Spell Changes

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Spell Changes

Postby lyllamarie on Wed Nov 20, 2013 10:47 pm

Please be advised the following spells have changed. Due to issues with the admin portion of our webpage, these changes 'will not' be reflected on the website directly. All SS workers, Dev and Ops will need to keep this thread book marked for future reference when selling or reviewing the use of these spells in game.

Cast of Shadows:
Level required: 5
Class required: Entertainer, Mage, Magi, Bard

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class Restrictions: Bard, Entertainer, Mage, Nature, Magi – X2

An odd spell no doubt, for its activated by the soft sounds of humming and the direction of what the Caster sees his shadow doing. As the hum increases, the shadow of the Caster himself will begin a dance. Alluring, eye catching, it begins to take on a life all its own. Hopping upon surfaces until an eerie three dimensional being seems to form. Splits into two... three... And further the higher level the Caster is. Used mainly as a distraction, it also tends to keep the eyes following, tricking one for many a minute into a stunned silence of seeing ones shadow dancing and luring them to continue to watch.

:MECHANICS: This spell cost 2 stamina plus one per slot to cast. This spell causes no damage but keeps their victim watching the shadowy dance, leaving them confused and thoroughly entrapped by what their eyes see. The Caster uses a simple !ranmagatk roll, vs !ranmagdef. If the opponent loses upon the rolls, he will be entranced, watching the Shadow dance and move. The amount of time spent enctranced depends on the number of shadows created which is determined by levels of the Caster: 1-5 1 Shadow, 6-8 2 shadows, 9-12 3 Shadows, 13-15 four shadows and no more than this. Effectively allowing the Caster plenty of time to disengage himself from a potential problem. No further spells may be cast upon the opponent so ensnared by this Spell and if opponent is hit by anyone or thing while watching the shadow, the spell is broken immediately. The victim may still roll an !evade on his or her turn.


Blessed Recourse:
Level required: 10

Casting method: clomagatk
Defending method: clomagdef

Description: Shaman X3:

A rarely used spell, this incantation allows the Shaman to give of himself to heal others. Altruistic Shamans are rare, however, so most often this spell is used to 'siphon' off others' Stamina to replenish himself. This spell cannot harm others beyond draining them to the point of exhaustion and passing out. It requires that the Shaman make flesh to flesh contact while the spell works.

MECHANICS: A Close Magical Attack and a standard Close Magical Defense are required for this spell. Upon a successful casting, instead of dealing damage, this spell robs the victim of his of her stamina based off a roll determined by the amount of slots in the spell. A shaman with 15 slots in this spell would roll !r 1d15 to determine how much stamina is drained from the opponent and given to himself.

When this spell is used outside of combat the shaman can use this spell to heal minor wounds and can restore one HP for every 5 slots in the spell. This healing only heals flesh wounds, burns and other superficial injuries. Broken bones, internal injuries and other serious damage remains unaffected, though this spell 'will' keep them alive. This spell can only be used to heal others. This spell cannot be used on the same person multiple times in a single day.


Graceful Leap:
Level required: 5

Casting method: none
Defending method: none

Description: When cast, this spell allows the user greater fluidity in movement, granting them the ability to move and respond with higher reflexes and greater speed. In diced combat, it will add +1 AGILITY per slot for the duration of the entire battle. However, with the greater speed comes greater cost. All attack and defense rolls that use the AGILITY (AGI) stat (Close Physical Attack, Close Physical Defense, Ranged Physical Defense, and Ranged Magical Defense) cost 1 additional STAMINA per 3 slots put into the spell. This spell can be canceled at anytime but requires a round to do so.


Glimmering Tail:
Level required: 3

Casting method: none
Defending method: none

Description: This spell when cast, causes any race with a natural tail to have the appendage glow with a metallic sheen. Thus empowered it may be used to enhance their defense against close physical attacks. The magic of the spell makes their tail as hard as iron, but there will be no damage to the tail done whilst it is being used like this. Once the spells wears off, the tail returns to its normal state.

:MECHANICS: Once cast, this spell grants +1 per slot to all close physical defense rolls. It lasts for one round per 2 slots to a maximum of 8 rounds at 15 slots. Races without natural tails that grow them using the spell Fuzzy Tail may not use this spell. The spell cost twice the amount of stamina meaning it costs 1+2 stamina per slot in order to cast this spell.
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Re: Spell Changes

Postby lyllamarie on Thu Mar 13, 2014 7:37 am

Dimension Door:
Level required: 5

Casting method: other
Defending method: other

Description: This spell lets the caster open a dark shadowy door to another point within the casters line of site. It takes one full round to cast this spell and on the end of that round, the door has fully created and on the beginning of the second round, he may enter the doorway, blinking himself to the point of where the other door is waiting. This spell can only be used once every other round and uses all actions if used in combat. <Note: the caster needs to stand still while casting since this spell uses their actions - it's your action in casting. This is not an insta-spell: Because of the concentration needed and the escape method of this spell, the caster gains a +5 def to their def roll for that round until the caster enters his dimensional door. This Out of Battle spell uses 3 STA if used in combat because of how stressful it is to the caster.

Description: This spell lets the caster open a dark shadowy door to another point within the casters line of site. It takes one full round to cast this spell and on the end of that round, the door has fully created and on the beginning of the second round, he may enter the doorway, blinking himself to the point of where the other door is waiting. This spell can reach a maximum of 100 feet and must have a completely unobstructed view. This spell can only be used once every other round and uses all actions if used in combat. <Note: the caster needs to stand still while casting since this spell uses their actions - it's your action in casting. This is not an insta-spell: Because of the concentration needed and the escape method of this spell, the caster gains a +5 def to their def roll for that round until the caster enters his dimensional door. This Out of Battle spell uses 3 STA if used in combat because of how stressful it is to the caster.
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Re: Spell Changes

Postby miyuka on Wed Feb 17, 2016 4:27 pm

Gravity Sinkhole:
Level required: 20
Class required: Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Mage X5:

Description: Tinkering with the laws of nature is a right only given to those of grand magical aptitude. This particular powerful spell traps those around the mage in a field of heaviness by amplifying their weight, rendering them unable to attack the caster or anyone else caught within the spells' perimeter. Alternatively, when focusing that powerful ability to increase one's weight bones can crush under the horrendous weight of the victims own body. Naturally, a target caught in flight might end as splashed dirt stain on the road.


:MECHANICS: This spell can be cast in two different ways, both of which have different effects.
This spell takes 2 rounds to cast, going off at the end of the second round. Using a standard !ranmagatk, the spell effects everything (friend and foe alike) within a 3 feet radius per slot, centered on the mage casting it. Victims who fail in their defense cannot fly, make physical attacks or cast spells on any character except upon themselves (such as defensive spells or to !evade). This spell lasts one round per 3 slots invested, or until it is ended by the caster. Any offensive ability used against a victim ends the effect on the victim. This offensive ability does not have to come from the caster of Gravity Sinkhole. The caster can neither use an offensive ability on a victim nor make physical contact with a victim without ending the duration for all those affected. Anyone caught in this spell during flight will come crashing down to the ground and take 1d5 points of damage.

Alternatively the caster can choose to focus this ability on a single target, applying the same stun effect and adding in a standard damage roll. This cannot be used successfully against the same target twice in one combat scene. When used in this manner the spell does not use two rounds for casting. Anyone caught in this spell during flight will come crashing down to the ground and take 1d5 points of damage.
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Re: Spell Changes

Postby miyuka on Tue Mar 08, 2016 9:07 pm

Ice/Water Sphere change
Shattered Ice:
Level required: 20
Class required: Water Mage
Spell prerequisites (must have all of): Umbara Key
Casting method: clomagatk
Defending method: clomagdef
Description: Upon casting the spell, Ice shatters around the Mage, creating mirrors born of frozen water, reflecting both the Caster as well as his opponent, and making it difficult to know who is real and who is not. Unfortunately, due to the nature of the spell, even the Water Mage will have problems discerning who is his true enemy, although he will find there are less reflections of them than of him, making it somewhat easier to find the other one. If either of the combatants hit a reflection instead of the real deal, it will shatter and cause 5 damage to the attacker.

MECHANICS: A close magical attack is rolled to determine the power of this spell and once cast 4 shards will mirror the caster, and 2 will mirror the opponent making it hard for either to tell which is real. Once cast the ice mage has no control over the shards and each stays within 5 feet of its potential target. Every round both wish to attack they have to roll 1DX, where X is the amount of reflections remaining. An outcome of 1 means they will hit the real version, while any other result simply shatters one of the reflections, reducing the total number. Any time a reflection is shattered a clomagdef must be rolled, if the result is lower than the original clomagatk that was rolled then damage is taken. Damage taken is equal to the number of slots used in the spell at 1 point of damage for every 3 slots. After 5 rounds the remaining mirrors will shatter automatically, dealing no further damage. This spell can only be used once per battle.
If either the caster or the opponent uses a damaging AOE during Shattered ice then a defensive roll must be made for each ice shard that is shattered. Using a damaging AOE automatically hits all available shards.
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