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[Pre-Dice]Magicians Requests; Requests for my magician character
Topic Started: Sep 7 2009, 10:30 AM (593 Views)
Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
1/2 on the two techs then.


For the LB: I won't 1/2 this unless the extra energy thing is taken out. It's already tiered, and useful at any Gauge level.
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Lucifer
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Dynamite
Black Magic
Description: Through study and the use of magic, as well as a strong willpower, he has found that once he has learned a spell through a materia, he can use it at will with or without the materia. However it does have the side effect of costing slightly more to do things this way. Though he does have to use the spell through materia for him to do this. This is the ability to learn 'Black Magic' spells.
Requirements: 30 Magic, 30 Spirit, 30 Intelligence
Effect: Allows him to learn spells from Bio, Fire, Ice, and Thunder materia. However his Magic, Spirit, and Intelligence stats must match the casting requirement for the spell. Must cast the spell in a thread using the materia before it's learned as a spell. Still only gains AP for materia if it is equipped.
Cost: Normal cost * .2 MP


You guys do realize that he only has to use 1/5 the MP to use a magic spell from a materia that's not even equipped anymore?

Normal cost * .2 = Normal Cost * 20%
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
I'm guessing that's a typo and should be *2

<__<
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Drathmar
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Vampiric Bitch
It should be 1.2, it was approved with it costing 20% more

Also Bowwy its not as useful as you think.

Right now I have 50 Magic, even at max the LB would heal me for 100 MHP which is not even HALF of my max MHP.

And considering I have to raise Magic, Spirit and Intelligence to use learned spells, its not like I can spam magic to make this useful.

These Still Need 1/2

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

Limit Break 1-1:
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, 02:03 PM.
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Bowwy
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MOOGLE AWWWWAAAAYYYY!!!
That may be, but this is a MAGICIAN, correct. Therefore, your magic WILL start getting higher and higher...

ehh, whatever. 1/2
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Drathmar
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Vampiric Bitch
Yes but slower than other mages cause he is going to be built off of learned spells (and their equivalent, the materia he can socket in his body.) Mostly learned. Which can only be used when his Magic, Spirit, and Intelligence stats are equal to the casting requirement to use it, as well as the casting requirement.

Anyway this still needs 1/2 from someone other than bowwy:
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
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KurisuMurei
Doesn't particularly like the Art of Fighting, but definitely wants to be the King of Fighters.
I say Magical Control is fine.
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Drathmar
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Vampiric Bitch
Ability:

Elemental Manipulation
Description: Once he has learned a spell he finds he is able to subtly manipulate the energy that it has by adding a bit of his own energy to it. The effect this has is that the element becomes closer to its natural state and as such it causes certain effects to happen by anyone hit with them.
Requirements: 50 Magic, 50 Casting, 50 Intelligence
Effect: All elemental spells have a status effect that affects anyone hit by it, as follows:
Fire - Berserk, 2 Post
Ice - Freeze, 5% Max health per post, 5 posts.
Thunder - Stun, 1 Post
Wind - Silence, 2 Posts
Earth - Slow, 30% Speed, 2 Posts
Water - Confuse, 1 Post
Holy - Blind, 2 posts
Dark - Curse, 2 Posts
Cost: Spell Cost * 1.2

Note: Freeze is basically just poison at half duration.

Ability:
Magical Sense
Description: Due to being a being made of almost pure magic he is also able to sense any magic use near him. This allows him to react better to it.
Requirements: 30 Spirit, 30 Magic, Magical Form
Effect: Sense magic use nearby. Increase dodge vs magical attacks by 20%.
Cost: 0

Limit Break 1-2:
Magical Mastery
Description: He feels his magical being come close to perfect harmony, and he can draw on this extra energy to power spells.
Requirements: None
Effect: Spells cast for the next 3 posts are 50% more effective.
Cost: 0
Edited by Drathmar, Oct 7 2009, 09:50 PM.
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Drathmar
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Vampiric Bitch
bump
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Skyes
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Rush Assualt
50% more effective means 50% more damage?
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Drathmar
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Vampiric Bitch
Or if I use elemental shield it blocks 50% more than normal, or if I used a spell that had another effect it would be 50% more effective... etc.

In simplicity, yes. Thinking about it it seems to strong for a Lvl 1 though, but I'm not sure.
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Drathmar
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Vampiric Bitch
Putting LB on hold for now since I can start with a LB.
These still need approved

Ability:
Elemental Manipulation
Description: Once he has learned a spell he finds he is able to subtly manipulate the energy that it has by adding a bit of his own energy to it. The effect this has is that the element becomes closer to its natural state and as such it causes certain effects to happen by anyone hit with them.
Requirements: 50 Magic, 50 Casting, 50 Intelligence
Effect: All elemental spells have a status effect that affects anyone hit by it, as follows:
Fire - Berserk, 2 Post
Ice - Freeze, 5% Max health per post, 5 posts.
Thunder - Stun, 1 Post
Wind - Silence, 2 Posts
Earth - Slow, 30% Speed, 2 Posts
Water - Confuse, 1 Post
Holy - Blind, 2 posts
Dark - Curse, 2 Posts
Cost: Spell Cost * 1.2

Note: Freeze is basically just poison at half duration.

Ability:
Magical Sense
Description: Due to being a being made of almost pure magic he is also able to sense any magic use near him. This allows him to react better to it.
Requirements: 30 Spirit, 30 Magic, Magical Form
Effect: Sense magic use nearby. Increase dodge vs magical attacks by 20%.
Cost: 0

Technique:
Elemental Pulse
Description: Sends out a pulse of elemental energy from his body using any spell he has learned or materia slotted in his body, into the area around him, either damaging the foe or defending against an attack depending on the element used. Fire, Thunder, Light, Dark, Wind, Water all do damage of those elements, while Ice and Earth block/reduce damage from an attack when used, by sending out a solid blast of element instead of the insubstantial ones of the other six.
Requirements: 30 Magic, 20 Casting, Elemental Spell or Materia slotted in body.
Effect: If used with damaging element does [Magic * 0.5] damage in an area equal to his [Magic] feet around him. If a defending element is used it blocks damage from a single attack equal to the power of the spell.
Cost: Spell Cost
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Bag o Bones
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Meteorain (Lv3)
Magical sense is approved.

Quote:
 
Ability:
Elemental Manipulation
Description: Once he has learned a spell he finds he is able to subtly manipulate the energy that it has by adding a bit of his own energy to it. The effect this has is that the element becomes closer to its natural state and as such it causes certain effects to happen by anyone hit with them.
Requirements: 50 Magic, 50 Casting, 50 Intelligence
Effect: All elemental spells have a status effect that affects anyone hit by it, as follows:
Fire - Berserk, 2 Post
Ice - Freeze, 5% Max health per post, 5 posts.
Thunder - Stun, 1 Post
Wind - Silence, 2 Posts
Earth - Slow, 30% Speed, 2 Posts
Water - Confuse, 1 Post
Holy - Blind, 2 posts
Dark - Curse, 2 Posts
Cost: Spell Cost * 1.2


Is there any sort of resistance factor to these effects?
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Drathmar
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Vampiric Bitch
I could add one, but I was thinking if you got hit by the spell, so accuracy/dodge/etc. Even a partial dodge I would say would be enough to stop the effect. If a resistance other than that is needed I could make it his magic vs thier endurance.
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Drathmar
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Vampiric Bitch
Changed this, changes in bold:

Elemental Manipulation
Description: Once he has learned a spell he finds he is able to subtly manipulate the energy that it has by adding a bit of his own energy to it. The effect this has is that the element becomes closer to its natural state and as such it causes certain effects to happen by anyone hit with them.
Requirements: 50 Magic, 50 Casting, 50 Intelligence
Effect: All elemental spells have a status effect that affects anyone hit by it, as long as the [Spell Damage] is greater than either [Spirit] or [Endurance] as follows:
Fire - Berserk, 2 Post [Spirit]
Ice - Slow, -30% Speed, 2 Posts [Endurance]
Thunder - Stun, 1 Post [Endurance]
Wind - Silence, 2 Posts [Spirit]
Earth - Poison, 5 Posts [Endurance]
Water - Confuse, 1 Post [Spirit]
Holy - Blind, 2 posts [Endurance]
Dark - Curse, 2 Posts [Spirit]
Cost: Spell Cost * 1.2

This still needs looked at as well:
Technique:
Elemental Pulse
Description: Sends out a pulse of elemental energy from his body using any spell he has learned or materia slotted in his body, into the area around him, either damaging the foe or defending against an attack depending on the element used. Fire, Thunder, Light, Dark, Wind, Water all do damage of those elements, while Ice and Earth block/reduce damage from an attack when used, by sending out a solid blast of element instead of the insubstantial ones of the other six.
Requirements: 30 Magic, 20 Casting, Elemental Spell or Materia slotted in body.
Effect: If used with damaging element does [Magic * 0.5] damage in an area equal to his [Magic] feet around him. If a defending element is used it blocks damage from a single attack equal to the power of the spell.
Cost: Spell Cost
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Gin
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Ikorose, Shinsou
1/2 request to both, not to sure.
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Drathmar
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Vampiric Bitch
Bump. Both of these have 1/2 already.

Elemental Manipulation
Description: Once he has learned a spell he finds he is able to subtly manipulate the energy that it has by adding a bit of his own energy to it. The effect this has is that the element becomes closer to its natural state and as such it causes certain effects to happen by anyone hit with them.
Requirements: 50 Magic, 50 Casting, 50 Intelligence
Effect: All elemental spells have a status effect that affects anyone hit by it, as long as the [Spell Damage] is greater than either [Spirit] or [Endurance] as follows:
Fire - Berserk, 2 Post [Spirit]
Ice - Slow, -30% Speed, 2 Posts [Endurance]
Thunder - Stun, 1 Post [Endurance]
Wind - Silence, 2 Posts [Spirit]
Earth - Poison, 5 Posts [Endurance]
Water - Confuse, 1 Post [Spirit]
Holy - Blind, 2 posts [Endurance]
Dark - Curse, 2 Posts [Spirit]
Cost: Spell Cost * 1.2

Technique:
Elemental Pulse
Description: Sends out a pulse of elemental energy from his body using any spell he has learned or materia slotted in his body, into the area around him, either damaging the foe or defending against an attack depending on the element used. Fire, Thunder, Light, Dark, Wind, Water all do damage of those elements, while Ice and Earth block/reduce damage from an attack when used, by sending out a solid blast of element instead of the insubstantial ones of the other six.
Requirements: 30 Magic, 20 Casting, Elemental Spell or Materia slotted in body.
Effect: If used with damaging element does [Spell Power * 0.5] damage in an area equal to his [Magic] feet around him. If a defending element is used it blocks damage from a single attack equal to the power of the spell.
Cost: Spell Cost
Edited by Drathmar, Oct 26 2009, 02:48 PM.
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[-Angeles-]
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Ex-Turk
Elemental Manipulation has my 1/2

Elemental pulse confuses me.
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Grey
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Did you know that L's love donuts?
+1/4 to Elemental Manipulation
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Drathmar
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Vampiric Bitch
The way elemental pulse works is, if it it used with a spell from The Fire, Water, Aero, or Thunder materia, or a spell he turns into the holy or dark element, it does damage equal to [Spell Power* .5] in an circular area whose radius is equal to his magic stat.

If its used with an Ice or Earth materia... it instead creates a temporary solid shield around him that is used to block an attack by the power of the spell used.
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Grey
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Did you know that L's love donuts?
Ah i see what you mean now. I think most of the confusion comes from the wording, just add which elements do what and I think it'll be ready to go.
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Drathmar
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Vampiric Bitch
Revised.. same effect different wording:

Elemental Pulse
Description: Sends out a pulse of elemental energy from his body using any spell he has learned or materia slotted in his body, into the area around him, either damaging the foe or defending against an attack depending on the element used. Fire, Thunder, Light, Dark, Wind, Water all do damage of those elements, while Ice and Earth block/reduce damage from an attack when used, by sending out a solid blast of element instead of the insubstantial ones of the other six.
Requirements: 30 Magic, 20 Casting, Elemental Spell or Materia slotted in body.
Effect: If casting a Fire, Water, Thunder, Wind, Holy, or Dark spell, this does [Spell Power * 0.5] damage in a circular dome area around him whose radius is equal to his [Magic] stat. If used with an Ice or Earth spells it blocks damage from a single attack equal to the power of the spell used.
Cost: Spell Cost
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Lightning Wolf
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BANG BANG BABY!
+1/4 Elemental Pulse
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Drathmar
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Vampiric Bitch
Still need 1/4 on this one :D

Elemental Pulse
Description: Sends out a pulse of elemental energy from his body using any spell he has learned or materia slotted in his body, into the area around him, either damaging the foe or defending against an attack depending on the element used. Fire, Thunder, Light, Dark, Wind, Water all do damage of those elements, while Ice and Earth block/reduce damage from an attack when used, by sending out a solid blast of element instead of the insubstantial ones of the other six.
Requirements: 30 Magic, 20 Casting, Elemental Spell or Materia slotted in body.
Effect: If casting a Fire, Water, Thunder, Wind, Holy, or Dark spell, this does [Spell Power * 0.5] damage in a circular dome area around him whose radius is equal to his [Magic] stat. If used with an Ice or Earth spells it blocks damage from a single attack equal to the power of the spell used.
Cost: Spell Cost
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[-Angeles-]
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Ex-Turk
So it does damage or reduces it? I'm still confused.
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