Vera's Spells

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Vera's Spells

Post by Verity Lohlepher on Tue May 27, 2014 6:15 am

Spell name: Special Ability - Requip
Element: Special
Rank: Caster Level
MP cost: 15
Effect: The caster summons an item to their location, but only if they are able to wield it when summoned. For weapons, this means that the required number of hands must be free. For armor, they must not already have some sort of armor equipped.


Spell name: Burning Circle
Element: Fire
Rank: 2
MP cost: 15 - 30 (Depends whether the overcharge is activated or not)
Effect: When casted the proper way, the user stands in a stance where their feet is placed directly vertical from the ground and is spaced evenly. They hold the broom over their shoulder and is slightly twisted away from their feet. The user then twists their body back to its normal position while swinging the broom sideways and then pointing it directly at its chosen opponent. They must yell ‘BURNING CIRCLE’ before they start re-arranging their body in the correct position. The broom will catch a light at the bristles while the pole will becoming burning hot to touch to anyone either than the user. It then proceeds to release a steady stream of fire that is directed towards the target. When cast with only one hand on the broom, the spell loses the ability to heat up the metal in the pole and the flames that emerge are much weaker. On the other hand, when it hits the jackpot way of casting the spell, the broom will start producing its flaming rings at the top of the broom before exploding outwards. When the jackpot is hit, the overcharge extra will kick in, if not, the spell continues as per normal. The jackpot is hit when the user spins around in a circle while saying ‘FIERA IGNIS BURNS MY FLOOR FAIRLY WHEN I SWEEP’ followed by ‘Burning Circle’. The target will experience burning if the spell doesn't miss.

Power: **(*)
Speed: *(*)
Area: (*)
Extra: Burning, Overcharged, Ranged



Spell name: Flaming End
Element: Fire
Rank: 1
MP cost: 10 - 20 (Depends whether the overcharge is activated or not)
Effect: The user raises the broom stick above whilst gripping the pole towards the bit without the bristles before bringing it down and yelling ‘FLAMING END’. The broom, already glowing pink by then will erupt in flames by the time it has reached its target. This is the proper way of casting the spell. The bad way is when the spell is casted when the user is holder the broom near the bristles. Instead of lowering the attack’s power, it attacks the user instead. The jackpot way activates the overcharge and it is achieved by holding the stick in the middle of the pole and being airborne. The target will then be engulfed by the flames and burnt when hit by the flaming end  of the broom.

Power: ***(*)
Speed: (*)
Area: (*)
Extra: Burning, Overcharge



Spell name: Electrical Surge
Element: Electric
Rank: 1
MP cost: 10 - 20 (Depends whether the overcharge is activated or not)
Effect: Causes the dagger to get charged with electricity all over before releasing the energy around the blade causing electricity to race around and transfer into the target after it hits its target (causing them to have a shock by all the electricity sizzling around in their system). This doesn’t change with how the spell is casted although the intensity of the electricity is brightened or dimmed depending on whether it was well casted or not. The jackpot way of casting is by casting the spell and then throwing the dagger. The proper way is just stabbing the person.  There is no bad way. When the jack pot is hit, the spell will activate the overcharge for double MP.

Power: ***(*)
Speed: (*)
Area: (*)
Extra: Shocking, Overcharged


Last edited by Verity Lohlepher on Wed May 28, 2014 11:44 pm; edited 5 times in total
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Verity Lohlepher
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Re: Vera's Spells

Post by Tatsuma on Wed May 28, 2014 9:35 am

I shall do this by going down the list:

Burning circle:

I want to start by saying that this is very innovative and I do like it, there's just a few issues and they are as follows-

Overcharging a spell is actually on the list so a modified version that increases the status of the spell for free would detract from the actual balance that has been attempted by the list, thus I would have to say the overcharge feature will need you to use the increased mana cost.

Secondly, in order for the range of your spell to not be a touch attack you will need to add the "ranged" extra onto the spell. Area affects the number of people that can be affected by this but if you wanted it to be overcharged constantly as a natural course of the spell you are also welcome to do this. As it stands now, if you took off the overcharged and simply changed it to ranged you would still have a fireball more or less.


finally your wording makes the spell sound as though it detonates which would also require the "detonating" extra which causes a spell to explode on contact (or some other similar criterion)

Flaming end:

Again I like this, but there are some mostly similar problems-

Again we won't be allowing for the modified overcharge. The doubled MP cost is there for a reason and the stats for it need to be shown (usually done in brackets like:
Power: ***(*)
speed:(*)
range(*)
but however you want to separate it is fine).


Also the wording for the effect of your spell would tend to indicate that it is ranged which would require the "ranged" spell effect which may or may not change depending on how the discussion on the revamping of our extras goes. For the time being, however, it is a requirement for ranged spells, though if you wanted to you could simply leave it as it for yet another constant overcharge spell, but as I said you would have to use the standard overcharge.


Electrical surge:

I think by now we've gotten that I like your spells but I'll say it thrice, I like this one too :)

Overall this one is fine. You can take the word "modified" off of the overcharge extra for this spell though don't forget to add the stat changes that overcharged gives this spell just differentiate it from the other points using brackets (*) <--- such as this otherwise it looks fine to me.


As a side note, and you may already know this, but your dagger doesn't necessarily disappear when you throw it, nor does it simply return to your hand so if your character throws it, whomever the weapon sticks into is now in possession of your dagger.






Overall these spells are good and after the changes that I have mentioned have been made and your Re-quip items are approved, you'll be ready to start play. Feel free to keep the jackpots the way you have them, but the overcharge cost is still a requirement, I don't think you need to add it to your dagger because you shouldn't need a special spell to throw a dagger XD.


Bump when you're finished and I'll be happy to look over these again.

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Re: Vera's Spells

Post by Verity Lohlepher on Wed May 28, 2014 11:49 pm

Hopefully fixed so bump :)




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Re: Vera's Spells

Post by Tatsuma on Thu May 29, 2014 9:03 am

Looks like these are good to go, congratulations your spells are approved, don't forget your equipment and you'll be finished, I'm heading over to deal with that now.


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