Attention, all SS workers

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Attention, all SS workers

Postby L`aquera on Sun Mar 30, 2014 2:35 am

New Spells have been redone, and or, renamed, and or are on their way to be so. Some were removed, some were not.

Sutara will be handing me a list and I'll post which spells are gone and which will need to be replaced.

So, guess what! Since you work for the SS, your job will be, deleting spells from Characters that ask for it to be done, and replacing said spell, for free. Well, not for free, you are being paid to work here after all ;) But it will be a bit more work added in.

Thanks!
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Re: Attention, all SS workers

Postby lyllamarie on Sun Mar 30, 2014 6:53 am

The website will reflect changes soon. The new spells have been added, so they will be available to sell right away. Thank you Ehl!

New Spells:

Combat Spells:

Aura Spear:
Level required: 30
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class Restriction: Magi ::
Level: Magi x7 ::

A lesser known cousin to the Energy Slap spell, and far more lethal, Aura Spear is rarely learned outside of the Ruby Temple. Like energy slap, the magi concentrates their aura about their hand but instead of delivering it via a blunt blow, they condense it even further and then shoot it out like a lance towards a target. Incredibly accurate, the spear has been known to, and is used to target the vitals of its intended target. The sheer destructive force put into such a small point renders armor virtually useless and even defensive spells have a limited effect on its path. The downside to such a spell is that it leaves the magi temporarily incapable of casting as their aura retracts back towards their body.

MECHANICS:: This spell functions as a normal ranmagatk, costing 10 + slots stamina to cast, but ignores all defensive modifiers. Damage is calculated as normal. The turn following the casting of this spell though, whether it hits or not, the magi may not cast any sort of spell or evade for stamina.


Nebula:
Level Required: 1
Class Required: Magi

Casting method: other
Defending method: none

DESCRIPTION: The second of the Magi's most commonly used defensive spells is known as Nebula. Utilizing their aura the magi creates a very slight, hazy illusion about their form. As they move their body blurs, leaving behind a hazy afterimage. The closer someone comes to the Magi, the harder it is to tell precisely where they are. At range the effect is so minimal that it is entirely ineffective.

MECHANICS: This spell only takes one round to cast and lasts for one turn for every slot put into it. The spell costs one stamina for every slot put into the spell used. The caster gains +1 defense against close physical and close magical attacks for every slot put into this spell. This spell may stack with Aurora and any regular defensive enchantments.


Squeezing Sortilege
Level Required: 20
Class Required: Magi
Casting Method: ranmagatk
Defending Method: ranmagdef

Description: Magi x5

The Magi makes an arcane gesture and channels a streak of magical force at their opponent. The magic would then wrap around their victim, visible perhaps to those attuned to sorcery and definitely to other Magi. The magic would then tighten around their victim like a sorcerous serpent, slowly trying to squeeze the life out of the person. The force would be enough to inhibit movement partially, as well as inflict physical, crushing damage to their victim.

Mechanics: The Magi rolls a standard !ranmagatk against their victim's !ranmagdef. If the Magi wins the roll then the target becomes wrapped by the magi's energies for 1 turn per 3 slots put into the spell rounding down. Each turn following the magi's attack phase (including the round the Magi casts the spell) the victim takes 3 damage as long as the spell is in effect. In addition to this, their mobility is reduced by the spell, causing them to suffer -50% to attack and defense for as long as the spell is in effect. This spell does not inflict crushing damage on the victim's actual items, only their body. This spell may only be used successfully on a target once per combat scene. For a very large creature, like a dragon, a few Magi can each use the spell on a specific body part.


Out Of Battle Spells:


Aura Meld
Level required: 1
Class required: Magi
Casting method: other
Defending method: other
Requirements: Magi X1

Description: The magi may be soldiers, but they are not designed for wars of attrition. If ever the call is made for violence the magi prefer to respond swiftly and with overwhelming force rather than to pit themselves against their foes in prolonged combat. Failing in that they shift to hit and run tactics rather than digging themselves in against a siege. Tactics like these have shaped the magi into a powerful, if fragile fighting force. Any losses they take on the field are usually minimal and Morpheous will resurrect the fallen back on Oceana. Still it isn't easy to remain mobile if weighed down with wounded, so the magi do have a spell that serves to stabilize the injured just enough to get them moving again if the need arises. The 'healer' shifts their aura into the injured magi's and using that connection as a channel transfers some of their own energies into the other magi, repairing enough damage to usually get them unsteadily back up on their feet if they were seriously injured or stabilize them if they were near death. The 'blunt' nature of this healing spell makes it dangerous to be used repeatedly on an injured magi. Too much excess energy channeled into them can cause life threatening side effects, especially in an already weakened state.

Mechanics: This spell can only be used on other Magi once a day/scene and heals 1 point of life for every time the casting magi has taken the Magi class (maxing out at 7 life). It costs the casting magi 5 stamina to use this spell and it can only be cast out of battle.


Eldritch Assistants
Class Required: Magi
Level Required: 10
Casting method: none
Defending method: none

Description: Magi were never content to "leave well enough alone" when it came to sorcery. After all, it was their life and their love. At the same time, many of the Magi who worked within crafts found it was difficult to deal with many different items on their own. After all, one only has two hands. So, they created spells that gave them all the hands they needed... sort of. As a Magi grows in skill and sorcery, so to does their ability to control things around them as desired within a room or hall.

:Mechanics: This spell requires five stamina for every casting. Casting this spell, the Magi can control the movement of items around them. Much like Telekinesis, but the Magi can deal with heavier items, and to a finer degree of control. They cannot use this power to craft something, but they can move a statue around with it. When they hit Magi x3, their maximum is a 60 lbs, at a distance of thirty feet. At Magi x4, the maximum weight they can move is 100 lbs. Once they hit Magi x5, the distance they can control items increases to sixty feet, and that maximum goes to 160 lbs. At Magi x6, the Magi can move items in total of 260 lbs. And at the final level of Magi x7, their maximum distance goes to ninety feet away, and they can shift around items up to 420 lbs. This spell will be broken the moment combat is initiated, and cannot be used to create cover for someone. Please note, the spell cannot be used to imprison or detain a living creature. This spell also cannot be used to transport things across long or far distances.



Changed Spells:

Combat Spells:

Aurora (Formerly Shield of the Winds)
Level Required: 1 (used to be Level 2)
Class Required: Magi

Casting method: other
Defending method: none

DESCRIPTION: It is probably none too surprising that Magi have a wide variety of defensive spells. They did come from a world consumed by warfare after all and incessantly put themselves in harm's way as peacekeepers. One of the primary defensive spells of the Magi is a spell known as Aurora. It summons a veil of, almost intangible, shimmering energy that floats in a rough sphere a few feet about the Magi. Even a child can walk through this veil unimpeded or swing a sword through it, but it heavily resists the passage of light, fast moving objects like arrows and magical energies.

MECHANICS: This spell takes a single round to cast and lasts 1 turn for every slot put into it. The spell costs one stamina for every slot put into the spell used. The caster gains +1 defense against ranged physical and ranged magical attacks for every slot put into this spell. This spell may stack with Nebula and any Defensive Enchantments.



Beglordios Breath:
Level required: 25 (formerly Level 16)
Class required: Magi
Race required: Magi
Casting method: ranmagatk
Defending method: ranmagdef
Description: Class Restriction: Magi ::


Once long ago, they spoke of Beglordios, a renowned Magi once said to sit closest to the Sun. Had he? There were few witnesses to the event, legend has it that he delved oft in the arts of the water mages but could never quite duplicate their abilities. Frustration reigned until he'd burst from a nearby lake and soared to high into the sun, spitting out his hatred of those he wished to most be like. And in his rage, a torrent of words spat outwards. It is said that Morpheus heard him and turned the waters upon his flesh to hot steam as he soared higher and higher and those watching swore that he touched upon the flaming star above and that hot rending steam... would be his end. Did he accomplish in death what he could not while living? Those that watched duplicated as close as they could, gathering the energy of flames in one hand and water in the other, slamming them together to create a geyser of steam that scalds the flesh, and damages the eyes of anyone unfortunate enough to be in close proximity to them.

MECHANICS:: This spell costs an immediate 5 + 1 stamina per slot invested and takes 2 turns to cast, being released at the start of the caster's third attack phase. Should the casting be interrupted by a failed defense roll, the spell fails. Should the spell be cast successfully, then the spell affects an area around the Magi of three feet per slot invested in the spell, to a maximum of 45 feet. All within that area must make a Ranged Magic Defense roll, failure to defend against the spell not only takes damage as normal, but are also blinded (-30% to close attack and all defense rolls and -100% to ranged attack rolls) for 1d5 rounds. This is not a Fire or a Water spell, so no modifiers for elemental mages apply to this attack.

Mystic's Trance: (Formerly Winged Fury)
Level required: 10 (Formerly Level 1)
Class required: Magi
Race required: Magi
Casting method: ranmagatk
Defending method: ranmagdef
Description: Race Restriction: Magi::
Level: Magi X3 ::

While away from Oceana, most magi are on missions of diplomacy or under orders to observe without interference. This causes many to believe that Magi as a whole are a weak race. But any who have ever made the mistake of acting upon that belief learns swiftly the error of it. Magi are soldiers. Predators to some degree and possess very potent magics. The stronger of the magi can further augment their already impressive magical talents by entering into a 'battle state'. In this state the magi banishes all distractions from their thoughts save for their goal, allowing them to further refine and strengthen their magics. The mental strain it puts on the caster is enormous, magi often utilizing this spell only for decisive first strikes or in desperation.

MECHANICS:: This spell takes a turn to cast and costs an immediate 2 stamina per slot invested. This spell grants +2% to all close magic and ranged magic attack rolls per slot invested and lasts 1 turn for magi x3-4, 2 turns for magi x5-6, and 3 turns for magi x7. This spell can only be cast once per battle.


Tether of the Stars (Formerly Slick Dealings)
Level Required: 15 (Formerly Level 1)
Class required: Magi
Race required: Magi
Casting method: ranmagatk
Defending method: ranmagdef
Description: Class Restrictions: Magi ::
Level: Magi X4 ::

There have been many who have stared up in awe as one of the ships of the Magi's navy floated silently overhead, floating on air as if it were water. The secret behind this phenomenon is a rigorously practiced spell known at the Tether of the Stars, that holds the ship up against gravity, tugging it along like some over-sized marionette. It takes teams of magi working in shifts to pilot their naval vessels, but a single magi can still use this spell to their advantage when the need strikes. It works by creating an invisible, magical anchor point that then links itself to a target of the magi's choosing, tugging it towards the anchor as if gravity itself has suddenly shifted directions.

MECHANICS:: This is a one turn cast spell, needing two free hands. A typical !ranmagatk vs. !ranmagdef is rolled costing the magi 1 stamina per slot used. If the Magi wins the roll, his opponent finds one of their limbs abruptly seized by an invisible force and dragged towards the magi's anchor. This deals no damage to the opponent, but effectively renders that appendage immobile for the purposes of spellcasting or combat, causing them to suffer appropriate penalties. The magi may cast a number anchor points equal to the number of times they have taken the magi class, each being able to target a single limb, but the neck is not a viable target. The captured target may attack or !evade as normal during their turn (though likely will be limited to ranged attacks) but are safe from the magi who cannot attack a bound opponent without breaking the concentration needed to maintain the spell. The captured may also elect to use their attack turn to try and rip free of the bonds, able to 'wager' up to 15 stamina in an attempt. Each stamina spent adds +1 to their strength for the purpose a Magi INT vs their STR roll. (So a person with 50 strength who spends 15 stamina would roll a 1d65 against the magi's 1dINT) Should they win they manage to wrestle free of the bonds, if not they have vainly wasted energy in the attempt. If a second limb is captured then their strength roll suffers a -10 penalty to the -result- of the roll. If three limbs are captured they suffer a -30 to the result of the roll and if all four limbs are able to be seized then they are completely at the Magi's mercy and no longer able to attempt escape or any other action.



Vortex of Sand:
Level required: 10 (Formerly Level 1)
Race required: Magi
Class required: Magi
Casting method: ranmagatk
Defending method: ranmagdef
Description: Level: Magi X3


The Magi are known for their magnificent showmanship and this treasure of a spell is no less spectacular! The way they can manipulate the very air and capture that energy to make it work in their favor by creating a vortex so violent that it can lash out against the victim in a whip-like fashion. As the funnel builds up, spinning 'round and 'round, it picks up the grains of sand, bits of debris and when that power has been harnessed to its full potential, it explodes toward the doomed victims.

:MECHANICS: This spell functions as a standard Ranged Magical attack for Magi x 3 costing 1 stamina per slot and counting armor modifiers for rolls. But upon reaching Magi x4 this spell begins to show its true potential. It takes 2 turns to cast the stronger version of this spell, the first to gather the energies and the second to release it and costs an immediate 1 stamina per slot invested. Any attack landed upon the magi while casting disrupts the spell. If uninterrupted, all targets must roll a Ranged Magical Defense against the Magi's Ranged Magical Attack. Although the attack is magical in origin, the effects are physical, and so Armor modifiers count against this attack. Upon releasing the spell the vortex zips out to strike at a number of targets dependent on the magi's level, losing a little energy the further it travels. Because of this the first targets hit by the spell bear the brunt of its effective force.

Magi X3 up to 1target (@100% damage)
Magi X4 up to 2 targets (Target 1 @100% damage. Target 2 @75% damage)
Magi X5 up to 3 targets (Target 1 @125% damage. Target 2 @100% damage. Target 3 @75% damage)
Magi X6 up to 4 targets (Target 1 @125% damage. Target 2 @100% damage. Target 3 @ 75% damage. Target 4 @50% damage)
Magi x7 up to 5 targets (Target 1 @150% damage. Target 2 @125% damage. Target 3 @ 100% damage. Target 4 @75% damage. Target 5 @50%damage)

Out of Battle Spells

Bridge of Brightness:
Level required: 10 (Formerly 18)
Class required: Magi
Race required: Magi
Casting method: other
Defending method: none
Description: Class restriction: Magi ::
Level: Magi X3 ::

There have been times in the past when a non-Magi has been asked to visit the floating island home of the Magi. Many a time the person has not been winged or does not know the Fly spell. The Magi felt sorrow for those who were pathetically ground-bound, and took pity on them. After all, the Magi feel all races who have honor and wisdom in their heart should have the chance to see the glory of Oceana. After the casting period of five turns, a glimmering bridge shimmers into being, glowing with all the hues of the rainbow. The bridge arcs from where the Magi took flight from to where their flying took them during the casting.

MECHANICS:: This is a general purpose spell now, used for more than having pedestrians walk to and from the floating isle of Oceana. During the five rounds of casting the Magi needs to take off and fly to where they wish the bridge to go to - which can be up to 200' away per time the Class is taken. (for example, Myseria the Magi at x5 can make a bridge 1000' long.) This costs the Magi 10 stamina. A total of 2 people per time the Class has been taken can cross the bridge before it fades away, flickering dangerously as it nears its limit. A magi X7 can create a bridge strong enough to support the passage of a single, fully loaded wagon. The caster can collapse or reinforce the bridge back to full strength for another 10 stamina. If the bridge is left standing, the next rising or setting of the sun (whichever comes first) will cause it to dissipate - regardless of who may be on it.

Invisibility (Formerly Dark Energy cloak)
Level required: 12 (Formerly Level 2)
Race required: Magi
Class required: Magi
Casting method: other
Defending method: other
Description: Level: Magi X3

Magic isn't often seen as a stealthy solution to a problem. Want to get through a door quietly? You pick the lock. Ask the resident pyromancer to do the same and you'll probably have a hard time finding evidence the door ever existed. But this generality isn't always true, the magi having this spell as proof. It takes a refined touch and extreme focus to pull this spell off, but when accomplished the magi creates a very weak shield that just barely encompasses their body and wings, angled so perfectly that it scatters the light that impacts it and renders the magi invisible to the naked eye. An additional benefit is it makes tracking the magi by scent near impossible, and tends to muffle the sounds and sight of their passage, making it harder for even the most trained of ears to pluck the sounds to alert them that another might be present.

However the magi held within the shield sees the outside world as a blurry affair and sounds too are muted and distorted upon their ears. Not exactly the most useful spell for ambushes or spying as a result, but quite useful to get from one place to another unseen and unheard.

:MECHANICS: This spell takes a full turn to cast and costs an immediate 10 stamina. Due to the level of concentration needed by the magi to maintain this spell it cannot be cast while in battle. While active the magi is virtually undetectable by the naked eye but can be tracked by those clever enough either by sound or smell this requires the IC knowledge that the magi is in the area and requires the searcher to roll their INT against the Magi's INT+AGI. For magical detection purposes this spell counts as an illusion spell.
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