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Post by clockwork on Apr 30, 2011 13:46:48 GMT -5
Name: Every Spell has it's name. Whether it's short-- or perhaps long, depends on how much effort you think on the name. All names must have some sort of lock with the effects of the spell, and cannot be 'out' there. There is no need for using Japanese translation either-- unless you want to; however I'd prefer English.
Level: How strong the spell is. The level judges on how much damage a spell would do, and thus gives you a guideline on how to make the spell. Level ranges from 1-5, 1 being the weakest level and most basic, 5 being the strongest. (Lv.1 deals minimum damage, often used as a distraction or low powered spells. Lv.2 is a below average, dealing minimum to moderate amounts of damage. Lv.3 is of course in the middle, and thus deals a moderate amount of damage. Lv.4 spells do high amounts of damage, often capable of leveling or destroying large amounts of people or land. Lv.5 spells deal very high damage for a costly drawback, however the power is none the less rather high.)
Type: The types reflect back to the effect, as well. You cannot have a Healing Type spell do offensive damage (unless against Vampires), nor do defensive. Please, take your time in viewing the types and pick slowly.
Range: Supply a range in meters of damage the spell does in this section.
Element: An element for the spell. Every spell has a certain element, making it weaker than others, unless of course it's a Buff or Summon. Elements usable are- Fire, Water, Earth, Lightning, Air, Dark, Light.
- Offensive: Spells in which are meant to attack others are considered 'Offensive'. You do not need to be at a close range in order to do offensive spells-- as most offense spells are long range, and require some time to perform.
- Defensive: Defense spells work long range as well as close. It can be used on yourself, or upon another as well. No defensive spell is ever lasting however, and there will indeed be something in which can destroy it. Most defensive spells work to buy time, others to defend from mortal injuries.
- Binding: Binding spells work similar to most spells, but require some type of contact with the opponent. It could be eye contact-- a simple touch upon the targets skin or body. All Bindings wear off, and never last forever-- unless performed at extreme costs.
- Summon: Summoning spells work in a way like no other spells-- it allows the user the ability to be able to summon forth objects or even creatures. Most summoners are capable of summoning Skeletons, or perhaps even a few undead creatures to fight for them. However, advanced Summoners have been seen to do alot more with their ability.
- Buff: Buff spells are primarily used to raise one basic stat of the caster, such as strength, defense, dexterity or stamina; which makes them good spells for close combat situations. Buff spells often give a pretty decent boost, but they are only effective for a limited amount of time.
- Illusion: Illusions work against the mind, often being used as a cover up or a combo starter for parties fighting against monsters or others. Illusions can be both offensive and defensive, depending on how the caster develops it. However, the stronger the illusion, the more heavy the drawback.
- Healing: Healing spells are essential to priests or priestess, as they can heal and protect themselves or those around them. Most Healing spells result in the restoration of life, however if used against more evil aligned races, it actually proves to be pretty fatal for them instead.
Description: A brief summary of what the spell does. It technically does not need to be overly large, however made clear to us, so we may understand what exactly it does, and how it does it. We do not want anything that simply pops from no where-- it must have a source. Include what class or classes this spell is used by, as only those classes specified should be able to use the spell. Please be sure to add any requirements to the description as well, if there are any.
SP Drain: How much SP is drained on usage?
Coin Cost: Every Spell has a certain cost so they can be gained in shops in the future.
Spells Cost: 100 - Level 1. 300 - Level 2. 500 - Level 3. 2500 - Level 4. 5000 - Level 5.
SP Drain Chart: 5/10SP - Level 1. 15/30SP - Level 2. 35/50SP - Level 3. 55/100SP - Level 4. 150/300SP - Level 5.
[b]Name[/b]: [b]Level[/b]: [b]Type[/b]: [b]Range[/b]: [b]Element[/b]: [b]Description[/b]: [b]SP Drain[/b]: [b]Coin Cost[/b]:
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