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#Post#: 3298--------------------------------------------------
Need grammar check for few spells
By: Aeroblyctos Date: June 4, 2011, 3:41 am
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Hello.
Need grammar check for the spell book spells. Otherwise they're
done already.
Also if you know a better way to write these descriptions go
ahead... The new idea is to make the description short and easy
to understand. Before all descriptions meant to be "epic" and
"long".
No need to do everything now, but within two weeks before the
next version.
=== FIRE ===
1. Volcanic Fissure
Summons a destructive fiery volcano beneath the ground shooting
out incredibly hot beams of fire. When it hits, it will scorch
any enemies in the vicinity of the flame dealing damage and
stunning them for the following 5 seconds. |n|c00FEBA0ELevel:
Low. |nHotkey: Q. |nType: Area. |nCast time: 0. |nCooldown: 90
seconds. |nEffect increases by intelligence and other magic
bonuses. |nCalc: (magbonus%+100%)x(1000+(intx3)+magbonus)
----------------------------------------------------------------
-----------------------------------
2. Adrenaline Rush
With willpower and magic, the caster uses his magic to pump
enormous amounts of adrenaline into the target's veins making
him forget all his fears and doubts. The powers of the target
rapidly increases, making him an unstoppable fearless killing
machine. |n|c00FEBA0ELevel: Medium. |nHotkey: W. |nType:
Instant. |nCast time: 0. |nCooldown: 90 seconds. |nEffect
increases caster's by level. |nCalc: 25xlvl
----------------------------------------------------------------
-----------------------------------
3. Flames of War
The caster creates a fiery crater of hellfire around himself,
enveloping himself in chaotic fire gaining an impenetrable
shield of flames. After that, the caster can focus 100% on the
destruction of his enemies and becomes a living volcano,
emitting fierce waves of fire to incinerate his enemies to
charred remains. |n|c00FEBA0ELevel: High. |nHotkey: E. |nType:
Instant. |nCast time: 0. |nCooldown: 300 seconds. |nEffect
increases by intelligence and other magic bonuses. |nCalc:
(magbonus%+100%)x(1000+(intx3)+magbonus)
=== LIGHTNING ===
1. Spiral Shield
This spell generates three invisible orbs of electrically
charged particles that one is above the caster and other two
rotating around the caster. Every two second, those particles
release a tremendous amount of energy, one healing the caster
and other two blasting all nearby enemies stunning and dealing
damage. However, those particles only have enough energy to last
for 5 waves. |n|c00FEBA0ELevel: Low. |nHotkey: Q. |nType:
Instant. |nCast time: 0. |nCooldown: 90 seconds. |nEffect
increased by intelligence and other magic bonuses. |nCalc:
magbonus%x(300+(intx3)+magbonus)
----------------------------------------------------------------
-----------------------------------
2. Chain Lightning
The caster summons powerful lightning thundering down from the
skies that hit the target enemy unit, damaging and electrifying
it with a strong curse for 10 seconds. When the curse is active,
every attack on the cursed unit will shock it, dealing 10%
additional damage. Not only damaging your foes, the lightning
also jumps onto friendly units healing them for the same amount
of damage that was dealt to the enemy unit. |n|c00FEBA0ELevel:
Medium. |nHotkey: W. |nType: Target. |nCast time: 0. |nCooldown:
180 seconds. |nEffect increased by intelligence and other magic
bonuses. |nCalc: magbonus%x(2000+(intx3)+magbonus)
----------------------------------------------------------------
-----------------------------------
3. Charged Prism
This devastating lightning spell needs 10 seconds to charge.
After 10 has passed, the caster is free from charging the spell
and the Charged Prism is charging it's own power to it's climax.
Enemies caught in this area will suffer lightning damage per
second. Once it's size has reached it's maximum point the prism
can only hand itself for two seconds before it collapses on
itself, forcing the charged particles to explode in an
electrical blast that will deal three times more damage than the
basic damage to all nearby enemy units and stunning them for 5
seconds. |n|c00FEBA0ELevel: High. |nHotkey: E. |nType: Area.
|nCast time: 10. |nCooldown: 300 seconds. |nEffect increases by
intelligence and other magic bonuses. |nCalc:
(magbonus%)x(1000+(intx3)+magbonus)/5
=== ICE ===
1. Frost Armature (Frost Armature)
It is said that ice elemental is the best when it comes to
strengthen others or making harder for enemies to fight. Frost
Armature is one of simpliest yet useful ability that encases a
friendly unit creating an armor with ice crystals magically
reinforcing to be as tough as diamond. The armor increases
bearer's armor by 30. Also restores 10% of hit points and mana
for every second. After 15 seconds the enchantment will wear off
and the ice will start to melt. |n|c00FEBA0ELevel: Low.
|nHotkey: Q. |nType: Target. |nCast time: 0. |nCooldown: 90
seconds. |nDoesn't increase at all. |nCalc: -
----------------------------------------------------------------
-----------------------------------
2. Magic Guard (Magic Guard)
Magic Guard is a legendary spell that have been long searched.
With this spell it is able to even save a friend from enemy
attacks so long that the caster's mana is holding. Places a
defensive force field around an allied target. The force field
is made of hardened mana with each point of mana capable of
absorbing two points of damage. The force field will
automatically break if the caster runs out of mana.
|n|c00FEBA0ELevel: Medium. |nHotkey: W. |nType: Target. |nCast
time: 0. |nCooldown: 180 seconds. |nDoesn't increase at all.
|nCalc: -
----------------------------------------------------------------
-----------------------------------
2. Frigid Whirlpool (Glacial Spikes)
Freezes the air around the caster for 10 seconds. Enemies who
are near takes damage per second and their attack and movement
speeds are slowed by 50%. |n|c00FEBA0ELevel: High. |nHotkey: E.
|nType: Instant. |nCast time: 0. |nCooldown: 180 seconds.
|nEffect increased by intelligence and other magic bonuses.
|nCalc: (magbonus%)x(1000+(intx3)+magbonus)/5
=== LIGHT ===
1. Divine Seal (Divine Seal)
Places a Divine Seal upon a targeted friendly unit. The Divine
Seal uses the power of the light to nullify all harmful magic
directed towards the unit it was placed upon, purging all
negative debuffs and granting spell immunity to its target. The
Divine Seal also releases life energy that heals the target over
time. After 5 seconds, the Seal will run out of energy and fade
away. |n|c00FEBA0ELevel: Low. |nHotkey: Q. |nType: Target.
|nCast time: 0. |nCooldown: 90 seconds. |nEffect increases by
intelligence and other magic bonuses. |nCalc:
(magbonus%)x(300+(intx3)+magbonus)
----------------------------------------------------------------
-----------------------------------
2. Union of Souls (Union of Souls)
- Spirit Link.
This powerfull spell links together the souls of up to six
units. When linked, half of the damage that each individual
receives will be evenly distributed among all other members of
the union. The effect of the spell will however only last for 60
seconds, then the link dissipates and the units are no longer
linked. |n|c00FEBA0ELevel: Medium. |nHotkey: W. |nType: Target.
|nCast time: 0. |nCooldown: 180 seconds. |nEffect doesn't
increase at all. |nCalc: -
----------------------------------------------------------------
-----------------------------------
3. Holy Cross (Light Spell 9)
Blesses a targeted friendly unit with a holy cross for 60
seconds. The blessed unit is healed per second and it's stats
are increased temporarily. If the blessed one dies it will be
revived but the effect dissappears then. |n|c00FEBA0ELevel:
High. |nHotkey: E. |nType: Target. |nCast time: 0. |nCooldown:
90 seconds. |nEffect increases by intelligence and other magic
bonuses. |nCalc: 1) Heal: (magbonus%)x(1000+(intx3)+magbonus)/10
2) Stats: lvlx1
----------------------------------------------------------------
-----------------------------------
4. Restorative Pentagram (Light Spell 10)
Places in the position of caster a healing pentagram for 60
seconds. The pentagram heals friendly units in a large area and
gives 1 vitality per second. Also units that are standing in the
area are blessed with extra 1000 attack and 3000 spell damage.
|n|c00FEBA0ELevel: Ultimate. |nHotkey: R. |nType: Target. |nCast
time: 0. |nCooldown: Once per chapter. |nEffect increases by
intelligence and other magic bonuses. |nCalc:
(magbonus%)x(1000+(intx3)+magbonus)
=== DARKNESS ===
1. Destroy Soul (Darkness Spell 5)
This spell is one of the most wanted spells in the Oelivert
because of it's effectiveness compared that it's only a low
level spell. When cast, lauches a deadly ritual to a selected
area. The enemies who are in this area are effected by a
horrible curse that rip outs their souls killing them instantly.
Only works against lower level enemies than the caster.
|n|c00FEBA0ELevel: Low. |n|c00FEBA0EHotkey: Q. |nType: Instant.
|nCast time: 0. |nCooldown: 90 seconds. |nEffect doesn't
increase at all. |nCalc: -
----------------------------------------------------------------
-----------------------------------
2. Impale (Impale)
- Deals damage to a single unit.
Uses the power of darkness to create a vortex that sucks your
opponent into the sky. Upon reaching the highest point, four
massive spike tendrils will shoot out of the earth, impaling the
target and dealing massive damage. |n|c00FEBA0ELevel: Medium.
|n|c00FEBA0EHotkey: W. |nType: Target. |nCast time: 0.
|nCooldown: 180 seconds. |nEffect increases with level. |nCalc:
5000+(lvlx200)
----------------------------------------------------------------
-----------------------------------
3. Astral Orb (Grim Brazier)
Summons an immortal Astral Orb to the sky from another world.
The orb to attract evil spirits with its dark energies. These
spirits cannot be seen but they enjoy tormenting their enemies
by changing their hit point regenerations upside down, damaging
them slowly and and killing the weakest ones instantly. As the
orb is summoned from another world it cannot be hurt and is able
to stay 60 seconds before it disappears. n|c00FEBA0ELevel: High.
|n|c00FEBA0EHotkey: E. |nType: Area. |nCast time: 0. |nCooldown:
300 seconds. |nEffect increases by intelligence and other magic
bonuses. |nCalc: (magbonus%)x(1000+(intx3)+magbonus)/10
#Post#: 3299--------------------------------------------------
Re: Need grammar check for few spells
By: chimto Date: June 4, 2011, 4:31 am
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The Light spells doesn't have Level like other spells.
[spoiler]Volcanic Fissure:
Summons a destructive fiery volcano beneath the ground shooting
out incredibly hot beams of fire. When it hits, it will scorch
any enemies in the vicinity of the flame dealing damage and
stunning them for the following 5 seconds. |n|c00FEBA0ELevel:
Low. |nHotkey: Q. |nType: Area. |nCast time: 0. |nCooldown: 90
seconds. |nEffect increases by Intellect and other magic
bonuses. |nCalc:
(magbonus%+100%)x(1000+(intx3)+magbonus)[/spoiler]
[spoiler]Adrenaline Rush:
With willpower and magic, the caster uses his magic to pump
enormous amounts of adrenaline into the target's veins making
him forget all his fears. The powers of the target rapidly
increases, making him an unstoppable fearless killing machine.
|n|c00FEBA0ELevel: Medium. |nHotkey: Q. |nType: Instant. |nCast
time: 0. |nCooldown: 90 seconds. |nEffect increases caster's by
level. |nCalc: 25xlvl[/spoiler]
[spoiler]Flames of War:
The caster creates a fiery crater of hellfire around himself,
enveloping himself in chaotic fire gaining an impenetrable
shield of flames. After that, the caster can focus 100% on the
destruction of his enemies and becomes a living volcano,
emitting fierce waves of fire to incinerate his enemies to
charred remains. |n|c00FEBA0ELevel: High. |nHotkey: E. |nType:
Instant. |nCast time: 0. |nCooldown: 300 seconds. |nEffect
increases by Intellect and other magic bonuses. |nCalc:
(magbonus%+100%)x(1000+(intx3)+magbonus)[/spoiler]
Will do more later. Any problems?
#Post#: 3300--------------------------------------------------
Re: Need grammar check for few spells
By: Aeroblyctos Date: June 4, 2011, 5:13 am
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Okay, fixed, thanks!
Four spells are missing but they're found from later chapters so
no need to do them now. I mean ultimate fire, lightning, ice and
darkness spells. Those will be devastating spells. Oh yea!
#Post#: 3314--------------------------------------------------
Re: Need grammar check for few spells
By: chimto Date: June 4, 2011, 7:31 pm
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I always thought that Charged Prism was of the second tier, not
third, because it was the second Lightning spell to be
obtainable :P
Spiral Shield
[spoiler]This spell generates three invisible orbs of
electrically charged particles - one is above the caster and the
other two rotate around him. Every two seconds, those particles
release a tremendous amount of energy, one healing the caster
and other two blasting all nearby enemies stunning and dealing
damage. However, those particles only have enough energy to last
for 5 waves. |n|c00FEBA0ELevel: Low. |nHotkey: Q. |nType:
Instant. |nCast time: 0. |nCooldown: 90 seconds. |nEffect
increased by Intellect and other magic bonuses. |nCalc:
magbonus%x(300+(intx3)+magbonus)[/spoiler]
Chain Lightning
[spoiler]The caster summons a powerful lightning bolt striking
down from the skies that hit the target enemy unit, damaging and
cursing it for 10 seconds. When the curse is active, every
attack on the cursed unit will shock it, dealing 10% additional
damage. The lightning also jumps onto friendly units healing
them for the same amount of damage that was dealt to the enemy
unit. |n|c00FEBA0ELevel: Medium. |nHotkey: W. |nType: Target.
|nCast time: 0. |nCooldown: 180 seconds. |nEffect increased by
Intellect and other magic bonuses. |nCalc:
magbonus%x(2000+(intx3)+magbonus)[/spoiler]
Charged Prism
[spoiler]This devastating lightning spell needs 10 seconds to
charge. After 10 seconds have passed, the caster is free from
charging the spell and the Charged Prism is charging its own
power to its climax. Enemies caught in this area will suffer
damage per second. Once it has reached critical mass the prism
can only hand itself for two seconds before it collapses on
itself, forcing the charged particles to explode in an
electrical blast that will deal three times more damage than the
basic damage to all nearby enemy units and stunning them for 5
seconds. |n|c00FEBA0ELevel: High. |nHotkey: E. |nType: Area.
|nCast time: 10. |nCooldown: 300 seconds. |nEffect increases by
Intellect and other magic bonuses. |nCalc:
(magbonus%)x(1000+(intx3)+magbonus)/5[/spoiler]
Frost Armature
[spoiler]Increases the target's armor by 30. Also restores 10%
of hit points and mana for every second. Lasts 15 seconds.
|n|c00FEBA0ELevel: Low. |nHotkey: Q. |nType: Target. |nCast
time: 0. |nCooldown: 90 seconds. |nDoesn't increase at all.
|nCalc: -[/spoiler]
Magic Guard
[spoiler]Places a force field around the target which absorbs 2
mana of the caster per damage taken by the target. Wears off if
the caster runs out of mana. |n|c00FEBA0ELevel: Medium.
|nHotkey: W. |nType: Target. |nCast time: 0. |nCooldown: 180
seconds. |nDoesn't increase at all. |nCalc: -[/spoiler]
Frigid Whirlpool
[spoiler]Freezes the air around the caster for 10 seconds.
Nearby enemies take damage per second and are slowed by 50%.
|n|c00FEBA0ELevel: High. |nHotkey: E. |nType: Instant. |nCast
time: 0. |nCooldown: 180 seconds. |nEffect increased by
intelligence and other magic bonuses. |nCalc:
(magbonus%)x(1000+(intx3)+magbonus)/5[/spoiler]
Divine Seal
[spoiler]Removes all debuffs and gives the target Spell
Immunity. Also heals the target overtime. Lasts 5 seconds.
|n|c00FEBA0ELevel: Low. |nHotkey: Q. |nType: Target. |nCast
time: 0. |nCooldown: 90 seconds. |nEffect increases by
intelligence and other magic bonuses. |nCalc:
(magbonus%)x(300+(intx3)+magbonus)[/spoiler]
#Post#: 3694--------------------------------------------------
Re: Need grammar check for few spells
By: Aeroblyctos Date: June 24, 2011, 7:34 am
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Argh!
Forgot this thread. I'll use the texts you guys have fixed but I
have to close to thread because of that new spell book idea
where I combine some of the spells...
So closed.
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