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Asher Runexia's Starting Spells (Complete)

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Runexia

Runexia
D-Tier
D-Tier

Name: Gravity Lift, Stage 1
Tier: C
Cost: 20 on cast; 10 sustain
Element: Gravity
Class: Supplementary
Range: Self
Duration: Sustained
Cool-Down: 3 posts or Sustain+1
Description: A magician lowers the influence of gravity around their body. This gives them the ability to lift off, hover, and soar through the sky at a maximum speed of 5m/s. They can control the force of gravity around their body at any given moment, able to slow down, speed up, or stop flying completely.

Name: Strong Fist
Tier: D
Cost: 10 initial 5 on going
Element: Strength
Class: Supplementary
Range: Touch
Cool-Down: 3 Posts
Description: This spell allows the user to grant themselves capabilities of dealing D-Rank damage with their physical attacks for two turns.

Name: Strength orb
Tier: D
Cost: 10 Magoi
Element: Strength
Class: Defensive
Range: 5 Meters
Cool-Down: 2 Posts
Description: From the tip of the user's staff, an orb spreads out at 10 m/s for a diameter of 5m in order to protect then from an oncoming spell.

Name: Rock toss
Tier: D
Cost: 10 magoi
Element: Strength (Gravity)
Class: Offensive
Range: 10 m
Cool-Down: 2 Posts
Description: The user utilizes their strength magic to lift a small rock from the ground and toss it at their opponent at 10 m/s. Upon contact this small rock causes a stinging pain for 2 posts. The rock is an orb 1 inch in diameter. It is intended for short range harassment as the larger the target is the more likely it will hit them.

Name: Strength Pulse
Tier: D
Cost: 10 Magoi
Element: Strength
Class: Offensive
Range: Staff touch
Cool-Down: 2 posts
Description: The user focuses their strength magic to the tip of their staff and swings it at an opponent. Should the staff connect, the resulting impact would deal stinging pain to the point of impact for two turns.

Hohotaro

Hohotaro
A-Tier
A-Tier

Gravity Lift, Stage 1 - From the book so Yay! ^O_O^

Strong Fist - Str magic cannot add stat buff... It can though extend the range of your physical attacks and it's size. But still doing the same damage as your base attack. Also remember to add the speed of the ability as the activation time.

Strength orb - Int can't do defense spells. You have to turn this into a damaging spell and then if you really want to use it defensively you can use it for clashing. Though it doesn't have the +1-Tier advantage of Defense skills.

Rock toss - "Stinging pain" is not a status effect right now :( I would suggest disorientation like the lava magic status effect of pain. So change the status effect to state it'll cause disorientation as a D-Tier effect. If it doesn't do damage it is considered as Supplementary ability. Oh an always use metric system as size description.

Code:
EXAMPLE:

Those who are struck by this magic suffer D-Tier disorientation for 1 post from the pain of the burns.

Strength Pulse -  same with above and add the speed of the attack and change the range to close. Also if it doesn't do damage it is considered as Supplementary ability.

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