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Spell Upgrades; Part V
Topic Started: May 24 2009, 05:51 PM (303 Views)
LJ
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This works in the same way as the upgradable fighter abilities that I've already posted in a previous thread. Upgrades require the purchase of the original spell, in addition to any other upgrades listed before them in their table. When using spells or upgrades with a limit on how frequently they can be used, all spells and upgrades within the same group share the same limit. So, if you use Stop Time, which can only be used every twenty posts, you will be unable to cast Slow Time or Extended Slow time until those twenty posts have passed.

Also, each upgrade counts as a seperate spell when determining whether a character can use Fighter Abilities or 'accomplished caster' upgrades.

Some examples are listed below; more will be added, but feel free to suggest your own in the meantime.

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Mimic
Original Spell
IconNameDescriptionTypePrice
Posted ImageMimicAllows the caster to copy the last spell they saw, be it an ally's or an opponent's, even if they do not possess it themselves. Can not be used to copy curses.Special$600
Upgrades
IconNameDescriptionPrice
Posted ImageGreater MimicThe caster retains the ability to cast all spells seen for up to six hours, instead of just the last one.$500


Magic Shield
Original Spell
IconNameDescriptionTypePrice
XXXMagic ShieldCreates a transluscent, medium-sized shield which blocks physical force as well as magical energy. Lasts for one hour.Magical$300
Upgrades
IconNameDescriptionPrice
XXXPrismatic ShieldThe created shield reflects any magical energy which touches it back in the direction from which it came. After reflecting three times in this manner, the shield loses this property.$125
IconNameDescriptionPrice
XXXRune ShieldThe created shield absorbs any magical energy which touches it, and uses it to heal the caster as though with the 'Greater Heal' spell. After absorbing three times in this manner, the shield loses this property.$200


Slow Time
Original Spell
IconNameDescriptionTypePrice
Posted ImageSlow TimeThis spell allows one to slow down time, making everything in slow motion, with the exception of the caster. The effect expires automatically at the beginning of the caster's second post under the effect of this magic. A minimum of eight of the caster's posts must pass, after the effect ends, before the spell can be re-cast.Special$350
Upgrades
IconNameDescriptionPrice
Posted ImageExtended Slow TimeThe slowing effect expires at the beginning of the caster's fourth post, instead of the second. As with the base spell, the caster can choose to end the spell before this time. A minimum of eight of the caster's posts must pass, after the effect ends, before the spell can be re-cast.+$250
IconNameDescriptionPrice
Posted ImageStop TimeTime halts completely for all but the caster, for the duration of the current post only. Can be used no more often than once every twenty of the caster's posts, as such a task as ceasing the flow of time is extremely taxing.+$450


Gate
Original Spell
IconNameDescriptionTypePrice
Posted ImageGateThis spell summons a demon from the black abyss to help the summoner. The summoned creature can not be more powerful than the caster is.Summoned$450
Upgrades
IconNameDescriptionPrice
Posted ImageAncient GateThe summoned creature may be more powerful than the summoner. To purchase this ability, a character must already be an accomplished caster, and have at least five spells in their spellbook.+$300
IconNameDescriptionPrice
Posted ImageRetinue GateThe summoner can sustain up to three creatures at one time using the same spell. None of these may be more powerful than their master. To purchase this ability, a character must already be an accomplished caster, and have at least five spells in their spellbook.+$450
Posted ImageEntourage GateThe summoner can summon one additional demon.+$200
Posted ImageLegion GateAllows the summoning of one additional demon per spell level. Example - pay $125 to be able to summon five demons simultaneously (Legion Gate I), or $500 to enable summoning of eight creatures at once (Legion Gate IV), and so on.+$125/level


Create Undead
Original Spell
IconNameDescriptionTypePrice
Posted ImageCreate UndeadThis spell summons a creature from the grave. This creature is generally bones and in the shape of a human skeleton but more powerful casters can create more zombie like servants. The summoned creature can not compare with the caster in power.Summoned$200
Upgrades
IconNameDescriptionPrice
Posted ImageCreate Primal UndeadThe summoned creature may be more powerful than the summoner. To purchase this ability, a character must already be an accomplished caster, and have at least five spells in their spellbook.+$450
IconNameDescriptionPrice
Posted ImageCreate Undead RetinueThe summoner can sustain up to three creatures at one time using the same spell. None of these may be more powerful than their master. To purchase this ability, a character must already be an accomplished caster, and have at least five spells in their spellbook.+$200
Posted ImageCreate Undead EntourageThe summoner can summon one additional undead creature.+$100
Posted ImageCreate Undead LegionAllows the summoning of one additional undead creature per spell level. Example - pay $50 to be able to summon five creatures simultaneously (Create Undead Legion I), or $200 to enable summoning of eight creatures at once (Create Undead Legion IV), and so on.+$50/level


Summon Spirit
Original Spell
IconNameDescriptionTypePrice
XXXSummon SpiritA malevolent creature from the astral plane is called forth to do the caster's bidding. These spirits can only interact minimally with objects on the physical plane; they pass through most things and do little more than create a chilling sensation when they touch a living creature. Similarly, there are few things in this world that can harm a spirit. Summoned spirits are capable of moving objects by way of an ability which resembles a weak form of psychokinesis. They can lift small, individual objects such as rocks, plates and shoes and command them with simple movements.Summoned$75
Upgrades
IconNameDescriptionPrice
XXXSummon PhantasmThe caster summons a phantasm. These are more powerful spirits that are capable of manipulating physical objects in a way that their weaker bretheren cannot; they can grab, hold and pull at objects, including player characters, whilst retaining their ethereal aspect and rendering conventional weapons useless. They are still harmed by magical energy, or weaponry enchanted with the Transcendant ability. A phantasm is also treated as being imbued with the Horrific Visage enchantment. To purchase this upgrade, a character must already be an accomplished caster, and have at least five spells in their spellbook.+$525
IconNameDescriptionPrice
XXXSummon Spirit RetinueThe summoner can sustain up to three creatures at one time using the same spell. To purchase this ability, a character must already be an accomplished caster, and have at least five spells in their spellbook.+$75
XXXSummon Spirit EntourageThe summoner can summon one additional spirit.+$50
XXXSummon Spirit LegionAllows the summoning of one additional spirit per spell level. Example - pay $25 to be able to summon five creatures simultaneously (Summon Spirit Legion I), or $100 to enable summoning of eight creatures at once (Summon Spirit Legion IV), and so on.+$25/level


Teleport
Original Spell
IconNameDescriptionTypePrice
Posted ImageTeleportThis spell allows one to teleport themselves to another place within a hundred feet of their current location. Teleportation is taxing magic, and so this can not be used more than once per five of the caster's posts lest they be drained of all their magic power.
Special$250
Upgrades
IconNameDescriptionPrice
Posted ImageGreater TeleportationThe caster can transport themselves anywhere they wish, with no range limit.+$100
Posted ImageEpic TeleportationThe caster may teleport as frequently as they wish, however, if used more than once every five posts the total number of times this spell may be cast in a single thread is reduced to five.+$250


Wall
Original Spell
IconNameDescriptionTypePrice
Posted ImageWallA solid barrier of crystal forms before the caster. This crystal is sturdy, but can be destroyed given enough effort; it will remain standing for a minimum of two posts even when suffering concentrated attack. A crystal wall does not prevent the passage of magical energy.Physical$200
Upgrades
IconNameDescriptionPrice
Posted ImageDiamond WallThe wall created can withstand up to five posts of focused attacks before breaking down. A diamond wall also blocks magical energy.+$200


Curse
Original Spell
IconNameDescriptionTypePrice
Posted ImageCurseChanges the element of any weapon, armor or spell to darkness. Affected weapons/spells will do great damage to angels, as well as those aligned with the light - paladins, priests, etc. When used on armor, resistance to burning, freezing and electrocution increases greatly, but the target becomes extremely weak against light magic. The damage received from physical attacks - cuts, impacts, etc. - is also increased a little. Dark-elemental energy will heal a character affected by this spell.Special$200
Upgrades
IconNameDescriptionPrice
Posted ImageMaledictionThe caster becomes immune to heat, cold, electrical and acid damage. However, any other damage sustained whilst Malediction is in effect will be critical. The effect can be sustained indefinately, but lasts for a minimum of five of the caster's posts before expiring. It should be noted that whilst Curse can be used on any target, Malediction affects the body of the caster only.+$450


Break
Original Spell
IconNameDescriptionTypePrice
XXXBreakThis spell negates any effects which are derived from the spells 'Strength' or 'Speed' on the target. The effect of Break lingers for five of the target's posts in a combat situation, and blocks any attempts to reapply the bonuses. Break can be cast once every ten of the caster's posts.Special$350
Upgrades
IconNameDescriptionPrice
XXXDispelAll magical-type effects are stripped from the target. The effect of Dispel lingers for five of the target's posts in a combat situation, and blocks any direct effect spells such as Karma or Hold Person from being applied. Dispel can be cast once every ten of the caster's posts. This does not affect the magical energy used in spells such as Magic Missile or Crushing Darkness in any way. To purchase this upgrade, a character must already be an accomplished caster, and have at least five spells in their spellbook.+$350
XXXDisjunctionIn addition to the effect of Dispel, Disjunction removes all enchantments from equipment in the immediate vicinity of the target (i.e, their armour and any weapons they are using) for the duration of the spell.+$350


Stone Skin
Original Spell
IconNameDescriptionTypePrice
Posted ImageStone SkinThe skin of the target assumes the aspect of solid rock. The result is that resistance to bladed weapons is increased dramatically. In exchange, damage received from heavy impacts (i.e- hammers, etc.) goes up. The effect lasts for ten of the character's posts, and the spell can be cast once every twenty-four hours.Magical$300
Upgrades
IconNameDescriptionPrice
XXXIron BodyThe target's flesh is transmuted to living iron. As such, they become very difficult to damage with mundane weapons, though they gain a weakness to heat and electrical damage. As well, for the duration of the spell, the character is considered to have a Fighter Speed level of -3, unless their Fighter Speed level was lower than that already, in which case there no change. The effect lasts for ten of the character's posts, and the spell can be cast once every twenty-four hours.+$250
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Renegade
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Using carcasses as stepping stones.
Awesome :D
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Reiku
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...without remorse...
Indeed. I have one.

Upgraded Dimension Slash, name pending. The curved slash of magical energy can travel a medium distance. Price +150

It's what ran through my mind. =X
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Lantana
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The Sole Surviving Green
Rock on. =D
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Paige
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Stop time needs either an apparent time limit, or a note mentioning that they can't actually interact with objects that aren't slowed. Otherwise someone could go write a narrative about destroying the entire population of Trevena city while time was stopped.

This could all fit into a single post.
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LJ
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Paige
May 24 2009, 09:04 PM
Stop time needs either an apparent time limit, or a note mentioning that they can't actually interact with objects that aren't slowed. Otherwise someone could go write a narrative about destroying the entire population of Trevena city while time was stopped.

This could all fit into a single post.
Go ahead. People will just not play with you. ^^ As if they needed any more reasons.
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Renegade
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Using carcasses as stepping stones.
Well, here are some you'd posted in the admin discuss regarding levels.


LJ
 
Spell - Clairvoyance, $500: This spell allows one to see into the future, past, and present on small intervals. Requires a high degree of focus to use, and is generally unsuitable for use in close combat.
Upgrades

1 Greater Clairvoyance, +$350 (In addition to the original spell): The character is practiced in the art of future sight, and requires little time to prepare their divination - making this ability more feasible in battle.

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Spell - Phantom Blade, $250: This spell allows the caster to summon a single blade of magic properties to fight alongside of the caster, floating in invisible hands.

Upgrades

1 Improved Phantom Blade, +$100/level: Allows the summoning of one additional blade per spell level. Example - pay $100 to be able to summon two blades simultaneously (Improved Phantom Blade I), or $400 to enable summoning of five blades at once (Improved Phantom Blade IV), and so on.

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Spell - Phase, $250: This spell makes the caster’s molecules shift, allowing one to walk through solid objects. Can be used no more than once every three of your own character's posts.

Upgrades
1 Fast Phase, +$150: Can use Phase in posts as frequently as you wish, however, this imposes a limit of five on the total number of times the spell can be used in any given thread.

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Spell - Telekinesis, $100: This spell allows one to move small objects with their mind, no larger than your average longsword.

Upgrades

1 Greater Telekinesis, +$450: The improved version of this skill requires more concentration, but has more noticeable results. It can be used to move other characters, or large objects such as trees, once per five of the caster's posts.

2. Epic Telekinesis, +$200: Allows use of Greater Telekinesis once in every three of the caster's posts.
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Reiku
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...without remorse...
I like that phantom blade upgrade.
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Ant
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Let's not make an ass out of 'u' and 'me'.
Reiku Tohno
May 25 2009, 10:35 AM
I like that phantom blade upgrade.
Pin cushion ahoy?

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Xue Jian
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I am totally going to take the phantom blade upgrade for Xue Jian, possibly multiple times. You gonna get it for Maero, Newt?
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Reiku
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...without remorse...
Yes, Jian. XD

And Ant...maybe -whistles-
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Kael
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statless
LJ
 
...Also, each upgrade counts as a seperate spell when determining whether a character can use Fighter Abilities or 'accomplished caster' upgrades.


Not that it'll ever effect Kael, but I don't think upgrades of the one spell should count towards fighter limit. At worst perhapse inital spell = 1 spell and all upgrades of that spell total a further 1 (so Improved Phantom Blade IV wouldn't count as any worse then 2 spells).

As for "accomplished caster" i'll get back to that once i find out what it is (is checking the previous topcs now)
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Nayéla
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When these gets "applied", will the limitations affect current threads or will they only apply to new ones?
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Asche
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Some of the use limits seem to defy common sense. Shouldn't it have something like a number of daily uses like on the remove curse spell as opposed to a limit per thread? Some topics remain in the same thread for days, yet some topics end up changing location, and thus thread, fairly often.

If the limit is applied because it's taxing magic, then surely a good nights sleep would do more to help rejuvenate the user than taking the thread into a different topic would.
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LJ
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May 25 2009, 08:20 AM
Well, here are some you'd posted in the admin discuss regarding levels.


LJ
 
Spell - Clairvoyance, $500: This spell allows one to see into the future, past, and present on small intervals. Requires a high degree of focus to use, and is generally unsuitable for use in close combat.
Upgrades

1 Greater Clairvoyance, +$350 (In addition to the original spell): The character is practiced in the art of future sight, and requires little time to prepare their divination - making this ability more feasible in battle.

---

Spell - Phantom Blade, $250: This spell allows the caster to summon a single blade of magic properties to fight alongside of the caster, floating in invisible hands.

Upgrades

1 Improved Phantom Blade, +$100/level: Allows the summoning of one additional blade per spell level. Example - pay $100 to be able to summon two blades simultaneously (Improved Phantom Blade I), or $400 to enable summoning of five blades at once (Improved Phantom Blade IV), and so on.

---

Spell - Phase, $250: This spell makes the caster’s molecules shift, allowing one to walk through solid objects. Can be used no more than once every three of your own character's posts.

Upgrades
1 Fast Phase, +$150: Can use Phase in posts as frequently as you wish, however, this imposes a limit of five on the total number of times the spell can be used in any given thread.

---

Spell - Telekinesis, $100: This spell allows one to move small objects with their mind, no larger than your average longsword.

Upgrades

1 Greater Telekinesis, +$450: The improved version of this skill requires more concentration, but has more noticeable results. It can be used to move other characters, or large objects such as trees, once per five of the caster's posts.

2. Epic Telekinesis, +$200: Allows use of Greater Telekinesis once in every three of the caster's posts.
These were only included in the prototype build of the idea; I left them out of my first post here on purpose, as I had no intention of including them in the final submission.

Asche
 
Blah blah blah
Please actually check the lists before you make any posts. There are no longer any suggested spells with a per-thread limitation except for the last level of the teleport spell, which is treated in the same way as any other spell or ability with a limit counted in post numbers; the limit only applies in combat or a similar situation.
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