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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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random mistakes

PostPosted: Sun Jan 20, 2008 10:43 am


I like Banish Creature... The name is melodramatic, but it still is pretty cool. So umm... Here is it redone again.

Unsummon Creature (2MP)
Instantly removes a summoned creature from combat. For every 6 CP above 6 the creature has, you must pay an extra 1 MP. If the total CP 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 after being removed. The max CP you can banish is equal to 2x your magic score, round down.

And the stronger version.

Banish Creature (4MP)
Instantly destroys a summoned creature from combat. For every 6 CP above 6 the creature has, you must pay an extra 1 MP. If the total CP is in between multiples of 6 ((Ie 13)) it is considered to be the next multiple up when calculating MP. The summon may not be summoned again until the end of combat. The max CP you can banish is equal to your magic score.

Revert (4MP)
Instantly take a target out of transformation. For every 8 CP above 8 the target's summoned form has, you must pay an extra 1 MP. If the total CP is in between multiples of 8 ((Ie 13)) it is considered to be the next multiple up when calculating MP. The target may transform again, but only after 2 rounds. The max CP transformation you can revert is equal to your magic score x2.
PostPosted: Wed Jan 23, 2008 8:42 pm


Entangle (2MP)
Deals damage equal to 1/2 of your magic score. Target is considered held off.

Dragon's Roar (4MP)
Deals magic damage equal to 2x your magic score divided how you wish. All opponents who take damage equal to 1/3 of your magic score round down will be considered held off.

Soul drain (4MP)
Deals 1 damage per a point of magic distributed evenly to all enemies. For every damage you deal you heal one life.

Grave-thief (3MP)
Heal HP equal to the life stat of all fallen party-members. This does not include the life stat of summons, pets, or party-members who used angelic sacrifice or had demonic sacrifice used on them.

Cold Iron (2MP)
Raises attack score by 1. For every 1 point of attack damage you deal; not including dice, you deal an extra 2 magic damage to the target. Works only on the first attack. Lasts until end of combat.

Fighter's Life drain (3MP)
Deals 9 magic damage to one target, for every damage you deal you heal one life.

Frost Edge (1MP)
For every attack damage you deal; not including dice, you deal an extra 1 magic damage to the target. Works only on the first attack. Lasts until end of combat.

random mistakes


Radryn Tiaos

PostPosted: Sat Feb 02, 2008 5:54 am


Flame Aura (2mp)
Whenever target ally successfully deals attack damage they also deal 1/4 the casters magic stat rounded up in magic damage. This spell lasts until the end of combat, recasting simply replaces the original amount.

Flame Aura, Greater (4mp)
For one round of combat whenever target ally successfully deals attack damage they also deal the casters magic stat in magic damage. You may pay 1mp per round to make this effect continue for additional rounds.
PostPosted: Sun Feb 03, 2008 11:39 am


Ohhhh!!!!!! I like it!

I get 3mp a turn, plus my skilled caster, I could do that onthe first, and pay the upkeep cost every turn, and still have 2 mp to spare, meaning I could still cast a 3MP or lower spell a turn. smile

-A M P-


Radryn Tiaos

PostPosted: Sun Feb 03, 2008 8:19 pm


Well I'm so glad I could make something that appeals to your tastes. xd Maybe I'll make a mist version...

Aura of Mists (2mp)
Target ally recieves a magic boost equal to 1/4 the caster's magic stat rounded up. This spell lasts until the end of combat, recasting simply replaces the original amount.

Aura of Mists, Greater (4mp)
For one round of combat target ally recieves a magic boost equal to 1/2 caster's magic stat round down. You may pay 1mp per round to make this effect continue for additional rounds.
PostPosted: Fri Mar 21, 2008 4:28 pm


The next submission competition is drawing nigh; have YOU decided which submission your going to enter? Be sure to post your final submission before April 1st, so that the bugs can be beaten out of it before voting begins on the 7th. Who knows, this time the winner could be you!

Master of Gladiators


Master of Gladiators

PostPosted: Fri Mar 21, 2008 4:44 pm


Oh and one submission per Adventurer only, please. And please, control your mules, okay?
PostPosted: Sat Mar 22, 2008 9:14 am


Just one question, because fury is now 4 CP to begin with, does that mean the Wings of Achillies spell goes down to 4 MP, or stays with 6 MP?

random mistakes


Master of Gladiators

PostPosted: Sat Mar 22, 2008 10:18 am


random mistakes
Just one question, because fury is now 4 CP to begin with, does that mean the Wings of Achillies spell goes down to 4 MP, or stays with 6 MP?
Seems fair to reduce the cost to 4MP, wouldn't you say?
PostPosted: Tue Mar 25, 2008 3:06 pm


This isn't a submission, I merely wish for feedback for some of my spell ideas. ^.^;; I'm staying out of this one.

Shatter Spell (2MP)
Removes any magic gained status effect on any target of your choice. Counts as a stun if used on an enemy, or on a negative effect.

Wind Aegis (2MP)
Prevent one source of special damage. If your magic score is higher than the stat dealing the damage, the special damage is reflected to a random enemy. Counts as a stun.

Flame Aegis (2MP)
Adds the status effect 'Fire-shield' to you or a party-member for one round. Any enemy who attacks the effected while 'Fire-shield' is active recieves magic damage equal to your magic score. You may spend 1 MP each round thereafter to continue the affect. Acts like a vindictive.

Frost Aegis (2MP)
Adds the status effect 'Frost-shield' to you or a party-member for one round. Any enemy who deals magic damage to the effected while 'Frost-shield' is active recieves magic damage equal to your magic score. You may spend 1 Mp each round thereafter to continue the affect. Acts like a vindictive.

Super-sonic (3MP)*
For one round, increase your special attack abillity by your magic score. You may pay an aditional 2 MP every other turn thereafter to keep this affect. You need atleast 5 ranks in special attack in order to cast this spell.

*I've realized by looking at Fury's and my sister's character styles that there are no spells that help special attack/magic hybrids.

random mistakes


Master of Gladiators

PostPosted: Wed Mar 26, 2008 8:54 pm


random mistakes
This isn't a submission, I merely wish for feedback for some of my spell ideas. ^.^;; I'm staying out of this one.

Shatter Spell (2MP)
Removes any magic gained status effect on any target of your choice. Counts as a stun if used on an enemy, or on a negative effect.

Wind Aegis (2MP)
Prevent one source of special damage. If your magic score is higher than the stat dealing the damage, the special damage is reflected to a random enemy. Counts as a stun.

Flame Aegis (2MP)
Adds the status effect 'Fire-shield' to you or a party-member for one round. Any enemy who attacks the effected while 'Fire-shield' is active recieves magic damage equal to your magic score. You may spend 1 MP each round thereafter to continue the affect. Acts like a vindictive.

Frost Aegis (2MP)
Adds the status effect 'Frost-shield' to you or a party-member for one round. Any enemy who deals magic damage to the effected while 'Frost-shield' is active recieves magic damage equal to your magic score. You may spend 1 Mp each round thereafter to continue the affect. Acts like a vindictive.

Super-sonic (3MP)*
For one round, increase your special attack abillity by your magic score. You may pay an aditional 2 MP every other turn thereafter to keep this affect. You need atleast 5 ranks in special attack in order to cast this spell.

*I've realized by looking at Fury's and my sister's character styles that there are no spells that help special attack/magic hybrids.
Okay. mrgreen
PostPosted: Wed Mar 26, 2008 9:04 pm


Jordan Windsfury
Refuge, Lesser: (1MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 50% vs Normal Monsters, 75% chance vs Lieutenant or Player Characters, and 100% vs Bosses.

Refuge: (2MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 25% vs Normal Monsters, 50% chance vs Lieutenant or Player Characters, and 75% vs Bosses.

Refuge, Improved: (3MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 0% vs Normal Monsters, 25% chance vs Lieutenant or Player Characters, and 50% vs Bosses.

Refuge, Greater: (4MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 0% vs Normal Monsters, 0% chance vs Lieutenant or Player Characters, and 25% vs Bosses.
I would like to re-submit the Refuge series. mrgreen

Wedry


Atrus_Legnacra

PostPosted: Wed Mar 26, 2008 10:15 pm


Group Heal: (4mp) Heal yourself and your party 1hp per point in magic you have. This ability does not work on anyone with *Cursed* or *Undead* Status types.
PostPosted: Wed Mar 26, 2008 11:44 pm


Atrus_Legnacra
Group Heal: (4mp) Heal yourself and your party 1hp per point in magic you have. This ability does not work on anyone with *Cursed* or *Undead* Status types.
This spell already exists in an approved format as:

Healing Mist: (4MP)
Heal all players equal to half your Magic score.

Master of Gladiators


Master of Gladiators

PostPosted: Wed Mar 26, 2008 11:45 pm


Jordan Windsfury
Jordan Windsfury
Refuge, Lesser: (1MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 50% vs Normal Monsters, 75% chance vs Lieutenant or Player Characters, and 100% vs Bosses.

Refuge: (2MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 25% vs Normal Monsters, 50% chance vs Lieutenant or Player Characters, and 75% vs Bosses.

Refuge, Improved: (3MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 0% vs Normal Monsters, 25% chance vs Lieutenant or Player Characters, and 50% vs Bosses.

Refuge, Greater: (4MP) Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 0% vs Normal Monsters, 0% chance vs Lieutenant or Player Characters, and 25% vs Bosses.
I would like to re-submit the Refuge series. mrgreen
Alrighty then. The Refuge series has been added to the list of approved submissions.
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