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Post by Kaiscoolness on Aug 30, 2016 18:05:20 GMT
Darkness Magic Ideas
Before i begin, i have no sense of nerfing and stats and the such, so adding stats to this is beyond me, haha. If you decide to add any of these to the rp, please add stats and difficulty level (Novice, Apprentice, Expert, etc.) to them as you see fit (but please do keep the root of the spells untouched, ok? Thanks). The x's in this post represent a variable like damage, round lasting, mana usage, etc. All x's in this post will be marked with Bold, Italics and will also be underlined for your viewing pleasure.
Spike of Darkness - The caster can make a spike forcefully appear from any surface covered in shadows. The spike cannot extend outside the shadows, as the spike will disintegrate with the contact of sunlight, electrical light, light magic, etc. Deals 15 damage to the target. Uses 15 mana. Exposure to light will negate the spell.
Light Magic Ideas
Shining Light - The caster is engulfed by a shining light, illuminating the surroundings, increasing every allies accuracy. This spell is capable of negating certain darkness spells. Uses 40 mana upon activation, after which it costs 5 mana every round to maintain. Can be deactivated at any time after activation. Increases all allies accuracy by 1 point for 2 turns. Does not increase casters accuracy. Takes 2 turns to activate. Negates the Darkness spell Spike of Darkness. Can be used outside of battle to illuminate dark areas.
Void Magic Ideas
Void Explosion/Shadow Explosion - Originally the result of a failed attempt at a void spell, the potential of this mishap was picked up by an unknown bunch. An explosion violently erupts from the caster, dealing damage to anything in its range (although not dealing damage to the caster him/herself). Now tweaked into being an offensive spell, this spell is a last resort of such, dealing a large amount of damage to everyone, foe or ally, at the cost of draining a large amount of damage. Also makes a considerable amount of sound, possibly leading enemies to the casters position. Deals 20 damage to everyone in a 25 meters radius. Uses 40 mana.
Pure Magic Ideas
Magic Missile - Fires a missile of compressed magical energy towards the target. The missile is somewhat homing. Upon impact, the energy will decompress, blowing the target back. Deals 15 damage. Uses 15 mana. Roll a dice to knock the enemy back; 4-6 to hit them back (5-6 if enemy is wearing heavy armor)
Summoned Sword - Summons a magical sword that can be used just as any sword. Has no enchantments or special effects, besides the fact that it has no effect on your weapon limit. Same reach as any sword. Uses 15 mana. Deals 10 Stab/Slash damage. Lasts for 3 rounds. Sword bonuses stack. Average sword rolls. AP 1.
Summoned Knife - Summons a magical knife that can be used just as any knife. Has no enchantments or special effects, besides the fact that it has no effect on your weapon limit. Same reach as any knife. Uses 15 mana. Deals 5 Stab/Slash damage, 15 when sneaking. Lasts for 3 rounds. Knife bonuses stack. Average knife rolls. AP 1.
Fire Magic Ideas
Fire Cloak - The caster is engulfed in flames, giving them resistance to fire magic. However, it leaves them more vulnerable to water magic. Uses 20 mana. +5 resistance to fire attacks. -5 resistance to water attacks. Lasts for 3 rounds.
Shadowflame - The caster makes any enemy he/she can see with their own eyes erupt into a small to large sized black flame. The flame will stick to that person for x rounds, dealing damage to the enemy. Costs a decent amount of mana. Spell can be charged to increase size of flame, which will increase the damage of the fire, though at the cost of using rounds and even more mana. Unholy Fire Spell. Small flame deals 5 damage, does not need rounds to charge, costs 10 mana and deals 1 damage to anyone hit by the flame every turn for 2 turns. Medium flame deals 15 damage, needs 1 round to charge, costs 20 mana and deals 1 damage to anyone hit by the flame every turn for 3 turns. Large flame deals 25 damage, needs 2 rounds to charge, costs 30 mana and deals 1 damage to anyone hit by the flame every turn for 4 turns.
Water Magic Ideas
Water Shield - Creates a shield around the caster that heals allies that are within it. The shield is 10 meters in diameter. If the caster does anything that require foot movements, the shield will dissipate. The shield does not obstruct attacks from either side of the shield. Costs 20 mana. Activates a healing shield that heals allies withing the shield with 3 health every round. Takes 1 round to activate. Caster must remain stationary and not use any spells while shield is active. Disappears after 3 rounds. After the shield has disappeared, the caster will not be able to use the spell again until 2 more rounds have passed.
Water Wave - A small wave of water is shot towards a single enemy. It travels along the ground, so it cannot hit flying enemies. Does 15 damage. Uses 15 mana. Cannot hit flying enemies. Roll 4-6 to hit.
Water Cloak - The caster covers himself/herself in a watery coat, giving them resistance to water magic. However, it leaves them more vulnerable to fire magic. Uses 10 mana. +5 resistance to water attacks. -5 resistance to fire attacks. Lasts for 3 rounds.
Boiling Brine - The caster shoots a large amount of boiling water pellets from above at any single enemy within sight. Uses 30 mana. Deals 20 damage. Applies scalded effect to target (if hit), which deals 2 damage to enemy after their next round. Effect lasts for 1 round.
Rain Dance - The caster makes it rain in the area in which the fight is taking place, which increases the power of any water spell and decreases the power of any fire spell. Cannot be used inside buildings, caves or any areas that are not open to the sky. Uses 20 mana. +10 damage for water spells. -5 damage for fire spells. Cannot be used in enclosed areas.
Earth Magic Ideas
Earth Shield - Creates a rectangular shield in front of the caster, which works as a mid-level shield. Uses 20 mana. Creates a shield that blocks frontal attacks. Lasts 1 turn. AP 3.
Gravitational Pull - The caster pulls any object that doesn't weigh too much within range to himself/herself. Can pull objects that weigh up to 40 kilos to the caster. Caster must be within 15 meters of the object. The route from the caster to the object must be devoid of obstructions.
Wind Magic Ideas
Thunder Strike - The caster engulfs his fist with an electric current, then punches any single enemy. The caster is not immune to the current, though, so the caster takes damage as a sort of recoil when using this move, even if the attack misses. Uses 20 mana. Deals 15 holy damage. Lasts for 2 rounds. Unarmed bonuses stack. Caster takes 2 damage in recoil for each punch thrown.
Finger Blade - Compressing air to fit around the casters finger, he/she forms a sharp blade spanning his/her fingers, then using the blade to cut the enemy. Weapons can be used while spell is active, but unarmed bonuses will not apply, in this case. Uses 15 mana. Deals 10 damage. Lasts for 2 rounds. Unarmed bonuses stack.
I hope at least one of these spells seem somewhat interesting and perhaps worth implementing. If not, please give me some criticism, that would help a lot. Thanks in advance
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