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    Incantation

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    Lexi Incanata

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    Incantation

    Post by Lexi Incanata on 30th August 2017, 3:02 am

    Primary Magic: Incantation
    Secondary Magic:
    Caster or Holder: Caster
    Description:
    Incantation magic is a magic that calls upon the elements, properties, and spirits of the universe and magic to craft a new spell to be used in any given situation. Mixing and matching magical elements and behavioral clauses to create an offensive, defensive, supportive, or global spell.  This highly versatile magic however costs more mana to use as simply calling out for a magical property itself requires mana, plus the use of the resulting spell. The resulting spell changes for every way Lexi calls out a property, adding clauses to them to change their behavior. And as Lexi's power grows she will be able to bend these properties further enabling her to use advanced clauses to her spells, creating different kinds of spells. And every clause would increase the magic power needed to cast the resulting spell. As the caster progresses in power, they could be able to copy the spells of other mages if they can unravel the secret properties of the spell. As the mage grows in power, the number of clauses that can be used in a single spell increases as well. As powerful as it sounds, Incantation takes a toll on the body and magic of the mage. Other people in Lexi's family who tried to wield the magic often fail to cast a simple fireball. Command and authority over oneself extends to command and authority over an element and clause. Those with a good memory and control of the magic can shorten the incantation names to almost none and cast instantly, especially for spells they often use, or enter a tranced state known as Archive. An ability that allows casters to copy spells they have seen or know by heart, or cast previous spells they have woven without the use of incantations and simply fire them instantly for a short period of time.

    As Lexi is calculative and responsive in battle, Lexi uses this magic to respond effectively to the elements, behavior, and attack pattern of her opponents. She would use it to defend and support her allies in the heat of battle, trying to weave as many supportive spells she can. She might even use her own offensive spells to intercept incoming attacks.

    Strengths:

    • Highly versatile and unpredictable magic that can effectively counter most spells and mages. Perfect for any role the caster is placed in.
    • Repetitive use of a single approved spell allows the caster to memorize the properties to the point of being able to cast it instantly, and costs lower MP with only 3% added to the spell's MP cost regardless of how many elements and clauses were used.


    Weaknesses:

    • Drains mana faster as each individual element and clause costs mana with their costs also added to the resulting spell. (example: typical D Rank spells costs 10% MP. Adding Offendo which costs 1.5% makes the spell cost 11.5%. But since Offendo was used the total MP used to cast the resulting spell is 13%.)
    • The elements and clauses that can be combined to a single spell are very limited. With the number of combinations start out a only 2, and is increased by 1 as the caster ranks up.
    • The resulting spell, once approved, will have its own cooldown and duration. So the caster cannot even hope to cast a spell, say the incantation again, and the same spell right away.


    Lineage: Shinokishi: Knight of Death

    Unique Abilities:

    • Archive - Archive is an activated ability for users of this magic. For 2 posts, they enter a trance and can cast numerous spells they have woven or spells they have seen or known by heart instantly. This however can only be used once per thread and leaves the caster drained of mana as this costs 70% MP to use
    • Offendo/Defendo - The two basic clauses to add to a spell. Offendo or Offensive, adds projectiles and other damaging effects as a spell behavior, giving it the properties of a single target spell. Defendo or Defensive makes the spell be able to block attacks such as walls or armor. Offendo and Defendo each costs the caster 1.5% MP when used
    • Areos - Areos or area, makes the spell change its category to Area of effect. Adding this clause to spells costs 2% MP



    Spells:
    Pyros:
    Name: Pyros
    Rank: D
    Type: Fire
    Description:
    Pyros or Fire makes the spells element become so. Highly offensive and fast, any spell that has Pyros in it gives the resulting spell a DPS effect with the damage increases as the rank of Pyros and the caster increases, and travels the maximum speed for its rank. Using Pyros costs 1% more additional MP

    Strengths:

    • Creates fast spells and are perfect for combat


    Weaknesses:

    • Is very weak and ineffective against water. And would require more clauses to combat.
    • Little to no defensive advantage and would require more clauses to boost defensive capability.


    Hydros:
    Name: Hydros
    Rank: D
    Type: Water/Ice
    Description:
    Hydros or water, gives the spell the water element, creation and manipulation thereof. The caster can only control water around her in a radius that is 10 less the maximum range radius of a single target spell of the spell's rank. Once controlled, its temperature can be changed, and they are subject to additional clauses to have more uses. Hydros has the ability to slow down enemy speed by 2%, increasing by .5% for every rank up. And freezing which lasts for 1 post and increases by 1 for every rank up. Using Hydros costs 1% more MP
    Strengths:

    • Another great offensive spell, the speed of a Hydros spell varies with the strength of caster and volume of water used. More utilization as compared to Pyros


    Weaknesses:

    • Is very weak and ineffective against wood or nature. And would require more clauses to combat.
    • Using Hydros to simply manipulate water to form walls or such makes it a stand alone spell and would cost the regular MP cost for its rank.


    Geos:
    Name: Geos
    Rank: D
    Type: Earth
    Description:
    Geos or earth allows the caster to create earth or manipulate earth in a radius of 10 less the maximum radius of a single target spell of Geos' rank. Spells woven with Geos also has disabling effects depending on what kind of earth is being manipulated, which in turn depends on the caster's rank. Geos materials from previous ranks can still be controlled at rank up.
    D - Mud (Slow)
    C - Wood (Root)
    B - Stone (Stun)
    A - Metal (Slow and Stun)
    S and up - Diamond (Stun, Slow after, and bleed)
    Bleed has a dps of 1Hp per second, increasing by 1 every after two rank ups. 10% for slows increasing by 5% every after two rank ups.
    Using Geos costs 1%MP

    Strengths:

    • Great at disabling and putting up defensive walls when used with Defendo. All disabling effects last for one post and increases by 1 post every after rank ups of the element.


    Weaknesses:

    • Geos woven spells travel at a speed of 75% of the maximum speed for the spell's rank.
    • Using Geos as a stand alone spell to manipulate the field turns it to a regular spell with normal duration cooldown and MP cost.


    Ventus:
    Name: Ventus
    Rank: D
    Type: Air
    Description:
    Ventus or Air makes spells woven with them increase the speed of the target or the spell by 10% and increases by 5% at every two rank ups. Primarily a utility or support element, Ventus also has offensive and defensive capabilities although not as great as either Pyros or Geos. Spells woven with Ventus also gives the resulting spell a 10% slow for 2 posts, increasing by 5% every after two rank ups. Offensive spells woven with Ventus as the primary element travel at the maximum speed allowed for spells at its current rank, hitting them with a gust of wind that can knockback enemies.

    Strengths:

    • High support capabilities to give allies an advantage.
    • Unlike most elemental incantations, Ventus when used as a stand alone to manipulate the air, would only cost the caster 3% MP per with a normal cooldown and duration for its rank.


    Weaknesses:

    • Cannot pass through or scratch high ranking solid barriers. But can only scratch normal solid objects.
    • High ranking mages are not affected by its knock back
    • Has a weakness for earth magic.

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    Leila Vergious
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    Re: Incantation

    Post by Leila Vergious on 30th August 2017, 2:38 pm

    Hi there, Lexi! I'm VindStot / Leila and I'm here to grade your magic. All my requests for changes will be below and done in this color. If you have any questions or have fixed everything, PM me or bump this thread~

    Lexi Incanata wrote:Primary Magic: Incantation
    Secondary Magic:
    Caster or Holder: Caster
    Description:
    Incantation magic is a magic that calls upon the elements, properties, and spirits of the universe and magic to craft a new spell to be used in any given situation. Mixing and matching magical elements and behavioral clauses to create an offensive, defensive, supportive, or global spell.  This highly versatile magic however costs more mana to use as simply calling out for a magical property itself requires mana, plus the use of the resulting spell. The resulting spell changes for every way Lexi calls out a property, adding clauses to them to change their behavior. And as Lexi's power grows she will be able to bend these properties further enabling her to use advanced clauses to her spells, creating different kinds of spells. And every clause would increase the magic power needed to cast the resulting spell. As the caster progresses in power, they could be able to copy the spells of other mages if they can unravel the secret properties of the spell. As the mage grows in power, the number of clauses that can be used in a single spell increases as well. As powerful as it sounds, Incantation takes a toll on the body and magic of the mage. Other people in Lexi's family who tried to wield the magic often fail to cast a simple fireball. Command and authority over oneself extends to command and authority over an element and clause. Those with a good memory and control of the magic can shorten the incantation names to almost none and cast instantly, especially for spells they often use, or enter a tranced state known as Archive. An ability that allows casters to copy spells they have seen or know by heart, or cast previous spells they have woven without the use of incantations and simply fire them instantly for a short period of time.

    As Lexi is calculative and responsive in battle, Lexi uses this magic to respond effectively to the elements, behavior, and attack pattern of her opponents. She would use it to defend and support her allies in the heat of battle, trying to weave as many supportive spells she can. She might even use her own offensive spells to intercept incoming attacks.

    Strengths:

    • Highly versatile and unpredictable magic that can effectively counter most spells and mages. Perfect for any role the caster is placed in.
    • Repetitive use of a single approved spell allows the caster to memorize the properties to the point of being able to cast it instantly, and costs lower MP with only 3% added to the spell's MP cost regardless of how many elements and clauses were used. I'm afraid I cannot allow an ability like this in strengths. Please, replace it.


    Weaknesses:

    • Drains mana faster as each individual element and clause costs mana with their costs also added to the resulting spell. (example: typical D Rank spells costs 10% MP. Adding Offendo which costs 1.5% makes the spell cost 11.5%. But since Offendo was used the total MP used to cast the resulting spell is 13%.)
    • The elements and clauses that can be combined to a single spell are very limited. With the number of combinations start out a only 2, and is increased by 1 as the caster ranks up. I am not entirely sure what you mean by this, but if you're referring to spell fusions, they always consist of 2 different spells and this cannot be changed.
    • The resulting spell, once approved, will have its own cooldown and duration. So the caster cannot even hope to cast a spell, say the incantation again, and the same spell right away. This isn't a weakness specific to your magic but a fact to how magic works on this site, as there always has to be cooldown. As such, I would like you to replace it please.


    Lineage: Shinokishi: Knight of Death

    Unique Abilities:

    • Archive - Archive is an activated ability for users of this magic. For 2 posts, they enter a trance and can cast numerous spells they have woven or spells they have seen or known by heart instantly. This however can only be used once per thread and leaves the caster drained of mana as this costs 70% MP to use Can you elaborate on what you mean by casting spells instantly? If this ability removes cooldown after a spell is used, I'm afraid I cannot allow it, as cooldown manipulation is not allowed.
    • Offendo/Defendo - The two basic clauses to add to a spell. Offendo or Offensive, adds projectiles and other damaging effects as a spell behavior, giving it the properties of a single target spell. Defendo or Defensive makes the spell be able to block attacks such as walls or armor. Offendo and Defendo each costs the caster 1.5% MP when used This is a bit confusing. Does offendo behave the same way as Areos in a sense that you can change any of your multi-target or AoE spells into a single target? This is an important difference from simply making AoE spell have single target range and speed, hence why I'm asking. Also, please make it obvious that offendo can be only used with offensive spells while defendo can only be used with defensive spells.
    • Areos - Areos or area, makes the spell change its category to Area of effect. Adding this clause to spells costs 2% MP I would like the description of this to mention that the spell's range and speed will be adjusted in accordance with AoE rules when you change them.



    Spells:
    These are regular spells that the mage casts during and outside of combat,
    they are the mage's main arsenal and the core of their magic. Every spell must abide by certain rules and is required to have Duration & Cooldown. You can find how long can spell last or how long it's cooldown has to be in the magic rules. Each spell also has a defined MP cost based on the user's and the spell's rank and thus I cannot permit spells that would increase the cost of another spell rather than costing MP themselves. Once you have added durations with cooldowns and changed the spells around a bit so that they work in a way where your character will pay MP to cast them,
    please bump the thread and I will grade them.

    Pyros:
    Name: Pyros
    Rank: D
    Type: Fire
    Description:
    Pyros or Fire makes the spells element become so. Highly offensive and fast, any spell that has Pyros in it gives the resulting spell a DPS effect with the damage increases as the rank of Pyros and the caster increases, and travels the maximum speed for its rank. Using Pyros costs 1% more additional MP

    Strengths:

    • Creates fast spells and are perfect for combat


    Weaknesses:

    • Is very weak and ineffective against water. And would require more clauses to combat.
    • Little to no defensive advantage and would require more clauses to boost defensive capability.


    Hydros:
    Name: Hydros
    Rank: D
    Type: Water/Ice
    Description:
    Hydros or water, gives the spell the water element, creation and manipulation thereof. The caster can only control water around her in a radius that is 10 less the maximum range radius of a single target spell of the spell's rank. Once controlled, its temperature can be changed, and they are subject to additional clauses to have more uses. Hydros has the ability to slow down enemy speed by 2%, increasing by .5% for every rank up. And freezing which lasts for 1 post and increases by 1 for every rank up. Using Hydros costs 1% more MP
    Strengths:

    • Another great offensive spell, the speed of a Hydros spell varies with the strength of caster and volume of water used. More utilization as compared to Pyros


    Weaknesses:

    • Is very weak and ineffective against wood or nature. And would require more clauses to combat.
    • Using Hydros to simply manipulate water to form walls or such makes it a stand alone spell and would cost the regular MP cost for its rank.


    Geos:
    Name: Geos
    Rank: D
    Type: Earth
    Description:
    Geos or earth allows the caster to create earth or manipulate earth in a radius of 10 less the maximum radius of a single target spell of Geos' rank. Spells woven with Geos also has disabling effects depending on what kind of earth is being manipulated, which in turn depends on the caster's rank. Geos materials from previous ranks can still be controlled at rank up.
    D - Mud (Slow)
    C - Wood (Root)
    B - Stone (Stun)
    A - Metal (Slow and Stun)
    S and up - Diamond (Stun, Slow after, and bleed)
    Bleed has a dps of 1Hp per second, increasing by 1 every after two rank ups. 10% for slows increasing by 5% every after two rank ups.
    Using Geos costs 1%MP

    Strengths:

    • Great at disabling and putting up defensive walls when used with Defendo. All disabling effects last for one post and increases by 1 post every after rank ups of the element.


    Weaknesses:

    • Geos woven spells travel at a speed of 75% of the maximum speed for the spell's rank.
    • Using Geos as a stand alone spell to manipulate the field turns it to a regular spell with normal duration cooldown and MP cost.


    Ventus:
    Name: Ventus
    Rank: D
    Type: Air
    Description:
    Ventus or Air makes spells woven with them increase the speed of the target or the spell by 10% and increases by 5% at every two rank ups. Primarily a utility or support element, Ventus also has offensive and defensive capabilities although not as great as either Pyros or Geos. Spells woven with Ventus also gives the resulting spell a 10% slow for 2 posts, increasing by 5% every after two rank ups. Offensive spells woven with Ventus as the primary element travel at the maximum speed allowed for spells at its current rank, hitting them with a gust of wind that can knockback enemies.

    Strengths:

    • High support capabilities to give allies an advantage.
    • Unlike most elemental incantations, Ventus when used as a stand alone to manipulate the air, would only cost the caster 3% MP per with a normal cooldown and duration for its rank.


    Weaknesses:

    • Cannot pass through or scratch high ranking solid barriers. But can only scratch normal solid objects.
    • High ranking mages are not affected by its knock back
    • Has a weakness for earth magic.



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