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Post by Sora-No on May 10, 2021 1:58:00 GMT -8
Spell name: Arcane Exertion Spell Main Element: Arcane -Spell Sub Elements: N/A Affinity Strength: 4-10 Function:
A mage channels pure Arcane energy, converting their next Arcane spell in to any element (affinity of spell equal to affinity of Arcane Exertion cast), regardless of the mage's elemental affinities, at the risk of severe damage or even death to the user. Casting at higher affinities reduces the risks, but there are still risks of minor (i.e. contact burn on using fire element) or severe (i.e. 2nd and 3rd degree burns on using fire element), while casting at lower affinities has a chance to completely kill the user.
Affinity 4: Death 30%, Severe Damage 60%, Minor Damage 10% Affinity 5: Death 20%, Severe Damage 70%, Minor Damage 10% Affinity 6: Death 10%, Severe Damage 70%, Minor Damage 20% Affinity 7: Severe Damage 70%, Minor Damage 30% Affinity 8: Severe Damage 60%, Minor Damage 40% Affinity 9: Severe Damage 50%, Minor Damage 50% Affinity 10: Severe Damage 30%, Minor Damage 70%
These side effects are regardless of the affinity of the second arcane spell (even the lowest Affinity Arcane Slash has these side effects), but for experts of Arcane Magic it opens the doors to more advanced usage of their magic. Availability: Open
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Post by Sora-No on May 10, 2021 10:11:42 GMT -8
Spell name: Track Magic Spell Main Element: Arcane Spell Sub Elements: War, Life Affinity Strength: 1 Function: A close range pulse emanates from the castor, showing the magic/mages hidden or around them, they can then track a single source, able to see and understand where they are even without line of sight/the ability to see. It requires concentration to maintain, draining mana over time to keep the trail. Higher affinity casts of the spell let the castor track additional sources.
Affinity: 1- 1 source 4- 5 sources 7- 10 sources 10- 15 sources
Availability: Open
Spell name: Arcane Rune (Expert) Spell Main Element: Arcane Spell Sub Elements: Varied Affinity Strength: 7 Function: A spell that requires hard focus, a mage can concentrate on a point, marking it. When the mark is triggered or is activated by the mage, it will explode. This explosion has varying levels, and the mage can choose to even have it unleash other spells in their spell book (i.e. Fire Ball- at or below the affinity of the rune) when activated, at the cost of additional mana (an additional 50% of the spell's mana cost) Availability: Open
Spell name: Arcane Limbs Spell Main Element: Arcane Spell Sub Elements: Varied Affinity Strength: 3 Function: The castor focuses energy in to their back, creating a set of arms/upper limbs of their respective element. These limbs act as if they were natural limbs, barely requiring a thought from the castor in question. The spell does need maintaining, however. For tangible elements (ice, earth, steel), it drains mana as it receives stress, using it to repair itself over time. For intangible elements (fire, wind, shadow, etc.) it drains mana over time to keep it in the contained form of the limbs. Higher affinity casts of this spell reduce the drain on the castor to maintain.
Higher affinity casts of this add additional pairs of limbs:
Affinity: 3- 1 pair 6- 2 pairs 9- 3 pairs 10- 5 pairs
Availability: Open
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Post by swiftyuki on May 11, 2021 6:55:25 GMT -8
Arcane Exertion: I'd edit sub-element to element as those are two different categories of spelltypes. Arcane sub-elements involve Golemancy, Alchemy, Conversion (of item properties like transmuting metals), Enchantments and Arcane Circles. Based on our conversations, I know you're regarding other schools/domains of magic instead of the actual Arcane sub-elements. Track Magic: I'd argue that instead of duration being affinity based, it may be an idea to have the duration be concentration per round (draining mana for each time the character keeps it active per their turn in a post) and higher affinities being able to gather additional strains of mana in a variation of colours. How they perceive it would be in character fluff, but seeing additional traces from a multitude of sources locally would probably work better. Additionally, I'd argue that an affin 1 arcane mage would be able to track 1 trail of mana. Affinity - Mana Trails Tracking 1 - 1 4 - 5 7 - 10 10 - 15 Remote Cast: We have a spell for an Arcane Rune that works similarly to this. If this is intended to actually store a spell, it'd probably fit under an Arcane Rune. Because of the variation between runes, this might be a little too generalised. Arcane Limbs: This might just be me, but I think a table of how many limbs per affinity could be added. Totally not because Xyntheos has like 6 of them. //cough Would also make this spell slightly more accessible for lower affin players. Affinity - Max. Limbs Created(pairs) 3 - 1 6 - 2 9 - 3 10 - 5
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