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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: Wed Jan 09, 2008 6:26 pm


ACID SPLASH (2MP):
Deal damage equal to your magic stat, and lower the opponents defense equal to 1/3 your magic stat (rounded down.)

ACID WAVE (5MP):
Deal damage equal to magic stat to all opponents and lower all opponents defenses equal to 1/3 your magic stat (rounded down.)
What do you think of that?"

Copy Spell: (2MP)
You may select 1 spell an enemy has access to, and use it this round (you must pay the cost of the spell in addition to this spell's cost)

Heres a couple of spells I made previous to this thread being made, that I just now remembered about smile
PostPosted: Wed Jan 09, 2008 6:53 pm


Healing Wave (5MP):
You may heal any amount of your allies up to three times your magic score.

Perrian
Vice Captain

7,050 Points
  • Citizen 200
  • Flatterer 200
  • First step to fame 200

-A M P-

PostPosted: Sun Jan 13, 2008 7:32 am


(Continuations of the "Call Spirit Mouse" spell.)

Call Spirit Wolf: 2MP
Manifests a Spirit Wolf which will fight for you for one turn. This Spirit Mouse is not a valid target of attacks (i.e. it cannot be attacked and does not need to be attacked to be held off), and delivers one attack with an Attack score of 8 to one target.

Call Spirit Bear: 3MP
Manifests a Spirit Bear which will fight for you for one turn. This Spirit Mouse is not a valid target of attacks (i.e. it cannot be attacked and does not need to be attacked to be held off), and delivers one attack with an Attack score of 12 to one target.

Call Spirit Dragon: 5MP
Manifests a Spirit Dragon which will fight for you for one turn. This Spirit Mouse is not a valid target of attacks (i.e. it cannot be attacked and does not need to be attacked to be held off), and delivers one attack with an Attack score of 20 to one target.
PostPosted: Sun Jan 13, 2008 7:54 am


Swiftness: 1MP
Target ally recieves +3 to there next attack.

-A M P-


DM of Death

PostPosted: Sun Jan 13, 2008 9:18 am


Turn Undead: 3MP
Deal your magic score times your ranks in Healing to all undead in combat. This also causes damage to all Allys with the "Stauts Undead" Ability activated.


So if you had 4 skeletons attacking you, and a Magic score of 8 with 2 ranks of healing, you would do 16 damage to all of them. alternatly for extreame healers, even if you had like 2 in M and 5 ranks of healing, thats still 10 damage to all undead.

What do you think! I really like this one, and I want to make it accesable to all types of "cleric" type builds.
PostPosted: Sun Jan 13, 2008 9:32 am


That spell is ok, but would only be used by the non-angelic healers. ^_^ We can't cause damage to others without getting hurt.

Perrian
Vice Captain

7,050 Points
  • Citizen 200
  • Flatterer 200
  • First step to fame 200

DM of Death

PostPosted: Sun Jan 13, 2008 11:01 am


Well thats why I put for "Cleric" builds. Because I've always viewed the CLeric as more of the armored templar then a priest.
PostPosted: Sun Jan 13, 2008 11:59 am


Unholy Surge (3Mp)
Deal your magic damage to one target, and stops all healing given out by the target.

Heros and Matyrs need the Villans and Undead.

Fighters' Flame-strike (1MP+1AP)
Deals magic damage equal to 4 plus your attack score, to one foe

So Bellamin does 4+6 which equals 10 dmg. Good for fighter mage types with more attack

Spellswords' Flame-strike (3Mp+1AP)
Deals magic damage equal to 2x your magic score plus your attack score x2. You must have an attack score of at least 6, and cannot have a magic score higher that 2x your attack.

So Bellamin does 24 damage...

Burn Mana (1Mp [to activate, does not add to bonuses])
For every 2 MP you sacrifice, you may choose to gain 1 extra AP next round, or 4 attack for a number of rounds equal to every 2 MP sacrificed. You may only sacrifice as much MP as 1/2 your unaltered attack score.

So a fighter with 6 attack can get a max of +4 attack for 3 turns, or 3 AP

A fighter with 16 attack can get a max of +4 attack for 8 rounds, or 8 AP next.

random mistakes


random mistakes

PostPosted: Sun Jan 13, 2008 4:30 pm


Basically we need more summoning skills for those people who wish to be a summoner type mage. Please note that these count as using the summoner abilllity, so they adhere to the one summon per combat limit, and you cannot have more than 1 summon out at any time.

Convoke(xMP)
You may only cast this spell once per combat. Summons a creature you have designed. You may design it before dungeons, but not inside one. The total CP you may use is your magic score, up to 18. The MP cost of the spell is equal to 1/6 of the CP. If the creature's CP is in between mutliples of 6 ((Ie 13)) then it is considered to have the next multiple up when calculating MP. The convoked creature lasts until the end of combat.

looks like this in the char score:
Spells- Fireball, Convoke[stats equal to 12, A-6, D-0, C.D-2, L-4 (20. 2MP to summon]

Notice how it is worse ((MP consumption wise)) than a summon, so it would act like a secondary summon, and will never be as good as the abillity. And also, this will be unsusable when stunned.

The call series is more versitile. It will allow you to summon a creature greater than 18 CP. However, this will be just as MP expensive, and you cannot respec any CP of the creature. Nor can you give it items, actions, or spells, even if they can use them. And with the CP limit, you must have pretty high magic before you could summon that lich.

Call Demon (xMP)
You may only cast this spell once per combat. You may summon one monster under the 'demon' classification that you have specified ahead of time. The MP cost is equal to 1/6 of the CP of the demon. If the CP total is in between multiples of 6 ((Ie 13)) it is considered to be the next multiple up when calculating MP. Lasts until end of combat. Replaces any of your summons already out. This creature can use actions, spells, and items it has, but you cannot equip it with others. The max CP you can summon is equal to 2x your magic score.

Call Undead (xMP)
You may only cast this spell once per combat. You may summon one monster under the 'undead' classification that you have specified ahead of time. The MP cost is equal to 1/6 of the CP of the undead. If the CP total is in between multiples of 6 ((Ie 13)) it is considered to be the next multiple up when calculating MP. Lasts until end of combat.Replaces any of your summons already out. This creature can use actions, spells, and items it has, but you cannot equip it with others.The max CP you can summon is equal to 2x your magic score.

Call Elemental (xMP)
You may only cast this spell once per combat. You may summon one monster under the 'elemental' classification that you have specified ahead of time. The MP cost is equal to 1/6 of the CP of the creature. If the CP total is in between multiples of 6 ((Ie 13)) it is considered to be the next multiple up when calculating MP. Lasts until end of combat.Replaces any of your summons already out. This creature can use actions, spells, and items it has, but you cannot equip it with others. The max CP you can summon is equal to 2x your magic score.

This is to combat the flood of the new spells. Instant 'kill'... Well technically your putting them on the plane/location where they belong.

Banish Creature (1MP)
Instantly destroys a summoned creature. For every 6 CP above 6, the creature has, you must pay 1 extra MP. If the CP total is in between multiples of 6 ((Ie 13)) it is considered to be the next multiple up when calculating MP. Lasts until end of combat.Replaces any of your summons already out. This creature can use actions, spells, and items it has, but you cannot equip it with others.The max CP you can banish is equal to 2x your magic score.

so all of these MP costs goes like so: 6=1MP, 12=2MP, 18=3MP, 24=4MP
PostPosted: Sat Jan 19, 2008 10:31 am


random mistakes
Basically we need more summoning skills for those people who wish to be a summoner type mage. Please note that these count as using the summoner abilllity, so they adhere to the one summon per combat limit, and you cannot have more than 1 summon out at any time.

Convoke(xMP)
You may only cast this spell once per combat. Summons a creature you have designed. You may design it before dungeons, but not inside one. The total CP you may use is your magic score, up to 18. The MP cost of the spell is equal to 1/6 of the CP. If the creature's CP is in between mutliples of 6 ((Ie 13)) then it is considered to have the next multiple up when calculating MP. The convoked creature lasts until the end of combat.

looks like this in the char score:
Spells- Fireball, Convoke[stats equal to 12, A-6, D-0, C.D-2, L-4 (20. 2MP to summon]

Notice how it is worse ((MP consumption wise)) than a summon, so it would act like a secondary summon, and will never be as good as the abillity. And also, this will be unsusable when stunned.

The call series is more versitile. It will allow you to summon a creature greater than 18 CP. However, this will be just as MP expensive, and you cannot respec any CP of the creature. Nor can you give it items, actions, or spells, even if they can use them. And with the CP limit, you must have pretty high magic before you could summon that lich.

Call Demon (xMP)
You may only cast this spell once per combat. You may summon one monster under the 'demon' classification that you have specified ahead of time. The MP cost is equal to 1/6 of the CP of the demon. If the CP total is in between multiples of 6 ((Ie 13)) it is considered to be the next multiple up when calculating MP. Lasts until end of combat. Replaces any of your summons already out. This creature can use actions, spells, and items it has, but you cannot equip it with others. The max CP you can summon is equal to 2x your magic score.

Call Undead (xMP)
You may only cast this spell once per combat. You may summon one monster under the 'undead' classification that you have specified ahead of time. The MP cost is equal to 1/6 of the CP of the undead. If the CP total is in between multiples of 6 ((Ie 13)) it is considered to be the next multiple up when calculating MP. Lasts until end of combat.Replaces any of your summons already out. This creature can use actions, spells, and items it has, but you cannot equip it with others.The max CP you can summon is equal to 2x your magic score.

Call Elemental (xMP)
You may only cast this spell once per combat. You may summon one monster under the 'elemental' classification that you have specified ahead of time. The MP cost is equal to 1/6 of the CP of the creature. If the CP total is in between multiples of 6 ((Ie 13)) it is considered to be the next multiple up when calculating MP. Lasts until end of combat.Replaces any of your summons already out. This creature can use actions, spells, and items it has, but you cannot equip it with others. The max CP you can summon is equal to 2x your magic score.

This is to combat the flood of the new spells. Instant 'kill'... Well technically your putting them on the plane/location where they belong.

Banish Creature (1MP)
Instantly destroys a summoned creature. For every 6 CP above 6, the creature has, you must pay 1 extra MP. If the CP total is in between multiples of 6 ((Ie 13)) it is considered to be the next multiple up when calculating MP. Lasts until end of combat.Replaces any of your summons already out. This creature can use actions, spells, and items it has, but you cannot equip it with others.The max CP you can banish is equal to 2x your magic score.

so all of these MP costs goes like so: 6=1MP, 12=2MP, 18=3MP, 24=4MP


I LOVE BANISH CREATURE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

-A M P-


random mistakes

PostPosted: Sat Jan 19, 2008 10:48 am


Flupped on Banish creature a little... It should not have that bottom part...

Banish Creature (1MP)
Instantly destroys a summoned creature. For every 6 CP above 6, the creature has, you must pay 1 extra MP. If the CP total is in between multiples of 6 ((Ie 13)) it is considered to be the next multiple up when calculating MP. Lasts until end of combat. The max CP you can banish is equal to 2x your magic score.
PostPosted: Sat Jan 19, 2008 4:23 pm


random mistakes
Flupped on Banish creature a little... It should not have that bottom part...

Banish Creature (1MP)
Instantly destroys a summoned creature. For every 6 CP above 6, the creature has, you must pay 1 extra MP. If the CP total is in between multiples of 6 ((Ie 13)) it is considered to be the next multiple up when calculating MP. Lasts until end of combat. The max CP you can banish is equal to 2x your magic score.
Hardly seems fair to the characters who have spent valuable CP to create their summon, to have it whisked away by a pathetic little spell...

Master of Gladiators


Master of Gladiators

PostPosted: Sat Jan 19, 2008 4:27 pm


Try looking at it like this, maybe you will see what I mean:

Banish Ability(1MP)
Instantly stops any ability of up to 6 CP. For every 6 CP above 6 the ability has, you must pay 1 extra MP. If the CP total is in between multiples of 6 ((Ie 13)) it is considered to be the next multiple up when calculating MP. Lasts until end of combat. The max CP you can banish is equal to 2x your magic score.

See what I mean?
PostPosted: Sat Jan 19, 2008 4:29 pm


All right, all right... Oh... Never thought of the fact that I am one of them... >.<

Banish Creature (2MP)
Instantly destroys a summoned creature. For every 6 CP above 6, the creature has, you must pay 1 extra MP. If the CP total is in between multiples of 6 ((Ie 13)) it is considered to be the next multiple up when calculating MP. The summon may be summoned again at full health but only after two rounds, after of which, this spell only has a 50% chance of affecting them. The max CP you can banish is equal to your magic score.

random mistakes


DM of Death

PostPosted: Sun Jan 20, 2008 10:23 am


why not just call it unsummon?

A way around balancing it out would possibly be instead of destroying it, it just unsummons it, so a character would be able to summon it again, even in the same fight.

I like the scaleable version as well, meaning you would have to use more MP for more powerful summons.

Also there could be variations of this keyed to other abilities as well.

Like one to stop transform would have roughly the same text, but would be called "revert" or something
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