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Hawk_v3
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I'm: Hawk
Mood: Horny
Posts: 27,705



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« Reply #15 on: 04 April, 2009, 05:50:23 am »

Name: Hawk
Race: Avian
Weapon 1: Railgun (Due to a recent purchase from the Mart, the railgun now fires any round Hawk is capable of imagining, including elemental rounds, IE holy, gravity, ice, ect. ect.)
Weapon 2: Nanobots. See Notes
Weapon 3: An IW shield generator capable of protecting him from any solid projectile that isn't within it's radius. It is strapped to his abdomen, to make sure it encompasses his body entirely.
Weapon 4: Kinetic Barrier Generator: A forcefield generator with a difference. The fields output from this device react to movement. If you charge at one full pelt, you'll smack right off it, painfully. If you walk into it, you'll get through, albeit very, very slowly. If you fire something, anything, at it, the fired object will either splatter or impact heavily upon the shield. Hawk has worked up a round able to get through these fields, though, so beware. Being on the other side of one does not mean he can't attack you.


Abilities:
1.   Cain’s Uplink. Cain is Hawk's A.I. who speaks in {}. Cain is NOT, repeat NOT, forcibly controllable by anyone else and is only affected by the rules under "Pulse".  He remote operates the heavy weaponry that Hawk can’t carry onto the battlefield. This varies from artillery bombardment to Super weapons. Depending on the power and amount of ordnance Hawk calls up, there will be a TTA (Time To Arrival) in posts. Super weapons aren't OHKOs unless they are part of a GMB and beam-type super weapons are instantaneous arrival.

2.   Metal control. This enables Hawk to influence and summon all metals.

3.   Active Camouflage. Since it is irritating for a sniper to be visible, this allows Hawk to hide from all detection. This cannot be seen by anything or any ability, and ends when he fires a shot. Cain's attacks also count towards this adverse effect.

4. Technology Summoning: What it says on the tin. The ability to summon any piece of technology (Technology being anything with a computer in it). This includes futuristic technology or alternate universe technology (anime, movies, ect.) and for some unknown reason birdwatching magazines.

5. Cain 2.0: An upgraded version of Cain from an alternate universe gives this universe's Cain a much finer and more powerful control over any form of technology, enabling the utter takeover of any form of technology on the battlefield.

6: Gravity Tethers: An acquired blueprint from the CEC, this gives Hawk the ability to create gravity controlling machines, along with all the horrors that entails. It' also ramps up his railgun to be able to freely fire at massive speeds and damages.

Team: The Free Company. (Mercenaries.)

GMB: Override Shields.
An immensely powerful Zero Point Energy module rigged up to Nikoleis' shield generator ramps up the shields to such an extent that not even the end of the universe or the centre of a black hole could break them. They are also unaffected by any ability, outside or inside. They can be activated at any point and are not subject to the usual ten turn GMB restriction.

There are two huge drawbacks. One: The overshields can run for one turn before needing to cool off for four turns, two turns before an eight turn cooloff, or three turns with a sixteen turn cooloff. Two: As nothing can get through them all contact with Cain is lost, and the shields are opaque. As such, Hawk is completely oblivious to his surroundings.

GMB: CEC Mining Beacon.

Calls forth the USG Ishimura from it's galactic location by shockpoint drive, and sets it up to perform a planetcrack on the battlefield. Outcome will vary depending on mineral content of planetpiece.

Height:5'' 6'
Weight: Light
Skin tone, Eye colour, Hair colour, Hair style: See Avatar.

Garments/clothes: Shorts and a t-shirt.

Notes: Nanobots are the true adaptable weaponry and armour.  They are made of a variety of elements, and can therefore combine into any type of ammunition and weapon. They reside mostly in his feathers and act as adaptive armour, mirroring against lasers, and erasing incoming projectiles. Theoretically, they are impervious, but with each hit, a faint silver dust can be seen floating to the ground, the remains of "dead" nanos. They are topped up by simply placing metal into a group of them, enabling them to replicate into larger numbers.


Although he uses any super weapons, the six most used ones are:

Hell- An Icarus (Die Another Day), Hammer of Dawn (Gears of War) or Particle Cannon (C&C Generals) style super weapon.

Calamity- Orbital Nuclear Warheads, ranging from Atomic through to Neutron (Destroys only living tissue).

Vengeance- Orbital Tungsten Rods that melt in the atmosphere and hit the target as a semi-molten mass.

Pulse- EMP barrage affecting a 30 mile radius. My guns count as mechanical, Cain will be offline for the next 3 posts (EMP affect).

The Grid- An antimatter "web" surrounding the OSP and the other relay satellites, which protects them from harm. In the event of a major emergency, the Grid will descend onto a target, annihilating it in a matter-antimatter reaction.

D-Cannon- An interesting side affect of stable, long running teleporters is that they create a flat portal into any space imaginable. A variable weapon, the D-Cannon is actually a portal array slid in front of Hell's barrel, which projects the beam to any point in space, through varying dimensions. The size, shape and the amount of portals created to emit the beam can vary almost infinitely.

Strength:  *
Speed:     *
Defense:   *****
Jump:       *****

Bio: Up soon.

AP: 44
Money: 86

~~~~~~~~~~~~~~~
Phoenix:

Weapon 1: Fire Summmoning:- Phoenix can summon and control fire of any type, shape, size, strength and form. She is also immune to fire, any heat near her being metabolised and turned into useful energy, i.e. more fire.

Weapon 2: Kinetic and Potential Energy Control:- Phoenix can move, shove, crush, spread or otherwise change an object of any material up to five ton or so in weight.

Gift Item:
3-Drone Shield: 3 small drones that form a triangular shield between them. They're automated, but can be given orders. The shield protects against physical attacks and is quite strong, but can be broken with enough force. Still, it will slow down the attack by quite a bit. Energy attacks will pass right through the shield, however.

Ability One:  Mind Control:- Phoenix's mind, while not being supremely intelligent, is probably one of the most resilient and adaptable in the world. She can read incoming blows like a book in 72-point font. Consequently, she is almost never near an incoming attack. The type/amount/size/horrific thoughts/mental resistance of a mind is unimportant. She can also influence the minds of people she fights, turning clones and other companions against their creators. At times of need, she will enter a fighter's mind and force them to see things that aren't actually there.

Ability Two: Hallucination:- Phoenix can re-create a scene so well that only she can tell the difference. This may be used as an "after attack" effect to void any attack that was aimed at her, at the cost of a three turn cooldown.

Ability Three: Meiosis:- Phoenix can split off into multiple bodies of identical abilities to the original (max three (Including her.).). These can be controlled by her own mind, and as they are all Phoenix, her mind can instantaneously switch between them. Destroying the original Phoenix will not affect any of the others.

Speed:    *****
Strength: *
Defence:  *
Mana:      *****

Team: The Free Company. (Mercenaries.)

AP: 10
JD: 77

~~~~~~~

Name: Quill
Race: Human.
Gender: Female.
Appearance: A slight, thin, red-robed figure with a soft voice and red hair. Her eyes are green, and there appears to be a faint trace of purple sparkling in her irises.

Weapon 1: Edge of Oblivion.
Enchanted: +2
Special:
   Cold Damage to target
   +50% Resistance to Cold
   +25% Resistance to Magical Cold
Proficiency: Dagger

When its powers are awakened and its name known, "Edge of Oblivion" becomes entirely black... where once just the edges were ebony, now the blackness has spread across the entire blade. The chill the blade radiates has increased ten-fold, so much so that it is painful to hold it for too long.

"Edge of Oblivion" does disintegration damage every time it strikes an opponent... for every wound it causes, it also disintegrates the flesh around the target area, simultaneously cauterizing the wound as it strikes.

There is some speculation that a Sphere of Annihilation has somehow been encaged within the blade itself, but again this is only speculation. Given that the planes are infinite, anything is possible.

2: Spellbook. This heavy book is much more than it seems. The casing is black brambles and green cloth forms the pages. The symbols written on the book hurt the eyes, and black barbed seeds adorn it. The brambles and barbs are controlled by her belief. Just touching the book ensures a very painful time as the vines rapidly snare out to shred the victim.

Gift Item:
Blessed laced robe of blood:
Blood absorbed by her barbed plant is drained to increases the robe's toughness (+1 defense for Quill for the turn) or heal Quill's wounds. Of course, the latter cannot be done with Quill's blood. And the design is cute.


Santa's hat:
This hat turns the wearer into the Christmas' spirit with new abilities. First, the wearer gain a speed of 7/5 but only for the night of Christmas eve. Also, she gains the power to create presents at will. These are not usable by the wearer herself except during Christmas eve too (meaning the next present by Quill for Secret Santa will be free of charge!). Finally the wearer is protected against heart and cold attacks (not immune, however)



Abilities:

#1: Magecraft: See spell list at end of profile. Quill can cast magic easily, being a sorcerer. These spells all take some time, but first level spells she can cast as easily and quickly as you would blink. First level spells are the only spells available as a barrage (multiple per turn). She is a level 13 mage. 1st: 4 spell choices. 2nd: 4 spell choices. 3rd: 4 spell choices. 4th: 3 spell choices. 5th: 3 spell choice. 6th: 1 spell choice.

For every win on a battlefield, her level is increased by one.

#2: Namesake: Quill has control over the black barbed plants attached to her book, and woven into her clothes and under her skin. These plants are as tough as steel, razor sharp and may not be controlled by any other means than her own mind. (Sorry Lotus.)

Strength: **
Defense: **
Speed: ***
Power (of spells): *****

Complete spell list, saved as 1 pt text. I will select a number of spells for each battle, and present them before the match.

Each spell may be cast multiple times, this just dictates how many spells I can select at the start of a battle.

Speed-1 is the number of turns required to cast it.

-------------------------------------------------------------------------------
                                   MAGE SPELLS
-------------------------------------------------------------------------------

A brief note here. 20 seconds = 1 turn. Times are rounded up.

________________________________________________________________________________

                                 Level One Spells
________________________________________________________________________________

CHROMATIC ORB
Range: 50 feet
Speed: 1
Area of Effect: 1 creature

Long are the debates about the spectrum of color in the multiverse. "This Blue is better than Yellow!" "Pike it, berk! Of course White is the true color!" And while in the end, many generally agree that a color's  greatness is in the eye of the beholder, this spell establishes the fact that some colors are deadlier than others.

This summons a large, magical Orb of Color, which can then be hurled at a target.
The color of the Orb changes depending on the level of the caster.

Level: 1 White
Damage: 4 pts.
Special Power: 10 sec: Drop in targets stats of -2 strength, -2 defense, -2 speed

Level: 2 Red
Damage: 6 pts.
Special Power: 10 sec: Drop in targets stats of -2 strength, -2 defense.

Level: 3 Orange
Damage: 8 pts.
Special Power: Sets target on fire.

Level: 4 Yellow
Damage: 10 pts.
Special Power: 10 sec: Drop in targets stats of -2 strength, -2 defense, -2 speed

Level: 5 Green
Damage: 12 pts.
Special Power: Stun for 10-25 sec.

Level: 6 Turquoise
Damage: 8 pts.
Special Power: Unconscious for 10-25 sec.

Level: 7 Blue
Damage: 16 pts.
Special Power: Paralyzed for 30-100 sec.

Level: 10 Violet
Damage: Paralysis
Special Power: Target turned to stone.

Level: 12 Black
Damage: 40 pts.
Special Power: Paralysis for 10-40 sec.

                                   ################
                           
MAGIC MISSILE
Range: 80 ft. + (30 ft. / level)
Duration: Instant
Speed: 1
Area of Effect: 1 creature

This spell shapes arcane energies into unerring missiles. The greater your skill, the more missiles you can hurl from your body.

The spell summons a magical missile that strikes its target unerringly for 5 pts. of damage with no dodge possible. In addition, the caster gains 1
extra missile every 2 levels, for a total of 5 missiles at level 9.

                                   ################

SHIELD
Range: 10 feet
Duration: 25 sec. / level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None

This spell summons a globe of force that protects the caster from physical attacks.

When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. It bestows +3 defense against all attacks for 25 seconds / level of the caster.

                                   ################

BLINDNESS
Range: 90 ft. + 30 ft. / level
Duration: 60 seconds
Speed: 1
Area of Effect: 1 Creature


How frail is the body when it depends upon its eyes! When sight is removed, things become harder to hit, and the sufferer becomes an easier target.

If the targeted creature fails its saving throw, the creature will be struck with blindness and suffer a -1 strength and a -1 defense.

________________________________________________________________________________

                                   Level Two Spells
________________________________________________________________________________

ADDER'S KISS
Range: 150 feet
Duration: 5 seconds per 3 levels
Speed: 6
Area of Effect: 1 creature

It is said an adder's kiss can scald even the most fearsome of fiends. This spell calls forth an acidic bolt to shower an opponent with its vile green acid. If the caster is skilled enough, the adder's kiss lingers after the initial strike, continuing to sink into an opponent's skin with its acidic teeth.

When cast, the caster chooses any target within 150 ft. and the Adder's Kiss will strike for 8 acid damage. For every three levels of the caster, the acid lasts 5 seconds longer, inflicting another 8 acid damage / 5 second segments.

                                   ################

ICE KNIFE
Range: 50 ft.
Duration: Instant
Speed: 2
Area of Effect: target

Daggers of ice can be conjured that not only strike the intended target but can spread cold as ice in water. One knife per three levels, up to five knives.

On any post which ends in a 10 second increment, the target is frozen in ice. (0,10,20,30,40, ect.)

                                   ################

PAIN MIRROR
Range: Caster only
Duration: When hit, or 5 seconds per level of caster
Speed: 2
Area of Effect: 10 ft. radius when activated


A near-forgotten legacy of an ancient empire, this spell reminds those who wish to harm the caster that they must be willing to suffer as well. If the caster is hurt, the same damage is inflicted on any creatures close to the caster.

This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures within a 10 foot radius take equal damage. It only works for one attack, and the effects are not cumulative (you cannot have more than one mirror erected). If the spell is not triggered, it lasts for 5 seconds per level of the caster.

                                   ################

SWARM CURSE
Range: 100 feet
Duration: 15 seconds
Speed: 2
Area of Effect: 3 feet / level of the caster

All that scuttles, creeps, and swarms shall be invited to dine... on a victim of your choosing. Brings a swarm of insects to attack all those in the area of effect.

Brings a swarm of insects to attack all those in the area of effect. They inflict 4 + (caster level/3) points of damage every 5 seconds. No one can cast a spell while within the swarm.

                                   ################

LUCK
Range: 30 feet
Duration: 5 seconds per level
Speed: 2
Area of Effect: 1 creature

Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's Luck for a short duration.

This bonus increases the chance for success in various efforts such as attacking or dodges and the like.

                                   ################

BLUR
Range: 0
Duration: 15 seconds + 5 seconds per level
Speed: 2
Area of Effect: The caster

The blurring of form and spirit causes one to be hard to see or touch, granting a great advantage in battle.

Blur causes the wizard's form to shift and blur, making it much more difficult to attack the caster: It causes all incoming attacks to be made at -3 penalty and grants the wizard +1 on all saving throws.

                                   ################

TERROR
Range: 75 feet
Duration: 30 seconds
Speed: 2
Area of Effect: 30 feet radius

Terror exists in many forms throughout the multiverse. This incantation calls upon the terrors at the heart of the souls of all present.

This spell causes all non-undead creatures within a 30 foot radius of the target point to flee in terror from the area.

________________________________________________________________________________

                                  Level Three Spells
________________________________________________________________________________

BALL LIGHTNING
Range: 90 ft + 30 ft. per level
Duration: Instant
Speed: 3
Area of Effect: Nearest target

Spheres of electrical force shoot forth and strike your nearest foes.

Caster can create up to 4 glowing spheres of lightning when the spell is cast. They are roughly 3 ft. in diameter. The damage varies depending on the number of balls created: (Randomised by post time in seconds.)
4        8 each (1-15 sec)
3        12 each (16-30)
2        20 each (31-45)
1        48 (46-0)

                                   ################

ELYSIUM'S TEARS
Range: 90 feet
Duration: Instant
Speed: 3
Area of Effect: 1 target/meteor

The skies of the Upper Planes shed tears when evil is done. These tears can burn even the most armored of foes.

The caster chooses any single target within range. Then, a stream of small meteors rain down and strike the target and surrounding area - one 'meteor' for each level of experience, up to a maximum of 10. Each missile that hits inflicts 2 points of blunt damage and 4 points of fire damage. Anyone within 3 feet of the target takes 1 point of fire damage as well.

                                   ################

HOLD <COMPANION>
Range: 180 feet
Duration: 5-20 seconds + 5 seconds per level
Speed: 3
Area of Effect: up to 3 companions.

This spell allows the caster to immobilize 1-3 companions.
Those affected are rendered immobile for the duration of the spell. When cast, the caster can choose the point of origin of the spell (within range), and from there, the 3 closest companions are affected.

                                   ################

TASHA'S UNBEARABLE DERISIVE LAUGHTER
Range: 50 feet
Duration: 5 seconds per level
Speed: 3
Area of Effect: 30 feet radius

What man does not feel their body fill with burning shame when mocked by a woman? Fill the ears of your enemies with the derisive scorn of a woman's laughter. Their bodies shall become clumsy and foolish, easily struck, and confidence shall be leeched from their muscles, weakening their blows.

Tasha's Unbearable Derisive Laughter occurs in a 30 ft radius from that spot. All male living creatures in range of the spell get a -2 to their strength, -2 to defense, and -2 to their speed for 5 seconds / level of the caster.

                                   ################

VAMPIRIC TOUCH
Range: Touch
Duration: Instant
Speed: 3
Area of Effect: 1 Creature Touched

This spell steals life from the target and transfers it to you.

When the player touches a non-undead creature, he drains 6 hp from the target for every 2 wizard levels he has (12 hp for Lvl 4). The damage that he drains is then transferred to the caster and added to their total hp. Any hp over the normal maximum is treated as 'temporary hit points' which will be lost after one hour if not used beforehand (absorbing damage).

                                   ################

AX OF TORMENT
Range: 50 feet
Duration: Instant / Special
Speed: 3
Area of Effect: 1 Creature

As if from the depths of Baator, Torment shall be brought upon your enemies, and with time, its strength will only grow.

Effect: This spell summons a mystical giant Battle Ax. The Ax strikes a specified individual target for 8 pts. of damage. In addition, as a final blow, the Ax will cause a magical effect to occur (at random):
(1) Suffer an additional 8 pts. of damage; (0-7)
(2) 16 pts. of damage; (8-14)
(3) Paralyzed for 15 seconds. (15-21)
(Below level 9 anything above 21 seconds is treated as #1)
* At Level 9+, the following new effects can occur:
(4) 40 pts. of Fire damage; (22-28)
(5) 48 pts. of Ice damage; (29-35)
(6) Randomly teleported 1-100 yds. away; (36-42)
(7) Turned to stone; (43-49)
(8) 64 pts. of pure damage. (50-59)

                                   ################

INFERNAL SHIELD
Range: 0
Duration: 5 seconds per level
Speed: 3
Area of Effect: Caster

Even the Great Destroyer is halted by this mystical barrier. When cast, all fiery effects are absorbed and altered into healing energies.

Works on caster only. The spell creates a fiery shield that bestows a 150% Normal Fire Resistance and 150% Magical Fire Resistance. The spell will expire after 5 seconds / level of the caster.
________________________________________________________________________________

                              Level Four Spells
________________________________________________________________________________

BLACKSPHERE
Range: 30 ft. (50 ft. at level 10+)
Duration: 10 seconds
Speed: 4
Area of Effect: 10 feet radius globe

This spell illustrates the power of Force, as a wave of concussive force explodes out in a 10' radius that not only damages but imprisons as well.

The spell allows the caster to create a black sphere of force which explodes and causes 4 pts. of damage, + 1 pt. per caster level, to all creatures with in a 30 ft. radius. Creatures are trapped in a 10- foot radius sphere of force for the duration of the spell.

                                   ################

CONFUSION
Range: 120 feet
Duration: 10 seconds + 1 second per level
Speed: 4
Area of Effect: Up to 60 square feet
Saving Throw: Neg.

Focus and purpose shall become undone.

As per the name, this spell causes 4 creatures, +1 creature / level, to become confused and unsure of itself. They will either:
1) Wander away; (1-15 sec)
2) Stand confused; (16-30)
3) Attack nearest creature; (31-45)
4) Act normal. (46-00)

                                   ################

FORCE MISSILES
Range: 90 ft. + 5 ft. per level
Duration: Instant
Speed: 4
Area of Effect: 1 or more creatures or objects

Missiles of Force accurately strike down and blast its intended victims.

Like the magic missile, this spell creates a mystical globe of magical energy, which will successfully hit its target for 8 pts. of damage, with no dodge possible. It then explodes with a concussive blast that does 1 pt. of damage / level of the caster within a 3 ft. radius. . The wizard creates 1 missile at 7th, + an additional missile every 2nd level after 7th, for a max of 7 missiles.

                                   ################

SHROUD OF SHADOWS
Range: 0
Duration: 5-20 seconds +10 seconds
Speed: 4
Area of Effect: One Target

This spell brings shadows to your aid, enshrouding your body from detection and physical attacks.

When this spell is cast, the player may select any target within touch range. The recipient of this spell gains the following
abilities: +2 to defense, +10% to Stealth, and targets have a -1 penalty to hit the caster.

________________________________________________________________________________

                                 Level Five Spells
________________________________________________________________________________

CLOUDKILL
Range: 100 feet
Duration: Instant
Speed: 5
Area of Effect: Battlefield


Clouds of death stream forth from the caster and send those not strong enough on a free journey to their deserved plane of rest.

A billowing cloud of toxic, poisonous vapors are created across the area of the battle field.
                                   ################

CONE OF COLD
Range: 30 feet
Duration: Instant
Speed: 5
Area of Effect: Special

Extreme cold blasts forth and welcomes your enemies in its freezing embrace.

This spell shoots forth a cone-shaped area of extreme cold from the caster's hand in a 30 ft.-long cone. It deals 4 +1 pts. of damage per level of the caster, to a maximum of 40 +10 pts.

                                   ################

ENOLL EVA'S DUPLICATION
Range: 50 feet
Duration: 60 seconds
Speed: 4
Area of Effect: Target

This 'spell' is actually a complex mathematical equation accidentally discovered by the modron, Enoll Eva, while calculating the multiplication factor on various linear algebraic formulas. The results are devastating: This equation allows all subsequent actions to be doubled or duplicated. Hence it was found that during confrontations, all physical or magical attacks were seemingly doubled - dealing twice the amount of damage.

This spell affects a single target. When cast, all subsequent attacks (physical or magical) will be duplicated once: For example, after attacking once with a weapon, the attack will be immediately duplicated - same for spells (cast a Magic Missile, and immediately afterwards, another Magic Missile spell will launch). This spell will last for approximately 2 turns after casting.

It cannot be stacked.
                                   ################

DESERT HELL
Range: 50 feet
Duration: Instant
Speed: 5
Area of Effect: Battlefield.

'Hell' is an oft-debated term. Some say Hell is Baator. Others, the Abyss. This spell proffers that nothing could be worse than the endless dunes and scorching heat of the desert.

This spell summons the scorching heat of the desert planes to scorch all enemies within sight. Enemies within range must save or spontaneously combust
for 40 pts. of damage.

                                   ################

FIRE AND ICE
Range: 150 feet
Duration: Instant
Speed: 5
Area of Effect: 30 feet radius globe

A red sphere of Fire and a blue sphere of Ice shall streak forth and quickly strike down the target of your choosing.

This spell summons 2 crystal spheres (one red, one blue) that strike a specified target. Upon impact, the red sphere explodes into a fireball 30' radius that inflicts 18 pts. of fire damage upon all w/in range, while the blue sphere explodes in the same area of effect, causing 18 pts. of cold damage to all w/in range.

________________________________________________________________________________

                                 Level Six Spells
________________________________________________________________________________


ANTIMAGIC SHELL
Range: 0
Duration: 5 turns
Speed: 1
Area of Effect: 1 foot per level diameter

In an ironic twist, all magic in its area of effect shall be undone, with this spell.

This spell surrounds the caster with a 'shell of magic' that effectively negates all magic and magical spell effects (including magic items) within its area of effect. Thus, it blocks out magic, yet it also stops all usage within the shell as well! This also includes various special attacks such as breath, gaze or voice attacks (Abilities inside the shell). The spell lasts for 5 turns, and it globe's area of effect is 1 foot per level of the caster.

                                   ################

GLOBE OF INVULNERABILITY
Range: 0
Duration: 5 seconds per level
Speed: 3
Area of Effect: 5 feet radius

Similar to its sister spell, Antimagic Shell, this enchantment restricts certain magic from entering its confines. Yet unlike its sibling, this spell allows magic to flow outward from within.

This spell creates an immobile sphere of magic that prevents any 1st - 4th level spell effects from penetrating (even area effect spells). Spells of 5th level or higher are not affected by the globe. But unlike antimagic shell, any type of spell can be cast out of the sphere. The globe lasts for 5 seconds per level of the caster.

                                   ################

HOWL OF PANDEMONIUM
Range: 50 feet
Duration: Special
Speed: 6
Area of Effect: 30 ft. radius or 60 x 20 ft. cone

The Madness from the Howling Land - Pandemonium's Noise screams forth and bathes everyone in its cacophony.

The Winds of Pandemonium shoot forth from the caster's body to stun any enemies on screen. The spell can also nullify all sound-based attacks and deflect normal missile weapons. Creatures are incapacitated for 3 turns.

                                   ################

CHAIN LIGHTNING STORM
Range: 50 feet
Duration: Instant
Speed: 6
Area of Effect: Battlefield

"As Man looked up and cried to the heavens, so it responded..." Judgement rains down from the skies when this spell is invoked. Giant Bolts which strike and chain shall comprise the Storm of death.

Giant Lightning Bolts strike down all hostile creatures on screen for 70 pts. of damage.
________________________________________________________________________________

                                   Level Seven Spells
________________________________________________________________________________

ACID STORM
Range: 30 ft.
Duration: 30 seconds
Speed: 7
Area of Effect: 20 ft. radius up to 20 ft. high

The tempest of acid may come and go, but its sting lingers much longer.

This spell creates a massive storm that rains deadly acid to all enemies in a 20 ft radius area that inflicts 6 pts. of damage for every 5 seconds per level of the caster.

                                   ################

BLADESTORM
Range: 75 feet
Duration: Instant
Speed: 7
Area of Effect: 10 yards per level radius

The blackest ice from the fourth layer of Acheron is summoned to cut, shear, and slice away all who oppose you.

This spell summons rows upon rows of Ocanthyan razor-ice shards that strike all opponents in 10 yards per level radius and inflicts 8 pts.of damage per level of the caster, in addition to inflicting another 20 pts. of damage on a 10 second increment (0, 10, 20 ect)

                                   ################

STYGIAN ICE STORM
Range: 50 feet
Duration: Special
Speed: 7
Area of Effect: Battlefield

Few know the true terror of Baator, let alone the gruesome Fifth Layer. This devastating spell summons the harshest cold and bitter ice of the Fifth Layer of Baator, Stygia, to annihilate all enemies within range. As the River Styx flows through the Stygian Ice, so it does in this spell as well. Perhaps if the victims are strong enough to survive this devastation they may live to tell others about the true terror... but the River Styx has a tendency to make people forget.

Ice from Stygia is summoned to crush all creatures within sight for 64 pts. of ice damage, with no saving throw. Finally, all creatures suffer forgetfulness for 2 turns due to the immediate contact with the frozen, forgetful waters of the River Styx.
________________________________________________________________________________

                                  Level Eight Spells
________________________________________________________________________________

METEOR STORM BOMBARDMENT
Range: 50
Duration: Instant
Speed: 8
Area of Effect: Battlefield.

Meteors from across the multiverse are called to rain destruction upon all who oppose the caster.

This spell calls forth a great shower of meteors to bombard all enemies within sight for 120 pts. of damage, or half the damage with a successful saving throw vs. spell.

                                   ################

DEATHBOLT
Range: 100 feet
Duration: Instant
Speed: 8
Area of Effect: 1 creature

Death comes in many forms, but none so painful as this. For even if you evade Death's Touch, it will always leave a mark.

This spell calls forth a magical bolt of death energy that kills a specified target, unless it makes a successful saving throw vs. spell. Even on a successful saving throw, the victim suffers 60 pts. of damage.

                                   ################

POWER WORD, BLIND
Range: 15 feet per level
Duration: Special
Speed: 8
Area of Effect: 15 feet radius

The power of sight shall be removed, permanently, and darkness shall enter.

________________________________________________________________________________

                                    Level Nine Spells
________________________________________________________________________________

CELESTIAL HOST
Range: 100 feet
Duration: Instant
Speed: 9
Area of Effect: Battlefield.

While the various proxies and beings of the Celestial Planes are seen as the embodiment of kindness, compassion, and benevolence, their might easily rivals those of Baator or the Abyss. Woe to those who underestimate the power of the Upper Planes!

When cast, a group of powerful phantasms are called to help eradicate all enemies in a 50 ft. x 50 ft. area, as their combined attacks inflict 40 - 120 hit points of damage, with no saving throw possible. The phantasms represent some of the most powerful celestial beings from the Upper Planes: Astral Deva [Mace of Disruption], Phoenix [Fire Storm], Solar Aasimon [Celestial Bow], and a Gold Dragon [Energy Wave].

                                   ################

CONFLAGRATION
Range: 50 feet
Duration: 50 seconds
Speed: 9
Area of Effect: 1 creature

Burn, burn, burn.

A single creature shall be set aflame with this hideous spell, suffering 12 points of damage per 5 seconds, with no saving throw. The spell lasts 5 seconds per level of the caster. Anybody within 10 feet of the target will also suffer 12 pts. of damage, but are allowed a saving throw vs. spells to halve the damage.

                                   ################

ELYSIUM'S FIRES
Range: 90 feet
Duration: Instant
Speed: 9
Area of Effect: Battlefield

Elysium's Fires split the sky, raining streams of bright white fire down upon the earth. Each blast explodes when it strikes the ground, causing a tremendous flash and sending waves of fire rippling out from the point of impact.

This spell summons 8 meteors from Elysium to strike down upon the area and crush all enemies. As they smash down on the ground, each one explodes in a 15 foot diameter area, doing 20 points of damage.

                                   ################

POWER WORD, KILL
Range: 15 feet per 2 levels
Duration: Instant
Speed: 9
Area of Effect: 10 feet radius

With a single word, life's energies are snuffed out.

                                   ################

ABYSSAL FURY
Range: 50 feet
Duration: Instant
Speed: 9
Area of Effect: 1 creature

When compared to the Tanar'ri, at least the Baatezu are more civilized. There is, perhaps, nothing more horrific than the unbounded fury of Abyss. By use of this spell, the ground shall split open and the victim dragged into the Tanar'rian Madness. Welcome to Hell.

This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by the ruthless Tanar'ri. After what seems like only a few seconds (which is more than an eternity for the victim in the Abyss), the victim (or what's left of him) gets spit back out of the portal.

(1) If the victim makes a successful saving throw, he will get spit out of the
portal in 'one piece,' but while the victim sensed nothing at first, after a
split-second, all the Wrath of the Tanar'ri will surface. The victim will suffer
510 pts. of damage as he suffers multiple 'delayed' attacks and slashes from
all angles.

(2) If the victim fails the saving throw, it is instant death. All that is left
are body parts.

                                   ################

RUNE OF TORMENT
Range: 0
Duration: Instant
Speed: 9
Area of Effect: Battlefield

Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth shall resonate its anguish. Torment of the mind. Torment of the body. Torment of the
soul. All will be made clear when the Circle is drawn.

After the Ultimate Circle is inscribed on the ground, and the Rune explodes, all creatures in the 50 ft. x 50 ft. area that are hostile take 100 hit points of damage. There is no Saving Throw.

                                   ################


Team: The Free Company. (Mercenaries.)

AP: 6

JD: 97
« Last Edit: 04 February, 2010, 03:11:01 pm by Nox » Report Spam   Logged

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