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Post by Crowco Cooper on Jul 31, 2016 5:03:51 GMT
This was really last minute. 2 hours before closing. Anyways let me see...
Desinfection Who said that Fire elements can’t heal? Well, not me. This kind of magic allow Fire elementals and their hybrids to take rid of bleeding of their allies, as well as poisons of some sort. Just… it kinda leave a mark. -10 HP; -10 Max HP for 5 turns; Cancel Damage over time. Cost 15 MP.
Interesting idea. There are no hybrids anymore, though. Also, the way it's explained is kinda off from the way most spells are described in the codex. Well balanced, though a bit too big of a draw-back even.
Water Shield Put to work some physics basic and get rid of damn bullets! Working only on these longer ones, though. At the cost of half of attacks, Water elementals and their hybrids can form a defensive water magic that can decrase all incoming attack’s accuary. Halfed attacks per turn; Incoming attacks accuarcy is decrased by -1; Don’t work on meele and pistols. Cost 15 MP to cast, 5 to mantain.
Again no hybrids and wording. Spell is good, little too high of a initial casting cost.
Vines Nature can be bitchy sometimes, as well as earth elementals. Using nature to destroy your enemies? Why not. This pile of Vines can be casted under your enemies, crippling their movement - and making them easier targets. Increase Hit chance aganist target by +1; Roll 1d2 with 2 to hit; last two turns, can’t stack. Cost 10 MP.
Nice one. Approved.
Bash. Who would be a brute without stunning bashes? Put yer’ fists to work! Stun Target fo 1 run; Roll 1d6 with 1, 6, 3 to hit. Costs 10AP. Can be used twice per turn; Can’t stack.
Stamina*. And being used twice per turn with that accuracy and such a low stamina cost is a bit op. Tone it down a little.
Fencer Move Master Swordmanship can allow to even disarm your opponents, crippling their fighting ability. Oh well, it’s always better to don’t get slashed. Or pierced by bullets. Disarm Target from actual wielding weapon. Roll 1d6 with 1, 6 to hit. Cost 15 AP(Usable only while wielding meele.
Again stamina* and disarming was something Phen was really iffy about because he can't handle superness so ill let him judge.
Weak Spot. At some point, you can really see that this armor have joints. … What doeas mean that you need to hit the Torso? Increase actual wielding weapon’s AP by +1. cost 10AP to cast, 5 AP per turn to maintain; casting don’t affect moves.
Stamina* And what do you mean with not affecting moves? Does it mean that its an instant cast?
Sense Danger. Fighting with Assassin, secret agent, or mutant camelon and get pissed by their camuflage abilities? Well then, you should get this incredible skill. At cost of 20 AP, user can take off camuflages and hidding skills of any enemy around.
This could be a little more specific to range of effect. That, or acting on one specific person. Stamina*
Overall there's a lot of errors in spelling, but I'll handle that.
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