Post by Daxton on Aug 6, 2017 22:08:23 GMT -8
The Strange Sheikah
A quiet, white haired, masked figure sits across from you as you enter his shop. He doesn't speak, but his eyes follow you cautiously. Written on a slip of paper in front of him is a list of the different tomes he can provide for different elements. It states "I hope you can read. These tomes take quite a lot for me to write, and some of these tomes, I have to retrieve from another, more advanced Mystic, who's location I will not disclose. Say your element, say what tome you want. If you got the Rupees, I can provide the power that magic can provide. Now if you want a potion, just show me your bottle if you got the Rupees."
Master spells can hurt both allies and foes
Master spells can be combo’d
Master spells will require any player character user to take 3 full turns to recover, no matter who they are.
Only one Master spell can be used once per thread
All master spells are 2 turn spells. The prep then the burst.
Exhaustion causes one or more of these symptoms: shaking, fainting, vomiting, nosebleeds, severe headaches, weakness, dizziness and nausea.
At the bottom of the paper, you notice the elements written down with arrows drawn here and there on it. A kind of chart of sorts.
Each element has a counter and in turn, that means they all counter something to some degree. Some have more effects than others and earth, as a defensive element, counters one element harder than the rest.
Water Counters Fire (Basic science. Though probably not a great idea for certain kinds of fires, like a grease fire. The other kinds though, yea! Science!)
Fire Counters Wind (Simple. Air feeds flames. Wind magic can actually amplify a fire spell's power or effect.)
Wind Counters Earth (Wind's corrosive and gusting natures makes this a counter to earth in an odd way. Wind resistance being one of the biggest ways to counter rocks and other earth spells being thrown. Also a lot of higher level wind spells just go around most rock walls.)
Earth Counters Water (It's defensive spells and the nature of stones make most elements null against trying to dispell it. Fire just heats it, water just rolls off of it and water can be culled by rock formations. This is a tank element, remember.)
Earth Counters Lightning (Earth users are naturally grounded and sturdy, making it easy to halt the force of Lightning)
Lightning Counters Water (Water obviously is the most conductive element here, making them more susceptible to Lightning users overall)
Shadow Counters Light and Light Counters Shadow (They just naturally destroy one another. But the stronger spell of either element can gain the upper hand on it's counter part in this situation.)
There are also risks to using each element that can be modded. Overuse of a spell or not being careful may result in these. They could also be intentional as well.
Fire: May cause wild fires or uncontrollable fires in general
Water: May douse allies that aren't as water proof as their users. Deku can suffer pain and sluggishness from overuse of water healing spells on them and Rito can experience a soaked and hindered flight
Earth: May cause structural damage and cave ins. Avalanches and disturbances in nearby lava pools are also risks
Wind: May cause debris to whip around and damage both ally and user
Lightning: May electrocute or magnetize your allies.
Light: May cause blindness to user and allies
Shadow: May cause blindness to user and allies.
Master spells can hurt both allies and foes
Master spells can be combo’d
Master spells will require any player character user to take 3 full turns to recover, no matter who they are.
Only one Master spell can be used once per thread
All master spells are 2 turn spells. The prep then the burst.
Exhaustion causes one or more of these symptoms: shaking, fainting, vomiting, nosebleeds, severe headaches, weakness, dizziness and nausea.
At the bottom of the paper, you notice the elements written down with arrows drawn here and there on it. A kind of chart of sorts.
Each element has a counter and in turn, that means they all counter something to some degree. Some have more effects than others and earth, as a defensive element, counters one element harder than the rest.
Water Counters Fire (Basic science. Though probably not a great idea for certain kinds of fires, like a grease fire. The other kinds though, yea! Science!)
Fire Counters Wind (Simple. Air feeds flames. Wind magic can actually amplify a fire spell's power or effect.)
Wind Counters Earth (Wind's corrosive and gusting natures makes this a counter to earth in an odd way. Wind resistance being one of the biggest ways to counter rocks and other earth spells being thrown. Also a lot of higher level wind spells just go around most rock walls.)
Earth Counters Water (It's defensive spells and the nature of stones make most elements null against trying to dispell it. Fire just heats it, water just rolls off of it and water can be culled by rock formations. This is a tank element, remember.)
Earth Counters Lightning (Earth users are naturally grounded and sturdy, making it easy to halt the force of Lightning)
Lightning Counters Water (Water obviously is the most conductive element here, making them more susceptible to Lightning users overall)
Shadow Counters Light and Light Counters Shadow (They just naturally destroy one another. But the stronger spell of either element can gain the upper hand on it's counter part in this situation.)
There are also risks to using each element that can be modded. Overuse of a spell or not being careful may result in these. They could also be intentional as well.
Fire: May cause wild fires or uncontrollable fires in general
Water: May douse allies that aren't as water proof as their users. Deku can suffer pain and sluggishness from overuse of water healing spells on them and Rito can experience a soaked and hindered flight
Earth: May cause structural damage and cave ins. Avalanches and disturbances in nearby lava pools are also risks
Wind: May cause debris to whip around and damage both ally and user
Lightning: May electrocute or magnetize your allies.
Light: May cause blindness to user and allies
Shadow: May cause blindness to user and allies.
(C) ELLIE @ GANGNAM STYLE
Potions
Give the man your bottle, tell him which one you want and cough up the Rupees. These potions take quite a bit for him to make, and they're not typically cheap. But they are very worth it, especially if your element doesn't have healing attributes.
- Red Potion: 500 Rupees; This potion can heal moderate wounds and burns.
- Blue Potion: 1000 Rupees; Full heal. This can heal all wounds except the obvious ones like amputations.
- Enduring Potion: 2000 Rupees; Take less damage for the duration of the thread!
(C) ELLIE @ GANGNAM STYLE
Fire
NOVICE - 150r
- Fireball: Conjure a single fireball to launch in a straight line for a distance of 5ft at any target.
- Flames: Fire a continuous stream of fire from your palm up to 5ft
- Burst: Create a short range blast of fire from around the user. Deals damage, in a small radius, to any non-protected or immune creatures.
APPRENTICE - 200r
- Blazing Shield: Create a circle of fire in front of you for 2 seconds, or until it's dispelled, to incinerate arrows and deter an attack.
- Ring of Fire: Create a ring of fire around yourself, a foot on either side of you. Use this to force weaker enemies back and away from you and burn those too close to you.
ADEPT - 300r
- Wall of Flames: Create a wall of flames and push it forward a short distance to catch anything it touches on fire. Don't push yourself, this spell can be draining.
- Flame Burst: You hurl a ball of fire at a target location within range that explodes on impact. All creatures in a 5-foot radius take damage and risk being caught on fire
- Dragons Breath: The user creates a 15-foot cone of fire spit from their mouth. The fire ignites any flammable objects that aren’t being worn or carried and can cause moderate to severe damages
MASTER
You're not getting one of these out of him that easily. He'll direct you to the bounty board if you want one so badly. If you inquire about them, he'll hand you a slip of paper that directs you to the bounty board.
- Volvagia’s Fury: Summon a tornado of fire to sweep over an area. Deals heavy environmental damage to a large area as well as heavy damage to anything caught in the blaze.
- Billowing Inferno: Create a massive burst of flames equivalent to a bonfire. This sweeps over a large area and does large amounts of flash damage to anything too close to the initial burst.
(C) ELLIE @ GANGNAM STYLE
Water
NOVICE -150r
- Water whip: Summon a single use strand of water to lash your enemies with. Does a small amount of damage to certain enemies.
- Surge: Create a surge of water large enough to push back small enemies. Use to your advantage to get away or put out small fires.
- Pure Waters: Create a pure wave of water over a small wound on any living creature. It can heal a small amount, and can be used to neutralize mild burns.
APPRENTICE - 200r
- Frozen structure: Create a medium sized chunk of ice that lasts until it's melted or shattered. Use it to block direct attacks or for any other purpose you can think of. Beware, it's slippery.
- Ice Spear: Freeze water into a spear that can be thrown, shattering on impact with the ground or wall, or used to damage fleshy creatures several times before breaking. It can melt before hitting the target though.
- Healing Mist: Creates a mist that surrounds the user and anything within a short radius. Heals small wounds, and can relieve and eliminate burns. Focused targets reap greater benefits of the spell, while secondary targets receive minor healing to wounds.
- Wave: Create a wave of water large enough to push back medium enemies. Allows user to medium escape distance or put out medium fires
- Cleansing Waters: Create a wave that moves over a medium wound on a living creature. Heals modest damage
ADEPT - 300r
- Frozen Bubble: Don't be fooled. Create a bubble of water to surround yourself and freeze it to have a thick outer shell. This is good for regaining composure and absorbing a good amount of attacks. If the bubble hasn't taken too much damage, the user can blow it up to send shards of ice out to put small wounds on surrounding enemies. The bubbles won't melt as fast as the spear, but the shards melt quickly.
- Ice Spikes: Causes a series of icicles to sprout from the ground in a wave spreading towards a target(s). Each spike deals small amounts of damage, and provides dangerous terrain for all but large enemies. Spikes melt after a short time.
- Crystal Pools: Create a water that absorbs deeper into a larger wound. Heals more damning injuries or “patches” a severe injury until proper medical treatment can be acquired-not a complete heal to the wound
- Flood: Create a flooding of water larger enough to push back large enemies. Allows large escape distance or put out large fires
MASTER
You're not getting one of these out of him that easily. He'll direct you to the bounty board if you want one so badly. If you inquire about them, he'll hand you a slip of paper that directs you to the bounty board.
- Pristine Tides: Calls in water that starts from the ground and slowly rolls over allies, healing them. This also causes allies to become soaked.
- Surging Maelstrom: Creating a whirlpool from surrounding moisture and water sources to drag debris and enemies into it. It does not move around but it’s a powerful vortex that you can’t breathe in.
(C) ELLIE @ GANGNAM STYLE
Earth
NOVICE - 150r
- Rock Glove: Use the earth to create and harden stones around your hand and wrist that bend to your will. Use to make your punches pack more force.
- Rock Wall: Learn how to kick up a slab of stone in between you and an enemy. Some much larger enemies can go through it, but it may slow them down as well. other enemies are forced to go over or around.
- Quake: Creates a small quake to occur around the user; knocking off balance small enemies around the user. Does not deal damage, but creates openings to attack. Has no effect on larger foes.
- Stone Shower: Create up to three smaller rocks from compacted earth and launch at the enemy. Doesn’t do much damages to an enemy but may inflict stun.
- Earth Spike: create a singular dense, painful spike of stone to come out of the ground. More precise than it is large.
APPRENTICE - 200r
- Rock Buster: Create a dense ball of stone and launch it towards your enemy. Perfect for breaking weaker enemies guards, and unbalancing slightly larger enemies that may face you. If this attack makes contact with certain enemies, it can do quite a bit of knock back.
- Earth Spire: Create a dense, deadly spike of stone to come up and strike a foe into the air, and knock back those too close to the epicenter. This attack isn't very big, but it is forceful.
ADEPT - 300r
- Shattered Shackles: Stomp the ground and shatter the earth beneath the enemy. This can trap most enemies, and make it difficult for some enemies to move around the field, effectively slowing them down.
- Crystalline Burst: Compact several small spires of stone into crystalline shards to launch at your enemies. These are too unstable to go through guards and shields, but can deal a good damage to fleshy enemies.
- Boulder Smasher: Create a large dense boulder and launch towards your enemy. Can displace enemies and damage stone walls.
- Earth Protection: Create a four-spire spiral cage around user of sharp stone spikes that create a protective cage that can cause injury to anyone too close.
MASTER
You're not getting one of these out of him that easily. He'll direct you to the bounty board if you want one so badly. If you inquire about them, he'll hand you a slip of paper that directs you to the bounty board.
- Mountain’s Rage: Pull the earth itself up into a small, mountain like structure. Tall enough it can not be teleported or jumped over. This can cause major blunt and piercing damage to anyone in the way of the rise.
- Earth Pulse: Strike the ground and shatter the earth all around you. A much larger and much more powerful form of shattered shackles. Stuns everything in contact with the ground and creates a shattered surface that’s almost impossible to maneuver on.
(C) ELLIE @ GANGNAM STYLE
Wind
NOVICE - 150r
- Gale Force Push: Summon a short burst of powerful winds to push back enemies and put some distance between you and them.
- Slash: Learn how to focus air into a single use blade of wind. Damage the first thing it strikes with a deep laceration. It will only damage the first thing it touches.
APPRENTICE -200r
- Updraft Push: Use this to knock a larger amount of enemies back, or to launch yourself up to 10 feet horizontally, or 5 vertically. Be careful how you launch yourself though. Falling from 3 times your own height can be fatal.
ADEPT - 300r
- Gusting Vortex: Create a Vortex of wind for a short amount of time, sucking in smaller enemies and shrapnel, damaging everyone inside. The winds can be blocked and the spell can be dispelled by a big enough obstruction.
MASTER
You're not getting one of these out of him that easily. He'll direct you to the bounty board if you want one so badly. If you inquire about them, he'll hand you a slip of paper that directs you to the bounty board.
- Planetary Twister: Pull a tornado from the sky down to sweep across the area in front of you. Powerful enough to suck up large objects that get caught in it and throw most things. Deals large environmental damage.
- Savage Gale: Large rush of wind pushes things away in front of the caster, picking up debris in the area as well. This push can displace all exposed enemies and allies.
(C) ELLIE @ GANGNAM STYLE
Lightning
NOVICE - 150r
- Thunderclap: deafens nearby things that hear. Can warn allies to reduce their risk but intelligent enemies may also notice.
- Charge Shot: May spend a number of turns charging, then may release the blast to do damage.
APPRENTICE - 200r
- Chain Lightning: Shock and or electrify up to 3 targets in a row. This causes slight burning damage and may cause the target to seize up. Any electrified object in the chain becomes magnetic for 2 turns.
- Static Cling: Charges a target with static electricity, marking them. Unequipped magnetic objects are either drawn towards are repelled by the charged target.
ADEPT - 300r
- Smite: Call down a bolt of lightning to strike an enemy, an object, maybe even an ally if you're feeling feisty. This causes burns to the place where they're struck.
- Paralysis: Does what it says it does, paralyzes most enemies with an overwhelming surge of electricity. There is a crossfire to it and anything between you and the target that gets caught in the wave will also get caught in it.
MASTER
You're not getting one of these out of him that easily. He'll direct you to the bounty board if you want one so badly. If you inquire about them, he'll hand you a slip of paper that directs you to the bounty board.
- Call of the Storm: Bring in a raging storm to ravage the ground with lightning strikes for a turn. It's quite unknown who you'll hit, if you'll even hit anybody to begin with. It can be avoided but it does heavily affect the playing field even if it hits no one, shattering and heating the ground.
- Magnetic Cage: Electrify everything in the immediate area, causing it to develop a magnetic field. Metal weapons become stuck to the nearest source of metal and metal armors become heavier, and may even get someone stuck to a surface. This lasts for 3 turns and is incredibly exhausting to maintain.
(C) ELLIE @ GANGNAM STYLE
Shadow
NOVICE - 150r
- Binding Shadows: Use a swirling fog of darkness to wrap around the ankles of your enemies to hold them still. This can easily be dispelled by light and cannot trap powerful enemies.
- Blind: For up to 5 seconds, the user can throw shadows at the enemy to bind them to their face. This attack can miss, however, or be dispelled.
APPRENTICE - 200r
- Twist shadows: Use shadows in the immediate area to try and scare off or distract the target. Any shadow can be manipulated into any shape. Light can easily disrupt this illusion.
- Dark Chains: The user can call up shadows to bind his/her target in quasi-real chains. These chains bind anything in a small radius of the spell (up to 15 ft. diameter), and can even bind large enemies (Moblins). It has no effect against huge or giant enemies, nor against any flying.
ADEPT -300r
- Shadow's hand: Up to a certain distance, a shadow user can summon a dark hand to grasp at an enemy. The user is left open to attacks while using this unless they break the spell to defend themselves. The hand is solid and can do anything a real hand can. The hand can be dispelled though, and it's grip can be broken by strong enough enemies.
MASTER
You're not getting one of these out of him that easily. He'll direct you to the bounty board if you want one so badly. If you inquire about them, he'll hand you a slip of paper that directs you to the bounty board.
- Call of the Horrors: Summon a large black cloud that covers the battlefield. The field then creates shadowy redeads to attack all enemies and allies caught within the shroud.
- Grasp of Nightmare: Shadowy and corpse like hands, reach up and grasp at foes in the affected area. In addition to the slowing, snaring effects this spell also induces panic in targets.
(C) ELLIE @ GANGNAM STYLE
Light
NOVICE - 150r
- Light Spear: The user can summon a single use spear of light to either throw or stab at their enemies with.
- Flash: Create a blinding flash of light to temporarily stun enemies. Can be blocked easily by covering eyes.
- Healer's Light: Almost holy like in appearance, heal a small wounds. The spell can be interrupted.
APPRENTICE - 200r
- Intense Light: The sheer heat of this light can deter most monsters, and with enough exposure, certain materials can catch fire. Don't wear yourself out trying to catch enemies on fire though, it won't work.
- Disorientate: Light in and of itself can be brilliant enough to confuse enemies. With enough focus, you may be able to use this huge, brilliant ball of light to disorientate most monsters. It can be dispelled and other characters with a good sense of direction can't be fooled.
ADEPT - 300r
- Sturdy Spear: Just like the novice spear, this is a stronger, more bound version of the spear. It doesn't throw as well as the novice spear, but it can under go more duress, and requires more effort to dispel
- Adept Healing Light: Heal moderate wounds with his light. Severe burns and broken bones are beyond what this light can do though. So don't get too cocky.
MASTER
You're not getting one of these out of him that easily. He'll direct you to the bounty board if you want one so badly. If you inquire about them, he'll hand you a slip of paper that directs you to the bounty board.
- Revitalizing Sacrifice: Healer releases a large burst of soft light that heals all injuries and grants some energy back to those affected. The healer goes down for the rest of the thread.
- Brilliant Radiance: A ball of light explodes and causes blinding as well as stun to any creature that’s exposed to it. Anything close to the epicenter also receives major burn damage.
(C) ELLIE @ GANGNAM STYLE