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Roy Vermillion's starter spells (Done!)

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1Roy Vermillion's starter spells (Done!) Empty Roy Vermillion's starter spells (Done!) Fri Apr 19, 2013 3:53 am

Roy Vermillion

Roy Vermillion
New

Magik: Myriad Soul

Strengths: Well rounded. By converting the user's soul into a physical form, they can create objects, creatures, weapons, or enhance attacks. When the user is enraged, or otherwise has a passion to continue fighting, their spells grow significantly stronger than normal.

Weaknesses: Uses up pieces of the user's soul, and thus is risky when using more demanding moves. It's also not affected by the elements either positively or negatively, and thus has no elemental advantages or disadvantages. When the user is depressed or feeling weak, their spells are quite weaker than normal.

Spells

Name: Liger

Mana Consumption: 15

Effect: The user summons a liger made out of their soul, which has a mind of its own. It fights by the user's side, and has a strong sense of loyalty. It's fast enough that it can run up to 40 mph at full speed, and is agile enough to run or jump on walls for short bursts of time.

It's strong and big enough to carry one person on it should they need transportation. Only one liger can be summoned at one period of time. As it's part of the user's soul, it can understand what its summoner is thinking, and can act accordingly through a sort of mutual bond where it knows what its user is thinking. It also appears to understand human speech, though it can't speak.

Damage: It deals damage similar to what a real liger would deal, although a bit more fierce due to the mystical properties it possesses. It can rip through skin with its sharp claws that could be compared to swords, and teeth that could definitely bite into the muscles.

When the user is enraged or filled with determination, the liger's strength is increased to the point where it can break through bones. When the user is feeling weak, the liger is weak to where it can only deal shallow cuts and bruises.

It can take as much damage as a normal animal the most resilient of its kind. A slash to the throat or some other such fatal maneuver would disperse it instantly, for example.

Cooldown: 6 posts after dispersed.

Duration: 6 posts.



Name: Passion

Mana Consumption: 15

Effect: The user converts two small pieces of their soul into each fist, emanating a sky blue flaming aura to emanate from both. In this mode, the user's punches are enhanced, dealing damage beyond what could normally be thought possible with fists.

Damage: Enhances the power of the user's fists to the point where punches can now deal blows capable of fracturing or possibly breaking bones. The aura coming from the fists can't be dispersed by any type of attack; but they offer little protection in return for that. Purely an offensive tool, so to speak.

When enraged or determined, punches dealt with this spell are capable of breaking through concrete, and will in turn shatter bones on impact. When feeling down, punches with this spell will only be slightly better than if this spell weren't active at all, and in turn is significantly weaker than normal for this spell.

Cooldown: 3 posts after dispelled.

Duration: 10 posts.



Name: Power Combo

Mana Consumption: 10

Effect: The user charges up their soul energy all throughout their body, causing them to glow a faint blue, barely visible. From here, the user can dispell this energy through throwing punches, kicks, etc.

Throwing these attacks cause a wave of soul to burst forward in the direction aimed, and the user can use any part of their body, but most usually just through simple punches and kicks, to dish these out. The user can fire out a total of 3 soul waves before the aura surrounding them fades, and the spell wears off. Each wave moves at 15 m/s.

Damage: Each wave individually causes knockback upon a direct hit, as well as some fairly painful bruises in the areas hit. The waves can be dispelled through defensive spells of an equal level of power.

When enraged or determined, the damage of the waves is enough to break, or at least fracture bones upon a direct hit. When feeling down, the waves barely push the opponent at all, and the bruises are barely noticeable.

Cooldown: 3 posts.

Duration: Instant; the user has until 1 post after activating this spell to use it, or else the aura dispells.



Name: Trampoline

Mana Consumption: 5

Effect: The user summons a trampoline in front of them using their soul energy. It retains the same properties of a normal trampoline, being able to bounce whoever jumps on it up high. It has a few differences from a normal trampoline, however.

For one, it bounces the user a lot higher. Up to 35 feet in the air, to be precise.

Its other difference is that it can be summoned on any surface, and will stick to it until dispersed. It could be summoned stuck to the side of a building, or on a ceiling, etc.

Up to 3 trampolines can be made at once, and they can be forcibly destroyed at any time by the user.

Damage: It deals no damage other than the obvious danger of landing the wrong way after a jump from it. These trampolines are quite frail, and can be made quick work of with a hit from most spells.

Cooldown: 1 post.

Duration: 3 posts.


Admin Akari

Admin Akari
Admin

Okay. I have some notes here. ^^

Liger

- 'ripping though skin' looks like too much damage for a new mage. If a new mage summons or creats even a sword, It wont do too much damage. Logically, Swords and in your case claws, will cause cuts, but think of it as a blunt weapon. Just be more specific.

- biting though muscleBreaking bones is not something that a new mage can do. If you train it them its ok, but not for Starter Magik.

-cooldown always starts on the post after the spell was used.

Passion

-No shattering of the bones. A veteran mage MIGHT be able to do that, but not a new one.

-Cooldown always starts the post aftee the spell is ideas.

Power Combo

-The bones again

-everything else looks good.

Trampoline

35 feet is too high. Up to 8 please.

-Everything else looks good.

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