Unigo Spells - Water

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Unigo Spells - Water

Postby lyllamarie on Fri May 20, 2011 10:53 pm

These spells will include Common and Unigo-only. Please review for the coming change - an announcement will follow when they are available for acquirement. Researchers, time to put yourself to work! As always, feedback should be directed to the forum Spells and Magic.

Common Spells

Gift of Sloth:
Level required: 10
Class required: Water Mage
Casting method: clomagatk
Defending method: clomagdef

DESCRIPTION: Casting this spell creates an aura of blue freezing, chilling air around the casters hand, almost snug against their skin. Upon contact elemental ice is infused into the victims flesh, racing along their veins, forming frost upon skin and weakening muscles in the process.

:MECHANICS: A Close Magical Attack determines the strength of this attack. Those that fail their Close Magical Defense roll will lose 5% of their 'current' Agility for every time that the caster has taken Water Mage, to a maximum of 25% of their 'current' Agility, per casting of the spell. The amount of slots will determine how many rounds the spell will remain active, and effects begin the following attack round.


Liquid Shackles:
Level required: 10
Class required: Water Mage

Casting method: ranmagatk
Defending method: ranmagdef

Description: Water Mage X1:

Water Mages are often unfathomable beings to the people who do not share their affinity. Sometimes striking with icy chill of Cryomancer, sometimes with the deep unpredictable currents of those who prefer Hydromancy, but despite their leanings they both have expert control of their element, enough to summon it forth from even the smallest source to bring a pause to their victim’s struggle, whether to merely delay their strike for questioning, or more devious reasons. This spell allows them to summon forth two tendrils of said element to wrap around two of their victim’s limbs in order to allow them this respite.

:MECHANICS: A ranged magical attack, this spell can be targeted at either arms or legs, but not both, and it requires some form of water nearby, whether it be as small as a bucket, or as large as a lake. From that water will spring tendrils of the Mage's element, which will surge forward to try to wrap around the victim’s chosen limbs to incapacitate them for the Mage. Intended target must be stated by the mage prior to rolling. If the Mage chooses to bind one of the opponents legs, the victim's following defense round(s) suffer a penalty equal in percent to the amount of slots invested by the Mage in the casting, I.e. 1 slot would be 1%, 15 slots would be 15%. If the Mage choses to bind arms, the same effect is suffered to the victims following attack round(s) instead. A roll of the number of times water mage has been selected determines duration of the effect. The water tendrils cannot be used to wrap around the target’s neck, nor can they be used explicitly in a way other than to bind the target.

Elemental shield
Level required: 15
Class required: Water Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Water Mage X2

DESCRIPTION: The crafty mage knows that the most important aspect of battle is, simply put, surviving an opponents attack. Water being the most adaptable of the elements, so to are the mages who call upon it. The mage learns to wrap his element around himself like a shield, encasing his body in its fluid touch. The shield can be hard as Ice, disallowing a weapon to touch the caster within, or as fluid as water itself, the attack passing through, yet that magical current deflecting it without ever touching the being within. However, such protection exacts a hefty cost from the caster, to sustain such a shield, the Water Mage must focus most of his concentration to power it, weakening his ability to attack.

:MECHANICS: Through this spell the Hydromancer forms a shield around them self, bolstering defenses against both Magical, and Physical damage through the use of his element, giving 1 defense for every 1 slot for a total of +15 defense. This ability can only be used during combat and it takes one full round to summon this shield around the Mage. The spell also doesn't stack with Magical Armor or Physical Armor spells. The Caster must roll 1dInt+1dRes+Slots to determine the duration of the spell. This spell costs 2 point of stamina for every slot put into the spell.


Fire Shield:
Level required: 15
Class required: Water Mage
Casting method: other
Defending method: none
Description: Water Mage X2:

DESCRIPTION: Upon casting this spell, the caster is surrounded by a shimmering blue field of energy that rolls over their frame like liquid, enhancing magical protection against fire spells. It is close in nature to Ice Shield, a Pyromancer spell. This skin-tight field of energy is uniquely attuned to Fire energies and has no effect on spells of any other nature.

:MECHANICS: For every slot of the spell learned, the caster is able to add 1 to his Magical Defense against Fire Spells and only Fire Spells. Other elements or attacks are not effected. Fire Shield lasts 1 round for every slot invested with stamina cost normal per combat rules. Fire Shield can stack with Magical Armor OR Elemental shield, but not both.

Fog:
Level required: 15
Class required: Water Mage
Casting method: Ranmagatk
Defending method: Ranmagatk
Description: Water Mage X2:

DESCRIPTION: Upon casting this spell, a slow rising fog emits from the ground around the Water Mage, spanning out in all directions. It will cause visibility to narrow to roughly six inches, and will effect the attacks of anyone caught within the embankment, the exception being the Water Mage himself.

:MECHANICS: . The fog will cover an area of up to 30 feet, centered around the Water Mage but not effecting them. Any caught within the fog must roll a standard !ranmagatk vs !ranmagdef, and those effected will loose -3% to their attack rolls for every time the caster has taken Water Mage as a class. The spell lasts for 1 round per 2 slots cast maxing out at 8 rounds. If the wind is high, magical or natural, the duration is halved, otherwise only with the assistance of magic meant to see through such obstacles would one be able to see through the fog; however, fog cannot be used in conjunction or stack with any blind-inducing spell, and is not effective against blind characters.

Water breathing.
Level required: 10
Class required: Water Mage
Casting method: other
Defending method: none
Description: Water Mage X1

DESCRIPTION: By means of this spell, a watermage or his allies are able to breathe underwater as if a it where air. This does not give the caster the ability to swim, speak the Mer language or even 'see' underwater. The length of time is determined by the strength of how well the spell is known.

:MECHANICS: A Close Magical Attack plus the slots in the spell X10 determines the number of minutes that the caster is able to breathe underwater without harm. He will feel the spell beginning to fade with 5 minutes remaining. When used on himself he can cast magic, if cast on anyone else they can not cast any spells underwater.

Catapult
Level required: 10
Casting method: other
Defending method: other
Requirement: Feather Fall

Description: Not unlike Dimension Door, this spell allows a Water Mage to move quickly from one point to the other. After summoning the spell, water suddenly shoots up from below the Mage, sending him upwards and into direction he wishes to go. It takes one full round to cast this spell and on the end of that round, the Water has coalesced below the caster and will gush upwards. 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 is thrust upwards. This Out of Battle spell uses 3 STA if used in combat because of how stressful it is to the caster. At 10 slots, this spell also allows a caster to take one passenger with him.


Common OOB Spells


Climate Mastery
Level required: 14
Class required: Water Mage
Casting method: other
Defending method: none
Description: Water Mage X1

DESCRIPTION: A hydromancer, more comfortable in the colder, wetter climates, may seek to transform a small area to suit their tastes. The amount of space they can do this to, depends upon their Mastery. Traditionally this would be used by the Hydromancer to create a small area of their home in which they can be completely comfortable, to surround themselves in their chosen element, to let it seep into the very walls which surround them. A room made of solid Ice. A cellar completely submerged to become an underwater paradise. A simple box with which they keep food or wine chilled. The possibilities are limited only by the Mages power to bring them to being. At higher levels, a mage could turn their entire home into a fortress of Ice and water. Wall strengthened by the rigid form of their element. Tracks of trickling water flowing along tracks in the wall and floor. Doors made of opaque sheets of ice. The ability to transform their home limited only by the time, and skill, they wish to invest in the undertaking.

:MECHANICS: The length of the ritual, the time it lasts, as well as the size of the area affected, depend on the level of skill the use. Lesser skill levels can always be used to affect a smaller area more quickly, if needed.

Water Mage X1: Ritual takes a minimum of 10 minutes. The effect lasts 12 hours in an area the size of a 12x12 room. The hydromancer can either use Water, Ice, Fog, or Mist. Can only be used once per day.
Water Mage X2: Ritual takes a minimum of 30 minutes. The effect lasts 24 hours in the area the size of a 24x24 room. The hydromancer can either use Water, Ice, Fog, or Mist. Can only be used once per day.
Water Mage X3: Ritual takes 40 minutes. The effect lasts 1 week in the area the size of one full room. Can Mix any two of the following elemental factors: Ice, Water, Fog, Mist. Elemental Crafted Items last 50% longer in shifted rooms. Can only be used once per day.
Water Mage X4: Ritual takes 60 minutes. The effect lasts 1 month and effects the area of three full rooms. The Mage can mix any form of his element he likes in the making of this area. Elementally crafted items last twice as long in an enchanted room. Can only be used once per day.
Water Mage X5: Ritual takes two hours. The mage can shift the entirety of his primary residence, as well as outbuildings within 100 yards. Can mix any form of his element in the making as is pleasing. Elementally crafted items last indefinitely within those rooms. The effect lasts until the Water Mage dispels it or is killed.

Elemental Connection
Level required: 20
Class required: Water Mage
Casting method: other
Defending method: none
Description: Water Mage X3

DESCRIPTION: The Mage learns to be able to commune with his element, to draw from it, to forge a link between himself and his raw element. Such a bond can manifest itself in an ability to sense, or see, what happened in, or near, his chosen element. The spell may only be used on the more solid and fluid parts of their element. IE. They cannot use a cold wind, or mist, or fog, only actual Water or Ice.

:MECHANICS: When this spell is ingrained in their consciousness, they become more attuned with their element as a whole. They may view anything that happened in the rivers and lakes, or the ice covered mountains, they may ask the ice for information, re-watch battles long since fought, or newly so, or manipulate a certain amount of water in fluid form freely to form things like bonds, sculptures, pictures, their very thoughts given form with their element. However, as soon as the Hydromancer loses concentration, or his attention is divided away from this work, the water will return to its original state. How far a Water mage can look back through time is determined by how many times he has chosen his class. I.e. Hydromancer X1 would be one week, Hydromancer X5 would be 5 weeks, and it is only available for use during Quests or if information is facilitated by an Op.

Elemental Craft
Level required: 13
Class required: Water Mage
Casting method: other
Defending method: none
Description: Water Mage X1

DESCRIPTION: The Hydromancer learns to shape and mold his element. Able to summon it from the very air around him, to form it like clay, to create various objects limited only by the imagination of the Mage himself. Crafted items created by his ability last for a temporary time, depending upon the skill of the mage as well as environment. Depending on the skill and mastery of his element, a Mage may even be able to shape the items in question with the merest thought, using his will, rather physical contact.

:MECHANICS: Direct contact with fire will force items to dissolve instantaneously.
While weapons and shields made via this ability can be used in battles, they will neither give any modifier to defense nor attack. They will be purely cosmetic.

Water Mage X1: Able to create a small object that will last for half an hour before dissolving back into the base element. Object limited to something twelve by twelve inches.
Water Mage X2: Able to create a small object that will last for one hour before dissolving back into its base element. Object limited to eighteen by eighteen inches.
Water Mage X3: Able to create objects that will last for six hours. Can craft intricate items and simple devices, such as chains, water ropes, middling skill artwork, and sculptures. Size is no longer an issue, though larger objects (6 foot by 6 foot or larger) suffer a 50% penalty to longevity. Expends 5 stamina.
Water Mage X4: Able to create an object that will last for 24 hours. Can craft extraordinary sculptures with great detail, can craft delicate items such as stained glass, or create intricate chains and manacles. Size is no issue, though larger objects (10 foot by 10 foot or larger) suffer a 50% penalty to longevity. Expends 10 stamina.
Water Mage X5: Able to create objects that will last for 1 week. His skill is unsurpassed. Able to create anything his mind could possibly conceive of, giving it shape with ice, water, mist and fog. Masterworks of sculpture, exquisite bits of work. Anything that he can bring to mind, he can birth into reality. Size is no issue, to the Master. Expends 30 stam.


Elemental Servant
Level Required : 23
Class Required : Watermage
casting method : other
Defending method : None
description: Water Mage X3

DESCRIPTION: The water mage can summon solid elemental constructs which will serve him in out of battle tasks. They can be made of any form of his element, be it solid, liquid or vapor and shift their form freely as their creator desires. The amount and power of the elemental constucts depends on the potency of the hydromancer

:MECHANICS: The Hydromancer can summon 1 construct per times he chose his class, up to 5 elementals at Hydromancer X5. These constructs can do anything the Hydromancer wishes them to, from helping him with his work, to serving his visitors food and wine, to even raping who he wishes them to. Their form is merely restricted by what the caster may be able to envision, although their size will never go beyond a Trolls. A strictly OOB spell, which also needs OOC consent of a victim if it should be used in sexual context.

Purify/Contaminate Element
Level required: 10
Class required: Water Mage
Casting method: other
Defending method: none
Description: Water Mage X1

DESCRIPTION: This skill allows the Water Mage to change foul or dirty water into pure clean aqua. Fit for drinking by animals or persons. Alternately, a mage of less clandestine temperament can contaminate an unmoving pool of water into an infectious, sickening liquid, while forcing the fouled liquid to remain seemingly, pure to the eye. It can be used by those of benevolent mind to help, to provide a clear crystalline source of drink. Or it can be used by darker mages to cause illness and affliction to those who drink of a foul pool, or glass. This skill can also affect other forms of the Mages Element such as Fog, Ice, Steam, etc.

:MECHANICS: Applies to the natural element only. The feeling of being refreshed, or sickened, is an RP effect. It will not be transferred to dice in any way, but should be roleplayed out to the players discretion. The effect could make a sickened character feel better, or a healthy character feel poisoned. The effects last a full day or by use of "Curse the Senses".

Hydromantic Adaptation.
Level required: 18
Class required: Water Mage
Casting method: other
Defending method: none
Description: Water Mage X2

DESCRIPTION: This spell can be cast upon the Mage, or someone of their choosing, creating a glittering sheen of the users chosen element around their flesh; either water or ice. This becomes a shield of sorts that protects the user or their target from the natural hydromantic elements; cold winds, extremes in temperatures, snow and ice. While under the effects of this spell, one feels that they are in their natural element, able to masterfully handle themselves in the Hydromancer’s given element. They have firm footing on ice, are capable of moving through snow as though it were water, able to swim with the grace and power of a dolphin. The aquatic element embraces them, and allows them fluid movement. However, this spell does not protect against magical cold, only the natural element.

MECHANICS: This effect is OOB only, If the user enters into combat while this spell is in effect, it will drop immediately leaving them cold and/or wet. Note: Hydromantic Adaptation does not protect against magical cold, only the natural element. This spell is for RP effect only, and cannot be used to reverse the effects of hypothermia or any other damage that might require a healer. The spell will sustain itself

Mist Wraith
Level required: 25
Class required: Water Mage
Casting method: other
Defending method: none
Description: Water Mage X4

DESCRIPTION: During his Life, a Water Mage achieves near absolute conquest and assimilation of his element, enabling him to transform his body into different forms connected to his element.
Upon calling on this ability, the Water mage transforms into a shape made of Mist and Fog, that enables him to hide his appearance from preying eyes, as well as allowing him to slip through door locks, below doors, using smallest cracks to enter places he may unable before. Depending on the nature and personality of the caster, a Water Mage may look vastly different from another in Mist Wraith form.

:MECHANICS: The Water Mage may move about freely, although he will be unable to touch someone or move anything. For all of its intent and purpose, the Mage is intangible, although if they attack or are attacked, they will be forced to return to solid form. Players may roll a simple !Qdice to determine if they can spot the Mist Wraith, while it is sneaking around them. OOC consent is necessary to use this form to slip into another characters home.



Water Sphere (Unigo)

Water pummeling
Level required: 10
Class required: Water Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Water Mage X1:

DESCRIPTION: Upon casting this spell, Water forms around the caster’s body, surrounding him, waiting for his command, after which the water will rapidly pummel the targeted opponent with quick, fierce jabs of liquid fists, shooting forth from random points in the Water

:MECHANICS: Not unlike Artic Blast, this spell ignores physical armor, foregoing cutting or magical damage for blunt impact force. A Ranged Magical Attack determines success, with a +1 to the roll for every slot used in the spell, up to a max of +15, damage is rolled as normal.

Desiccate
Level required: 16
Class required: Water Mage
Casting method: clomagatk
Defending method: clomagdef
Description: Water Mage X2:

DESCRIPTION: Utilizing their ability to manipulate their chosen element, a water mage is capable of leeching the water from living things. Severe, and at times, even deadly, only the cruelest of Hydromancers would enjoy to watch another creature suffer from his heinous act, to watch their very life drain from them. Whether it be a plant, an animal, or even another person.

:MECHANICS: A Close Magical Attack determines the strength of this attack and takes Armor modifiers into consideration as flesh-to-flesh contact must be made. Those that fail their Close Magical Defense roll will lose 5% of their 'current' Life over the next two rounds, for every time that the caster has taken Water Mage, to a maximum of 25% of their 'current' Life, per casting of the spell.


Gift of Strength
Level required: 16
Class required: Water Mage
Casting method: none
Defending method: other
Description: Water Mage X2

DESCRIPTION: Water may not only be a bringer of death, but also of reinvigoration. Capable of repairing damage done via “Gift of Weakness”, or simply enhancing another characters strength for a short time, it showscases a Water Mages versatility and restorative abilities, courtesy of their element.

:MECHANICS: Those affected by this spell will gain 5% of their 'original' Strength for every time that the caster has taken Water Mage, to a maximum of 25% of their 'original' Strength, per casting of the spell. Alternatively it can cancel the effect of "Gift of Weakness". The amount of slots will determine how many rounds the spell will remain active. The spell will take effect in the next round.

Wall of Water:
Level required: 17
Class required: Water Mage
Casting method: other
Defending method: none
Description: Water Mage X2

DESCRIPTION: By means of this conjuration, the caster can concentrate his energies into coalescing the moisture in the air to the point of actually causing it to gather and create a defensive obstruction for him. This spell takes time to work, however, but can easily continue after being initiated without the caster focusing on it. Due to the spell's limitations, this spell works best by casting it upon a doorway or in a hallway, creating a shimmering shield of water. Likewise, in the open, the Water Wall can be formed into a hemispherical dome over the caster. He is unable to cast spells through the Wall without damaging it.

A standard close magical attack is rolled, then halved to determine the strength of this spell and how much it can absorb before it breaks and evaporates. Fire spells do ‘double’ damage to any water wall. Any offensive actions made against the caster are absorbed by the wall first, damaging it - damage is determined by the attacker making a normal attack roll, and the caster making a defense roll at 50%, then damage is calculated by a normal !damage roll. The caster behind the wall is only capable of evading or casting defensive spells - any offensive actions made go directly against their own water wall. This spell will last for 1 round per slot invested, or until it meets its damage threshold - whichever comes first


Water Blast:
Level required: 12
Class required: Water Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Water Mage X1:

DESCRIPTION: Yet another basic Water spell, this one conjures a tight globe of water within the Water Mage's hand. This water is unnaturally heavy and impacts with considerable force against a chosen target.

:MECHANICS: A Ranged Magical Attack determines the strength of the blast. Should the victim fails their defense, they will take normal damage as well as being knocked off of their feet and on their back, away from the Hydromancer by 1 foot for every slot used, forcing them to lose one combat round to get back on their feet. If used against a magical fire, the spell is put out if it beats the activation roll of the fire’s creation. The knock back effect will only occur once during a battle, due to surprise effect, but ever after that the opponent will be braced for it and resist it.

Whirlpool
Level required: 25
Class required: Water Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Water Mage X4

DESCRIPTION: A powerful spell, this conjuration is considered one of the pinnacles of the Water Mage's power. However, it requires a bit of planning and preparation as the spell itself requires a bit of time and concentration to cast. During this casting time, should the Water Mage be successfully struck, then the spell is ruined and he must begin again. Should he get it off, however, water itself rages up from the earth around him, creating a powerful whirlpool centered around the Watermage, splashing powerfully against his opponents, causing great damage, while refreshing his allies at the same time. An instantaneous manifestation, it vanishes as quickly as it comes, leaving merely some wet ground behind.

:MECHANICS: This spell requires two rounds of concentration and if he is struck during those two rounds, the spell fails automatically and has to be recast. Should he succeed, however, an instant storm erupts around the caster, two feet per slot used, to a maximum of 30 feet in diameter centered on the Water Mage. A Ranged Magical Attack is made and anyone within range must make an appropriate Ranged Magical Defense and suffering normal damage should that roll fail. Allies on the other hand will receive a free !evade roll during that round, feeling refreshed and invigorated. The caster must have use of both hands to direct the magic of this spell and who it effects.

Ocean’s Heart
Level required: 30
Class required: Water Mage
Casting method: other
Defending method: none
Description: Water Mage X5

DESCRIPTION: Similar to Glacier’s Heart, this ability allows a Watermage of sufficient level and power to transform his whole body, turning it into the very element he had made his own. Taking advantage of the fact that most of the body of any living creature consists of primarily water, he uses his connection to this element to turn himself wholey into liquid, boosting his own physical might at the cost of spellcasting abilities. A mage transformed is able to shape his very form as he wishes and likes, forming chains of water, for example, or allowing his form to slide through the most smallest of openings. Truly, only the mind of the Mage itself is the limit to this ability, and a Hydromancer forced to take this shape is a dangerous adversary indeed. Becoming his element, he is able to focus his power into physical strength.
While in this form, the water mage forfeits his ability to cast spells as all his magical energy is being funneled into this skill.

:MECHANICS: The Hydromancer spends 2 rounds performing a ritual. At the end of the 2nd round, his form appears to transform into water itself, vaguely representing his original shape and look. The infusion of his magic will replace his Strength score with his Intelligence score. While under this spell fire spells do x2 the normal damage instead of an additional 25% and Water spells are reduced up to 50% rather than the 25% at Water Magex5. All gear restriction still apply. The base cost of the ritual is 30 stamina. The Hydromancers liquid body is capable of bending and twisting itself in new ways, using its watery form to ensnare and hold with ease. The ritual cannot be disrupted and the caster may defend, but not attack during it.

Water OOB Spells (Unigo)

Water Walk:
Level required: 13
Class required: Water Mage
Casting method: other
Defending method: none
Description: Water Mage X1

DESCRIPTION: One of the more useful spells available to the Water Mage, this incantation allows the caster to use water sources to move quickly. Upon casting, the Water Mage must step into the water source where she will be submerged immediately. Note, this water source can be as little as a barrel or trough, but must have at least two feet of water within it. Once submerged, the caster can travel for miles, depending on how well she knows the spell. Should she travel to an area that lacks an emergence source of water, the spell fails and she is violently expelled from her point of entrance, disoriented and weakened. The emergence source must be equal or greater than the entrance source. This spell works on all sources of water, including springs, rivers, lakes, baths, vats, barrels, horse troughs, etc etc etc.

:MECHANICS: For every slot in this spell, the Water Mage can travel one mile. Each mile takes roughly one minute and 5 Stamina are consumed per minute/mile. Unlike Stone Stride, she cannot remain within the water, but must choose a point of exit. This spell is often used as an escape spell, though it has also been used to surprise an enemy.

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Re: Unigo Spells - Water

Postby CallieO on Sat May 21, 2011 4:51 am

COMMENTS:

I'm thrilled to see Elemental Connection coming back (this time as a spell instead of a skill), although if I'm reading it correctly, it can only be used during quests? That would kinda suck. (Also, the original skill, if I recall correctly, allowed the water mage at maximum power to view anything that happened in that river or lake, at any time, not just five weeks ago).

I can't wait to build a 500-foot-tall pyramid made completely out of ice that'll last for a week!

I love, love, love Ocean's Heart. Ditto Elemental Servant! I can't wait to have ice creatures serving cocktails at Callie's house!

Mist Wraith is freaking AWESOME. Basically it's like Callie is now Odo from Star Trek: Deep Space Nine! (Once she gets the spells.)

I'm glad that the "Desiccate" spell is finally, at long last, spelled correctly!

On the negative side: I take it by the existence of the spells "Water Breathing" and "Hydromantic Adaptation" that it's no longer innately true of water mages that they can't drown and can't freeze to death. I'm not pleased by this, to put it mildly, and I respectfully request an explanation.

Overall, however, I'm excited by the new spells and can't wait to try 'em!

PROOFREADING:

The words "Curse the Senses" in the Purify/Contaminate Water spell should read "Cure the Senses".

A couple of the spell names have unnecessary periods (full stops) after their names.

The spell "Water Pummeling" should be spelled with "pummeling" capitalized.

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Re: Unigo Spells - Water

Postby miyuka on Sat May 21, 2011 5:17 am

On the negative side: I take it by the existence of the spells "Water Breathing" and "Hydromantic Adaptation" that it's no longer innately true of water mages that they can't drown and can't freeze to death. I'm not pleased by this, to put it mildly, and I respectfully request an explanation.


Cause it's not a skill, so if not a skill, then a spell. It was things that were at one point innate, then removed, then prolly supposed to be a skill, but never added. Soooo now they are spells. In fact water mages lost the ability to breathe underwater quite some time ago.
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Re: Unigo Spells - Water

Postby Isla on Sat May 21, 2011 6:48 pm

Alright.. I am absolutely in love with these spells, Valene is going to be in heaven.. just.. simply in heaven thank you.
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