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Kage Redits [Crush Magic]

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Kage Redits [Crush Magic] Empty Kage Redits [Crush Magic]

Post by Kage Tue Nov 06, 2012 9:46 am

Name: Crush Magic
Type: Caster
Element/Aspect: N/A
Description: The user crushes/destroys anything they touch. The user is allow to use his magic on his hands and feet. The user adds pressure to the object/person to crush it. He can also shoot his magic at enemies from afar. As he gets higher the user may also crush liquid and air or magic.
Side Effects: This is very dangerous magic so one must be very focused as this magic could destroy a building or even a whole town.

Crush
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Support
Element: N/A
Range: Self
Requirements: N/A
Effect: The user uses his hands to add pressure onto whatever the user touches thus crushing it. The user can use either his right or left arm/hand and also his feet to add the pressure, just as long as he is touching the object. The user is only able to crush solid objects/ people. The spoiler below tells how much pressure is added for each rank.
Cooldown: 3 posts and goes down 1 with every Sigil up
Crush Chart:


Crush Roar
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: N/A
Range: 10-40 Feet
Requirements: N/A
Effect: Kage lets out a large roar that is combined with his crush magic, this allows him to crush things without him touching it, and from a small distance in case of explosive or harmful stuff. The power of the roar depends on range, the closer he is, the stronger, the farther away the weaker it is. This uses the same chart at his Crush magic tech.
Cooldown: 3 posts and goes down 1 with every Sigil up

Magic Crusher
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: N/A
Range: Self
Requirements: N/A
Effect: Kage can crush any form of magic as long as they are the same tier as this spell. The power for this spell goes off of tier so there is no chart for how powerful it is. He cannot crush something that is of higher tier.
Cooldown: 3 posts and goes down 1 with every Sigil up


Last edited by Kage on Tue Nov 06, 2012 5:45 pm; edited 4 times in total

Kage

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Post by Sokuseki Tue Nov 06, 2012 3:55 pm

I'm not sure if this is finished or not. This is essentially the canon magic, Crash Magic. I think just a name change would do it justice. Also, "tier" is spelt that way, not "Teir" as you have it listed in almost every description. Please use the code in the spell template, not the example; it looks cleaner.

I'll do the spells once the coding issues are cleaned up. Only thing I noticed at a quick glance is the cooldown. That would have to be changed with Sigils, not every rank up. Please change that accordingly. I'll grade the spells if this is complete, otherwise add "WiP" to the title (Work in Progress).
Sokuseki
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Post by Kage Tue Nov 06, 2012 4:26 pm

Ok so i fixxed the coding for the spells, but as for the name, i dont know what to put, i need something cool. also this is finished.

Kage

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Post by Sokuseki Tue Nov 06, 2012 5:09 pm

You can start with 5 spells if you like.

The name would be Crash Magic. I believe someone else has this magic as well, not that that's a problem at all.

Crush is approved.

Crush Roar: It doesn't make sense that it'd go by the same chart as crush. It should be inherently weaker than crush because it has the advantage of using it from a new range. I'm not saying make a new chart, I'm saying that perhaps it should only be a percentage of the power of crush at that tier; maybe 70% or something like that. I understand it's weaker at range, but perhaps actual percentages would help clarify just HOW much weaker it is.

Crush Magic: Tier is misspelled twice here. Perhaps a longer cooldown would be better, since it gives you immunity to any spell. Also, the power would be upgraded with sigils as well, so you'd have to divide your sigils between cooldown reduction and power. In other words, because you're dedicating some sigils to a shorter cooldown, you may have to trade off some power in rank. Crush magic should only give you the ability to crush another's magic if it is of BASIC RANK until you use sigils to upgrade it otherwise, not a spell of equal rank. It's a subtle change, but it makes a huge difference.

You don't need to put in the cooldown that it's -1 per sigil. That's what you'll use the sigil for later on. Just leave it as a flat 3 for now, maybe higher for Magic Crush.

Overall, a very nice start.
Sokuseki
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