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Official Move Approval IV
#6
With exception of the wand, all main text that's bolded are changes requested by Alex

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: 600 Om
Requires: Buff Proficiency, a Wand
Affected Wands: Yew and Phoenix Feather 13-1/2“
Affected Spells: Hearthfire Charm, Shield Charm
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 a power source.

Each affected wand counts as a separate pool of charged power. Conversely each affected spell draws power from the same pool of the wand they are cast from.

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. Pretego ranges from a semi-spheroid to a 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 physically draining; however, summoning a shield within that three second period of time exacerbates the amount of stamina required exponentially. 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.

Finally, the Shield Charm is simply a hard spell to cast in that the quicker its incanted the more mentally taxing it becomes on top of its physical requirements. Unless its charged well above the ‘minimum’ charge time, Protego can and will wreak havoc on the mind of the caster, resulting in physical damage ranging from disorientation, nosebleeds and finally to split second blackouts.

Reactive Armor Charm [Reactivum Loricatus]
Cost: 600
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 that 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 the 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. Furthermore, due to being an offshoot of the Shield Charm, quick and dirty spell casting is not recommended and it’s a surefire way to unhinge the mind starting at migraines and going downhill from there.

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 and nearly all of their concentration to keep it from going on an untargeted rampage.

Once unleashed the fire will maintain itself in idle mode as long as there is flammable fuel for it to spread to and consume. Note, idling is just that, it acts more or less like stylized fire and will not actively pursue the caster’s agenda but rather it is satisfied in consuming as much fuel as possible to maintain itself. Nor will it act in its own defense beyond eating anything in its wake, caster included. However once it’s being fed by the caster’s magic, the user may to assume and irect it to feed on anything it touches. This effectively allows it to act 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 itself.

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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Messages In This Thread
Official Move Approval IV - by Omni - 07-13-2015, 02:17 PM
Official Move Approval IV - by Omni - 08-30-2015, 06:24 PM
Moves PSA - by Omni - 10-30-2015, 05:59 PM

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