chains of light contenting you to a target, you and the target of this spell can only DMG each other
(9)Honor String- connect yourself to a willing target, DMG done to both you and the target is halved, but bolth targets take the DMG
(10)Honor Strike- DMG a nearby target, the DMG done by this spell is based on how much DMG you have taken
(11)Light- a weak spell that children learn, does very minor DMG
(12)Resurrection- touch any target that has died in the last 30 seconds: and attempt to revive them
(13)
(100)Holly Sunbeam- when the sun is visible: deal absurd DMG to anything, when the sun isn't visible: cast Sunbeam from your hand

ARCANE
(1)Top Hat- cast a random spell either of one type or all types(decided at character creation)
(2)Polymorph1- change into any magical creature or any human
(3)Shield- shield the party
(4)Enchant Equipment- buff a piece of equipment permanently
(5)Arcane Beam- higher DMG line attack
(6)Magic Missile- homeing magic attack, deals avrage DMG
(7)Spell blade- Enchant a weapon with a random spell temporarily
( cool Conjure Fortune- make gold or other items out of mana
(9)Rune- mark a floor or wall with a spell that can be activated at any time
(10)Copy- reuse the last spell that was cast
(11)Arcane Disk- make a ring of arcane magic that can block attacks or be used for to deal average DMG
(12)Drain- touch a target and drain them of magic
(13)Dissolve- touch something and slowly make it loss HP as long as you can keep hold of it
(14)Misdirection- make any spell that is cast be aimed at you
(15)Charm- temporarily make a weaker target fall in love with you
(16)Act- make any target in range make the expression of any emotion, the target of this spell does not feel this emotion
(17)Levitate- move a target into the air, the speed the target can move at is not effected
(1 cool Sparkle- a weak spell that children learn, does very minor DMG
(19)Drain Mana- touch any living thing and absorb mana from it, then cast a random arcane spell
(20)Raining Hats- drop 10 hats down from the sky in random locations, each hat will cast a random spell when it lands(hats are neutral party)
(21)Multiroll- when a rendom spell is cast: pick one of 2 spells to cast
(22)Fez- cast a random spell out of a pool of 10(the spells in this pool are decided at character creation, and legendary spells cannot be selected)
(23)Burst- force any target in range to cast a spell
(100)Master Charm- make anyone you think of fall in love with you, this spell lasts for as long as you want it to  
PostPosted: Tue Feb 19, 2019 9:26 am
This is gonna be long... (I added in some lines [sort of] to help break it up a little for when you reply. Maybe hit "preview" a few times while replying so that gaia doesn't sign you out while you type. You know, in case it takes you a while to get through all of it...)

Xa44
If you want you can add shade to your character for free if you want(same goes for any of the spells with the same description) it's just a nice little roleplay spell to tell a bit about your character
If you can get me a list of what 3 spells you 2 want to start(or if you wanna add something that isn't there(might say no to it for game balance)) also what the first few spells you would want from LV up(really wanna work on grounding this system so it can be easily reused for other RPs in the same world and bring back characters easily(because you bet people will return in EP4(need to work on names))

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First, a couple potential spell ideas for the spell list (I know you said you aren't really looking for additional spells at the moment, but I'd thought I'd post a couple anyways.

Disrupt; You should add some sort of burst/blast-type spell that functions as an outward force (not quite an explosion) to push enemies within a certain range away from the caster. The blast would originate from the caster's position and blast outward, knocking back enemies within a 5' radius. Can be used to defensively block (or disrupt) an attack, but is better for pushing back enemies. (would use a good amount of magic, and would have limited use. May be adjusted or adapted to apply to other elements as well (much like air's "gust" ability).
Although if we get creative then I suppose we could adapt an existing spell (like Terran's tangible shadows) to function the same way...

Dissolve can be altered to affect targets within a certain area, but that's more of a boss-thing.

Also, maybe add "fearful aura" to your list of spells somewhere (as a darkness spell, preferably). It acts like a debuff, lowering an enemies accuracy and fortitude through fear, but it doesn't work on all enemies. Can cause weaker enemies to cower and/or flee.
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Ok. How might these spells translate into the formula (adjustments/edits in red.):

Haru Yates

As for Terran's magic, I'm struggling with it a little because all of his abilities are somewhat related to one-another. The "more powerful spells" are actually more developed or "advanced" versions of what he already knows. His magic becomes stronger as he develops his abilities.

Shadow Manipulation (Lv.1) The ability to control and manipulate a shadow's size, shape, length, and intensity (how dark the shadow looks). This ability looses any effect in pitch-darkness, as shadows require a light source and a room can not be made brighter by shrinking shadows. (Lv.2) Can be used to darken a room and extinguish dim non-magical light sources, such as candle light or small torches. (Lv.3) "Black-out", ability to extinguish light by blocking it out completely with a thick black shadow. This power may also extinguish magical sources of light, and can push back light magic.

Tangible Shadows (Lv.1) Ability to physically interact with shadows as if they were physical matter (usually in a thick liquid-like state, smoke-like state, or as a state of matter in between the two). The shadow in this form can be thrown in the eyes of enemies to blind them, or, (Lv.2)(more gruesomely), used to choke or "flood" enemies. Ability to lift (into the air) and manipulate tangible shadows without physically touching them becomes available at Lv.2 as well. See "Shadow Conjure".

Shadow Meld (Lv.1) Related to the above abilities; the ability to cloak oneself (or objects) in shadow like a blanket for concealment or to hide from sight, usually by wrapping the shadows around him, or by sinking into the shadow as if it were a deep puddle. Terran can see through these shadows, but he can be found if he is stumbled over or bumped into (if he is not inside the shadow), or if the shadows are repelled or extinguished by a source of light. Shadow must be large enough to hide within. Ability to move within shadow. Terran moves through shadows at his regular speed (risking being seen or loosing his cover)[edit: like seeing movement out the corner of your eye], or slower (to keep his cover), and the shadows must be connected (overlapping or joined) to travel through them. (Lv.3) Travel through shadows quickly, seemingly as if to disperse and teleport from one shadow to another. This ability includes being able to connect two visible shadows as if they were portals, but still requires them to be connected. (Lv.4; max.) Ability to physically become like a shadow. Grants caster the ability to dissolve/travel as a mist-like smoke and reform in another close visible location. Blades would cut through the caster as if they were cutting through smoke.

Shadow Capture "Bind"; Related to Shadow Meld. (Lv.1) Ability to immobilize or hold a person or object in place through it's shadow. (Paralysis/immobilization). The strength of this ability is relys on the caster's physical strength to hold or manipulate a target. Caster must have line of sight to use this ability. Caster's shadow must overlap, or be connected to a shadow that overlaps the target's shadow. (Lv.2) Ability to move/manipulate a target's movement by force through their shadow. (This ability may be regarded as an extension of Lv.1, but it becomes easier to manage at Lv.2) (Lv.3) Advanced Shadow Capture: Shadow Prison. The ability to draw/pull a target into the shadow below them, much like the ability to shadow meld, and trap them in the darkness. Shadow must be connected to the caster's shadow, and is essentially drawn into the caster's shadow. Caster will enter their "shadow prison" if they meld into their own shadow while a target is captured. (The prison is considered the caster's domain, and the caster can see the target through the darkness while within their own prison.) If this spell can be countered or broke, it may cause damage to the caster. (Lv.4 Max) Advanced Shadow Prison: Consumption. Draws energy from the target trapped within the shadow prison. Causes necrotic damage, and can heal the caster by consuming the energy of the prisoner. (slower, but similar to the effects of blood without the boost in physical strength.). ("An eye for an eye, as they say") [Edit] (Lv.5 Max) Ability to use Lv.1 Shadow Capture ("Bind" ) on multiple targets. (Max targets TBD.) Requires concentration/focus to maintain.

Shadow Conjure (Lv.2) Ability to create/conjure tangible shadows out of thin air. (See tangible shadow). (Lv.3) Ability to conjure/form solid objects out of shadow. These solid objects are generally created in groups (multiples of about 4-7 at a time), and they are sharpened spikes that the caster then launches at a target as a projectile attack. (Lv.4) Conjure obsidian swords of shadow that behave in much the same way as the previous spikes, but they are stronger and more durable. (Lv.5 Max) Extension of the Lv.4 Shadow Conjure ability (is available at level 4, but requires practice to master [hence, Lv.5]); conjure/create an obsidian shadow blade to use as a weapon in battle. The caster, with sufficient control, can change the blade from solid to shadow and back at will (although it is unclear of if the blade is truly returning to a solid state, or if it has simply been replaced instantly by a newly conjured shadow blade). Requires skill to use a sword effectively.

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Would each spell "level" be assigned like a separate spell, with the previous levels acting like a prerequisite (and filling a spell slot, if you will)?
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I'll definitely want to start with "shadow manipulation", since most of his other spells rely on it in some form or another. It's mainly used alone to set a mood, or in conjunction with other spells for better Shadow Meld mobility. He can use it in a similar manner to the 'fearful aura' spell I mentioned to intimidate others or make himself look more menacing, (used to intimidate and startle/freak out others), but 'fearful aura' would have a stronger effect (causing weaker enemies to cower and potentially flee in fear) and a higher success rate. Basic shadow manipulation may even develop into 'fearful aura' eventually. (Although Terran's red eyes and general cold attitude towards strangers make him naturally intimidating without needing to use magic...)

Next, I'd have to definitely say "shadow meld". He needs to be able to use shadow to his advantage. Note: He must have a large enough shadow to hide within, (if not, then he'll have to expand it first).

Third would have to be "Tangible shadows", because, like shadow manipulation, most--if not all--of his abilities (including Shadow Meld) rely on this technique.

These three abilities often work together as well, (to hide and gain cover, especially).
I would also like to mention that while using "shadow meld" in conjunction with "tangible shadows" (which is like sinking into a shadow puddle), Terran can not be discovered by tripping over him, (as mentioned above, since he is inside the shadow), but can still be discovered by having a light cast away the shadow as he can't hide within something that is no longer there. As long as there is no longer a shadow to hide within, it'll appear as if something invisible simply becomes visible as the light hits it, even if he was previously inside the shadow. He cannot conceal others inside his shadow in this way until he is able to learn "shadow prison".

If "shade" is free, then I should take it (because it doesn't make sense for him to not know it if it's to have been learned as a child). What does it look like?
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The next spell he would have to gain is:
Lvl.1 Shadow Capture ["Bind"], followed by
Lvl.2 Shadow Manipulation,
Lvl.2 Tangible Shadows ["Flood"] (Proposal: Can also be used to an extent to form a temporary weak barrier similar to one made of water. This may only partially block one attack, possibly by disrupting line of sight, kinda like splashing shadows up),
Lvl.2 (First level) Shadow Conjure, then
Lvl.2 Shadow capture,
Lvl.3 [Advanced] Shadow Capture ["Shadow Prison"],
Lvl.3 shadow Conjure,
Lvl.3 Shadow Manipulation ["Blackout"],
Lvl.3 Shadow Meld,**
Lvl.4 [Advanced] Shadow Prison ["Consumption"],
Lvl.4 Shadow Conjure ["Obsidian Blades"] (would prefer if he initially learns this in battle like a finisher),
Lvl.5 Shadow Conjure ["Obsidian Blade"] (would be cool to reveal in battle, but may be learned outside of battle.)
Lvl.4 Shadow Meld (Should maybe be learned last?)
Lvl.5 Shadow Capture
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**Adjusting Lvl.3 Shadow Meld so that shadows must be connected (even if by a thin line of shadow) to travel between or use like portals (think reach into one to grab something out of another, like a wormhole.)
Alt: RE: Lvl.3 Shadow Meld's ability to travel between shadows as if they are portals: If combined with arcane ability to teleport, then portals do not need to be connected. (Any arcane spell to teleport should be learned after learning level 3 Shadow Meld.)
Better yet, I propose that Lvl.1 Shadow Meld allow him to move at a walking pace within shadows without risking cover, or at a running pace while risking cover. He cannot move at a sprinting speed. The proposed Lvl.2 Shadow meld would not be necessary and the Lvl. 3 would be as originally stated above.
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Did I forget anything?

If he learns any arcane spells, they should be linked to his vampire heritage. They should simply manifest as he gets stronger (higher tier; end of level 3 spell and into the level 4 spells). That would also freak him out, as becoming like his father is among his greatest fears!

What works better? Feel free to nit-pick.
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Edit:
For arcane abilities,
Shield may be learned sometime after learning Lvl.2 Tangible Shadow/"flood" as a way to enhance his shielding/defensive ability. (unsure because he normally just uses his natural speed and shadow meld to attempt to dodge. He'd only attempt a shield if he feels he can't dodge or he's trying to protect something important.)

Charm may be learned either right before or just after after learning Lvl.4 Shadow Prison: "Consumption".
Drain and Dissolve should be learned well after Lvl.4 Shadow Prison: "Consumption".
Act may follow as an extension of charm.
Misdirection may also be a potential ability for Terran. (Then again, he could just drop the target into his shadow before they get hit after learning shadow prison instead.)

So since I'm thinking of any arcane spells that Terran may gain as vampire powers, (as if Vampires are creatures of chaos, rather than darkness), I might propose some ideas relating to "blood magic" used mainly to control/manipulate others in times of desperation. (Like things with the name "puppet" [similar to Lv.2 Shadow Capture, but using his blood instead of his shadow. Not sure if this would involve a target having ingested his blood, having been injected with Terran's blood (possibly by means of another attack involving a shadow-conjure -type weapon made of blood instead of shadow, like piercing bullets or shards), or [my personal favourite] simply using strands of coagulated blood to act as puppet strings [possibly embedded in a target using a method similar to the "injection" method]. Undecided about the mechanics.), "gorge" (Overloading a target's system by injecting them with his own blood, similar to "flood", but inverted), or "draw" (drawing blood from incapacitated opponent's wounds within a certain radius (let's say 20 feet) without physically touching them [think streams of red drifting across the floor towards an unconscious Terran]. Draw may only be used subconsciously to stabilize the caster when close to death due to injury/blood loss. He can not use this ability voluntarily, and it is a slow spell. Moving Terran out of range of any incapacitated targets interrupts the spell, there must be enough blood to stretch across the floor, or it'll just coagulate and dry up before it reaches him, negating any benefit.)

A bit macabre, but these abilities would generally be off-limits to Terran. The exception would be as a survival feature (like a vampire acting on it's impulses without restraint due to severe blood loss, potentially leading to a lack of consciousness), or after consuming human blood (like being in a drunken/mad state).

Note: Terran would never willingly drink blood, so if this happens then it'd either be because he's desperate (like a cornered animal), forced, not aware/conscious enough to recognize or resist the impulse to do so (again, as a survival mechanism), or mad enough to "see red," as they say.
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...Just started wondering something: How exactly do you kill a vampire? (Maybe don't answer that so I can find out during the RP.) I figured that Terran would end Fenrir with an Obsidian Blade through the heart or something, but what would happen if Terran actually drank Fen dry? (or nearly dry... an act of desperation, if ever.) I wonder if he'd get sick or if he'd fall victim to a similar blood-magic? Or maybe they'd both be sick. (For one vampire to bite another's nape, it's kinda like a sign of dominance, so that might be hilarious! But it might also piss off Fen... which may be bad for Terran's health as he realizes how wrong that felt a little too late. [unless he really can finish him off by drinking him dry.]) Gotta love some Father-Son family drama.
Fenrir: "For that, I'm washing your underwear with mine next laundry day!"
Terran: "Eh?!?!" *mortified*
What's Terran, like, 6 years old here?  

Haru Yates
Vice Captain

Dangerous Lunatic

10,975 Points
  • Prayer Circle 200
  • Dressed Up 200
  • Brandisher 100

Xa44
Captain

PostPosted: Tue Feb 19, 2019 3:04 pm
Haru Yates

As for Terran's magic, I'm struggling with it a little because all of his abilities are somewhat related to one-another. The "more powerful spells" are actually more developed or "advanced" versions of what he already knows. His magic becomes stronger as he develops his abilities.
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Would each spell "level" be assigned like a separate spell, with the previous levels acting like a prerequisite (and filling a spell slot, if you will)?


ok so this is something that is a little too much for me to manage, if you wanna nerf yourself at the start and be a little OP by the end that is fine but from now on almost all characters in these RPs(including NPCs, enemy's, ECT) will follow this general formula

LV1
starting spell
starting spell
starting spell

LV2
new spell

LV3
new spell

LV4
new spell

LV5
new spell

and so on until there is so manny spells that it is just ridiculous
the idea behind this is less restriction when starting off and making things easy and simple to approach for new players and making rando NPC characters(this system will be the only thing I use for a long time(I have ideas for new editions but they add to what is here)) My onerall goal is to put this system out for randos to look at and say yes I wanna use that system or steal that cool ability(like tophat)

Haru Yates

If "shade" is free, then I should take it (because it doesn't make sense for him to not know it if it's to have been learned as a child). What does it look like?


like if a firefly made darkness with its butt instead of light

Haru Yates

Lvl.1 Shadow Capture ["Bind"], followed by
Lvl.2 Shadow Manipulation,
Lvl.2 Tangible Shadows ["Flood"] (Proposal: Can also be used to an extent to form a temporary weak barrier similar to one made of water. This may only partially block one attack, possibly by disrupting line of sight, kinda like splashing shadows up),
Lvl.2 (First level) Shadow Conjure, then
Lvl.2 Shadow capture,
Lvl.3 [Advanced] Shadow Capture ["Shadow Prison"],
Lvl.3 shadow Conjure,
Lvl.3 Shadow Manipulation ["Blackout"],
Lvl.3 Shadow Meld,**
Lvl.4 [Advanced] Shadow Prison ["Consumption"],
Lvl.4 Shadow Conjure ["Obsidian Blades"] (would prefer if he initially learns this in battle like a finisher),
Lvl.5 Shadow Conjure ["Obsidian Blade"] (would be cool to reveal in battle, but may be learned outside of battle.)
Lvl.4 Shadow Meld (Should maybe be learned last?)
Lvl.5 Shadow Capture
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**Adjusting Lvl.3 Shadow Meld so that shadows must be connected (even if by a thin line of shadow) to travel between or use like portals (think reach into one to grab something out of another, like a wormhole.)
Alt: RE: Lvl.3 Shadow Meld's ability to travel between shadows as if they are portals: If combined with arcane ability to teleport, then portals do not need to be connected. (Any arcane spell to teleport should be learned after learning level 3 Shadow Meld.)
Better yet, I propose that Lvl.1 Shadow Meld allow him to move at a walking pace within shadows without risking cover, or at a running pace while risking cover. He cannot move at a sprinting speed. The proposed Lvl.2 Shadow meld would not be necessary and the Lvl. 3 would be as originally stated above.

Did I forget anything?

If he learns any arcane spells, they should be linked to his vampire heritage. They should simply manifest as he gets stronger (higher tier; end of level 3 spell and into the level 4 spells). That would also freak him out, as becoming like his father is among his greatest fears!

What works better? Feel free to nit-pick.

Edit:
For arcane abilities,
Shield may be learned sometime after learning Lvl.2 Tangible Shadow/"flood" as a way to enhance his shielding/defensive ability. (unsure because he normally just uses his natural speed and shadow meld to attempt to dodge. He'd only attempt a shield if he feels he can't dodge or he's trying to protect something important.)

Charm may be learned either right before or just after after learning Lvl.4 Shadow Prison: "Consumption".
Drain and Dissolve should be learned well after Lvl.4 Shadow Prison: "Consumption".
Act may follow as an extension of charm.


Haru Yates

Misdirection may also be a potential ability for Terran. (Then again, he could just drop the target into his shadow before they get hit after learning shadow prison instead.)


that wouldn't always work because timing, but yeah that is the idea of the spell

Haru Yates

So since I'm thinking of any arcane spells that Terran may gain as vampire powers, (as if Vampires are creatures of chaos, rather than darkness), I might propose some ideas relating to "blood magic" used mainly to control/manipulate others in times of desperation. (Like things with the name "puppet" [similar to Lv.2 Shadow Capture, but using his blood instead of his shadow. Not sure if this would involve a target having ingested his blood, having been injected with Terran's blood (possibly by means of another attack involving a shadow-conjure -type weapon made of blood instead of shadow, like piercing bullets or shards), or [my personal favourite] simply using strands of coagulated blood to act as puppet strings [possibly embedded in a target using a method similar to the "injection" method]. Undecided about the mechanics.), "gorge" (Overloading a target's system by injecting them with his own blood, similar to "flood", but inverted), or "draw" (drawing blood from incapacitated opponent's wounds within a certain radius (let's say 20 feet) without physically touching them [think streams of red drifting across the floor towards an unconscious Terran]. Draw may only be used subconsciously to stabilize the caster when close to death due to injury/blood loss. He can not use this ability voluntarily, and it is a slow spell. Moving Terran out of range of any incapacitated targets interrupts the spell, there must be enough blood to stretch across the floor, or it'll just coagulate and dry up before it reaches him, negating any benefit.)

A bit macabre, but these abilities would generally be off-limits to Terran. The exception would be as a survival feature (like a vampire acting on it's impulses without restraint due to severe blood loss, potentially leading to a lack of consciousness), or after consuming human blood (like being in a drunken/mad state).

Note: Terran would never willingly drink blood, so if this happens then it'd either be because he's desperate (like a cornered animal), forced, not aware/conscious enough to recognize or resist the impulse to do so (again, as a survival mechanism), or mad enough to "see red," as they say.


blood magic is kinda a water thing, so to do that you would need to do it via a ritual, witch is easy enough and you might be able to work it in better that way


Haru Yates

...Just started wondering something: How exactly do you kill a vampire? (Maybe don't answer that so I can find out during the RP.) I figured that Terran would end Fenrir with an Obsidian Blade through the heart or something, but what would happen if Terran actually drank Fen dry? (or nearly dry... an act of desperation, if ever.) I wonder if he'd get sick or if he'd fall victim to a similar blood-magic? Or maybe they'd both be sick. (For one vampire to bite another's nape, it's kinda like a sign of dominance, so that might be hilarious! But it might also piss off Fen... which may be bad for Terran's health as he realizes how wrong that felt a little too late. [unless he really can finish him off by drinking him dry.]) Gotta love some Father-Son family drama.
Fenrir: "For that, I'm washing your underwear with mine next laundry day!"
Terran: "Eh?!?!" *mortified*
What's Terran, like, 6 years old here?


you hit it really hard, not going to add any restriction to it because whatever finisher you can think of would be cooler  
PostPosted: Tue Feb 19, 2019 7:15 pm
Xa44
Haru Yates

Would each spell "level" be assigned like a separate spell, with the previous levels acting like a prerequisite (and filling a spell slot, if you will)?


ok so this is something that is a little too much for me to manage, if you wanna nerf yourself at the start and be a little OP by the end that is fine but from now on almost all characters in these RPs(including NPCs, enemy's, ECT) will follow this general formula

LV1
starting spell
starting spell
starting spell

LV2
new spell

LV3
new spell

LV4
new spell

LV5
new spell

and so on until there is so manny spells that it is just ridiculous
the idea behind this is less restriction when starting off and making things easy and simple to approach for new players and making rando NPC characters(this system will be the only thing I use for a long time(I have ideas for new editions but they add to what is here)) My onerall goal is to put this system out for randos to look at and say yes I wanna use that system or steal that cool ability(like tophat)

Ok, hold up a second. Let me try to rephrase my level=spell list:

LV1

    Lvl.1 Shadow Manipulation
    Lvl.1 Shadow Meld
    Lvl.1 Tangible Shadow


LV2

    Lvl.1 Shadow Capture ["Bind"]


LV3

    Lvl.2 Shadow Manipulation


LV4

    Lvl.2 Tangible Shadows ["Flood"] (Proposal: Can also be used to an extent to form a temporary weak barrier similar to one made of water. This may only partially block one attack, possibly by disrupting line of sight, kinda like splashing shadows up)


LV5

    Lvl.2 (First level) Shadow Conjure


LV6

    Lvl.2 Shadow capture


LV7

    Lvl.3 [Advanced] Shadow Capture ["Shadow Prison"]


LV8

    Lvl.3 shadow Conjure


LV9

    Lvl.3 Shadow Manipulation ["Blackout"]


LV10

    Lvl.3 Shadow Meld**


LV11

    Lvl.4 [Advanced] Shadow Prison ["Consumption"]


LV12

    Lvl.4 Shadow Conjure ["Obsidian Blades"] (would prefer if he initially learns this in battle like a finisher)


LV13

    Lvl.5 Shadow Conjure ["Obsidian Blade"] (would be cool to reveal in battle, but may be learned outside of battle.)


LV14

    Lvl.4 Shadow Meld (Should maybe be learned last?)


LV15

    Lvl.5 Shadow Capture


~So the level I wrote down was referring to the spell's level, not the character's level. And when I say "spell slots", I mean a slot per spell that you learn at each level. level 1=3 spells, so 3 slots, +1 per each additional level. Terran might appear to have less spells by the end of it, but I like it this way because it shows that he's specializing in a certain style. It's kind of like stacking spells, but not; more like using more slots for stronger spells. Something like that, anyways. (Like having multiple levels of the same spell. Each level must remain in it's slot because it's a prerequisite for learning the spell's next level, as if each spell level is a separate spell).
In summary, I want him to specialize in mainly Shadow magic.

Xa44

Haru Yates

If "shade" is free, then I should take it (because it doesn't make sense for him to not know it if it's to have been learned as a child). What does it look like?


like if a firefly made darkness with its butt instead of light

rofl. That's awesome.

Xa44
Haru Yates

So since I'm thinking of any arcane spells that Terran may gain as vampire powers, (as if Vampires are creatures of chaos, rather than darkness), I might propose some ideas relating to "blood magic" used mainly to control/manipulate others in times of desperation. (Like things with the name "puppet" [similar to Lv.2 Shadow Capture, but using his blood instead of his shadow. Not sure if this would involve a target having ingested his blood, having been injected with Terran's blood (possibly by means of another attack involving a shadow-conjure -type weapon made of blood instead of shadow, like piercing bullets or shards), or [my personal favourite] simply using strands of coagulated blood to act as puppet strings [possibly embedded in a target using a method similar to the "injection" method]. Undecided about the mechanics.), "gorge" (Overloading a target's system by injecting them with his own blood, similar to "flood", but inverted), or "draw" (drawing blood from incapacitated opponent's wounds within a certain radius (let's say 20 feet) without physically touching them [think streams of red drifting across the floor towards an unconscious Terran]. Draw may only be used subconsciously to stabilize the caster when close to death due to injury/blood loss. He can not use this ability voluntarily, and it is a slow spell. Moving Terran out of range of any incapacitated targets interrupts the spell, there must be enough blood to stretch across the floor, or it'll just coagulate and dry up before it reaches him, negating any benefit.)

A bit macabre, but these abilities would generally be off-limits to Terran. The exception would be as a survival feature (like a vampire acting on it's impulses without restraint due to severe blood loss, potentially leading to a lack of consciousness), or after consuming human blood (like being in a drunken/mad state).

Note: Terran would never willingly drink blood, so if this happens then it'd either be because he's desperate (like a cornered animal), forced, not aware/conscious enough to recognize or resist the impulse to do so (again, as a survival mechanism), or mad enough to "see red," as they say.


blood magic is kinda a water thing, so to do that you would need to do it via a ritual, witch is easy enough and you might be able to work it in better that way


In that case, scrap it. It doesn't fit the character well if it's water. (Although I should remind you that consuming blood does increase his strength, speed, and healing ability as a vampire racial trait.)
Then again, Terran may go through the whole RP without drinking any blood at all. He's pretty headstrong, so craving might be the worst of it depending on on the situation.

Edit: this may be a stretch, but you could classify blood magic as arcane if you think of it as an enchantment or a curse. *shrugs* Or we could say no because he's half human.

Xa44
Haru Yates
...Just started wondering something: How exactly do you kill a vampire? (Maybe don't answer that so I can find out during the RP.) I figured that Terran would end Fenrir with an Obsidian Blade through the heart or something, but what would happen if Terran actually drank Fen dry? (or nearly dry... an act of desperation, if ever.) I wonder if he'd get sick or if he'd fall victim to a similar blood-magic? Or maybe they'd both be sick. (For one vampire to bite another's nape, it's kinda like a sign of dominance, so that might be hilarious! But it might also piss off Fen... which may be bad for Terran's health as he realizes how wrong that felt a little too late. [unless he really can finish him off by drinking him dry.]) Gotta love some Father-Son family drama.
Fenrir: "For that, I'm washing your underwear with mine next laundry day!"
Terran: "Eh?!?!" *mortified*
What's Terran, like, 6 years old here?


you hit it really hard, not going to add any restriction to it because whatever finisher you can think of would be cooler


Eh? I hit something hard? *confused/doesn't get it* (What?)  

Haru Yates
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PostPosted: Tue Feb 19, 2019 9:00 pm
So yeah, i guess i am nerfing Terran, but only because it's necessary, but it'll hopefully pay off later when he masters his shadow craft. In the mean time, he's got his physical strength and inhuman endurance (he's quite durable) to fall back on.  
PostPosted: Wed Feb 20, 2019 12:13 pm
Haru Yates
So yeah, i guess i am nerfing Terran, but only because it's necessary, but it'll hopefully pay off later when he masters his shadow craft. In the mean time, he's got his physical strength and inhuman endurance (he's quite durable) to fall back on.

By hit it really hard I mean that vamps will not only die to 1 thing
Other than that everything looks fine  

Xa44
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Xa44
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PostPosted: Wed Feb 20, 2019 12:28 pm
Haru Yates
So yeah, i guess i am nerfing Terran, but only because it's necessary, but it'll hopefully pay off later when he masters his shadow craft. In the mean time, he's got his physical strength and inhuman endurance (he's quite durable) to fall back on.

Also kinda funny because spell stacking is a thing a character can get via a soumamori  
PostPosted: Wed Feb 20, 2019 2:44 pm
Xa44
Haru Yates
So yeah, i guess i am nerfing Terran, but only because it's necessary, but it'll hopefully pay off later when he masters his shadow craft. In the mean time, he's got his physical strength and inhuman endurance (he's quite durable) to fall back on.

By hit it really hard I mean that vamps will not only die to 1 thing
Other than that everything looks fine


Yay! Terran is approved!
Also, is there a max level or anything like that? I don't know how experience will be awarded (individually, divided among the party, or at predetermined intervals determined by the story) so I'm a little concerned about if I'm pacing his development enough or not. (Because if the max level is something like 50, then he may become too powerful too soon.... which isn't necessarily bad.) I wanna make sure he remains fairly balanced.
(If max level is 15, then I'm swapping his 14th spell and his 15th spell!)  

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PostPosted: Wed Feb 20, 2019 3:06 pm
Haru Yates
Also, is there a max level or anything like that? I don't know how experience will be awarded (individually, divided among the party, or at predetermined intervals determined by the story) so I'm a little concerned about if I'm pacing his development enough or not. (Because if the max level is something like 50, then he may become too powerful too soon.... which isn't necessarily bad.) I wanna make sure he remains fairly balanced.
(If max level is 15, then I'm swapping his 14th spell and his 15th spell!)

There is no max level yet but 30 spells is a lot so the max level will probably be 25, like I said before take some arcane spells they work so well with every character and are very useful  
PostPosted: Wed Feb 20, 2019 4:21 pm
Xa44
Haru Yates
Also, is there a max level or anything like that? I don't know how experience will be awarded (individually, divided among the party, or at predetermined intervals determined by the story) so I'm a little concerned about if I'm pacing his development enough or not. (Because if the max level is something like 50, then he may become too powerful too soon.... which isn't necessarily bad.) I wanna make sure he remains fairly balanced.
(If max level is 15, then I'm swapping his 14th spell and his 15th spell!)

There is no max level yet but 30 spells is a lot so the max level will probably be 25, like I said before take some arcane spells they work so well with every character and are very useful

25 levels, eh? So I guess I should consider spacing things out a little. I'll think about where to add in those arcane abilities and where to place them in the leveling plan.
Do I need to stick to the spell list, or can I come up with my own spells if I feel they fit Terran better? (with approval, of course.)

One more thing: can charm be used to persuade people to act in the caster's favor without making them fall in love with the caster?  

Haru Yates
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PostPosted: Wed Feb 20, 2019 4:36 pm
Haru Yates

25 levels, eh? So I guess I should consider spacing things out a little. I'll think about where to add in those arcane abilities and where to place them in the leveling plan.
Do I need to stick to the spell list, or can I come up with my own spells if I feel they fit Terran better? (with approval, of course.)

One more thing: can charm be used to persuade people to act in the caster's favor without making them fall in love with the caster?

You pick what you wanna take on the level up(having it befor just helps me plan a bit), other than that I would say try to stick to the things that are there but if you wana have something that isn't there here are some rules

Stick to a most of 3 lines of text(more is fine but like 7 is way too much)
Can't be too similar to an existing spell
Nothing that is stronger than other spells
Nothing is too gimmicky

They may not act on feelings and you have full control of them and it isn't real love, but generally no  
PostPosted: Wed Feb 20, 2019 4:57 pm
Xa44
Haru Yates

25 levels, eh? So I guess I should consider spacing things out a little. I'll think about where to add in those arcane abilities and where to place them in the leveling plan.
Do I need to stick to the spell list, or can I come up with my own spells if I feel they fit Terran better? (with approval, of course.)

One more thing: can charm be used to persuade people to act in the caster's favor without making them fall in love with the caster?

You pick what you wanna take on the level up(having it before just helps me plan a bit), other than that I would say try to stick to the things that are there but if you wana have something that isn't there here are some rules

Stick to a most of 3 lines of text(more is fine but like 7 is way too much)
Can't be too similar to an existing spell
Nothing that is stronger than other spells
Nothing is too gimmicky

They may not act on feelings and you have full control of them and it isn't real love, but generally no


"Can't be too similar to an existing spell" and "Nothing that is stronger than other spells" ... Didn't I already break those rules when I created Terran's spells? (I mean, I know many of the darkness spells are based on Terran's spells, but still...)

Just to check, I am capable of using multiple spells in conjunction with eachother (as in at the same time), right? Up until now, I've been thinking of Terran's spells as something that he uses and controls intuitively. He "feels" his spells, rather than memorizing/casting them from a book, if you get what I'm saying. Because I want his magic to seem fluid and natural, not scripted.

I'm going to try to have the level=spell list ready before the RP. (because nothing is more depressing than choosing something that you think will be cool and then never having a practical opportunity to use it!)  

Haru Yates
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PostPosted: Wed Feb 20, 2019 5:05 pm
Haru Yates

"Can't be too similar to an existing spell" and "Nothing that is stronger than other spells" ... Didn't I already break those rules when I created Terran's spells? (I mean, I know many of the darkness spells are based on Terran's spells, but still...)

Just to check, I am capable of using multiple spells in conjunction with eachother (as in at the same time), right? Up until now, I've been thinking of Terran's spells as something that he uses and controls intuitively. He "feels" his spells, rather than memorizing/casting them from a book, if you get what I'm saying. Because I want his magic to seem fluid and natural, not scripted.

I'm going to try to have the level=spell list ready before the RP. (because nothing is more depressing than choosing something that you think will be cool and then never having a practical opportunity to use it!)

Yes and that is why in my notes those spells are treated as the ones in the list and that is why I have been kinda pushing away from the spell levels thing

And you can use a max of 2 spells in a turn but if you wanna say I'm doing this spell firat for purely aesthetic reasons that's fine  
PostPosted: Wed Feb 20, 2019 5:08 pm
Xa44
...but if you wanna say I'm doing this spell firat for purely aesthetic reasons that's fine

"firat"?  

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