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Portkins' Big Ol' Garbage Bin

Started by GreenLeprechaun, 31-10-2011

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Quote from: Braydent30 on 26-01-2012
It annoys me that you don't trust me enough and believe that I would abuse Teleport and I did "Blood Presence(COMBAT)". Meaning it's a spell that requires me to have my palm cut...

When have you ever given me reason to trust you?

And fine, but if your spells become problematic they will be edited.

Accepted
"If you don't expect gratitude, you'll seldom be dissapointed."


Minecraft Account: Duraga131

Mage's Name: Alaizia Darkstar

Mage Type: Ritualist

Mantra: life

Spells/Powers: Mainly Healing powers.

Minor healing: this heals small wounds, like arrow wounds or stab wounds.

Major healing:this heals major enjuries, like a
severed limb.

cure Sickness: nuff said
cure poison: same as cure sickness

Heal mortal wound: Heals mortal injuries.

Forge limb: reconstructs a servered limb ( only if the limb is missing so I cant re-attach it )

The Preparation of the spells takes 1-2 Minecraft days depending on if the mage in question has a peaceful evironment and not physical, mental or spiritual strain then it takes less time than if talking to someone or other things( does not include Global chat). The player has to be online for this entire time.

Combat spells:

Fire Wisp: This a very weak fire spell that is only used to defend alaizia. This does very little damage besides some minor or moderate burns.

( I wanted to update my spell list alittle, tell me if it needs to be changed)

All hope must be disregarded

12:37 PM - Beano #JizzCake: how is babby formed
12:37 PM - SumRandomGuy: once upon a time
12:38 PM - SumRandomGuy: there was this giant big thingy thing
12:38 PM - SumRandomGuy: its called my benis

Not a single straight gene in his DNA!  Gotta love Autotune The News.
"If you don't expect gratitude, you'll seldom be dissapointed."


Quote from: Duraga on 30-01-2012
Minecraft Account: Duraga131

Mage's Name: Alaizia Darkstar

Mage Type: Ritualist

Mantra: life

Spells/Powers: Mainly Healing powers.

Minor healing: this heals small wounds, like arrow wounds or stab wounds.

Major healing:this heals major enjuries, like a
severed limb.

cure Sickness: nuff said
cure poison: same as cure sickness

Heal mortal wound: Heals mortal injuries.

Forge limb: reconstructs a servered limb ( only if the limb is missing so I cant re-attach it )

The Preparation of the spells takes 1-2 Minecraft days depending on if the mage in question has a peaceful evironment and not physical, mental or spiritual strain then it takes less time than if talking to someone or other things( does not include Global chat). The player has to be online for this entire time.

Combat spells:

Fire Wisp: This a very weak fire spell that is only used to defend alaizia. This does very little damage besides some minor or moderate burns.

( I wanted to update my spell list alittle, tell me if it needs to be changed)

I like how you did your last spell list.  Could you perhaps either put back up the reagents list or be a little bit more specific on what each spell does and how much it costs you?  Like the forge limb spell, how is a magical healer going to create an artificial limb?  That would be more along the lines of a spell-smith.  Please redo this with more details.
"If you don't expect gratitude, you'll seldom be dissapointed."


Minecraft: The Paint Mod

There is no expectation on my part that this would be added to the server, I thought it would just be cool to talk about.  I don't even think it could be added to the server..  Anyways.

But if it was added to the server, I don't know if it would be cool, or something that would turn out horrible..  I mean, you could write messages, decorate stuff, even mark walls with unique designs for the different factions, but it could also be heavily, HEAVILY abused too, lol.

Thoughts?
"If you don't expect gratitude, you'll seldom be dissapointed."



I never said I had any expectations of it being added to the server, I just wanted peoples thoughts on it.
"If you don't expect gratitude, you'll seldom be dissapointed."


Basics: We live in/near a giant forest, for the time being that's about it

This thread will be updated as the Finer details of the faction are decided

Quote from: Duraga on 30-01-2012
inecraft Account: Duraga131

Mage's Name: Alaizia Darkstar

Mage Type: Sorceress

Mantra: Life

Spells/Powers: Mainly healing powers (positive energy).

Minor Healing:  Must collect 10 seeds(herbs).
This heals small wounds, like arrow wounds or stab wounds. Also used to stop bleeding/small internal wounds.

Moderate Healing:  Must collect 15 seeds(herbs), 3 bones, and 1 rotten flesh.
This heals flesh wounds of all kinds, as well as broken bones and other ailments.

Major Healing: Must collect 20 seeds(herbs), 10 bones and 5 rotten flesh.
This heals major injuries, like a severed limb.  The limb must be present to be re-attached.

Regeneration:  Must collect 30 seeds(herbs), 20 bones, and 15 rotten flesh.
This spell regenerates a lost limb or body part that is not present.  Missing eye, missing leg, etc.  Cannot regenerate a missing brain/heart/other kind of mortal wound.

Cure Sickness:  Takes 20 seeds, 10 bones and 6 rotten flesh.
This spell will cure magical and natural diseases.

Cure Poison:  Takes 20 seeds, 10 bones, and 6 rotten flesh.
This spell will cure magical or natural poisons or toxins.

Heal mortal wound:  Collect 50 seeds, 35 bones and 25 rotten flesh.
This spell is not to be abused.  This spell is not an upgraded form of Regeneration in which you can regenerate a heart or brain, it is the healing of said organs if they are injured and the subject is close to death.

Fire Wisp:  A defensive spell, it requires only the casters own body heat as a reagent.  Utilizing the life-force in their body, their body heat, the caster fires a small wisp of flame from their hand at who ever is trying to harm them.  If the ball of flame connects with the aggressor then they will receive severe burns and have a chance of their clothing (or hair) catching on fire. The spell is for defense only, as the caster will be left shivering and needing to recuperate after using the spell. (I added this in because I know you talked about it and wanted it, use it sparingly as you are a healer)

Spells takes the components listed, once used the spell may be instantly cast with only a small amount of time for preparation.  These spells, based on how much of a material component they require, also require the caster to expend a lot of energy.  After casting the more powerful spells the caster will need to rest, or risk inuring them self.
"If you don't expect gratitude, you'll seldom be dissapointed."


It couldn't be used because it involves installation client-side.

Quote from: meldin on 30-01-2012
It couldn't be used because it involves installation client-side.

I know, thats not the point, I even mentioned that.  What this was about is if people thought it was cool or not, or what it COULD be used for.  You know, creativity and all that junk.
"If you don't expect gratitude, you'll seldom be dissapointed."


Quote from: RanmaChan on 30-01-2012
Quote from: Duraga on 30-01-2012
inecraft Account: Duraga131

Mage's Name: Alaizia Darkstar

Mage Type: Sorceress

Mantra: Life

Spells/Powers: Mainly healing powers (positive energy).

Minor Healing:  Must collect 10 seeds(herbs).
This heals small wounds, like arrow wounds or stab wounds. Also used to stop bleeding/small internal wounds.

Moderate Healing:  Must collect 15 seeds(herbs), 3 bones, and 1 rotten flesh.
This heals flesh wounds of all kinds, as well as broken bones and other ailments.

Major Healing: Must collect 20 seeds(herbs), 10 bones and 5 rotten flesh.
This heals major injuries, like a severed limb.  The limb must be present to be re-attached.

Regeneration:  Must collect 30 seeds(herbs), 20 bones, and 15 rotten flesh.
This spell regenerates a lost limb or body part that is not present.  Missing eye, missing leg, etc.  Cannot regenerate a missing brain/heart/other kind of mortal wound.

Cure Sickness:  Takes 20 seeds, 10 bones and 6 rotten flesh.
This spell will cure magical and natural diseases.

Cure Poison:  Takes 20 seeds, 10 bones, and 6 rotten flesh.
This spell will cure magical or natural poisons or toxins.

Heal mortal wound:  Collect 50 seeds, 35 bones and 25 rotten flesh.
This spell is not to be abused.  This spell is not an upgraded form of Regeneration in which you can regenerate a heart or brain, it is the healing of said organs if they are injured and the subject is close to death.

Fire Wisp:  A defensive spell, it requires only the casters own body heat as a reagent.  Utilizing the life-force in their body, their body heat, the caster fires a small wisp of flame from their hand at who ever is trying to harm them.  If the ball of flame connects with the aggressor then they will receive severe burns and have a chance of their clothing (or hair) catching on fire. The spell is for defense only, as the caster will be left shivering and needing to recuperate after using the spell. (I added this in because I know you talked about it and wanted it, use it sparingly as you are a healer)

Spells takes the components listed, once used the spell may be instantly cast with only a small amount of time for preparation.  These spells, based on how much of a material component they require, also require the caster to expend a lot of energy.  After casting the more powerful spells the caster will need to rest, or risk inuring them self.

Thank you for adding more detail, I really like this one ^^ sorry for not making it so detailed the first time ^^'

Your reagent bullshit is so fucking tedious it makes me want to strangle orphans.

Quote from: Ragolution on 31-01-2012
Your reagent bullshit is so fucking tedious it makes me want to strangle orphans.

Then modify it according to what you think would work.
"If you don't expect gratitude, you'll seldom be dissapointed."


Quote from: RanmaChan on 31-01-2012
Quote from: Ragolution on 31-01-2012
Your reagent bullshit is so fucking tedious it makes me want to strangle orphans.

Then modify it according to what you think would work.

You misunderstand me.

Not every spelllist needs to have reagents.
Some do, and most of the time I'm okay with it.

But when you need 30 pounds of whogivesashit to cast fireball, you're making me take trips to the orphanage.

Quote from: Ragolution on 31-01-2012
Quote from: RanmaChan on 31-01-2012
Quote from: Ragolution on 31-01-2012
Your reagent bullshit is so fucking tedious it makes me want to strangle orphans.

Then modify it according to what you think would work.

You misunderstand me.

Not every spelllist needs to have reagents.
Some do, and most of the time I'm okay with it.

But when you need 30 pounds of whogivesashit to cast fireball, you're making me take trips to the orphanage.

The fireball spell in this doesn't have a reagent cost.  The point of having reagents here is because these are healing spells.  They aren't going to be used over and over again like in battle, it is actually infrequent that people go for magical healing.  When they do go for magical healing they usually need it immediately, and before they were Ritual spells, so they were taking too long to cast.  So we worked it out that this would be the best way to do things.
"If you don't expect gratitude, you'll seldom be dissapointed."


Quote from: RanmaChan on 31-01-2012
Quote from: Ragolution on 31-01-2012
Quote from: RanmaChan on 31-01-2012
Quote from: Ragolution on 31-01-2012
Your reagent bullshit is so fucking tedious it makes me want to strangle orphans.

Then modify it according to what you think would work.

You misunderstand me.

Not every spelllist needs to have reagents.
Some do, and most of the time I'm okay with it.

But when you need 30 pounds of whogivesashit to cast fireball, you're making me take trips to the orphanage.

The fireball spell in this doesn't have a reagent cost.  The point of having reagents here is because these are healing spells.  They aren't going to be used over and over again like in battle, it is actually infrequent that people go for magical healing.  When they do go for magical healing they usually need it immediately, and before they were Ritual spells, so they were taking too long to cast.  So we worked it out that this would be the best way to do things.

Sorcerors should theoretically have a spellbook.

Minecraft Account: 2ktaco

Mage's Name: Grom Gro-Bura

Mage Type: Mage-Smith

Mantra: Magic itself

Spells/Powers:
Rune Scribing: Grom carves runes into the item. The runes are the source of the magic and, if somehow the runes are destroyed the magic is lost. This is the common technique Grom uses and, It takes 5-10 minecraft days for a standard item.(This isn't really a spell, just the way he works his magic)

If accepted: I was planning on  making a thread to keep track of the items and, their owners. Also, I would rarely create the items.

If Skeptical: I'm open to suggestions. I was thinking about reagents but, couldn't find one that worked to my liking.

Quote from: 2ktaco on 31-01-2012
Minecraft Account: 2ktaco

Mage's Name: Grom Gro-Bura

Mage Type: Mage-Smith

Mantra: Magic itself

Spells/Powers:
Rune Scribing: Grom carves runes into the item. The runes are the source of the magic and, if somehow the runes are destroyed the magic is lost. This is the common technique Grom uses and, It takes 5-10 minecraft days for a standard item.(This isn't really a spell, just the way he works his magic)

If accepted: I was planning on  making a thread to keep track of the items and, their owners. Also, I would rarely create the items.

If Skeptical: I'm open to suggestions. I was thinking about reagents but, couldn't find one that worked to my liking.

Be more specific.

No reagents, spell-smiths take a really long time to work their trade.

Wow, thats fast.
More specific as in describe the process in depth?

Quote from: 2ktaco on 31-01-2012
Wow, thats fast.
More specific as in describe the process in depth?

Describe the runes he's able to fashion.

Do they make the blade X? Y? Z?

I mean , it looks cool but yeah, it would be neat to have markings and stuff in game but we do have signs sooo.

Minecraft Account: 2ktaco

Mage's Name: Grom Gro-Bura

Mage Type: Mage-Smith

Mantra: Magic itself

Spells/Powers:
Rune Scribing: Grom carves runes into the item. The runes are the source of the magic and, if somehow the runes are destroyed the magic is lost. This is the common technique Grom uses and, It takes 5-10 minecraft days for a standard item.(This isn't really a spell, just the way he works his magic)

Rune Types & Languages: (Since Orcs dont have an actual language I have to use other languages)
Types: 1st two are for combat oriented items and, won't be made much as there is an excess of killing already. The rest are the fun ones.

       
  • Elemental Runes:  These runes imbue the item with elemental powers and, are mainly used for destructive weapons. These items are scribed in a Druidic tongue.(Flaming swords, magical staves, etc.)
  • Warding Words: These runes create magical sheilds about their wearers and, can protect from either magical assaults or, physical harm, never both. The defence can be broken however but, only by large attacks. These are crafted in Dwarven.(Lightning absorbing crowns and, blade deflecting cloaks, etc.)
  • Runes of skill: These runes make instruments that always sound just the right way. These are crafted in an ancient Elven dialect. (Like a flute that is always on pitch or, a lute thats always tuned to perfection)
  • Runes of Sentience: (Keep in mind, these won't be golems and, the like, just talking books, Auto-harps, etc.) These runes cast life  into the lifeless and, give things that once were stagnant the abilities to live like the rest of us. Well, minus the walking and, having to eat. These are crafted in old Ermorian (Talking tomes, etc.)
If accepted: I was planning on  making a thread to keep track of the items and, their owners to limit the wild spread of magic items. They would also be rarely made.

Open to suggestions and, constructive criticism.

I think its O-mazing.