Actually, my version of that one runs:Aasharu said:There's some things that money can't buy. For everything else, there's MAGMA KRAKEN!!
"There are some things brute force can't solve. For everything else, there' s MAGMA KRAKEN!!"
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Actually, my version of that one runs:Aasharu said:There's some things that money can't buy. For everything else, there's MAGMA KRAKEN!!
krrackknut said:Incidentally, why do we love the MAGMA KRAKEN? Is it because of its sheer silliness-yet-awesomeness?
krrackknut said:Incidentally' date=' why do we love the MAGMA KRAKEN? Is it because of its sheer silliness-yet-awesomeness?[/quote']Because MAGMA CTHULHU is not yet an option.
krrackknut said:Incidentally' date=' why do we love the MAGMA KRAKEN? Is it because of its sheer silliness-yet-awesomeness?[/quote']Because MAGMA CTHULHU is not yet an option.
cyl said:I think it seriously would be too big to even try looking at it... as for the effects... well let's just say some large cities would not be there anymore afterwards.
More fun... Solar version of Torrential Cascade, Holy Fricking Tsunami of Avataresque Proportions ! :twisted:
And I'm too lazy to do the obviously necessary mass combat part of the spell description.me said:ShiningIncandescent Fingers of the Sun
Cost: 70 motes
Target: Area
The Unconquered Sun is not just a god--he is also the glorious star of daylight, from which all light and warmth come. The divine light that the Unconquered Sun emanates vanquishes shadows and burns the forces of darkness with merciless solar fire. The Solar Exalted, as his most perfect champions, wield the authority required to emulate this blinding force on this lowly earth with this Adamant Circle spell. When they do so, all evildoers learn to fear the gentle light of the day.
The sorcerer sings prayers to the Unconquered Sun, seeking the permission to borrow the perfect flames of the sun. At the end of the prayer (lasting throughout the sorcerer's Cast Sorcery action), she throws a handful of Essence-charged Orichalcum dusts into the air--which breaks down into motes of pure solar Essence as they float toward and settle down onto the ground (which can be a circle as wide as (Essence x 100) yards and at most (Essence x 500) yards away.) The mist of Orichalcum dust takes 10 ticks to travel and dissolve, during which they heat up to such a degree that anyone caught by it suffers as if they have fallen in a bonfire. Yet, mercifully the mist floats with the gentleness that the daylight represents and it only takes a simple Dexterity + Athletics roll to move out of its path. And just as mercifully, the mist inflicts Aggravated damage to Creatures of Darkness (as is the case with all other damage caused by this spell). Still, this pain is nothing compared to what follows afterward.
Upon finish, the ground shimmers and glimmers as if it had turned into a still pool of light for a moment. Then, just as this graceful display catches the eyes of the Solar's enemies, prominences of searing solar light explode forth from the pool, burning the eyes of the onlookers and bleaching the surrounding area. If not magically protected, all flammable and/or heretical objects within 150 yards of the prominences burn or evaporate. In the same area, all zombies are destroyed, all ghosts are forced into Lethe and all First Circle demons are banished, all instantly. Everything else caught in the explosion of light suffers 10L of damage, which ignore armor and cannot be dodged or parried. Lastly, everyone who looked toward the target area of the spell must succeed a (Stamina + Resistance) roll with the difficulty of the sorcerer's Essence in order not to be blinded (this effect usually lasts as long as the victim's Perception ticks, but if the character had an Essence sight enabled, the duration extends to (Perception + Essence).)
Despite all the mayhem their introduction to Creation caused underneath, the solar prominences continue to soar upward until they reach (Essence x 150) yards in height and 10 to 30 yards in width. Their number equals to the Essence score of the sorcerer that cast the spell. Though the prominences do not seem to possess actual awareness or consciousness, they know to strike at the enemies of Creation and the enemies of the sorcerer. The prominences Join Battle on the tick they are summoned and independently act with Strength 30, Dexterity 5 and Martial Arts 10. These are too massive and scorching to meaningfully grapple anything beside Warstriders and Behemoths, though they are quite efficient at breaking fortresses down and wiping armies away.
The prominences have no actually physical components, but they possess such motonic density that they strike as if they were tentacles made of burning Orichalcum. It is not possible to even attack the prominences with anything other than Essence weapons. Against those, they have a Hardness rating of 10, Soak of 15 and (Essence x 5) Health Levels. All damage inflicted to the prominence, if it is not destroyed, is restored at the beginning of its next action. Touching (or, more likely, being touched) by the prominence delivers (20 + Essence x 2)L of damage that ignores armor and most likely destroys any mundane objects that are not treated to withstand sunfire. Being within 25 yards of the prominences subjects the victim to an environmental hazard equal to a bonfire (and even when it is gone, it is likely that bonfire does erupt where the prominence passed by). Those immune to harm from fire or heat are only somewhat protected by the solar fire--they only take half of the damage, rounded down.
The prominences act independently if they are not controlled by the sorcerer. They prioritize to destroy Creatures of Darkness first and then those declared enemies by the sorcerer that summoned them. Controlling the prominences work similarly to Magma Kraken--but only up to (Essence / 2, rounded down--or Essence for Zenith castes) prominences may be controlled by the sorcerer at once.
The spell lasts for a scene and the Essence expenditure is committed. The prominences shine with such intensity that they are visible for miles--and in fact, the area within 1 mile of the prominences are considered day and affect the undead as thus. When the spell expires, the prominences tremble and dissolve back into motes of solar Essence, bathing the area in light and warmth.
Gem?cyl said:I think it seriously would be too big to even try looking at it... as for the effects... well let's just say some large cities would not be there anymore afterwards.