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Old 04-21-2008
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Magician's Sword-RP Thread

This World which is named Andromeda holds the following continents:

Fire, Continent Ignis
The fire continent is more wasteland than vegetation, where all the vegetation is, is where all the civilisation is. The fire mages of this continent are aggressive fighters, earning the name Beserkers.
Capital: Flamma

Water, Continent Amnis
Called a continent due to being so big, it's just a giant peice of flotsam on the sea, anchored by hundreds of anchors, the water mages love the sea and thus live mostly in ships. Their seafaring attitude and strong water abilities earn them the name Pirates.
Capital: Mare Maris

Wind, Continent Ventus
This flat continent is mostly just grass and trees, some parts are a little hilly, the plains of this continent is large and the houses built look quite rich. The speed of the fighters on this continent have earned them the name Samurai.
Capital: Aquilo

Shadow, Continent Umbra
This forestry continent is inhabited by fuedal japanese styled houses, though the people of this continent are kind and generous, during night the shadow mages go out and do their dark jobs. Their abilities with shadow have earned them the name Ninja.
Capital: Nox Noctus

Ice, Continent Glacia
The frozen peaks of Congelo hold timid civilisation, all of which are pretty much are nice. The capital's order of Ice Mages have extreme skill with their abilities in ice materialisation. This earned them the name Bandit.
Capital: Glacialis

Earth, Continent Terra
This mountainous continent, filled with mountains, half of which are connected, the cities here are all underground. The continent's surface looks extremely natural, the fighters of this continent are experts when it comes to tracking, earning the name Hunter.
Capital: Militus

Dark, Continent Atra
The dark continent of Atra is a complete wasteland, filled with undeads and an assortment of other horrific monsters, the only civilisation is the Citadel that sits in the sky. The ruthlessness of these fighters and their abilities over the undead earn the name Necromancer.
Capital: Maeror Meror

Light, Continent Lucis
This continent is hospitable, with hundreds of extremely rich houses, all the cities look unnaturally rich, everything gives of a warming light. The justice from the fighters of the continent, also their skill with light earns them the name Paladin.
Capital: Caelestis

Thunder, Continent Tempesta
The stormy continent of Tempesta holds a normal peice of land but with more storms than needed. The agriculture is extremely good here too. The thunder fighters of this continent are quick and strong in their thunder attacks, earning the name Sniper.
Capital: Lacerta

Multicultural, Continent Pangea
Pangea is the largest continent, around 10 times the size of the biggest elemental continent, which would be Tempesta, closely followed by Ventus. Pangea holds many villages, many forests, mountains, lakes, rivers, plains, it's pretty much a continent with multiple characteristics. The capital city of Magicus sits in the centre of the continent. Magicus holds an elite force full of soldiers called Knights.
Capital: Magicus

Battle Mages:
Battle mages are mages that have advanced from simply strong casting to quick AND strong casting, Battle mages can weild weapons, though one problem here is the Ninjas, though Ninjas may be Battle Mage-like, they are not as their Ninjutsu or Shadow Magic are better than their melee fighting skills. When they become Shadow Battle Mages, they can be refered to as Shinobi.

Sages:
Sages are the types that have mastered Quick and Strong casting, though they dont fight close combat all that much, their casting would be much stronger than battle mages naturally, and their cast speed depends on the magic.

Healer:
Healers are mages that have no good qualities in combat, instead they specialise in Healing magic, this sort of magic simply heals wounds, usually the amount of healing is dependant on the wound and the healer's limit. It cannot heal infections or diseases, but poisons can be healed, but they take much longer.

Wizard:
The scientists of the magicians, Wizards make potions from plants, sometimes rare materials like the water from The Purity Spring, Wizards are adept at making battle potions, these ones are thrown and have a sort of effect, also Wizards design a spell to make that potion instantly, but it only requires the materials and a container to hold the potion.

Knights:
Knights carry around a weapon, like a sword or spear that is without any magical properties. While this is a disadvantage if the user is not a Knight, the weapon in the hands of a knight is just as good as any other weapon. Knights are able to use special attacks with the use of their weapon. While Knights may not be good with spells, their abilities in close range combat are incredible.

Soul Arma-
The Mage's Sword is a weapon materialisation from one's magic type, though learning the other magic types are possible, the weapon materialises from the magic type you prefer most. A Mage Sword is a seperate weapon altogether made up of magic.

Soul Loricatus-
The Mage Sword's Advancement is quite an advancement, from a weapon to a full body armour, it doesnt look like it's made of magic, the weapon no longer looks like it's made of magic either, rather it takes a form similar to the user's personality. This type is exclusive to only one element, changing the weapon's element would also be possible, though the elements that are not of the armour's will have half the effect.

Spells-
Spells are a set of incantations to do a spell, spells are a certain pattern of magic, for example, to make a double elemented attack, it must be a spell, in other words spells can do more than just manipulate an element. Spells can also be interrupted, when one is chanting a spell, they must concentrate as they chant the words, and once they get hit, they lose the concentration. Some people can use a spell without incantation, but these spells require more practice.

Special Attacks-
Special attacks are usable by anyone, they require a weapon of any sort to use, a Special attack is simply an attack that sends out magic from the weapon, but in a certain form or shape.

Element Jewels-
Element Jewels hold the power of an element, they are used widely by anyone, since in this world, every weapon holds a jewel slot, sometimes two. When it's inserted into a magical weapon, which holds no blade, it gains a blade, the color symbolizes the element, for example, Shadow would be black and purple for Darkness.

Familiars-
Familiars are a magical pet, they can be any animal, and are usually of the owner's element, a familiar is simply there to either send messages or assist in battle, they also provide great company since familiars not only live for 1000 years just like the Magi, but can talk, each familiar has their own personality naturally. Not all magicians have familiars.

Knights Council
There are a set of 10 powerful mages called knights for each continent, each set of knights represents the continent they are from. Each year one Knight from each continent is sent over to Pangea to serve for the next year, and switch in with another, while in Pangea they help the Magisters Council with the economy. Back in their homelands they act as the highest authority, much like the Magisters Council for Pangea. There is also a council of 10 Knights in Pangea like any other continent, but for these Knights, its more like a temporary promotion.

Magisters-
Diligent researchers and extremely skilled magicians, the Magisters Council is made up of the finest 10 Magisters, one from each continent, none of them hold more power than the other. Magisters is simply a title given to the most powerful and honored magicians.
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Last edited by albireo; 04-25-2008 at 07:12 AM.
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Old 04-21-2008
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Titles-
The titles are as follows for those becoming magicians:
Student: It's a default title for those studying the ways of magic
Apprentice: Once a Student graduates from the academy of any Magic School, they become an Apprentice, Apprentices usually have a Magister who teaches them a foundation, this means either a Sage, Wizard, Battle Mage, and Knight, the last gets a new set of titles.
Magician: This is the title given to those who have finished learning a foundation from a Magister.
Magister: Magisters are a special title given to the greatest of Magicians by the Council of any continent

The path to a Knight-
Page: The page is just learning the basics, a Knight either specialises in their Mage Sword which decides the path a mage is to take, or in their array of spells.
Squire: A squire is after they've learned the basics to casting spells with ease and speed or managed to become acquainted with their Mage Sword, which means learning it's ability.
Knight: A Knight doesn't go straight into the Knights Council of any continent straight away, they must go through a series of tests, but being a Knight means you have matured and become extremely able to hold your ground alone. They're like the Magicians among Knights.
Overall: The thing that makes a Knight different to any other Mage is that they each carry a unique sword or spear, unlike mages who carry a staff or a magical bladed weapon. Knights can also carry bows.

Age-
The people of this world are not indeed humans, since they can live to a max of 1000 years, the people of this world are a magical race called Magi.

Element Blade Colors-
When the blade appears, they look like lightsabers, also they each have a unique color.
Fire: Red
Water: Blue
Wind: Light green
Thunder: Yellow
Shadow: Black
Darkness: Purple
Light: White
Ice: Light blue
Earth: Green


Please fill out:

Template-
Name:
Age: (ranges from 1-1000)
Gender:
Nationality: (see the continents at the top of the post)
Element: (it MUST be the element of your nationality, you can also have a 2nd)
Weapons: (must be a solid weapon if you are a knight, staff or magical bladed weapon if anything else)
Class: (Battle mage, Sage, Wizard, Knight, healer)
Appearance:
Personality:
Bio:

Familiar- (Familiars are like pets, this is optional)
Name:
Age:
Appearance:
Personality:

Magician's Sword- (this one is mandatory)
Name:
Appearance:
Ability: (maximum of 3)
Element: (it is your preferred element, regardless of nationality)
Advanced Appearance:
Advanced Ability: (includes your first three, add an extra two)

Combat-
Spells: (knights get 3, battle mages get 5, sages get 7, wizards get 5, also if you want healing spells, they take the count for your spells)
Special Attacks: (knights get 7, battle mages get 5, sages get 3, wizards get 5)

Healer-(add this and get rid of Combat if you chose to be a healer)
Spells: 10 (at max, 5 offensive ones)

NOTE: Incantations are sometimes just one line before saying the spell's name, the longer the incantation, the stronger the spell, a "/" will separate one line. Please verify your spell with me through PMs before you start posting in the main thread.
Another NOTE: You can only have two spells that don't require a chant, PM me about them before you add them.
3rd NOTE: Your spells can only be the elements that you have chosen, for example if you chose fire and ice, you can only have fire and ice spells. You make up your own spells obviously.
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Last edited by albireo; 04-21-2008 at 11:46 PM.
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Old 04-21-2008
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Name: Damian Delvo
Age: 560
Gender: Male
Nationality: Ignis
Element: Fire, Thunder

Weapons: Mana staff: Staff which holds all of Damian's magical power, it is a 6 foot long Mithril staff

Class: Battle Mage

Personality: Damian, filled with the responsibility to bring his brother down he is not always easygoing and tends to keep to himself. When he does open up however he is very sociable and friendly. However, his mage traits make him hard to approach due to the thought of manipulation and backstabbing.

Bio: After his brother had been kidnapped Damian was led into a very sheltered life and was taught to be the counteract to his brother's power. As he aged he was taught greatly about the arcane but neglected him in melee combat. When he was nearing readiness he was told of a legend which involved the Dracoknight sword. Apparently only his powers could obtain the powerful sword, only he could gain it and only he could use it against his brother.

Still unsure, as the last he saw his brother he was good and cheerful, still knowing of what he must do he sought to gain answers as he journeyed. As he did not know about the location of the sword that would have to be his first priority, as he left the home he had lived in for many years he wandered into the great unknown, taking his collection of arcane books with him.

Magician's Sword
Name: Dracoknight Sword
Appearance: An enchanted blade made of fire, the fire is undousable and is a single edged sword. it is 1 and a half meters long and 5 inches wide and the 'blade' curves slightly
Ability: Ember projectile: The blade can fire a small and fast fiery projectile at a target, it is 4 inches wide and high
Fire streaker: When the blade makes contact with a flammable object, substance or surface it will enflame it, this effect lasts as long as the fires can last alone.
Element: Fire
Advanced Appearance: Gains dragon-like body parts, such as a tail, large wings and a scaly, fire-resistant skin. The scales are fiery red in colour
Advanced Ability: Fire breath, flight, fire resistance

Combat
Spells: Fireball: Damian creates a small fireball in his hand and throws it toward his enemy. Due to the low power of the attack it is incredibly fast and is almost undodgable at close range.

Flame fountain: Damian raises his hands in the air and releases large supplies of liquid flame which starts to flow slowly in all directions. It has a similar effect to lava, and is able to melt through anything and skin contact can cause severe burning.
From the depth's of the planet I summon thee/flame fountain!

Fire cannon: Creating a large fiery cannon out of magic it fires a huge beam which can rip through anything, it takes 4 seconds to charge so it tends to be a very long range attack. It is built up of five individual cannons which are shaped like the 5 dots on a dice. each one fires the same level of firepower but connects before hitting its target for combined damage.
Power of flame/lend me your strength/destroy thy enemy/Fire cannon!

Storm: Creates a thunder cloud in his hands and as it expands it begins to randomly launch lightning at any foes who enter the target area, if foes are wearing any metal equipment the target area rule is ignored. Should foes wear metal equipment such as swords or metal armour they are more likely to be struck by the lightning. After being struck the target will be temporarily paralysed (1 post time limit)
Send down divine lightning/Storm!

Lightning blast: Damian creates a ball of lightning and by concentration he chooses a target and unleashes a huge blast of lightning towards them. If more than 5 targets are around him the concentration will become strained, making it harder to target a foe, due to this it is mainly used at full effectiveness when a low quantity of targets are around.
Power of the heavens/lend me your power/send my enemy heaven's judgement/lightning blast!

Special Attacks: Dracoknight strike: An aerial attack which uses momentum and wind to charge into an enemy dragoon-style, during the charge Damian and the dracoknight sword are surrounded by a blood red aura which explodes on impact.

Second stage power up: Infusing his body with fire and lightning he engages a temporary transformation stage, his body generates a light red aura which is surrounded by lightning. During this state his strength and speed increase dramatically and he gains the ability to sustain flight. The power boost is a temporary one, lasting only for about a minute, after usage Damian will be exhausted and be unable to fight for a while.

Mana strike: By containing a small portion of his magic power, when he comes into close combat with another enemy he can release it into a small fiery explosion which can engulf the target.

Healer
Spells: Heal: A standard healing spell, it heals up to 50% of an injury on the body, potentially healing the body completely if only minor injuries were sustained.

Last edited by FFGuy; 04-22-2008 at 11:14 AM.
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Old 04-21-2008
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So many things are wrong with it i shouldn't list them

To make it simpler, read from the section Magician's Sword to Familiars

Also at the bottom of the template, read the 3 NOTEs

Aside from that, get rid of the Healer section since you're not a healer, unless you want some healing magic though be warned, Healing magic still takes the spells count, for example you want one healing spell while being a battle mage, you can now only have 4 spells.

And one more thing, only ONE nationality, and it refers to the continent, not the capital city.
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Old 04-21-2008
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This is mine, it will also serve as an example aside from it being my own character

Template-
Name: Aer
Age: 340 Approx
Gender: Male
Nationality: Ventus
Element: Wind, Thunder
Weapons: A sword with a light green magical blade as his secondary weapon. His main weapon is a spear called Tempest Sever, it's 7 feet in height, it can be minimized into a small wooden stick about 10 cm in length.
Class: Battle Mage
Personality: He has a relaxed face most of the time, he's a pretty nice guy overall, he can also make a couple of jokes here and there.
Appearance: He has long green hair till his shoulders, his eyes are green as well. He wears a thick black shirt, leather pants and leather boots, he has two belts, one to carry his sword the other for things like coins and so forth. He also wears a white hood.
Bio: A prodigy's life, he's had no parents, quickly became an student, sooner than most people, was first to become an apprentice before anyone in his class, and then quickly becoming a magician, sooner than most people, he became one at 100 while others became one at 150.

Magician's Sword- (this one is mandatory)
Name: Silver Wind
Appearance: Generally a Katana with the sharp section glowing light green and the handle is coloured gold, the guard coloured silver.
Ability-
Slicer: The blade extends during a focused slash, it gains an extra 1 metre of reach. Same thing applies for a focused stab.
Severer: He slashes to send out a sharp beam of wind, it's basically a normal strike except it's a beam.
Ripper: He slashes to shoot a bunch of beam blades, they stab rather than cut.
Element: Wind
Advanced Appearance: He just gains a set of wings.
Advanced Ability-
Fly: he can now fly
Garuda Strike: Concentrating energy, he becomes a magic eagle during a dash, this is the attack, a simple dash meant for ramming an enemy.

Combat-
Spells-
Thunder Crash: A simple shot of thunder, it's accurate.
Incantation: Blast my enemy/ Thunder Crash!

*Heaven Fist: A simple punch of thunder, if it doesn't hit, it will shoot a fast fist shaped shot of thunder that goes for 2 metres

*Tornado Fist: A punch of wind, but this time it shoots a tornado, it's slower but goes for 5 metres.

Typhoon Blast: He will shoot a thundery tornado from his hand, his strongest spell.
Tempest Winds/ Heaven's Blade/ Bird of Air/ Wolf of Thunder/ Lend me your power/ Typhoon Blast.

Howling Winds: He will shoot a blast of wind, it's razor and fast, it's simply a ball of wind.
Swirling Currents/ Howling Winds.

Special Attacks-
Tornado Strike: It's weak but can send someone flying a couple of metres, a simply slash that instantly gets the effect of a tornado.

Shock Wave: Used in combo with Air Strike, it sends a shockwave through any object once the slash hits

Air Strike: Shock Wave comes before this attack, this attack is a simple stab, the opponent will feel like they are getting pierced when they are not, when it does pierce, they will feel like they are getting a hole driven through them

Updraft: He slashes upwards and causes an updraft which sends the enemy into the air

Thunder Hammer: An overhead chop attack, a literal hammer of thunder appears around the weapon, making it a hammer of thunder, used in combo with Updraft.
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Last edited by albireo; 04-21-2008 at 05:17 PM.
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Old 04-21-2008
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Alright, I made the changes you asked for. Is that better now?

One thing, I have only one spell that requires no chant, this is because it is my only weak spell, the others are mid to high level spells.
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Old 04-21-2008
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Quote:
Originally Posted by FFGuy View Post
Special Attacks: Dracoknight strike: An aerial attack which uses momentum and wind to charge into an enemy dragoon-style, during the charge Damian and the dracoknight sword are surrounded by a blood red aura which explodes on impact.

Second stage power up: Infusing his body with fire and lightning he engages a temporary transformation stage, his hair changes to golden blonde and spikes up, his body generates a light red aura which is surrounded by lightning. During this state his strength and speed increase dramatically and he gains the ability to sustain flight.


Dragon thunder: charge lunging his sword into a foe, the dracoknight sword generates a red dragon around the blade which opens it's mouth and ejects golden thunder 'flames'.

Healer
Spells: Heal: A standard healing spell, it heals up to 80% of injuries on the body, potentially healing the body completely if only minor injuries were sustained.
Change heal to healing 50% of your wounds regardless of how wounded you are, it'll only heal a random 50%.

Special attacks can be done without the Magician's Sword on, so change their descriptions so it isnt exclusively the Magician's Sword, or in this case, your Dracknight sword.

The Second Stage powerup, your hair does not spike or change to a gold colour, but you can keep the aura. That form can only be sustained for a minute, it will exhaust you after use. Why no hair change? cos Magic can't do that, unless you use those transformation spells that are commonly used by women.

Take out this part in your Dracoknight sword's description, these swords are a materialisation of our elemental magic.
"An ancient sword which is the only weapon capable of exorcising the demon from his brother's body. It is found only in the tetra bahamut's cavern located in the earth."

Our weapons are not epic, you may get them later in the RP if you send me a PM about when and where you want it, but NEVER at the beginning.

Aside from that, everything else is OK
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Old 04-22-2008
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((Righto, sorry I'm late))

Name: A'veron Tia'elda
Age: 274
Gender: Male
Nationality: Lucis
Element: Light
Weapons: Healer's Pride - A staff created purely for the purpose of improving the skills of a healer, though how much it improves them is completely up to the staff itself, it seems to have a mind of its own, only working well when it 'wants to.'
Class: Healer
Appearance: A tall skinny fellow with long blond hair, tied back in a ponytail. About 6'2. Wears a white shirt and pants combination, both trimmed with a sort of golden colour around the open bits (i.e. The collar, sleeves etc.).

Personality: The sort of guy who can't stop himself from helping people, but tends to get caught up in big things, he's the guy who'll help his enemy out of kindness, though, he's usually rather quiet, angry or not really knowing how to express his caring properly. He simply can't bring himself to kill anyone. Ever.

Bio: A'veron was brought up in a wealthy family, living in luxury, but he never felt quite right in the family, his brothers and sisters, his mother and father, all of them were arrogant and foolish, doing anything to gain more wealth, and then it happened. A'veron found that his family was falsely rich, they had tricked another family into agreeing to a contract which would eventually force them to hand over everything.

He brought his family down, seeing it as the right thing to do and ran off, he couldn't believe his family could have fallen from the path their continent's light had given them, and so he fled and became a healer, to do good in the world, because he had never truly done any good at all until he exposed his family.

Familiar- N/A

Magician's Sword-
Name: Defender's Friend
Appearance: A long blade of pure white light that runs along his arm, the sharp side pointing, attached to his arm by two straps - one by his elbow, the other by his wrist - and a handle, it sticks out slightly more than an inch, he only ever uses it for defense, thus the name of the blade.
Ability:

Penetrating light - A neutral power that comes from the sword, creating a light in a 20 ft. radius that penetrates any darkness.

Healing Slash - A slash that, while normally would be quite fatal to anyone if it were to slice deeply enough, sends a shockwave of healing magic through the body, forcing it to heal.

Element: Light
Advanced Appearance: His body is engulfed in an aura of light.
Advanced Ability: (includes your first three, add an extra two)

Healer's Grace - A rather simple ability that heals everyone in a 70 metre radius, not completely, but enough to keep them from death.

Healer-

Spells:

Heal - Heals 50% of wounds

Shielding Light - A barrier of pure light appears before the target, defending them from most things, though powerful spells can get through without being hindered the slightest bit.

Repair - A considerably more powerful spell than the simple Heal, healing a good 75% of wounds.

Blind - Uses light to blind an enemy temporarily.

Sacrificial Binding - This is a special spell of A'veron's own design. By sacrificing part of his own life force he can create near unbreakable magical tentacles to wrap about something, this, however leaves him weak, especially if he chants too loudly, increasing the power of the spell, it has the potential to kill him. The tentacle ropes eventually return to him at the stroke of midnight. This spell, however, only requires one word to cast.

Sacrificial Healing - Another personalised spell of A'veron's creation in which he sacrifices most of his life force to completely heal a body, this, however, requires an abnormally long chant that, if not done in whispers would destroy him. This hospitalizes him for days on end while he gains enough strength to do anything, even opening his eyes is an effort in the state he goes into after having used this.

Mirror - A purely defensive spell that deflects offensive spells.

Light Spear - Throws a spear of pure light at a single target.

((Tell me if something's wrong and I'll change it))
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Grant me just one more life - one more, I need it to make this thing right. The more that I gain, the less I receive, it's all for them and none for me.
My latest RP; Done, but not started or posted anywhere.
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Old 04-22-2008
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Alright, everything is done. Is that everything now?
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Old 04-22-2008
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I think that both are in order... though take in mind, healing spells only have one or two lines, therefore are pretty costly.

That is all, you may start... i'll edit the first post to have the main thread connected
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