03-20-2016, 11:46 PM
(03-20-2016, 08:13 PM)Tom Marvolo Riddle Wrote: Fiendfyre Curse [Mortifer Infernum]
Cost: 1200 Om
Requires: Area Attack Proficiency, Area Shield Proficiency, Remote Control Proficiency
[Magnus Mortifer Infernum], Empowered Form
With a complicated five point wand movement, an eight second charge time, and a verbal only incantation, the caster unleashes an acrid hellstorm of sentient cursed fire which seeks to consume anything it touches. Requiring the full control and concentration of the user the Fiendfyre Curse creates a crimson mountain of burning mythical monsters to suit the caster’s personality, that reaches roughly nine cubic meters in volume, over a maximum range of fifty meters and speed equal to that of a train.
While this fire is in play, and will remain so for the rest of the battle, the user may take control of and manipulate it to defend or attack as needed but requires the use of at least one hand.
The cost of the spell is that of reducing the caster’s ATK by -1 for that round. The proportions and dangers of the spell can however be tripled by the caster, through sacrificing five health in the form of spiritual damage and an additional -1 ATK for the remainder of that entire battle. This results in the conflagration being extremely damaging even to those normally hardened against injury. Note that the Debuff placed on the caster will effect all further spells and abilities (not retroactively) other than that of any Fiendfyre created by this casting.
Finally, regardless of whether its in the empowered or unempowered form, the Fiendfyre curse takes a exhausting toll on all who cast it save for those of inhuman endurance or higher.
Must the user remain stationary while casting this move and while the spell is still effective? You might need the Ranged Materialize Proficiency, as well, if the fire monsters can be created at a range. The Homing Proficiency also seems necessary since the flames appear to independently seek out targets.
Can the flames block projectiles? Do the projectiles incinerate, catch on fire, etc.?
The -1 ATK 'cost of the spell' isn't necessary, your stats should not have to pay the price to execute this move. Your final note about it taking an exhausting toll on the caster will suffice, although you would want to make it more difficult/taxing to maintain the spell the longer the battle goes on and the further away the flames move from the caster. The fires should become gradually weaker in strength with an increase in range.
If you truly want to triple the range and dangers of this move, you can increase the charging time to maybe 20 seconds. This makes it variable, changing the price a little, maybe to 900 OM.
Tom Marvolo Riddle Wrote:
Bangles of Fused Shadows
Cost: 300 Om
Requires: Teleportation
A pair of bangles made of shadows fused into physical form and marked with gleaming starlight. Each bangle holds enough arcane power to Apparate (teleport) rapidly three times before needing to be recharged. One bangle takes twenty seconds to charge; though the owner of such may start a with both fully charged provided they have enough time and energy to do so prior. Furthermore a bangle may only be charged when fully depleted and conversely may only be used afters its been fully charged. However recharging may happen as time allows, and not all once.
Okay. There are two bangles, and each holds enough power to teleport three times super fast before needing to be recharged. Does this mean that, combined, they let you teleport six times before needing to be recharged? How quickly do they allow you to teleport, and how is it different from regular Teleportation? Also, the distance that they allow you to teleport would be entirely dependent upon which level of Teleportation you have, just so you know. These also probably need some kind of drawback, maybe lightheadedness for a few seconds after use. (To be honest, I'm not certain that this can be a move.)
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Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.


