Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 7:17 am
More or so yes
Shadow-Heart Amateur Author
Posts : 2649 Join date : 2013-08-20 Age : 35 Location : The Chaos Realm
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 9:53 am
Shadow-Heart wrote:
Character Sheet: 2 / Rt3-EtG GR3Ett
Spoiler:
Human Name: Rumpelstiltskin the 3rd
Gamer Tag: Eragon
In-Game Name (If kept blank, Gamer Tag is used by default): Eragon the Great
Age (Humans Age): 26
Appearance: Photo realistic, Facebook Display Photo of Future self 20XX etc.
In-Game Appearance: Some flashy Anime / fantasy character image. (may or may not change as IG-C gets new armor/weapons)
Personality: Arrogant, pompous fool
IG-Personality: (left blank if one wants to portray their real selves in-game): Hero Complex, Over Excited, Jumpy, Accident-prone, silly/troublemaker (basically your IG-Chat and PVP/PVE interactions)
History: Was going through a library where he found a book about a young lad thrown into the world of Mighty Dragons and Magical Dungeons amongst other mysterious plots. When a new Virtual Reality Game popped up in the Market, Rumpelstiltskin thought that this game could make him re-enact the magical story of the book that he fell in love with.
Skills & Magic:
1) Healing Spell: - Sanitatum - Healing: Normal healing spell. Has to be near target and hover hand over the origin, wounded area (internal or external)
2) Focus Energy Blast: - Ustrina Impetus – Fire Element: Channels energy to the centre of the palm (hold left palm over the right hand for the focusing) and blasts it outward. Has a slight recoil.
3) Yeti's Breath: - Gelidus Spiritus – Ice Element: Create an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing cold damage.
Any creature that fails to avoid it is partially encased in ice, reducing its speed by half. Creatures with the cold or incorporeal subtype or immunity to being grappled are immune to this effect. The reduced movement lasts until the ice is destroyed.
Destroying the ice requires a successful Strength or dispel skill against the spell, or dealing bludgeoning or fire damage equal to the caster's level.
Augmented: You can transform the spell's cold (emitting from the Cone) into a barrage of giant hailstones, icicles, or shards. Half the spell's damage is your choice of bludgeoning, piercing, or slashing damage, and the other half is cold damage.
4) Uproot: – Radicitus Tolo – Earth Element: Summons Vines from the soil underneath or if trees are present then the branches/roots/etc. of the nearest tree/bush/etc. would be used.
5) Sudden Disaster: - Fulmen – Wind / Lightning Element: Summon an orb of Lightning and hurl it towards an enemy. The orb autonomously moves about in the thrown direction till it disperses over time. Any object in its close proximity is electrocuted, dealt Lightning element damage which may or may not paralyze or cause static shock to targets in contact. Electrocuted targets can transfer the lightning energy to other objects in close proximity to them. The Chained Lightning loses damage potency as it moves further away from the Origin Lightning Ball
6) Chaos Meld (Rider) – Anguis Animus Potestas - Chaos Element: Dominion over the Dragon Spirit / Soul / Force. The Rider and The Dragon switch over the dominant percentage of their souls, thus swapping their learned Skill/Spell/Power set. Other Spell’s effect in motion, prior to swapping, continue to stay in effect, till the end of their natural duration.
Your Dragon Name: Sephiirath Gender: Female Main Type: Water/Ice + Chaos Sub Type: ??? History of its sub-type: ??? Appearance: (Link image of a dragon found on the net)
Ability of Your Dragon:
1) Chaos Meld: (Dragon) – Anguis Animus Permuto - Chaos Element: Switch over the Dragon Soul with the Rider’s Spirit / Soul / Force. The Dragon and The Rider switch over the dominant percentage of their souls, thus swapping their learned Skill/Spell/Power set. Other Spell’s effect in motion, prior to swapping, continue to stay in effect, till the end of their natural duration.
2) Chaotic Ice Wall: Chaos + Ice Element: This spell creates a large mass of frozen Cursed water that can be used for the below effect.
Ice Wall: This functions like wall of ice (hemisphere or plane). When the ice has been broken through, a sheet of frigid cursed air remains. Any creature that steps through it (including the one who broke through the wall) takes damage; half of this damage is cold damage, half is damage from cursed water (chaos dmg) (creatures unharmed by chaos element do not take the damage).
Cursed Ice Javelins: The spell creates a number of javelins of frozen Cursed water protruding from the Ice Wall, which hurl themselves toward one or more targets that are no more than 10 feet away from each other. The javelins deal cold damage and may inflict random cursed status on those that make contact with the Chaos infused Ice Javelins.
3) Frozen Membra: Ice Element: The Dragon needs to be at a decent distance from the enemy as it unleashes its Dragon Breath which encases its opponents in frigid ice. Smaller targets may be fully enclosed in an Ice Crystal, whereas larger targets may have their limbs (feet, hands, wings, torso, etc.) covered with ice crystals that hinder movement. (Ice will melt over time or if heat is directly applied towards it.)
4) Chaos Rain (Ice-Element): Summons a Meteor-Ice-Shower that on impact changes the landscape into a frozen-sea stage. It is basically using chaos channelling to summon the Meteors from other dimensions and due to the arcane nature, the Meteors (large ice rocks) combine into the ground to create that final effect. If needed, this spell can have cool down and long cast time.
Shadow-Heart Amateur Author
Posts : 2649 Join date : 2013-08-20 Age : 35 Location : The Chaos Realm
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 10:25 am
okay editing done Feed back
Nexius Noteworthy Novelist
Posts : 6861 Join date : 2013-08-19
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 10:30 am
Not approved!
Spoiler:
3) Yeti's Breath: - Gelidus Spiritus – Ice Element: Create an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing cold damage.
Any creature that fails to avoid it is partially encased in ice, reducing its speed by half. Creatures with the cold or incorporeal subtype or immunity to being grappled are immune to this effect. The reduced movement lasts until the ice is destroyed.
Destroying the ice requires a successful Strength or dispel skill against the spell, or dealing bludgeoning or fire damage equal to the caster's level.
Augmented: You can transform the spell's cold (emitting from the Cone) into a barrage of giant hailstones, icicles, or shards. Half the spell's damage is your choice of bludgeoning, piercing, or slashing damage, and the other half is cold damage.
5) Sudden Disaster: - Fulmen – Wind / Lightning Element: Summon an orb of Lightning and hurl it towards an enemy. The orb autonomously moves about in the thrown direction till it disperses over time. Any object in its close proximity is electrocuted, dealt Lightning element damage which may or may not paralyze or cause static shock to targets in contact. Electrocuted targets can transfer the lightning energy to other objects in close proximity to them. The Chained Lightning loses damage potency as it moves further away from the Origin Lightning Ball
6) Chaos Meld (Rider) – Anguis Animus Potestas - Chaos Element: Dominion over the Dragon Spirit / Soul / Force. The Rider and The Dragon switch over the dominant percentage of their souls, thus swapping their learned Skill/Spell/Power set. Other Spell’s effect in motion, prior to swapping, continue to stay in effect, till the end of their natural duration.
1) Chaos Meld: (Dragon) – Anguis Animus Permuto - Chaos Element: Switch over the Dragon Soul with the Rider’s Spirit / Soul / Force. The Dragon and The Rider switch over the dominant percentage of their souls, thus swapping their learned Skill/Spell/Power set. Other Spell’s effect in motion, prior to swapping, continue to stay in effect, till the end of their natural duration.
2) Chaotic Ice Wall: Chaos + Ice Element: This spell creates a large mass of frozen Cursed water that can be used for the below effect.
Ice Wall: This functions like wall of ice (hemisphere or plane). When the ice has been broken through, a sheet of frigid cursed air remains. Any creature that steps through it (including the one who broke through the wall) takes damage; half of this damage is cold damage, half is damage from cursed water (chaos dmg) (creatures unharmed by chaos element do not take the damage).
Cursed Ice Javelins: The spell creates a number of javelins of frozen Cursed water protruding from the Ice Wall, which hurl themselves toward one or more targets that are no more than 10 feet away from each other. The javelins deal cold damage and may inflict random cursed status on those that make contact with the Chaos infused Ice Javelins.
Yeti's Breath: Chose one! Enchanting spell or spell to use against your enemy!
Sudden Disaster: It sounds like a summoning spells than just an ordinary chain lightning spell. Either be summoning spell, or be a spell of chain of lightning
Chaos Meld(rider and dragon): This can be abused of controlling dragon's power so no, not approved.
Chaotic ice wall: Just chose one of the three. You are giving your dragon six spells in this way.
Spiriter Amateur Author
Posts : 3421 Join date : 2013-09-25 Age : 27 Location : Project Hell
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 10:39 am
Nexy can I add one more active skill?
Active Skill - Herculean Might: Temporarily unleashes the true strength of a person's muscles, granting a massive boost in sheer muscle strength. Once the skill's effect ends, the affected muscles will be sore and difficult to move. -may be used on individual limbs for a less effective but also less risky boost, rather than on the whole body, which would make the user find it difficult to even walk for a while.
Also, do I get the element mastery extra skill? Since I only use wind spells?
Shadow-Heart Amateur Author
Posts : 2649 Join date : 2013-08-20 Age : 35 Location : The Chaos Realm
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 11:10 am
Nexius wrote:
Not approved!
Spoiler:
3) Yeti's Breath: - Gelidus Spiritus – Ice Element: Create an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing cold damage.
Any creature that fails to avoid it is partially encased in ice, reducing its speed by half. Creatures with the cold or incorporeal subtype or immunity to being grappled are immune to this effect. The reduced movement lasts until the ice is destroyed.
Destroying the ice requires a successful Strength or dispel skill against the spell, or dealing bludgeoning or fire damage equal to the caster's level.
Augmented: You can transform the spell's cold (emitting from the Cone) into a barrage of giant hailstones, icicles, or shards. Half the spell's damage is your choice of bludgeoning, piercing, or slashing damage, and the other half is cold damage.
5) Sudden Disaster: - Fulmen – Wind / Lightning Element: Summon an orb of Lightning and hurl it towards an enemy. The orb autonomously moves about in the thrown direction till it disperses over time. Any object in its close proximity is electrocuted, dealt Lightning element damage which may or may not paralyze or cause static shock to targets in contact. Electrocuted targets can transfer the lightning energy to other objects in close proximity to them. The Chained Lightning loses damage potency as it moves further away from the Origin Lightning Ball
6) Chaos Meld (Rider) – Anguis Animus Potestas - Chaos Element: Dominion over the Dragon Spirit / Soul / Force. The Rider and The Dragon switch over the dominant percentage of their souls, thus swapping their learned Skill/Spell/Power set. Other Spell’s effect in motion, prior to swapping, continue to stay in effect, till the end of their natural duration.
1) Chaos Meld: (Dragon) – Anguis Animus Permuto - Chaos Element: Switch over the Dragon Soul with the Rider’s Spirit / Soul / Force. The Dragon and The Rider switch over the dominant percentage of their souls, thus swapping their learned Skill/Spell/Power set. Other Spell’s effect in motion, prior to swapping, continue to stay in effect, till the end of their natural duration.
2) Chaotic Ice Wall: Chaos + Ice Element: This spell creates a large mass of frozen Cursed water that can be used for the below effect.
Ice Wall: This functions like wall of ice (hemisphere or plane). When the ice has been broken through, a sheet of frigid cursed air remains. Any creature that steps through it (including the one who broke through the wall) takes damage; half of this damage is cold damage, half is damage from cursed water (chaos dmg) (creatures unharmed by chaos element do not take the damage).
Cursed Ice Javelins: The spell creates a number of javelins of frozen Cursed water protruding from the Ice Wall, which hurl themselves toward one or more targets that are no more than 10 feet away from each other. The javelins deal cold damage and may inflict random cursed status on those that make contact with the Chaos infused Ice Javelins.
Yeti's Breath: Chose one! Enchanting spell or spell to use against your enemy!
Sudden Disaster: It sounds like a summoning spells than just an ordinary chain lightning spell. Either be summoning spell, or be a spell of chain of lightning
Chaos Meld(rider and dragon): This can be abused of controlling dragon's power so no, not approved.
Chaotic ice wall: Just chose one of the three. You are giving your dragon six spells in this way.
Yeti's Breath: I don't understand. The spell is a damaging type, not enchanting. The cold does not stay on the hands after it is used. Just think of it as a Dragon's breath that is so cold that it turns the water in the air in front into hail stones or Ice shards or Icicles but the effect of freezing the opponent is not affected. when the projectiles make contact (the skill has to be used at close range) the enemy begins to freeze from those points on impact.
Sudden Disaster: I just used the word summon but it's basically creating a ball of lightning and throwing it like any sports ball. It is just that the ball keeps moving forward slowly in the direction it was thrown till the power diminishes. Just like how if a spiked ball is thrown, it would cut/slice/shear away at objects as it passes through, the lightning ball electrocutes objects that touch it. People can avoid it if they move away from its small range but due to the natural properties of Lightning/electricity anything that touches it and is a conductor, will pass on the effect to others that are in close proximity to them.
Chaos Meld(rider and dragon): Bah you just don't want the Dragon and Rider to team play. Dragon creates Ice Wall. Dragon Throws Rider to the other side. Rider Initiates Dragon Force Control and summons Ice Wall on the other side of the enemy to trap them from front and back
Chaotic ice wall: Its one move not 3 You create a wall made of Spikes out off cursed water and these spikes (limited amount on all terrains instead of Ice) instantly shoot out causing curse damage to anyone that is unfortunate enough to not avoid them. The survivors need to break the ice to go through it but as it is constructed by mixing Chaos and Ice element, the water is imbued with chaos and so only chaos entities can go through the broken wall without any harm (non chaos will take damage over time as they walk through it but not get cursed). Only those hit by the spikes will get cursed, due to Chaos infusion.
I mean when you make a mix spell DRAGON you need to have two kinds of elemental damage. It is not a Pure ICE wall made only out of ICE element.
What's the point of having a mix breed when the being can't even use it mixed DNA to its full / proper potential :/
Feed Back
Nexius Noteworthy Novelist
Posts : 6861 Join date : 2013-08-19
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 11:48 am
Spiriter wrote:
Nexy can I add one more active skill?
Active Skill - Herculean Might: Temporarily unleashes the true strength of a person's muscles, granting a massive boost in sheer muscle strength. Once the skill's effect ends, the affected muscles will be sore and difficult to move. -may be used on individual limbs for a less effective but also less risky boost, rather than on the whole body, which would make the user find it difficult to even walk for a while.
Also, do I get the element mastery extra skill? Since I only use wind spells?
check the Central thread, I already granted your character of such power.
And that Active skill....okay just a give me the moment to add in
Nexius Noteworthy Novelist
Posts : 6861 Join date : 2013-08-19
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 11:55 am
Shadow-Heart wrote:
Nexius wrote:
Not approved!
Spoiler:
3) Yeti's Breath: - Gelidus Spiritus – Ice Element: Create an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing cold damage.
Any creature that fails to avoid it is partially encased in ice, reducing its speed by half. Creatures with the cold or incorporeal subtype or immunity to being grappled are immune to this effect. The reduced movement lasts until the ice is destroyed.
Destroying the ice requires a successful Strength or dispel skill against the spell, or dealing bludgeoning or fire damage equal to the caster's level.
Augmented: You can transform the spell's cold (emitting from the Cone) into a barrage of giant hailstones, icicles, or shards. Half the spell's damage is your choice of bludgeoning, piercing, or slashing damage, and the other half is cold damage.
5) Sudden Disaster: - Fulmen – Wind / Lightning Element: Summon an orb of Lightning and hurl it towards an enemy. The orb autonomously moves about in the thrown direction till it disperses over time. Any object in its close proximity is electrocuted, dealt Lightning element damage which may or may not paralyze or cause static shock to targets in contact. Electrocuted targets can transfer the lightning energy to other objects in close proximity to them. The Chained Lightning loses damage potency as it moves further away from the Origin Lightning Ball
6) Chaos Meld (Rider) – Anguis Animus Potestas - Chaos Element: Dominion over the Dragon Spirit / Soul / Force. The Rider and The Dragon switch over the dominant percentage of their souls, thus swapping their learned Skill/Spell/Power set. Other Spell’s effect in motion, prior to swapping, continue to stay in effect, till the end of their natural duration.
1) Chaos Meld: (Dragon) – Anguis Animus Permuto - Chaos Element: Switch over the Dragon Soul with the Rider’s Spirit / Soul / Force. The Dragon and The Rider switch over the dominant percentage of their souls, thus swapping their learned Skill/Spell/Power set. Other Spell’s effect in motion, prior to swapping, continue to stay in effect, till the end of their natural duration.
2) Chaotic Ice Wall: Chaos + Ice Element: This spell creates a large mass of frozen Cursed water that can be used for the below effect.
Ice Wall: This functions like wall of ice (hemisphere or plane). When the ice has been broken through, a sheet of frigid cursed air remains. Any creature that steps through it (including the one who broke through the wall) takes damage; half of this damage is cold damage, half is damage from cursed water (chaos dmg) (creatures unharmed by chaos element do not take the damage).
Cursed Ice Javelins: The spell creates a number of javelins of frozen Cursed water protruding from the Ice Wall, which hurl themselves toward one or more targets that are no more than 10 feet away from each other. The javelins deal cold damage and may inflict random cursed status on those that make contact with the Chaos infused Ice Javelins.
Yeti's Breath: Chose one! Enchanting spell or spell to use against your enemy!
Sudden Disaster: It sounds like a summoning spells than just an ordinary chain lightning spell. Either be summoning spell, or be a spell of chain of lightning
Chaos Meld(rider and dragon): This can be abused of controlling dragon's power so no, not approved.
Chaotic ice wall: Just chose one of the three. You are giving your dragon six spells in this way.
Yeti's Breath: I don't understand. The spell is a damaging type, not enchanting. The cold does not stay on the hands after it is used. Just think of it as a Dragon's breath that is so cold that it turns the water in the air in front into hail stones or Ice shards or Icicles but the effect of freezing the opponent is not affected. when the projectiles make contact (the skill has to be used at close range) the enemy begins to freeze from those points on impact.
Sudden Disaster: I just used the word summon but it's basically creating a ball of lightning and throwing it like any sports ball. It is just that the ball keeps moving forward slowly in the direction it was thrown till the power diminishes. Just like how if a spiked ball is thrown, it would cut/slice/shear away at objects as it passes through, the lightning ball electrocutes objects that touch it. People can avoid it if they move away from its small range but due to the natural properties of Lightning/electricity anything that touches it and is a conductor, will pass on the effect to others that are in close proximity to them.
Chaos Meld(rider and dragon): Bah you just don't want the Dragon and Rider to team play. Dragon creates Ice Wall. Dragon Throws Rider to the other side. Rider Initiates Dragon Force Control and summons Ice Wall on the other side of the enemy to trap them from front and back
Chaotic ice wall: Its one move not 3 You create a wall made of Spikes out off cursed water and these spikes (limited amount on all terrains instead of Ice) instantly shoot out causing curse damage to anyone that is unfortunate enough to not avoid them. The survivors need to break the ice to go through it but as it is constructed by mixing Chaos and Ice element, the water is imbued with chaos and so only chaos entities can go through the broken wall without any harm (non chaos will take damage over time as they walk through it but not get cursed). Only those hit by the spikes will get cursed, due to Chaos infusion.
I mean when you make a mix spell DRAGON you need to have two kinds of elemental damage. It is not a Pure ICE wall made only out of ICE element.
What's the point of having a mix breed when the being can't even use it mixed DNA to its full / proper potential :/
Feed Back
1) If that's the case, then say it so do not add anything like this "Augmented: You can transform the spell's cold (emitting from the Cone) into a barrage of giant hailstones, icicles, or shards. Half the spell's damage is your choice of bludgeoning, piercing, or slashing damage, and the other half is cold damage."
2)Still not convinced - either you have ball of lightning that straight away works like grenade, meaning discharged after leaving your character's hand, or make it into summoning spell.
3) The reason why you have to interact with your dragon is pretty clear isn't it?
4) I am telling you to choose one effect, I am not saying you need to chose one element. Or just combine them, no need to separate them. (But a wall that attacks? It's going to have limitation of duration)
Nexius Noteworthy Novelist
Posts : 6861 Join date : 2013-08-19
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 12:40 pm
Spiriter wrote:
Nexy can I add one more active skill?
Active Skill - Herculean Might: Temporarily unleashes the true strength of a person's muscles, granting a massive boost in sheer muscle strength. Once the skill's effect ends, the affected muscles will be sore and difficult to move. -may be used on individual limbs for a less effective but also less risky boost, rather than on the whole body, which would make the user find it difficult to even walk for a while.
Also, do I get the element mastery extra skill? Since I only use wind spells?
Okay this active skill is going to have two - four post duration.
Spiriter Amateur Author
Posts : 3421 Join date : 2013-09-25 Age : 27 Location : Project Hell
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 12:49 pm
Nexius wrote:
Spiriter wrote:
Nexy can I add one more active skill?
Active Skill - Herculean Might: Temporarily unleashes the true strength of a person's muscles, granting a massive boost in sheer muscle strength. Once the skill's effect ends, the affected muscles will be sore and difficult to move. -may be used on individual limbs for a less effective but also less risky boost, rather than on the whole body, which would make the user find it difficult to even walk for a while.
Also, do I get the element mastery extra skill? Since I only use wind spells?
Okay this active skill is going to have two - four post duration.
I was thinking 3 myself so that sounds fair.
Nexius Noteworthy Novelist
Posts : 6861 Join date : 2013-08-19
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 12:56 pm
If you use it on whole body though it only last for two posts, okay?
Shadow-Heart Amateur Author
Posts : 2649 Join date : 2013-08-20 Age : 35 Location : The Chaos Realm
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 1:12 pm
1) Eh, I took it from a rule book and had to move the wording about to match it with DRO but then left most of it as is XD
But yeah it's just one attack
2) How would the summoning work if you see in the game picture (Path of Exile) it is just released infront of the caster and moves away slowly while damaging anyone in its path :0
Found the Video about it
Spoiler:
4) Ofcourse it has limitation. If the ground is not made of Ice, then there are limited amount of Spears. Once they are all fired out (as the people approach the wall or it's constructed in front of them) then there is no more risk of being cursed or damaged by them. Also I said that the spears can be avoided, they're large and not that fast.
If you now also want to put duration on the wall, instead of the enemies have to break through it or climb it or go around it or burn it. Then fine go ahead do that. But once the "timer" ends, the Ice wall melts and causes a flood, unless it is burnt; in that case the place is covered in Chaos Mist
Spiriter Amateur Author
Posts : 3421 Join date : 2013-09-25 Age : 27 Location : Project Hell
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 1:22 pm
Nexius wrote:
If you use it on whole body though it only last for two posts, okay?
Technically, I was thinking singular limb uses would last one. Works for me regardless though.
Nexius Noteworthy Novelist
Posts : 6861 Join date : 2013-08-19
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 1:41 pm
Shadow-Heart wrote:
1) Eh, I took it from a rule book and had to move the wording about to match it with DRO but then left most of it as is XD
But yeah it's just one attack
2) How would the summoning work if you see in the game picture (Path of Exile) it is just released infront of the caster and moves away slowly while damaging anyone in its path :0
Found the Video about it
Spoiler:
4) Ofcourse it has limitation. If the ground is not made of Ice, then there are limited amount of Spears. Once they are all fired out (as the people approach the wall or it's constructed in front of them) then there is no more risk of being cursed or damaged by them. Also I said that the spears can be avoided, they're large and not that fast.
If you now also want to put duration on the wall, instead of the enemies have to break through it or climb it or go around it or burn it. Then fine go ahead do that. But once the "timer" ends, the Ice wall melts and causes a flood, unless it is burnt; in that case the place is covered in Chaos Mist
1. Anyways make the changes by removing that part of the spell
2. Still no, and that spell is op, broken as hell. So, either you make it like grenade or make it into something different
3. Guessing you are going to remove this?
4. Well come up with combination and with the limitation that you think its best. The flood won't happen though mind you.
Shadow-Heart Amateur Author
Posts : 2649 Join date : 2013-08-20 Age : 35 Location : The Chaos Realm
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 1:58 pm
Yeah I'll remove that. I'll have to think of some new chaos spell and another spell to replace the dragon variant.
There is nothing op about it if there's only one ball being thrown
Anyways I'm probably heading home, in the car but not sure where we are heading.
Will work on new super OP set once I get home
Prisma*Illya Paramount Pagemaster
Posts : 34034 Join date : 2013-07-11 Age : 33 Location : The Unreachable Utopia
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 2:04 pm
Approving character sheets is a pain, isn't it?
_________________
~The Ruin of Camelot~
Spiriter Amateur Author
Posts : 3421 Join date : 2013-09-25 Age : 27 Location : Project Hell
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 2:19 pm
Hey, approving mine was hella easy
Prisma*Illya Paramount Pagemaster
Posts : 34034 Join date : 2013-07-11 Age : 33 Location : The Unreachable Utopia
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 2:27 pm
Hmm... don't know about that lol.
_________________
~The Ruin of Camelot~
Shadow-Heart Amateur Author
Posts : 2649 Join date : 2013-08-20 Age : 35 Location : The Chaos Realm
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 3:22 pm
Mine was done. But then I was told that my illusion spells would be very weak and useless. So I had to come up with new stuff.
Spiriter Amateur Author
Posts : 3421 Join date : 2013-09-25 Age : 27 Location : Project Hell
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 3:31 pm
Shadow-Heart wrote:
Mine was done. But then I was told that my illusion spells would be very weak and useless. So I had to come up with new stuff.
You're telling this to a guy who has two skills with no attack value.
Shadow-Heart Amateur Author
Posts : 2649 Join date : 2013-08-20 Age : 35 Location : The Chaos Realm
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 3:36 pm
Mine were mental damage type. You kept yours the way they are, on your own free will
Spiriter Amateur Author
Posts : 3421 Join date : 2013-09-25 Age : 27 Location : Project Hell
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 3:38 pm
Shadow-Heart wrote:
Mine were mental damage type. You kept yours the way they are, on your own free will
I like them. So I kept them. Simple as that.
Spiriter Amateur Author
Posts : 3421 Join date : 2013-09-25 Age : 27 Location : Project Hell
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 3:39 pm
Besides, they're pretty versatile.
Shadow-Heart Amateur Author
Posts : 2649 Join date : 2013-08-20 Age : 35 Location : The Chaos Realm
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 3:57 pm
Maybe I'll make a Sith character. Wind element : Choke Hold Chaos element : Gravity Pull Push Wind Element : Forked Lightning Order Element : Divine Light Imbue Fire Element : Molten Strike on Imbued Weapon
Chaos Element: These aren't the dragons/riders you're looking for Wind Element: Heavy Breathing Fire Element: Charred Skin Earth Element: Horned Skin
Shadow-Heart Amateur Author
Posts : 2649 Join date : 2013-08-20 Age : 35 Location : The Chaos Realm
Subject: Re: Dragon Riders Online OOC #2 Sun Mar 20, 2016 6:45 pm
Shadow-Heart wrote:
Character Sheet: 2 / Rt3-EtG GR3Ett
Spoiler:
Human Name: Rumpelstiltskin the 3rd
Gamer Tag: Eragon
In-Game Name (If kept blank, Gamer Tag is used by default): Eragon the Great
Age (Humans Age): 22
Appearance: Photo realistic, Facebook Display Photo of Future self 20XX etc.
In-Game Appearance: Some flashy Anime / fantasy character image. (may or may not change as IG-C gets new armor/weapons)
Personality: Arrogant, pompous fool
IG-Personality: (left blank if one wants to portray their real selves in-game): Hero Complex, Over Excited, Jumpy, Accident-prone, silly/troublemaker (basically your IG-Chat and PVP/PVE interactions)
History: Was going through a library where he found a book about a young lad thrown into the world of Mighty Dragons and Magical Dungeons amongst other mysterious plots. When a new Virtual Reality Game popped up in the Market, Rumpelstiltskin thought that this game could make him re-enact the magical story of the book that he fell in love with.
Skills & Magic:
1) Healing Spell: - Sanitatum - Healing: Normal healing spell. Has to be near target and hover hand over the origin, wounded area (internal or external). Ethereal Tendrils emerge from the Caster’s hand that puncture into the target’s body and start working their magic.
2) Focus Energy Blast: - Ustrina Impetus – Fire Element: Channels energy to the center of the palm (hold left palm over the right hand for the focusing) and blasts it outward. Has a slight recoil.
3) Yeti's Breath: - Gelidus Spiritus – Ice Element: The caster can use either hands to fire a burst of frigid cold air onto the enemy in close proximity of them. The Extreme Cold air changes the water/humidity in the air in front of the caster’s palm into tiny ice shards that travel with the Icy Wind and slice through the target, leaving behind patches of crystals sprouting up like flowers from the points on the target that were sliced by the Ice Shards. Depending on the effected anatomy of the target, the target may have various parts encased in ice that may immobilize the target if not destroyed by having force applied onto it or melted off by heat.
4) Uproot: – Radicitus Tolo – Earth Element: Summons Vines from the soil underneath or if trees are present then the branches/roots/etc. of the nearest tree/bush/etc. would be used.
5) Raijin Strike: - Raijinto Fulmen – Wind / Lightning Element: Summons a Katana constructed purely of Lightning. It has three charges. When swung from one side to the other: It sends out an arch of lightning that burns everything in its path for an expanding 40 Feet distance. If thrust forward: It propels the caster in the direction till it pierces through the object in its path. If stabbed into the caster’s body by themselves: A wave of Lightning elemental energy is dispelled in a 360’Degree field which burns everything in its path in a 25 Feet radius from the Caster’s body.
6) Chaos Clone – Chaus Mayavi-Rupa - Chaos Element: A Dark Ooze covers the caster and then flows out on the space next to it. It soon solidifies into the exact likeness of the Caster, with the sole difference of having Glowing Purplish orbs swirling in its eye sockets. The Chaus Mayavi-Rupa has its own state of mind and has the memories, experience and abilities of the original caster, with the sole exception of knowing only two random spells from the Caster’s pool. On rare occasions it may be created knowing three spells. The Mayavi-Rupa can be instantly destroyed with any Divine Spells (including Healing Magic). Apart from that, it has half the Strength and defense (Magical / Physical) of the Dragon Rider.
Spoiler:
Link to reference vid, if Plugin is not working: https://www.youtube.com/watch?v=EmlAuTGqxUY
Detailed Explaination:
Spoiler:
any clone created, either by the First Clone and its subsequent clones or The Dragon Rider himself... all the clones would be at a base 50% weaker than the Dragon Rider.
In this case, the alterations between A clone creating a Clone and a DR creating a clone or more: DR Creating A Clone: Clone has past experience and random skill from the DR's pool Clone Creating A Clone: The new clone will have past experience of the Clone that created it and the knowledge of the skill set that the Clone Maker has.
---Creates----Gains DR >> Clone: Healing & Uproot DR >> Clone2: Focused Blast & Yeti's Breath DR >> Clone3: Thunder God's Strike & Chaos Clone --- Clone3 >> Clone3.1: Thunder God's Strike & Chaos Clone Clone3.1 >> Clone3.1.1: TG's S & CC C3.1.1 >> C3.1.1.1: TGS&CC (etc.)
DR >> Clone4: Chaos Clone & Eternal Breath & Poison Nova --- Clone4 >> Clone4.1: CC & PN --- Clone4.1 >> Clone4.1.1: CC & PN --- C4.1 >> C4.1.1.1: CC & PN (etc.) -------------------------------------------------------------Clone4 >> Clone4.2: EB & PN --------------------------------------------------------------Clone4 >> Clone4.3: CC & EB --- Clone4.3 >> Clone4.3.1: CC & EB --- C4.3.1 >> C4.3.1.1: CC & EB (etc.)
DR >> Clone5: Eternal Breath & Multi Cast & Spell Teach (This clone is completely useless in its offensive battle situation. Apart from being able to traverse areas with Breathing limitations and teaching all three of its spells to any other sentient being (a Chaos Clone or Player Character or NPC) In the case for Chaos Clone: This Clone can only teach its spells to a Direct Clone from the DR. (DR >> Clone1/2/3/4/etc.). The Original Clone will be able to use Spell Teach to teach any spell from its spell pool to any other Sentient being but that will consume one out of the three charges of Spell Teach. If the Original Clone teaches Spell Teach to another Being, then it will use two charges of Teach Spell and using the last Teach Spell will make the Original Clone to forget Teach Spell, thus removing it from its Spell Pool. If the Original Clones know Chaos Clone spell, then they will be able to transfer Spell Teach for a maximum of 3 times. (to Three Replicated Clones) But any new Clone it creates, prior to expending Teach Spell, may have a probability of being born with Teach Spell and one other Spell that the Original Clone has in its pool (which may have become 5 or 6 if the other clone taught all three moves to the Original Clone with 2 or 3 base spells.)
With this chart, you can understand that the DR makes a Clone:
If the Clone Doesn't get the Chaos Clone Spell as a Random Pick then it has to fight with the spells it was "born/made/summoned/etc." with.
If the Clone gets a Chaos Clone spell along with another spell: Then it can replicate itself but with the same two spells, over and over again (or its family of clones replicate themselves but always with the same 2 spells that they acquired via past experience from their Maker (which was a Clone of the DR and only knew the 2 spells) (These Clones will never learn more than the 2 spells they were born with.)
If the Clone gets 3 spells which may include Chaos Clone: Then any clone it creates has a probability of acquiring Chaos Clone and so replicating itself. But if the new clone acquires the set of spells in which Chaos Clone is not present, then that Clone is stuck and cannot replicate itself.
The Original Clone with 3 spells, including Chaos Clone, Can replicate itself as normal but its subsequent family of clones may or may not have Chaos Clone in their spell pool: Unless a rare occurrence happens and the clone created has the capability of learning 3 spells: In that case that Clone will be able to replicate itself and have an equal chance creating its family of clones with either 2 or 3 spells which again if a 2 spell clone is created then it may or may not learn Chaos Clone, if it does then it can replicate itself like any other Chaos Clone with Chaos Clone Spell learnt and one more spell and also it may never replicate itself into a clone that can learn 3 spells as this maker clone never had the experience of being able to know more than the two spells it knew.
Technically, any clone, replicated from any other clone, should be able to randomly be born with any 2 or 3 spells from the Dragon Rider's spell pool because they would have the past experience of its maker, who in turn had the past experience of the Original Clone, who in turn had the past experience of the Dragon Rider who had learned multiple spells. But The Chaos Element / Attribute nullifies that and makes the spell acquiring a Random luck of the draw/universe and subsequently places limitations on the Clones as such I have explained above.
7) Spell Teach: The Caster can choose any spell from its pool and teach it to another sentient being for a limited amount. (The sentient being will forget it after three uses)
8) Multi Cast The Caster buffs himself or another Sentient Being to be able to Multi Cast in their next Spell cast. Casters imbued with Multi Cast can choose any of their spells from their spell pool and cast them at the same time in their next turn. Spell casting is limited to only two spells at a time. Multi Cast wears off after two spells have been casted at the same time.
9) Eternal Breath: Order Element: The Caster buffs himself to be able to survive any situation where breathing would otherwise be a hindrance; such as: Underwater, Poison Gas, Nuclear/Radioactive Fallout, Ashen Field, etc. Eternal Breath may last as a minimum for Five-Minutes before the cooldown begins of ten minutes. Cooldown begins as soon as the Spell is activated.
10) The Dying Mother: - Letum Genetrix - Earth Element: The caster sends a wave of elemental energy in a 360’Degree field which corrodes everything in its path in a 25 Feet radius from the Caster’s body.
Your Dragon Name: Sephiirath Gender: Female Main Type: Water/Ice + Chaos Sub Type: ??? History of its sub-type: ??? Appearance: (Link image of a dragon found on the net)
Ability of Your Dragon:
1) Death of a Dragon: – Anguis Animus Interitio - Frozen-Chaos Element: The Dragon creates a full-sized Replica of itself, with the appearance of it purely constructed out of Ice. This Frozen Dragon Dives down onto the battle field and destroys everything on the ground including itself with Chaos Element Damage and freezes the ground and any object in the path of the Ice and Chaos destruction wave which spreads for 1 Mile.
2) Dominion of the Frozen-Chaos: Chaos + Ice Element: This spell creates a large mass of Stormy Clouds, opening a portal to the Frozen-Chaos-Hell which rains down Chaos and Ice Monsters onto the Battle Field that fight independently or under the Dragon’s command, till they are destroyed.
3) Frozen Membra: Ice Element: The Dragon needs to be at a decent distance from the enemy as it unleashes its Dragon Breath which encases its opponents in frigid ice. Smaller targets may be fully enclosed in an Ice Crystal, whereas larger targets may have individual limbs (feet, hands, wings, torso, etc.) depending where the Dragon’s Breath made contact with, covered with ice crystals that hinder movement. (Ice will melt over time or if heat is directly applied towards it.)
4) Chaos Rain (Ice-Element): Summons a Meteor-Ice-Shower that on impact changes the landscape into a frozen-sea stage. It uses Chaos channeling to summon the Meteors from other dimensions and due to the arcane nature, the Meteors (large ice rocks) combine into the ground to create that final effect. (Rocks thrown into a liquid container, sending a huge splash and then rippling out.) If needed, this spell can have cool down and long cast time.
Last edited by Shadow-Heart on Mon Mar 21, 2016 6:38 pm; edited 4 times in total