Hidden 11 yrs ago Post by GreivousKhan
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So I wanted try out a classic magic duel between wizards. So I have decided to place this out here to see i anyone else would be interested. For an idea of how powerful would be around something like elder scrolls mixed with forgotten realms style of magic for a broad example I know at least a good few should be familiar with at least one. It will be heavily more classical however, (like D&D for example) and by that I mean spell's need concentration and fluid motion to cast, with arcane words and movements needing to be nearly perfect to pull off. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

I'll put up an example if there's any interest, if allot of interest is shown I might team effort in 2 on 2 form. But mostly likely this will be a duel of one vs one.
Hidden 11 yrs ago Post by MelonHead
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Alright, I'll fight with Skyrim esque magic.

I'll make a character for it.
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I'll be using a male Drow wizard, always wanted to make a drow. Their basically like dark elves.
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Btw, what's your thoughts on mana pools?
Hidden 11 yrs ago Post by MelonHead
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Mana pool is somewhat essential IMO

How about 100 mana, +5 every round of posting?
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MelonHead said
Mana pool is somewhat essential IMOHow about 100 mana, +5 every round of posting?


Makes sense. 100 mana pool that pops another 5 points each post/turn? Works for me.
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That does bring up the point on how that will/should effect preps, should each prep for the same spell be paid for every charge used in it?

Like a normally 10 point spell costing 20 points due to being prepped for two post. Or maybe cost an extra 5 points only? Or maybe only cost two and a half more.
Hidden 11 yrs ago Post by MelonHead
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GreivousKhan said
That does bring up the point on how that will/should effect preps, should each prep for the same spell be paid for every charge used in it?Like a normally 10 point spell costing 20 points due to being prepped for two post. Or maybe cost an extra 5 points only? Or maybe only cost two and a half more.


I think the spells and their costs should reflect the power of the spell, so preps are unnecessary.

Let's face it, the reason why preps have to exist is because no one uses mana pools, or lets their characters get tired.
Hidden 11 yrs ago Post by MelonHead
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Samuel ‘The Icy Death’

Gender: Male

Age: 36

Race: Breton

Height: 5ft 11”

Weight: 82kg

Build: Athletic



Equipment: Simple mage robes, designed to serve all the practical purposes of clothing without restricting movement in anyway, though its simply cloth and therefore useless for stopping physical damage. Minor enchantments on the armour make the user significantly resistant to cold, and give them minor resistances to other forms of magic.
One restoration potion in a satchel which restores twenty mana and heals light wounds + restores stamina.

Magic: Ice Mage

Samuel focused his magical education on Ice destruction magic during his time at the academy, and became infatuated with the power it gave him. Though he knows a few minor spells in other schools his main talent has always lay with the more powerful frost magics.

Spell list
10 mana + 5 for every sustained post
Icy Wave: The simplest and most slow-effecting spell, the Icy Wave is cast by drawing one’s hand close to their heart and bringing mana into the palm. Though not necessary, some choose to use a word related to the spell to then unleash it, forcing a wave of ice from their hand at roughly five feet per second up to twenty feet maximum range. By continuous siphoning of mana to the hand this spell can actually be continued, resulting in a continuous stream of Ice. Not quite powerful enough to instantly freeze anything it touches, it none-the-less causes slowing in a target and severe frost-bite, prolonged exposure causes freezing and death.

15 mana
Icy Blast: A more powerful version of Icy Wave, with a similar process except for the requirement of five seconds to the heart to draw mana, the Ice is then unleashed in a ball which flies at twenty feet per second and splashes out with a paralysing cold effect. Rarely deadly, but incredibly painful and debilitating.

15 mana
Ice Blade: Similar in all forms to the Icy Blast, except a blade of ice is formed in the hand which can be launched like a lethal projectile at the speed of a flying arrow.

10 mana + 5 for every post in use (also works as charge)
Ice Shield: Simply put, this allows the user to turn the Icy Wave into an Icy Shield instead, quick to cast but requires a constant mana siphoning in order to protect the user from any similarly sustained attack.

15 mana +5 for every extra ring
Ice Rune: A trap spell which places an invisible blue rune on any surface, after five seconds it activates, and anyone except Samuel within five meters of it is subjected to a blast of icy frost akin to the Frost Blast spell in a circular radius of effect. Each addition ring increases the range by five meters, and the effects increase proportionally.

40 mana
Frost Atronauch: Samuel can summon a frost Atronauch (a large golem made of ice) for a short period of time (roughly four rounds of posting.) This Atronauch can fight with immense physical strength and also chills anything it touches.

5 mana on entering an arena, lowers the temperature of the area by 5 degrees f every post (of mine) at a cost of a further 5 mana every two posts.
The Creeping Cold: One of Samuel’s two signature attacks, the Creeping Cold is a spell usually cast upon entering battle with a sufficiently dangerous foe. Requiring a small, sustainable supply of mana at first, it eventually grows into a powerful freezing aura which causes a wide area (roughly 100 meters around Samuel) to become icy cold, and eventually somewhere between -50 and -100 degrees, more than enough to kill most people.

25 mana
Grasp of Death: Samuel’s most formidable ability, should he place a hand upon a foe he can cast this ability instantaneously, causing a freezing effect from his hand outwards and instantly dropping the affected area to freezing temperatures, sustained contact of up to five seconds is deadly, and even the slightest touch can cause numbing or paralysis.

Frozen World: Once the temperature falls below 0, Samuel's powers become incredibly more powerful, with their effects doubled for the same mana cost. He also gains an innate knowledge of his surroundings, due to his affinity with the cold around him.

Other spells

10 mana
Turn Undead: Simply causes undead to flee, or become significantly damaged.

10 mana
Minor Heal: Allows the user to heal from light wounds at the cost of mana.

Negligible mana cost, possibly five mana every five posts.
Mage Light: Very small mana siphoning allows a light to be generated in the mage’s hand.

5 mana for every ten meters fallen.
Feather Weight: Allows the user to reduce their weight and survive significant falls, though costly in mana from higher falls.

5 mana every post
Water breathing: Breath under water for sustained time periods.

5 mana (X the severity)
Dispel: Simple spell which negates magical effects, though it requires significantly more mana if the effect is comparatively powerful.

10 mana
Arcane Bolt: Simple raw mana blast, launched in a similar fashion to the Ice blade, but with less potential to be elementally resisted. This is Samuel's only real offensive capability against foes resistant to frost.

Racial Ability: Breton's have an innate control over magic, more so than any other human race. Once per day, recharging at exactly midnight, a Breton may activate the Dragon Skin, a powerful magical enchantment which causes them to absorb 50% of all mana cast upon them for thirty seconds, while also making them incredibly resistant to all forms of harm.
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MelonHead said
I think the spells and their costs should reflect the power of the spell, so preps are unnecessary.Let's face it, the reason why preps have to exist is because no one uses mana pools, or lets their characters get tired.


Hmm makes sense to me, though now I'll need to redue my abilities.
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Name: Haruk Nhil'olil

Age: 132

Alignment: Chaotic Evil

Race: Drow

Deity: Lolth

Class: Wizard

Description:

Haruk is very appearance oriented. He likes to consider himself at the height of current fashion. His general appearance is always graceful and elegant, befitting a drow of his station. Haruk possess deep red crimson eyes, his skin a heavily dark shade of ebony black. He is charismatic, well dressed, eloquent, and is never left standing on one foot.

Personality: Haruk of the House Nhil'olil is a humorless, brooding individual with little patience for wit. Few things hold his attention for long outside of his own study of the arcane. Due to the events of his past, Haruk approaches life with a stoic and thoughtful attitude and can, despite first impressions, be loyal a and faithful companion when his trust is earned, though he greatly prefers solitude and will put his life above his comrades if he feels threatened.

He carries much the arrogance of his race despite his humble beginnings. Since being offered the seat of Court Justicar, Haruk has become even more arrogant. Though he has accomplished much in his time as Justicar and a Master of Sorcere.



Ignore anything I missed that mentions preps.
Hidden 11 yrs ago Post by MelonHead
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That character is -significantly- stronger than mine.
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I mean, half his spells can just outright negate my abilities, not even including his own offensive capabilities.
Hidden 11 yrs ago Post by GreivousKhan
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Ya i made him before I even saw your PC, converting to mana points is still a bit clunky.

You can boost up your PC's spells to make him more varied.
Hidden 11 yrs ago Post by MelonHead
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Well, I thought we were doing a relatively low tier mage fight, hence the Skyrim theme.
Hidden 11 yrs ago Post by GreivousKhan
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Hmm, maybe I've been using mods to long. But it is the only example I know everyone will recognize, though that is why I wanted to post my PC first as an example.

Also low tired fights usually end up into melee fighting.

Edit: Forgotten realms would probably be a better example, that's what I imagine when I think of magic duels.
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In Skyrim mages just smash at each other with different magical powers, besides which neither of our characters are particularly adept melee fighters, or have melee weapons, so that was always unlikely.

Anyway, I've added a racial ability like your night vision and a few other nasty effects to bolster my character's power.
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Kool, I meant their more low tier is geared for close combat, hence why everyone picks it if they want a good hand-to-hand or sword fight. The latter of which I will post up after this.

Good thing I left out all the Drows normal racial abilities.
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In Skyrim the Drow's abilities are kind of underpowered.

They can't see in the dark either.
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And a low tier mage fight is a lot different to a low tier fight in general. It just means less cataclysmic destruction and more simplistic spells with less variation to work with, making it more of a challenge then 'Oh, which one of my many spells will save me in this situation'.
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