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Official Move Approval III
Yes I do plan on purchasing all these and the required proficiencies for the upcoming Volvagia fight, as many as possible as I can afford in the time permitted for more posting. Also for the wand, I'm updating original with the bolded text if only to avoid the same question being asked every time I post something. Figured the wand would be as good of a place as anything include important information.
 
Wand, Yew and Phoenix Feather 13-1/2“
Cost: 0 Om, Fodder
Requires: Wand Rules
This wand is a slender bleached bone-white shaft with pale-red swirl like striations running through it. With it a wizard casts their spells, or at least most of them. May be replaced or repaired in roughly four seconds. Unless otherwise stated in spells cast with this wand, charging for a spell does not impede movement or non-wand based actions but does require the requisite concentration and physical contact.
 
Arcane Storage Runes
Cost: 300 Om
Requires: Buff Proficiency, a Wand
Affected Wands: Yew and Phoenix Feather 13-1/2“
When placed on a wand, these runes allow the caster to start with and store up to twenty seconds of charging of raw magic within it that may be used to pre-charge a desired spell. However there is a caveat that to fully recharge the runes they must be completely discharged first. And once discharged the runes cannot be used to pre-charge a spell or spells until fully charged again.
 
Charging is further complicated by two facts, in that for every one second of charge, two seconds are required to charge it, and also that the effect is persistent in that summoning a new wand produces a wand of equal charge value as the previous. However refilling the runes does not need to happen all at once and may be done as time is available, nor does a spell need to use the Arcane Storage Runes as power source.
 
Shield Charm [Pretego]
Cost: 900
Requires: Area Shield Proficiency, Buff Proficiency, Ranged Proficiency
[Pretego Maximus], Empowered Form
With a twisting-jab motion and the requisite incantation verbal or non-verbal, the caster calls forth a blurring fast bolt of blue light that forms a shield at a set distance of their determining, attached to that space or whatever it impacts. This shield’s strength and shape is drawn innately from the amount of energy put forward to its charge time. Ranging from a semi-spheroid to full spheroid of protection. It has a minimum charge time of a second but can be drawn for up to a minute longer for dramatic effect in size, strength and duration.
 
Provided the caster actually charges it for more than three seconds the shield isn’t that draining, but summoning within that period of time exacerbates the amount of stamina required to power it quickly. Furthermore once the charm is in place it doesn’t fade until a force actually acts in opposition to it and overpowers it or it’s otherwise eroded.
 
Reactive Armor Charm [Reactivum Loricatus]
Cost: 300
Requires: Area Shield Proficiency, Buff Proficiency, Ranged Proficiency
The Reactive Armor Charm is marked by double slashing wand motions, a verbal or non-verbal incantation, and three seconds to a minute charge time. This results a pale vortex of sparkles flashes outward to engulf a target. This charm once placed reinforces a thing, organism or surface with a garment of defensive magic, either layering itself over it or transforming outer nature to be more resistant to damage.
 
From there the protective charm will linger until forcibly removed through damage or being eroded by some other means. While only draining in a minor way, repeated use of it within a short time can quickly take its toll.
 
Fiendfyre Curse [Mortifer Infernum]
Cost: 1200 Om
Requires: Area Attack Proficiency, Area Shield Proficiency, Remote Control Proficiency
With a complex five point wand movement, a verbal only incantation, five seconds to an indefinite charge time, the user unleashes a Fiendfyre Curse from their wand. This sentient flame that builds into a mountain of fire based on the initial input, is shaped into mythical beasts that suit the caster’s mind and mood. Overall it is a dangerous, hard to control spell, requiring at least one free hand after being cast to manipulate and use effectively.
 
Once unleashed the fire will maintain itself in idle mode provided there is flammable fuel for it to spread to and consume. However once it’s being fed by the caster’s magic to assume control of it, it can feed on anything it touches allowing it to become effective at both Attacking and Defending on its own behalf and others.
 
While the spell is easier to cast the longer its charged, it takes a toll on the caster physically regardless of the charge time. When the Fiendfyre is in play and until it’s destroyed or dismissed by the caster, their ATK for all other actions is reduced by a -1 with exception of the Fiendfyre.
 
Super Attack: Fiendfyre Rapier Conjuration [Ensis Umbraduro]
Cost: 600 Om
Requires: Physical Strength, Tier I Super Attack
By reincanting an already active Friendfyre Rapier Conjuration verbally and spending the appropriate amount of SP, the rapier for a short period of time, long enough to make a major attack, becomes infused with a heightened cutting power; able to pierce through any normal defense or block unless met with equal or higher level Super Move.
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