11-18-2015, 08:20 PM
Tom Marvolo Riddle Wrote:There, went on the smaller side with the hearthfire charm. Changes made in bold. Spark Conjuration is miles away in the dark only so its not blinding in its fodder form. Savvy?
Hearthfire Charm [Ferventis Gelata]
Cost: 600 Om
Requires: Ranged Proficiency, Area of Attack Proficiency, Debuff Proficiency
This spell once properly incanted allows the user to charge and release a fire-hydrant of burning, molten white magic that blazes in a churning spectrum of red. It seems to stick and splatter, and ignite anything it comes in contact with. The charge up on the spell ranges between its incantation time of one and a half seconds to a full minute to produce a proportionally more, spectacular, longer lasting, and potently dangerous effect. Baseline range is roughly 5m and covers a 1m² area, but increases gradually, growing with charge.
At minimum charging duration this spell can be cast three times in a ten second period without exhausting a wand’s recharge rate, at a low to moderate fatigue cost.
The Killing Curse [Avada Kedavra]
Cost: 600
Requires: Super Attack T1, Ranged Proficiency
Channeling a desire to see someone dead and feeling the rapture of Dark Magic, the caster unleashes bolt of deep emerald lightning in a straight line that releases molten motes of dripping light. Upon impact with a living organism to deals massive damage to the very life force of the target, but otherwise leaves no sign of its passing. If however it impacts on a non-living Mundane object, it will be utterly destroyed as the spell continues forward in an attempt to end any life it can reach behind it until leaving line-of-sight or the general area of combat.
If this spell would end the fight in its caster’s favor, then it will end the fight via killing rather than just injuring them.
Point Shield Charm Contego
Cost: 300
A duelists spell designed to be completely non-verbal. Requiring only the time needed to move to intercept, the user pushes unraveling magic held at the tip of the wand to catch any offensive force or entity in attempt to disburse it. The greater the difference in the Caster’s DEF to the Offense’s ATK, the more energy (and significantly more fatiguing) is required by the caster to nullify. Furthermore even when properly defended against, Offenses with higher ATK to the Caster’s DEF, some or more of the attack can bleed through. This comes with a secondary downside of risking damage to the wand if the blow is caught improperly or too powerful to truly resist.
Its third downside is that the shield has a hit box of roughly 10cm in radius from the tip of the wand. This hit box must connect to the attack for the Charm to even attempt to be successful. Thus this spell it utterly useless against area attacks that have already begun to spread out from a core point.
Spark Conjuration [Candeo]
Cost: 300 Om
Requires: Ranged Proficiency, Debuff Proficiency, Area of Attack Proficiency
[Rubrum] [Croceus] [Veridis] [Kuaneos] [Puteulanus] [Puniceus] [Crimisi]
With this spell, the user casts a burst of bright light (which can be of any color). This light is moderately bright, and can be seen for several miles away in the dark, illuminating very large areas for about an hour. Once cast, this glob of light adheres to anything it touches, or can instead be detonated midair into something akin to a flare. This version of the spell can be cast instantly and wordlessly, and dismissed at any time he so chooses with [Nox].
In combat the user can cast this spell directly in front of an opponent, momentarily blinding them in a similar fashion to a soundless flash-bang. This version of the spell takes a full three seconds to cast, and must be done with an incantation at low to medium cost.
Hearthfire Charm, The Killing Curse, and Point Shield Charm are all good to go.
Spark Conjuration -- The main areas of contention for the first part with this one still remain, in that its casting time, range and duration are grossly out of proportion. That can be mitigated by adding in a charge time to use it, decreasing the range and/or the duration, or some combination of the three. The actual flashbang effect is fine and good to go.
Thaal Sinestro Wrote:Thaal Sinestro Wrote:Hard-Light Containment Tier 2 Defensive/Utility Super Move Requires Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Remote Control Proficiency, Debuff Proficiency - 800 OMLil' Bump.
Sometimes, there's that one guy that's becoming a real problem.
Sinestro summons a virtually indestructible hard-light containment cell around the target, which absorbs and contains whatever they're currently doing and isolates them from the rest of the fight. A Tier 2 Super Move and the containment effect will cancel each other out, and otherwise the container lasts a maximum of 30 seconds. The individual inside the container is also protected from any attacks in the same way that people outside of it are protected from them. The container materializes almost instantly.
This is good to go. Just as a note, might wanna add in how big the containment cell is. If it's just big enough to contain the person it's used on, or if it's always a specific size, etc.
![[Image: kUpgBYg.gif]](https://i.imgur.com/kUpgBYg.gif)


