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Fantasy The Dungeon of Ornesse

Pretty much, and there are several front desks to choose from to prevent lines. They also buy drop items and direct adventurers to gods and guilds of their choice. Finally, they set up housing and work for otherworlders who don't want to be adventurers.


They also hold events and some other stuff, but nothing of the manner yet.
 
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Ryik said:
Accepted*, though you need not restrict such a basic fire spell so much. Spells are meant to scale with their users, so while a basic Fire Spell may not be used as much later on because of the possession of fancier fire spells, they should always have their use as a straightforward spell. In other words, no spell should become obsolete because another spell is "Fire Bolt, except stronger." If you'd like to deliberately have your character cast the spell weaker than the standard, you can, though please let me know.
Funny you would submit your character now, since I was just about to post my second character who would use a basic fire spell themselves. I was going to give it "Medium" damage, "Medium" mana cost, and a negligible cast time considering its simplicity. It would also not have a "slow launch speed", as that starts to take away what makes it basic. Looking at the other skills in the thread, surely a bolt of fire is stronger and faster than a simple punch?

Force Punch is a utility skill with low damage and low mana cost because it is meant to be used for its secondary effect of pushing enemies back.


All other initial skills accepted so far (besides Bladespin) are utility skills, not meant to be used for their damage.


Fire (Bolt) is a black-magic damaging spell. Being able to do it is a selling point for magic classes.


Fire and Fire Bolt are basically the same thing :V
Love the theme btw
Ahahaha, thank you for the suggestion. I actually did purposefully nerf her initial skill slightly, as I wasn't too sure what the exact boundaries between an appropriate, overpowered, and underpowered skill were, so I supposed that attempting to go with the latter would be better than chancing the former.


Plus, to be honest, when I was creating the skill, I misread/misinterpreted the Red Mage description and thought that Red Mages were to have weaker skills along with being unable to acquire the higher tier skills of the Black and White Mage skill trees, instead of solely being unable to acquire the high tier skills of the aforementioned classes.


I do have a question, though. What would you consider a "medium mana cost" in a more quantitative sense (ie. about how many times would the character be able to use the skill before tiring out completely)? About 10-20 times maybe, depending on the character type?
 
I like to keep actual mana usage ambiguous. It's simplest that way, though if you want a general sense of limitations, 10-20 is about right for a medium cost spell. A low mana cost allows around double that and a high mana cost half that. A very high mana cost on the other hand is similarly usable about a quarter of that amount. Classes don't matter all that much, though yeah, mages should generally be able to spam more than other classes. (And none more than Spellslingers, though most of their spells aren't the same in range or function, more comparable to toggle abilities)


Of course, as anyone gets stronger, the numbers should slowly increase.


Anyway, glad to have you join. Hope the several extremely long posts don't appear intimidating or anything.
 
Ah okay. I will update her skill to reflect something similar to your latest character's (ie. changing her spell's damage and mana cost to medium and removing the attack/launch speed. I might keep the short spell range portion, though, if that's okay with you.)


Also, thank you for clarifying and for the warm welcome! I have thoroughly enjoyed reading everyone's posts so far. You all have such a wondrous way with words and composition. I just hope I can keep up, haha.
 
In trying to find a way to adequately quantify skills, I started making tables. Here's some of the stuff I made to give an idea of where everything stands, since I may not be able to satisfactorily make tables for every class and even if I do it may take a while.


Keep in mind the value of each star is an exponential increase, So Cure is about half as strong as Cura and Cura is about half as strong as Curaga.


All the skills in the RP

Skill Strength Mana cost Range Effects
Force Punch Forces the target backwards. Requires knuckles to touch target in order to activate
Shield Bash Forces the target backwards. Requires shield to touch target in order to activate
Paralyzing Shot ★★ ★★★★ Shoot an enchanted arrow that momentarily paralyzes the target on impact
Mana Thief Enchants a weapon to siphon mana with every blow, restoring the users'. Enchantment is removed upon taking damage
Skill Drain ★★★ A passive ability that allows the user to steal the skills and spells of monsters. The only natural ability of Blue Mages
Red Touch ☆☆-☆☆☆ (Fake) ★-★★ ★-★★★ Enchants an object to cause a painful burning sensation on contact. Mana cost increases with range needed to apply it. Hurts most in wounds
Charge A self-targeted buff that momentarily increases the user's speed enormously. Does not stack with itself
Bladespin ★★ ★★ ★★★ Launches a blade along a specified trajectory and returns it to the user afterwards
Slipstream ★★ A near-instantaneous movement ability
Fire (Bolt) ★★ ★★ ★★★★ Shoots off a small bolt of flame. Can ignite flammable things
Shiri's Fire Bolt ★★ ★★ ★★★ Shoots off a small bolt of flame after a delay. Can ignite flammable things

Example White Mage skills

Skill Strength Healing Mana cost Range Effects
Cure ★★ ★★★★ Heals one ally
Esuna ★★★★ Heals one ally of all negative status conditions (excluding knocked out)
Cura ★★★ ★★ ★★★★ Heals one ally
Esunaga ★★ ★★★★★ Heals all allies of all negative status conditions (excluding knocked out)
Smite ★★ ★★ ★★★ Fires a bolt of holy energy
Regeneration ★★ ★★★★ Grants an ally a status condition that gradually recovers health over time
Saver ★★ Grants the user a magic shield that blocks one hit. Does not stack with other magic shields
Curaga ★★★★ ★★★ ★★★★ Greatly heals one ally (Normally a full heal)
Cure All ★★★ ★★★ ★★★★★ Heals all allies
Revive ★★ ★★★ ★★★★ Revives a fallen (knocked out) ally and heals them a little
Savior ★★★ ★★★★★ Grants all allies magic shields that blocks one hit. Does not stack with other magic shields
Nemesis ★★★ ★★★ Calls down a weak smite on all enemies within range
Resurrection ★★★★ ★★★★ ★★★★ Revives a fallen (knocked out) ally and heals them greatly
Revive All ★★ ★★★★ ★★★★★ Revives all fallen (knocked out) allies and heals them
Auto-Revive ★★ ★★★★ ★★★★ Applies a status condition to an ally that automatically revives them when they are knocked out and heals them a little
Holy Strike ★★★★ ★★★★ ★★ Creates a large blast of holy energy from the user
Benediction ★★★★★ ★★★★★ ★★★★★ Revives all allies, fully heals them, and cures them of all status conditions

Soren's planned skills

Skill Strength Healing Mana cost Range Effects
Wing Scales ★★ The user projects wings and carries themselves upward a bit while creating and firing a barrage of wing scales. Consecutive use can be used to achieve height and cross gaps
Red Touch ☆☆-☆☆☆ (Fake) ★-★★ ★-★★★ Enchants an object to cause a painful burning sensation on contact. Mana cost increases with range needed to apply it. Hurts most in wounds
Frost Shard ★★, ★ ★★ ★★★★ Fires a shard of ice that slows the first enemy hit and fragments to hit additional targets behind them
Self-Destruct ★★★★★ ★★ ★-★★★★ (Explosion) A timed, self-targeted buff. When an enemy makes physical contact with the user, it causes a powerful explosion with the triggering enemy at its epicenter. Explosion radius is based on the size of the enemy, and it can harm the user and allies
White Wind ★★★★ ★★★★ ★★★★★ Greatly heals all allies

Avant's planned skills

Skill Strength Mana cost Range Effects
Charge A self-targeted buff that momentarily increases the user's speed enormously. Does not stack with itself
Second Strike x2 A skill that can only be activated immediately after landing any normal attack. Instantaneously repeats the motion for the attack on the same enemy, doubling damage. Can't be used on attacks performed through the usage of this skill
Magnet Handle ★★★ A two-part skill. Marks one equipped weapon when first used, then rushes to grab the mark on the affected weapon, defying gravity. Mark wears off after several seconds or when used
Crashwave ★-★★★ ★★ ★-★★ (radius) Strikes the ground, creating a shockwave that hits all enemies in a radius. Gets stronger and larger the harder the ground is struck, and nullifies damage one would receive from striking it
Grinding Punisher ★-★★★ ★★ ★★★ Grinds a bladed weapon along the ground, creating sparks, before lifting the weapon, flinging a blaze towards the target. Reaches far, but dissipates quickly; strongest near the user
 
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