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Moderators: Ehlanna, Stormbringer
Fear Aura:
Level required: 10
Casting method: ranmagatk
Defending method: ranmagdef
Description: While the spell is in effect, and the victim is affected, they are afraid of the caster and want nothing more then to get away from them as fast as they can.
Mechanics: A !ranmagatk versus !ranmagdef determines success. This spell can only be used on one person per cast. The fear effect lasts for one round for each time Necromancer has been taken. The spell effect ends if combat of any kind is initiated on the victim.
Mind over Matter:
Level required: 10
Class required: Bard, Mage, Magi, Entertainer
Casting method: ranmagatk
Defending method: ranmagdef
Description: Class restrictions: Bard, Mage, Magi, Entertainer, Nature . X3
If you've ever wished you could trick your enemy into believing they were somewhere else, now is the time to do it. The spell itself must be chanted/sung to come into existence, the words matter only in the creation of what you are trying to get your enemy to see. With but a simple sound of the casters singing voice, he can make a barren area appear to be a lush valley or perhaps the edge of a mountain. Now, this truly isn't real, but to the spell casters enemy, it is what he sees that matters, not what reality dictates. This spell is rather handy to confuse, and make one fear. Sometimes illusions hurt more than the reality we can touch.
MECHANICS: This spell takes two rounds to cast and is set free at the end of the second round, however if the spell is interrupted such as a successful hit against the caster the spell is lost and must be recast. A !ranmagatk versus a !ranmagdef by all opponents within 20 yards of the caster determines success. If the opponent(s) lose, they take a penalty of -10% to all combat rolls due to the confusion of where they are actually located. This spell only lasts so long as the caster continues to spend their turn chanting, and will linger for one turn when they finish. Will stack with other spells up to the maximum -50% penalty.
Arcane Bindings:
Level required: 15
Class required: Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Mage X4:
The Mage conjures a mystical cuff to capture the wrist or ankle of their foe, weightless and harmless bonds of light or shadow which yank and tug against their hostile motions, even suspending a victim outright should enough limbs be captured.
:MECHANICS: In combat a standard !ranmagatk versus !ranmagdef is made, at standard cost. If successful a victim's limb is bound. Up to four bindings can be stacked on a single target at any one time. Any attack a bound target makes will suffer a -15% penalty after mods, which will stack with each additional binding for a total of -45% at 3 cuffs. If the caster does not spend a turn to cast another cuff, then all bindings disappear on the opponents following turn. Opponents can choose to attack with the appropriate negative modifiers, or they may choose to attempt to break free using an int versus int roll with the higher number being the winner, and the opponent completely breaking free of all bindings should they win. If a fourth cuff is successfully cast, combat ends and the caster must choose to either get away or follow the out of combat rules for this spell. Any attack against the victim of this spell causes the spell to end.
Out of combat this spell can be used, one cuff per turn until the victim is completely held down. OOC consent rules apply for actions involving sex. The in combat mechanics can be used for those wishing to resist this spell, using an int versus int roll to determine if the victim can break free. A victim that breaks free gets the first turn should combat be re-initiated.
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