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Post by Yuffie Kisaragi on Aug 6, 2011 23:36:18 GMT -5
Magical Item -- the dawn shard Unbeknownst to Amalia, she carries around with her one of the few scraps off defecated nethicite left in the hume world. To her it is a simple trinket that brings her luck against mages, but to others it holds the power to out cities. Luckily for Amalia's foes, the magicks stored within the Dawn Shard have been used, leaving it a hollow shard of what it once was. However the Dawn Shard seems to have a mind of it's own, and it wants to be restored to it's former glory. As such it greedily gobbles down all magical energies offered to it.
Once per thread Amalia may "equip" the Dawn Shard. All magic used in the thread, regardless of the kind will be directed towards the Dawn Shard. While equipped the Dawn Shard will reduce the magic potenency of all spells in the thread by half, rounded down. The Dawn Shard will gain the full amount no matter what. So if Ashe's ally were to cast cure it would only heal for 2, and the Dawn Shard would gain 5 MP. Or if Scara was to cast Ultima on herself it would only deal 15 damage. It will slowly accumulate magic power by sucking in spells. The amount of magic power the Dawn Shard gains for each spell it absorbs is equal to the amount of damage that the spell would normally deal/heal for. If a spell does damage over time, then the Dawn Shard will gain MP over time. If a spell does not deal any damage at all, then the Dawn Shard will gain 5 MP. Once it reaches one hundred magic power it will let out an explosion dealing two hundred damage to everyone in the area, this includes Ashe and her allies. This damage can be reduced for others through abilities, but Ashe will always take the full damage.
As stated above the Dawn Shard absorbs all magic, casted by both allies and enemies. While the Dawn Shard is equipped Ashe may not cast any spells. It takes a full action to equip or unequip the Dawn Shard. The Dawn Shard's cool down is equal to the amount of MP it gained in the thread divided by two. This cool down carries onto other threads. IE if Amalia used the Dawn Shard on Scara, and the Dawn Shard collected 100 MP, then Ashe will be unable to equip the Dawn Shard again until she has posted 50 times even if she has started a new thread. The Dawn Shard's cool down is always rounded up. -- Onc eper thread -- Cool down is half the MP gained.
Signature Ability -- northswain's glow Amalia may call down a ray of holy light upon her foes. Northswain's Glow deals five damage multiplied by Ashe's level, with a maximum of six. The cooldown of this ability is two multiplied by Ashe's level, with a maximum of six. While Northswain's glow is on cooldown, Ashe may not cast any spells. So in other words at level one Ashe will deal adequate damage and have a cooldown of two. At level two this increases to moderate holy damage with a cooldown of four, and so on. Until level six where Northswain's Glow deals catastrophic damage and has a twelve post cooldown.
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Post by Zexion on Aug 7, 2011 10:23:31 GMT -5
I shall APPROVE this, you have fixed everything I asked.
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Post by Yuffie Kisaragi on Aug 7, 2011 10:52:28 GMT -5
It's supposed to redirect the damage to the Dawn Shard. So yeah, I will change it and let you know when I'm done.
Done, I reduced it to spells are half as effective for everyone while the Dawn Shard is equipped.
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