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Calypso's Equipment - Split

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Calypso's Equipment - Split Empty Re: Calypso's Equipment - Split

Post by Relentless Tue Sep 05, 2017 5:32 pm

Calypso wrote:Equipment Name: Yew Bow
Classification: Weapon
Holding: Two-Handed
Level: 1
Description: A recurve bow made out of yew wood that shoots silver-tipped arrows.


Ability Name: Flaming Arrow
Type: Offensive
Element: Fire
Usage: 5 per thread
Description: A flaming arrow is shot from the bow.
Effect: Via Calypso's magic, the tip of an arrow already drawn on the bow bursts into flames. It doesn't burn any part of the bow and flies just as any normal arrow would. However, upon impact, it will produce a 1st degree burn at the site of impact in addition to the piercing damage of the arrow itself. I honestly don't mind amping the power of this ability up. You could light the affected area on fire, and have it burn through Recruit and Novice rank armour if you wanted...

Ability Name: Poison Shot
Type: Offensive
Element: Poison (Irregular)
Usage: 5 per thread
Description: A poison-tipped arrow is shot from the bow.
Effect: Via Calypso's magic, Alacasian poison coats the tip of an arrow and is shot just like any normal arrow, but it causes a stinging sensation on impact and a painful red welt will appear where the arrowhead went in. It is far from lethal, but it hurts more than if an ordinary arrow was shot. It's fine as is, but you could (if you wanted) make it so the poison makes it so all attacks afterwards hurt more.




Equipment Name: Wraith's Robes
Classification: Armor
Holding: Full-Body
Level: 1
Description: A set of red and white robes covers most of Calypso's upper half of her body, showing off only her shoulders and parts of her forearm and hands. A pair of white boots are worn over a set of red stockings with a white stripe at the top.


Ability Name: Speechless
Type: Supportive
Element: None
Usage: Passive
Description: Eliminates the need to announce spells.
Effect: While it's possible to cast spells without announcing the incantation with this ability, doing so will increase the control by 1/4 of a star. Your bow already allows this ability since it's considered a "magic weapon." That, and the stat increase would need to be removed since it's tied to a passive effect. Even if the effect's more of a toggle-ability, since it happens every time; it would need to be removed.

• Something I can advise for abilities, if you're going for a spellsword/magic archer
- MP Reduction passive
- Passive bonus effect (All [insert spell type] spells apply "X" effect in combination with their normal effect)
- Active ability that increases non-offensive stats for "X" posts
- Passive ability that reflects a small amount of damage
- Passive healing

• Armour has 2 abilities, so you can add 1 more if you'd like.
Relentless
Relentless

Posts : 100
EXP : 590

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Post by Calypso Tue Sep 05, 2017 7:16 pm

Wow I'm used to abilities being nerfed all the time ^.^' I've edited the two arrow spells, but I do have a question regarding the examples you gave. For passive healing, what would be the max amount it could heal per post? Small cuts and bruises? Gashes that would require stitches?
Calypso
Calypso

Posts : 15

Character Sheet
Chosen God:: Neala
Guild::

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Calypso's Equipment - Split Empty Re: Calypso's Equipment - Split

Post by Relentless Tue Sep 05, 2017 7:20 pm

The HP Crystals on site give a pretty good spectrum for healing magic. Causing minor bleeding to clot is fairly decent for a level 1 effect, healing very small cuts can be added on top to make it more relevant.
Relentless
Relentless

Posts : 100
EXP : 590

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Post by Calypso Tue Sep 05, 2017 8:27 pm

Thank you! Edited in the armor's new abilities
Calypso
Calypso

Posts : 15

Character Sheet
Chosen God:: Neala
Guild::

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