Post by Alastor on Oct 16, 2014 17:46:51 GMT -5
SPELL SHOP
Spells are magical abilities, and as one would expect, spell-building is a little different from weapon or armor building. The basic core functions still remain the same, however. The more Hacksilver you are willing to spend on a Spell, the more effective it will be.
Note: A more in-depth look at Spells and a list of Spell Types can be found here.
Upgrading Upgrading a spell means making a Tier 1 spell into a Tier 2 spell and so forth. The spell still has to be relatively the same and have the same name (perhaps a small modifier to the name, but no large changes) and can only be upgraded a tier higher than what it currently is.
- (10h) Tier 1 -> Tier 2
- (25h) Tier 2 -> Tier 3
- (25h) Tier 3 -> Tier 4
- (25h) Tier 4 -> Tier 5
Assault Assault spells are offensive magic such as fireballs and lightning bolts. Weapon creation, such as magical axes and knives, also falls under this category.
- (15h) Tier 1: Basic effect, can cause minor damage.
- (25h) Tier 2: Advanced effect, can cause substantial damage.
- (50h) Tier 3: Powerful effect, can create large scale area of effect spells.
- (75h) Tier 4: Destructive effect, hard to control but very powerful magic. The highest class of magic most Champions live to see.
- (100h) Tier 5: Massively destructive effect. A Tier 5 skill can do anything within its skill type.
Guardian Guardian spells are often things such as defensive barriers and shields. Armor creation, such as magical shields and gauntlets, fall under this category.
- (15h) Tier 1: Basic effect, can create minor wards.
- (25h) Tier 2: Advanced effect, can cause block substantial damage.
- (50h) Tier 3: Powerful effect, can block a great deal of damage.
- (75h) Tier 4: Impressive effect, can block any kind of magic that is of a lower tier.
- (100h) Tier 5: Nearly perfect effect, can create an almost perfect defense from their spell's type.
Support Support spells rarely defend or do damage, and instead do other things, such as provide healing and utility uses.
- (15h) Tier 1: Basic effect, can heal minor damage and do minor party tricks.
- (25h) Tier 2: Advanced effect, can heal substantial damage and do interesting magic tricks.
- (50h) Tier 3: Powerful effect, can heal large wounds to perfect health, can do strange tricks.
- (75h) Tier 4: Wondrous effect, can heal lost limbs and large wounds as if they were nothing.
- (100h) Tier 5: Miraculous effect, can cure and heal as if they were an apostle themselves. Can perform miracles such as water-walking and water-breathing with little effort.
Combination Spells Combination spells have multiple mancy types and are the only type of spells to be able to do so, but require two to three people to pull off and cost double the mana. However, they are significantly more powerful, doing damage based on the combined MAG stats of the casters. Combination spells can only be a single type of spell (Assault, Guardian, or Support.) One only has to pay for a combination spell one time, meaning that when the spell is bought, all characters it involves receive it.
- (30h) Tier 1
- (60h) Tier 2
- (90h) Tier 3
- (120h) Tier 4
- (150h) Tier 5
You must name your own items and type their descriptions. You are free to design your equipment and items as you wish, but you must post them here in the correct format so that the moderators can add them into your profiles quick and easily. The only set rule in design is the amount of enchantments your item gets and its stat bonuses; which are described above.
[b]Name:[/b] The name of your item.
[b]Spell Type:[/b] Tier #, Type (Mancy)
[b]Description:[/b] What exactly your spell does; the in-depth description.