Post by Admin Council on Jan 31, 2013 13:58:10 GMT -5
[!][REGARDING THESE SPELLS][!]
Spells listed in the 'Spellcasting For Dummies' section are different from your typical spells. They are listed as 'imperfect' spells -- these are versions of more common or standard spells that are cheaper than the normal ones but all have at least one, sometimes more, consistent handicaps built into them. Inspired chiefly by Slyphiel's comedic "flare carrot" spell, 'imperfect' spells represent what frequently happens to novice spellcasters still developing their arcane talents.
'Imperfect' spells, in addition to being much cheaper than the regular version, have two added benefits. First, taking the 'Rookie Caster' class reduces the price even further -- while your spells may not be all that great, you can pick them up in far greater number very quickly, making this class ideal for first characters with a magic focus (it's also handy for characters focused on comedy, which has its own benefits and rewards as well!). Second, after using an imperfect spell frequently in RP threads (minimum being five uses), you can ask a veteran or staff member to review your character's "practice" and, if it shows sufficient effort and plays the imperfect magic with enough humor, balance, and believability, you can upgrade to the full version of the spell... absolutely free!
If you want to create your own imperfect spells, discuss it with a staff member beforehand.
[NOTE ON TERMINOLOGY]
'Area of Awareness': This is generally used for non-projectile magic that simply materializes at a given point. For the purpose of spellcasting, 'area of awareness' is loosely defined as 'within the caster's immediate surroundings or field of vision, excluding extreme distances'. For example, you can't cast 'area of awareness' magic on a distant mountaintop simply because the character can see that far, nor can these spells typically be cast upon a target or point that the caster cannot see (hidden rooms, outside of a building while inside, etc.) 'Rule of Cool' may occasionally be invoked to bypass this, but only do so if you're ready to make a case on how it's justified or reasonable. If you're not sure, watch Slayers and see if Lina or company ever did it -- if so, you're in good shape.
Common Imperfect Spells
DESCRIPTION: This is an 'imperfect' 'simple' 'light' spell. The caster creates a small orb of light in one of their hands. The caster cannot move or throw the orb, however, and the light is just barely enough to illuminate a few feet ahead of them.
RELATED CLASS: Rookie Caster
AP COST: 5
ABILITY: Imperfect Levitation
DESCRIPTION: This is an 'imperfect' 'common' spell. Casting Levitation allows the caster to fly through the air at roughly the same speed that they could walk or run. This spell can only be cast on the spellcaster him / her / itself.
This imperfect spell has some rather severe downsides. First, the caster can only Levitate for up to ten minutes, limiting the distance that can be covered considerably. And second, the caster cannot Levitate more than ten feet above the ground.
RELATED CLASS: Rookie Caster
AP COST: 15
ABILITY: Imperfect Unlock
DESCRIPTION: This is an 'imperfect' 'common' spell. The caster touches the locked object (door, treasure chest, etc.) and focuses their mind and willpower on the locking mechanism, causing it to open under the influence of magic. Because of the mischief and thievery this spell can cause it is seldom taught -- most magic students have to learn Unlock on their own.
Due to the imperfect nature of this spell, it cannot open magical locks, no matter how weak the magic may be. Additionally, this imperfect spell is anything but subtle -- casting it causes a loud, harsh sound like metal scraping metal as well as a bright flash of light, meaning that it almost inevitably will draw attention to the caster.
RELATED CLASS: Rookie Caster
AP COST: 10
ABILITY: Imperfect Lock
DESCRIPTION: This is an 'imperfect' 'common' spell. The caster touches an object that can be locked (door, treasure chest, etc.) and focuses their mind and willpower on the locking mechanism. Unfortunately the spell is imperfect, causing a rather serious flaw: while the spell will seal the lock it also mangles the mechanism badly. The mangled lock is permanently stuck in the lock position -- the only way to open it is by brute force, destroying the lock completely. Needless to say, do not cast this imperfect spell on anything you may want to open again in the future.
RELATED CLASS: Rookie Caster
AP COST: 15
ABILITY: Imperfect Flare Arrow
DESCRIPTION: This is an 'imperfect 'common' 'fire' spell. The spellcaster attempts to create a blazing dart of flame that is shot towards a single target... however, the spellcasting is badly flawed. The resulting flare arrow will be badly misshapen in addition to being notably slower and weaker than the corrected spell. It can still be used to attack enemies, though the results are typically less than impressive.
RELATED CLASS: Rookie Caster
AP COST: 10
ABILITY: Imperfect Freeze Arrow
DESCRIPTION: This is an 'imperfect' 'common' 'ice' spell. The spellcaster attempts to create a shimmering dart of ice that is shot towards a single target... however, the spellcasting is badly flawed. The resulting freeze arrow will be badly misshapen in addition to being notably slower and weaker than the corrected spell. It can still be used to attack enemies, though the results are typically less than impressive. Can be cancelled out by any fire magic.
RELATED CLASS: Rookie Caster
AP COST: 10
ABILITY: Summon Imperfect Slime
DESCRIPTION: This is an 'imperfect' 'common' 'summoning' spell that creates a magical slime beast at any location within the caster's area of awareness. Slimes are not particularly dangerous monsters under most circumstances, even less so when the slimes are summoned imperfectly. Imperfect slimes lack the ability to feed and grow, instead gradually shrinking over time until they dissolve completely. This makes them much easier opponents when compared to their correctly summoned kin. Imperfect slimes will also tend to look sickly and move much slower than normal, as well as dissolve if brought into contact with water.
Cutting weapons like a sword will cause a slime to split when cut in half. The best way to damage slimes is with spells: they're particularly vulnerable to 'fire' and 'ice' magic, though 'lightning', 'astral', 'force', 'holy', 'white magic' and 'black magic' will work also. They're stubbornly resistant to 'wind' and 'earth' spells however, but imperfect slimes are highly vulnerable to 'water' spells.
In combat, Slimes are best used as distractions and decoys to slow down magic users or bog down warriors.
With each ★ the caster may summon and control one additional slime at a time, or summon a larger slime instead. The base size for summoned slimes is about three feet.
RELATED CLASS: Rookie Caster
AP COST: 25
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[NOTE: Please feel free to suggest other imperfect spells to forum staff members -- if yours is used, you'll be rewarded with a modest payout of AP for your efforts. Please remember that imperfect spells should have faults that are consistent and significant; "sometimes" faults or issues that are only handicaps under certain conditions are not what we're looking for in this case. Please also keep this in mind when submitting original 'imperfect' spells.]