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Portkins' Big Ol' Garbage Bin

Started by GreenLeprechaun, 31-10-2011

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Quote from: Ragolution on 31-01-2012
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.

good point, I should include a spell book....but what would it take to do a spell? do I just cast ? or do I have to have ingredients?

You'll have to reference your book.

Quote from: Duraga 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
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.

good point, I should include a spell book....but what would it take to do a spell? do I just cast ? or do I have to have ingredients?

My recommendation is just go with what was created.  If you want to work out of a spell book then each spell will cost you a lot more energy per use.
"If you don't expect gratitude, you'll seldom be dissapointed."


Quote from: RanmaChan on 31-01-2012
Quote from: Duraga 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
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.

good point, I should include a spell book....but what would it take to do a spell? do I just cast ? or do I have to have ingredients?

My recommendation is just go with what was created.  If you want to work out of a spell book then each spell will cost you a lot more energy per use.

Quote from: Ragolution on 31-01-2012
Quote from: RanmaChan on 31-01-2012
Quote from: Duraga 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
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.

good point, I should include a spell book....but what would it take to do a spell? do I just cast ? or do I have to have ingredients?

My recommendation is just go with what was created.  If you want to work out of a spell book then each spell will cost you a lot more energy per use.

So you saying it would have a physical effect on her the more she casts and the bigger the spell she casts? I like that idea.

Quote from: RanmaChan on 31-01-2012
My recommendation is just go with what was created.

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


Quote from: RanmaChan on 31-01-2012
Quote from: RanmaChan on 31-01-2012
My recommendation is just go with what was created.

Lol
lol XD yeah , but mabye without the reagents and more of it takes a physical effect on her :3 I like both your ideas

31-01-2012 #682 Last Edit: 31-01-2012 by Duraga
Minecraft Account: Duraga131

Mage's Name: Alaizia Darkstar

Mage Type: Sorceress

Mantra: Life

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

Minor Healing:  This heals small wounds, like arrow wounds or stab wounds. Also used to stop bleeding/small internal wounds. The user will start to feel exhuasted after 10
Energy uses: 5

Moderate Healing:  This heals flesh wounds of all kinds, as well as broken bones and other ailments.
Energy uses: 10

Major Healing: This heals major injuries, like a severed limb.  The limb must be present to be re-attached.
Energy uses: 25
Regeneration:  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.
energy uses: 50
Cure Sickness:  This spell will cure magical and natural diseases.
uses: 10
Cure Poison:  This spell will cure magical or natural poisons or toxins.
Uses: 10
Heal mortal wound:  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.
uses: 50

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. (This spell can only be used 2 times per day and not in sucsession)

Energy Pool: 100 ( recharages per day)

hows this ?

Hows the pool gonna recharge?

Quote from: 2ktaco on 31-01-2012
Hows the pool gonna recharge?

its a per day thing..... 100 mana each day

So no book studying or, prayers? Nothing IC?

Quote from: Duraga on 31-01-2012
Quote from: 2ktaco on 31-01-2012
Hows the pool gonna recharge?

its a per day thing..... 100 mana each day
Quote from: 2ktaco on 31-01-2012
So no book studying or, prayers? Nothing IC?

Quote from: Ragolution on 31-01-2012
Quote from: Duraga on 31-01-2012
Quote from: 2ktaco on 31-01-2012
Hows the pool gonna recharge?

its a per day thing..... 100 mana each day
Quote from: 2ktaco on 31-01-2012
So no book studying or, prayers? Nothing IC?

do I need to change it? and yes I will study and read in character

Quote from: Duraga on 31-01-2012
Minecraft Account: Duraga131

Mage's Name: Alaizia Darkstar

Mage Type: Sorceress

Mantra: Life

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

Minor Healing:  This heals small wounds, like arrow wounds or stab wounds. Also used to stop bleeding/small internal wounds. The user will start to feel exhausted after ten uses.
Energy cost:  5

Moderate Healing:  This heals flesh wounds of all kinds, as well as broken bones and other ailments.
Energy cost: 10

Major Healing: This heals major injuries, like a severed limb.  The limb must be present to be re-attached.
Energy cost: 25

Regeneration:  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.
Energy cost: 50

Cure Sickness:  This spell will cure magical and natural diseases.
Energy cost: 10

Cure Poison:  This spell will cure magical or natural poisons or toxins.
Energy cost: 10

Heal Mortal Wound:  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.
Energy cost: 50

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. (This spell can only be used two times per day and not in succession.)

Energy Pool: 100 (Recharges per real life day)
In order for the caster to be able to use their spells again the next day (to recharge back up to 100) they must spend time in the morning studying their spell book.
"If you don't expect gratitude, you'll seldom be dissapointed."


Quote from: RanmaChan on 31-01-2012
Quote from: Duraga on 31-01-2012
Minecraft Account: Duraga131

Mage's Name: Alaizia Darkstar

Mage Type: Sorceress

Mantra: Life

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

Minor Healing:  This heals small wounds, like arrow wounds or stab wounds. Also used to stop bleeding/small internal wounds. The user will start to feel exhausted after ten uses.
Energy cost:  5

Moderate Healing:  This heals flesh wounds of all kinds, as well as broken bones and other ailments.
Energy cost: 10

Major Healing: This heals major injuries, like a severed limb.  The limb must be present to be re-attached.
Energy cost: 25

Regeneration:  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.
Energy cost: 50

Cure Sickness:  This spell will cure magical and natural diseases.
Energy cost: 10

Cure Poison:  This spell will cure magical or natural poisons or toxins.
Energy cost: 10

Heal Mortal Wound:  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.
Energy cost: 50

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. (This spell can only be used two times per day and not in succession.)

Energy Pool: 100 (Recharges per real life day)
In order for the caster to be able to use their spells again the next day (to recharge back up to 100) they must spend time in the morning studying their spell book.

yeah I like that ^^ how does that sound port?

31-01-2012 #690 Last Edit: 31-01-2012 by Ragolution
Quote from: Duraga on 31-01-2012

Minecraft Account: Duraga131

Mage's Name: Alaizia Darkstar

Mage Type: Sorceress

Mantra: Nature

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

Minor Healing:  Uses arcane fire to heal small wounds; easily mends arrow wounds, stab wounds or simple scrapes. Also used to stop bleeding/small internal wounds. The user will start to feel exhausted after ten uses.
Energy cost:  5

Moderate Healing:  Heals flesh wounds of all kinds, and mends simple bone fractures, etc. (Not compound fractures, obscenely damaged organs or worse.)
Energy cost: 15

Major Healing: This heals major injuries, like a severed limbs, punctured lungs or utterly shattered bones.  The limb must be present to be re-attached. Can regrow teeth, finger/toe nails or heal large areas of burned skin.
Energy cost: 30

Regeneration:  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. Arms and legs will consume the caster's full energy pool for the day whereas a foot or an eyeball will still require a great deal of effort. A wound that has been present for too long (24 hours) cannot be healed in this way. Wounds that are cauterized can be healed.
Energy cost: 65 - 80

Cure Sickness:  This spell will cure magical and natural diseases.
Energy cost: 25

Cure Poison:  This spell will cure magical or natural poisons or toxins.
Energy cost: 5

Will o' Wisp:  A defensive spell, it requires only the casters own body heat and a pinch of ash as reagent.  Utilizing the life-force in their body, the caster releases 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. (This spell can only be used four times per day and not in succession.)

Energy Pool: 80 (Recharges per real life day)
In order for the caster to be able to use their spells again the next day (to recharge back up to 80) they must spend time in the morning studying, writing in or otherwise improving their spell book and get a full night's rest. (Minimum 6 hours)


Modified to fit within my standards.
Changed your Mantra because it didn't make perfect sense with the Wisp spell added.

Any costs I modified I did so to avoid them being "Alternate Routes" to stronger spells.
(IE, Regenerate and Major Healing are basically the same, but regeneraton borders on impossible, even for Arthy.)

Quote from: Ragolution on 31-01-2012
Quote from: Duraga on 31-01-2012

Minecraft Account: Duraga131

Mage's Name: Alaizia Darkstar

Mage Type: Sorceress

Mantra: Nature

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

Minor Healing:  Uses arcane fire to heal small wounds; easily mends arrow wounds, stab wounds or simple scrapes. Also used to stop bleeding/small internal wounds. The user will start to feel exhausted after ten uses.
Energy cost:  5

Moderate Healing:  Heals flesh wounds of all kinds, and mends simple bone fractures, etc. (Not compound fractures, obscenely damaged organs or worse.)
Energy cost: 15

Major Healing: This heals major injuries, like a severed limbs, punctured lungs or utterly shattered bones.  The limb must be present to be re-attached. Can regrow teeth, finger/toe nails or heal large areas of burned skin.
Energy cost: 30

Regeneration:  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. Arms and legs will consume the caster's full energy pool for the day whereas a foot or an eyeball will still require a great deal of effort. A wound that has been present for too long (24 hours) cannot be healed in this way. Wounds that are cauterized can be healed.
Energy cost: 65 - 80

Cure Sickness:  This spell will cure magical and natural diseases.
Energy cost: 25

Cure Poison:  This spell will cure magical or natural poisons or toxins.
Energy cost: 5

Will o' Wisp:  A defensive spell, it requires only the casters own body heat and a pinch of ash as reagent.  Utilizing the life-force in their body, the caster releases 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. (This spell can only be used four times per day and not in succession.)

Energy Pool: 80 (Recharges per real life day)
In order for the caster to be able to use their spells again the next day (to recharge back up to 80) they must spend time in the morning studying, writing in or otherwise improving their spell book and get a full night's rest. (Minimum 6 hours)


Modified to fit within my standards.
Changed your Mantra because it didn't make perfect sense with the Wisp spell added.

Any costs I modified I did so to avoid them being "Alternate Routes" to stronger spells.
(IE, Regenerate and Major Healing are basically the same, but regeneraton borders on impossible, even for Arthy.)

those are reasonable changes :3 I thank you both for helping me stay with in the rules.
and yeah I dont plan on being able to regenerate stuff more than once a day....if I do I would hurt my self, go into a coma or die....or something along those lines from over exerting myself.
again I thank you both

so does this mean its approved?

Quote from: Duraga on 01-02-2012
so does this mean its approved?
Oh yeah. That's right.



Approofed!

01-02-2012 #694 Last Edit: 01-02-2012 by Ragolution
OH MAN LOOK HOW CANADIAN I AM


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


01-02-2012 #695 Last Edit: 01-02-2012 by 2ktaco
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: (Since Orcs dont have an actual language I have to use other languages)
Types:

       
  • Battle 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.)
  • Sound Script: These runes make instruments that always sound just the right way, items that emit loud noises, or . These are crafted in an ancient Elven dialect. (Like a flute that is always on pitch or, a ring that emits a screeching noise)
  • 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.)
  • Runes of Distortion: (Cannot be full invisiblity cuz dats gay) Distortion Runes create illusions of sight. They can make Orcs look like Elven maidens or, vice versa. Rune smith's fool around with invisibility using these runes but, never make full concealment items, we all know what happened last time. (A left sock that makes you look Ghastly, A pair of underpants that make you irresistable, An earring that makes you fade into the shadows, 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. I'm not going to make items for just anyone nor, will I make loads of magical items for myself. Maybe one though.
Open to suggestions and, constructive criticism.

Edited: Added a rune type & fixed a few names.

Quote from: 2ktaco on 01-02-2012
Minecraft Account: 2ktaco

Mage's Name: Grom Gro-Bura

Mage Type: Mage-Smith

Mantra: Nature

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 or even damaged, the magic is lost. This is the common technique Grom uses and, It takes 5-10 minecraft days for a standard item.

All runes can only be inscribed on metal. Two items with identical runes will negate one another. (IE,  A magic ward and a melee ward will disable one another. Two runes on one weapon will make the blade inert.)


Rune Types: (Since Orcs dont have an actual language I have to use other languages)
Types:

       
  • Battle Runes:  These runes imbue the item with elemental powers and are mainly used for destructive weapons. These items are scribed in a Demonic or Elven tongue. These runes are mostly only used on swords, axes and other weapons. Staves are a whole 'nother story.

  •    
  • Wards: These runes create magical barriers about their wearers and, can protect from either magical assaults or physical harm or both. The defence can be broken however but, only by continuous assaults. These are crafted in Dwarven. (Lightning absorbing crowns and, blade deflecting cloaks, etc.)(Items that protect from Magic AND Melee are significantly weaker than one dedicated to one or the other.

  •    
  • Sound Script: These runes make instruments that always sound just the right way, items that emit loud noises, or . These are crafted in an ancient Elven dialect. Basically useless.(Like a flute that is always on pitch or, a ring that emits a screeching noise)

  •    
  • 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.)

  • Runes of Distortion: Distortion Runes create illusions of sight. They can, potentially, make Orcs look like Elven maidens or, vice versa. Runesmiths fool around with invisibility using these runes but, never make full concealment items, we all know what happened last time. (A left sock that makes you look Ghastly, A pair of underpants that make you irresistable, An earring that makes you fade into the shadows, etc. Some runes even give people the image that they are constantly shifting around, allowing them to dodge arrows.) These runes can only be inscribed on non-weapons.
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. I'm not going to make items for just anyone nor, will I make loads of magical items for myself. Maybe one though.
Open to suggestions and, constructive criticism.

Edited: Added a rune type & fixed a few names.

Risen to the Portkins Standard.

Maybe...  ???


I am undecided, ive just been gone for so long.

Simply put  (too tired to elaborate on things)

I'm 'resigning' from being villain, wanted to try something else out
As a consequence, anyone I 'resurrected' is now dead, including bray, biker and fluff (But she changed characters anyway...) ((Also, being as bray 'died', I *Personally* think his magic app should be changed, so it doesn't contain spells from my side))


For an IC reason, the world holes could be an effect of me trying to summon massive ne(a?)ther gates to take over the world and failing, cos nothing ever goes right for us bad guys


P.s Biker's bitching out too and doesn't want to go along with anything, so just pretend nothing happened to him at all
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

Quote from: Beano on 02-02-2012
Simply put  (too tired to elaborate on things)

I'm 'resigning' from being villain, wanted to try something else out
As a consequence, anyone I 'resurrected' is now dead, including bray, biker and fluff (But she changed characters anyway...) ((Also, being as bray 'died', I *Personally* think his magic app should be changed, so it doesn't contain spells from my side))


For an IC reason, the world holes could be an effect of me trying to summon massive ne(a?)ther gates to take over the world and failing, cos nothing ever goes right for us bad guys


P.s Biker's bitching out too and doesn't want to go along with anything, so just pretend nothing happened to him at all

Yeah I know why. That's fine.