Duskfall Chronicles
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Welcome to the forum Duskfall Chronicles

Thanks so much for checking out this site! This is a huge work in progress. If you are joining before its official opening, applications for Staff are open. The site is currently being switched from a GoT Based RPG to a \'generic\' fantasy-based setting.

Staff Applications
Sat Feb 10, 2024 8:25 pmAdmin
Hello everyone!

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 …
Welcome!!!
Wed Feb 07, 2024 9:55 pmAdmin
Welcome!



[size=14]And hello to the DFCRPG Site! Currently, as stated in the About Us section, this site is still within it's early days! But if you are looking to join, please don't let that stop you. As of right now, there is only me (NJ) as the current Admin/Owner of the site. Always could use a helping hand for those wanting to getting involved with building upon an already vast and expanse world, as …
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Tags Directory (WIP)Yesterday at 1:05 amAdminMighty CleaveWed Apr 17, 2024 11:41 pmAdminArcane BarrageMon Apr 15, 2024 12:10 amAdminStunning StrikeSun Apr 14, 2024 11:27 pmAdminAbility Creation Guidelines & TemplateSun Apr 14, 2024 11:26 pmAdminSpellcastingSat Apr 13, 2024 12:27 amAdminSkill Creation Guidelines & TemplateFri Apr 12, 2024 2:48 pmAdminLight Weapon ProficiencyThu Apr 11, 2024 10:42 pmAdminStaff ApplicationsSat Feb 10, 2024 8:25 pmAdminGame Mechanics GuideSat Feb 10, 2024 3:46 pmAdmin
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Posts : 27
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Character sheet
Name: The Narrator
House:: ???
https://duskfallchronicles.forumotion.com

Arcane Barrage Empty Arcane Barrage

Mon Apr 15, 2024 12:10 am
Ability Name: Arcane Barrage
Appearance:
How it Looks:
History: Arcane Barrage is a spell shrouded in mystery and whispered rumors among arcane scholars. Its origins trace back to an ancient civilization long lost to the annals of history, where powerful sorcerers delved into forbidden knowledge in pursuit of ultimate power. As legends tell, the spell was discovered amidst the crumbling ruins of an arcane academy, hidden deep within a forgotten realm. Its secrets were said to have been etched into the very fabric of reality by a cabal of enigmatic mages who sought to harness the raw energies of the cosmos.
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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