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Ageless Mystery
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Ageless Mystery
Magic has often been called an ageless mystery, by those who cannot understand it. For every answer, three more questions appear, like a hydra of the mind. While nobody can claim to have all the answers, some are more adept with discerning these intricacies, and putting their learning to use.
Base Ability: Metamagic: Metamagic Spells are a different beast than most expressions of arcane power. A person capable of Metamagic recieves five free Bonus Spell Slots. However, these spell slots MUST be spent on Metamagic Spells. A Caster may only know five different Metamagic Spells at once. A Metamagic Spell, by itself, does not do damage, or buff or debuff a person, or heal. What Metamagic Spells are, are spells that are cast alongside a normal spell. The Metamagic Spell alters the effects of the spell it is cast alongside, however, spells altered by Metamagic may not be cast back-to-back, and a spell can only be altered by one Metamagic effect at a time.
Base Ability Cool Down: N/A
Tier One
Arcane Sight: The user retains his ability to see, even in areas where light is low, or non-existent, including areas where magic has been used to achieve this effect, as well as zones such as the Realm of Darkness.
Superior Energy: Take the user's tier, and multiply by 20. The user has that much Bonus MP.
Magic Spice: If a Spell's casting reduces the user's MP to zero, or less, the spell receives a moderate boost to its relevant effects.
Arcane Dynamo: Any time a spell is cast by the user with an MP cost of 10 or greater, the user is also subject to a healing effect, equivalent to a 10 MP Cure spell
Unlimited Soul: The user may never fall under any Silence effect.
Tier Two
Spellthievery: Whenever the user is subject to an Ability of any kind which costs MP, the User gains 20 MP. No cooldown
Scan: With a mental action, the user becomes aware of the Race, Elemental Affinities, and general well-being, of up to two living creatures in the user's line of sight.
Break the Limit: Multiply the user's tier by one. The user gains that much Bonus DP.
MP Haste: Reduce the base time of MP Cooldown by 25% (rounded up)
Tier Three
Full Charge: The user expends all their current MP, sending them into MP Cooldown. When their MP is restored, they gain as much MP as was consumed by this ability
Doublecast: Once every seven posts, the user may re-cast a spell they just cast, without paying its MP cost.
Burnout: Once every 5 posts, the user may cast a spell, even if their current MP is less than the spell's cost. The MP the user is short for is paid out of the MP Pool, once the MP Cooldown ends.
Tier Fourth
Anima Sanctus: The user's body is so altered by arcane energy, that they change; The user now ignores all debuffs which could be construed as either a Poison or Disease (physical, or otherwise) effect. Additionally, once every twelve posts, they may ignore the MP cost of a Healing spell they cast.
Corpus Sanctus: Spells cast on the user by a caster, other than the user, with hostile intent, with Tier 2 or lower magic are ignored entirely. Spells cast on the user by a caster, other than the user, with hostile intent, with Tier 3 magic work at 50% of their intended power. Spells cast on the user by a caster with Tier 4 or higher magic are unaffected.
Tier Five
Forbidden Arte: The user gains one bonus spell slot. The spell's cost must match the caster's max MP. This spell may never be modified by Metamagic. Using this spell doubles the rate of MP Cooldown. For the purpose of resistances, immunities, etc, treat the spell created in this manner as a Skill Tree Power.
Base Ability: Metamagic: Metamagic Spells are a different beast than most expressions of arcane power. A person capable of Metamagic recieves five free Bonus Spell Slots. However, these spell slots MUST be spent on Metamagic Spells. A Caster may only know five different Metamagic Spells at once. A Metamagic Spell, by itself, does not do damage, or buff or debuff a person, or heal. What Metamagic Spells are, are spells that are cast alongside a normal spell. The Metamagic Spell alters the effects of the spell it is cast alongside, however, spells altered by Metamagic may not be cast back-to-back, and a spell can only be altered by one Metamagic effect at a time.
Base Ability Cool Down: N/A
Tier One
Arcane Sight: The user retains his ability to see, even in areas where light is low, or non-existent, including areas where magic has been used to achieve this effect, as well as zones such as the Realm of Darkness.
Superior Energy: Take the user's tier, and multiply by 20. The user has that much Bonus MP.
Magic Spice: If a Spell's casting reduces the user's MP to zero, or less, the spell receives a moderate boost to its relevant effects.
Arcane Dynamo: Any time a spell is cast by the user with an MP cost of 10 or greater, the user is also subject to a healing effect, equivalent to a 10 MP Cure spell
Unlimited Soul: The user may never fall under any Silence effect.
Tier Two
Spellthievery: Whenever the user is subject to an Ability of any kind which costs MP, the User gains 20 MP. No cooldown
Scan: With a mental action, the user becomes aware of the Race, Elemental Affinities, and general well-being, of up to two living creatures in the user's line of sight.
Break the Limit: Multiply the user's tier by one. The user gains that much Bonus DP.
MP Haste: Reduce the base time of MP Cooldown by 25% (rounded up)
Tier Three
Full Charge: The user expends all their current MP, sending them into MP Cooldown. When their MP is restored, they gain as much MP as was consumed by this ability
Doublecast: Once every seven posts, the user may re-cast a spell they just cast, without paying its MP cost.
Burnout: Once every 5 posts, the user may cast a spell, even if their current MP is less than the spell's cost. The MP the user is short for is paid out of the MP Pool, once the MP Cooldown ends.
Tier Fourth
Anima Sanctus: The user's body is so altered by arcane energy, that they change; The user now ignores all debuffs which could be construed as either a Poison or Disease (physical, or otherwise) effect. Additionally, once every twelve posts, they may ignore the MP cost of a Healing spell they cast.
Corpus Sanctus: Spells cast on the user by a caster, other than the user, with hostile intent, with Tier 2 or lower magic are ignored entirely. Spells cast on the user by a caster, other than the user, with hostile intent, with Tier 3 magic work at 50% of their intended power. Spells cast on the user by a caster with Tier 4 or higher magic are unaffected.
Tier Five
Forbidden Arte: The user gains one bonus spell slot. The spell's cost must match the caster's max MP. This spell may never be modified by Metamagic. Using this spell doubles the rate of MP Cooldown. For the purpose of resistances, immunities, etc, treat the spell created in this manner as a Skill Tree Power.
Last edited by Simon on Fri May 29, 2015 4:02 am; edited 22 times in total
Simon- Posts : 182
Re: Ageless Mystery
Saber is a feat that can be accomplished with Synthesis to much greater effect. Moreover, it would need at least a five post cool down here.
Explain to me how the barrier from Shield does not prevent damage. It needs a Cool Down.
Aspir can only restore up to 20% of HP at this level. We also do not deal in percentages usually when we operate in regards to skill trees, but this is just preference.
Doublecast needs a large cool down.
Marshalling needs a cool down.
Triple Cast is too powerful for Tier Four.
Explain to me how the barrier from Shield does not prevent damage. It needs a Cool Down.
Aspir can only restore up to 20% of HP at this level. We also do not deal in percentages usually when we operate in regards to skill trees, but this is just preference.
Doublecast needs a large cool down.
Marshalling needs a cool down.
Triple Cast is too powerful for Tier Four.
Re: Ageless Mystery
Saber removed.
Shield may be inaccurately named? Basically, it does not impede the effects of anything, but, if a person enters the shield's radius, the spell goes off automatically.
What would be more acceptable language for Aspir?
Why do they need cooldowns? They already cost MP. I'll add them either way, I just wanna understand.
Triplecast removed.
Shield may be inaccurately named? Basically, it does not impede the effects of anything, but, if a person enters the shield's radius, the spell goes off automatically.
What would be more acceptable language for Aspir?
Why do they need cooldowns? They already cost MP. I'll add them either way, I just wanna understand.
Triplecast removed.
Simon- Posts : 182
Re: Ageless Mystery
Because I'm not going to let you pay 30 extra MP to use a 450 MP spell twice just because it makes your cool down a little longer, whenever you feel like it. You can take a megaether and get rid of the cooldown immediately the second it becomes an issue for you, then do it again, and repeat until your megaether is out of charges. Then you might have elixirs, or normal ethers, ect. ect.
Come to think of it, Marshalling not only needs a cool down, but it needs a stated limit. Say you cast a suicide spell on yourself. It'll make you blow up or something crazy like that. Then you share that effect with three other people. The reason it needs a cool down is too prevent you from spamming different flavors of healing magic, which is expensive to begin with, to cover four people at once.
Come to think of it, Marshalling not only needs a cool down, but it needs a stated limit. Say you cast a suicide spell on yourself. It'll make you blow up or something crazy like that. Then you share that effect with three other people. The reason it needs a cool down is too prevent you from spamming different flavors of healing magic, which is expensive to begin with, to cover four people at once.
Re: Ageless Mystery
I won't allow break the limit until Tier Two.
An effect that would render you incapable of casting magic could be anything from silence to something designed to break your concentration. At tier one, you may have an immunity to one of these things.
Drop the amount that you get out of spell thievery to twenty.
Scan needs to be justified for me because it is powerful, being that it covers everything in your line of site.
Elemental Focus can be tier three, unless you want to extend it from five posts to eight.
You can not treat Fire, Thunder, and Ice like primaries with one ability. You may designate one additional primary at this tier.
An effect that would render you incapable of casting magic could be anything from silence to something designed to break your concentration. At tier one, you may have an immunity to one of these things.
Drop the amount that you get out of spell thievery to twenty.
Scan needs to be justified for me because it is powerful, being that it covers everything in your line of site.
Elemental Focus can be tier three, unless you want to extend it from five posts to eight.
You can not treat Fire, Thunder, and Ice like primaries with one ability. You may designate one additional primary at this tier.
Re: Ageless Mystery
You may keep either Disturbance or Unlimited Soul at tier one. If you keep disturbance, because it affects homing abilities, it will either need to lose that effect or be bumped to tier two. If Disturbance is moved to tier two, you may keep Unlimited Soul.
Up to five living creatures and every essential thing about them at tier two still sounds like too much. Make it two.
Technically everything that is not a primary is a secondary proficiency. Do with that information what you will, but I would recommend you selecting a single element from your primaries that you cast for half the stated MP cost.
Up to five living creatures and every essential thing about them at tier two still sounds like too much. Make it two.
Technically everything that is not a primary is a secondary proficiency. Do with that information what you will, but I would recommend you selecting a single element from your primaries that you cast for half the stated MP cost.
Re: Ageless Mystery
Fixes made. Yes, I know there's a t1 missing, but, let's address any other issues, in the meantime.
Edit: Nevermind, T1 added.
Edit: Nevermind, T1 added.
Simon- Posts : 182
Re: Ageless Mystery
I have been informed that this tree needs to be re-tooled. Please move back to the relevant section, at your ealriest convenience.
Simon- Posts : 182
Re: Ageless Mystery
Moved. Edit at your leisure. Keep in mind this is only allowed as you have not yet used your skill tree.
Harlow- Posts : 356
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