Durriken Petulengro
Administrator
}}Skill{-504} Exp{4935} Jewels{-3495} Level{18} Strength{50} Endurance{158} Speed{211} Willpower{125} Magic Attack{102} Magic Defense
Posts: 522
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Post by Durriken Petulengro on Oct 15, 2012 17:15:02 GMT -5
Guide to Make Spells People tend to have problems when creating spells and this can sometimes cause confusion or frustration. This section is to help you out and hopefully make the process a lot quicker. I will show you an example of a bad spell and a good spell. I will do my very best to be as detailed as I can for you. Now then, lets look at the template for the spells, shall we? It’s pretty basic and nothing too fancy, or special. We have the name for the spell. Nothing too hard to think about here. The name doesn’t have to be dramatic or over the top, just a simple name for the spell. The type for what type of mage it for. Next up is the level of the spell. Now, this can be tricky too for some. When putting down the level of the spells make sure that it is proportionate to its strength. Do you think the spell is super strong? Maybe it not very strong at all? Does it do a lot or not many things? Have this in mind when assigning its level. Range, a simple thing to put down here. How far do you want your spell to reach? A little thing that you should remember here is that making the spell range too far might be a cause of your spell being denied. It might be to overpower for it level. Like, your spell allows you to affect gravity around you, making everything 3.4 times heavier and then you put the range as 20 meters. Too much of a distance, do not ya think? This is just an example though. Description is the trickiest area, but also the most important. Try to be as detailed as you can for your spell. How is it cast? Do you use your hands or make gestures? Maybe it requires some kind of chant? What color is it the spell? How much damage can it do exactly? How long does your spell last? Maybe it causes some kind of explosion? If so, how big is it? Maybe it's a defensive spell? How much can it take before it breaks? I could go on here but, try to have all these things in mind. Let's move onto the example of a bad spell and how to fix it. Many faults on this spell so lets, go on why it is a bad spell. First, the level of the spell. In the description, safe to say its at least master level spell. Then lets move to the description. Saying it can beat anyone just from this is bad. Now then, what happens if you punch the opponent with this spell? Does this even count as a spell if it is just a single-punch alone? If you just punch the opponent, do they get sent flying when hit? How far would they get sent flying? Is there any special effect when throwing a punch? How much damage can we say here? Then we go to the drawback. A powerful punch, what happens to the user when they make physical contact to their opponent? Such a hard punch would certainly make the users hand hurt a bit and maybe even strain it. How many times would they be able to do this per thread? Now then, lets say they make the edits and make it a proper spell. Now, not every spell has to look like this one. However, you should get the point. If anyone has questions on this guide or would like to make a suggestion, heck, even add your own ideas for this guide, you may PM me about it.
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Durriken Petulengro
Administrator
}}Skill{-504} Exp{4935} Jewels{-3495} Level{18} Strength{50} Endurance{158} Speed{211} Willpower{125} Magic Attack{102} Magic Defense
Posts: 522
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Post by Durriken Petulengro on Oct 15, 2012 17:28:14 GMT -5
This version was made by an old member of the site named Sphinx
Spell Making Guide For your APPS and CUSTOMS
While Genocide has already made a guide on how to make a spell, I suggested making an even more comprehensive guide to give a clearer view on how one should make their spells at par with their mage rank.
The majority of Apps in the Potential Mage's Section takes a lot of time to get accepting primarily because people are making spells that are far too powerful for their rank. Second is because of the custom mage type (which will not be covered by this guide). Now, this guide will hopefully allow people to make a more substantial spell template.
Spell Template:
[b]Spell Name:[/b] [b]Type:[/b] [b]Level:[/b] [b]Range:[/b] [b]Description:[/b] [b]Drawback:[/b]
Now onto specifics:
Spell Name: -This is perhaps the most trivial part of the template. Just put a name for your spells that you think will give justice to your spell. Sky's the limit since its not offensive, racist, sexist, etc. -----------------------------------------------------------------------------------------------------------
Type: -Type refers to the type of mage the spell is under. If your a fire elemental mage or a necromancer mage. Just put what it under.
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Level: -Level refers to the Spell Rank which is classified into Greenhorn (Lowest), Feeble, Mediocre, Intermediate, Destructive, Devastating Ranks. Make sure that the Spell's level is proportional to the effects/description of the spell.
Example, a spell that simply fires a bolt of fire that deals small damage is considered Greenhorn, whilst a spell that conjures up a massive firestorm that spans a radial area of 50 meters from the user can be considered a Destructive level spell. ------------------------------------------------------------------------------------------------------------
Range: - Range refers to how far can your spell reach. Take note that range must be clearly defined, meaning state how far your spell can go by stating the following:
Self: Targets self. Usually used for buffs.
Short: Reaches melee range, from fist range to around 1-5 meters at most. Melee weapons' range usually fall under this category (for Ex-quip mages especially).
Mid: Reaches a fair amount of range, usually from 6 meters to around 10-20 meters at most.
Long: Reaches an indefinite amount of range, from 20 meters onwards.
Aside from the aforementioned classification, enclose inside parenthesis '()' the set range value of the spell or the maximum range of the spell.
Example: Name: Fire Bolt Type: Fire Mage Level: Greenhorn Range: Long (25 meters)[/u]
NOTE**:[/u] Be advised that the spell's range must be logical and justifiable enough. You cannot have a spell that's all reaching or something to that effect. Be conservative enough to limit your spell's range to a fair level. -------------------------------------------------------------------------------------------------------------
Description: - This is perhaps the most important part of the template, one of two that determines heavily whether or not the spell is accepted or not. This is the part where you will put WHAT YOUR SPELL DOES. Remember to put as much DETAIL into it as possible to avoid moderators, GMs, and Admins from asking too many questions about the spell.
For this part, remember to put concrete quantities for spell effects. For instance, if your spell could reduce damage, put how much damage it can reduce in % (i.e. 10%, 20%, etc). Always remember that spell effects needs to be really specific, as vague spell effects can be a cause for god modding.
Example: Spell Name: Fire Bolt Type: Fire Mage[ Level:Greenhorn Range: Long (25 meters) Description: The user unleashes a ball of fire towards the enemy. Upon hit, the fire causes the enemy's armor to be less effective.
-In this example, the description is lacking. How big is the ball of fire? how much does the enemy's armor become less effective? Is the fireball homing? A simple description such as this already gives rise to three basic questions, and possibly more if more than one moderator, GM, or Admin looks into it.
Now let's look into a better version:
Spell Name: Fire Bolt Type: Fire Mage Level: Greenhorn Range: Long (25 meters) Description: The user extends a hand outwards, and focuses magical energy on the center of the palm. The user then ignites the energy and sends a small fireball the size of a tennis ball towards a target. The fireball travels in a straight line, does not follow the target, and dissipates on impact to the first object it touches. Upon hit, the fireball burns out the enemy's armor, reducing its effectiveness by 15%. The fire can only reduce the effectiveness of non-spell based armors.
-This example covered all of the questions above, and possibly more. It was able to describe the spell from start to finish, making note of how big the fireball is, how it travels, when it dissipates, and how much armor effectiveness it takes out. --------------------------------------------------------------------------------------------------------------
Drawback: -This goes hand in hand with a spell's description when mods, GMs and Admins consider a spell. The drawback has to be directly proportional to a spell's effect, and the greater the spell's effects, then the greater the drawbacks, NO EXEMPTIONS.
Here's what we mostly expects from drawbacks:
Cooldown: Don't be God. Unless there's a very good reason (and I mean very very good reason) for a spell to not have a down time, then this is a must have. The cooldown is measured two ways, number of user's posts, or general post.
-User's Post: This refers to the number of post you (the spell user) makes. -General Post: This refers to the number of post everyone will make.
Example: A cooldown of 3 of the user's post means that the spell cannot be used until after the user's 3rd post SINCE the cooldown took effect.
A cooldown of 3 posts means that the spell cannot be used until after the 3rd post (regardless of who posted) has passed SINCE the cooldown took effect.
Physical Constraints: This is very important when applicable. Spells must have some sort of negative effects that affect the user's physical properties. The spell may cause fatigue, slowness, reduced physical capacity, broken bones, shaky hands, etc etc.
General Constraints: This is also very important. Spells must have a general negative effect on the user. Other constraints that doesn't fall under physical constraints fall under here, such as inability to cast another spell of a given element, etc.
Also take note that the drawbacks needed to be VERY SPECIFIC. If you can't cast spells, specify for how many posts. If you lose accuracy or defense, or any other stat, specify how much in percentage (i.e 20%, 25%, etc). There's a lot to specify for, but bottom-line is to be very detailed in putting your drawbacks.
In a nutshell, Spells don't get approved because they are lacking in DESCRIPTION and DRAWBACKS. More often than not, the drawbacks are very trivial compared to what the spells can do, that's why spells are not accepted. Also, it could also be because the Spell rank was too low for the spell's effects.
Example:
Spell Name: Fire Bolt Type: Fire Mage Level:Greenhorn Range:[]/b] Long (500 meters) Description: The user unleashes a ball of fire towards the enemy. Upon hit, the fire causes the enemy's armor to be less effective. It also explodes similar to a mini nuclear bomb. Drawback: The user can get hit if he stands too close.
-This spell is what we would like to call OP. For a greenhorn spell, causing that much damage with a very long range, with a drawback that's very poor. Remember that just because you can get hit when you stand too close doesn't mean that it's a justifiable drawback to an otherwise powerful spell.
Spell Name: Fire Bolt Type: Fire Mage Level: Greenhorn Range: Long (25 meters) Description: The user extends a hand outwards, and focuses magical energy on the center of the palm. The user then ignites the energy and sends a small fireball the size of a tennis ball towards a target. The fireball travels in a straight line, does not follow the target, and dissipates on impact to the first object it touches. Upon hit, the fireball burns out the enemy's armor, reducing its effectiveness by 15%. The fire can only reduce the effectiveness of non-spell based armors. Drawback: The user's arms suffers a slight burn, thus any fire-based spell cannot be cast on the next user's post. Also, after use, the spell enters a cooldown period equal to 2 of the user's post.
-This is an example of a proportional description-drawback relationship, and at the same time, within the bounds of its spell rank, and the range isn't too outrageous. The effect, while being very detailed, have justifiable effects for a greenhorn spell. The drawback is also good enough, since the spell isn't that much. It simply prohibits the casting of a fire based spell on the next post, and still enters a cooldown period, which will PREVENT SPAMMING the spell in the thread.
There. I hope everyone gets the basic stuff enclosed within this guide. And hopefully, this would mean that APPs get approved more quickly than the usual. Try to think about the spells you're going to create, and give thought on its details.
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