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  #1  
Old 06-01-2002, 06:33 AM
Torankusu Torankusu is offline
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Magic.

Hybrid Staffs.
Yeah, I talked to Pir about this already.
Staffs that you could craft that you could attack AND block with.


Magic. Weaknesses/Strengths and Kingdom tie-ins.

People could learn a magic according to the kingdom (their kingdom flag) that they picked to be in at the beginning when they picked it. (i.e. Zormite, so they get Zormite strengths and weaknesses.)

I've listed what I think would work.

Dustari - Most people relate them with rocks, etc, from the looks, so:

--Weaknesses - WATER.
--Strengths - Thunder/Lightning.

Zormite - Water, of course.

--Weaknesses - Thunder
--Strengths - Water.

Samurai - Hmmm.... bamboos... trees, I guess.

--Weaknesses - Fire and Thunder
--Strengths - Water and grass (element.)

Pirates - Water, no?

--Weaknesses - Thunder AND water.
--Strengths - Water and fire. Slightly stronger than the other water and fire strengths.

Forest -

--Weakness - Fire.
--Strength - Grass (element.)



P.S. Magic School information/ideas coming soon after this post.
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  #2  
Old 06-01-2002, 06:37 AM
Torankusu Torankusu is offline
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Magic Schools
The schools can teach you two new elements/magics to learn and master.

Dark Magic, and White magic

Dark Magic - No elemental (fire, grass, water, thunder, etc) characteristics. Just a nifty thing you learn.

It deals a good amount of damage to those who know white magic.
Can Heal a LITTLE bit. (5HP or so, but it takes quite a lot of your MP, if that is going to be introduced.) Can only heal other Dark Mages.

White Magic - No elemental (fire, grass, water, thunder, etc) characteristics. Just a nifty thing you learn.

Curative magic, mostly. You can heal about 6-7 HP using about half the cost it takes to heal with dark magic. Can only heal other white mages. Deals a good amount of damage to white mages.



I might've forgot some things, so I'll add them later.
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Old 06-01-2002, 06:53 AM
Pith Pith is offline
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JSUT LIKE POKEMON
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Old 06-01-2002, 07:03 AM
Torankusu Torankusu is offline
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Quote:
Originally posted by Pith
JSUT LIKE POKEMON
Actually, I was basing it off of FFX...

Except no ice. Ice replaces the grass/forest element thing.
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Old 06-01-2002, 07:08 AM
Pith Pith is offline
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Re: Magic.

Quote:
Originally posted by Torankusu


Pirates - Water, no?

--Weaknesses - Thunder AND water.
--Strengths - Water and fire. Slightly stronger than the other water and fire strengths.

How can water be both weakness and strength?
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Old 06-01-2002, 07:11 AM
Torankusu Torankusu is offline
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Re: Re: Magic.

Quote:
Originally posted by Pith

How can water be both weakness and strength?
They use fire as a strength. That water affects the fire.
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Old 06-01-2002, 07:17 AM
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Pirate's element should be: Grog!
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Old 06-01-2002, 09:06 AM
Tyhm Tyhm is offline
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Samurai - Wind
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Old 06-01-2002, 09:37 AM
Torankusu Torankusu is offline
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Quote:
Originally posted by Tyhm
Samurai - Wind
What would be an opposite of wind?
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Old 06-01-2002, 10:41 AM
Tyhm Tyhm is offline
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Stone. Fueled by fire and/or water and/or tree, but stopped by stone.

In one storyline I was doing, Fire was the antithesis of Wind elementals - it sucks them in and they can't get away, Fire consumes Wind.

So strength - water, tree/grass
weakness-stone, fire
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Old 06-01-2002, 10:50 AM
Redflair Redflair is offline
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Re: Magic.

Quote:
Originally posted by Torankusu


Dustari - Most people relate them with rocks, etc, from the looks, so:

--Weaknesses - WATER.
--Strengths - Thunder/Lightning.

dustari's strength should be fire.
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Old 06-01-2002, 11:31 AM
Faheria_GP4 Faheria_GP4 is offline
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Sounds too much like Pokemon.......
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  #13  
Old 06-01-2002, 12:03 PM
_0AfTeRsHoCk0_ _0AfTeRsHoCk0_ is offline
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Dustari's strength should be fire AND thunder/lightning because fire has always been out element.
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  #14  
Old 06-01-2002, 12:19 PM
LilNiglet LilNiglet is offline
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DUSTARI FIRE DUSTARI FIRE IT GOES TOGETHER
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Old 06-01-2002, 12:29 PM
freddyfox freddyfox is offline
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Here's my spell system thing:

Classifications of Spells:

-Fire deals with heat-based spells, such as light beams or open flames.

-Ice deals with cold-based spells, such as wind gusts or snowstorms.

-Energy deals with matter-based spells, such as bolts of energy or atmospheric explosions.

-Earth deals with dirt-based spells, such as earthquakes or grasping roots.

-Void deals with nothingness-based spells, such as void portals or dimension rifts.

Researching and Crafting Spells:

All spells are drawn from powerful monoliths positioned around the kingdom isles, also known as "Cores." People that can succesfully harness the power of the cores are able to create immensely powerful elemental forces to destroy enemies with.

First, you have your basic spell-scroll spells from merchants. They're weaker spells you can buy from a merchant in order to help start your career into core concentration.

Then, for the more advanced spells, you must collect and research new spells. Things such as odd, burned papers from monsters can be studied to get information. This information can be processed to create newer and better spells.

Finally, there is spell crafting. By combining different minerals with special artifacts, you can create entirely new spells. For example:

NPC Code:

Durby + Talisman of Movement + Negation Medal = Movement Prevention



You get the idea. Something else that would be fantastic would be if that after a player discovers a new spell, it would be named after him. You know, Vermain's Agility of Sound or Tyhm's Hand of Destruction.

Negative Side Effects:

Anyone of any level can use any spell. BUT. Using a power way beyond your skill level with that certain spell element can have terrible concequences. This could range from your spells fizzing out, to your spells taking double the mana, to your spell imploding itself and damaging you. In terrible cases, the person using the spell would be killed. Using spells equal or less to your skill level should pose no threat, while something slightly higher then your skill level should pose a threat of fizzing out.
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