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(Spell Types)
(Weapon)
 
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==Preface==
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<html><div class="bcontainer" style="height: 470px">
__NOTOC__
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<div class="bbox lbox" style="height: 470px"><div class="bcenter">
<html><img src="http://terrarp.net/resources/mastery/blackmagic.png" class="right" style="margin: 0 0 130px 20px; width: 200px"></html>
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<img src="http://terrarp.net/resources/mastery/blackmagic.png" style="width: 128px;">
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<div class="bname">Standard</div></div>
  
Black Magic allows its user to wield dark energy that often manifest in a dark purple or shadowy form. It is a powerful force similar to arcane energy, though it is vile in nature. Aside from its direct offensive capability, black magic also include ritual that curse, hex, or rot targets. Rituals are often intricate and used for more powerful spells outside of combat.
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<span style="color:#a153d2">Black Magic</span> allows the user to wield a dark energy that often manifests as a dark purple or shadowy haze which causes damage to its target upon impact. It is a nefarious magic that corrupts nature and is used in rituals to curse, hex, or otherwise harm its targets. These rituals are often incredibly intricate and offer little to no use in close combat.
  
Black Magic is a destructive and vile magic that is optimal at medium and close range with moderate energy draw. Its spell can rot or curse tagets. It also feature rituals to employ strong magic out of combat.
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<div class="gcontain" style="margin-top: 25px">
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<span class="gtype">Energy</span> <img src="http://terrarp.net/resources/mastery/gauge2.png" alt="gauge">
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<span class="gtype">Range</span> <img src="http://terrarp.net/resources/mastery/gauge2.png" alt="gauge">
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</div>
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<ul class="mtag">
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<li>Damage</li>
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<li>Disruption</li>
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<li>Utility</li>
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</ul>
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</div>
  
<span class="b2a">Strength</span>  
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<div class="bbox" style="height: 470px"><div class="bcenter">
<br><span class="b2a">Weaknesses</span>
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<img src="http://terrarp.net/resources/mastery/necromancy.png" style="width: 128px;">
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<div class="bname">Awakened</div></div>
  
==Spell Types==
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<span  style="color:#7860f0">Necromancy</span> gives the user the ability to reanimate corpses and place them under their control as mindless minions. These minions require constant sustenance from the user and can be difficult to maintain in larger numbers. The user can also imbue lesser undead creatures with energy to create hostile abominations with limited lifespans.
  
Below are some common spell types this magic features; you are not limited to this list. At higher level, you can combine them with other mastery for more interesting effects.  
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<div class="gcontain" style="margin-top: 25px">
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<span class="gtype">Energy</span> <img src="http://terrarp.net/resources/mastery/gauge4.png" alt="gauge">
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<span class="gtype">Range</span> <img src="http://terrarp.net/resources/mastery/gauge2.png" alt="gauge">
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</div>
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<ul class="mtag">
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<li>Pet</li>
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<li>Utility</li>
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</ul>
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</div>
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</div></html><br>
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==Skill Examples==
  
 
<table width="100%" border="0" class="infobox progression">
 
<table width="100%" border="0" class="infobox progression">
 
     <tr>
 
     <tr>
       <td width="20%"><span style="color:#408cc2">Channeling</span></td>
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       <td width="23%"><span style="color:#a153d2">Damage over time</span></td>
       <td>Air spells can be used to move oneself, a target, or objects. It allows the user to use it how they see fit. Prolonged flying is not possible.</td>
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       <td>These spells do not deal damage upfront, but over a period of time.</td>
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    </tr>
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    <tr>
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      <td><span style="color:#a153d2">Drain</span></td>
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      <td>These spells drain the target's various needs such as food, water, health, or energy.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#4bccd8">Damage over time</span></td>
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       <td><span style="color:#a153d2">Conditions</span></td>
       <td>These spells allow the user to alter the air around them, making it dense, cold, condensing clouds, etc.</td>
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       <td>These spells feature rot, fear, hex, curse, and disease.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#d6bb27">Explosion</span></td>
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       <td><span style="color:#a153d2">Ritual</span></td>
       <td>These spells involves manipulating lightning, calling it down from the sky, channeling lightning through ones finger tip, summoning lightning in a small area, etc. They also focus on harnessing electricity for a variety of uses.</td>
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       <td>These spells are best used out of combat because they have a long spellcast and require magical reagents. They are often strong curses or have powerful effects such as tainting a lake, or rotting a field.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#5f4bd8">Siege Spells</span></td>
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       <td><span style="color:#7860f0">Summon Undead</span></td>
       <td>These spells are meant to disrupt the target, either by making them lose footing with air,
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       <td><span class="b2a">(Awakened)</span> These spells reanimate corpses and put them under the user's control. <div style="margin-top: 8px"><span class="b1">Zombies</span> are identical to the corpse, but only have a fraction of the power.</div>
or temporarily stunning them with lightning.</td>
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<div style="margin-top: 8px"><span class="b1">Horrors</span> hatch from the corpse, but look nothing like the body it came out of. These creatures tend to look like a grotesque mix of body parts and bones.</div>
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<div style="margin-top: 8px"><span class="b1">Skeletons</span> doesn't require corpses and can easily turn into a horde, but are rather frail.</div>
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</td>
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    </tr>
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    <tr>
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      <td><span style="color:#7860f0">Corpse Manipulation</span></td>
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      <td><span class="b2a">(Awakened)</span> These spells allow the user to manipulate corpses in creative ways, allowing the user to do things such as detonating them, putting curses on them, perserving the corpse, or using them to replenish other summons.</td>
 
     </tr>
 
     </tr>
 
</table><br>
 
</table><br>
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==Weapons==
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<table width="100%" border="0" class="infobox progression">
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    <tr>
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      <td width="23%"><span style="color:#239d85">Rod</span></td>
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      <td><span class="b2a">(One-handed)</span> Rod-like items such as wand, branch, etc. Rods often contain "Cantrips," which are weak spells that cost little energy to use.</td>
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    </tr>
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    <tr>
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      <td><span style="color:#239d85">Focus</span></td>
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      <td><span class="b2a">(One-handed)</span> Embellished items such as chakram, idol, skull, ceremonial dagger, effigy, icon, etc. As its name suggest, focus improves the user's concentration during spellcasting.</td>
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    </tr>
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    <tr>
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      <td><span style="color:#239d85">Spell Ring</span></td>
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      <td><span class="b2a">(One-handed)</span> These rings are worn on the dominant hand, which allows the user to write the spells instead of reciting the incantation. The written spell will appear as glowing words that float in thin air before the spell is cast.</td>
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    </tr>
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    <tr>
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      <td><span style="color:#239d85">Rune Stone</span></td>
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      <td><span class="b2a">(One-handed)</span> These are made with a variety of stone or cystal. The rune stone will float alongside the user, helping them cast spells. Rune stones allow the user to insribe runes onto surfaces, which can be activated from a distance.</td>
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    </tr>
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    <tr>
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      <td><span style="color:#239d85">Charms</span></td>
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      <td><span class="b2a">(One-handed)</span> A set of three flat-surface magic papers float along with you. Since charms are expendable, they improve the user's energy management.</td>
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    </tr>
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    <tr>
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      <td><span style="color:#239d85">Grimoire</span></td>
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      <td><span class="b2a">(One-handed)</span> These spellbooks range from small and light to large and heavy. The advantage of wielding a grimoire comes from the fact that they contain a large number of spells, which improves the user's spellcasting speed.</td>
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    </tr>
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    <tr>
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      <td><span style="color:#239d85">Staff</span></td>
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      <td><span class="b2a">(Two-handed)</span> Long and slender scepters that are often full of ornaments or magical energy. These staff are too flimsy to be used for physical combat. (Flavor) Staff often empowers spell that take a long time to cast since it acts as an energy absorber, drawing in mana from its surroundings.</td>
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    </tr>
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    <tr>
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      <td><span style="color:#239d85">Tarot Cards</span></td>
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      <td><span class="b2a">(Two-handed)</span> To cast spells with tarot cards, you must shuffle the deck and pull these cards out and arrange them in the air (they float) in a particular pattern before the spell materializes. Optionally, you may also pull out a card to cast a random spell, this is the fastest way to cast a spell. Think Astrologian from FFXIV.</td>
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    </tr>
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</table><br>
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[[Category: Mastery]][[Category: Magic]][[Category: Summon]]

Latest revision as of 09:33, 24 April 2018

Standard
Black Magic allows the user to wield a dark energy that often manifests as a dark purple or shadowy haze which causes damage to its target upon impact. It is a nefarious magic that corrupts nature and is used in rituals to curse, hex, or otherwise harm its targets. These rituals are often incredibly intricate and offer little to no use in close combat.
Energy gauge Range gauge
  • Damage
  • Disruption
  • Utility
Awakened
Necromancy gives the user the ability to reanimate corpses and place them under their control as mindless minions. These minions require constant sustenance from the user and can be difficult to maintain in larger numbers. The user can also imbue lesser undead creatures with energy to create hostile abominations with limited lifespans.
Energy gauge Range gauge
  • Pet
  • Utility

Skill Examples

Damage over time These spells do not deal damage upfront, but over a period of time.
Drain These spells drain the target's various needs such as food, water, health, or energy.
Conditions These spells feature rot, fear, hex, curse, and disease.
Ritual These spells are best used out of combat because they have a long spellcast and require magical reagents. They are often strong curses or have powerful effects such as tainting a lake, or rotting a field.
Summon Undead (Awakened) These spells reanimate corpses and put them under the user's control.
Zombies are identical to the corpse, but only have a fraction of the power.
Horrors hatch from the corpse, but look nothing like the body it came out of. These creatures tend to look like a grotesque mix of body parts and bones.
Skeletons doesn't require corpses and can easily turn into a horde, but are rather frail.
Corpse Manipulation (Awakened) These spells allow the user to manipulate corpses in creative ways, allowing the user to do things such as detonating them, putting curses on them, perserving the corpse, or using them to replenish other summons.

Weapons

Rod (One-handed) Rod-like items such as wand, branch, etc. Rods often contain "Cantrips," which are weak spells that cost little energy to use.
Focus (One-handed) Embellished items such as chakram, idol, skull, ceremonial dagger, effigy, icon, etc. As its name suggest, focus improves the user's concentration during spellcasting.
Spell Ring (One-handed) These rings are worn on the dominant hand, which allows the user to write the spells instead of reciting the incantation. The written spell will appear as glowing words that float in thin air before the spell is cast.
Rune Stone (One-handed) These are made with a variety of stone or cystal. The rune stone will float alongside the user, helping them cast spells. Rune stones allow the user to insribe runes onto surfaces, which can be activated from a distance.
Charms (One-handed) A set of three flat-surface magic papers float along with you. Since charms are expendable, they improve the user's energy management.
Grimoire (One-handed) These spellbooks range from small and light to large and heavy. The advantage of wielding a grimoire comes from the fact that they contain a large number of spells, which improves the user's spellcasting speed.
Staff (Two-handed) Long and slender scepters that are often full of ornaments or magical energy. These staff are too flimsy to be used for physical combat. (Flavor) Staff often empowers spell that take a long time to cast since it acts as an energy absorber, drawing in mana from its surroundings.
Tarot Cards (Two-handed) To cast spells with tarot cards, you must shuffle the deck and pull these cards out and arrange them in the air (they float) in a particular pattern before the spell materializes. Optionally, you may also pull out a card to cast a random spell, this is the fastest way to cast a spell. Think Astrologian from FFXIV.