06-30-2017, 06:20 PM
(This post was last modified: 07-01-2017, 02:44 AM by Dane Regan.)
Move changes fixes are in bold.
Meta Magic: Elemental Bolt (1200). Requires: Ranged Proficiency, Area Attack, Homing Proficiency
Quick summary:
[spoiler]Base spell: 5 seconds, not fatiguing, Ebony cannot move, speed of an arrow, can be any (visible) element, 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 (3ft/1m radius), decreased overall damage, needs 1 hand to chant.
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]
Current list of "elements" Ebony may use:[spoiler]
Raw Magic, Fire, Ice, Water, Air, Earth, Electric, Dark, Light.
Descriptions: all elements are the size of a fist (explosive effect are in brackets and have a radius of 1m/3ft). All effects are visual only. All damage and damaging effects will be the same regardless of the element.
Ebony begins the spell with a five-second incantation specifying an element to attack with. This element has no impact on the actual spell itself, besides appearances. Regardless of the element chosen, the effect is still the same. Anyone hit with it will take the same "magic burns" as damage. So wind can't blow someone over. Ice can't freeze someone. Fire can, however, still seem the same as usual besides not feeling hot as "magic burns" are indistinguishable from being burnt normally (to non-mages at least). In essence, the element is just the manifestation of Ebony's magic: a mere appearance. 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 an earth spell they may be closed and rough, but for an air spell they may move and flow much more quickly.
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 combinations 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 an 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 3ft/1m. The damage of the spell is distributed throughout this area, so the overall damage one target will take is weakened. 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 of her own spells (n.b. only the splash damage, shooting herself directly would still hurt).
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.
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, and really it had no effect on the actual spell besides appearances.
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 damage. She stops moving, looks at her opponent, and finishes off with the final word: "Elemental Blast". She could have said a 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 her decision does not impact the spells potential, nor its damaging effects.[/spoiler]
Note 1: 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.
Note 2: Arrows from recurve bows travel at ~150mph (67m/s, 220ft/s). I'm using this speed.
Fodder: Elemental Blast (0).
Ebony can replicate a minor version of un-modified variation of Elemental Blast for quick, non-damaging, effects. For example a gust of wind to knock someone's hat off or blow out a candle; a small flame to ignite something not being worn or carried, or warm something up; a spray of ice to cool a small object down; a blast of water to fill a glass with drink; a ball of light that illuminates a 5m/16ft radius sphere. As of this moment, those are the only elements Ebony can use on this small scale. The incantation must be one word or a short phrase (1-2 seconds ish). Ebony doesn't need to stay stationary. This non-damaging variant of the spell has a maximum range of 10m/32ft. Unlike the full spell, these elements do "exist". When the spell is cast in full (see above), the overwhelming and unique nature of Ebony's magic impacts the spell, and thus removes the impact of the elements.
Tier 1 Super Attack: Wild Magic Surge (600). Requires: Ranged Proficiency, Area Attack, Homing Proficiency
Ebonywood Hellscythe (300). Requires: Physical Attack
Ebonywood Hellscythe's scythe is an ebonywood hellscythe. The pole is 5ft/1.5m long and made of dark black ebony. It's smooth to touch and feels slightly warm. Attached to the top is a curved silver blade that's 3inches/7.6cm tall where it joins the pole and about 1cm wide. The blade stretches and curves for 2ft/0.6m where it slowly gets narrower and shorter until it eventually reaches a fine point. While made of wood and silver, the scythe is incredibly durable and resilient, so even the narrower points of the blade will require very considerable stress to break.
Carrying a scythe that's almost as tall as you everywhere can get very tiring. Even if it's super cool and Ebony is much stronger than her appearance would suggest. If the scythe is ever more than 5m/16ft from Ebony it disappears. When this happens, parts of the scythe fall off rapidly as small dark, glowing, purple flecks that dissolve into the air. If Ebony maintains line of sight with her scythe and focuses on it then she can choose to prevent this effect. Also, Ebony can say a 5-second enchantment to cause the disappearing effect on purpose.
To regain the scythe, Ebony has to stand still and focus. Over the first 3 seconds she chants and spreads out her hands, this causes the staff to form from glowing dark purple magic. Them she chants for 2 more seconds and spins the staff. When this happens one of the ends glows purple and the blade forms off it. This is not a draining process. If the scythe is used to attack with before fully forming, it will shatter and dissolve into the air.
Ebony attacks with her scythe spinning the sharp edge of the blade towards her opponent, or by using the ebony staff to attempt to pummel them. She needs to use both hands to use the scythe effectively. It may be held in one hand, but only attacking with one will make it much more unwieldy than it already is. When attacked with, the scythe blade leaves a trail of harmless deep purple flames. These dissipate quickly. Furthermore, while using her scythe, Ebony's eyes glow red.
Name: Ebonywood Hellscythe
Spent OM: 4700
Consumed OM: 0 (for OM spent on items, or OM permanently lost from respecs or refunding purchases. Still adds towards Spent OM)
Proficiencies (3200); Physical Attack (1000), Ranged Proficiency (1000), Homing Proficiency (600), Area Attack (600)
Powers (0/8000);
Moves (1500); Meta Magic: Elemental Blast (1200), Fodder: Elemental Blast (0), Ebonywood Hellscythe (300)
Super Moves (0);
Transformations (0);
Assists (0);
Items (0);
Artefacts: (none)
Bases: (none)
Unlocks (0);
Base stats:
ATK: 4
DEF: 3
SPD: 2
TEC: 1
- Homing now travels at half speed, but still has the same maximum range. However, after half of that range, the damage drops off.
- Explosive: Lower damage is specified.
- My original general thoughts were "same damage so it shouldn't matter", but I guess they could have different uses for utility purposes (e.g. freezing a door shut, starting a large fire). So, if that's not allowed, then I'll change it to the following: [spoiler]What if the elements are just a cosmetic effect? If I say that fire or ice is just a mere manifestation of magic, and not actually fire or ice (i.e. it looks like fire or ice, but is actually just a magic blast thing, so a hit from both the fire, rock, ice, or water, etc. would all leave the same "magical burnings" as damage) will that be acceptable? I've added changes based on that reasoning. Current list is: Magic (purple blob), fire, ice, air, earth (rock lump), water, electric, dark, light.[/spoiler]
- That said, if I do that, could I still use the fodder version of the spell that can cool stuff down, blow wind, heat stuff up, etc.? (on a smaller, nondamaging, scale - stuff that could be reproduced with a fan, a lighter, a bucket of water)
- I'll pick up the super attack later (and play about in the move workshop for a while). For now, I'll just get a scythe (300 OM move).
- Also, for reference, I'm fairly likely to do a "charged homing shot", or "double charged homing explosive shot". But that'd only be if I can somehow get 15 or 25 seconds free without being attacked. Most spells will probably just be the 5 or 10 second total I have allies to buy me time. I guess with the forces update that'll be reasonably more likely though. That said, when Ebony is casting the spell, it's very obvious she's trying to do it due to the chanting. So reasonably, in a battle, the other side would single her out. If she took the slight bit of damage, the spell fails after all.
Meta Magic: Elemental Bolt (1200). Requires: Ranged Proficiency, Area Attack, Homing Proficiency
Quick summary:
[spoiler]Base spell: 5 seconds, not fatiguing, Ebony cannot move, speed of an arrow, can be any (visible) element, 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 (3ft/1m radius), decreased overall damage, needs 1 hand to chant.
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]
Current list of "elements" Ebony may use:[spoiler]
Raw Magic, Fire, Ice, Water, Air, Earth, Electric, Dark, Light.
Descriptions: all elements are the size of a fist (explosive effect are in brackets and have a radius of 1m/3ft). All effects are visual only. All damage and damaging effects will be the same regardless of the element.
- Raw Magic: A swirling purple blob. Appears to melt away on impact, disappearing. (A dense purple fog explodes outwards, then fades away almost instantly.)
- Fire: A swirling mass of red flames. Disappears on impact. (A ball of flames explodes outwards, then fades away.)
- Ice: A solid lump of white/pale blue ice. Disintegrates on impact. (An outwards explosion of ice that creates a dense white/pale blue fog. Quickly fades away into the air.)
- Water: A swirling mass of blue water. Disperses into the atmosphere on impact. (A torrent of water explodes outwards, then fades away.)
- Air: A swirling mass of green airwaves. Disperses into the atmosphere on impact. (An explosion of green air. Disappears quickly.)
- Earth: A solid lump of brown-orange rock. Disintegrates on impact. (An outwards explosion of rock and earth that creates a dense brown fog. Quickly fades away into the air.)
- Electric: A zig-zagging mess of yellow and blue lightning bolts confined to an invisible sphere. Disperses into the surroundings on impact. (An almost solid-looking mass of yellow and blue bolts that slowly fade away)
- Dark: A smooth pulsing solid black/dark purple sphere. Disperses instantly on impact into harmless purple flames that quickly fade away. (An explosion of dark purple flames that quickly fade away)
- Light: A smooth pulsing solid white sphere. Disappears instantly on impact. (An extremely quick explosion of white light. It's gone almost instantly and isn't blinding)
Ebony begins the spell with a five-second incantation specifying an element to attack with. This element has no impact on the actual spell itself, besides appearances. Regardless of the element chosen, the effect is still the same. Anyone hit with it will take the same "magic burns" as damage. So wind can't blow someone over. Ice can't freeze someone. Fire can, however, still seem the same as usual besides not feeling hot as "magic burns" are indistinguishable from being burnt normally (to non-mages at least). In essence, the element is just the manifestation of Ebony's magic: a mere appearance. 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 an earth spell they may be closed and rough, but for an air spell they may move and flow much more quickly.
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 combinations 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 an 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 3ft/1m. The damage of the spell is distributed throughout this area, so the overall damage one target will take is weakened. 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 of her own spells (n.b. only the splash damage, shooting herself directly would still hurt).
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.
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, and really it had no effect on the actual spell besides appearances.
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 damage. She stops moving, looks at her opponent, and finishes off with the final word: "Elemental Blast". She could have said a 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 her decision does not impact the spells potential, nor its damaging effects.[/spoiler]
Note 1: 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.
Note 2: Arrows from recurve bows travel at ~150mph (67m/s, 220ft/s). I'm using this speed.
Fodder: Elemental Blast (0).
Ebony can replicate a minor version of un-modified variation of Elemental Blast for quick, non-damaging, effects. For example a gust of wind to knock someone's hat off or blow out a candle; a small flame to ignite something not being worn or carried, or warm something up; a spray of ice to cool a small object down; a blast of water to fill a glass with drink; a ball of light that illuminates a 5m/16ft radius sphere. As of this moment, those are the only elements Ebony can use on this small scale. The incantation must be one word or a short phrase (1-2 seconds ish). Ebony doesn't need to stay stationary. This non-damaging variant of the spell has a maximum range of 10m/32ft. Unlike the full spell, these elements do "exist". When the spell is cast in full (see above), the overwhelming and unique nature of Ebony's magic impacts the spell, and thus removes the impact of the elements.
Tier 1 Super Attack: Wild Magic Surge (600). Requires: Ranged Proficiency, Area Attack, Homing Proficiency
Ebonywood Hellscythe (300). Requires: Physical Attack
Ebonywood Hellscythe's scythe is an ebonywood hellscythe. The pole is 5ft/1.5m long and made of dark black ebony. It's smooth to touch and feels slightly warm. Attached to the top is a curved silver blade that's 3inches/7.6cm tall where it joins the pole and about 1cm wide. The blade stretches and curves for 2ft/0.6m where it slowly gets narrower and shorter until it eventually reaches a fine point. While made of wood and silver, the scythe is incredibly durable and resilient, so even the narrower points of the blade will require very considerable stress to break.
Carrying a scythe that's almost as tall as you everywhere can get very tiring. Even if it's super cool and Ebony is much stronger than her appearance would suggest. If the scythe is ever more than 5m/16ft from Ebony it disappears. When this happens, parts of the scythe fall off rapidly as small dark, glowing, purple flecks that dissolve into the air. If Ebony maintains line of sight with her scythe and focuses on it then she can choose to prevent this effect. Also, Ebony can say a 5-second enchantment to cause the disappearing effect on purpose.
To regain the scythe, Ebony has to stand still and focus. Over the first 3 seconds she chants and spreads out her hands, this causes the staff to form from glowing dark purple magic. Them she chants for 2 more seconds and spins the staff. When this happens one of the ends glows purple and the blade forms off it. This is not a draining process. If the scythe is used to attack with before fully forming, it will shatter and dissolve into the air.
Ebony attacks with her scythe spinning the sharp edge of the blade towards her opponent, or by using the ebony staff to attempt to pummel them. She needs to use both hands to use the scythe effectively. It may be held in one hand, but only attacking with one will make it much more unwieldy than it already is. When attacked with, the scythe blade leaves a trail of harmless deep purple flames. These dissipate quickly. Furthermore, while using her scythe, Ebony's eyes glow red.
Name: Ebonywood Hellscythe
Spent OM: 4700
Consumed OM: 0 (for OM spent on items, or OM permanently lost from respecs or refunding purchases. Still adds towards Spent OM)
Proficiencies (3200); Physical Attack (1000), Ranged Proficiency (1000), Homing Proficiency (600), Area Attack (600)
Powers (0/8000);
Moves (1500); Meta Magic: Elemental Blast (1200), Fodder: Elemental Blast (0), Ebonywood Hellscythe (300)
Super Moves (0);
Transformations (0);
Assists (0);
Items (0);
Artefacts: (none)
Bases: (none)
Unlocks (0);
Base stats:
ATK: 4
DEF: 3
SPD: 2
TEC: 1

