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Post by Deleted on Apr 23, 2018 17:01:41 GMT
- Rank I Magic: Costs 5 Heavens to access 1 element (Unlocking grants 1 free spell); Costs 20 Rep Points for each spell
Spells are used in place of the character's Weapon unless otherwise stated!
Pyromancy- Ember: Basic fire orb spell. Deals 1d10 Pyro Damage Blaze: Adds a fire element to a weapon. The weapon's damage is increased by 1d6 for 5 rounds of dice rolls. Damage Roll + (1-6 roll) Flame Thrower: Basic stream of fire. Deals 2d8 damage for everyone who rolls under your initiative. Torch: Summons a small flame to illuminate one's surroundings. Unadvised to use this spell with multiple enemies around as the caster will have higher chances of being targeted. Requires no die roll. Sear: Adds the Burned status effect. Deals an additional 1d4 damage per 5 rounds of die rolls. Dagger: Caster can summon a quick dagger shaped flame held in a reverse grip. The dagger can be used in addition to your normal attack roll. It deals 1d8 Fire damage. Fire kick: Self-explanatory. Adds Fire element damage to melee attack- can be done in addition to normal attack for 1d10 damage.
Aquira- Splash: Basic water orb spell. Deals 1d10 Aquira Damage Soak: A debuff for Pyromancy. It reduces the damage output of all Pyromancy spells by 1d10 for 3 dice rolls. Stalactite: A pointed icicle projectile. Deals 2d8 damage for everyone who rolls under your initiative. Water Whip: A forceful smack with water that can cause the Stunned status effect (TN 10-15). Stunned characters cannot roll for 1 round. Water's Reach: A spell that helps reach difficult items. Requires no die roll and is not meant to be an offensive spell. Ice Dagger: Aquira counterpart to Pyromancy's Dagger. Caster summons a dagger shaped icicle in the reverse grip. The dagger can be used in addition to your normal attack roll. It deals 1d8 Aquira damage. Dancer's Lyric: An ancient verse or dance sequence that allows the caster to reinvigorate an ally who can roll a die again in the same round. (The ally makes a separate post for that character and that will be calculated instead of the previous roll for that character)
Gale- Sonic Boom: A pressurized sound wave that can cause the Stunned status effect (TN 10-15). Stuns an enemy for 1 round of dice rolls if the spell hits. Quill Dart: Gale version of Darkmoon Arrows and Soulfire Darts. Unlike the other two, it requires no bow catalyst. Deals 1d8 Gale damage in addition to regular attack. Slipstream: A speed buff that grants an additional 1d5 points to an initiative roll for the duration of the roleplay. Tempest Blades: Small, scattered, yet sharp gusts of wind. Deals 1d8 damage to multiple enemies (determined by initiative) Defog: Nullifies all status effects from magic (status ailments, debuffs, and buffs). Spiral Arrow: A horizontal or drop kick aided by pressurized air magic at the soles of the caster's foot. Adds Gale element damage to melee attack- can be done in addition to normal attack for 1d10 damage.
Thera- Golem's Caestus: A punching glove made of stone forms around the caster's hands. All attacks deal Thera damage. Blight Thorn: Poison darts created out of a pool of Malice, inflicts 1d5 damage on multiple enemies in addition to normal attack. Inflicts Poisoned status if target rolls 8 or lower initiative Widow's Kiss: Caster sends out a kiss to a single target. Inflicts Poisoned status if target rolls 8 or lower initiative Iron Stance: The caster briefly turns statuette, being immune to any oncoming attack whether magic, weapon, or melee based. Magic immunity is only of the same rank. If the caster is in Iron Stance while being hit by Rank II magic, they will only take 1d10 damage. If hit with Rank III/S magic, they will take 50% damage. Shard Barrage: The caster creates a small ball of earth, glass, or crystal, barraging an enemy with shards at high velocities. Deals 2d8 Thera damage in addition to regular attack to all enemies that roll lower in initiative. Leaf Edge: Caster manifests a storm of sharp leaves. Deals 1d8 Thera damage in addition to regular attack.
Miracles- Darkmoon Arrow: A basic spell of a divine arrow that requires a bow as a catalyst. If immortal, they do not require to have a bow as their namesake's weapon. Deals 1d10 damage in addition to normal attack if Immortal Cleanse: Lessens the effect of Arcane magic by 1d10 points for 3 turns. It completely nullifies all status effects caused by Arcane magic such as curses and pools of Malice. Electrify: A miracle buff that electrically charges the caster's weapon, adding an additional 1d4 damage Holy Weapon: Imbued with holy powers, it allows human weapons to deal 5 damage to ghosts. If Angel/Throne, it grants them an additional 5 damage. Kinesis: A small kinetic force that acts as a small shockwave, knocking back anyone near the caster and deals 1d8 damage in addition to normal attack.
Vitus- Mend: Heals 10 HP Swagger: Adds a status effect called Jacked. It can be applied to self or allies. Refresh: Remove one status effect (TN of 5-7) Atonement: The caster gains a 1d6 damage increase to all of their attacks at the cost of applying the Bruised status effect. Life Giver: Caster throws out a luminous orb that heals everybody on that alignment by 15 HP. Gravity: Caster changes physics around a target, taking away 3 points from their initiative roll.
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Post by Deleted on Apr 23, 2018 17:02:35 GMT
Rank II Magic: 10 Heavens to Unlock, 40 Rep Points each. Rank II Magic requires the caster to own at least one tome of Rank I. If the caster is Rank II or under, they must roll at 2 above the TN to successfully cast the magic, or roll a 9 or better on initiative if no TN is present. If the character is Rank II+ this does not apply. Pyromancy- Fire Orb: Rank II version of Ember, they act as homing missiles. Deals 1d15 Pyro damage. Release: Causes the Burned status effect on target. Soul Burn: A passive Pyromancy spell that conjures flames within the caster's body. Unlike Release, which causes damage, it regenerates 1d8 health per turn for 3 rounds of dice rolls. Smog: The caster emits a flammable gas which can be ignited, giving 1d10 more damage for a burst damage effect on all enemies that roll under your initiative. Aquira- Jet Stream: A pressurized stream of water that can cause the Bruised status effect (TN 10-15). Deals 2d8 damage, otherwise. Drench: Rank II version of Soak. It reduces the effectiveness of Pyromancy by 1d10 by dampening the environment. Augur of the Eldritch: An unconventional catalyst that's a writhing tentacle, believed to be discovered by Daten's heretic group the Darkblades. The catalyst summons a tentacle extending forth with great force upon provocation. It was originally an Arcane spell, but due to the catalyst, Demons have refused to categorize it as such out of disgust. Adds 1d10 extra damage until expelled. Ode of the Dancer: Rank II version of the Dancer's Lyric. Allows the caster to reinvigorate 2 allies to roll again during the same round of dice rolls, restoring +5 HP as well. Diamond Dust: The caster pelts enemies with shards of ice and has the ability to blind them, causing them to skip a round of dice rolls (Blind status effect has a TN 10-15). Gale- Quill Barrage: Rank II version of Quill Dart, making it into a volley of quills. Updraft: Creates a gale that shoots you into an air for a short amount of time. It stuns nearby enemies that roll below your initiative, causing them to skip 1 round of dice rolls. While in the air, +2 ATK to projectile attacks. Skystrike: A spell that can combo with Updraft. The caster plummets to the ground, creating a shockwave as they land, and sends any nearby enemies flying. Must be done in the same roll with Skystrike to work. Twister: A defensive/counter spell that absorbs any magic or ammo from namesake weapons. If absorbing Rank I magic/ammo, it'll cause 1d6 more damage. Rank II magic/ammo at 1d8. Rank III magic/ammo at 1d10 Harpy Claw: A spell similar to Augur of the Eldritch, except that it requires no additional catalyst. The caster can slash away at foes, their hands gaining talons for damage. Every successful hit grants them an additional 3 points to their initiative in dice rolls. These points do not stack and are used up as soon as your character rolls in the next round. Heavy Winds: Causes the Blind status effect at TN 7-15. Can be used along with normal attack.
Thera- Miasma: A thick fog that both damages targets and causes the Poisoned status effect. Deals 1d5 damage for 2 rounds; TN 10-16 for Poison. Aromatherapy: A cloud of pollen that causes the Sluggish status effect for 1d5 turns. Comet Strike: Rank II version of the Golem's Caestus that also adds +3 points to the caster's initiative roll. These points do not stack and are used up as soon as your character rolls in the next round. Floral Frenzy: Let plants do the work for you. Caster augments nearby plants into a drone-type add. Each successful hit will give a random status effect to the target. Quicksilver: Ammo for firearm-based weapons that gain a Poison Strike bonus to their damage, causing 1d10 more damage per hit.
Miracles- Lightning Arrow: Rank II version of Darkmoon Arrows. It adds 1d10 more damage against Hell-aligned characters and 1d15 against ghosts. Photon Barrier: Grants allies with an extra 10 expendable HP that can only be applied every 2 rounds of dice rolls. Photon Whip: The caster manifests a whip made out of holy light. It does 1d12 more damaged on Hell-aligned characters. Psychokinesis: Rank II version of Kinesis. The caster emits a strong psychokinetic shock wave that sends foes flying, putting them in a Stunned state unable to roll for 1 round of dice rolls. Fortitude: The caster can apply this spell to self or to an ally, allowing them to survive 1 hit should the next attack be a finishing blow. They will regain 5 HP once the spell's effect lifts.
Vitus- Restore- Rank II version of Mend, healing 20 HP. Aura Break- Negates the status effect or damage bonus of any incoming spell, forcing the spell to only have base damage output. The effect of this spell can last for the entire RP or until it's negated. Discord- Doubles the amount of damage taken on an enemy of choosing. The caster can only keep this status effect on one person at a time. Quickdraw- Humans sacrifice 5 points of HP for ammo if they are bow or firearm users. Ammo created through Quickdraw deals an additional 1d10 damage. Buff lasts 1d5 turns.
Harmony: Heals 15 HP per round of dice rolls on an ally of choosing. Its effects last until the caster chooses a new ally, it's negated by a spell, or the RP finishes. Gravity+: Caster changes physics around a target, taking away 6 points from their initiative roll.
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Post by Deleted on Apr 23, 2018 17:06:58 GMT
Rank III/S Magic: 10 Heavens to Unlock, 60 Rep Points each. Rank III Magic requires the caster to own at least one tome of Rank I or Rank II. If the caster is Rank II or under, they must roll at 2 above the TN to successfully cast the magic, or roll a 13 or better on initiative if no TN is present. If the character is Rank II+ or owns a Rank II tome of the same element, this does not apply. Pyromancy- Lord's Flame: A versatile Pyromancy spell. It's default use is a volley of homing missiles that add the Burned status effect for 1d8 damage each turn, only lifting after another spell has been applied to negate the effect or the character runs out of HP. It can also be used to buff the caster's weapon exponentially by 1d12 and also tack on the Burned status effect. Buff: Damage Roll + 1d12 Wolf's Blood: The caster draws fire from within, allowing their initiative rolls to gain an additional 8 points. It also raises their damage by 1d12 but adds the Bruised status effect. The spell does allow for blood manipulation (their own blood, though) and if they're attacking with blood, it can add a Burned status effect to the target. Molten Core: The caster draws fire from within, raising their defense by 1d20 and initiative rolls by 8 points. Characters during Molten Core will deal deal a 1d12 burst damage effect with any Pyromancy spell. Fire Emblem: A versatile Pyromancy spell. It's default use is to negate the debuff effects of Aquira magic. Once cast, it creates a terrain effect where Pyromancy magic is buffed and Aquira magic is debuffed exponentially by 1/2. This allows for massive amounts of burst damage if using other Pyromancy spells. Made of Cinders: Its function is similar to that of Fortitude. The caster draws fire from within, healing 20 HP once their HP has been reduced to 0. Upon resurrection, it grants them a fire weapon buff at 2d8. Aquira- Rime Lance: The caster summons columns of ice. The columns remain as a terrain effect, weakening the power of Pyromancy spells by 75% until the end of the RP or until it's nullified and negates any buffs/status effects from Pyromancy. Moonlight's Sonata: Rank III version of Ode of the Dancer. It can revive 1 ally with 10 HP and reinvigorate another to roll again in a round of dice rolls, healing 5 HP points. This spell can be used twice in a RP. Horrorterrors: A grotesque catalyst that appears to be a slug. If provoked, the slug will create a contained nova explosion of Aquira magic that can stun enemies to skip 1 round of dice rolls. It protects the caster from all Pyromancy status effects until the effect is negated or the RP ends. Gale- Dragon Blade: Bladed weapons only. Imbues the blade with draconic power, raising its damage by 1d12 for 1d3 turns. Dragon Strike: Ammo and Bow weapons only. Imbues the user's ammo with draconic power. Lasts 1d3 turns. Banshee Shriek: A spell cast by screaming at your enemies- enhances caster's voice to cause all enemies -5 to their attack. TN 10-17 causes Stun status effect to enemies who roll lower.[/div] Skybound Battle: TN 12-17; The battle is now in the air. Melee attacks now deal -10 damage and initiative is -3 to all attacks using melee weapons. Ill Winds: Arcane winds that cause a status ailment to all those who roll below you. (TN 1-3) Poison, (TN 4-6) Blind, (TN 7-9) Frozen, (TN 10-13) Bruised, (TN 14-16) Stunned, (TN 17-19) Sluggish, (TN 20) -30 HP to all Rocket Punch: A high speed punch that deals 30 Damage to target, ignoring defense boosts. Lowers all damage to caster by -5 for 2 rounds. Thera- Diamond is Unbreakable: With a 1d20 defense increase, the caster can absorb an attack and counterattack with a 1d12 damage increase of the total damage from the incoming attack. Enemy Damage Roll + (.35 x Enemy Damage Roll) Golem's Protection: Negate any incoming attacks for one round of dice rolls on self
Theramancer: A buff that adds an additional 2d20 to casters that have Golem's Protection or Golem's Caestus cast on them
Miracles- Lightning Spear: Powerful lightning based Miracle. Hell-aligned characters struck with this spell suffer 50% more damage. Limit Break: The caster gains 40% more damage if their weapon is imbued with a Miracle buff for devastating burst damage. Judgement: The spell's damage output scales with the rank of the enemy. It deals 25% damage to Rank I. 50% damage to Rank II. 75% damage to Rank III. Damage is calculated by using the target's total HP. Damage= .25 OR .50 OR .75 x Total target HP. Purification: A terrain spell that negates all buffs/status effects of Arcane magic while exponentially decreasing its damage output by 35% Psychoshock: Rank III verison of Pyschokinesis. The caster emits a shock wave that sends foes flying, stunning them for 3 rounds of dice rolls.
Vitus- Resurrect: Revives one ally at full HP every 2 rounds of dice rolls.
Revitalize: Heals 30 HP. Breath of Life: When an ally is at 5 HP or lower, the caster may give half their current health to them. Graviton Surge: Caster changes the physics around targets. Anyone that rolls under the caster in initiative will suffer a -10 initiative loss for 3 rounds of dice rolls.
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Post by Deleted on May 30, 2018 1:12:56 GMT
Gloves walk into the Magic shop and walk over to Bowclip with a smile on his face. "Hello again, Bowclip!" He wave to her, happily. "It's nice to see you again on this fine day. I hope your doing well also, because today, I'm making three purchases. One for Rank I Pyromancy: Ember, two for Rank I Pyromancy: Dagger, and I would Like to unlock Rank II Pyromancy and get Fire Orb, please." "Even though I'm only getting Pyromancy Magic, I'm an Angel that likes fire." He laughs.
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Post by Deleted on May 30, 2018 16:35:00 GMT
"Nyaaa~ah! Okidoki there, mister pyromaniac! We gots Dagger and Ember for 20 Rep each, and you're gettin Rank II Pyromancy, which is 10 Heavens! You get the Fire Orb for free~!" Bowclips repeats as she pulls out a few books, placing them with a little more force than necessary onto the table in front of Gloves. "That'll be 10 Heavens and 40 Rep Points, nya!" Her eyes sparkle as the coins are placed on the table. "Oh-oh! Make sure nya-t to test your shiny nyew powers in the shop, please~! We'd go up in quite a glorious blaze. You know, paper dust and stuff! "
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Post by Deleted on May 30, 2018 20:21:52 GMT
"Free~." Gloves smile while thinking from what Bowclips said, repeatedly. Ah free. The best price to hear from a person voice. While he was in trance, thinking of the free Fire Orb from her sweet voice bouncing in his mind, he heard a loud 'thump' onto the table and was out of trance. Hearing the price, he pull out his wallet, pull out 10 Heavens and 40 reps, and placed on the table. When he does that, he saw her eyes sparkled at the shiny heavens. "So cute!" He think to himself, blushing a little.
"Thank you very much for the Pyromancy magics, Bowclips." He said, giving out a smile as he grabs the three books. Then his eyes widen for hearing what Bowclips said about the shop. "Oh! Of course not! I may be a pyromaniac, but I don't want this lovable shop to be up in a glorious blaze."
Gloves puts the three books in his green backpack and puts on his backpack. "See ya later, Bowclips." He waves at her as he walks over to the exit. "Oh! Before I forget." He turn his head back at Bowclips. "Next time when I come back, Bowclips, I'll bring something sweet for you for helping this pyro angel." He made a smile as he gives a left thumps up and point his thump at himself. He made one more wave to her and out he goes from the magic shop.
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Post by Deleted on May 30, 2018 21:32:34 GMT
Monocle and Sneakers walked into the magic shop. He bowed formally to Bowclips and said:
"Good day, miss Bowclips, I would like to unlock the rank one Vitus magic, and I would like to acquire "Life Giver" as a free spell, also I would like to purchase Gravity, Mend and Swagger,"
"Hello miss Bowclips!" Sneakers said, "I would like to unlock Pyromancy, and get Ember, Torch, and Fire Kick,"
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Post by Deleted on May 30, 2018 22:59:40 GMT
Bowclips looks up from the desk she had her face planted on, seeming to have been eyeing a piece of paper with interest. Almost too much interest. "Oooohh~! More fire and some lifey magic for you, nya? Alrighty, then!" She responded, popping up instantly, "Soooo Mister Monocle wants to use Vitus magic, plus 3 extra spells. Then we gots Mister Sneaky with Pyromancy and two extra spells! That total will be 10 Heavens and 100 Rep Points, nyaaaa~" She stopped and recounted it on her fingers before nodding and grabbing the tomes and scrolls, plopping them on the table. "Meee-eew! That's a lotta books!" She chirped.
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Post by Deleted on Jul 7, 2018 19:55:47 GMT
A small girl with thick glasses and shiny hair strolls in. "Heyyyyyyyyyyyyyy can i get a uuuuuuuuuuuuHHHHHHHHHHHHH an unlock on pyromancy, ember for the free spell, and then can i get uuuuuuhhhh Blaze, Dagger and like uuuuhhhh fire kick? all form rank 1 thnx"
At the same time a wheelchair kid strolls in with a big smile on his face bc ofc hed have a smile on his face its jong hes good. "I wanna unlock rank 1 pyromancy and get blaze for the free spell, and i also want sear. and then i wanna unlock rank 2 and get fire orb and soul burn. Thank you!" Their narrator also thanks you.
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Post by Deleted on Jul 14, 2018 19:36:18 GMT
"Ooooohh! More firey magics, huh?" Bowlclips piped up, grabbing a few books and plopping them on the counter in front of Pointe. "Blaze, Fire Kick, Ember and Dagger! That's 5 Heavens, plus 60 Rep Points~" She wiggled her butt and grabbed a few more of the books and plopped them in Jong's lap. "And you got Rank one fires with blaze and sear aaaand-" She plopped a few more books into Jong's lap, "Rank two with Fire Orb and Soul Burn! That's gonna be 15 Heavens and 60 rep!" She looked at the two and made a few mewing noises. "Okay! Fires outside please! Not in the paper-filled shop~"
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Post by Deleted on Aug 9, 2018 22:46:49 GMT
Helmet crashes through one of the shops' windows and quickly gets up on his feet. "Forgive my sudden entrance, but I desire to learn the holy arts of the Lord above! While I believe a crusader needs only his faith and courage to find victory in combat, I also believe it never hurts be prepared to whatever foul beasts one may encounter and be able to smite them with utmost zeal and efficiency!" He said, holding his stick out in the air as he finished his sentence. "With that, I wish to obtain Cleanse, Holy Weapon, Mend, Swagger, Atonement, Live Giver, Fortitude, Aura Break, Harmony, Restore, Judgement, aaaaaaand......lemme see on my list here....Resurrect!"
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Post by Deleted on Aug 22, 2018 0:22:56 GMT
Bowclips slowly climbed down the wall from the ceiling, approaching the man with a mixture of curiosity and fear. She tilted her head a few times as he talked before walking over and dumping the scrolls in front of him. "N-nyaaaa... Hopefully you can pay for the damages to the shop's windows, too." She muttered to herself as she stacked the books and scrolls in front of him neatly. She still seemed shaken.
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Post by Deleted on Sept 17, 2018 21:32:16 GMT
Sneakers walked in and greeted Bowclips, "Good Day," he said, "Um, I would like to unlock Rank one Aquira and Gale magic. For Aquira, I'd like to buy Splash, Water's Reach and Water Whip and for Gale, I would like to buy Sonic Boom and Tempest Blades,"
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Post by Deleted on Sept 19, 2018 16:48:38 GMT
Poking up from under the counter, Bowclips blinked. She disappeared again under the counter and there was a rummaging sound. She popped up a moment later holding some books and scrolls. "Mya-haha! Alrighty mister hurricane-maker! Aquira and Gale magic are each 5 Heavens, so 10 altogether for them! Then it's 20 rep a spell, so addin it all together it's 60 Rep! You get two free spells-nya!" She then went about her business with whatever the hell she was doing under the shop counter. Whatever it was, it was noisy and filled with the sound of rustling paper. Let's hope she's organizing...
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Post by Deleted on Sept 28, 2018 0:51:33 GMT
Loincloth ducked his head as he walked through the door into the shop. "I'm not for chatting so i'll make this quick. I want Ember, Flame thrower, Torch, Water's Reach, Sonic Boom, Slipstream, Iron Stance, Soul Burn, Fire Orb, Heavy Winds, Twister, and Photon Whip." He said, counting off the spells with his fingers.
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