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    Plant Magic [Done]

    timmir1
    timmir1

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    First Skill: Plant Magic
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    Plant Magic [Done] Empty Plant Magic [Done]

    Post by timmir1 17th June 2014, 2:43 pm

    Magic


    Primary Magic: Plant Magic
    Secondary Magic: N/a
    Caster or Holder: Caster
    Description: Plant Magic is the manipulation and creation of plants. In the right hands, Plant magic is a very versatile type of magic that can help in almost any situation. It can cause plants to grow quickly to take a hit, cause roots to burst from the ground and grab onto someones feet, and even help heal people's injuries. When used offensively, Plant magic focuses on weakening and disabling it's target instead of just relying on brute strength. When used as support, plant magic is used to add on to allies defense and heal any wounds they suffer.

    Malm uses Plant Magic mostly as a way to support people in trouble. He keeps both his feet on the ground and makes a quick gesture with his hand to use the magic where he needs it. The plants he controls are mostly household variants like shrubberies, seeds, and flowers. Though as he gains in strength, he'll be able to summon and control more exotic plants. Malm uses this diverse amount of plants to mainly to buff and heal his allies so that they can preserver though whatever challenge lies ahead.

    Strengths:



    • Stronger in sunlight (Damage and Healing cause by spells increases by 10% when in sunlight)
    • Resistant and versatile to most Water based attacks
    • Most spells are usually quick to cast



    Weaknesses:


    • Caster's feet must be touching on solid ground. Cannot cast spells if in midair, or if they are on a boat in the middle of the ocean.
    • Spells are weak to Fire
    • Plants created by magic disappear relatively quickly
    • Spells are harder to cast indoors, on solid stone floors, or if it's cold. (Increases MP cost by 10 %)



    Abilities/Powers:


    • Green Thumb: Plants bloom when he touches them, and seem to grow bigger and stronger when they're just within his presence. Also, plants that are dying or close to dying will begin to slowly recover under his care.
    • Solar Energy: Malm's wounds heal 2% per a post while they are in direct sunlight. He also regain MP slightly faster when in direct sunlight (gain 12% every 5 posts instead of 10%).
    • Plant Sense: Malm is acutely aware of all non-sentient plants around him. The distance he can sense these plants depends on his rank.

      • D rank - 50 Feet
      • C rank - 100 feet
      • B rank - 200 feet
      • A rank - 400 feet
      • S rank - 800 feet




    Signature Spell:


    D Rank Plant Spells:

    C Rank Plant Spells:


    Last edited by timmir1 on 7th October 2014, 1:56 pm; edited 14 times in total


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    timmir1
    timmir1

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    First Skill: Plant Magic
    Second Skill:
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    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by timmir1 24th June 2014, 12:20 pm

    Well it's been several days, so bump...


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    Godlike Frederik
    Godlike Frederik
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    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by Godlike Frederik 25th June 2014, 5:53 am

    Description: Plant Magic is the manipulation and creation of plants. In the right hands, Plant magic is a very versatile type of magic that can help in almost any situation. It can cause plants to grow quickly to take a hit, cause roots to burst from the ground and grab onto someones feet, and even help heal people's injuries.

    Malm uses Plant Magic mostly as a way to support people in trouble. He keeps both his feet on the ground and makes a quick gesture with his hand to use the magic where he needs it.
    Please tell us a bit on how you see yourself using plant magic, is it like plants in general. Is there a certain focus of types of attacks, like ensnaring people or using the various flora's ability for poison or stunning. Is there some sort of signature type of plant you are using like thorns, those fly trapping plants.

    [*]Resistant to Water
    You listed this as one of your strengths, yet this might not be entirely true. Yes it is resistance to probably most basic water attacks. And definitely more versatile against water. You have to keep in mind that there are mages with water attacks that travel at speeds that it easily cuts through living tissue.



    Name: Remedy
    Rank: D
    Type: Plant Supportive
    Description: The spell caster grabs onto some plant life of some kind and crush it in his hand. A magic circle forms in front of his hand as he touches it to the injury that he plans on healing. The remnants of the plant dissolve away as the injury glows slightly green. During this time, the injury begins to heal during the duration of the post while the caster is able to go do something else.

    Strengths:

    [*]Provides healing for an ally or self
    [*]Quick to cast
    [*]Does not require casters influence once it has been cast

    Weaknesses:

    [*]Takes a whole post to take full effect.
    [*]Can only be used on a single target.
    [*]Requires caster to be able to touch the target
    [*]Requires the user to have access to plant life.
    [*]2 Post Cooldown
    define on how much it heals you or an other mage.


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    timmir1
    timmir1

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    First Skill: Plant Magic
    Second Skill:
    Third Skill:

    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by timmir1 25th June 2014, 12:03 pm

    Requested edits have been made.


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    Godlike Frederik
    Godlike Frederik
    The Forsaken

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    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by Godlike Frederik 26th June 2014, 2:07 am

    approved, have fun


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    timmir1
    timmir1

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    First Skill: Plant Magic
    Second Skill:
    Third Skill:

    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by timmir1 25th July 2014, 2:54 pm

    Edits are done

    Edits Made:

    • Added lists and remove color to make the whole profile look better.
    • Specify the amount of healing per a post that the passive Solar Power provides.
    • Added the following strength to Entangling Roots.
      Is also able to grapple unattended objects that are lying on the ground. i.e. This isn't able to be grapple an object currently being held or manipulated by someone else.

    • Added the following weakness to Entangling Roots.
      Can be cut apart by slashing weapons or magic.

    • Combined the following two strengths in Seed Barrage
      Does alot of damage to those caught in the blast.
      Does some damage to those caught just outside of it.
      Into the following
      Does 100% D rank damage to those within the center of the explosion, and does 75% D rank damage in the affected area.

    • Added the following two strengths to Seed Barrage
      Throws three separate seeds
      Direct Sunlight increases the damage dealt by 10%

    • Added the following two weaknesses to Seed Barrage
      Temperatures below freezing decreases the damage dealt by 10%
      2 Post Cooldown

    • Added Leach Weed
      Leach Weed:


    • Added Sapping Thorns
      Sapping Thorns:



    Proof of Spells bought: Link Here


    Last edited by timmir1 on 28th July 2014, 1:31 pm; edited 3 times in total


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    timmir1
    timmir1

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    First Skill: Plant Magic
    Second Skill:
    Third Skill:

    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by timmir1 28th July 2014, 1:31 pm

    EDIT: I've decided to do some changes to Sapping Thorns before getting these edits approved. So below is the slightly changed version of Sapping Thorns. Just as a note, the main difference is that the thorns no longer do any damage, but instead the poison does.

    Sapping Thorns:


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    Sumdumguy

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    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by Sumdumguy 28th July 2014, 1:59 pm

    Approved~
    timmir1
    timmir1

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    First Skill: Plant Magic
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    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by timmir1 1st October 2014, 11:56 am

    Change log:
    Magic's Strengths and Weaknesses:


    • Expanded on the Strength "Stronger in Sunlight" to now read the following
      Stronger in sunlight (Damage and Healing cause by spells increases by 10% when in sunlight)

    • Expanded on the Weakness "Spells are harder to cast indoors, on solid stone floors, and if it's cold." to read the following
      Spells are harder on solid stone floors or if it's cold. (Increases MP cost by 10 %)


    Abilities/Powers:

    • Expanded on the ability Plant sense from "Plant Sense: Malm is acutely aware of all non-sentient plants around 50 ft of him." to now read the following
      Plant Sense: Malm is acutely aware of all non-sentient plants around him. The distance he can sense these plants depends on his rank.

      • D rank - 50 Feet
      • C rank - 100 feet
      • B rank - 200 feet
      • A rank - 400 feet
      • S rank - 800 feet




    Spells:

    • Made and reworked the spell "Remedy" into a Signature spell

      • Changed the amount healed from D rank to Malm's current Rank
      • Replaced the Strength "Does not require casters influence once it has been cast" into "Heals injuries nearly instantly"
      • Replace the weakness "Takes a whole post to take full effect." into "Injuries healed ache for a short amount of time after being healed."


    • Added "Manipulate Plants" to the D rank spell list.
      Manipulate Plants:

    • Changed the description of Entangling Roots so that it requires the use of only one hand.
    • Removed the strength "Direct Sunlight increases the damage dealt by 10%" from Seed Barrage
    • Added a "C Rank Plant Spells" section
    • Added the following to the C Rank Plant Spells
      [spoiler="C Rank Plant Spells"]
      Oakenform:

      Magebane:

      Juniper Mage Trap:






    I just like to note that these edits are still a work in progress and I'm still making notes of them as I go along.


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    timmir1
    timmir1

    Quality Badge Level 1- Novice [250]- Player 
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    First Skill: Plant Magic
    Second Skill:
    Third Skill:

    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by timmir1 1st October 2014, 2:45 pm

    All Edits are done. Ready for approval.


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    Tuna
    Tuna

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    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by Tuna 5th October 2014, 2:40 pm

    Manipulate Plants:

    Can you give examples of how Malm manipulates the plants? I mean, he is bound to have a general usage for it with some basic effects that he creates most of the time when using this spell. What would those be?

    Oakenform:

    Imo, you could add something like "The makeup and structure of the layers of Oak make it possible to dampen the blunt damage of weapons like hammers or maces, as well as reduce piercing effects of swords, spears or arrows." Just an idea. Because I could imagine that a multiply layered oak armor could be quite difficult to get through with a weapon if the layers have some complexity.

    Also, could you potentially restrain someone with this? If yes, add that ^^

    Magebane:

    Creative spell idea. I like it. But give me dimensions for the plant that you summon. How big is it? What does it look like? How do you make opponents touch the plant?

    Jupiter Mage Trap:

    Make that one C Rank worth of damage to break out and I'm good [:


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    timmir1
    timmir1

    Quality Badge Level 1- Novice [250]- Player 
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    First Skill: Plant Magic
    Second Skill:
    Third Skill:

    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by timmir1 7th October 2014, 11:36 am

    Edited:

    • Added the following to Manipulate Plants description
      (For example, he's able to move a tree branch to attack or block an attack, move vines out of the way to allow him to continue move on his path, or raise a root to trip up an opponent.)

    • Added the following strength to Manipulate Plants
      Can raise a strong root or plant in order to trip someone up if needed

    • Added the following weakness to Manipulate Plants
      Is to slow and clumsy to be able to entangle a foe with.

    • Added the following to Oakenform
      The protection is even more effective against bludgeon weapons like hammers or maces as it's able to dampen the blow, while the complex nature of the armor makes it difficult for piercing weapons like being stabbed by a sword or knife, or being attacked by arrows or spears.

    • Added the following strength to Oakenform
      The complex make up of the armor makes dampens the damage dealt by bludgeon weapons and makes it difficult for piercing weapons to make there way through. (90% to D rank damage, 60% to C, 40% to B, and 20% to A)

    • Added the following weakness to Oakenform
      Being lit on fire reduces the effectiveness of the armor by 20%. (60% to D rank damage, 30% to C, 10% to B, and no longer reduces A rank damage.)

    • Added the following to the description of Magebane
      The plant is about 8 inches tall and 6 inches wide with black string like leaves. When summon, it'll usually grows in an instant near the caster so that they can quickly pick it up and throw it, or can be summoned within thirty feet of the caster if needed. Malm usually prefers to use the former method though as it usually proves to be the more effective.

    • Changed the amount of damage to destroy Juniper Mage Trap from 2 C ranks worth of damage, to 1 C rank worth of damage,
    • Reduced the amount of fire damage required to destroy the plant form 1 C rank to 1 D rank of damage
    • Redefined the phrase Fire attack to fire damage to better describe what is required.





    I kind of like to say that the main problem with making it a single C rank damage  is that it makes the spell effectively useless against foes of same ranks as they'll be able to destroy the plant right away before they suffer any damage, and that's not to mention if they happen to have allies to. Making it much more of a minor inconvenience then the temporarily remove them form play that I wanted the spell. Don't get me wrong, I understand why the break out weakness needed to be weaken for a spell that is well verse at what it can do. It just now feels worthless against anybody of equal rank -_-

    As for Oakenform being able to entangle anyone. I thought about the idea for a while, but decided against it. That would make the spell to versatile for what it's suppose to be. But thank you for the suggestion and for the one about making it more effective against certain types of weaponry.


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    Tuna
    Tuna

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    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by Tuna 7th October 2014, 12:42 pm

    Alright, how about 2 C Ranks to break from the inside, but 1 C Rank to break from the outside? I would find that acceptable.


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    timmir1
    timmir1

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    First Skill: Plant Magic
    Second Skill:
    Third Skill:

    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by timmir1 7th October 2014, 1:54 pm

    That works for me :D

    Edited:

    • Added the following to the end of Juniper Mage Trap's description
      The plant is also notably more durable on the inside then it is on the out.

    • Changed a strength on Juniper Mage Trap to the following
      Takes 2 C rank worth of damage to break out from the inside while only requiring 1 C rank worth of damage to destroy from the outside.

    • Changed a weakness on Juniper Mage Trap to the following
      1 C rank of fire damage to destroy the plant from the inside while only requiring 1 D rank of fire damage to destroy the plant form the outside.



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    Tuna
    Tuna

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    Plant Magic [Done] Empty Re: Plant Magic [Done]

    Post by Tuna 7th October 2014, 3:37 pm

    Alright, approved ^^


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