You are not connected. Please login or register

View previous topic View next topic Go down  Message [Page 1 of 1]

1New spells for the loremaster Empty New spells for the loremaster Thu Feb 05, 2015 2:34 pm

Terrence Rilby

Terrence Rilby
Name: Noun : Shotgun
Rank: B
Magic Cost: 30 MP
Requirements: Solid script magic
Class: Offensive
Element: none
Cooldown: 3
Duration: 4 posts
Effect: This noun conjures an engraved, single-barrel shotgun in the users's hands. The shotgun is fully loaded upon first appearing and can be shot to cause moderate damage to a target. The shotgun has an effective range of around 20 meters, though its shells of magically conjured matter tend to lose much of their punch long before this. Targets that stand at around 10 meters of range tend to be blown off their feet by the force of the blast, though more resilient targets can endure the assault without much difficulty.

The gun can be reloaded by going through the operation of reloading it using a shell from the set of 4 that are conjured in a place of the users choice at the start of the spell. If the operation is interrupted at any point, the user will be unable to fire their weapon in the next post.

The gun will disappear when the users wills it so or when either time or magic power run out on the spell.

Name: Verb : Static
Rank: B
Magic Cost: 30 (sustain 15mp/post)
Requirements: Solid script magic
Class: Supplementary
Element: Lightning
Cooldown: 2
Duration: 3 posts
Effect: This spell augments a noun to crackle with voltaic power. Offensive spells have up to one B-rank worth of their damage changed to Lightning damage. The changed damage replaces the original damage. Defensive spells are treated as if they are up to a B-rank protective spell. This spell cannot strengthen a lower ranked spell and also cannot completely change a higher ranked spell. If this word is applied to a noun that would be oxymoronic or redundant with it, the spell immediately ends.



Last edited by Terrence Rilby on Thu Feb 05, 2015 4:31 pm; edited 1 time in total

2New spells for the loremaster Empty Re: New spells for the loremaster Thu Feb 05, 2015 3:06 pm

Ardere Kasai

Ardere Kasai
-You would need a set number of shells and sustain cost, cant have you blasting 20 B ranks for the mp cost of 1, regardless of the reload.

-Make the cooldown 3 posts

3New spells for the loremaster Empty Re: New spells for the loremaster Thu Feb 05, 2015 4:32 pm

Terrence Rilby

Terrence Rilby
bumping dis tread

4New spells for the loremaster Empty Re: New spells for the loremaster Thu Feb 05, 2015 5:04 pm

Ardere Kasai

Ardere Kasai
Sounds good, go train stuff.

Sponsored content


View previous topic View next topic Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum


  • Total Posts:
  • Total Members:
  • Newest Member:
  • Most Online: Most users ever online was 133 on Sun Jan 05, 2014 2:38 pm

In total there is 1 user online :: 0 Registered, 0 Hidden and 1 Guest
Users browsing this forum: None