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The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat. 

Tags: Role Play, Fantasy, Dungeon, Adventure, System 

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-A M P-

PostPosted: Mon Dec 24, 2007 8:59 am


Menvra
Some already approved spells you will soon find avalalbe in my special location. cool

Rebirth (6mp)- Bring a character whose life has been reduced to zero back to life with half its hit points. All saved up MP and AP of that character is lost through the revive.

About damn time! O_o now I can die and come back... unless I'm the only caster in the group... crap >_<
Menvra


Growth (3mp)- raise Magic, Attack, Defense or Combat by 3 points on a member of your party, including yourself, till the end of that battle. Can only be used on that stat once. Stat cannot be buffed if already affected by another buffing action or spell.

Lol! its like an over priced Power up that can be used on anyone! nice!
Menvra



Bark Armor (1mp)- raise defense stat on self by 2 for rest of battle. Can only be cast once on self unless buff is removed.

This is only usable by you right (the caster)? I can vouch for the effectiveness of 2 def... thats saved me more than once!
Menvra




This place is going to be very support oriented which is funny considering I'm all about the damage. I guess its so I don't tempt myself. Or it might be that I think the damage systems in place are sufficient but theres a lot of room for improvement for support characters.

I like support! Every spell I get increases the number of things I can do in a round! twisted
PostPosted: Mon Dec 24, 2007 1:56 pm


Fear: 3MP
One foe who's attack stat is less then your magic stat can't target you with attacks this round.

It's like he's so afraid that he cant be close to you at all smile

This is not a stunning effect either, as it doesn't prevent them from attacking, just not to you.
Though I'm thinking that this spell might even be worthless MP then 3.
What do you guys think?

-A M P-


Wedry

PostPosted: Mon Dec 24, 2007 2:19 pm


-A M P-
Fear: 3MP
One foe who's attack stat is less then your magic stat can't target you with attacks this round.

It's like he's so afraid that he cant be close to you at all smile

This is not a stunning effect either, as it doesn't prevent them from attacking, just not to you.
Though I'm thinking that this spell might even be worthless MP then 3.
What do you guys think?
Any kind of offense, or just normal attacks? If it addresses any kind of offensive act, then it may be underpowered. If it only addresses the normal attack, then the cost should be lower. Ultimately, it is somewhat like the Refuge spells above, with a different emphasis on effect.
PostPosted: Mon Dec 24, 2007 2:22 pm


No, it was meant only for normal attacks. so would a cost of 2 be more acceptable? or even just 1?

-A M P-


Wedry

PostPosted: Mon Dec 24, 2007 2:25 pm


Personally, I would be okay with 1, because of the very limited and specific usage of the spell. We will have to see what the big boys think.
PostPosted: Mon Dec 24, 2007 2:26 pm


Jordan Windsfury
-A M P-
Fear: 3MP
One foe who's attack stat is less then your magic stat can't target you with attacks this round.

It's like he's so afraid that he cant be close to you at all smile

This is not a stunning effect either, as it doesn't prevent them from attacking, just not to you.
Though I'm thinking that this spell might even be worthless MP then 3.
What do you guys think?
Any kind of offense, or just normal attacks? If it addresses any kind of offensive act, then it may be underpowered. If it only addresses the normal attack, then the cost should be lower. Ultimately, it is somewhat like the Refuge spells above, with a different emphasis on effect.


Yes from the way the refuge spells are worded, it sounds like it would effect EVERYONE who's on the opposing side of the fight. This is targeted, not stunning so no chance of faliure, and only works on normal attacks.

-A M P-


random mistakes

PostPosted: Mon Dec 24, 2007 2:27 pm


How 'bout having it like Mana-block (From my dungeon)

Fear (1Mp)
Eliminate (rather than prevent) an attack targeted towards you. (Optional) Acts like a stun(/o)

You should probably count it as a stun because of the strength of this in the hands of mages like Kail, who have magic-scores higher than most enemies.

Like think of how lethal this could be in PVP.

No attack, no smash, no magic defense, no life, no shirt, no shoes, no service!

ANyways... This might be tailored to your character due to the fact that if you can negate smash and attack, you're free to deal magic damage without fear of getting killed... Unless their a monk who can kick and punch.

~+~

damage, multi-damage
Blazing Tempest (3MP, 2AP)

Deal damage equal to your magic plus attack x3, divided how you wish among all enemies. This is affected fully by attack/magic resistance, defense and normal combat dice rolls. Magic shield has 1/2 effect. This counts as a spell, and deals magic damage. All unlisted actions, spells, and abillities treat it as such.

So I could do 12x3 dmg= 36.

Against a clone of myself, if clone rolled 3, clone takes 29 dmg.

This emulates fire-ball caster with a magic score of around 9.

Of course it varies depending on the target's defense.
PostPosted: Mon Dec 24, 2007 2:41 pm


random mistakes
How 'bout having it like Mana-block (From my dungeon)

Fear (1Mp)
Eliminate (rather than prevent) an attack targeted towards you. (Optional) Acts like a stun(/o)

You should probably count it as a stun because of the strength of this in the hands of mages like Kail, who have magic-scores higher than most enemies.

Like think of how lethal this could be in PVP.

No attack, no smash, no magic defense, no life, no shirt, no shoes, no service!

ANyways... This might be tailored to your character due to the fact that if you can negate smash and attack, you're free to deal magic damage without fear of getting killed... Unless their a monk who can kick and punch.

I thought about that when i was making it, but went against it. I didn't want to stop an attack completely, just be safe from harm. Plus there are numerous thing you can do in PVP to stop it. Like I have 7 magic standard. so if you have an attack of 6, i use this spell and now you cant attack. But use use power up on attack, all of a sudden, it doesn't work so well anymore...
random mistakes

~+~

damage, multi-damage
Blazing Tempest (3MP, 2AP)

Deal damage equal to your magic plus attack x3, divided how you wish among all enemies. This is affected fully by attack/magic resistance, defense and normal combat dice rolls. Magic shield has 1/2 effect. This counts as a spell, and deals magic damage. All unlisted actions, spells, and abillities treat it as such.

So I could do 12x3 dmg= 36.

Against a clone of myself, if clone rolled 3, clone takes 29 dmg.

This emulates fire-ball caster with a magic score of around 9.

Of course it varies depending on the target's defense.
one thing, your combat roll doesn't actually add to your attack, it just adds damage. though a equation of (A+M)*3 is harsh, the total 5 MP/AP cost makes up for that.

As far as the abilities that you've been making that have both an action and Magic point cost, instead of them being set, could you instead say...

Cost 5MP/AP (must spend atleast 1 of each)

-A M P-


random mistakes

PostPosted: Mon Dec 24, 2007 3:48 pm


Sorry, I meant that it's blocked by a defense roll of an opponent. Thats why it's cheap.

You get alot of damage, but it's negated by so many things... I mean look at Santiago facing me with one of these.

If I cast it, he just uses defensive hold to negate it completely...

Thats the second reason...

What about a 3Mp+2Ap/Mp

That way it still has the likeness of a spell do to it using magic, and the additional 2 are interchangeable for the moment
PostPosted: Fri Dec 28, 2007 12:43 am


Arc Lightning: 3MP
Deal 3 times your magic damage to one enemy. You may pay an additional 1MP to hit another Enemy for 1/3 of the original damage. Max targets obtainiable = to magic score.

Hows that for a balanced variable spell?

Command of Unsummoning: 2MP
Unsummons Target Summon, Token, or Transform. This is a stun effect.

How about this??? O_o

DM of Death


Master of Gladiators

PostPosted: Sat Dec 29, 2007 1:48 pm


~Voting~
Please vote for the Spell that you would most like to see actively used within the Guild. And if you absolutely must use your mules, try to spread the votes accordingly, so that we can get as honest a representation as possible of what the Guild truly wants. I'm not saying you can't vote multiple times; just try to avoid unfair ballot stuffing.
PostPosted: Sat Dec 29, 2007 10:59 pm


No Blazing Aegis? Oh well...

I chose probably the only ((Let me re-phraise this: buff)) support based spell on the whole list: Wings of Achillies. We need more support, defense, and healing based characters... And if you give them a spell which can also help the party kill things... Well that would allow them to still be on the defensive, while contributing damage. It will fuel both our need for more support types, and our increasing blood-lust.

Go watch the movie: 'Troy' ((I think that was what it was called)) You'll agree with me on the name and concept ((or atleast understand.))

random mistakes


Master of Gladiators

PostPosted: Sun Jan 06, 2008 9:15 pm


And it looks like the "Wings of Achilles" is the overall favorite for the Spell submissions. What happens from here, you ask? I will let you know once FARGORE has made his final decision. Thank you for your valued input.
PostPosted: Tue Jan 08, 2008 8:35 pm


Time Flux: 12MP
Target Teammate gains a entire extra turn for this round of combat. (This includes gain in AP/MP, regen, etc.)

-A M P-


-A M P-

PostPosted: Tue Jan 08, 2008 10:29 pm


Shock: 1MP
Stun one enemy.

(The MP version of Stunning blow)
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