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[a]Soul of the Scarred Sidhe; [For Luna]
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Topic Started: Tue Aug 25, 2015 3:58 am (1,044 Views)
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Aeyliea
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Tue Aug 25, 2015 3:58 am
Post #1
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Prerequisites Checklist:
- Who am I? Aeyliea
- Is this character active, at least a few weeks old and unlikely to be removed in the near future? Yes.
- Do I have at least 150 gold sitting on this character's account? Plenty of gold, scattered here and there.
Why should you accept this custom PrC concept? We have Archmage. I have Archmage. We all scream for Archmage....but Archmage reall is just a go-to for spell power ups. I wanted something with a lot more crunch, themed around the characteristics of at least half of Luna's bloodline - a betterspellcaster, yes, but one of a particular flavor, one with a much more defined control over magic and what can be done with it.
Soul of the Sidhe Created for Luna Moore
There are mages, and then there are mages. The Soul of the Scarred Sidhe has coursing through their veins the blood of antiquity, preeminent users of what was then called the Art. Through some freak twist of fate or destiny, the raw immensity of their ability has scarred them in strange ways, twisting the magic that saturates their flesh in subtle and potentially devastating ways.
Soul of the Sidhe abilities are magical in nature.
Prerequisites:- Must be either full or half-blooded Sidhe.
- Must be exclusively a spell caster.
- May not own any martial PrC's.
- Must own at least 200 gold worth of spells, split between their primary and secondary elements.
- Knoweldge: Arcana Expert or higher.
You must choose at least a primary element, and may choose a secondary element as well, upon purchasing this PrC. These elements cannot be changed.
<Pricing Table Here>
Level One
- Realm of the Arcane:
You generate a field of ambient mana that extends in a twenty five foot radius around your person. This field is detectable by people with Detect Magic, or any other means of detecting magic. Within this area, allies and foes gain a slight regenerative effect to their mana supply, as well as a slight bonus to spell damage. The Realm of the Arcane effect is passive, and may not be supressed except by an anti-magic field.
- Blood of Antiquity:
You no longer suffer from mana fatigue from excessive spell casting. Instead, you suffer from physical fatigue, and physical harm from over extending your mana reserves. Spending more than half of your mana in casting will result in physical harm - headaches, bleeding, weakening of skin and bones, and similar afflictions. Consequently, attacks on a Sidhe's mana supply will process as physical damage, potentially. Additionally, you are no longer capable of increasing your physical strength or stamina, and any levels in Athletics are converted into a different resource: mana and magic resistence. For every level of Soul of the Sidhe, you convert one level of Athletics owned into a slight increase in your mana pool. For every second level in Soul of the Sidhe, you convert a level of Athletics into a slight resistance to offensive magic. This ability is passive.
Level Two
- Implaccable Will:
If an opponent is standing within your Realm of the Arcane, you may choose to empower a spell of your primary or secondary element, allowing it to pierce immunities and resistances. Spells cast under Implaccable Will will reduce full on magical immunity to a moderate resistance, and negate any existing resistance or mitigation effects. Additionally, spells under this effect may pierce magical defenses, reducing their effectiveness by half. This ability may be used twice per fight, and consumes a similar amount of mana as using two metamagic feats.
Level Three
- Manifestation:
You may augment a spell of the same element as your primary or secondary element with an additional effect when cast. Spells that successfully strike a target will inflict the chosen additional effect on contact. The possible effects are:
- Explosive: The spell creates a small explosion on impact that may cause additional damage, especially to armor.
- Binding: Afflicts the target with a moderate debuff to physical speed and reaction time for two rounds.
- Sapping: Afflicts the target with a moderate debuff to physical strength and stamina for two rounds.
- Smiting: Strikes the target with excessive force, sufficient to knock them from their feet.
This ability may be used three times per battle, costs the same amount of mana as a metamagic feat, and may only be used once per combat round.
Level Four
- Ward of Denial:
You fashion arcane armor from the ambient mana surrounding you, crafting a potent ward. This ward grants decreasing amounts of protection. This ward is created six inches over your flesh, and completely encases your body in its protective light. For the round it is used, it grants a major damage mitigation factor to all sources of damage; for the proceeding two rounds it offers a moderate mitigation factor, and for the fourth and final round it offers only a slight mitigation effect. This ability may only be used once per fight, and is mildly physically fatiguing.
- Inviolate Presence:
You craft the magic you bleed, and create a creature of strength and power. The creature is in truth an extension of your will, given substance. This creature deals non-elemental magical damage to any opponent that draws to close, though it is limited to remain within the Realm of the Arcane. This creature is difficult to see, and may attack with teeth, claws, or weapons. It may be parried and fought as though it were a summoned creature, but cannot be banished or forced outside of the Realm of the Arcane. The creature is sufficiently swift and strong to effectively fight any opponent unwise enough to engage it. The crafted creature will vanish after three rounds. While Inviolate Presence is active, spells you cast will take slightly longer to cast, and require levels of Concentration to cast without penalties to power. This ability may only be used once per battle.
Level Five
- Unchained:
Once per combat, you may channel and condense half of yoru remaining mana supply into one vicious, virulent attack. The Sidhe may choose to use either their primary or secondary element for this attack. Everything within the Realm of the Arcane will be subjected to a wild unveiling of sorcery of the chosen element. Unlike normal magical assaults, this attack - though magical - will behave as though it were a natural manifestation of whatever element it is crafted from, mean it can set fire, drown, put flames out, freeze things, etc. Anyone within five feet of the Sidhe will be struck by heavy elemental damage, and throughout the rest of the Realm will suffer moderate damage. Anyone within the Realm of the Arcane will be violently ejected from the area, potentially causing further harm. This ability does not differentiate between friend and foe. This ability is moderately fatiguing, and as it uses half of the Sidhe's remaining mana, is also capable of causing physical harm, especially if used after a lot of spell casting.
Edited by Aeyliea, Tue Aug 25, 2015 11:08 pm.
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Leyanni[Adm]
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Tue Sep 1, 2015 9:29 pm
Post #2
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- Posts:
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- Link to Inventory
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- Link to Extended Description
- http://imythess.com/topic/889883/1/
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Sorry for the delay.
150 gold should be on Luna before we'll push this to final release.
Prereqs -
"Must be either full or half-blooded Sidhe." - This isn't an acceptable prereq.
"Must own at least 200 gold worth of spells, split between their primary and secondary elements." - This prevents the PrC from being owned by single-element spellcasters, when the CPrC doesn't back up the need to have both accounted for.
Blood of Antiquity - It honestly just makes you worse off for almost no benefit.
Inviolate Presence -
"The creature is sufficiently swift and strong to effectively fight any opponent unwise enough to engage it."
As worded, the creature is as strong as it needs to be to tie up an enemy no matter how powerful they are - basically you can scale between some dude with a stick up to a Gate of Oblivion supersummon or a powerhouse PC. This ability needs to be more specific.
Unchained:
"a natural manifestation of whatever element it is crafted from, mean it can set fire, drown, put flames out, freeze things, etc. "
Spells may already do these things. The magic system was to explain why magic spells result in magic damage, not to nullify additional fun like fire spells making fires.
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Aeyliea
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Tue Sep 1, 2015 10:12 pm
Post #3
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- Posts:
- 87
- Group:
- Role-Players
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- #12,020
- Joined:
- May 26, 2013
- Gender
- Male
- Species
- Human
- Build
- Athletic
- Height
- 5' 3"
- Weight
- 147
- Age
- 37
- Hair
- White
- Eyes
- Blue-grey
- Skin
- Fair
- Link to Inventory
- http://imythess.com/topic/5170110/1/
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5169779/1/#new
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Changelog - Edited Blood of Antiquity.
- Added another additional effect for Manifestation.
- Edited Inviolate Presence.
- Removed the racial pre-req.
- Altered the pre-req regarding gold worth of spells to state either primary, or primary and secondary.
- Transfering gold to Luna

Prerequisites Checklist:
- Who am I? Aeyliea
- Is this character active, at least a few weeks old and unlikely to be removed in the near future? Yes.
- Do I have at least 150 gold sitting on this character's account? Plenty of gold, scattered here and there.
Why should you accept this custom PrC concept? We have Archmage. I have Archmage. We all scream for Archmage....but Archmage reall is just a go-to for spell power ups. I wanted something with a lot more crunch, themed around the characteristics of at least half of Luna's bloodline - a betterspellcaster, yes, but one of a particular flavor, one with a much more defined control over magic and what can be done with it.
Soul of the Sidhe Created for Luna Moore
There are mages, and then there are mages. The Soul of the Scarred Sidhe has coursing through their veins the blood of antiquity, preeminent users of what was then called the Art. Through some freak twist of fate or destiny, the raw immensity of their ability has scarred them in strange ways, twisting the magic that saturates their flesh in subtle and potentially devastating ways.
Soul of the Sidhe abilities are magical in nature.
Prerequisites:- Must be exclusively a spell caster.
- May not own any martial PrC's.
- Must own at least 200 gold worth of spells split between either your primary, or your primary and secondary elements.
- Knoweldge: Arcana Expert or higher.
You must choose at least a primary element, and may choose a secondary element as well, upon purchasing this PrC. These elements cannot be changed.
<Pricing Table Here>
Level One
- Realm of the Arcane:
You generate a field of ambient mana that extends in a twenty five foot radius around your person. This field is detectable by people with Detect Magic, or any other means of detecting magic. Within this area, allies and foes gain a slight regenerative effect to their mana supply, as well as a slight bonus to spell damage. The Realm of the Arcane effect is passive, and may not be supressed except by an anti-magic field.
- Blood of Antiquity:
You can no longer suffer from mana fatigue of any sort, instead suffering from normal fatigue. You may cast spells at full strength regardless of how much mana you have already used. Excessive mana consumption - pushing your boundaries too far - can lead to physical harm as well. Additionally, the Athletics skill no longer has the same effect on you as others - you cannot increase your physical strength and speed through this skill any longer. In its place, you convert Athletics at a rate of one skill level per Soul of the Scarred Sidhe level into other benefits. Each level converted permits you to cast spells slightly faster, increases your mana pool slightly, and increases your innate resistance to harmful magic slightly - as if it were enhancing magical aspects of the physical ones it would normally increase. At level five, this equates to a moderate boost in spell casting speed, mana resources, and magical resistance. This ability is passive.
Level Two
- Implaccable Will:
If an opponent is standing within your Realm of the Arcane, you may choose to empower a spell of your primary or secondary element, allowing it to pierce immunities and resistances. Spells cast under Implaccable Will will reduce full on magical immunity to a moderate resistance, and negate any existing resistance or mitigation effects. Additionally, spells under this effect may pierce magical defenses, reducing their effectiveness by half. This ability may be used twice per fight, and consumes a similar amount of mana as using two metamagic feats.
Level Three
- Manifestation:
You may augment a spell of the same element as your primary or secondary element with an additional effect when cast. Spells that successfully strike a target will inflict the chosen additional effect on contact. The possible effects are:
- Explosive: The spell creates a small explosion on impact that may cause additional damage, especially to armor.
- Binding: Afflicts the target with a moderate debuff to physical speed and reaction time for two rounds.
- Sapping: Afflicts the target with a moderate debuff to physical strength and stamina for two rounds.
- Smiting: Strikes the target with excessive force, sufficient to knock them from their feet.
- Stunning: Afflicts the target with a moderate debuff to balance and a moderate disorientation effect for two rounds.
This ability may be used three times per battle, costs the same amount of mana as a metamagic feat, and may only be used once per combat round.
Level Four
- Ward of Denial:
You fashion arcane armor from the ambient mana surrounding you, crafting a potent ward. This ward grants decreasing amounts of protection. This ward is created six inches over your flesh, and completely encases your body in its protective light. For the round it is used, it grants a major damage mitigation factor to all sources of damage; for the proceeding two rounds it offers a moderate mitigation factor, and for the fourth and final round it offers only a slight mitigation effect. This ability may only be used once per fight, and is mildly physically fatiguing.
- Inviolate Presence:
You craft the magic you bleed, and create a creature of strength and power. The creature is in truth an extension of your will, given substance, and deals non-elemental magical damage to any opponent that draws too close. The manifestation cannot leave your Realm of the Arcane. This creature is difficult to see, and may attack with teeth, claws, or weapons. It may be parried and fought as though it were a summoned creature, but cannot be banished or forced outside of the Realm of the Arcane. This beast is treated as having Master Athletics, and an Expert level combat skill pertinent to the form it has taken. The crafted creature will vanish after three rounds. While Inviolate Presence is active, spells you cast will take slightly longer to cast, and require levels of Concentration to cast without penalties to power. This ability may only be used once per battle.
Level Five
- Unchained:
Once per combat, you may channel and condense half of your remaining mana supply into one vicious, virulent attack. The Sidhe may choose to use either their primary or secondary element for this attack. Everything within the Realm of the Arcane will be subjected to a wild unveiling of sorcery of the chosen element. Anyone within five feet of the Sidhe will be struck by heavy elemental damage, and throughout the rest of the Realm will suffer moderate damage. Anyone within the Realm of the Arcane will be violently ejected from the area, potentially causing further harm. This ability does not differentiate between friend and foe. This ability is moderately fatiguing, and as it uses half of your remaining mana, is also capable of causing physical harm, especially if used after a lot of spell casting.
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Zolero Rossen
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Thu Oct 15, 2015 2:23 am
Post #4
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Ok. Let's see. *cracks knuckles*
Um...
All right, to start with, is there any difference between the primary and secondary elements? I couldn't see any references to one without the other in the abilities. But "secondary" implies less powerful or less prominent.
In Realm of the Arcana: "slight bonus to spell damage" seems a little vague/D&D-y. Does it only work for combat spells? And if so, is it just a straight power boost--hotter fire, wetter water, deathier death? Or is it something more subtle, like increased control over the spell effects? Also, I get the impression that the Sidhe couldn't suppress the field either. Which isn't exactly a problem, but it would make it largely impossible to hide from anyone who can cast Detect Magic or use an item or ability or something to see when spells are being cast. Just something worth thinking about.
In Blood of Antiquity: This Athletics thing: you've got "you convert Athletics at a rate of one skill level per Soul of the Scarred Sidhe level into other benefits", but you've also got "you cannot increase your physical strength and speed through this skill any longer". Does that mean that if you had, say, Expert Athletics but were only a level two Sidhe, two of your skill levels would be completely useless? Actually, I don't really think you need to bring the Athletics skill into it at all. People with the Athletics skill buy it because they want their character to be good at athletics. If you want to get across that the Sidhe trades physical strength for magical strength, I think you should just say that. "This ability makes you slightly weaker and slower, but allows you to cast spells slightly faster, increases your mana pool slightly, and increases your innate resistance to harmful magic slightly. This effect intensifies with each level." (Or something with that general meaning but not scrambled together by my exam-frazzled brain)
Implaccable Will seems good to me. The only problem I can think of is that some of the characters with full immunity might have it for reasons that would be hard to provide a justification for overriding. Elementals, for example, would probably have full immunity to their element that I'd be reluctant to strip away. Still, that might make for interesting roleplay. It probably won't come up often enough to be a game breaker, and "Luna can burn fire to death!" is a pretty cool boast to be able to make.
Manifestation could use a more specific range for Explosion--a foot? Three meters?--but other than that I don't see anything I'd change.
Ward of Denial looks good. It seems pretty strong to give you only minor fatigue, but it is a Level Four ability.
Inviolate presence is interesting and could be a lot of fun, but could use a little padding out in terms of dynamics. Things like: does it always take the same shape for each person? If not, do you choose what shape it takes, or is it more a subconscious thing? What happens if it's killed before the time's up?
Unchained: Is the Inviolate Presence exempt from this effect? Are inanimate objects?
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Aeyliea
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Fri Oct 16, 2015 12:58 am
Post #5
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- Posts:
- 87
- Group:
- Role-Players
- Member
- #12,020
- Joined:
- May 26, 2013
- Gender
- Male
- Species
- Human
- Build
- Athletic
- Height
- 5' 3"
- Weight
- 147
- Age
- 37
- Hair
- White
- Eyes
- Blue-grey
- Skin
- Fair
- Link to Inventory
- http://imythess.com/topic/5170110/1/
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5169779/1/#new
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- Changelog
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- Slightly changed the wording of Realm of the Arcane.
- Reworded Blood of Antiquity.
- Modified Manifestations' Explosive ability.
- Clarified Inviolate Presence.
Touching on the other points:
-Implaccable Will is intended to remove the instant NO to elemental damage - that is its intended effect. I will further explain this elsewhere, as there is stuff going on regarding this lol
-Unchained - the ability specifies anyone, not anything. This only works on flesh and blood creatures, such as pets, summons, player characters, NPCs. Inanimate objects are only effected by whatever element is being used - so, say, something flammable might catch on fire due to a Fire-based Unchained attack. The wording does not need to be changed to reflect this, imho
Soul of the Sidhe Created for Luna Moore
There are mages, and then there are mages. The Soul of the Scarred Sidhe has coursing through their veins the blood of antiquity, preeminent users of what was then called the Art. Through some freak twist of fate or destiny, the raw immensity of their ability has scarred them in strange ways, twisting the magic that saturates their flesh in subtle and potentially devastating ways.
Soul of the Sidhe abilities are magical in nature.
Prerequisites:- Must be exclusively a spell caster.
- May not own any martial PrC's.
- Must own at least 200 gold worth of spells split between either your primary, or your primary and secondary elements.
- Knoweldge: Arcana Expert or higher.
You must choose at least a primary element, and may choose a secondary element as well, upon purchasing this PrC. These elements cannot be changed.
<Pricing Table Here>
Level One
- Realm of the Arcane:
You generate a field of ambient mana that extends in a twenty five foot radius around your person. This field is detectable by people with Detect Magic, or any other means of detecting magic. Within this area, allies and foes gain a slight regenerative effect to their mana supply, as well as a slight bonus to spell stength. This effect does not apply to the Sidhe. The Realm of the Arcane effect is passive, and may not be suppressed except by an anti-magic field. You no longer suffer mana fatigue from using magical abilities and spells. Instead, this is converted into physical fatigue. You may continue casting spells at full strength until exhaustion causes you to collapse, though the greater the strain you put on your mana supply, the greater the strain on your body - leading to physical harm as you deplete you supply beyond half. Additionally, you lose the ability to strengthen your body outside of magical means - including through the Athletics skill. As your proficiency as a Sidhe incarnate increases, your mana reserves increase, the speed with which you casts increases, and your innate resistance to harmful magic increases. At level five, this equates to a moderate increase in casting speed, resistance, and available mana.
- Blood of Antiquity:
.
Level Two
- Implaccable Will:
If an opponent is standing within your Realm of the Arcane, you may choose to empower a spell of your primary or secondary element, allowing it to pierce immunities and resistances. Spells cast under Implaccable Will will reduce full on magical immunity to a moderate resistance, and negate any existing resistance or mitigation effects. Additionally, spells under this effect may pierce magical defenses, reducing their effectiveness by half. This ability may be used twice per fight, and consumes a similar amount of mana as using two metamagic feats.
Level Three
- Manifestation:
You may augment a spell of the same element as your primary or secondary element with an additional effect when cast. Spells that successfully strike a target will inflict the chosen additional effect on contact. The possible effects are:
- Explosive: The spell creates a small explosion on impact with a one foot radius that may cause additional damage, especially to armor.
- Binding: Afflicts the target with a moderate debuff to physical speed and reaction time for two rounds.
- Sapping: Afflicts the target with a moderate debuff to physical strength and stamina for two rounds.
- Smiting: Strikes the target with excessive force, sufficient to knock them from their feet.
- Stunning: Afflicts the target with a moderate debuff to balance and a moderate disorientation effect for two rounds.
This ability may be used three times per battle, costs the same amount of mana as a metamagic feat, and may only be used once per combat round.
Level Four
- Ward of Denial:
You fashion arcane armor from the ambient mana surrounding you, crafting a potent ward. This ward grants decreasing amounts of protection. This ward is created six inches over your flesh, and completely encases your body in its protective light. For the round it is used, it grants a major damage mitigation factor to all sources of damage; for the proceeding two rounds it offers a moderate mitigation factor, and for the fourth and final round it offers only a slight mitigation effect. This ability may only be used once per fight, and is mildly physically fatiguing.
- Inviolate Presence:
Using the power that bleeds from yoru flesh, you can create an extension of your will to aid in defense and attack. Inviolate Presence creates up to a Medium-Large manifestation of your magical might. It can take any shape or form you desire, so long as it does not exceed the maximum size. This creature may attack with natural weapons or more common ones, such as blades or bows. Ranged projectile may not pass beyond the range of Realm of the Arcane. This creature is treated as having an Expert skill rank in the appropriate offensive skill, and Expert Athletics skill as well. This creature may not be banished, demoralized, or similarly dismissed or affected, has a strong resistance to magical attacks, but takes damage like any ordinary creature would. Creatures created with Inviolate Presence may not leave the Realm of the Arcane, and last for three rounds. This ability may be used once per battle.[/b][/b]
Level Five
- Unchained:
Once per combat, you may channel and condense half of your remaining mana supply into one vicious, virulent attack. The Sidhe may choose to use either their primary or secondary element for this attack. Everything within the Realm of the Arcane will be subjected to a wild unveiling of sorcery of the chosen element. Anyone within five feet of the Sidhe will be struck by heavy elemental damage, and throughout the rest of the Realm will suffer moderate damage. Anyone within the Realm of the Arcane will be violently ejected from the area, excluding Inviolate Presence creature, potentially causing further harm. This ability does not differentiate between friend and foe. This ability is moderately fatiguing, and as it uses half of your remaining mana, is also capable of causing physical harm, especially if used after a lot of spell casting.
Edited by Aeyliea, Fri Oct 16, 2015 12:59 am.
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Leyanni[Adm]
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Mon Oct 19, 2015 8:49 pm
Post #6
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- Posts:
- 150
- Group:
- Admins
- Member
- #11,267
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- April 30, 2010
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- Female
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- Half-Elven
- Height
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- 28
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- Black
- Eyes
- Yellow
- Skin
- Dark Brown
- Name
- Leyanni Kah
- Link to Inventory
- http://imythess.com/topic/890145/1/
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- http://imythess.com/topic/5094692/1/
- Link to Extended Description
- http://imythess.com/topic/889883/1/
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Blood of Antiquity shouldn't offer such a huge boost to magic damage resistance, that's just painful for any pure mages you fight who've chosen not to get this cprc.
Additionally, blood of antiquity also makes an incorrect assumption. All spellcasters may cast spells at full power provided they have the mana to cast that spell. That section will have to be removed.
Ward of Denial - It offers too much defensive power for a really slight cost.
The Involiate Presence summon is now hard-coded to be as good as anything a summoner can possibly produce, and that's a whole cprc dedicated to a narrow, narrow art.
Unchained - " This ability is moderately fatiguing, and as it uses half of your remaining mana," This statement doesn't make any sense given the first ability in this cprc ties mana use directly to fatigue use. They are 100% the same thing. 50% of mana = 50% fatiguing.
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Aeyliea
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Tue Oct 20, 2015 3:41 am
Post #7
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- Posts:
- 87
- Group:
- Role-Players
- Member
- #12,020
- Joined:
- May 26, 2013
- Gender
- Male
- Species
- Human
- Build
- Athletic
- Height
- 5' 3"
- Weight
- 147
- Age
- 37
- Hair
- White
- Eyes
- Blue-grey
- Skin
- Fair
- Link to Inventory
- http://imythess.com/topic/5170110/1/
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5169779/1/#new
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- Changelog
-
- Changed Blood of Antiquity as per suggestion, made another slight alteration to the wording as well.
- Removed Inviolate Presence.
- Changed Ward of Denial to reflect a fatigue modifier based off of damage mitigated, rather than a hardline fatigue factor.
- Added Ward of Intolerance in place of Inviolate Presence.
- Removed the fatigue modifier from Unchained, as it was rightly pointed out that it is inherent due to Blood of Antiquity.
Soul of the Sidhe Created for Luna Moore
There are mages, and then there are mages. The Soul of the Scarred Sidhe has coursing through their veins the blood of antiquity, preeminent users of what was then called the Art. Through some freak twist of fate or destiny, the raw immensity of their ability has scarred them in strange ways, twisting the magic that saturates their flesh in subtle and potentially devastating ways.
Soul of the Sidhe abilities are magical in nature.
Prerequisites:- Must be exclusively a spell caster.
- May not own any martial PrC's.
- Must own at least 200 gold worth of spells split between either your primary, or your primary and secondary elements.
- Knoweldge: Arcana Expert or higher.
You must choose at least a primary element, and may choose a secondary element as well, upon purchasing this PrC. There is no difference in power between these elements. These elements cannot be changed.
<Pricing Table Here>
Level One
- Realm of the Arcane:
You generate a field of ambient mana that extends in a twenty five foot radius around your person. This field is detectable by people with Detect Magic, or any other means of detecting magic. Within this area, allies and foes gain a slight regenerative effect to their mana supply, as well as a slight bonus to spell stength. This effect does not apply to the Sidhe. The Realm of the Arcane effect is passive, and may not be suppressed except by an anti-magic field.
- Blood of Antiquity:
You no longer suffer mana fatigue from using magical abilities and spells. Instead, this is converted into physical fatigue. Exhausting your mana supply far enough will result in physical harm to yourself, most notably after expending two thirds of your mana. Additionally, you lose the ability to strengthen your body outside of magical means - including through the Athletics skill. As your proficiency as a Sidhe incarnate increases, your mana reserves increase, the speed with which you casts increases, and your innate resistance to harmful magic increases. At level five, this equates to a moderate increase in casting speed and available mana, and a slight resistance to magic damage. .
Level Two
- Implaccable Will:
If an opponent is standing within your Realm of the Arcane, you may choose to empower a spell of your primary or secondary element, allowing it to pierce immunities and resistances. Spells cast under Implaccable Will will reduce full on magical immunity to a moderate resistance, and negate any existing resistance or mitigation effects. Additionally, spells under this effect may pierce magical defenses, reducing their effectiveness by half. This ability may be used twice per fight, and consumes a similar amount of mana as using two metamagic feats.
Level Three
- Manifestation:
You may augment a spell of the same element as your primary or secondary element with an additional effect when cast. Spells that successfully strike a target will inflict the chosen additional effect on contact. The possible effects are:
- Explosive: The spell creates a small explosion on impact with a one foot radius that may cause additional damage, especially to armor.
- Binding: Afflicts the target with a moderate debuff to physical speed and reaction time for two rounds.
- Sapping: Afflicts the target with a moderate debuff to physical strength and stamina for two rounds.
- Smiting: Strikes the target with excessive force, sufficient to knock them from their feet.
- Stunning: Afflicts the target with a moderate debuff to balance and a moderate disorientation effect for two rounds.
This ability may be used three times per battle, costs the same amount of mana as a metamagic feat, and may only be used once per combat round.
Level Four
- Ward of Denial:
You fashion arcane armor from the ambient mana surrounding you, crafting a potent ward. This ward grants decreasing amounts of protection. This ward is created six inches over your flesh, and completely encases your body in its protective light. For the round it is used, it grants a major damage mitigation factor to all sources of damage; for the the remaining two rounds it offers moderate damage mitigation to all sources. This ability generates fatigue based on damage mitigated, creating half as much fatigue as damage negated. As an example, mitigating damage from the ability Takedown would generate major fatigue, but mitigating damage from a simple sword cut would only generate slight fatigue. This ability can be used once per battle.
- Ward of Intolerance:
Those who set foot in your Realm of the Arcane have subjected themselves to your every whime, at least as it pertains to magic. Once per battle, you may charge the entire area within the Realm of the Arcane with a pervasive elemental magic charge either of your primary or secondary element. Foes within this area that cast spells will suffer mild damage of the element chosen any time they cast a spell within the area; those who are under magical effects when they enter the area will be struck with mild damage upon entry as well, once for each magical effect they are under. This effect lasts for three rounds.
Level Five
- Unchained:
Once per combat, you may channel and condense half of your remaining mana supply into one vicious, virulent attack. The Sidhe may choose to use either their primary or secondary element for this attack. Everything within the Realm of the Arcane will be subjected to a wild unveiling of sorcery of the chosen element. Anyone within five feet of the Sidhe will be struck by heavy elemental damage, and throughout the rest of the Realm will suffer moderate damage. Anyone within the Realm of the Arcane will be violently ejected from the area, excluding Inviolate Presence creature, potentially causing further harm. This ability does not differentiate between friend and foe. This ability uses half of your remaining mana and is also capable of causing physical harm to the Sidhe, especially if used after a lot of spell casting.
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Aeyliea
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Sun Nov 8, 2015 5:29 am
Post #8
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- Posts:
- 87
- Group:
- Role-Players
- Member
- #12,020
- Joined:
- May 26, 2013
- Gender
- Male
- Species
- Human
- Build
- Athletic
- Height
- 5' 3"
- Weight
- 147
- Age
- 37
- Hair
- White
- Eyes
- Blue-grey
- Skin
- Fair
- Link to Inventory
- http://imythess.com/topic/5170110/1/
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5169779/1/#new
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- Changelog
-
- Changed Blood of Antiquity as per suggestion, made another slight alteration to the wording as well.
- Removed Inviolate Presence.
[*Removed Ward of Denial and replaced it with Overwhelming Surge.
- Added Ward of Intolerance in place of Inviolate Presence.
- Removed the fatigue modifier from Unchained, as it was rightly pointed out that it is inherent due to Blood of Antiquity.
Soul of the Sidhe Created for Luna Moore
There are mages, and then there are mages. The Soul of the Scarred Sidhe has coursing through their veins the blood of antiquity, preeminent users of what was then called the Art. Through some freak twist of fate or destiny, the raw immensity of their ability has scarred them in strange ways, twisting the magic that saturates their flesh in subtle and potentially devastating ways.
Soul of the Sidhe abilities are magical in nature.
Prerequisites:- Must be exclusively a spell caster.
- May not own any martial PrC's.
- Must own at least 200 gold worth of spells split between either your primary, or your primary and secondary elements.
- Knoweldge: Arcana Expert or higher.
You must choose at least a primary element, and may choose a secondary element as well, upon purchasing this PrC. There is no difference in power between these elements. These elements cannot be changed.
<Pricing Table Here>
Level One
- Realm of the Arcane:
You generate a field of ambient mana that extends in a twenty five foot radius around your person. This field is detectable by people with Detect Magic, or any other means of detecting magic. Within this area, allies and foes gain a slight regenerative effect to their mana supply, as well as a slight bonus to spell stength. This effect does not apply to the Sidhe. The Realm of the Arcane effect is passive, and may not be suppressed except by an anti-magic field.
- Blood of Antiquity:
You no longer suffer mana fatigue from using magical abilities and spells. Instead, this is converted into physical fatigue. Exhausting your mana supply far enough will result in physical harm to yourself, most notably after expending two thirds of your mana. Additionally, you lose the ability to strengthen your body outside of magical means - including through the Athletics skill. As your proficiency as a Sidhe incarnate increases, your mana reserves increase, the speed with which you casts increases, and your innate resistance to harmful magic increases. At level five, this equates to a moderate increase in casting speed and available mana, and a slight resistance to magic damage. .
Level Two
- Implaccable Will:
If an opponent is standing within your Realm of the Arcane, you may choose to empower a spell of your primary or secondary element, allowing it to pierce immunities and resistances. Spells cast under Implaccable Will will reduce full on magical immunity to a moderate resistance, and negate any existing resistance or mitigation effects. Additionally, spells under this effect may pierce magical defenses, reducing their effectiveness by half. This ability may be used twice per fight, and consumes a similar amount of mana as using two metamagic feats.
Level Three
- Manifestation:
You may augment a spell of the same element as your primary or secondary element with an additional effect when cast. Spells that successfully strike a target will inflict the chosen additional effect on contact. The possible effects are:
- Explosive: The spell creates a small explosion on impact with a one foot radius that may cause additional damage, especially to armor.
- Binding: Afflicts the target with a moderate debuff to physical speed and reaction time for two rounds.
- Sapping: Afflicts the target with a moderate debuff to physical strength and stamina for two rounds.
- Smiting: Strikes the target with excessive force, sufficient to knock them from their feet.
- Stunning: Afflicts the target with a moderate debuff to balance and a moderate disorientation effect for two rounds.
This ability may be used three times per battle, costs the same amount of mana as a metamagic feat, and may only be used once per combat round.
Level Four
- Overwhelming Surge:
You can push yourself much, much farther than others in terms of raw power...for a price. Twice per fight, you may overcharge a single spell of either your primary or secondary element, drawing far more power to utilize in its creation. Spells enhanced by Overwhelming Surge deal a moderately increased amount of damage, and pierce magical defenses already in place. This spell may be countered as normal, but the counterspell caster will suffer moderate psionic damage if they succeed in dispelling the attack. Lastly, if the spell strikes the target successfully, any opponents within The Realm of the Arcane will be struck by a moderate fear effect, not including the target of the spell if they were within this area. Using this ability is harmful to you, and will cause varying degrees of psionic damage (ranging from mild to moderate, dependent on whether a spell is normal or epic) in addition to costing twice as much mana as normal to cast.
- Ward of Intolerance:
Those who set foot in your Realm of the Arcane have subjected themselves to your every whime, at least as it pertains to magic. Once per battle, you may charge the entire area within the Realm of the Arcane with a pervasive elemental magic charge either of your primary or secondary element. Foes within this area that cast spells will suffer mild damage of the element chosen any time they cast a spell within the area; those who are under magical effects when they enter the area will be struck with mild damage upon entry as well, once for each magical effect they are under. This effect lasts for three rounds.
Level Five
- Unchained:
Once per combat, you may channel and condense half of your remaining mana supply into one vicious, virulent attack. The Sidhe may choose to use either their primary or secondary element for this attack. Everything within the Realm of the Arcane will be subjected to a wild unveiling of sorcery of the chosen element. Anyone within five feet of the Sidhe will be struck by heavy elemental damage, and throughout the rest of the Realm will suffer moderate damage. Anyone within the Realm of the Arcane will be violently ejected from the area, excluding Inviolate Presence creature, potentially causing further harm. This ability does not differentiate between friend and foe. This ability uses half of your remaining mana and is also capable of causing physical harm to the Sidhe, especially if used after a lot of spell casting.
Edited by Aeyliea, Sun Nov 8, 2015 5:44 am.
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Leyanni[Adm]
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Thu Dec 17, 2015 5:00 am
Post #9
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- Posts:
- 150
- Group:
- Admins
- Member
- #11,267
- Joined:
- April 30, 2010
- Gender
- Female
- Species
- Half-Elven
- Height
- 5'7"
- Age
- 28
- Hair
- Black
- Eyes
- Yellow
- Skin
- Dark Brown
- Name
- Leyanni Kah
- Link to Inventory
- http://imythess.com/topic/890145/1/
- Link to Alt Registry
- http://imythess.com/topic/5094692/1/
- Link to Extended Description
- http://imythess.com/topic/889883/1/
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It would be super cool if another staff member looked at this to see if anyone else has concerns before I post my final thoughts!
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Leyanni[Adm]
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Mon Dec 21, 2015 4:21 am
Post #10
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- Posts:
- 150
- Group:
- Admins
- Member
- #11,267
- Joined:
- April 30, 2010
- Gender
- Female
- Species
- Half-Elven
- Height
- 5'7"
- Age
- 28
- Hair
- Black
- Eyes
- Yellow
- Skin
- Dark Brown
- Name
- Leyanni Kah
- Link to Inventory
- http://imythess.com/topic/890145/1/
- Link to Alt Registry
- http://imythess.com/topic/5094692/1/
- Link to Extended Description
- http://imythess.com/topic/889883/1/
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I have received ultimate permission to be a solo CPrC reviewer, so let's roll.
Manifestation needs to be toned down a bit, right now you can easily permanently debuff someone moderately with disorientation/physical losses etc.
Unchained references Involiate Presence! Eeeek.
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Aeyliea
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Tue Dec 22, 2015 1:24 am
Post #11
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- Posts:
- 87
- Group:
- Role-Players
- Member
- #12,020
- Joined:
- May 26, 2013
- Gender
- Male
- Species
- Human
- Build
- Athletic
- Height
- 5' 3"
- Weight
- 147
- Age
- 37
- Hair
- White
- Eyes
- Blue-grey
- Skin
- Fair
- Link to Inventory
- http://imythess.com/topic/5170110/1/
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5169779/1/#new
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- Changelog
-
- Removed reference to Inviolate Presence in Unchained.
- Changed Manifestation, altering it mechanics.
Soul of the Sidhe Created for Luna Moore
There are mages, and then there are mages. The Soul of the Scarred Sidhe has coursing through their veins the blood of antiquity, preeminent users of what was then called the Art. Through some freak twist of fate or destiny, the raw immensity of their ability has scarred them in strange ways, twisting the magic that saturates their flesh in subtle and potentially devastating ways.
Soul of the Sidhe abilities are magical in nature.
Prerequisites:- Must be exclusively a spell caster.
- May not own any martial PrC's.
- Must own at least 200 gold worth of spells split between either your primary, or your primary and secondary elements.
- Knoweldge: Arcana Expert or higher.
You must choose at least a primary element, and may choose a secondary element as well, upon purchasing this PrC. There is no difference in power between these elements. These elements cannot be changed.
<Pricing Table Here>
Level One
- Realm of the Arcane:
You generate a field of ambient mana that extends in a twenty five foot radius around your person. This field is detectable by people with Detect Magic, or any other means of detecting magic. Within this area, allies and foes gain a slight regenerative effect to their mana supply, as well as a slight bonus to spell stength. This effect does not apply to the Sidhe. The Realm of the Arcane effect is passive, and may not be suppressed except by an anti-magic field.
- Blood of Antiquity:
You no longer suffer mana fatigue from using magical abilities and spells. Instead, this is converted into physical fatigue. Exhausting your mana supply far enough will result in physical harm to yourself, most notably after expending two thirds of your mana. Additionally, you lose the ability to strengthen your body outside of magical means - including through the Athletics skill. As your proficiency as a Sidhe incarnate increases, your mana reserves increase, the speed with which you casts increases, and your innate resistance to harmful magic increases. At level five, this equates to a moderate increase in casting speed and available mana, and a slight resistance to magic damage. .
Level Two
- Implaccable Will:
If an opponent is standing within your Realm of the Arcane, you may choose to empower a spell of your primary or secondary element, allowing it to pierce immunities and resistances. Spells cast under Implaccable Will will reduce full on magical immunity to a moderate resistance, and negate any existing resistance or mitigation effects. Additionally, spells under this effect may pierce magical defenses, reducing their effectiveness by half. This ability may be used twice per fight, and consumes a similar amount of mana as using two metamagic feats.
Level Three
- Manifestation:
You may augment a spell of the same element as your primary or secondary element with an additional effect when cast. Spells that successfully strike a target will inflict the chosen additional effect on contact. The possible effects are:
- Explosive: The spell creates a small explosion on impact with a one foot radius that may cause additional damage, especially to armor.
- Binding: Afflicts the target with a moderate debuff to physical speed and reaction time for two rounds.
- Sapping: Afflicts the target with a moderate debuff to physical strength and stamina for two rounds.
- Smiting: Strikes the target with excessive force, sufficient to knock them from their feet.
- Stunning: Afflicts the target with a moderate debuff to balance and a moderate disorientation effect for two rounds.
This ability costs the same Mana as a metamagic feat. A single target may not be struck by the same effect more than once per battle, and may only be hit by Manifestation twice per battle.
Level Four
- Overwhelming Surge:
You can push yourself much, much farther than others in terms of raw power...for a price. Twice per fight, you may overcharge a single spell of either your primary or secondary element, drawing far more power to utilize in its creation. Spells enhanced by Overwhelming Surge deal a moderately increased amount of damage, and pierce magical defenses already in place. This spell may be countered as normal, but the counterspell caster will suffer moderate psionic damage if they succeed in dispelling the attack. Lastly, if the spell strikes the target successfully, any opponents within The Realm of the Arcane will be struck by a moderate fear effect, not including the target of the spell if they were within this area. Using this ability is harmful to you, and will cause varying degrees of psionic damage (ranging from mild to moderate, dependent on whether a spell is normal or epic) in addition to costing twice as much mana as normal to cast.
- Ward of Intolerance:
Those who set foot in your Realm of the Arcane have subjected themselves to your every whime, at least as it pertains to magic. Once per battle, you may charge the entire area within the Realm of the Arcane with a pervasive elemental magic charge either of your primary or secondary element. Foes within this area that cast spells will suffer mild damage of the element chosen any time they cast a spell within the area; those who are under magical effects when they enter the area will be struck with mild damage upon entry as well, once for each magical effect they are under. This effect lasts for three rounds.
Level Five
- Unchained:
Once per combat, you may channel and condense half of your remaining mana supply into one vicious, virulent attack. The Sidhe may choose to use either their primary or secondary element for this attack. Everything within the Realm of the Arcane will be subjected to a wild unveiling of sorcery of the chosen element. Anyone within five feet of the Sidhe will be struck by heavy elemental damage, and throughout the rest of the Realm will suffer moderate damage. Anyone within the Realm of the Arcane will be violently ejected from the area, potentially causing further harm. This ability does not differentiate between friend and foe. This ability uses half of your remaining mana and is also capable of causing physical harm to the Sidhe, especially if used after a lot of spell casting.
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¤Ozan[Adm]
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Tue Dec 22, 2015 2:21 am
Post #12
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- Posts:
- 174
- Group:
- Head Admins
- Member
- #11,311
- Joined:
- July 7, 2010
- Link to Inventory
- http://imythess.com/topic/890132/1/
- Link to Alt Registry
- http://imythess.com/topic/5094699/1/
- Link to Extended Description
- http://imythess.com/topic/890122/1/
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I'm really tired, so I'm sorry if my review sucks, is confusing, or comes across as curt/grumpy in any way D: I don't mean it!
"Implaccable Will" has a really similar name to RB's "Implacable Spirit." This is just a stupid nitpick.
Overwhelming Surge: remove magical defenses piercing -or- counterspell success damage. It's too powerful with both, it makes the ability completely irresistible. Also might want to move this ability to level 5.
Unchained: It's okay for this ability to be able to differentiate between friend and foe, imo. Just make the drawback less optional by saying that it'll cause physical harm to the Sidhe, more physical harm if they've been casting spells a lot beforehand.
I like this cPrC and it's pretty much ready to go. Leyanni, please price it (make it expensive, this thing is on par with Pugilist as far as powerful cPrCs goes). Then Ley can solo approve it.
Sorry for the long wait.
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Aeyliea
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Tue Dec 22, 2015 4:23 am
Post #13
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- Posts:
- 87
- Group:
- Role-Players
- Member
- #12,020
- Joined:
- May 26, 2013
- Gender
- Male
- Species
- Human
- Build
- Athletic
- Height
- 5' 3"
- Weight
- 147
- Age
- 37
- Hair
- White
- Eyes
- Blue-grey
- Skin
- Fair
- Link to Inventory
- http://imythess.com/topic/5170110/1/
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5169779/1/#new
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- Changelog
-
- Implacable Will renamed to Lancing Burst.
- Overwhelming Surge moved to Level 5.
- Overwhelming Surge edited to remove magical defense piercing.
- Unchained now affects only enemies.
- General cleanup of typo's and leavings from previous editing.
Soul of the Sidhe Created for Luna Moore
There are mages, and then there are mages. The Soul of the Sidhe has coursing through their veins the blood of antiquity, preeminent users of what was then called the Art. Through some freak twist of fate or destiny, the raw immensity of their ability has scarred them in strange ways, twisting the magic that saturates their flesh in subtle and potentially devastating ways.
Soul of the Sidhe abilities are magical in nature.
Prerequisites:- Must be exclusively a spell caster.
- May not own any martial PrC's.
- Must own at least 200 gold worth of spells split between either your primary, or your primary and secondary elements.
- Knoweldge: Arcana Expert or higher.
You must choose at least a primary element, and may choose a secondary element as well, upon purchasing this PrC. There is no difference in power between these elements. These elements cannot be changed.
<Pricing Table Here>
Level One
- Realm of the Arcane:
You generate a field of ambient mana that extends in a twenty five foot radius around your person. This field is detectable by people with Detect Magic, or any other means of detecting magic. Within this area, allies and foes gain a slight regenerative effect to their mana supply, as well as a slight bonus to spell stength. This effect does not apply to the Sidhe. The Realm of the Arcane effect is passive, and may not be suppressed except by an anti-magic field.
- Blood of Antiquity:
You no longer suffer mana fatigue from using magical abilities and spells. Instead, this is converted into physical fatigue. Exhausting your mana supply far enough will result in physical harm to yourself, most notably after expending two thirds of your mana. Additionally, you lose the ability to strengthen your body outside of magical means - including through the Athletics skill. As your proficiency as a Sidhe incarnate increases, your mana reserves increase, the speed with which you cast increases, and your innate resistance to harmful magic increases. At level five, this equates to a moderate increase in casting speed and available mana, and a slight resistance to magic damage.
Level Two
- Lancing Burst:
If an opponent is standing within your Realm of the Arcane, you may choose to empower a spell of your primary or secondary element, allowing it to pierce immunities and resistances. Spells cast under Lancing Burst will reduce full magical immunity to a moderate resistance, and negate any existing resistance or mitigation effects. Additionally, spells under this effect may pierce magical defenses, reducing their effectiveness by half. This ability may be used twice per fight, and consumes a similar amount of mana as using two metamagic feats.
Level Three
- Manifestation:
You may augment a spell of the same element as your primary or secondary element with an additional effect when cast. Spells that successfully strike a target will inflict the chosen additional effect on contact. The possible effects are:
- Explosive: The spell creates a small explosion on impact with a one foot radius that may cause additional damage, especially to armor.
- Binding: Afflicts the target with a moderate debuff to physical speed and reaction time for two rounds.
- Sapping: Afflicts the target with a moderate debuff to physical strength and stamina for two rounds.
- Smiting: Strikes the target with excessive force, sufficient to knock them from their feet.
- Stunning: Afflicts the target with a moderate debuff to balance and a moderate disorientation effect for two rounds.
This ability costs the same amount of mana as a metamagic feat. A single target may not be struck by the same effect more than once per battle, and may only be hit by Manifestation twice per battle.
Level Four
- Ward of Intolerance:
Those who set foot in your Realm of the Arcane have subjected themselves to your every whim, at least as it pertains to magic. Once per battle, you may charge the entire area within the Realm of the Arcane with a pervasive elemental magic charge either of your primary or secondary element. Foes within this area that cast spells will suffer mild damage of the element chosen any time they cast a spell within the area; those who are under magical effects when they enter the area will be struck with mild damage upon entry as well, once for each magical effect they are under. This effect lasts for three rounds.
Level Five
- Unchained:
Once per combat, you may channel and condense half of your remaining mana supply into one vicious, virulent attack. The Sidhe may choose to use either their primary or secondary element for this attack. Everything within the Realm of the Arcane will be subjected to a wild unveiling of sorcery of the chosen element. Anyone within five feet of the Sidhe will be struck by heavy elemental damage, and throughout the rest of the Realm will suffer moderate damage. Foes within the Realm of the Arcane will be violently ejected from the area, potentially causing further harm. This ability uses half of your remaining mana causing at a minimum slight physical harm to the Sidhe and potentially far greater harm, especially if used after a lot of spell casting.
- Overwhelming Surge:
You can push yourself much, much farther than others in terms of raw power...for a price. Twice per fight, you may overcharge a single spell of either your primary or secondary element, drawing far more power to utilize in its creation. Spells enhanced by Overwhelming Surge deal a moderately increased amount of damage. This spell may be countered as normal, but the counterspell caster will suffer moderate psionic damage if they succeed in dispelling the attack. Lastly, if the spell strikes the target successfully, any opponents within The Realm of the Arcane will be struck by a moderate fear effect, not including the target of the spell if they were within this area. Using this ability is harmful to you, and will cause varying degrees of psionic damage (ranging from mild to moderate, dependent on whether a spell is normal or epic) in addition to costing twice as much mana as normal to cast.
Edited by Aeyliea, Tue Dec 22, 2015 5:05 am.
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Leyanni[Adm]
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Wed Dec 23, 2015 1:44 am
Post #14
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- Posts:
- 150
- Group:
- Admins
- Member
- #11,267
- Joined:
- April 30, 2010
- Gender
- Female
- Species
- Half-Elven
- Height
- 5'7"
- Age
- 28
- Hair
- Black
- Eyes
- Yellow
- Skin
- Dark Brown
- Name
- Leyanni Kah
- Link to Inventory
- http://imythess.com/topic/890145/1/
- Link to Alt Registry
- http://imythess.com/topic/5094692/1/
- Link to Extended Description
- http://imythess.com/topic/889883/1/
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l1 - 150 gold l2 - 75 gold l3 - 100 gold l4 - 75 gold l5 - 200 gold
go, price!
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¤Ozan[Adm]
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Wed Dec 23, 2015 1:56 am
Post #15
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- Posts:
- 174
- Group:
- Head Admins
- Member
- #11,311
- Joined:
- July 7, 2010
- Link to Inventory
- http://imythess.com/topic/890132/1/
- Link to Alt Registry
- http://imythess.com/topic/5094699/1/
- Link to Extended Description
- http://imythess.com/topic/890122/1/
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You can ship it once you've got prices
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