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Below in this thread, for those who are interested in joining as a member of the DFCRPG Staff Team is the application that should be filled out and posted within this same thread. The application should be filled out to the best of your abilities, and all information presented should be factual. Your application can be checked in on, should the need arise, to ensure that what's …
Arcane Barrage
Mon Apr 15, 2024 12:10 am
Ability Name: Arcane Barrage
Appearance:
Rating: Novice/Initiate/Expert
Associated Attribute: Intellect
Tags: Spell; Magic Type- Arcane; School- Evocation; Ranged; Damage; Force
Range: 15/25/35 Yards (Novice/Initiate/Expert)
Power: 5/30/60
Components: Casting Implement (Move it left to right in an arc); Incantation (Vole d'Arcanus)
Channeling Time: 1 Post/Instantaneous
Duration: 2/3/4 Posts (Novice/Initiate/Expert)
Cooldown: Posts Used + 1
What It Does: After the Ability is cast and the associated Mana Cost is paid, the caster waves their implement in an arc motion from left to right while reciting the incantation. Once this is done, 3/7/12 (N/I/E) beams made of pure arcane energy emerge 1 foot in front of where the arcing motion was made; all of the beams that the caster wants to use must be made after it's initial casting, but they don't need to be fired immediately. These beams will follow the caster around 1 foot in front of them while they move, until they are fired. The beams need to be fired before the end of this Spell's duration, otherwise they fizzle out into nothing, and the Mana spent is considered to be wasted. Any of the beams can be fired whenever within the duration; so 2 can be fired on the 1st post and the last on the 2nd post, all 3 on the 1st or 2nd post, etc.
To fire a beam, the caster must simply pick a direction to send it off in, and note, not all the beams need to be fired within the same direction or at the same trajectory. However, once fired, the beams cannot change direction nor trajectory, and will travel in a straight line until they either reach the end of their range at which point they fizzle into nothing, or collide with something such as a creature, object, or another Spell that can be collided with. If a beam collides with a person or object, it will deal Force damage to whatever it collided with equal to the Power of the Spell, after which, the beam fades away. Note, a target may only take damage from this Spell as a whole, once per post; meaning if a person gets hit by two beams in the same post, they still only take damage as if they got hit by one. If it collides with a Spell that can be collided with, the two will clash following all standard clashing rules. (If the beam's Power is less than that of the other Spell, the beam fades, and the other Spell remains active doing whatever it was doing prior to clashing. If both of the Spells' Power equal one another, both get destroyed, and nothing further happens. If the beam's Power is greater than that of the other Spell, the other Spell gets destroyed and is possibly placed on cooldown if it was one singular thing such as a wall, and the beam that collided with it continues traveling until it hits something else or reaches it's max range.) After all beams have been fired or the duration of this Spell ends, it promptly goes on Cooldown.
Character Specific: N/a
Skill Based: Yes
Bonus Requirements: Spellcasting
Energy Cost: -
Mana Cost: 5/15/30; 3/8/15 upkeep each post after the 1st
Word Count: 350/1400/3200
Appearance:
- How it Looks:
Rating: Novice/Initiate/Expert
Associated Attribute: Intellect
Tags: Spell; Magic Type- Arcane; School- Evocation; Ranged; Damage; Force
Range: 15/25/35 Yards (Novice/Initiate/Expert)
Power: 5/30/60
Components: Casting Implement (Move it left to right in an arc); Incantation (Vole d'Arcanus)
Channeling Time: 1 Post/Instantaneous
Duration: 2/3/4 Posts (Novice/Initiate/Expert)
Cooldown: Posts Used + 1
What It Does: After the Ability is cast and the associated Mana Cost is paid, the caster waves their implement in an arc motion from left to right while reciting the incantation. Once this is done, 3/7/12 (N/I/E) beams made of pure arcane energy emerge 1 foot in front of where the arcing motion was made; all of the beams that the caster wants to use must be made after it's initial casting, but they don't need to be fired immediately. These beams will follow the caster around 1 foot in front of them while they move, until they are fired. The beams need to be fired before the end of this Spell's duration, otherwise they fizzle out into nothing, and the Mana spent is considered to be wasted. Any of the beams can be fired whenever within the duration; so 2 can be fired on the 1st post and the last on the 2nd post, all 3 on the 1st or 2nd post, etc.
To fire a beam, the caster must simply pick a direction to send it off in, and note, not all the beams need to be fired within the same direction or at the same trajectory. However, once fired, the beams cannot change direction nor trajectory, and will travel in a straight line until they either reach the end of their range at which point they fizzle into nothing, or collide with something such as a creature, object, or another Spell that can be collided with. If a beam collides with a person or object, it will deal Force damage to whatever it collided with equal to the Power of the Spell, after which, the beam fades away. Note, a target may only take damage from this Spell as a whole, once per post; meaning if a person gets hit by two beams in the same post, they still only take damage as if they got hit by one. If it collides with a Spell that can be collided with, the two will clash following all standard clashing rules. (If the beam's Power is less than that of the other Spell, the beam fades, and the other Spell remains active doing whatever it was doing prior to clashing. If both of the Spells' Power equal one another, both get destroyed, and nothing further happens. If the beam's Power is greater than that of the other Spell, the other Spell gets destroyed and is possibly placed on cooldown if it was one singular thing such as a wall, and the beam that collided with it continues traveling until it hits something else or reaches it's max range.) After all beams have been fired or the duration of this Spell ends, it promptly goes on Cooldown.
Character Specific: N/a
Skill Based: Yes
Bonus Requirements: Spellcasting
Energy Cost: -
Mana Cost: 5/15/30; 3/8/15 upkeep each post after the 1st
Word Count: 350/1400/3200
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