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Post by Ava on Sept 30, 2011 20:05:26 GMT -5
*Resists.* Not spoiling things here.. so will drag to the Team board.
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Post by blackestofmages on Oct 3, 2011 22:49:10 GMT -5
you are aware you dragged nothing to the team bords, right anyways, more spelly goodness Hakudo 09: Geki (strike)Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!" [ConjurationLevel: Shinigami 1 Casting time: Standard Range: 30 ft Target one creature duration: sustained; see text Saving throw: Yes, reflex negates spell resistance: No Effect: the caster draws a symbol in the air, which glows briefly with bright red light. The light then surrounds the caster and the target, locking them in place, in a battle of wills to maintain or break the shield As soon as the spell is cast, the target of the spell can make a reflex save. If they succeed, nothing happens. If they fail, then they are stunned the next round, and maybe for longer. Each round after the first, the Target and the caster make an opposed strength test; if the victim wins, the spell ends and they are free; otherwise, they are immobilized for another round. The caster can choose whether to use their strength or caster level for this test. However, holding the foe like this comes at a price. The energy surrounds the caster as well, locking them in place. As long as they sustain the spell, they too are immobilized. Bakudo 10: Hórin (disintegrating circle? Anime people are weird....)incantation: Unknown (one used in anime is incantation of Geki) [conjuration, Illusion (mind effecting)]Level: Shinigami 1 Casting time: Standard Range: medium (100 ft + caster level * 10ft ) Target one creature duration: 1 minute/caster level Saving throw: Yes, will reduces effect spell resistance: Yes Effect the caster creates a line of golden rope that shoots from her fingertips in much the same manner as Hainawa, but more focused. The user can direct the rope of light towards their target, and can seer it to avoid obstacles. They can also set up the rope as a trip-wire or trap. Anyone touched by the ropes is caught, and the rope connects to them so long as they stay within range of the caster/rope location. This rope does not impair movement or action, but it does shed the same amount of light as a torch. The rope is as strong as a length of fine steel chain, and can be used to pull willing targets. Targets connected by the rope can communicate through it like a telepathic bond In addition to that effect, the rope can also be used to capture and restrain the victim. If the caster wills it, they must make a will save each round the rope stays connected to them, or be fascinated for 1d4 rounds. Two consecutively successful will saves causes the rope to detach. A fascinated victim is always considered willing to be moved with the rope. The caster generates an additional rope for every 4 caster levels they possess, up to a maximum of 4 as caster level 13. so, turns out the anime peoples decided they didn't like the normal bakudo no 9 and made a second one... I know backgroundwise there can be more than 1 spell for the same level, but it just looks neater to make it spell 10...Bakudo 21: Sekienton (Red Smoke Escape)incantation: Unknown [conjuration]Level: Shinigami 2 Casting time: Standard Range: Personal Target burst (cloud spreads ½ CL * 5 ft spherically) duration: 1 minute/caster level Saving throw: No spell resistance: No the practitioner raises their hand, and a sphere of red mist forms in it. They then thow this orb to the ground at their feet, where it explodes into a cloud of blinding smoke. It is stationary once created. The Mist obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has total concealment. The caster always knows where the smoke ends. A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. obscuring mist with a minor boost for the extra ½ round casting time. Not really much I can say about this...Bakudo 26: Kyokkó (Bent Light)incantation: Unknown [Illusion(glammer), conjuration]Level: Shinigami 2 Casting time: Standard Range: touch Target special; see below duration: 1 minute/caster level Saving throw: will (harmless) spell resistance: No effect the caster uses their powers to bend light around the chosen object into veil that conceals it from sight, but also distorts any reitsu. the target is invisible until he attacks another creature. In addition, the target gains a +10 circumstance bonus to their suppress reistu skill thanks to the cloak's effect just though of something though; we currently use reistu as the limiter for abilitites, which is good. however, when we get to healing spells, something bugs me. Captain unahoa says it's easeir for shinigami to heal reistsu then body than body. this made me think we may need to be a little less than canonical to ensure non-unlimited reitse. thoughts?
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Post by blackestofmages on Oct 8, 2011 18:25:58 GMT -5
more more more spells of spellishness
Bakudo 30: Shiotsu Sansen (Break-Thrust Tri-flash) Incantation: Unknown [conjuration] Level 03 Range: Short (30 ft + caster level * 5) Target One creature within one size category of the caster Duration: 1 min per caster level Save: Reflex negates Spell resistance: no
Forming a golden triangle with one's finger, it shoots three beams of light that pin the target to one place on a surface, slamming into his or her body in three places in a shape of an equilateral triangle. The subject must pass a reflex save or be paralysed and held in place by the beams of light, and pushed away from the caster to the maximum range of the spell, or until they hit another creature or object that could reasonably stop them. If they hit an object, the creature suffers 1d6 bludgeoning damage for each 10ft they moved, to a minimum of 1d6 A trapped creature must pass either a dc 10+caster level strength test, or a dc15 + caster level escape artist test to escape, which takes a standard action. The binds can also be damaged; they have a resilience of ? caster level (minimum 3) and 20 hit points
Bakudo 37: Tsuriboshi (hanging star) Incantation: Unknown [conjuration] Level 03 Range: Medium (100 ft + caster level * 10) Target Burst (caster level * 5 ft radius) Duration: 1 min per caster level Save: none (see below) Spell resistance: no
The practitioner creates an orb of spiritual energy, which erupts in a number of springs that latch on to the surrounding area, creating a web or net that is used primarily to catch. When cast, it creates a net of spiritual energy with a total area of 5ft per caster level vertically or horizontally. At least two sides of the net must be in contact with a solid object, or the net will fall to the ground (see below) The net is a solid object of light, and provides a stable footing for creatures to stand on. Due to the design of the net, the caster may decide if creatures falling onto it suffer falling damage. The caster can also decide what can pass through the net, and what cannot. The net has a resilience equal to caster level (minimum of 3, maximum of 10) and 20 hp. Due to the springy design of the net, it's resilience is doubled against bludgeoning damage. When casting the spell, the caster can choose to sacrifice area to increase the resistance, at a rate of 5 hp and 1 resilience per 5 feet sacrificed. The caster is automatically aware of every creature touching the net If the net falls on a creature, it functions like a web spell, save the net retains it's normal resilience and hp Bakudo 39: Enk?sen (round lock fan) Incantation: Unknown [conjuration] Level 03 Range: Personal Target Self Duration: 1 round Save: none (harmless) Spell resistance: no (harmless)
The practitioners raises their hand or weapon before them, twirling it round as a spark of dull yellow light form. This becomes a circular shield that dulls an enemies strike, protecting the user. This spell creates a shield of energy that protects the user. Pick a direction, the shield increases the users AC by their caster level (maximum 10), and grants concealment 5 per caster level (maximum 50%) from all attacks from that direction The shield is also designed to neutralise energy-based attacks of the same intensity or less. The shield prevents and level 3 or lower Kido from the chosen direction. It also negates 5d6 damage from an area effect (line/cone/burst), and any secondary effects. If the effect is entirely negated, then it's progression stops past the caster (though a burst/cone will continue spreading, save for a direct line from the user to the shield will be unaffected) if the shield is used to block an attack like this, it does not provide the AC/concealment bonus this turn as it's energy is used negating the attack Special: This spell can be cast incantationless as a reaction. It counts as using the standard action for the next round
Bakudo 58: Kakushitsuijaku (Summoning of the tracking sparrow) Incantation: "Heart of the south, eye of the north, finger of the west, foot of the east, arrive with the wind and depart with the rain." [conjuration, Divination] Level 05 Range: Personal Target Self Duration: Instant/sustained Casting time: 2 rounds Save: will Spell resistance: yes
Kakushituikaku is primarily used for tracking and locating any spiritual force the user focuses on. The practitioner draws a circle with the appropriate symbols set apart in four quadrants upon the ground using a black powder. They then place their hands palm down just under the circle to activate the spell. The circle glows with a blue light as the symbols are animated within the circle, causing various numbers to appear within until the specific set is found. This spell gives the exact co-ordinates of a target you know the spiritual pressure of well (known for a long time etc). If you are less familiar with the person, it requires a DC (10 + target's suppress reitsu) sense motive test. If all you know of the person is a name, description or a brief flash of reistsu then the DC is doubled. The target of the spell is allowed a will save to detect they are being spied on. The caster of this spell can choose to sustain this spell. If so, the co-ordinates constantly update so long as the target stays on the same plane of existence. They are allowed a further will save every minute if they did not initially detect the scrying. This spell cannot detect someone actively suppressing their resitsu. This spell cannot be cast by skipping the incantation; it must be cast at it's full time. Metakido cannot be applied to this spell (no fell-draining with scrying. That's wrong on all levels possible...)
Bakudo 61: Rikujōkōrō (Six rods prison of light) Incantation: ?Carriage of Thunder. Bridge of a spinning wheel. With light, divide this into six? [conjuration] Level 06 Range: Medium (100ft + 10 * caster level) Target One creature Duration: 1 minute/level Casting time: standard Save: will negates Spell resistance: yes
The practitioner points his/her index finger at the target generating a spark of yellow energy. That energy summons six thin, wide beams of light that slam into a target's midsection, holding them in place. The target is then unable to move any part of their body including the parts that were not struck by the beams The victim is paralysed and freezes in place. It is unable to move any part of it's body or act, but it can still speak. A victim is allowed a further save each and every minute to break free of the binding, or each round if it suffered damage since the last round. A flying creature cannot flap it's wings, and a swimming creature cannot continue swimming. This causes the expected consequences. Special: this spell can be cast on a target entangled with another Bakudo spell incantationless without halfing your caster level. This consumes the other Bakudo effect
Bakudo 62: Hyyaporankan (Hundred-step rail perch) Incantation: Unkown [conjuration] Level 06 Range: Medium (100 ft + 5* caster level)/Short (30 ft + 5 * caster level) Target Line/cone Duration: 1 minute/level Casting time: standard Save: reflex negates Spell resistance: no
A rod formed of energy is thrown towards the target before it disintegrates into numerous short rods . These rods speed forward, impaling and propelling everything in their path and pinning them together, ready to be annihilated. Each creature in the cone must pass a reflex save or be caught in the spell. Creatures caught are propelled backwards to the maximum range of the spell, or until they hit something that would reasonably stop them. Size has no effect on saving themselves from the spell, such is the power of the rods. If the creature caught in this hits another creature or object, both suffers d6 points of damage for each 5 feet it has moved, to a maximum of 10d6 Creatures effected by the spell are paralysed, though they can still speak. Each round, a creature trapped may make a dc 15 + caster level strength test, or a dc 20 + caster level escape artist test. These binds can also be destroyed. They have a resilience equal to caster level (minimum 6) and 20 HP. Each creature must be freed independently.
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Post by Ava on Oct 9, 2011 16:46:15 GMT -5
Resilience is = to the number of the Bakudo + Casting stat mod.
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Post by blackestofmages on Oct 9, 2011 17:37:48 GMT -5
so is resileince HP or hardness for these things? either way, that once again cuts doen the viable option in a level to just one spell
it's much easier to use the existing hardness/hp system; it works, there's no need to change it.
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Post by Ava on Oct 9, 2011 17:55:00 GMT -5
Some Kido can have more HP than this for their level, it various, they're just the "base".
Resilience = HP.
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Post by blackestofmages on Oct 9, 2011 18:06:20 GMT -5
meh, I'm calling it HP then, since everyone knows that. I'm all for alternate names, but I feel it'd be easier to just stick with the hardness/HP system. And in that case, due to some spells being reasonably capable of hitting multiple targets, it either gets to strong or will have to be so split up it dosen;t work
so I throw my vote in for normal object rules, since they're simple and work
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Post by blackestofmages on Oct 12, 2011 18:25:49 GMT -5
sorry bout the last post - I can edit them to use whatever system you want if my hP system offends you oh, and some more spells and feats and such things: Bakudo 63: Sajó Sabuka (Chainlink chain bonds)Incantation: Unknown [conjuration]Level 06 Range: Medium (100 ft + 5* caster level) Target One or many. All targets must be within 30 ft of each other Duration: 1 minute/level Casting time: standard Save: reflex negates Spell resistance: no The practitioner gestures towards their intended target, and numerous links of heavy chains burst forth, that wrap around the intended target and begin to constrict. Each victim is entitled to a reflex save to try and escape the effect. If they fail, then they are grappled and stunned by the spell. Each round, the victims of the spell can attempt to escape it as though they where escaping a grapple, with the chains having an effective strength of 15 + caster level. The chains count as a medium creature for this purpose. The chains slowly but surely tighten around their victims, so long as the caster wills it. This is a constrict attack that deals damage equal to caster level + rounds entangled to each entangled creature. The chains may be broken, however there is a risk. The chain has a resilience equal to caster level (minimum 6) and 20 hp. All links of chain after the break (calculated from the central target) fall inert, but those before the break remain active. However, there is a chance that the constantly shifting chains manage to snare and entangle the attacker, and they must make a reflex save to avoid this if the attack was made at close range. Due to the moving nature of the chains, all attacks made from over 30 ft away have a 50% chance of hitting the creature entangled instead. The caster may choose to keep hold of a link of the chain. If his link of chain is broken, however, all other links of the chain go inert The chain conducts electricity, and are undamaged by it. Bakudo 73: Tozanshó (Inverse mountain crystal)Incantation: Unknown [conjuration]Level 07 Range: Short (400 ft + 10* caster level) Target Cone (see below) Duration: 1 Minute/level Casting time: standard Save: reflex negates Spell resistance: no The caster ignites a single point of light, which then splits and forms into a pyramid shape. The pyramid is mostly used for defence, but it can also be used to trap a target, or to hold something in place. Designate a starting point somewhere within range. From that point upwards, an inverted pyramid is created with a height equal to caster level * 5 ft. this them forms into four solid walls, with 50 hp and a resilience equal to caster level (minimum 7). The created pyramid repairs any damage to itself in each of the caster's turn, until the duration ends. The inner walls are much more fragile, and have half that resilience and HP the walls are transparent, and anyone can see through them (with a minor blue-ish tinge), though they stop all projectile attacks that strike them and does not destroy them. Sound travels feely through the walls Bakudo 75: Gochútekkan (Five Post Iron Weights)Incantation: Unknown [conjuration]Level 07 Range: Long (400 ft + 10* caster level) Target: One Create/area (see below) Duration: N/A Casting time: standard Save: reflex negates Spell resistance: no The casters clasps their hands together as if praying, and five small orbs of light form and circle them. As the caster raises their hands above their head, the lights form a spinning halo, before dispersing. When the caster slams their hands down, and the lights form into 5 incredibly large Iron Pillars, linked together by lengths of chain. The caster selects where the 5 Pillars come down. No one pillar can be more than 10 feet from another Pillar. Each Pillar is 5 feet wide, 5 feet long, and Caster level * 5 feet high. A creature is a square a Pillar comes down in can take a reflex save to avoid being hit by the pillar. A creature that fails this reflex save suffers 6d6 bludgeoning damage and is knocked down. They are unable to get up or move until they can get the pillar off of them/turn intangible/teleport etc. They suffer a further 6d6 bludgeoning damage a round. The crushing pressure of these posts is enough that they can break through objects with a hardness lower than or equal to their resilience without slowing down Alternatively, this spell can be used to create 5 thinner, targeted spears at one specific target. This target must make a reflex save be knocked down, pinned in place, and suffer 10d6 bludgeoning damage, and another 10d6 each turn until they can free themselves. These poles have a resilience equal to 10 + caster level, and 50 Hp each. If used against a single target, they work together as a single object with resilience of 20 + caster level, with 75 hp. These poles last until the caster wishes to dispel them or they are destroyed. (yeah, I know they all hit Ichigo, but then again, the poles on every view other than that one where much, much wider and another pure 'drop something heavy on them' spell would be rather boring. Also, bleach's version of the stone dragon lockpick ) Feats: Kido Focus (Bakudo) Prerequisites: able to cast Bakudo spells Your caster level is assumed to be 1 higher for the purpose of casting Bakudo kido spells Kido Focus (Hado) Prerequisites: able to cast Hádo spells Your caster level is assumed to be 1 higher for the purpose of casting Hádo kido spells Kido Focus (Healing) Prerequisites: able to cast Healing spells Your caster level is assumed to be 1 higher for the purpose of casting healing kido spells Kido Dedication (three feats...) Prerequisites: Kido focus with the chosen school You can cast spells of the selected school without the incantation at your full caster level, instead of half caster level. Restorative Bindings Metakido Prerequisites: Kido focus (healing) When you use a Bakudo, you can choose to make it so anyone inside the spell gains fast healing equal to 1 + the highest level of healing spell you can cast. this increases the number of powerpoints needed for the spell by 2. This costs an Aditional 2 SEP Destructive Bindings Metakido Prerequisites: Kido focus (Hádo) When you use a Bakudo, you can choose to make it so anyone inside the spell suffers untyped damage each round equal to 1 + the highest level of Hádo you can cast. This costs an aditional 2 SEP Kido strike (name needs work...) Metakido Prerequisites: Able to cast spells Whenever you make a melee attack, you can choose to use this ability. You can bind one touch range/single target kido spell you know into part of the attack. If the attack hits, the targets suffers the effect of the spell as well as the attack. this consumes your swift action for the turn, and costs an aditional 4 sep. this cost is not increased because the spell is cast incantationless.
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Post by blackestofmages on Oct 14, 2011 13:08:20 GMT -5
And last, but certainly not least, the remaining classified official spells of doomish doom and all that jaz:
Bakudo 77: Tenteikúra (Heavenly Void Net) [Evocation] Incantation: "Black and white net. Twenty-two bridges, sixty-six crowns and belts. Footprints, distant thunder, sharp peak, engulfing land, hidden in the night, sea of clouds, blue line. Form a circle and fly though the heavens." Level: Bakudo 7 Range: Extreme (see below) Target: Burst Casting Time: 1 ½ rounds Duration: Instant save: Will (harmless) Spell resistance: no (harmless)
The practitioner draws the symbols of the incantation on their arms, hands and the surrounding area whilst chanting. At the climax of the incantation, the practitioner thrust their hands ahead of them, where a mirror of light forms. This spell allows the caster to instantly send a telegraphic message to every creature in range with an intelligence greater than 3. this message can be of any length, and the caster can also transmit any image reflected in the mirror. The caster can choose to exclude people in the vicinity from hearing so long as they are familiar with their spiritual pressure. They can also seclude areas Alternatively, the spell can be used to forge a telepathic bond with creatures that the caster is familiar with the spiritual pressure of. This link can be forged with 1 other creature, and another creature per 2 caster levels. This spell effects an area of 1000ft, plus 100 ft per caster level. This spell cannot have metakido applied to it, nor can it be cast by skipping the incantation
Bakudo 79: Kuyó Shibari (Nine-Daylight Bonds) [Conjuration, Darkness] Incantation: Unknown Level: Bakudo 7 Range: Medium (100 ft + caster level * 10 ft Target: single Casting Time: standard Duration: 1 hour/level save: Reflex Spell resistance: yes
As the practitioner completes the hand seals, eight large wells of endless darkness form around the target. When the target is entirely surrounded, a ninth void forms in the centre, sealing their fate. The target is entitled to a reflex save to avoid the effect of this spell. If the target fails their save, then they are captured by the intense gravity of the spell. They are unable to perform any actions whatsoever until the spell ends, other than talk.
Bakudo 81: Dankú (Severing Void) [Conjuration] Incantation: Unknown Level: Bakudo 8 Range: Close (30 ft + caster level * 5) Target: Wall 4 ft/level wide, 2f/level high Casting Time: standard Duration: 10 minutes/level save: none Spell resistance: no
The caster conjures a transparent wall of force, with a six-pointed star in the centre. The wall only stops spiritual energy; physical matter may pass strait through it. However, to spiritual energy, the wall in entirely solid, and almost impossible to overcome. Any kido of 8th level or lower, or any effect that uses 15 or less SEP (including dispelling attempts) as a base resource is prevented entirely by the wall. Creatures with beneficial buffs that would be stopped by this wall can pass through, but they have their abilities dispelled. The wall also stops any SEP assisted movement, such as shunpo/shunko; the character merely hits the wall at a very high speed. Any activated Shikai, fullbring or quincy bow from a character with an effective level of 15 or less is also unable to pass through the wall, as are any effects of these abilitites (such as a prismatic sphere/created water etc). Inner bow (quincy), fullbring evolution (fullbringer), ressureción (arrancar) and Bankai are all powerful enough to pass through the wall, but are subject to the effect below. An effect strong enough to overcome the wall can still be disrupted by it. The creature that used this attack must make a will save, or have the effect weaken. This counts at the caster having spent 8 less SEP/8 level levels lower for the effect. In the case of sustained abilities, the creature sustaining the ability may instead make either a will or fortitude save, or have half of the abilitites duration removed. Special: the caster may use this ability incantation-less as a reaction. This consumes their standard action for the next round. If they have the incanting ability (most likely for an activated shikai), they can cast this spell with the incantation as a reaction. This still consumes their standard action for the next round, but it is cast at full caster level
Bakudo 99: Bankin (Great Seal) [Conjuration] Incantation: "First Song - Halting wrap" "Second Song - Hundred Serial Bolts")"Final Song - Full Ban Great Mount” Level: Bakudo 9 Range: Long (100 ft + caster level * 20 Target: One or multiple targets. Each target must be within 30 feet of each other Casting Time: 3 * 1 round (see below) Duration: Special (see below) save: special (see below) Spell resistance: special (see below)
This unique spell is the most potent of all the sealing arts. This spell consists of three parts, each of which is cast as a separate spell, and each must be cast again in order. Any metakido applied to one part of the spell must be applied to the other two parts. If, for any reason, the caster takes any action other than continuing the spell, or fails to cast one part, they cannot cast the next part without starting the process again. None of these spells can be cast without the handseals/incantations
part one: Halting wrap: The caster buries their fingers deep into the ground, suffusing it with spiritual energy, which burst forth in coils of white rope around the intended target. After entangling the target, numerous metal pegs descend from the sky to pin these threads tight to the ground, preventing escape. Each target is entitled to a reflex save to try and avoid the ropes. If they are successful, then they are entangled for D3 + 1 rounds; otherwise, they are entirely immobilized and unable to take any actions, other than attempt to break the thread. This is a DC 10 + caster level strength test that takes a full round action. The twisting ropes slowly get tighter and tighter, causing constrict damage each to caster level, and increasing their escape DC by 2, each round. After 5 rounds, the victim also starts to suffocate. Each round a victim is entangled by these wraps, they must make a second reflex save, with -2 to the dc for each round since it was cast, or be fully captured as if they had failed the first reflex save. Someone unaffected by the wraps can attempt to cut them. This requires a slashing weapon. The wraps have a resilience equal to twice caster level, and hp equal to 5 * caster level. The wraps are immune to, and conduct, energy damage. These wraps last until they are destroyed.
Second Song: Hundred serial Bolts: The caster claps their hands together, and numerous razor sharp blades form in the air around the victims, before flying unerringly towards the wrappings. Here, they impale the victims body, rendering it inert and useless, as well as riddled with holes. Each creature fully entangled by the 1st song is impaled by the flying knives, digging in deep to strike at the body's pressure points. They suffer 6d6 piercing damage, as well as 3d6 strength and dexterity damage. They are entitled to a fortitude save to reduce the piercing damage by half, and the ability damage to 2d6. A creature that fails two of these three fortitude saves also has it's Rietsu flow sealed; it is unable to use any spiritual power for 3d6 hours. A creature that was merely entangled by the ropes suffers the 6d6 piercing damage, but are entitled to either a reflex or fortitude save for half, whichever is higher. They suffer no ability damage.
Third Song: Full ban great mount To end the spell, the caster raises their hands above their head, and a vast stone pillar forms above each captive, which then slams down on the sealed victim, before alighting with spiritual energy and forming the final seal. Each creature that had it's rietsu sealed by the second song, and that is disabled by the first song, is forced to take a will save, with the DC increased by 1 for each 10 SEP the caster has remaining. If they fail, they are sealed by the spell. They are frozen in time, and completely severed from the rest of existence. The method to unseal them is up to your DM. Because this fragment of the spell warps space/time, it is forbidden by soul society. Casting this spell drains the casters current SEP to 0, regardless of any other factors. Ever. Even if you have unlimited SEP, it's now 0. you still recover it in the normal way
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Post by Ava on Oct 14, 2011 15:00:55 GMT -5
Hardness and HP is fine, but Binds need decent HP.. not 20.. lol
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Post by blackestofmages on Oct 14, 2011 19:07:15 GMT -5
meh, that'll change soonish
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Post by blackestofmages on Oct 19, 2011 5:41:09 GMT -5
so, now onto the fun part: making up our own spells (yess, I know we still have the other unclassified spells, but they're boring, so... ) spell slots we curently need to fill: Hádo: - Level 1: 02, 03, 05-10, 13-19
- Level 2: 20-29
- Level 3: 30, 34-39
- Level 4: 40-49
- Level 5: 50-53, 55-57, 59
- Level 6: 60-62, 64-69
- Level 7: 70-79
- Level 8: 80-87, 89
- Level 9: 92, 93, 95+
Bakudo - Level 1: 02, 03, 05-08, 11*-19
- Level 2: 21, 22, 24-27, 29
- Level 3: 31-36, 38
- Level 4: 40-49
- Level 5: 50-57, 59
- Level 6: 60, 64-69
- Level 7: 71, 72, 74-76, 78
- Level 8: 80, 82-89
- Level 9: 90-98
so, any suggestions? (note: if your suggestion is shapechange I'm throwing a book at you, even if I have to track down where you live to do so)
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Post by Dionon on Oct 19, 2011 10:37:02 GMT -5
I've always liked Scorching Ray. That would be a good Level 20-29 Hado Spell. Then there's things like the Stat boosting line of spells like Bull's Strength, Cat's Grace, Bull's Endurance etc for Bakudo. They'd be really simple to translate over and would make good level 1 Bakudo. Take some of the benchmark spells and translate them, like Magic Missile, Fireball, Lightning Bolt, etc. That's all I have for ideas for now,not really original of me I know, but those are my thoughts, I'll probably come back later with more original thoughts, maybe.
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Post by blackestofmages on Oct 19, 2011 11:37:33 GMT -5
fireball, lightning bolt and scorching ray are all in there spells 31, 32 and 33 respectivley, in case you where wondering
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Post by Dionon on Oct 19, 2011 11:57:41 GMT -5
Oh.... Man I should read these more. I thought I read them all, guess I missed a few.
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