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spell_shuffle [2017/09/22 01:31]
saru [Spell Shuffle Intro]
spell_shuffle [2017/09/22 17:59]
leaf Update URLs for StatSVN and ChangeLog
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 The premise of this branch is to provide clear definitions for spell schools so that existing and new spells can be consistently assigned. The current definitions are: The premise of this branch is to provide clear definitions for spell schools so that existing and new spells can be consistently assigned. The current definitions are:
 ^ School ^ Brief summary ^ Detailed lore ^ ^ School ^ Brief summary ^ Detailed lore ^
-|Evocation|Spells that create things (physical damage, food, poison, character strengthening)|Evokers can literally make real that which is in their mind's eye. They can also add inertia to the objects creating dangerous projectiles. They can even use this skill on themselves, temporarily improving their strength, agility or even appearance. ​By perfectly imagining an arrow, an evoker ​can turn that idea into an actual arrow.|+|Evocation|Spells that create things (physical damage, food, poison, character strengthening)|Evokers can literally make real that which is in their mind's eye. By perfectly imagining an arrow, an evoker ​can turn that idea into an actual arrow. With practice they can even add inertia to the objects creating dangerous projectiles. They can even use this skill on themselves, temporarily improving their strength, agility or even appearance. ​Appearances ​can always be deceiving and most evocations are ephemeral. |
 |Sorcery|Spells that remove energy (cold spells, draining, paralyzing/​slow/​fear/​confuse)|Sorcerers work magic to debilitate and freeze their opponents. The source of these arts is obscured but shunned arts such as necromancy are known to derive from this school and few feel comfortable discussing its merits in public. When applied directly to the environment,​ sorcery can drain the very heat out of the air. When applied to others the affects are truly horrifying, recipients can quickly become decrepit and befuddled and even completely unable to move.| |Sorcery|Spells that remove energy (cold spells, draining, paralyzing/​slow/​fear/​confuse)|Sorcerers work magic to debilitate and freeze their opponents. The source of these arts is obscured but shunned arts such as necromancy are known to derive from this school and few feel comfortable discussing its merits in public. When applied directly to the environment,​ sorcery can drain the very heat out of the air. When applied to others the affects are truly horrifying, recipients can quickly become decrepit and befuddled and even completely unable to move.|
 |Pyromancy|Spells that add energy (fire, lightning, light)|Pyromancers are specialists in using magic to generate and control energy directly. By carefully weaving magic to contain heat, fire that can melt flesh and bone can be controlled to the detriment of any who would stand in their way. A more subtle application of pyromancy is to use conduct the energy as electricity rather than fire, greatly improving the distance practitioner'​s destructive urges can be felt. | |Pyromancy|Spells that add energy (fire, lightning, light)|Pyromancers are specialists in using magic to generate and control energy directly. By carefully weaving magic to contain heat, fire that can melt flesh and bone can be controlled to the detriment of any who would stand in their way. A more subtle application of pyromancy is to use conduct the energy as electricity rather than fire, greatly improving the distance practitioner'​s destructive urges can be felt. |
-|Summoning|Spells that call and control monsters (golems, pets, etc)|Summoners do not create things but rather bridge space and time to draw things to them. The summoning school has one of the worst causality rates as those who don't quickly learn the skills to control what they summon soon beckon something they shouldn'​t. These skills also give summoners the ability to readily move between areas such as teleporting or even creating semi-permanent ​bridges ​that they and others can navigate instantly moving from one area to another.|+|Summoning|Spells that call and control monsters (golems, pets, etc)|Summoners do not create things but rather bridge space and time to draw things to them. The summoning school has one of the worst causality rates as those who don't quickly learn the skills to control what they summon soon beckon something they shouldn'​t. These skills also give summoners the ability to readily move between areas by teleporting or even creating semi-permanent ​gateways ​that they and others can navigate ​through, ​instantly moving from one area to another.|
 |Praying|Spells gifted by channelling your gods wishes through prayer|| |Praying|Spells gifted by channelling your gods wishes through prayer||
  
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   * StatSVN   * StatSVN
-    * http://​crossfire.real-time.com/​svn/​statsvn/​branch/​+    * http://​crossfire.real-time.com/​svn/​statsvn/​branch/​spell_shuffle/
   * ChangeLog   * ChangeLog
-    * http://​crossfire.real-time.com/​svn/​changelog/​branch/​+    * http://​crossfire.real-time.com/​svn/​changelog/​branch/​spell_shuffle.html