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| [Pre-Dice]Magicians Requests; Requests for my magician character | |
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| Tweet Topic Started: Sep 7 2009, 10:30 AM (594 Views) | |
| Drathmar | Sep 10 2009, 02:12 PM Post #26 |
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Vampiric Bitch
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Hmmm, well I guess I wont argue with that since it makes it a tad bit better. so final version is: Magical Form Description: In an experiment to try and make a person who could completely fuse with a materia, something with drastically wrong. Instead of making the materia able to fuse with the body, they basically made the body pure magical energy instead. This has made him more like a spirit, with no physical form only a magical one. However, this magical form is highly susceptible to any disruption of its magical balance. However most materials are unable to react with his body to any large degree. Effect: Takes 90% Less physical damage unless from a crystal or diamond weapon, Takes 90% more damage from Magic. Can only ever use Diamond, Crystal, or Cloth weapons and armor. Requirements: Failed Experiment Cost: 0 and putting them under approved then. Thanks gin. |
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| [-Cloud-] | Sep 10 2009, 02:26 PM Post #27 |
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Apocalypse (Lv4)
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Actually, he would only take 90% less for Hand to Hand (Base Physical) and Melee Weapons. Guns and Bows are not considered Physical, they are pure Weapon Damage. So gunners, archers and rangers of all kinds would not be effected by this. Only Hand to hand, swordsmen and your general melee. |
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| Gin | Sep 10 2009, 02:32 PM Post #28 |
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Ikorose, Shinsou
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This confuses me a bit though Cloud. When using a Sword or such Physical Damage is Physical Strength + Weapon Damage. How come the weapon damage is negated too when someone has physical immunity? That being said what do you think about his original ability before the edits? |
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| [-Cloud-] | Sep 10 2009, 02:50 PM Post #29 |
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Apocalypse (Lv4)
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Physical damage would only block out things that use the Strength stat. So weapons that rely on the strength stat (Swords, Spears, knives, etc.) would be effected by it. However, Guns and Bows rely on their own power and not physical strength. So they are purely weapon damage, thus not covered by that trait that blocks Physical damage. |
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| Gin | Sep 10 2009, 03:03 PM Post #30 |
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Ikorose, Shinsou
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Ok I get that but you never said what you thought of the ability xD |
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| [-Cloud-] | Sep 10 2009, 03:14 PM Post #31 |
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Apocalypse (Lv4)
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Which ability... he has like five. XD |
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| Gin | Sep 10 2009, 03:47 PM Post #32 |
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Ikorose, Shinsou
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That was his original ability before he edited it to my suggestions about it. What do you think of this or the revised one? |
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| [-Cloud-] | Sep 10 2009, 03:55 PM Post #33 |
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Apocalypse (Lv4)
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I'm not a fan of complete immunity. But there are easy ways to get around that (Such as making a Technique that makes any strike of yours be treated as Magical damage). |
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| Drathmar | Sep 10 2009, 03:59 PM Post #34 |
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Vampiric Bitch
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The funny thing is my other character has an ability that turns all his damage into dark damage (which if I am not mistaken would beconsidered all magical damage then.) And that sitll works for me so melee weapons and fists do 90% less, guns and bows do normal, magic does 90% more. |
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| Gin | Sep 10 2009, 04:21 PM Post #35 |
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Ikorose, Shinsou
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If you are fine with your revised version that 100% Approval, if not Cloud said, while not a fan, it wasn't deniable. Up to you what you do though buddy. |
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| Drathmar | Sep 10 2009, 04:43 PM Post #36 |
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Vampiric Bitch
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Ill just keep the revised version, 10% one way or another isn't gonna matter much. I mean, still take only 10 damage for every 100 physical. |
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| Drathmar | Sep 11 2009, 05:49 PM Post #37 |
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Vampiric Bitch
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New Techs Up: Spell Shield Description: By using the magic within his own body, whether it be from 'learned spells' or from the materia he has slotted within himself, he can slightly change the functions of a spell, in this case, turning offensive spells defensive. Requirements: 50 Casting, 50 Magic, One with Materia Trait, 'Learned Magic' ability. Effect: Can use offensive spells (fire, ice, water, aero, earth, etc) AKA ones that do direct damage, as defensive spells instead. When used this way they form a shield around him that blocks damage of the opposite element than the one used equal to his magic stat. Can only be used with learned spells or spells from materia slotted in his body. Cost: Same as original spell Ultimate Magical Blast Description: Magus fires out a huge blast of magic, made from multiple elemental magics focused together into a large beam of magical energy. He must use at least three different elements. Requirements: 3 elemental spells or materia, 50 magic, 50 Intelligence Effect: Fires a non-elemental beam of magic, non-elemental due to it mixing elements so no Immunity, Absorb, or Weakness to any element comes into effect. Can use any level of elemental spell for each part, they do not have to be the same. Damage is the combined damage of all the spells together. Cost: Normal cost of each spell used New Ability: Shadows of Surrounding Light Description: Light and Dark can be found all around us, opposites that both repel each other and harmonize with each other at the same time. Walking the path of balance, Magus has learned that everything has the potential for both inside of them, and can use this knowledge to affect his magical spells. Requirements: Be Magus. 40%-60% Alignment. 50 Magic, 50 Intelligence. Effect: Allows him to change the element of any spell he casts to light or dark. Cost: 0 New Limit Break: Child of the Planet Description: In times of desperation, he can feel the voice of hte planet calling to him, as he is made of pure magical, or mako, energy itself, the life force of the planet. In these times he asks the planet to sustain him. The weaker he is, the more the planet uplifts him. Effect: Heals MHP equal to your [Magic * 1]. If Limit Gauge is filled to 60%-89% heals MHP equal to [Magic * 2] If Limit Gauge is 90% or more when used, heals MHP equal to [Magic * 3]. This can heal him over his maximum, providing him with extra energy. Edited by Drathmar, Sep 14 2009, 05:21 PM.
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| Drathmar | Sep 15 2009, 05:25 AM Post #38 |
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Vampiric Bitch
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Bump |
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| Takeru | Sep 15 2009, 10:23 AM Post #39 |
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The White Mage
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For Spell Shield, it's only opposing elements? So what if you make an Earth shield, but I send an Ice spell at you? Would your tech still block it, providing your character has a higher spell power than mine, or would the fact that they are not directly opposing elements work in my favor? Ultimate Magical Blast is basically just firing three spells at once, with the added stipulation that combining them essentially negates the elemental portion. Is it possible to use it with only two spells? What about four? Why not just have it so you can combine as many spells as you want, since it's really just spam-firing random magical blasts? Light and Dark are tricky business. I'd prefer you to change the requirements for the ability to 75's instead of 50's. And I dunno about your LB, what with the different levels and all. I'll pass on that for now. |
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| Drathmar | Sep 15 2009, 10:33 AM Post #40 |
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Vampiric Bitch
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Yes spell shield is only opposing elements. Its not a persistent shield it blocks one attack only, should have made that clearer. As for that, it's at least 3 different elements(so 3 or more), I figured 3 eliminating the element would be better than just 2. Edited: Shadows of Surrounding Light Description: Light and Dark can be found all around us, opposites that both repel each other and harmonize with each other at the same time. Walking the path of balance, Magus has learned that everything has the potential for both inside of them, and can use this knowledge to affect his magical spells. Requirements: Be Magus. 40%-60% Alignment. 75 Magic, 75 Intelligence. Effect: Allows him to change the element of any spell he casts to light or dark. Cost: 0 The LB it was mostly just to try something new, I saw a couple others that had different effects depending on different things so I thought of this. If you dun like it with the levels (understandable) what about if I made it heals MHP by 1.2x Magic? |
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| Takeru | Sep 15 2009, 10:37 AM Post #41 |
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The White Mage
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I'm not opposed to different levels, I'm just hesitant to approve it as-is. I want a second opinion, so to speak. The Techs and Ability are approved. I can't wait for Thomas and Magus to eventually fight. I've got some ideas for him already that would knock your guy for a loop. :P |
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| KurisuMurei | Sep 15 2009, 11:05 AM Post #42 |
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Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
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My guy has a multi-tier LB as well, but the difference between tiers wasn't as drastic. Maybe have it be: 30-59%: 1x Magic; 60-89%: 1.5x; 90%+: 2.0x? |
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| Drathmar | Sep 15 2009, 11:20 AM Post #43 |
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Vampiric Bitch
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Hmmm... about about... 1x magic, 1.75 times magic, and 2.5 (so it goes up .75 each level isntead of .1?) If not i'll jsut go with Kurisu's. Its kinda suppsoe to be his main healing LB lol. And yes Tak, that will be pretty cool, << I got some ideas to though. And thanks. Edited by Drathmar, Sep 15 2009, 11:21 AM.
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| Galileo | Sep 15 2009, 01:38 PM Post #44 |
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Getting too old for this shit.
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Chris' suggestion hits the mark. Level ones aren't supposed to be that strong. |
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| Drathmar | Oct 5 2009, 07:57 AM Post #45 |
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Vampiric Bitch
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2 New Abilities: Magical Flight Description: While most of the time he appears to walk on the ground for the sensibilities of those he is around, he is actually just flying very close to the ground. This is his normal mode of movement since his body is almost completely non-physical basically being made up of pure magical energy. This allows him to do this, and yes to fly higher as well, as he controls his body with his control over magic, and his skill at using it, since his body is pretty much pure magic. Requirements: 30 intelligence, 30 Magic, 30 Casting, 30 Spirit Effect: Allows Merlinius to fly. While flying his speed is equal to [Magic+intelligence]/2 and agility is equal to [Spirit+Casting]/2. Cost: 0 Magical Control Description: Due to the fact that his body is pure magical energy he has learned to have great control over the magical energy inside of his body, allowing him to manipulate it in many ways. This ability is one that allows him to exert control over his magical abilities as he becomes more learned about them, either conserving his energy while casting, or overpowering his spells when he uses them. Requirements: 50 Casting, 50 Magic, 50 Intelligence. Effect: Can either reduce cost of spells by by 20% of [Casting+Intelligence]/2 to a minimum of 1, or increase the cost of the spell to increase the effect by the same margin, so if you increase the cost by 50% the effect is 50% greater. Cost: 0 Also Edited his LB thats up for approval to this in accordance with Kurisu and Gals suggestions: Child of the Planet Description: In times of desperation, he can feel the voice of hte planet calling to him, as he is made of pure magical, or mako, energy itself, the life force of the planet. In these times he asks the planet to sustain him. The weaker he is, the more the planet uplifts him. Effect: Heals MHP equal to your [Magic * 1]. If Limit Gauge is filled to 60%-89% heals MHP equal to [Magic * 1.5] If Limit Gauge is 90% or more when used, heals MHP equal to [Magic * 2]. This can heal him over his maximum, providing him with extra energy. Edited by Drathmar, Oct 5 2009, 12:21 PM.
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| Phoenixx | Oct 7 2009, 06:45 AM Post #46 |
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Braver
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To point something out cloud. I know Im new and all but wouldn't bows+arrows be different? Unlike guns, an archer has to be strong and steady. The bows don't fire from a push of a button. The arows fly from the strength of the archers hand and whatnot. Wouldn't that make it physical and not pure weapon damage? |
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| Drathmar | Oct 7 2009, 08:06 AM Post #47 |
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Vampiric Bitch
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Actually, considering this is as advanced if not more advanced than our own society thats not true. They make bows with high weight pulls that are easy to pull back because of the system used so it doesn't take much strength at all. And yes I mean bow bow's not crossbows. My archery teacher in high school had one that was I think 80 pound pull, that was as easy to pull back as stretching, and much easier than the I think 40 pound pulls we used in class without the pulley system. Which also brings up the point, it is the strength of the pull the string is tightened to that gives it the power, not the strength of the person pulling back on the string. Pulling back on the string harder, or further, doesn't give the arrow more power. Also, these need approval still: Technique: Magical Flight Description: While most of the time he appears to walk on the ground for the sensibilities of those he is around, he is actually just flying very close to the ground. This is his normal mode of movement since his body is almost completely non-physical basically being made up of pure magical energy. This allows him to do this, and yes to fly higher as well, as he controls his body with his control over magic, and his skill at using it, since his body is pretty much pure magic. Requirements: 30 intelligence, 30 Magic, 30 Casting, 30 Spirit, Magical Form. Effect: Allows Merlinius to fly. While flying his speed is equal to [Magic+intelligence]/2 and agility is equal to [Spirit+Casting]/2. Cost: 0 Ability: Magical Control Description: Due to the fact that his body is pure magical energy he has learned to have great control over the magical energy inside of his body, allowing him to manipulate it in many ways. This ability is one that allows him to exert control over his magical abilities as he becomes more learned about them, either conserving his energy while casting, or overpowering his spells when he uses them. Requirements: 50 Casting, 50 Magic, 50 Intelligence. Effect: Can either reduce cost of spells by by 20% of [Casting+Intelligence]/2 to a minimum of 1, or increase the cost of the spell to increase the effect by the same margin, so if you increase the cost by 50% the effect is 50% greater. Cost: 0 LB: Child of the Planet Description: In times of desperation, he can feel the voice of hte planet calling to him, as he is made of pure magical, or mako, energy itself, the life force of the planet. In these times he asks the planet to sustain him. The weaker he is, the more the planet uplifts him. Effect: Heals MHP equal to your [Magic * 1]. If Limit Gauge is filled to 60%-89% heals MHP equal to [Magic * 1.5] If Limit Gauge is 90% or more when used, heals MHP equal to [Magic * 2]. This can heal him over his maximum, providing him with extra energy. Edited by Drathmar, Oct 7 2009, 08:09 AM.
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| [-Angeles-] | Oct 7 2009, 10:32 AM Post #48 |
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Ex-Turk
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Everyone on the site is learning to fly -.- Magical Flight has 1/2 approval I think Magical Control needs a limit, something to stop you from increasing the magical effect by say 120% >.> Child of the Planet has my 1/2 approval. |
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| Bowwy | Oct 7 2009, 10:49 AM Post #49 |
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MOOGLE AWWWWAAAAYYYY!!!
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Child of the Planet Description: In times of desperation, he can feel the voice of hte planet calling to him, as he is made of pure magical, or mako, energy itself, the life force of the planet. In these times he asks the planet to sustain him. The weaker he is, the more the planet uplifts him. Effect: Heals MHP equal to your [Magic * 1]. If Limit Gauge is filled to 60%-89% heals MHP equal to [Magic * 1.5] If Limit Gauge is 90% or more when used, heals MHP equal to [Magic * 2]. This can heal him over his maximum, providing him with extra energy. what level of LB is this? Magical flight is alright but it needs to have some kind of cost, because it doesn't make sense otherwise. I don't like the MP cost reducing ability. Zander had that, and we yelled at him for it, and now he doesn't have that anymore. Edited by Bowwy, Oct 7 2009, 10:51 AM.
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| Drathmar | Oct 7 2009, 11:28 AM Post #50 |
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Vampiric Bitch
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Um he still has one that reduces his by 20% of his spirit. That didn't go away in the revision. This has lower requirements but is 20% of an average of two stats. However I will limit it to only work with learned spells, or materia slotted in his body. Child of the Planet is Lvl 1-1, and the leveling part is using the numbers Kurisu suggested for it. And how about adding a 2mp per post (irreducible) cost to magical flight to use it in battle. And Angeles >> its cause people hate travel threads. At least that's why I'm learning to fly on Drath. Revised Editions: Magical Flight Description: While most of the time he appears to walk on the ground for the sensibilities of those he is around, he is actually just flying very close to the ground. This is his normal mode of movement since his body is almost completely non-physical basically being made up of pure magical energy. This allows him to do this, and yes to fly higher as well, as he controls his body with his control over magic, and his skill at using it, since his body is pretty much pure magic. Requirements: 30 intelligence, 30 Magic, 30 Casting, 30 Spirit, Magical Form. Effect: Allows Merlinius to fly. While flying in battle his speed is equal to [Magic+intelligence]/2 and agility is equal to [Spirit+Casting]/2. Cost: 2mp per post to fly in battle (Irreducible). Technique: Magical Control Description: Due to the fact that his body is pure magical energy he has learned to have great control over the magical energy inside of his body, allowing him to manipulate it in many ways. This ability is one that allows him to exert control over his magical abilities as he becomes more learned about them, either conserving his energy while casting, or overpowering his spells when he uses them. Requirements: 50 Casting, 50 Magic, 50 Intelligence, Color Magic, One with Materia. Effect: Can either reduce cost of spells by by 20% of [Casting+Intelligence]/2 to a minimum of 1, or increase the cost of the spell to increase the effect by the same margin, so if you increase the cost by 50% the effect is 50% greater. Can only increase it up to 100% more effective than normal. Only works with spells he knows or spells cast with materia slotted in his body. Cost: 0 Edited by Drathmar, Oct 7 2009, 11:32 AM.
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