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    Darude - Sandstorm

    Eris
    Eris

    Lich of hell


    Lich of hell

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishgar- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Player 
    Lineage : Devil's Conquest
    Position : None
    Posts : 1471
    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Sunset Eclipse - The Sandstorm GS
    Second Skill: Titan Eclipse • Devil Pact
    Third Skill:

    Darude - Sandstorm Empty Darude - Sandstorm

    Post by Eris 6th July 2017, 11:52 am

    Darude - Sandstorm RotG43J
    Darude - Sandstorm 4XBtoB6
    Darude - Sandstorm Mag9nR7
    G o d  S l a y e r



    Primary Magic: Sunset Eclipse - Sandstorm God Slayer
    Secondary Magic: Titan Eclipse • Devil Pact
    Caster or Holder: Caster
    Description: 

      This unusual lacrima seems to have taken on the properties of the surrounding area. Upon first glance a person may be willing to over look this item as nothing more than a magically charged sunstone due to the golden sparkle and warm yet dull sandy glow. It is only with close further examination that a raging sandstorm can be seen stirring up the sand and glinting sunstone within.

      The lacrima was found deep within the ruins of a desert temple said to have been the at the heart of the sand and sun. It was a pilgrimage many where said to have tried within the ancient world and none ever managed to have fore-filled due to the harsh almost ungodly heat, shifting expanses and unpredictable sandstorms. It was said that the person whom got the closest to the gift of the gods was a young prince looking to make a better future for his people. What happened to this young royal is sadly left up to speculation as no information was ever found about him returning to his home and as the chamber this lacrima was found undisturbed it is obvious he never reached the end of his journey.

      The overall history of this enigmatic lacrima is shrouded in mystery; even now no-one knows just where it originated from, whom made it, for what purpose or how old the lacrima itself truly is. It is thought that this ancient lacrima is at least a few thousand years old wither this is truly the case or not is yet to be authenticated within the magical community

    Cosmic Coin Price: 250
    Jewel Price: 4,000,000

      Eris obtained the lacrima after learning of its location from the archives of a Faerie King's court which lead her through a nondescript cave with a small entrance no larger than a beach ball hidden in the dunes of Desierto.  The caves would have been too narrow after the passage of time for a human to fit through without getting themselves trapped unable to get back up or getting themselves wedged in the gradually slimming passage.  Indeed, the skeleton of one such would-be spelunker would warn of one's fate to come,  as at that point it would be too late to turn back if not sufficiently prepared with magic or long lengths of rope.     

      Bypassing the majority of the cave's natural obstacles and hazards,  such as a steep slope leading straight to a several hundred meter long sheer drop off into a deep crevasse and a section of the cave that was filled near to the ceiling with a fast flowing underground river,  Eris made her way to a system of widening tunnels that became more and more man-made with slabs of stone in large bricks the size of wagons and tiles laid out as foundation to a whole underground city populated by a people who had been self sufficient for thousands of years under the rule of an ancient enemy to Eris in times civilizations past in the budding years of Eris's first golden age where her influence first began to truly thrive,  becoming a part of an Ancient Desiertian pantheon of gods as a goddess of blood sacrifice and flesh tangled in a hostile relationship with the god of the Dunes and the Sun, a ruling god of the pantheon.    

      Naturally their stories were embellished,  but they were based on whispers of truth.  There was never resolution to their conflict,  they were never able to meet in a true fight.  It was a battle of wills and the reach of their influence,  acting through the followers of their faith.  Priests and Priestesses dedicated to them,  monuments, temples,  and a lot of politics.   But now here Eris strode in the flesh, more or less,  into the gods retreat.   To survive the decline of that ancient civilization his priests invoked his power to swallow a whole city deep into the earth where it remained all these years.   In the early generations it may have been easier to get to the city with wider passages, tunnels, and bridges built underground allowing faithful to travel too and from the city, but over time the caves shifted and bridges crumbled and the city was forgotten to the surface.    The sun god managed to give himself a body of flesh of his own by creating a line of godkings born of his power and kept in a tight royal family, each generation slightly more capable of hosting more of his divine will.  A small burning sun lighting the whole city slowly spinning in a ring around the top of the great cavern and crops grew from the river that flowed from one end of the cavern to the other.  

      Eris tore through the city and ripped the hearts from the godking and royal family, and plucked the sun from the sky,  a sunstone orb throbbing with the power of the Dune God.   In a blood sacrifice with glowing runes expanding out over the whole city Eris sacrificed the lives of the faithful citizens and with the blood of the godking drained the sun god of his divine might,  channeling it into the sunstone that had been the focal point of his power for millennia,  forging a Lacrima that was twisted and corrupted with the act of evil that brought about its existence and forced it into bending to Eris's will.    Using it like a tether, Eris drew the god out of his divine throne and cannibalized his Essence,  devouring his divinity to invigorate her own.

      When it was done,  the sands were stained and the river ran red with blood.   Golden ichor of the slain god flowed form the steps of the pyramid-like temple in the center.    With a word, the husks of the citizens stirred and rose with new life,   a new sun rose over the temple to illuminate the city-cavern;  a dark sun with a reddish-gold glow casting a grim light down upon the faces of the undead rising.

       Eris uses this magic with extreme force and brutality. She is not subtle with it, wielding it like a hammer.  Its effects are large and extravagant,  impactful, designed to instill fear and hopeless awe.   This is indicative of a change in Eris's personality at large.  She is less willing to be patient and toy with people.  If slighted or angered,  Eris employs Scorched Earth tactics.     

       The magic governs the light of the sun and the sands of the earth flecked with gold that makes the sand sparkle and better reflect the gold-hued light of her golden Sunfire flames with light that emulates the golden light of the setting sun with the guise of the solar eclipse.    On occasion the light and the sands may be black,  but generally are just black tinged making them a deeper dark orange, red, and yellow.   It depends on the situation. 

    Spoiler:

    Strengths: 

    Strong vs things weak to Fire, and things weak to Light.   Of note are Metal, Ice, and Darkness.
    Sunfire is stronger in the presence of fire magic,  its heat and energy feeding the sunfire. 
    Strong vs Moisture-related magics;  Water, Blood, Plants,  as the Sands bare strong dehydration and absorption aspects. 
    Sun spells are hard to look at.  They are bright and illuminate large areas when used,  looking at a Sun spell is like looking at, well, the sun, and can cause eye damage and flash blindness in the same way that if you jump in water you get wet; it's a natural innate process of the element itself.  It's up to players how to interpret this however.   The intensity / brightness of the light is proportional to Eris's rank. 

    Weaknesses: 
    Despite that last strength,  some situations may see water and plant magics being more effective or limiting to her.  For example:  This magic would be less effective in undersea environments / diving / submerged. 
    Sunfire can cause natural fires to ignite within 15 meters / rank of the spell or effect, while living things might get a sunburn.   The fires can spread and cause unintended collateral.   Sunfire itself however does not spread like fire does.
    Eris is a literal Dark God,  both a Devil and a Deity.  She herself is vulnerable to God Slaying and Devil Slaying.
    Would be somewhat limited in lightless areas with no land nearby.  Also, for example,  an undersea environment again (Unless they were on the ocean floor,  and the ocean isn't actually typically as deep as you might think overall,  but in a typical anime fantasy world the ocean would probably be deep enough to have significant depths)  Another example would be an earthless lightless void; Space without a Sun.
    Sandstorm spells that involve sand will often generate wind.  Sandstorms are more wind than sand in the first place,  though this Sandstorm magic flips that to be more about the sands,  Wind and sky slayers can consume wind generated by some, but not all, Sand spells.   This doesn't hurt the spell in any way, as wind isn't a significant factor,  but is a free snack for any Sky slayer she may face.
    Lineage: Devil's Conquest (Sacred)





    ___________________

    Name: ( Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Duration:(How long does the spell last?)
    Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
    Strengths: 


    Weaknesses: 






    Code:

    [color=#ff6600][b][color=#ff3300]Name[/color]:[/b] ( Name of the Spell )
    [b][color=#ff3300]Rank[/color]:[/b] (What rank is your spell? H, S, A, B, C, or D)
    [b][color=#ff3300]Type[/color]: [/b]( Fire, Water, etc. Offensive, Defensive, Supportive.)
    [b][color=#ff3300]Duration[/color]:[/b](How long does the spell last?)
    [b][color=#ff3300]Cooldown[/color]:[/b]( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    [b][color=#ff3300]Description[/color]:[/b] ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
    [b][color=#ff3300]Strengths[/color]:[/b]

    [color=#ff3300]Weaknesses[/color]:[/b]

    ⛧[/color]
    ____________________

    Name: ( Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Fused Spells
    Type( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Duration:(How long does the spell last?)
    Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)

    Strengths: 

    Weaknesses: 





    Code:
    [color=#ff6600][b][color=#ff3300]Name[/color]:[/b] ( Name of the Spell )
    [b][color=#ff3300]Rank[/color]:[/b] (What rank is your spell? H, S, A, B, C, or D)
    [color=#ff3300][b]Fused Spells[/b][/color]: 
    [b][color=#ff3300]Type[/color]: [/b]( Fire, Water, etc. Offensive, Defensive, Supportive.)
    [b][color=#ff3300]Duration[/color]:[/b](How long does the spell last?)
    [b][color=#ff3300]Cooldown[/color]:[/b]( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    [b][color=#ff3300]Description[/color]:[/b] ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
    [b][color=#ff3300]Strengths[/color]:[/b]

    [color=#ff3300]Weaknesses[/color]:[/b]

    ⛧[/color]


    Last edited by Eris on 3rd December 2017, 11:01 am; edited 20 times in total
    Eris
    Eris

    Lich of hell


    Lich of hell

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishgar- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Player 
    Lineage : Devil's Conquest
    Position : None
    Posts : 1471
    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Sunset Eclipse - The Sandstorm GS
    Second Skill: Titan Eclipse • Devil Pact
    Third Skill:

    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Eris 6th July 2017, 11:52 am

    U n i q u e  A b i l i t i e s 
    Darude - Sandstorm ShWuSqY
    T h e  S a n d s t o r m




    D u s t  t o  D u s t 
    Darude - Sandstorm UX2OAmrDarude - Sandstorm CFi8874
    Eris emanates an aura that makes life crumble to dust, or rather, sand, weakening those who resist.
    ⛧ Usage- Within 200m, living and nonliving things in the environment disintegrate at one rate or another into dust,  visibly cracking and falling, breaking apart like a sand sculpture being toppled or really dry earth wafting off in clouds and scattered away like ashes to the wind.     By deliberately focusing she can reach out and specifically disintegrate something within (Standard Max range of user-rank single target effect (600m)) meters of her, with thin streams of sand zipping out from the area of this aura to snake along the ground or through the air to touch the desired target, and it might spread in a chain reaction like a plague to new targets within Burst range of that.  She can do this focus / reach bit once every 3 posts.    Like a plague, Dust to Dust's effects will cling for 2 posts after exposure.   
    Eris may choose to not let them crumble, and remain petrified as statues instead, in which case she can reverse the effect at any time though their souls will have been in Eris's afterlife- dead - in the meantime, which they will forget but may have nightmares about in the future. 

    ⛧ Effect- This will instantly slay unimportant NPCs / NPCs up to two ranks equivalent less than Eris.  Does not slay Strong+ enemies in S or greater jobs, or Normal enemies in 100y jobs.


    Those who are not slain (Since that effects only canon-fodder) instead build up a Dune Count.  Enemies within range of Dust to Dust build Dune Counters per post they enter or start the post (Eris's post if they are NPCs or job monsters),  or when struck by a spell Eris cast.   They represent grains of sand building up on and inside of them with an increasingly oppressive magic aura building around them like a weight in the air that gives a sense of impending doom and makes it so they sense Eris's presence everywhere around and within them.


     For every enemy marked by a Dune Counter, Eris gains a 5% damage amp, maxing out at 75%, which would require a minimum of 3 enemies with full stacks of 5, in a perfect situation unlikely to happen,  or more likely 4-5+ enemies each with 2-4 stacks.   Naturally, Eris is still disadvantaged by the number of enemies.

    Once five counters stack onto the target,  they trigger a Burst (Standard burst range and speed, for a burst effect 1 rank less than Eris is) which deals no damage but inflicts the Petrified condition for 1 post to any nearby enemies of Eris but not to the triggering individual themselves, the triggering enemy losing 1 Dune Counter there after and cannot gain a new Dune Counter for 3 posts.   They may choose to remain petrified,  becoming a statue.   If they are not a PC and have less than 20% HP remaining,  they will not recover from petrification.
    PC's may recover in the future if they choose to remain petrified.  Simply talk plots,  you could be left at the scene,  recovered by medics,  kept by Eris,  who knows. 

    Enemies lose 1 Dune Counter per full post, at the end of said post, that they are out of range of Dust to Dust, and do not take damage from a spell cast by Eris.   S-rank non-signature healing spells will also erase 1 counter.
     


    R a d i a n t  D a w n
    Darude - Sandstorm Zj8vEmeDarude - Sandstorm ZlVubGl
    Eris radiates the heat of a sun from her own high-energy core.
    ⛧ Usage- Eris's body can be hot to the touch, so hot as to radiate a damaging aura (With or without visible solar flames or her body itself seeming to combust) dealing user-ranked damage on direct contact with her body with a hot aura out to 200m, staggered in, for simplicity's sake, two halves.  Near vs Reach.  The first half is full power while the second half is half power.   Once per spell she casts she can break focus and allow her body to break apart in light and sunfire to reappear a short distance away.   This can be used to teleport in a pillar of fire anywhere she has been before or has clearly seen,  though it charges with her body visibly roiling with the flames of the sun for a dramatic long moment enough that any enemy can deal damage to her and interrupt it, preventing her from leaving.  She'd arrive in a similar pillar of sunfire  (This is effectively a dramatic entrance or exit tool), this is done at light-speed (While her secondary magic bends gravity/space to push it past light speed) allowing travel between planets as well. 

    ⛧ Effect- The aura deals user-ranked damage on contact with her or a non-ranged weapon she uses,  user-rank for the Near half of the aura,  and half for the Reach half of the aura.   By letting the core loose to perform a high energy flash-step she teleports as per the burst rules for her rank though only once per spell she casts (Multiple spells don't stack, casting two in a row still leaves her with only 1 use, because each new use overrides the last).   Eris must always dedicate some small sliver of her consciousness to suppressing this effect if she doesn't want it, so if rendered unconscious she disappears in a scatter of light (And remains scattered until she regains consciousness so she can reform).  



    D e s e r t   L e g i o n s
    Darude - Sandstorm KyQpguFDarude - Sandstorm CFi8874
    The dead rise to serve the command of the Dune goddess.
    ⛧ Usage- Creatures slain through Dust to Dust find themselves in Eris's afterlife realm where they are bound to her for eternity.   Being her possessions, she can pull them back from the realm of the dead to force them to reanimate the sand that once was their body,  pulling the sand back into the a shape Eris dictates, often a skeleton or recreation of their past appearance.     Generic cannonfodder NPC's are considered to have 25hp (not counting against her "Pool" mentioned earlier as these are cannonfodders and not intended to be threats to PCs unless ignored and allowed to dog pile someone) and deal damage as though they were D-rank using the physical damage rules, usually with a Weak weapon.   

    ⛧ Effect-  That is practically just for theme and flavor.     So the more useful version of this ability is to reanimate unique monsters.   
    Eris has a pool of HP equal to a user-ranked summon she can distribute among monsters created out of compacted sand with a pool of user-ranked damage she can distribute to them.  Either split among multiple elite monsters or concentrated to a single threat.    They're considered to be a user-ranked summons for the purposes of rank calculation for abilities or spells.    They do not have any active or passive abilities unless she uses this ability to reanimate the body of a Unique enemy she killed which would have access to its own abilities, but Eris must pay the MP cost if any on their behalf.  This only works once on each creature within the same topic, as Eris cannot reanimate the sands of their body a second time within the same topic unless significant IC time passes that it may as well be a new topic. 

    In PVP,  any effect of a risen monster has an MP cost equal to the effectiveness of the ability. If an attack or defense is roughly equivalent to S-rank for example, it costs S-rank MP.
    If the overall threat of the monster is roughly S or H-rank for example,  it costs that MP to create the monster to begin with,  and 1/4th that must be respent every 3 posts. 
    Regardless of the HP of the enemy,  it is limited by the pool of HP Eris uses to distribute to these monsters.    




    D i v i n e   W i l l 
    Darude - Sandstorm Zj8vEmeDarude - Sandstorm RKZWHU1
    Eris's divine will resists manipulations and infringements of self.
    ⛧ Usage- Divine Will forms a defensive layer around Eris's Ego, her being or essence,  like a protective field in an unseen bubble in the air around her on a psychological level of existence that if seen would appear like an intricate golden weave.    The strength of this Divine Will reinforces Eris's words and commands giving her a golden tongue,  in which she can command NPC's of her rank or less as her divine will overrides their own mortal will.  Requires permission to command PCs, PC summons, or important NPCs a PC has created or relies on.  Does not work against Strong+ enemies of jobs S or greater in rank or Normal+ enemies in 100y jobs.   
    ⛧ Effect- It protects Eris from spells that would manifest inside her body or within a few meters from her (5), particularly preventing hostile effects that would alter her perception, emotion, mind, or soul.  Basically protecting the sense of Self, warding against infringements on her identity and who she is,  and protecting her agency to use her own abilities.  The mechanical effects still work, but Eris's mind and existence is unchanged.  Basically the core statics are unchanged but the fluff / descriptions are altered.   Eris may spend the same MP cost to thwart an effect in general if it's questionable. 

    If an effect would negate an ability of Eris's, including the ability to cast spells, she may spend the same amount of MP they spent in doing so to avoid it.   This doesn't effect others in any way, it's only a protection of herself to prevent things that would undermine Eris's existence as a divine entity.  ie; You cannot change her personality, or disable her UA's.    She effectively has an H-rank counterspell to them.    She spends the same MP cost as an enemy did to cast the effect (Redundant statement I'm aware).

    Eris has a pool of 25 DP,  Divine Power and definitely not innuendo,  representing a divine layer of interference.   Divine power recovers whenever she regains MP and is always considered to have max allowed MP Regen,  and any effect that would drain Eris's MP other then Eris herself casting spells or otherwise using her own MP,  first drains DP.  ie; DPis a "Buffer",  she cannot use DP in place of MP, it's simply something akin to a decoy dummy and representation of divine will.  (Exception: if I make any other abilities or effects specifically stating they cost any DP, which will be in addition to any normal MP requirement.)


    If her WP reaches 0, she cannot use Divine Will.  While at 50DP the first use of Divine will is free, but costs 1 DP(Making her no longer have 50DP).   




    E t e r n a l  S t o r m
    Darude - Sandstorm ANskehHDarude - Sandstorm CFi8874
    Eris's aura as a goddess of the dunes causes sandstorms to sweep the land in her wake.
    ⛧ Usage- Eris can passively influence the weather of the location at large to replace the natural weather cycle with a sandstorm of varying severity, but still just considered a natural sandstorm, to serve as a backdrop / setting tone shift for a topic.   Storm mages would still be capable of doing their own things adding their own weather to the mix or creating their own storm clouds normally.   It can naturally reduce vision similar to as though it were a foggy day (as normal for a sandstorm weather phenomena) and grains of sand may irritate eyes and skin.
    ⛧ Effect- Within 200m of Eris the sandstorm would be a swirling vortex obscuring vision beyond 10 meters into the sphere or out from an individual caught within it.  They can still see vague dark shapes beyond that out to another 20 meters, though human sized shapes will be harder to make out.  If they have special vision abilities they could potentially see 25 additional meters and see dark shapes 40 meters out, significantly lessening the effect of the sandstorm.   The sands still will deal a low D-rank damage to those in the area as sand rips through the air abrasively,  making goggles a very wise decision as nobody likes sand in their eyes.   She can shape sand within this range, like how the Desert Legions are formed, into any shape or consistency which can result in Weak weapons or armor, or structures with user-ranked HP, and since she controls the sand she could use individual grains of sand to manipulate objects within range (Which could result in physical damage if used to attack, using magic buffs instead of strength buffs.  This is the same as though she were punching or otherwise making a normal attack, using the normal attack rules rather than spell damage.  Range is the same as Eternal Storm, with a speed of 150m/s.    All attacks made this way aren't with individual grains of sand,  but are made by shaping the sand of the storm into attacks such as slicing blades or hurled objects.).     
    Makes it difficult to sense things in general due to the sound of the heavy winds and sands,  the winds and sands/dust making it difficult to taste or smell,  and sands pelting you making it harder to notice something specific touching you.
    She can also control wind within the same area (Wind is an inherent aspect of sandstorms but takes only a small role in this magic) as part of this but to a lesser extent,  used for cosmetic things,  convenience,  and style,  without significant combat advantage.  Shut doors from a distance, keep smoke away from her, blow her hair dramatically,  ect.


    G o d  K i l l e r
    Darude - Sandstorm Zj8vEmeDarude - Sandstorm WrgTmfj
    With a divine spark, Eris's body is invigorated with the cursed might of a god slayer.
    ⛧ Usage- Eris is a killer of gods,  a devil with a history of divine assimilation and conquest.  She is, of course,  extremely effective at waging wars and engaging in battle.  Martial prowess and heightened peak physical conditioning are the result of lifetimes of conflict with incredible senses that allow her to sense things around a mile away with some concentration.  Though the distance is lesser or greater depending on the strength of the source,  as well as environmental factors that can amplify or subdue something, such as heavy rain.   

    ⛧ Effect- Eris's body is heightened to extremes.   Her physical attributes in general are augmented by 30%,  while she has a much more significant increase to her accuracy and reflexes from more training than could be matched by a mortal army.    Her senses are acute, pushed beyond natural means.  Capable of catching the faintest scent from a distance,  hearing a pin drop in a forest,  and tasting faint traces of substances in the air.  Touch is similarly heightened to feel disturbances in the air and pressure caused by sound waves varying on intensity, very good at determining the temperature of something with precision.    These senses combined with her training allows her to perform feats such as catching projectiles and responding to threats at a moments notice,  partly out of finely honed instincts, but largely due to the processing speed of her mind and conscious thought capable of passively sorting through the massive influx of information that makes every action she takes one performed with calculated risk and measured precision.    When she fights, with the speed at which she processes information,  it's as though a scene plays out in slow motion for her (Including herself).  



    D u n e   W r a i t h
    Darude - Sandstorm J6JRtm4Darude - Sandstorm CFi8874
    Eris is a spirit entity and possesses sand or creature to walk the mortal world.
    ⛧ Usage- Eris's body is not flesh and blood.  Where she was before an animated construct of Immortal Ice,  Eris's crystal body has been abandoned entirely.   She is purely a spiritual being now, a ghost.  A wraith.   
    ⛧ Effect- In order to effect anything Eris must create a physical body for herself,  otherwise she's just an indistinct "Presence".  While a spirit nothing costs MP or has a cooldown but literally doesn't effect anything,  neither can they be seen (So they don't work as illusions either).  So, she must make a physical body.   To make a body she must see an area either through her own sight or vision granted by the invocation of her name, or through a creature connected to her.    Within 50m, she makes the body appear out of swirling sands which she can compact into a normal looking (In any appearance she desires, even animal or beast) and feeling body with imitated senses given color and warmth or so on at her leisure, she wouldn't be distinguishable to the touch either.  But the body can break apart into a swirling sandstorm given her shape or not if she wants.   Since it is a swarm of sand grains and incorporeal in nature,  she cannot be harmed by mundane attacks.  Any magic at all and it works normally.  A magically buffed fist, a non-magic but "Chi" or "Science" augmented fist would work,  even just being a mage.  Magic weapons work, such as a flame sword,  or weapons coated in magic such as with a flame coat, but she can move her body in ways to attempt to avoid attacks, such as opening holes in her body or splitting apart,  giving her a significant boost to her evasion (People list percentages,  but you cannot measure evasion.  A percentage is ridiculous and unproductive here). 
    She can abandon the body to make it discorporate into sand and make a new one somewhere within 50m, or she can leave as a spirit.   It takes about 2 full seconds for a body to be made,  and about 1 to leave it.   Damage to one body carries over to a new one but ongoing effects would stop (For example it makes no sense if the first body was taking DoT damage due to being on fire,  for the second body to also somehow be on fire).   She can only abandon and create a body once every 3 posts.   
    She may also, instead of possessing sand, possess a willing creature (or not so willing creature up to Strong+ enemies of jobs S or greater in rank or Normal+ enemies in 100y jobs)  to inhabit its body instead,  in which case it would take damage first and not her.  Possessing it,  she can make it use its own abilities or she can use her own.  She can let it use her own abilities instead if she wants to stay in a back seat, so to speak.
    Incoming damage is split between Eris and the creature she is possessing.



    Last edited by Eris on 8th October 2017, 10:30 am; edited 74 times in total


    _____________________________________________________________________________________

    Darude - Sandstorm NvVyM98

    Darude - Sandstorm CkggyrF

    Deception | Despair | Domination
    H 1 S 7 A 7+1 B 8+1 C 9 D 11
    d a m n a t i o n
    Eris
    Eris

    Lich of hell


    Lich of hell

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    Character Sheet
    First Skill: Sunset Eclipse - The Sandstorm GS
    Second Skill: Titan Eclipse • Devil Pact
    Third Skill:

    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Eris 6th July 2017, 11:52 am

    Signature spells  3/3+1/1
    Spoiler:




    H-Spell  1/1
    Spoiler:




    S-rank spells. 6/6
    Spoiler:


    Last edited by Eris on 10th November 2017, 10:45 pm; edited 52 times in total
    Eris
    Eris

    Lich of hell


    Lich of hell

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishgar- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Player 
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    Character Sheet
    First Skill: Sunset Eclipse - The Sandstorm GS
    Second Skill: Titan Eclipse • Devil Pact
    Third Skill:

    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Eris 6th July 2017, 11:54 am

    Placeholder
    A-B and some C's.


    A's  7/7
    Spoiler:




    B  -  8/8
    Spoiler:


    Last edited by Eris on 27th November 2017, 11:26 am; edited 12 times in total
    Eris
    Eris

    Lich of hell


    Lich of hell

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishgar- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Player 
    Lineage : Devil's Conquest
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    Posts : 1471
    Guild : Grim Heresy [GM]
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    Experience : 0

    Character Sheet
    First Skill: Sunset Eclipse - The Sandstorm GS
    Second Skill: Titan Eclipse • Devil Pact
    Third Skill:

    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Eris 6th July 2017, 11:54 am

    Placeholder
    C's  9/9
    Spoiler:




    D's  11/11
    Spoiler:


    Last edited by Eris on 10th December 2017, 3:45 pm; edited 14 times in total (Reason for editing : <3 It hasn't been keeping count, but this is like the 30th edit lmao. (So 30+what ever is shown after this))
    Eris
    Eris

    Lich of hell


    Lich of hell

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishgar- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Player 
    Lineage : Devil's Conquest
    Position : None
    Posts : 1471
    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Sunset Eclipse - The Sandstorm GS
    Second Skill: Titan Eclipse • Devil Pact
    Third Skill:

    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Eris 22nd July 2017, 8:45 am

    Complete :ego1:

    Also,  reserve post in case I need to move Spell Fusions to their own post some day (Since spell fusions are the only way to make new spells as I've just filled every slot I own, which is every slot I CAN own, and then some thanks to event rewards).

    Also, here's the extra spell slots:
    Darude - Sandstorm 967WcW6
    (I never got that 1cc btw.  Even though it was one of the rarest event rewards with similar odds to the fancy special items and stuff...)


    _____________________________________________________________________________________

    Darude - Sandstorm NvVyM98

    Darude - Sandstorm CkggyrF

    Deception | Despair | Domination
    H 1 S 7 A 7+1 B 8+1 C 9 D 11
    d a m n a t i o n
    Cr1tikal
    Cr1tikal

    Player 
    Posts : 1756
    Cosmic Coins : 8
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    Age : 33
    Experience : 0

    Character Sheet
    First Skill: FrostFire Dragon Slayer
    Second Skill: Cosmic Slayer
    Third Skill:

    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Cr1tikal 26th September 2017, 11:13 pm

    Started with just the UA's. Magic is much too long to sit down and read/comment on in one fell swoop.
    I'll be in this color since my normal red would get lost.

    Eris wrote:
    U n i q u e  A b i l i t i e s 
    Darude - Sandstorm ShWuSqY
    T h e  S a n d s t o r m




    D u s t  t o  D u s t 
    Darude - Sandstorm UX2OAmrDarude - Sandstorm CFi8874
    Eris emanates an aura that makes life crumble to dust, or rather, sand, weakening those who resist.
    ⛧ Usage- Within Burst area appropriate There are no 'rank appropriate' ranges for H rank spells. Gonna have to put in a number for this. for Eris's rank, living and nonliving things in the environment disintegrate at one rate or another into dust,  visibly cracking and falling, breaking apart like a sand sculpture being toppled or really dry earth wafting off in clouds and scattered away like ashes to the wind.     By deliberately focusing she can reach out and specifically disintegrate something within (Standard Max range of user-rank single target effect) Same as the other one. meters of her, with thin streams of sand zipping out from the area of this aura to snake along the ground or through the air to touch the desired target, and it might spread in a chain reaction like a plague to new targets within Burst range of that. Put in a cooldown for the second part of it. You're taking your aura and activating it from another source with it.    Like a plague, Dust to Dust's effects will cling for 2 posts after exposure.   
    Eris may choose to not let them crumble, and remain petrified as statues instead, in which case she can reverse the effect at any time though their souls will have been in Eris's afterlife- dead - in the meantime, which they will forget but may have nightmares about in the future. 

    ⛧ Effect- This will instantly slay unimportant NPCs / NPCs up to two ranks equivalent less than Eris.  Does not slay Strong+ enemies in S or greater jobs, or Normal enemies in 100y jobs.
    Those who are not slain (Since that effects only canon-fodder) instead build up a Dune Count.  Enemies within range of Dust to Dust build Dune Counters per post they enter or start the post (Eris's post if they are NPCs or job monsters),  or when struck by a spell Eris cast.   They represent grains of sand building up on and inside of them with an increasingly oppressive magic aura building around them like a weight in the air that gives a sense of impending doom and makes it so they sense Eris's presence everywhere around and within them.
     While marked with a Dune Counter,  they will be weakened (More vulnerable to damage, opposite to damage resistance) by 8% x2 per counter (the final 5th counter is only x1.56 instead).  This is countered of course by Resistance.  16% Resistance vs 16% Vulnerability is 0% change. Damage resist is generally maxed out at 25% for stuff like this, so the opposite should be such as well. Especially with everything else you have in this UA.
    Once five counters stack onto the target,  they are Petrified for 1 post, losing 1 Dune Counter thereafter and cannot gain a new Dune Counter for 3 posts. They may choose to remain petrified,  becoming a statue.   If they are not a PC and have less than 20% HP remaining,  they will not recover from petrification.
    PC's may recover in the future if they choose to remain petrified.  Simply talk plots,  you could be left at the scene,  recovered by medics,  kept by Eris,  who knows. 

    Enemies lose 1 Dune Counter per full post, at the end of said post, that they are out of range of Dust to Dust, and do not take damage from a spell cast by Eris.   S-rank non-signature healing spells will also erase 1 counter.
     


    R a d i a n t  D a w n
    Darude - Sandstorm Zj8vEmeDarude - Sandstorm ZlVubGl
    Eris radiates the heat of a sun from her own high-energy core.
    ⛧ Usage- Eris's body can be hot to the touch, so hot as to radiate a damaging aura (With or without visible solar flames or her body itself seeming to combust) dealing user-ranked damage on direct contact with her body with a hot aura out to a Burst range appropriate to her rankSame range issue as first UA. Add it down below in your 'effect' section for it as well., staggered in, for simplicity's sake, two halves.  Near vs Reach.  The first half is full power while the second half is half power.   Once per spell she casts she can break focus and allow her body to break apart in light and sunfire to reappear a short distance away.   This can be used to teleport in a pillar of fire anywhere she has been before or has clearly seen,  though it charges with her body visibly roiling with the flames of the sun for a dramatic long moment enough that any enemy can deal damage to her and interrupt it, preventing her from leaving.  She'd arrive in a similar pillar of sunfire  (This is effectively a dramatic entrance or exit tool), this is done at light-speed (While her secondary magic bends gravity/space to push it past light speed) allowing travel between planets as well. 

    ⛧ Effect- The aura deals user-ranked damage on contact with her or a non-ranged weapon she uses,  user-rank for the Near half of the aura,  and half for the Reach half of the aura.   By letting the core loose to perform a high energy flash-step she teleports as per the burst rules for her rank though only once per spell she casts (Multiple spells don't stack, casting two in a row still leaves her with only 1 use, because each new use overrides the last).   Eris must always dedicate some small sliver of her consciousness to suppressing this effect if she doesn't want it, so if rendered unconscious she disappears in a scatter of light (And remains scattered until she regains consciousness so she can reform).  



    D e s e r t   L e g i o n s
    Darude - Sandstorm KyQpguFDarude - Sandstorm CFi8874
    The dead rise to serve the command of the Dune goddess.
    ⛧ Usage- Creatures slain through Dust to Dust find themselves in Eris's afterlife realm where they are bound to her for eternity.   Being her possessions, she can pull them back from the realm of the dead to force them to reanimate the sand that once was their body,  pulling the sand back into the a shape Eris dictates, often a skeleton or recreation of their past appearance.     Generic cannonfodder NPC's are considered to have 25hp (not counting against her "Pool" mentioned earlier as these are cannonfodders and not intended to be threats to PCs unless ignored and allowed to dog pile someone) and deal damage as though they were D-rank using the physical damage rules, usually with a Weak weapon.   


    ⛧ Effect-  That is practically just for theme and flavor.     So the more useful version of this ability is to reanimate unique monsters.   
    Eris has a pool of HP equal to a user-ranked summon she can distribute among monsters created out of compacted sand with a pool of user-ranked damage she can distribute to them.  Either split among multiple elite monsters or concentrated to a single threat.    They're considered to be a user-ranked summons for the purposes of rank calculation for abilities or spells.    They do not have any active or passive abilities unless she uses this ability to reanimate the body of a Unique enemy she killed which would have access to its own abilities, but Eris must pay the MP cost if any on their behalf.  This only works once on each creature within the same topic, as Eris cannot reanimate the sands of their body a second time within the same topic unless significant IC time passes that it may as well be a new topic. 


    In PVP,  any effect of a risen monster has an MP cost equal to the effectiveness of the ability. If an attack or defense is roughly equivalent to S-rank for example, it costs S-rank MP.
    If the overall threat of the monster is roughly S or H-rank for example,  it costs that MP to create the monster to begin with,  and 1/4th that must be respent every 3 posts. 
    Regardless of the HP of the enemy,  it is limited by the pool of HP Eris uses to distribute to these monsters.    




    D i v i n e   W i l l 
    Darude - Sandstorm Zj8vEmeDarude - Sandstorm RKZWHU1
    Eris's divine will resists manipulations and infringements of self.
    ⛧ Usage- Divine Will forms a defensive layer around Eris's Ego, her being or essence,  like a protective field in an unseen bubble in the air around her on a psychological level of existence that if seen would appear like an intricate golden weave.    The strength of this Divine Will reinforces Eris's words and commands giving her a golden tongue,  in which she can command NPC's of her rank or less as her divine will overrides their own mortal will.  Requires permission to command PCs, PC summons, or important NPCs a PC has created or relies on.  Does not work against Strong+ enemies of jobs S or greater in rank or Normal+ enemies in 100y jobs.   
    ⛧ Effect- It protects Eris from spells that would manifest inside her body As you can no longer manifest spells inside of another this is redundant wording that you can freely remove. or within a few meters Few is very vague, change it to a solid number and it should be fine. from her, particularly preventing hostile effects that would alter her perception, emotion, mind, or soul. This could be seen as a list of immunities. Any illusion magic is negated, as it affects the perception of enemies. Any kind of soul-based combat magic would be rendered null as well. As immunities aren't allowed. You'll have to make it more specific or keep it with the MP expenditure to stop them.  Basically protecting the sense of Self, warding against infringements on her identity and who she is,  and protecting her agency to use her own abilities. If an effect would negate an ability of Eris's, including the ability to cast spells, she may spend the same amount of MP they spent in doing so to avoid it. In general this similarly prevents unintended MP loss, as the god heart does not respond or cater to any other being. You can't be immune to something, and this reads as an immunity to MP loss.
    This doesn't effect others in any way, it's only a protection of herself to prevent things that would undermine Eris's existence as a divine entity.  ie; You cannot change her personality, or disable her UA's. She effectively has an H-rank counterspell to them.    She spends the same MP cost as an enemy did to cast the effect (Redundant statement I'm aware).

    Enemies may still benefit from effects that would be protected against by this, but Eris suffers no loss. ie; If they would drain 10% MP and regain the same, they'd still regain 10% for example.  If they're the same rank as her she'll lose 1% MP,  +.5% per rank of a spell used up to what the spell might normally allow.   MP gained (not lost by Eris) by lower ranked characters is reduced by the same amount per rank less than her they are.
    This would roughly translate to a 90% resistance to MP drain.
    You can make a damage resist like thing for it, but at max you could take 25% less MP loss from effects that drain MP. Of any rank.



    If they could only use spells against people marked with a spell effect such as Fear or Lust,  they can still use those spells against Eris if she would have been marked,  she just doesn't have her personality altered or abilities erased. 



    E t e r n a l  S t o r m
    Darude - Sandstorm ANskehHDarude - Sandstorm CFi8874
    Eris's aura as a goddess of the dunes causes sandstorms to sweep the land in her wake.
    ⛧ Usage- Eris can passively influence the weather of the location at large to replace the natural weather cycle with a sandstorm of varying severity, but still just considered a natural sandstorm, to serve as a backdrop / setting tone shift for a topic.   Storm mages would still be capable of doing their own things adding their own weather to the mix or creating their own storm clouds normally.   It can naturally reduce vision similar to as though it were a foggy day (as normal for a sandstorm weather phenomena) and grains of sand may irritate eyes and skin.
    ⛧ Effect- Within a burst range appropriate to her rank same range issue. of Eris the sandstorm would be a swirling vortex obscuring vision beyond 10 meters into the sphere or out from an individual caught within it.  They can still see vague dark shapes beyond that out to another 20 meters, though human sized shapes will be harder to make out.  If they have special vision abilities they could potentially see 25 additional meters and see dark shapes 40 meters out, significantly lessening the effect of the sandstorm.   The sands still will deal a low D-rank damage to those in the area as sand rips through the air abrasively,  making goggles a very wise decision as nobody likes sand in their eyes.   She can shape sand within this range, like how the Desert Legions are formed, into any shape or consistency which can result in Weak weapons or armor, or structures with user-ranked HP, and since she controls the sand she could use individual grains of sand to manipulate objects within range (Which could result in physical damage if used to attack, using magic buffs instead of strength buffs). Up to user rank spell damage tops per post round. To keep from hyper abuse     Makes it difficult to sense things in general due to the sound of the heavy winds and sands,  the winds and sands/dust making it difficult to taste or smell,  and sands pelting you making it harder to notice something specific touching you.
    She can also control wind within the same area (Wind is an inherent aspect of sandstorms but takes only a small role in this magic) as part of this but to a lesser extent,  used for cosmetic things,  convenience,  and style,  without significant combat advantage.  Shut doors from a distance, keep smoke away from her, blow her hair dramatically,  ect.


    G o d  K i l l e r
    Darude - Sandstorm Zj8vEmeDarude - Sandstorm WrgTmfj
    With a divine spark, Eris's body is invigorated with the cursed might of a god slayer.
    ⛧ Usage- Eris is a killer of gods,  a devil with a history of divine assimilation and conquest.  She is, of course,  extremely effective at waging wars and engaging in battle.  Martial prowess and heightened peak physical conditioning are the result of lifetimes of conflict with incredible senses that allow her to sense things around a mile away with some concentration.  Though the distance is lesser or greater depending on the strength of the source,  as well as environmental factors that can amplify or subdue something, such as heavy rain.   

    ⛧ Effect- Eris's body is heightened to extremes.   Her physical attributes in general are augmented by 30%,  while she has a much more significant increase to her accuracy and reflexes from more training than could be matched by a mortal army.    Her senses are acute, pushed beyond natural means.  Capable of catching the faintest scent from a distance,  hearing a pin drop in a forest,  and tasting faint traces of substances in the air.  Touch is similarly heightened to feel disturbances in the air and pressure caused by sound waves varying on intensity, very good at determining the temperature of something with precision.    These senses combined with her training allows her to perform feats such as catching projectiles and responding to threats at a moments notice,  partly out of finely honed instincts, but largely due to the processing speed of her mind and conscious thought capable of passively sorting through the massive influx of information that makes every action she takes one performed with calculated risk and measured precision.    When she fights, with the speed at which she processes information,  it's as though a scene plays out in slow motion for her (Including herself).  



    D u n e   W r a i t h
    Darude - Sandstorm J6JRtm4Darude - Sandstorm CFi8874
    Eris is a spirit entity and possesses sand or creature to walk the mortal world.
    ⛧ Usage- Eris's body is not flesh and blood.  Where she was before an animated construct of Immortal Ice,  Eris's crystal body has been abandoned entirely.   She is purely a spiritual being now, a ghost.  A wraith.   
    ⛧ Effect- In order to effect anything Eris must create a physical body for herself,  otherwise she's just an indistinct "Presence".  While a spirit nothing costs MP or has a cooldown but literally doesn't effect anything,  neither can they be seen (So they don't work as illusions either).  So, she must make a physical body.   To make a body she must see an area either through her own sight or vision granted by the invocation of her name, or through a creature connected to her.    Within 50m, she makes the body appear out of swirling sands which she can compact into a normal looking (In any appearance she desires, even animal or beast) and feeling body with imitated senses given color and warmth or so on at her leisure, she wouldn't be distinguishable to the touch either.  But the body can break apart into a swirling sandstorm given her shape or not if she wants.   Since it is a swarm of sand grains and incorporeal in nature,  she cannot be harmed by non-magical attacks. Immunity to physical attacks.  Magic weapons work, such as a flame sword,  or weapons coated in magic such as with a flame coat, but she can move her body in ways to attempt to avoid attacks, such as opening holes in her body or splitting apart,  giving her a significant boost to her evasion (People list percentages,  but you cannot measure evasion.  A percentage is ridiculous and unproductive here). 
    She can abandon the body to make it discorporate into sand and make a new one somewhere within 50m, or she can leave as a spirit.   It takes about 2 full seconds for a body to be made,  and about 1 to leave it.   Damage to one body carries over to a new one but ongoing effects would stop (For example it makes no sense if the first body was taking DoT damage due to being on fire,  for the second body to also somehow be on fire). Needs a cooldown to keep from being abused.
    She may also, instead of possessing sand, possess a willing creature (or not so willing creature up to Strong+ enemies of jobs S or greater in rank or Normal+ enemies in 100y jobs)  to inhabit its body instead,  in which case it would take damage first and not her. Split 50/50 damage, too open for abuse if you take no damage while possessing a creature. Possessing it,  she can make it use its own abilities or she can use her own.  She can let it use her own abilities instead if she wants to stay in a back seat, so to speak.


    _____________________________________________________________________________________

    Darude - Sandstorm MQNhOUw

    Eris
    Eris

    Lich of hell


    Lich of hell

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishgar- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Player 
    Lineage : Devil's Conquest
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    Posts : 1471
    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Sunset Eclipse - The Sandstorm GS
    Second Skill: Titan Eclipse • Devil Pact
    Third Skill:

    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Eris 28th September 2017, 2:38 pm

    I tend to ramble and I like discussing things and reaching understandings and conclusions and everything here is said in a spirit of cooperation thinking of ways to make something work,  and without negativity.

    I believe I straight up changed things as you said for most all of this.  Those few I did not,  I changed in other ways I believe. 


    Papa Aiya wrote:
    ⛧ Usage- Within Burst area appropriate There are no 'rank appropriate' ranges for H rank spells. Gonna have to put in a number for this. for E
    Fair


    effect) Same as the other one. m
    Fair


    within Burst range of that. Put in a cooldown for the second part of it. You're taking your aura and activating it from another source with it.    
    A cooldown on the bit where she focuses the aura effect out to target at ranged?
    Alrighty, fair.





     While marked with a Dune Counter,  they will be weakened (More vulnerable to damage, opposite to damage resistance) by 8% x2 per counter (the final 5th counter is only x1.56 instead).  This is countered of course by Resistance.  16% Resistance vs 16% Vulnerability is 0% change. Damage resist is generally maxed out at 25% for stuff like this, so the opposite should be such as well. Especially with everything else you have in this UA.

    Not really an appropriate comparison as 25% global damage resistance isn't really comparable in that way to 25% amped damage,  as increased damage is the same as Strength or Magic buffs that are quite prevalent and most people have multiple sources all ranging from 20-100% boosts.   (which is a good thing).

    That number given is so low, that wouldn't be worth anything and would ruin the ability as presented.  That number is only viable (If still low enough that other abilities would be more valuable in that UA slot) for simple flat basic self-buffs that are always present.  That is not what this ability is.   This ability is variable,  and applied in stages via the counters.   As such it requires time to apply counters,  and counters can be lost.   Few people's abilities take time to build up,  and fewer still can fall back / can be lost.
     

    Also, it doesn't really do a lot. To a PC,   All it is is the % debuff applied with counters,  and a petrify on the 5th counter which then takes away a counter.   


    Altered.  



    ⛧ Effect- It protects Eris from spells that would manifest inside her body As you can no longer manifest spells inside of another this is redundant wording that you can freely remove.

    I tend to like redundancies.  They cover bases,  and though it's against the rules I notice some people seem to freely get away with ignoring them,  so it's nice to have protection worded into your own magics regardless. 
    In some cases I'm sure it's innocent or unintentional.   But it's good to have fallbacks in case you run into someone that the rules didn't effect.


    "Few meters" changed to "3",  mmm... Maybe 5 would be easier to work with. 


    I don't know what you mean by soul-based combat.     Eris doesn't have a soul to begin with (Kind of, it's complicated.  It's more like she IS a soul, and not a normal soul but like... Well if a soul is a candle flame Eris is a lightning bolt),  like someone not having eyes or hands,  or how a statue or robot wouldn't have blood.  I know I mentioned soul there,  but that was just related to the above statement on liking redundancies, and was more just part of the language o describe the components that generally make up someone's "Self". 

    The intention of the ability though was in general that Eris might not be personally effected or changed but their spells still work, if that makes sense.  Eris's mind might not be changed or broken,  but a spell would still do its normal damage and so on...  Or if they would have gained anything from using a spell they still would have gained something even if Eris didn't lose something.    The goal was to protect Eris's flavor and thematic while not taking away from someone elses. 


    Enemies may still benefit from effects that would be protected against by this, but Eris suffers no loss. ie; If they would drain 10% MP and regain the same, they'd still regain 10% for example.  If they're the same rank as her she'll lose 1% MP,  +.5% per rank of a spell used up to what the spell might normally allow.   MP gained (not lost by Eris) by lower ranked characters is reduced by the same amount per rank less than her they are.
    This would roughly translate to a 90% resistance to MP drain.
    You can make a damage resist like thing for it, but at max you could take 25% less MP loss from effects that drain MP. Of any rank.
    First part is fair enough.
    Second part not so much...   That's incredibly low, and entirely useless, like something that would be a small part of an overall effect.

    Overhauled the ability.   



    ⛧ Effect- Within a burst range appropriate to her rank same range issue. of Eris the sandstorm
    k





    individual grains of sand to manipulate objects within range (Which could result in physical damage if used to attack, using magic buffs instead of strength buffs). Up to user rank spell damage tops per post round. To keep from hyper abuse    

    Doing normal physical attack damage is hyper abuse?   There is no limit to how many times you can punch someone, swing, or fire a weapon,  that's why the physical damage rules I helped make exist,  to govern the resourceless generic damage.  

    ie;  Using the sand to attack with that afterthought of a usage there would be the equivalent of a punch,  except it doesn't scale with Strength since that wouldn't make sense,  instead scaling with magic power buffs (Which are much fewer and far in between.  I can't even recall if I have one.).

    I edited to clarify that the attacks are normal attacks that are equivalent to otherwise attacking normally with any other weapon or limb and not a spell attack (ie; like an S-rank spell doing 100 base dmg,  instead being more like a punch doing normal physical combat rules).



     Since it is a swarm of sand grains and incorporeal in nature,  she cannot be harmed by non-magical attacks. Immunity to physical attacks.  Magic weapons work, such as a flame sword,  or weapons coated in magic such as with a flame coat,

    I mean,  it's not immunity to physical attacks.  It's... "mundane" attacks.   Almost any attack a PC character would utilize against Eris would still work normally.   But a random non-magical NPC that tried to punch her would be too beneath her for the same reason you can't stab a river.   But throw any magic into the mix and suddenly it becomes viable.

    It's debatable whether even a purposefully non-magical punch from a D+ rank mage would still be considered mundane,  as even non-martial / physical mages are still passively buffed magically even without having buff magic,  by simple virtue of being a mage.   D-ranks are like peak humans,  and just get more super human from there.

    But then would it even be a problem?  If a character doesn't have magic effects accentuating their physical attacks then that's not really something they rely on or even intend to use offensively in the first place,  ie; rather than having magical punches they throw lightning bolts.

    I edited to try to convey that.


     Damage to one body carries over to a new one but ongoing effects would stop (For example it makes no sense if the first body was taking DoT damage due to being on fire,  for the second body to also somehow be on fire). Needs a cooldown to keep from being abused.

    Sure, Fair, I can see that. 





    She may also, instead of possessing sand, possess a willing creature (or not so willing creature up to Strong+ enemies of jobs S or greater in rank or Normal+ enemies in 100y jobs)  to inhabit its body instead,  in which case it would take damage first and not her. Split 50/50 damage, too open for abuse if you take no damage while possessing a creature. 


    Doesn't really make much sense though as she isn't being hit.   I mean,  if you're piloting a mecha you don't take damage when your mecha's leg gets shot.   

    I could say that certain types of magic might make her vulnerable though,  sort of like they make her become more tangible and external like a layer overlaying the creature that could be hit,  some sort of exorcism magic might outright kick her out of a creature or open weak points.

    I do see the concern here though...  I didn't really even think about it much when I made it,  it was just a thematic addition.   Mmm...

    Alright, sure.  I'll split the damage.   It's a complicated situation to work out in a way that is satisfying and balanced, so I'll just go with that.


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    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Cr1tikal 4th October 2017, 8:52 pm

    Dust to Dust;
    Generally, the higher numbers after 25-50%, depending on what it's doing, are required to have some kind of drawback for having it in a single ability. You're doing a LOT of extra damage (something in the 70% increase overall, ~60% with 4 stacks) for simply having someone be within range of you each post. If you don't want to put a downside I'll allow 30% total, after that it's going to need some kind of downside as well. And it does count as the opposite of damage resist. Causing someone to take more damage is most definitely the opposite of them taking less damage. It's not a buff on you, so it's not completely similar to a strength or magic damage buff.


    Divine Will;
    I'm just trying to avoid you being immune to a MASSIVE list of abilities on site just with a single line of "can't be altered in any way." Immunities are fully disallowed, meaning you would have to keep that 'cannot be altered' out of any PvP ever as someone trying to throw a spell that can alter something, like your thoughts, would be impossible to affect you. Unless you intend for it to always cost you the MP cost to do so. You have it so wordy and repeat some stuff that I am unsure at times if you are giving a reason for one part, or if everything affects it all (redundancy is working against you here)

    As for the DP system you have in it now. That equates to roughly 50% MP increase for the purpose of MP loss from outside sources and counterspells. This would normally be fine, but the MP regen working on it at the same time as your normal MP andthe first use costing 1 DP I'm going to ask it be lowered to 25%. (if it was just a 50% base MP and that was it it would be fine. But all the extras are lowering it.)

    Eternal Storm;
    The problem is that you can use individual grains of sand to attack. Put this into perspective here. A sandstorm has MILLIONS or sand particles, and you want to have no limit to how much damage you can do in a single post because 'melee has no limit either.' I'm here for balance of the possible PvP and event topic usage of the abilities. Go ahead and use it as much as you want in jobs and agreed areas, but my original requested number still stands for the UA as is.

    Technically it would still be considered an immunity due to the wording. If a player did a normal physical attack, with their bare hands, it would not work. If someone had 1000% strength buffs it would work the same way. It would be a mundane punch, as no actual magic is in the punch itself, and you would be immune to it. Its the phrasing to it. If you want to put, for example, non-mages standard physical attacks do not work, that would be fine. But as is it is too easy to make loose interpretations and claim someone didn't hurt you with something.


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    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Eris 5th October 2017, 10:28 am


    Divine Will;
    I'm just trying to avoid you being immune to a MASSIVE list of abilities on site just with a single line of "can't be altered in any way." Immunities are fully disallowed, meaning you would have to keep that 'cannot be altered' out of any PvP ever as someone trying to throw a spell that can alter something, like your thoughts, would be impossible to affect you. Unless you intend for it to always cost you the MP cost to do so. You have it so wordy and repeat some stuff that I am unsure at times if you are giving a reason for one part, or if everything affects it all (redundancy is working against you here)
    Alright then.

    The problem with effects like changing peoples thoughts is that they are altering the character itself,  what I was doing was making a compromise where Eris as a character cannot be changed,  but the effects of any spell still work normally for the most part.   So mostly it doesn't effect the mechanics of a combat from a logistical eye, but just from the lore-fluff-flavor of the post.  In other words,  it's like resistance.

    But I can definitely include another redundancy saying that the mechanical effects can be resisted by expending the same amount of MP. 



    As for the DP system you have in it now. That equates to roughly 50% MP increase for the purpose of MP loss from outside sources and counterspells. This would normally be fine, but the MP regen working on it at the same time as your normal MP andthe first use costing 1 DP I'm going to ask it be lowered to 25%. (if it was just a 50% base MP and that was it it would be fine. But all the extras are lowering it.)

    It's just like having a Barrier,  but the barrier applies not to damage but to MP loss.  

    MP regen applies separately to it because it is separate,  DP isn't MP and cannot replace MP,  and it needs some way to recover.   

    If MP were a pool,   DP is a barrier of light at the entrance.  

    I'll change it some.  eh, pretty much just straight up as you asked.


    Eternal Storm;
    The problem is that you can use individual grains of sand to attack. Put this into perspective here. A sandstorm has MILLIONS or sand particles, and you want to have no limit to how much damage you can do in a single post because 'melee has no limit either.' I'm here for balance of the possible PvP and event topic usage of the abilities. Go ahead and use it as much as you want in jobs and agreed areas, but my original requested number still stands for the UA as is.
    Using individual grains wasn't intended, nor something I thought about.   (Oh, and an after thought:  I wasn't talking about the storm itself being used as a weapon,  but the process of shaping the sand in the storm.  In other words the storm isn't the weapon,  but stuff made from the storm's sand was. )

    So I'll extend that sentence to mention that any attack that I simulate using sand is distinct and visible using massed sand that takes obviously threatening forms to indicate an attack.

    In other words,  any attack made via sand will be as obvious or more than swinging a weapon.

    If you need a reference,  a lot of UA's have a similar effect of an alternate means of basic damage,   but off the top of my head there's a clear comparison to the Phoenix Fire lineage which allows you to use fire to deal basic damage (Damage based off the physical damage rules).

    I will also give it a Range, which will be based off distance from Eris not from the point it was created,  and a Speed.





    Technically it would still be considered an immunity due to the wording. If a player did a normal physical attack, with their bare hands, it would not work. If someone had 1000% strength buffs it would work the same way. It would be a mundane punch, as no actual magic is in the punch itself, and you would be immune to it. Its the phrasing to it. If you want to put, for example, non-mages standard physical attacks do not work, that would be fine. But as is it is too easy to make loose interpretations and claim someone didn't hurt you with something.

    If someone had strength buffs then their punch isn't very mundane.   In my last edit I did actually say that even just being a mage works.  

    So, seems to be all clear √



    Papa Aiya wrote:Dust to Dust;
    Generally, the higher numbers after 25-50%, depending on what it's doing, are required to have some kind of drawback for having it in a single ability. You're doing a LOT of extra damage (something in the 70% increase overall, ~60% with 4 stacks) for simply having someone be within range of you each post. If you don't want to put a downside I'll allow 30% total, after that it's going to need some kind of downside as well. And it does count as the opposite of damage resist. Causing someone to take more damage is most definitely the opposite of them taking less damage. It's not a buff on you, so it's not completely similar to a strength or magic damage buff.

    Firstly, I apologize for being defensive; but I do not this ability is being reviewed fairly and as such am compelled to deliver counter arguments and hopefully make my point clear,  as I do not attribute the lack of fairness to malice or ill intent, but a misunderstanding.  

    Spoiler:



    Also; I don't post these until after I make any changes I say outright that I will.   Some things I wait for feedback on before changing.
    (edit;... Unless the edits didn't post and I didn't notice until an hour or two later...  Now they're posted.)


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    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Cr1tikal 7th October 2017, 9:37 pm

    Eris wrote:I'm just resisting perceived unfairness.

    This is the problem here. What you're perceiving as unfairness is how I would treat even the ADMINS if I was grading their magic. Ask anyone that's had me as a grader and you would know this.

    Now, I'm going to stand firm on the numbers that I have asked for on Dust to Dust. If you do not like them I would suggest trying to think up something else for the UA, as it seems you can't come to terms with anyone on it. We need to get this done and approved, else you're going to have no magic for even longer and that means no jobs, etc, as you can't use an unapproved magic for them.

    The DP system can stay as it has been changed to now. If it gets abused it's getting pulled in the future.

    For the particles, graders are meant to think of such things when trying to balance. Vague means bad, and if we're unsure we'll ask you to add/change stuff to make sure it's balanced properly. Good with the edits you made, so long as nothing goes horribly wrong in the future.

    Once we finish the UA's I can work on the next post of the magic, and be one step closer to getting you approved on this thing.





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    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Eris 8th October 2017, 10:33 am

    Papa Aiya wrote:
    Eris wrote:I'm just resisting perceived unfairness.

    This is the problem here. What you're perceiving as unfairness is how I would treat even the ADMINS if I was grading their magic. Ask anyone that's had me as a grader and you would know this.
    Spoiler:

    I'll be replacing the ability,  as we both seem to believe the other to be fundamentally wrong, so to diffuse the matter,  best to just push the problem off the table.

    I wont post this reply until I have done so.

    (Pre-posting edit:  Alright, changed.   I've completely inverted the effect so now the dune counts don't do anything to those who bare them, but buff Eris herself,  and the 5th count doesn't petrify the person with the dune counts, but petrifies anyone too close to them.    This means the ability now has a 5th and major weakness;  the ability is very weak against individual enemies / 1v1's, in exchange for being very good as a raid boss type ability where Eris is scarier against groups.  Though of course,  a group is still very dangerous against a lone boss.)

    (If there are further issues I'll just redo it again rather than drag on a discussion again, sorry,  unless of course it's a simple satisfying edit)



    For the particles, graders are meant to think of such things when trying to balance. Vague means bad, and if we're unsure we'll ask you to add/change stuff to make sure it's balanced properly. Good with the edits you made, so long as nothing goes horribly wrong in the future.
    No problem, I know.  I actually enjoy it when graders point out uses for my things that I didn't even think about.  I do try to think about such things myself when I write an ability, which is why my writing can drag on because I try to include detail in every corner to fully flesh something out, even if just to put blocks and nerfs in place preemptively.

    Which is also why I've always felt like I don't get away with stuff and have a harder time with review processes,  because I write everything out up front which causes more questions and makes it look like it's doing more than something vague or undetailed,   in addition to trying to make something balanced from square 1 rather than overshooting and then just cutting down as people ask.



    Once we finish the UA's I can work on the next post of the magic, and be one step closer to getting you approved on this thing.

    Hopefully the spells will be easier so it'll be smooth sailing.   
    I believe signatures and D-ranks were already approved over the past 80 days,  and I generally don't have strong opinions on normal spells like I do on UA's (since UA's and signatures define the character, while spells are just blips and I don't end up using most of them IC anyway)


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    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Cr1tikal 16th October 2017, 1:25 pm

    I don't see any glaring issues with it now, just make sure nothing is hyper abused from the UA's after.

    ON TO THE NEXT POST OF THIS!

    Radiant Echoes;
    This is doing a bit much for a signature spell. Sig spells are meant to be simplistic as well as doing a single simple thing. A blast of your element for damage, a quick strike with an elemental punch, etc. What you have here is the ability to clone an entire spell that causes it to do the same thing but for S rank damage. That would be considered multiple effects. Adding 50% S rank damage to a spell would be okay, cloning an entire spell means copying multiple different things plus doing damage is overkill for a Sig.

    Sand Shell;
    Half your post is so variable and vague that you need to either change to it last for a post or give it a number of words to last. Every post is different, and if you're the first poster and activate it someone could simply post MORE words and negate you even using it that post.

    Desert Rose;
    Cooldown needs to be 8xNumber of Times Spell Used. It's how chain spells work for that. Plus multiple uses charged up to be used at the same time needs a delay in it. Say, can cast twice per round without sending them out all at once. And as an A rank spell that is working like a shield, on a spell meant to be used in quick succession to be used to full effect. I'm gonna ask you lower the number on hp of them to 65. (80 hp is A rank spell damage. I'm asking for a 19% reduction for being allowed to cast it an infinite amount of times before you put it on cooldown for an ungodly amount of time.)

    Blinding Recovery;
    Once per hit needs to be changed to once per post.

    Halt;
    Full range, full damage, every time instead of once per post. Gonna ask you lower damage to 25%, or make it only activate once per post for full damage. Unless you'd prefer to lower range to a lower number (10 meters) and keep it as is.

    Radiant Waltz;
    Please remember that Instant, no-cooldown, sigs are once per post and this is fine.


    Dune God's Ascendant Bellow;
    http://prntscr.com/gy7kjz
    Putting this here for reference as I go.
    The damage you have the spell at, with absolutely no charge, is 125. Where H rank base damage is 140. Charge spells are supposed to be considerably weaker when not charged at all. Not to mention the first round of charging adds 75 damage overall to it, which is a 60% increase to it with one charge. You then have it increase by 25% more with each post after that. While I get you were trying for a 'useful' H rank damage spell, I believe you went about it the wrong way. They are meant to go from 'meh' to 'oh shit' once fully charged, with varying degrees between it. This goes from 'ow' to 'oh shit' in a single post. I would suggest lowering the base damage to 100 total. Your choice on how it's split, and then add 40% per charge to the overall damage, splitting the extra damage evenly. This makes it weaker at first but then makes it way stronger in the end. Proper charge spell at that point.

    Sahara Cyclone;
    You can't judge damage based on seconds. This isn't a MOBA, nor is it Dungeons and Dragons. It's an RP forum. One post does not have a set amount of time. You can say they deal 1/4 their normal physical damage, but you can't say per second as one post could be eight, another could be a minute. Basing it on time makes it to abusable. Add that to the size of the creature, which is ridiculously huge, and this is even more abusable. You can have it be burst range sized according to its rank, 100 meters, but you may want to rethink how you are doing the physical damage. The base description should not have anything special in it for summons. That's why they have 2 abilities.
    Active: Definitely need to lower it's size, as you want to deal full spell damage inside of it when it runs out or is killed. If you wish to keep this it definitely needs to be lowered to the 100-meter size.
    Passive; Choose one, if you choose the pull you'll need to say how strong the pull is in meters per post, else people get to choose for themselves. If you choose to keep the damage you can raise it to B rank damage per post, as long as you lower the creature to 100 meters.

    Lot's Plague;
    That whole first part just killed off the entire non-magic NPC part of the entire site. That's unnecessary. Use something like that in agreed upon plots, it's not needed in the magic.
    As for the actual effects: Multi-Target spells deal 75% less damage 'per hit' than normal. You want to deal a total of 200% more damage overall to an unlimited amount of people as well as remove immunities and damage resist and reduce evasion (something that is more an RP thing than a percent chance thing). This is not how multi-hits work, and would never be approvable with this if you wished for it to be one. What you have here is a DoT. So you'll need to rewrite for that before I move on for it. If you wish to make it AoE or DoT or both let me know and I'll grade it as that.
    http://prntscr.com/gy83x9 reference on multi-target spells.

    Dune God's Golden Rainment;
    The flat damage reduction is a no go. You can change it to a %, keeping in mind 50% is max without lineage and 75% with damage resist in lineage, to both and remove the cannot be targeted. Or you can keep the cannot be targeted type by removing the damage increase and making the damage resist follow along the lines I mentioned in the previous sentence. Flat damage increase is generally it's own spell, making it add half or full rank depending on duration/cooldown and other things involved. You want too much for way too long.

    Dune God's Bombardment;
    This falls under the multi-target spell, it would have to be lowered to 300 meters unless you want to add another proper weakness. Since it's an AoE, and if I read it correctly they cannot hit the same spot at all (Each 25 meters of the AoE does not overlap at all) then it's simply 50 damage to each spot with an extremely low chance for someone to be hit again. If that's the case then the range change is the only thing I ask.

    Dune God's Concentrated Might;
    You can keep all three if you lower the numbers to each one by 25%. Or you can remove one of them and keep the other two as is.

    Piercing Scarab;
    Active: Need to choose one effect or the other.
    Passive: The beetle needs to have a max range away from you if you want this, as you could do an infinite range using it.


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    Eris
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    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Eris 10th November 2017, 10:25 pm

    (Don't worried by the size,  I've gone out of my way to be extremely cooperative.  If you see a mini rant, usually spoilered,  it's something that in the end was unneeded and can be skipped, as I worked through or around the problems that  came up.)


    Error.  Disagreement or inability to make a change.   (Nothing has this anymore.  While this post has been waiting to be posted for so long, I eventually worked on each to turn them blue or green.)
    Uncertainty. In which I ask a question or Corrections may have been made one way or another but could go either way.
     Probably good to go.  I've made changes, most likely the changes as requested,  and it should be all clear.


    This is mostly for me to keep track of this stuff as this will probably take me quite some time to go through because A) It's a lot, even excessively so.  B) It's highly demotivating for a number of reasons that make it hard to work on.

    In some cases I may have forgotten to make any changes I stated,  due to taking a while to go over everything and something could have slipped in the days following.   I'm pretty sure, however,  that I got everything I said as I've gone through the list a few times.

    I feel much more cooperative lately (and was able to capitalize on this feeling, by turning a few Red marked things into blues and greens.), so trying to post this as soon as possible now...  


    Blinding Recovery;
    Once per hit needs to be changed to once per post.
    Signature spells are meant to be spammy and not have cooldowns but that would be overpowered for a healing spell so I attributed it to once per hit instead which results in being incapable of casting it whenever I wish, relying instead on having suffered damage, and would effectively be similar to having an x HP barrier.

    But I wont drag this issue out,  I'll just change it to a normal healing spell 1/post.  (As yeah, healing spells shouldn't be spammy without some form of usage limitation, though that doesn't always have to be cooldowns)


    Halt;
    Full range, full damage, every time instead of once per post. Gonna ask you lower damage to 25%, or make it only activate once per post for full damage. Unless you'd prefer to lower range to a lower number (10 meters) and keep it as is.


    Once per post for full damage sounds fine, I'll go with that.    Each time it triggers in the same post it could be cut in half for even less damage potential overall in some moments,  but more reliable and not too awful.





    Dune God's Concentrated Might;
    You can keep all three if you lower the numbers to each one by 25%. Or you can remove one of them and keep the other two as is.
    Three?  It's only two.

    Oh,  the velocity.   That's just a side effect of Range.  Range and speed have always been linked on this site in the past,  I don't see why they'd not be related now. 

    But I'd rather not make a fuss about it,  I'll just get rid of the speed.



    Dune God's Ascendant Bellow;
    http://prntscr.com/gy7kjz
    Putting this here for reference as I go.
    The damage you have the spell at, with absolutely no charge, is 125. Where H rank base damage is 140. Charge spells are supposed to be considerably weaker when not charged at all. Not to mention the first round of charging adds 75 damage overall to it, which is a 60% increase to it with one charge. You then have it increase by 25% more with each post after that. While I get you were trying for a 'useful' H rank damage spell, I believe you went about it the wrong way. They are meant to go from 'meh' to 'oh shit' once fully charged, with varying degrees between it. This goes from 'ow' to 'oh shit' in a single post. I would suggest lowering the base damage to 100 total. Your choice on how it's split, and then add 40% per charge to the overall damage, splitting the extra damage evenly. This makes it weaker at first but then makes it way stronger in the end. Proper charge spell at that point.


    A rant about the ridiculousness of Charged spells, that you can completely ignore. 

    I've changed it as you described / asked. 

    However I have also made it a multi-hit spell, since I noticed that the spell rules even use Beam as an example of a multi-hit.  So it seemed appropriate.  I further reduced the damage of this from the 100 damage you requested,  down to 75 damage.

    Spoiler:






    Sahara Cyclone;
    You can't judge damage based on seconds. This isn't a MOBA, nor is it Dungeons and Dragons. It's an RP forum. One post does not have a set amount of time. You can say they deal 1/4 their normal physical damage, but you can't say per second as one post could be eight, another could be a minute. Basing it on time makes it to abusable. Add that to the size of the creature, which is ridiculously huge, and this is even more abusable. You can have it be burst range sized according to its rank, 100 meters, but you may want to rethink how you are doing the physical damage. The base description should not have anything special in it for summons. That's why they have 2 abilities.
    Active: Definitely need to lower it's size, as you want to deal full spell damage inside of it when it runs out or is killed. If you wish to keep this it definitely needs to be lowered to the 100-meter size.
    Passive; Choose one, if you choose the pull you'll need to say how strong the pull is in meters per post, else people get to choose for themselves. If you choose to keep the damage you can raise it to B rank damage per post, as long as you lower the creature to 100 meters.
    Exactly, this isn't a Moba or Dungeons and dragons as you've said.   It's RP.  Which is an emulation of a real, though fictional, world in which time works just as it does for us.   You know perfectly well that putting your hand into a lake and pulling it back out would be roughly around three seconds.  

    It makes more sense to measure by actual time than it is to measure by posts.   

    But I have to admit you're the first person to convince me on this point,   while it IS more reliable and accurate to measure by time,  it is also more abusable.  Unless the duration was also measured in time,  which since it isn't here and that would be too much to suggest,  you are absolutely right and I agree.   Saying eight seconds = x damage is alright at its core,  but it's the surrounding elements and how some things are measured in posts that makes it cumbersome. 

    I'll fix it into something more appropriate (and not based on time).

    -

    Burst is a Radius,  not a Diameter.  If you have a Burst spell it's usually an instantaneous effect like a dash,  in which case the Burst radius is the 360 directions you might travel and a shorter range to limit a teleport to,  while Burst also covers a "Burst",  the 360 directions around you of a burst-like effect.

    Which is why it is half the area of an AoE,  because a Burst is an AoE range, centered on yourself.   In other words all Burst is is an AOE that's centered on you. 

    Which I think I thought was 300/150 meters when I made the spell,  hence the 300 meter size.  Either it's changed,  I was wrong,  or I don't know what I was thinking at the time.  (It HAS been over 90 days since I finished making this magic after all,  even longer since I would have made that specific spell).

    Have the Ranges been reduced recently?

    Anyway.  I'll cut it back to an appropriate AOE size for sure.

    ALSO with that in mind I've also reduced some other ranges here and there within this post being worked on without being asked.


    -


    What do you mean by pick one?   It's a single ability and effect,  the cyclone is, well, a cyclone.     It's winds pull people towards the center with s-rank force, as it is an s-rank effect.   That force will naturally result in damage,  because all damage is is the transfer of force, though of course it's just an afterthought here,   and any damage results from collisions which I say can result in C-rank damage per post,  not that it does result in C-rank damage per post.   It's one of those moments where I include a bit of proper detail where most would shrug it off but I tend to be as thorough as I can be.

    I fail to see what choices there even are to "pick from" as it is just the single effect of high winds. 

    I will remove the C-rank damage as it was an afterthought anyway inserted only to make things make more sense.   Though I believe it's also very underpowered without that damage as most people tend to ignore things like "Strong winds pulling you" because "Lol, my character is too badass for that."



    In other words,  I'm doing just as you've asked on this one too.  I just talk too much.





    Piercing Scarab;
    Active: Need to choose one effect or the other.
    Passive: The beetle needs to have a max range away from you if you want this, as you could do an infinite range using it.

    Why would it have to choose..   It's an active spell not a signature spell or a passive,  and it can only use this once unlike most actives of summons.   *sigh* Okay then. 


    That makes no sense,  it's a summon, not a thrown ball.  And you cannot have infinite range if you do not have infinite time and infinite speed.  Two which I'd also point out,  said Time is only three posts when this is an S-rank summon.

    And I'd also point out that the passive says nothing about increasing the duration of any spell meaning even at the maximum usage a spell wont last more than a post if it says its instant which further reduces both the range and extent of the use.

    I've edited it very closely to as you asked.




    Radiant Waltz;
    Please remember that Instant, no-cooldown, sigs are once per post and this is fine.
    Spoiler:
    There, now it has a cooldown.



    Dune God's Golden Rainment;
    The flat damage reduction is a no go. You can change it to a %, keeping in mind 50% is max without lineage and 75% with damage resist in lineage, to both and remove the cannot be targeted. Or you can keep the cannot be targeted type by removing the damage increase and making the damage resist follow along the lines I mentioned in the previous sentence. Flat damage increase is generally it's own spell, making it add half or full rank depending on duration/cooldown and other things involved. You want too much for way too long.
    I fail to see how it's too much,  it doesn't really  do a lot, especially for an S-rank support spell and each individual aspect is limited / reduced.   

    Went with the later suggestion,  I've removed the damage mitigation and replaced the weaknesses of the damage mitigation with a limitation on the spending MP to counter attacks,  so now the spell doesn't counter the attacks it just guards herself.

    Edit- I'm a twit,  I just noticed you said removing the damage increase,  not the damage decrease.  I removed the damage decrease and kept the damage increase...   So, making this Green instead of Blue.



    Sand Shell;
    Half your post is so variable and vague that you need to either change to it last for a post or give it a number of words to last. Every post is different, and if you're the first poster and activate it someone could simply post MORE words and negate you even using it that post.
    Half post isn't very vague or variable.   A post can be of any length but it's always a minimum of whatever is required for the job,   and half a post is always half the post regardless of the length.

    Measuring things in posts at all is no less vague,   measuring things in seconds is more accurate than posts.

    Measuring by words would be the most vague.

    Ultimately it isn't even a necessary distinction,  as the concept remains present.

    The duration could remain less than a post but the err seems to be in the description.   Perhaps I should remove the reference to posts at all in the description and avoid OOC terminology (as I usually try to do) and simply state "For a short amount of time".  Which while variable,  RP itself is all about being variable, being all about fluff, style, and writing.

    Would that be better?

    Or of course I could measure in seconds,  as while some people suggest that seconds don't fit RP I highly beg to differ,  you're writing a world and inhabiting it in your mind.  It's more natural to determine the rough amount of seconds between actions than it is to use something so nebulous and mechanical as "posts" as though they were turns.


    Desert Rose;
    Cooldown needs to be 8xNumber of Times Spell Used. It's how chain spells work for that. Plus multiple uses charged up to be used at the same time needs a delay in it. Say, can cast twice per round without sending them out all at once. And as an A rank spell that is working like a shield, on a spell meant to be used in quick succession to be used to full effect. I'm gonna ask you lower the number on hp of them to 65. (80 hp is A rank spell damage. I'm asking for a 19% reduction for being allowed to cast it an infinite amount of times before you put it on cooldown for an ungodly amount of time.)

    I'm aware of the cooldown,  I made the chained spell rules / concept,  and it IS weird I didn't mention it but I believe I may have not mentioned it since it's somewhat fundamental that it didn't even occur to me to make a note of it other than "Chained".

    I even had to double check that I didn't mention it in the description or weaknesses.

    Anyway, will make a note of that.

    ---

    Defensive spells go up to 3x, even 4x in some cases,  their rank in value.    Being a pure defense spell,  it would be a 3x defense spell.   Being a chained spell,  I docked 1 rank from the value as though it were not a pure defense spell.

    It IS regardless a full A-rank spell that costs as such with every cast.   I do not believe you're fully comprehending the implications of what you are suggesting.

    Any spell as you described would be worth less than the mana spent.  The weakness of Chained spells are that they are essentially one use per topic and cost MASSIVE amounts of MP to make full use of.

    I assume perhaps you thought that was a Signature spell, thus having no MP cost.  If that were the case I could certainly agree with you,  though even then the stacking cooldowns (which signatures should not have cooldowns, by design) would still make it a one use per topic spell so that's still a massive point to consider.

    That's a bonus A-rank spell slot gained from sacrificing an Artifact armor,  meaning it is extremely expensive to cast and will drain you of MP with just a few uses / chain links.

    I apologize for the confusion. I've always wondered if it might trip someone up for me to include the normal spell slot bonuses from signature spell item trades in with the signature spells they came with,  I don't think I did enough to distinguish them from the signatures.  

    As such I've Indented the bonus spells for convenience.



    Lot's Plague;
    That whole first part just killed off the entire non-magic NPC part of the entire site. That's unnecessary. Use something like that in agreed upon plots, it's not needed in the magic.
    As for the actual effects: Multi-Target spells deal 75% less damage 'per hit' than normal. You want to deal a total of 200% more damage overall to an unlimited amount of people as well as remove immunities and damage resist and reduce evasion (something that is more an RP thing than a percent chance thing). This is not how multi-hits work, and would never be approvable with this if you wished for it to be one. What you have here is a DoT. So you'll need to rewrite for that before I move on for it. If you wish to make it AoE or DoT or both let me know and I'll grade it as that.
    http://prntscr.com/gy83x9 reference on multi-target spells.
    Spoiler:

    Replaced the spell with Tomb of the Lost.



    Dune God's Bombardment;
    This falls under the multi-target spell, it would have to be lowered to 300 meters unless you want to add another proper weakness. Since it's an AoE, and if I read it correctly they cannot hit the same spot at all (Each 25 meters of the AoE does not overlap at all) then it's simply 50 damage to each spot with an extremely low chance for someone to be hit again. If that's the case then the range change is the only thing I ask.
    It's an AoE.   It's just not a single giant explosion,  it's eight small explosions for what is effectively a 200 meter area explosion.   200/8 = 25.

    Nope, they can't hit the same spot.  Further supporting the idea of being an AoE.  

    It's an AOE with more flavor and following a specific theme.


    But like how some spells might have some quirks or situations where they might do additional damage,  this one just has the possibility that if someone is moving fast across a large area they might get hit by a second one or something.    It isn't an intended use of the spell,  just a possible side effect and thus I describe what would happen in that case,  just like I always do when I think of possible outcomes of something,  I provide detail and describe weaknesses and what might happen in that case usually to preemptively  nerf a possible usage and prevent abuse or questionable content ahead of time myself.  I do always try to balance my things, and as you might have noticed I talk too much.

    If you'd like I could give it a Nerf-Buff that makes it so if you're hit you're Petrified till the end of the post which would make it so you couldn't get hit by multiple parts of the AoE if you wanted to.


    WAIT, I'm confused.  I gave it a duration of 5 posts and it says... .I think I made it an AOE DOT spell but each DOT was in a new spot.   I think I got confused myself halfway when I wrote the spell and by the end it became a normal AOE but the first half was an AoE DoT,  where each post had a separate strike.

    So on one post it's a 25 meter AoE sun strike,  then on the next post it's a new 25 meter AoE Sun Strike and so on.  


    Good heavens it's a mess.

    Let me just go ahead and rewrite it.

    Papa Aiya wrote: 
    Radiant Echoes;
    This is doing a bit much for a signature spell. Sig spells are meant to be simplistic as well as doing a single simple thing. A blast of your element for damage, a quick strike with an elemental punch, etc. What you have here is the ability to clone an entire spell that causes it to do the same thing but for S rank damage. That would be considered multiple effects. Adding 50% S rank damage to a spell would be okay, cloning an entire spell means copying multiple different things plus doing damage is overkill for a Sig.
    Spoiler:


    I am replacing this spell entirely due to disagreements and it's simply not a spell worth further discussion on, most spells would be more useful. 



    _______________________________________



    Hey,  could you quote my spells when you look over them and as you review,  just make the changes you want as you would like to see the spell, just highlight changes in red or something.   Shouldn't be any more, or not much more, work than normal I think.   And it might make less hassle for us both in the long run.

    I'd probably just directly use what you provided that way and we can go much faster!   If i make the changes myself I get a little defensive,  and sometimes pride and a sense of inconvenience can make it hard to follow through.    

    But if I could just use the changes you provide I'll probably just go with that most the time.   
    Part of why this has taken so long to post is how intensely demotivated the whole over-100-day review process has made me.

    Watching Thor-Ragnarok has rekindled my creative spirit though and I kinda just want to get it over with.


    _____________________________________________________________________________________

    Darude - Sandstorm NvVyM98

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    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Cr1tikal 24th November 2017, 9:17 pm

    Eris wrote:Placeholder
    A-B and some C's.


    A's  7/7
    Spoiler:




    B  -  8/8
    Spoiler:


    _____________________________________________________________________________________

    Darude - Sandstorm MQNhOUw

    Eris
    Eris

    Lich of hell


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    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Eris 27th November 2017, 11:26 am

    Papa Aiya wrote:Mass Rite
    Enemies in the area take 40 base damage per post for 5 posts while allies in the area heal 40 base per post for 5 posts (For a total of 2.5% rank base damage as the rules allow, 4-8-12-16-20). Pick one, or half both. You want to do 5x rank total combined if you add it all. And that's without any kind of spell damage buff or anything.
    5x is disingenuous however,  as it's doing neither 5x damage to anyone nor healing for 5x the value.

    A fair reduction would be to reduce the power of both by 25% though,  as you're sacrificing some reduced power on both ends to achieve two very separate effects.   Halving both would make both of little use.  The healing is also drain, meaning it wont be healing anyone if it can't take from anyone. It's not a healing spell,  it's taking life from an enemy and giving it to someone else.  Eris is not creating any healing,  only distributing life.

    If you do not believe 25% is fair,  I'll just replace this spell and not continue to defend it, no problem.   It's been so long I don't really have a connection to most these spells or even remember their purposes for the most part.

    Actually I'll just replace it now.   Even 25% makes the effect really small and not very useful as even at 40 it's not particularly strong and 30 let alone less is very dissatisfying. 

    Replacing it.


    Name: Jericho Rise
    Description: Eris creates a 150 meter long and tall wall of compact sand, with a second wall 150 meters away.    It grows by 25% per post. lower the size and range of them if you want them to grow per post. Or remove the growth part.   

    Instead of being defensive,  these walls are Offensive.   Any spell Eris casts will be mirrored by the walls, filling the space between the two with the spell cast.   A laser spell for example would turn the inside of the walls into a car wash of doom.    Only one instance of damage is applied however,  being hit by multiples wont repeat the damage.   It increases the damage by 50 bd, but otherwise is essentially just an extension. So if you hit with initial spell this spell would do nothing to them even if they were in it already?
    If so this part is fine.


    Well the growth isn't exactly very useful and not something most players would even notice.  I *think* I said that mostly for effect and fluff.
    Mmmmmmm...... I'll just remove it.


    Yeah,  the walls sort of just extend the spell so you can sort of consider it all the same spell, so it doesn't do more damage every hit.  Just sort of makes it easier for Eris to hit people if she places the walls first.


    Name: Jericho Fall
    Description: Eris generates shockwaves of sand that ripples through the earth within 150 meters.   Any structure, wall, or barrier within the area receives a base 80 damage per post. Effects not in contact with the ground have sand gush up to meet them.
    Damage per post would be dot, meaning it would need to follow DoT damage rules. Just because it only targets structures doesn't mean it can do so much to them. Constructs generally follow summon HP's and nothing would stand that much in general as it is. (Normal DoT damage could kill them normally)

    Exceptions have traditionally been made for spells only targeting objects.    Most people don't even bother dealing damage to objects and just say they break from anything really.   Even without spells people like to say they punch craters into big castle walls.

    Especially for a spell like this where it doesn't damage players at all,  it's kind of not something you can scale with the same rules,  otherwise they'd be pointless.

    The spell would be, and I don't exaggerate this,  quite useless if it used the same rules as damaging players and would be worse for you to have used the spell at all,  due to the MP loss draining your resources for something of negligible effect.

    I'm replacing it.
    ... Problem is I can't think of anything to replace it with at the moment...  So it might be a day or two,  maaybe three, before posting this. 


    Name: Star Blazing
    Description: For the duration when Eris casts a spell she fragments in a flash of light to create four echoes of herself, all of which appear to be made of blazing sunfire,  in four locations within 225 meters.   Each echo mirrors whatever spell Eris casts,  and then the echoes disappear leaving one behind which is the true Eris. You would have to be in the same spot of the range would have to be a LOT lower for the distance between them. (It would be a teleport and max range for A rank teleport is 75 meters, meaning they would have to be 75 meters away from you for all of them.) 


    An instant teleport is 75 meters,  non instant teleports were supposed to use normal ranges...  There was a big discussion between staff and members on it in the Cbox when those rules came out...    But yeah, this is instant, so edits away.


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    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Cr1tikal 28th November 2017, 1:57 am

    Teleport ranges have been that way since the new magic rules were put up. Given me and TAK did the chatting in Cbox for it and we both agree all teleports fall under burst spells I don't see who might have told you the one you're thinking of.

    And please quote all new spells and changes you do, if they are not already ones I have addressed that were edited as requested. Reading through the wall of text for 1 spell or ability in the mix is tedious with the amount of fluff added to it.



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    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Eris 3rd December 2017, 11:19 am

    Papa Aiya wrote:Teleport ranges have been that way since the new magic rules were put up. Given me and TAK did the chatting in Cbox for it and we both agree all teleports fall under burst spells I don't see who might have told you the one you're thinking of.

    And please quote all new spells and changes you do, if they are not already ones I have addressed that were edited as requested. Reading through the wall of text for 1 spell or ability in the mix is tedious with the amount of fluff added to it.



    A bit of a delay.   Was very depressed about things, and now just a little less so.  Just posting about having a break eased stress slightly and now I feel up to this. 

    Was also partially waiting to see if you'd continue your post or something,  you did say "And please quote changes you do" rather than "The changes you did" implying for future reference, which I'd be glad to do.  


    I kept the names of all the spells in with the quotes of your post so I didn't think there'd be an issue (The two replacements being in the same spot as they were).


    Mass Rite, the first spell, became Ritual Mirror.

    Name: Ritual Mirror
    Rank: A
    TypeSun - Sand | Defense
    Duration7
    Cooldown8
    Description: Ritual Mirror creates a barrier of sand up to 75 meters in radius, the shape varies,  that can take 80 damage before a section equal to the source of damage in size is broken through.    Whether or not an effect breaks through though,  the Ritual Mirror will mirror any spell or source of damage back at the origin.  The mirror perfectly reflects the world it is emulating, pristine.  But off-  the mirror world behind the glass (Caused by Eris's cursed sand x sunfire) doesn't work like a mirror, but looks like the real world.  In other words,  asymmetrical.  If you look into the mirror you'd see yourself how others see you, like a photo or video rather than a mirror.  (If you punch the mirror with your right hand,  the arm on the right of the mirror will not meet you, but the reflections own right arm will extend- to the left of you.  The punch then extends out from the mirror to strike back at the individual punching the mirror in a trade of blows).

    The Ritual Mirror only deals B-rank damage with mirrored effects but if hit by a mirrored attack, the recipient's consciousness and/or soul is stolen by the Mirror for 1 post trapping them in Eris's own version of limbo until the world shatters and they return to their body. 
    Strengths: 
     | Some basic trickery.
    Weaknesses: 

     | Very weak as a wall effect.
     | Doesn't do anything if the wall isn't damaged.


    The spells that weren't replaced:
    Spoiler:


    Jericho Rise I simply did as you asked outright, fairly certain that was all.  Other than adding " - The Wall" to the title as well.

    Jericho Fall became "Jericho Fall - The Tomb" for the reasons stated,  a spell doing normal damage but only against objects would be a waste of mana and thus a more of a detriment to you than any enemies which is why they've usually been exceptions to damage rules in the past.

    Now it just literally causes the Jericho Wall she makes to "fall". 

    Name: Jericho Fall - The Tomb
    Rank: A
    TypeSand | Offense
    Duration7
    Cooldown: 8
    Description: Causes the Jericho Wall risen by means of Jericho Rise, to be reinforced for 1 post by +160hp while it collapses inward at 113mps on those caught within it with crushing force causing A-rank base damage and Suppressing them for 1 post in which their consciousness is knocked to the void (Or synthetic programming grinding to a halt).  The Jericho Wall otherwise functions normally as per Jericho Rise, now effecting anything inside the walls. 

    Strengths: 
     | A tricky situation for many who might find themselves in the Jericho Tomb.
    Weaknesses: 

     | Requires Jericho Rise to be cast. 
     | The walls still only have 50hp.



    The last one was a little more tricky. (Star Blazing)  I didn't understand the spell I wrote myself,  so I re-wrote it as a similar but new ability.  BUT then I realized what I intended with the spell and re-wrote it again to be like the original,  but with your requested edits as I agreed that it was definitely an instant teleport effect, so it's now a burst as you pointed out.

    So I straight up did as you asked on that one as well, but with rewriting.  



    And I just wanna say,  it's not about "Not doing what you asked" on any other spells,  it's just that sometimes I disagree with a statement and don't want to argue (Since discussions are bad now),  or a spell no longer works and might be worse off for me to use it than to have not used it,  so I just replace it to move on.     I replace spells out of respect to you or others,  not because I'm being rude, I've actually been going out of my way to be as cooperative as I can...  At least I wont ever have to make a magic app again once this is done so no worries about such things in the future.


    _____________________________________________________________________________________

    Darude - Sandstorm NvVyM98

    Darude - Sandstorm CkggyrF

    Deception | Despair | Domination
    H 1 S 7 A 7+1 B 8+1 C 9 D 11
    d a m n a t i o n
    Eris
    Eris

    Lich of hell


    Lich of hell

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishgar- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Player 
    Lineage : Devil's Conquest
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    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
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    Character Sheet
    First Skill: Sunset Eclipse - The Sandstorm GS
    Second Skill: Titan Eclipse • Devil Pact
    Third Skill:

    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Eris 8th December 2017, 5:10 pm

    Darude - Sandstorm ByezCPm


    _____________________________________________________________________________________

    Darude - Sandstorm NvVyM98

    Darude - Sandstorm CkggyrF

    Deception | Despair | Domination
    H 1 S 7 A 7+1 B 8+1 C 9 D 11
    d a m n a t i o n
    Cr1tikal
    Cr1tikal

    Player 
    Posts : 1756
    Cosmic Coins : 8
    Dungeon Tokens : 0
    Age : 33
    Experience : 0

    Character Sheet
    First Skill: FrostFire Dragon Slayer
    Second Skill: Cosmic Slayer
    Third Skill:

    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Cr1tikal 9th December 2017, 12:47 am

    Eris wrote:Placeholder
    C's  9/9
    Spoiler:




    D's  11/11
    Spoiler:


    Spell Fusions. With all the changes done to spells I'd suggest looking through your fusions and edit before I even read through them. Once you finish with C/D stuff and edit what you think needs to be changed for spell fusions let me know. (They'll be graded like I have been, so keep that in mind.)

    Spoiler:


    _____________________________________________________________________________________

    Darude - Sandstorm MQNhOUw

    Eris
    Eris

    Lich of hell


    Lich of hell

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishgar- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Player 
    Lineage : Devil's Conquest
    Position : None
    Posts : 1471
    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Sunset Eclipse - The Sandstorm GS
    Second Skill: Titan Eclipse • Devil Pact
    Third Skill:

    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Eris 10th December 2017, 3:49 pm

    Stuff me,  I clicked on a side bar button on accident and lost this post when I was nearly done.

     •____•
    Indicates a larger edit, in between the two yellow bars.

      Indicates that the changes were small or as directed so I'm not sure quoting the new spell would be needed. 

    Had to remove Spoiler tags as they weren't functioning correctly.  

    So one courtesy spoiler for the whole thing instead.
    Spoiler:





    Alright, I think I did everything I said I'd do.  Now to post it.  *click*

    Oh.  In case this is the last post,  just a possibility,   since this has taken so long will I be able to use this magic in non-pvp topics / jobs already started?  The rule say you're allowed if you get permission.


    _____________________________________________________________________________________

    Darude - Sandstorm NvVyM98

    Darude - Sandstorm CkggyrF

    Deception | Despair | Domination
    H 1 S 7 A 7+1 B 8+1 C 9 D 11
    d a m n a t i o n
    Cr1tikal
    Cr1tikal

    Player 
    Posts : 1756
    Cosmic Coins : 8
    Dungeon Tokens : 0
    Age : 33
    Experience : 0

    Character Sheet
    First Skill: FrostFire Dragon Slayer
    Second Skill: Cosmic Slayer
    Third Skill:

    Darude - Sandstorm Empty Re: Darude - Sandstorm

    Post by Cr1tikal 10th December 2017, 8:18 pm

    Approved, go ahead and use it for that stuff. Hopefully I didn't miss something. Don't wanna have to pull later on for any kind of abuse.


    _____________________________________________________________________________________

    Darude - Sandstorm MQNhOUw


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