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Move Approval V
#35
@Jade: Sorry. I just asked because making them separate moves would contradict the OP.

Quote:Moves cannot have effects on the way other moves work. Such as "this move reduces the cooldown/charge time of my other moves". For example, making several attack moves. Then making another move which allows you to add a cooldown to all those other moves that make them stronger.

But I guess this is an exception(?) so I don't have one stupid big move. Since in splitting it up I would literally be creating moves which have effects on other moves. Since the elements are comparable to using a different bullet in a gun.



Fire does half damage initially, and the other half spread over the following 2 seconds. If hit again, debuff times are reapplied.

Ice does half damage, then slows the opponent a small amount for the next 5 seconds (which slowly wears off). If hit again, debuff times are reapplied.

Light does half damage, then disorientates the opponent for the next 5 seconds and blinds for the next 2 (both slowly wear off). Also get immunity to being blinded/disorientated by Ebony's moves for the next 30 seconds.

Dark does non-lethal damage. (The exact same as in Ebony's Soul Strike move).

Since I'm splitting off the other variants, I'm doing so for air as well just to make it more consistent. Air is already approved, and I haven't changed anything under it - I've simply copy pasted it here.



Meta Magic: Fire (300) Requires: Meta Magic: Elemental Blast, Debuff, Ranged Proficiency

See Meta Magic: Elemental Blast for details on usage, casting, and modifiers.

Fire spells do half the damage initially. However, when hit by a fire spell, the affected area of impact is set on fire magically (this also applies to surroundings so could set flammable objects on fire). This fire lasts for 2 seconds, and applies the remaining half of the damage at a steady rate. The fire cannot be removed by water as it's magical in nature, but attempts to brush it off may be met with some success. The fire feels painfully hot. The flames caused by splash damage (as a result of the explosive modifier) are much less potent as they typically cover a larger area of the target (and, if they didn't take a direct hit, the overall damage is reduced). If a burning area is hit again, the flames are replenished (so the 2-second timer is reset).

Meta Magic: Ice (300) Requires: Meta Magic: Elemental Blast, Debuff, Ranged Proficiency

See Meta Magic: Elemental Blast for details on usage, casting, and modifiers.

Ice spells do half damage, but anyone hit with them experiences a slowing sensation, making their limbs feel sluggish regardless of the impact site. This is spread through their whole body. The potency of this is proportional to the half of the damage which isn't applied, but it will always last 5 seconds. This slowness wears off throughout the 5 seconds, so is also more potent at the start. It is also influenced by Ebony's ATK versus the target's DEF (so high DEF targets may partly shrug this off, and low DEF targets may be influenced more highly). In general, the base 5 second charge time is going to initially cause a slight stiffness, give or take a bit. Enough to provide a noticeable difference, but not completely impair their capabilities. Being hit by splash damage rather than a direct hit will reduce this. Being hit by a charged attack will increase this. Being hit by another ice spell while already slowed will replenish the effect, resetting the timer. 

Meta Magic: Light (300) Requires: Meta Magic: Elemental Blast, Debuff, Ranged Proficiency

See Meta Magic: Elemental Blast for details on usage, casting, and modifiers.

Light spells do half damage. Anyone hit by a light spell is also temporarily blinded, feeling a slightly disorientated. Being blinded lasts for 2 seconds, and being disorientated lasts for 5 seconds maximum - both gradually wear off throughout these times. Anyone hit by a light spell is immune to being blinded/disorientated by Ebony's attacks for the following 30 seconds. Even if someone is hit in the back by the spell, they still experience these effects - it's magical and sight plays no part of it. If hit by splash damage, both effects are weakened. If hit by a charged spell, both effects are strengthened in proportion to the new damage (but the duration never changes). Due to the immunity, if hit again by a light spell while debuffed by a previous one, the damage is still taken, but the target is not debuffed again. Light spells also don't tend to do much damage to surroundings.

Meta Magic: Dark (300) Requires: Meta Magic: Elemental Blast, Debuff, Ranged Proficiency

See Meta Magic: Elemental Blast for details on usage, casting, and modifiers.

Dark spells do 'non-lethal' damage. Thus, they have no impact on non-living targets. Essentially, the opponent feels pain as if they actually took damage, and their body is limited as if they took damage (so a solid hit to the leg would leave a sore or numb leg), but they don't actually take the damage. This effect does not wear off until the opponent takes a rest or heals or uses a move or item that removes damage and/or fatigue. Basically, this spell tires out the opponent. No visible marks are left from being hit, nor does any pain remain afterwards, but the opponent will simply find themselves feeling drained, with their body not functioning as it should. A single hit from this is unlikely to actually do much, but multiple hits will accumulate this effect. Notably, the impact on an opponent will never quite be as much as if they actually took damage, making this attack inefficient for quickly winning a fight, but good for winning without harming an opponent too seriously, or for tiring the foe out to set up for something else. The strength of this 'non-lethal' damage is proportional to the strength of the spell (so charged spells inflict more while splash damage does less).

Meta Magic: Air (300) Requires: Meta Magic: Elemental Blast, Ranged Proficiency

See Meta Magic: Elemental Blast for details on usage, casting, and modifiers.

Air converts all damage from the spell to knockback. Essentially changing the spells from acting like concrete breaking punches to car pushing shoves. The specific distance an opponent is pushed back depends on the difference between Ebony's ATK and their DEF, although if agreed OOC further or shorter than usual distances may occur for smaller and larger targets. The general floor and grip a target has on a surface could also have an impact. As a general guideline, the base spell can knock someone back 10m/30ft. Charging this adds another 10m/30ft for each charge. The explosive variant pushes people away from the centre of the explosion, and those on the edge won't be pushed back as far (but if hit by the main projectile directly the target will suffer the full knockback). Homing pushes a target away from where it made contact with them (by the same distance it would do if it was non-homing), so it's technically possible that the projectile could actually push someone towards Ebony. Naturally, the decrease in damage from a prolonged homing spell transfers proportionally to a decrease in knockback. The multi variant has no impact and each spell applies its knockback individually. While air doesn't do any damage directly (the attack feels like being shoved really hard), being hit into a wall, a rock, or off a cliff is probably still going to hurt. Lastly, targets with a high SPD and flight may be able to move against the knockback and prevent being pushed the full distance.



Added the same fodder/notes changes as before, removed air because air is its own move now (thus this costs 300 less now - was 1800, now 1500). Removed the stuff about different elements (including fodder appearance and whatnot) since the elements are now their own moves. The parts edited are to link this move to the new "moves". Changes are in bold.



Meta Magic: Elemental Blast (1500) Requires: Ranged Proficiency, Area Attack, Homing Proficiency

Quick summary:
[spoiler]Base spell: 5 seconds, not fatiguing, Ebony cannot move, speed of an arrow, can use an elemental move (e.g. "Meta Magic: Fire") instead of the plain "Raw Magic", size of a fist (projectile and impact area), 5 seconds air time, needs 1 hand to chant, needs 1 hand to cast.
Charged: 5 seconds, fatiguing, Ebony cannot move, more damage, repeatable, needs 1 hand to chant, increases to 2 hands to cast.
Homing: 5 seconds, not fatiguing, Ebony can move, spell is now homing (3m/10ft radius turns), 10 seconds air time, decreasing damage after 5 seconds air time, needs 1 hand to chant.
Explosive: 5 seconds, not fatiguing, Ebony cannot move, area effect (2m/6.6ft radius), decreased overall damage, needs 1 hand to chant.
Multi: Start casting new spell, older spell(s) saved, then may cast each one after another with a 1-second delay between each, delay may exceed the 1-minute cap, fodder time may be used prior to or between each spell once casting starts.
Fodder: 2-3 seconds, not fatigue, does literally nothing but maybe sound cool and delay the spell by a few seconds, can go over the 1-minute limit, Ebony needs the same number of hands-free that are required to cast the spell, Ebony cannot move.

Spell time cannot exceed 1 minute. If it does the spell fails. If damage is taken the spell fails. If the casting stops then the spell fails.[/spoiler]
Ebony begins the spell with a five-second incantation specifying an element to attack with (information on the properties of these elements can be found on the respective "Meta Magic" moves (e.g. "Meta Magic: Ice" and "Meta Magic: Dark"). Regardless of the element chosen, the casting time, projectile speed, etc. is still the same (n.b. the element influences the spell projectile, not the casting). If Ebony uses an element she doesn't have a "Meta Magic" move for, the spell will take on a relevant appearance, but this is cosmetic only. This is called "Raw Magic", as those spells leave "magic burns" as damage (and have no secondary effects). During these first five seconds, Ebony needs at least one free hand, cannot move (but can rotate), and must continue speaking (note that she doesn't need to be heard, so as long as her mouth can open and close, the spell will still work - hence it can be done under water). These five seconds are not very fatiguing. If Ebony takes damage while casting the spell, it fails and must be restarted. She may make any motions with the hands and arms required to be free that she chooses - if casting a fire spell they may be erratic and trail warm harmless illusionary flames, but for an air spell they may move and flow much more quickly - trailing a faint breeze.

After this, Ebony has two choices. Either cast the spell as it is (by which it will travel in a straight line at the speed of an arrow and dissipate after 5 seconds) or add any combination of modifiers. Each modifier takes five seconds chant, can only be added to the spell once unless specified otherwise, and can be added in any order. The spell cannot be chanted for longer than 1 minute. Ebony can currently use the following modifiers:

Charged Spell: This incantation increases the power of the spell at the cost of time and fatigue. This can be added to the spell as many times as Ebony wishes providing the spell does not exceed a total casting length of one minute (the base spell + 11 modifiers). Ebony cannot move throughout the five seconds of this chant and must have at least one free hand. However, if this modification is added, Ebony needs to use both hands to actually cast the spell (i.e. when she's finished chanting, she needs 2 hands to shoot it).

Homing Spell: After adding this incantation, the spell will follow and curve towards her target. As a consequence, the spell can only travel at half speed, however, it will still travel the same total distance (it remains in the air for twice the time). But, once the spell has travelled for its initial 5 seconds, it slowly starts to dissipate at an even rate. So being hit after 7.5s will do half as much damage as being hit between 0 and 5s, and being hit at just before 10s will feel almost entirely painless. The spell curves after its target fairly quickly, and can make a 180 degree turn in a semicircle with a radius of 3m/10ft and will turn left, right, up and down to pursue its target. Ebony must be able to maintain sight for the 5 seconds that this part of the incantation is spoken, and she must be able to see her target when the spell is cast. The target cannot be changed unless Ebony decided to forfeit casting the spell and start again.

Explosive Spell: This modification increases the area of effect of the spell from being a simple point blast to exploding out in a sphere of a radius of 2m/6ft. The damage of the spell is distributed throughout this area (and weaker at the edges), so the overall damage one target will take is lower than the damage they would take from the non-explosive spell (unless they were hit by the exploding projectile when they will take the full normal damage). During the five seconds of chanting Ebony cannot move and must have 1 free hand. This modifier is not draining to add. Ebony is immune to the splash damage (or effects) of her own spells (n.b. only the splash damage, shooting herself directly would still impact her).

Multi-Spell: This allows Ebony to essentially store spells during the chanting period to all cast together once she's ready to cast. Instead of simply spending 5 seconds modifying the spell, she starts speaking and channelling magic as if she were chanting the base spell. While this occurs the old spell is saved along with all its already existing modifiers (and may not be changed). This does not reset the maximum chanting time of 1 minute. After Ebony chants the new base spell (which may be different to or the same as the one before) she continues working on that spell as usual (being affected but the same restrictions and times, as well as the usual fatigue, if any). Should she wish, she could even choose to add a "multi-spell" to the new spell, allowing another spell to be saved as well. Once she finishes chanting all the spells she wishes to cast (in the order she chanted them), she may then choose to add a couple of fodder words as usual, or may proceed straight to casting them. During this, the first spell that was saved is cast as usual. Then, there is a 1 second delay (during which Ebony does not have to speak, but may choose to). This may be extended to up to 3 seconds with more fodder words. Once the delay is over, the next spell is then cast as usual and the cycle repeats. It is possible that, due to the occasional different speeds of spells (or them following nonlinear paths) two spells could collide. When this happens they phase through each other without interacting. One additional major downside of this is that for every spell Ebony has stored, the potent magic sucks in and attracts energetic objects within 1ft of her (so 3 spells stored = 3ft). This effectively makes her a magnet to all ranged attacks in the area, and should a single one hit her and disrupt her concentration, all progress on the spells will be lost.

Multi-Spell Example:[spoiler]
Seeing a gap in combat (maybe an ally is fighting) Ebony chants for Fire, Charged, Homing and then chooses to make the spell multi. From there, that spell is saved so she moves onto the next spell. She chooses Air and then multis again. The next time she also chooses Air and then multis again. Then, the last time, she chooses Raw Magic and charges is three times. This takes 45 seconds total (making the spell a multi takes no time, but each other section takes 5 seconds).

She then shoots a Fire charged spell that swerves towards her target. 1 second later a blast of air travels out of her palm faster than the charged spell did and goes through the fire projectile (by random chance) yet misses the target. Nothing happens when they visually collide, but shortly after the fire spell hits the target. After that the next air spell shoots out 1 second later and hits. Being hit by the fire spell, and knocked back by one of the air spells (the other missed), her target charges towards her. From there she waits until the foe is in an optimal position and speaks a few fodder words to pass the time (3 seconds total). After this, she releases the powerful blast of raw magic into their chest doing heavy damage.[/spoiler]
Once Ebony has finished all the incantations she wishes to add, she needs to point the 1 or 2 hands required to cast the spell towards her target (unless the spell is homing when variation in the angle is possible to allow the shot to curve). The instant she finishes speaking the last word of the spell, the attack is fired. If the attack takes the form of a lump of rock or physical object, it disintegrates on impact (or explodes outwards if that modification was added). Lingering frostbite, flames, or other effects will not occur. If Ebony wishes, she can speak a couple of fodder words at the end of the spell, no more than 2 or 3 seconds or so. This is just to delay the casting of the spell slightly, and also make the incantation flow better. These words can go over the maximum casting length and have no impact on the actual spell. Ebony cannot move while saying them and needs to have the same number of hands free that are required to cast the spell. During this section, the spell is seen as visible in her hands.

Descriptive/General Example:
[spoiler]Ebony is fighting a fellow mage in a friendly duel. Her opponent is fast and mobile. Firstly she says, "Let the air be my ally, and the sky be your doom." This signifies that she will attack using the air. She can say whatever she wishes at this part, as long as it's clear what element she's using.

While speaking this first part, she notices her opponent is moving quickly in an attempt to dodge so she continues chanting, this time moving into a better position and keeping a line of sight with her target. "Your legs will fail you as my spell pursues for eternity." For this section, Ebony moves into a better position and adds the homing attribute to the spell. The general phrase can change, but it should be made obvious which modifier she's using - she can't talk about making it explode when actually making it homing, for example.

After this, the spell is ready to cast, as she doesn't feel the need to make it impact a large area, or do a significant amount more knockback. She stops moving, looks at her opponent, and finishes off with the final word: "Elemental Blast". She could have said any short phrase, or simply nothing. In this instance, she felt like saying the name of the spell. The instant she starts the word 'elemental', a green swirling mass of air the size of her palm appears in her chosen hand (or between both). The instant she finishes the word 'blast', the swirling air shoots quickly towards her target, curving towards him as he tries to dodge. She could have shot fire or ice if she chose to earlier, but she wanted to avoid doing direct damage. Currently, however, both fire and ice would have the exact same impact of leaving magical burns.[/spoiler]
Notes:
  • Due to how tiring using the charged effect on a spell is, Ebony can only do about a minute's worth of it (12 uses) without resting. After that point, Ebony will barely be able to walk, so trying to cast it again could knock her out from the fatigue. 
  • Arrows from recurve bows travel at ~150mph (67m/s, 220ft/s). I'm using this speed.
  • Ebony may choose to hold the spell in the hand and throw it, it will still travel in the same way as usual (and at the same speed), thus has no impact on the actual spell itself, or its requirements. Although, if she fumbles while doing this, all work on the spell will be lost.
  • Slight pauses in the casting are acceptable to fill gaps. Not every phrase will be exactly 5 seconds long. A 7-second long phrase will be spoken quickly and narrowed down to 5 seconds, but a 3-4 second one may simply have a short gap at the end.


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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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