Santharian Development

Santharian World Development => Magic in the Lands of Caelereth => Topic started by: Zacheius Aquadel on 10 July 2006, 02:38:00



Title: Ice Barrage / Water Spell / Level VIII
Post by: Zacheius Aquadel on 10 July 2006, 02:38:00
Mina-edits in plum. 

Overview
Ice Barrage is a spell that creates and fires a blast of sharp ice crystals towards an intended target. The spell is especially useful for offensive attacks, as the shards of ice are fired at a very high speed and feel like piercing needles to anyone on the receiving end. Ice Barrage is one of the more offensive Water spells, and can be quite a surprise to those who may believe that Water magi are useless in combat or when not near water, although such people would be those less knowledgable about magic anyway.

Spell Effect
The effect of this spell is to injure an enemy by striking them with sharp shards of ice. Quite a sight to see, the caster forms a ‘ball’ of water droplets that hover in front of their palm by gathering enough Water ounia together that physical water is manifested. The caster must know how much ounia they are capable of gathering, for if they attempt to gather more than they are able to, incapacity fizzling is highly possible. The result could be an erupting blast of water. The same thing might occur if the caster does not remained focused during the casting. Next, the caster turns the droplets altered into ice and fires them at the target.  The ice is sometimes powerful enough to take down opponents, although it is better used to slow the advancement of enemies, or even just to cause damage.

The ice shards, because of their sheer speed, can be very damaging to exposed skin, leaving behind numerous cuts.  On skin covered by clothing, cuts are less common, but painful bruises are still very likely to occur.  When cast by stronger magi, the ice shards  can sometimes even dent weaker metals, and nearly bust through wood.

If the water source is large enough, then the caster can make the blasts of ice last for an extended period of time. In fact, the caster can in theory continue the spell for as long as they wish, as long as the source of ounia lasts. This is, however, generally not possible in practice as it is very draining and the caster will likely lose focus after a short time. 

Casting Procedure
The caster must be able to focus well, as Water ounia are gathered from all sorts of places, such as the air and damp materials. The spell truly makes use of the fact that some water can be found in nearly any area or thing, though of course different places and objects contain different amounts of water, which will affect the difficulty and power of the spell. The caster will gather ounia into a ball of water droplets that is formed in front of the palm. The amount of Water ounia gathered will vary depending upon the caster’s magical strength as well as the amount of Water ounia present in the first place, but on average, powerful magi can easily gather enough droplets to form a ball about the size of a human fist.  Some might wonder why the water is mainfested in the form of droplets, instead of a single ball of water, but the reason is really quite simple: it is much easier to keep it afloat this way.  A ball of water cannot easily be kept afloat, but a group of tiny water droplets gathered into the shape of a sphere is essentially a ball made of Wind and Water, and the influence of Wind keeps the droplets afloat.   

Next, the caster creates innumerable ice shards by merging and freezing water droplets close to each other.  Then, Wind influence on the ice shards is increased, causing the shards to shoot off in the direction specified by the caster, creating a blast of ice.   

Magical Formula
Currently Undefined

Target
Technically speaking, the target of this spell is a small spherical region in front of the caster's palm, where the water ounia are initially gathered and manifested as a dense mist.  The target of the spell's effect, the blast of ice shards, however, can be just about anything; the caster does not actually specify any target for the blast, just the direction it will go it. 

Reagents
Aquamarine gems are th most commonly used reagents for this spell, and there are some who believe that they make the effects of the spell stronger.  Aquamarine gems are extracted from the earth, and so fit the idea of drawing hidden water for the use of this spell. Small aquamarine gems also make good focal points, as the mage can imagine the droplets of water and ice formed by this spell as a similarity to small gems.

Spell Class
Elemental Magic, Water School, Sphere III (The Sphere of Evolution), Class 5: Growth (Physical Representation of Evolution)

Range
The spell has quite a long range, averaging around five peds. However, for more efficiency, the spell is better used at a range of less than four peds, for the further the ice must travel the less powerful the blow will be. The most powerful magi can have an effective range of the spell to nearly double of that.

Casting time
The casting time of this spell depends much upon the focus and concentration of the magi. As ounia must be gathered and taken away from the surrounding area and then altered, the casting time can be slow. The general time is several blinks. Having the gathering point of the Water ounia be at a body of water reduces the casting time dramatically, as the Water ounia needed for the spell can be gained almost instantly and the spell can be cast within a couple of blinks.

Duration
The spell will last until the caster has run out of the source of ounia, or until focus is lost. Magi who are new to the spell can usually safely keep up the spell for about a minute. More powerful magi might be able to sustain it for twice that duration.

Counter Measures
A shield of metal is enough to counter against the effects of this spell, as the ice is never powerful enough to penetrate tough solids, although dents are possible.  Other means of defense against projectiles might work too.  For example, powerful wind spells can divert the blasting ice, thus rendering the spell ineffective. Fire spells also tend to cancel the effects of the spell, causing a rising puff of steam.  Also, if the spell is used when there is no significant source of water nearby, and must rely completely on hidden sources, the blast of ice can be equally powerful, but continuing the blast becomes more difficult and is usually weaker.

Enhancing Measures
The larger the ice shards, the more powerful the effect of the spell will be when the blast is released. If the caster wishes, he or she can continuously gather ounia while creating ice shards and releasing blasts - thus creating an effect of continuity.  Also, cold weather can increase the duration of the spell, as the alterations from water to ice become much easier and require less amounts of focus.


Title: Re: Rain Barrage / Water Spell / Level VI
Post by: Coren FrozenZephyr on 10 July 2006, 07:10:00
Certainly a decent start! I think one of the magic masters will soon drop by to give the spell a thorough uri-check. In the meantime I will swiftly glide over the entry to see if I can make any worth-while contributions - hope you don't mind!

- Very good overview.

Spell Effect
The effect of this spell is either to damage an enemy with pelleting drops of water, or to dampen a target. Quite a site to see, a ball of water is formed (either large or small, depending upon the caster’s strength) in front of the caster’s palm. The caster must know how much ounia is fitting to their ability (this sounds off-key as a magical explanation - I get the peculiar mental image of a mage trying to juggle more oun 'balls' than he can attend to; one slips from his grasp and the whole collection ends 'dampening' him ;)  The main problem wouldn't be managing the ounia assortion once its there. Gathering/guiding ounia requires skill and concentration - a mage wouldn't have been able to collect more ounia than he is capable of directing (at least for a simple spell) in the first place), for a result could be an erupting blast of water. If successful, drops of water will begin to shoot out of the ball to the target at an extremely high speed, also creating a rather loud sound similar to that of rushing water. The droplets are usually not powerful enough to take down opponents, although very powerful magi could accomplish such a feat. It is a very useful defense against fire spells such as Quilrosh’s Fireball, and Blazing Shield.

The blasting raindrops, because of the sheer speed, can be very damaging to exposed skin. Often leaving terrible red marks and sometimes bruising, it is a spell that is quite agrivating to say the least. The spell is actually more of a single spray of water, but the water has been altered a bit so that each droplet is highly compacted - Can you also explain how that is done magic-wise?, causing targets to feels as if they are being hit with small stones repeatedly.

If the source of ounia - 'water source' would be fine as well ;)  - is large enough, then the caster can make the blast of raindrops last for an extended period of time. In fact, the caster can continue the spell for as long as they may wish, as long as the source of ounia is plenty enough. If used near a large body of water, then the spell can be used nearly indefinitely.

- The spell is very well-written. But the spell-effect section (or casting procedure if you wish) always needs to explain the technical side - ie: What exactly are you doing with those ounia and how? After your explanation the reader should feel very confident as to why its eg. a Sp2 spell and not Sp1. So all you should do now is to polish up the theory here :)  

Casting Procedure
The caster must be able to focus significantly, as ounia is gathered out of the air and other moisturized items alike. What you are actually doing is removing (sphere 3) water-ounia from the surroundings ('the sources'), concentrating them into a ball of pure water and then hurling it as a needle-shower of drops. So the spell as it stands resembles sphere 3. Now for your next spell, see if you can find a sphere 2 way of achieving a similar effect for less accomplished mages! Maybe the discussion at Mina's Fiery Curtain (was this the original you modeled Rain Barrage after?) thread will be inspirational. See Artimidor's remarks there.

The spell truly makes use of the ability of water to hide in nearly any area or thing. The caster will focus the gathered ounia into a ball of water that is formed in front of the palm. The ball will only gather to a certain amount, depending upon the caster’s magical strength. The larger the ball of water, the more powerful the effect of the spell will be when the ounia are released, creating the blasting result of the spell when successfully cast. If the caster wishes, he/she can continuously gather ounia while releasing ounia at the same time - This definitely sounds like sphere 3, thus creating an effect of continuity.

Magical Formula
Currently Undefined

Target
This spell has no specific target, and can work in both offensive and defensive ways. The target of this spell can be anything that the caster wills to be affected. Good targets are oncoming attackers that need to be slowed, and rising flames that need to be doused. If used with great power, more than one opponent can be the target, as the raindrops have no partiality. The chosen target can generally be determined, however, by anyone or anything that is in range of the spraying water.

Reagents
Not all typical water reagents prove effective in aiding successful casting of this spell. Wet stones, fish scales, and ice tend to prove useful for successful casting. Aquamarine gems, however, not only help the succession, but also amplify the power and effects of the spell. (optional) Any ideas why this might be? Remember: reagents operate as symbols to help the caster envision things or focus Water also helps…

Spell Class
Elemental Magic, Water School, Sphere II (The Sphere of Currents), Class 3: Tides (Physical Representation of Currents)

Range
The spell has quite a far range, averaging around four peds. However, for more efficiency, the spell is better used at a range of three peds or less, for the further the water must travel the less powerful the blow will be. Powerful magi (Level 10+) can increase the range of the spell to nearly double.

Casting time
The casting time of this spell depends much upon the focus and concentration of the magi. As ounia must be gathered and taken away from the surrounding area, the casting time can be slow. The general time is around four blinks or so. Being near a body of water increases the casting time dramatically, as the water can be gained almost instantly and cast within a couple of blinks.

Duration
The spell will last until the caster has run out of the source of ounia, or until focus is lost.

Counter Measures
A simple shield is enough to counter against the effects of this spell, as the water is never powerful enough to pelt through through solids, although dents are possible. Powerful wind spells can also divert the blasting water droplets, thus making the spell ineffective.

Enhancing Measures
Casting time is greatly affected by reagents, as they can reduce the time needed to around two or so blinks instead (If the caster is not near a body of water). Aquamarine gems also tend to increase the range about a ped or so, but not always.

Hint: Water Extraction...


Overall a very impressive start - congradulations! To improve: Just make sure more of the actual theory is there next time :)


PS: What is the colour-code/name for that lovely blue hue?



"Everything should be as simple as possible, but not simpler." Albert Einstein




Title: Re: Rain Barrage / Water Spell / Level VI
Post by: Coren FrozenZephyr on 10 July 2006, 07:12:00
Oh I forgot to add: When you have worked through my suggestions, make sure to visit the Integration&Comments List at the top of the forum!



"Everything should be as simple as possible, but not simpler." Albert Einstein




Title: Re: Rain Barrage / Water Spell / Level VI
Post by: Silfer Darkflare on 10 July 2006, 08:46:00
Oh, and do mark changes you make, so we can see what has been changed since last time. (For example with a different color) No need to mark fixed typos and such, but extra sentences/majorly rewriteen sentences should be marked.



Title: Re: Rain Barrage / Water Spell / Level VI
Post by: Zacheius Aquadel on 10 July 2006, 08:52:00
Quote:
how much ounia is fitting to their ability (this sounds off-key as a magical explanation - I get the peculiar mental image of a mage trying to juggle more oun 'balls' than he can attend to; one slips from his grasp and the whole collection ends 'dampening' him ;)  The main problem wouldn't be managing the ounia assortion once its there. Gathering/guiding ounia requires skill and concentration - a mage wouldn't have been able to collect more ounia than he is capable of directing (at least for a simple spell) in the first place)


I understand.  What I was actually intending was that the spell would 'fizzle' if the mage tried to gather more than they were capable.  It's more like a failed attempt to gather, rather than actually gathering. I have made edits accordingly.

Quote:
water has been altered a bit so that each droplet is highly compacted - Can you also explain how that is done magic-wise?


I have attempted to do so

Quote:

source of ounia - 'water source' would be fine as well



Okey dokey then
Quote:

The spell is very well-written. But the spell-effect section (or casting procedure if you wish) always needs to explain the technical side - ie: What exactly are you doing with those ounia and how? After your explanation the reader should feel very confident as to why its eg. a Sp2 spell and not Sp1. So all you should do now is to polish up the theory here


I've added a bit more 'theory' to the casting procedure.  Hopefully my explanation makes sense ^^

Quote:
What you are actually doing is removing (sphere 3) water-ounia from the surroundings ('the sources'), concentrating them into a ball of pure water and then hurling it as a needle-shower of drops. So the spell as it stands resembles sphere 3. Now for your next spell, see if you can find a sphere 2 way of achieving a similar effect for less accomplished mages! Maybe the discussion at Mina's Fiery Curtain (was this the original you modeled Rain Barrage after?) thread will be inspirational. See Artimidor's remarks there.


I was inclined to think that this spell was Sphere II, because although it does 'remove' water from the surroundings, the water is already existant within the surroundings, thus making the 'removing' merely a manipulation of sorts, and then furthering the manipulation with the droplets.  I thought that Sphere III was actually adding and removing water ounia from seemingly no source at all, while this spell makes use of currently available sources.  I suppose my definition between Spheres II and III for the water school is still a bit murky...

Quote:

continuously gather ounia while releasing ounia at the same time- This definitely sounds like sphere 3



Pretty much the same as the above.  I thought that continuously gathering, while making the spell high in level, would categorize the spell as sphere II because of the manipulation of water ounia away from other ounia, except continuously.

Quote:

(optional) Any ideas why this might be? Remember: reagents operate as symbols to help the caster envision things or focus



I've added further explanation

Quote:

PS: What is the colour-code/name for that lovely blue hue?


Aqua ^_^




Title: Re: Rain Barrage / Water Spell / Level VI
Post by: Marvin Cerambit on 10 July 2006, 09:38:00
Question: how does the water stay in the air? Water can't just hover around, so how does the mage keep it in the air?

Oh, and Water Extraction should be sphere III IMHO, so I doubt that should be mentioned under Enhancing Measures.

Marvin Cerambit ~ Do not tease my Warg, because you are crunchy and tasteful

Need help with your new Character?
~> Click Here <~



Title: Re: Rain Barrage / Water Spell / Level VI
Post by: Coren FrozenZephyr on 10 July 2006, 10:03:00
Nope, that's still Sphere 3. I am sure Silfer would explain the reasons better than I can, so maybe you can im him ;)


EDIT: Ok, here's a quote from Artimidor I found among my notes:

Quote:
2. THE GUIDING SPHERE

The second sphere can do what the first cannot. It actually changes the cár'áll. The mage regroups the elemental parts within the cár'áll and lets a certain element get in the lead, meaning: a certain element which previously wasn't central element will now become central oun. The links re-form according to this new situation. In this case the structure cannot revert itself naturally, because it was completely altered, following new principles.

Targets of this spell can be any items/objects, which have parts of an element, which can take the lead if activated accordingly. An example would be e.g. Frost Shield (Water spell), where the water contained in the air would be used to form a new structure.

This sphere is an advanced way to cast magic. It requires much more knowledge of the mage, as he/she needs to understand how to form central ouns.


3. THE CREATION SPHERE

The third sphere adds or removes an element (depending on the mage's orientation) to/from the target's cár'áll. The element can either be taken by surrounding objects/items etc. or it flows directly from the caster into the target. There it can be made into a central oun or an element among other elements, practically choosing if sphere 1 (temporary) or sphere 2 (permanent) will be the result when the element is added. Same thing the other way round. A mage could e.g. pull an element from something to strengthen himself/herself.

Target can be anything, there doesn't even need to be e.g. earth existing to a remarkable degree in the target.

This is the most advanced way of casting elemental magic, surpassing the level of expertise needed to do sphere 1 and 2.




"Everything should be as simple as possible, but not simpler." Albert Einstein




Title: Re: Rain Barrage / Water Spell / Level VI
Post by: so orril miesefer on 10 July 2006, 10:24:00
A weird Idea Marv... We don't have gravity so there's nothing that stops water for being levitated (Intentional falacy using Talia's arguments...).

Welcome, a good spell indeed, but IMHO if you make it frozen vapor it would make much more damage making a kind of knives of ice... With this spell is also posible to make a Water blast spell so think about it (Gathering enough water ouns then shot a stream of water while you gather more ouns...).

For the levitate issue... Tell me why the fireball levitates??? fire will fall to ground no matter if is even a gas fire (Yep I tried it with hidrogen so don't come to me to test it again... almost burned my hair...). If fire can levitate like that, I don't find a reason that water cant (Actually this can help to say why clouds levitate even though they are ice cristals).  

What's my magic? My treasure. What's my God? My freedom. My law? the strength and the wind. My mother country the sky So Orril Miés'éfer, Sky master.



Title: Re: Rain Barrage / Water Spell / Level VI
Post by: Miraran Tehuriden on 10 July 2006, 13:23:00
Ah, but fire is the only non-corporeal element of the four orril, wich is why it  does not need to oblige to the Grounding Force (gravity)

Fire is merely energy.. while earth, water, and air magi  effectively move about molecules of solids, liquids, and vapors respectively, Fire is a manifestation of energy, which is not affected by most physical forces. Ergo, fire floats in place if the caster wants it to.... but water ought to fall down. I wonder how that's going to be solved

Miraran Tehuriden..

'What the hell is he doing?!' - Ximaxian Fire Master, last words.


Feed the rats, leave a message!



Title: Re: Rain Barrage / Water Spell / Level VI
Post by: Zacheius Aquadel on 10 July 2006, 13:38:00
@ Marvin: Very good point.  I will address this to the best of my abilities

@ Corin:  Thank you for that!  I understand now ^^

@ Orril: Your frozen idea will be taken into account, as I will be seperated the 'dousing' uses of this spell into another

@ Miraran: I will come up with something :D


To you all, thank you for the comments.  Please bear with me as I attempt a re-write of this spell.  As it would make more sense for this spell to make use of the frozen qualities of water, a few changes are in order.  



Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: Zacheius Aquadel on 10 July 2006, 14:18:00
Okay, I have made changes, though the spell is not drastically different.  The dousing effects would be better used for another spell, as the same procedure could be used.  I also *tried* to create a way to keep the water/ice hovering, although it will require some looking at.  

Thanks in advance.



Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: so orril miesefer on 10 July 2006, 19:21:00
Miran... using the phisics (If we will use them over the other elements...) Fire falls to the ground cause it is a plasma, molecules exited that emite light and heat, thus are affected aswell by the "Grounding Force" IMHO we should let levitating MAGICAL CREATED things (I mean, natural water won't levitate, while water that "appears" out of thin air is still influenced by wind, thus making it hoober.)

What's my magic? My treasure. What's my God? My freedom. My law? the strength and the wind. My mother country the sky So Orril Miés'éfer, Sky master.



Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: Silfer Darkflare on 10 July 2006, 19:28:00
I'll try to get to this tomorrow, I shall. And it does look good - especially when Coren praises it, as he does not praise lightly.

Orril: Water conjured out of thin air is no different from ordinary water - that is a principle we have long upheld, and I would prefer to keep it.

As for levitation, and all that: Fireballs are thrown by the mages will, as has been the wobbly explanation so far. Even so, I don't see where it is stated that fire is exempt from the Grounding Force. Fireballs fall down eventually, as far as I know. Of course, if you toss it and it hits the target, it won't fall down as a fireball, but that's different.



Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: Zacheius Aquadel on 10 July 2006, 20:51:00
That is highly appreciated, Silfer.  



Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: Miraran Tehuriden on 11 July 2006, 10:24:00
Actually, i was going for the idea that the Fire created by a mage to form, for instance, a fireball, is pure heat and light energy... the fact that the presence of these energies heats up the air inside the ball is a mere side effect. the molecules can't be the things emitting the heat, because then i'd be manipulating air, wich i'm technically not allowed to do, being no wind mage...

EDIT; Also, we realy have to stop doing this kind of discussions in other people's spell threads. Especially new people might get slightly overwhelmed...

Miraran Tehuriden..

'What the hell is he doing?!' - Ximaxian Fire Master, last words.


Feed the rats, leave a message!

Edited by: Miraran Tehuriden at: 7/10/06 18:25


Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: Silfer Darkflare on 11 July 2006, 14:36:00
Comments in red.

Overview
Ice Barrage is a special spell because the caster seems to draw water out of thin air and alter its qualities to fire a horde of ‘icedrops’ towards an intended target. The spell is especially useful for offensive attacks, as the balls of ice are fired at a very high speed and feel like piercing needles to anyone on the receiving end. Recently developed, Ice Barrage was rather an attempt by water magi to create a more offensive spell. It is quite a surprise to those who may believe that water magi are useless when not near water, although such people would be the less educated in magic anyhow.

Spell Effect
The effect of this spell is either to damage an enemy with pelleting lumps of ice. Quite a site to see, a ball of water is formed (either large or small, depending upon the caster’s strength) in front of the caster’s palm. Some information about what is "large" and "small", and when, would be good. (Nothing specific, but rough estimates) The caster must know how much ounia they are capable of gathering, for if they attempt to gather more than they are able to, incapacity fizzling is highly possible. The result could be an erupting blast of water. The same blast will occur if the caster does not remained focus during the casting. Next the caster forms the ball of water into hovering raindrops, which are then altered into ice. If successful, the lumps of ice will begin to fire to the target at an extremely high speed. The ice is sometimes powerful enough to take down opponents, although it is better used to slow the advancement of enemies, or even just to cause damage.

I wonder if the de*****ion on top is slightly incorrect. You would form pellets of water around you, and freeze and fire them, no? Instead of one big glob. Also, some technical information would be nice, as I think Coren has mentioned. For instance, when you freeze them, you call upon the coldness property of Water.

The ice, because of the sheer speed, can be very damaging to exposed skin. Often leaving terrible red marks and sometimes bruising, it is a spell that is quite aggravating to say the least. The spell is so effective because the ice is small but many, and is as hard as stone. They can dent weaker metals, and nearly bust through wood.

If the water source is large enough, then the caster can make the blasts of ice last for an extended period of time. In fact, the caster can continue the spell for as long as they may wish, as long as the source of ounia is plenty enough. If used near a large body of water, then the spell can be used nearly indefinitely.

How good is this spell in normal air, with no water nearby?

Casting Procedure
The caster must be able to focus significantly, as existing ounia is gathered from hiding places such as moisture in the air and other damp materials. The spell truly makes use of the ability of water to hide in nearly any area or thing. The caster will focus the gathered ounia into a ball of water that is formed in front of the palm. The ball will only gather to a certain amount, depending upon the caster’s magical strength. Within this procedure, however, is another that the magi must use to keep the water hovering. This is a simple use of manipulation. While the water is being formed, the caster must manipulate the ounia making up the ball of water constantly, causing the water to wave, shift, spin, and turn. As some ounia are shifting to the bottom of the ball of water, they support the others which shift to the top, and vice versa.

To obtain the pellet-like effect, magi must manipulate the ounia by focusing on an idea of the droplets. The mage can ‘gather’ the ounia to form separate droplets of water, causing the ball of water to look like a ball of raindrops. With good focus, the ounia are tightly drawn together into the droplets, but even as the caster does this, the droplets must continually shift through the air by manipulation. Next is the alteration of water to the form of ice. Starkly, the mage creates an idea of the ice with the concept of a solid, and by using the power of their will can alter the Cár'áll of the droplets, supercooling the ounia until the properties of solid have overcome the properties of liquid, altering the droplets into lumps or balls of ice. The ounia must still be manipulated to create the hovering effect as well.

The larger the initial ball of water, the more powerful the effect of the spell will be when the ounia are released, creating the blasting result of the spell when successfully cast. If the caster wishes, he/she can continuously gather ounia while releasing and converting ounia at the same time - thus creating an effect of continuity.

Very good de*****ion!

Magical Formula
Currently Undefined

Target
This spell has no specific target, and can work in both offensive and defensive ways. The target of this spell can be anything that the caster wills to be affected. Good targets are oncoming attackers that need to be slowed, and even flames that may need cooling. If used with great power, more than one opponent can be the target, as the icedrops have no partiality. The chosen target can generally be determined, however, by anyone or anything that is in range of the shooting ice.

Reagents
Not all typical water reagents prove effective in aiding successful casting of this spell. Wet stones, fish scales, and ice tend to prove useful for successful casting. Aquamarine gems, however, not only help the succession, but also amplify the power and effects of the spell. Aquamarine gems were once extracted from the earth, and so fit the idea of drawing hidden water for the use of this spell. Small aquamarine gems also make good focal points, as the mage can imagine the droplets of water and ice formed by this spell as a similarity to small gems. Water also helps.

Spell Class
Elemental Magic, Water School, Sphere III (The Sphere of Evolution), Class 5: Growth (Physical Representation of Evolution)

Range
The spell has quite a far range, averaging around five peds. However, for more efficiency, the spell is better used at a range of foure peds or less, for the further the ice must travel the less powerful the blow will be. Powerful magi (Level 10+) can increase the range of the spell to nearly double.

Casting time
The casting time of this spell depends much upon the focus and concentration of the magi. As ounia must be gathered and taken away from the surrounding area and then altered, the casting time can be slow. The general time is around five blinks or so. Being near a body of water increases the casting time dramatically, as the water can be gained almost instantly and cast within a couple of blinks.

Duration
The spell will last until the caster has run out of the source of ounia, or until focus is lost. How long does the latter take to pass for mages of different levels?

Counter Measures
A shield of metal is enough to counter against the effects of this spell, as the ice is never powerful enough to pelt through tough solids, although dents are possible. Powerful wind spells can also divert the blasting ice, thus rendering the spell ineffective. Fire spells as well, I suppose.

Enhancing Measures
Casting time is greatly affected by reagents, as they can reduce the time needed to around three or so blinks instead (If the caster is not near a large body of water, in which case the spell can be cast within two blinks). Aquamarine gems also tend to increase the range about a ped or so, but not always.

I did not have many comments - especially not after Coren has been here. Once again - very good!

Oh, I would also recommend a spell check. You have some typos floating around.

Edited by: Silfer Darkflare at: 7/10/06 22:38


Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: Zacheius Aquadel on 11 July 2006, 18:06:00
ATTENTION!


To those of you who have been so kind as to help me along with this spell, I'm sorry to inform you that I can't edit the first post because I created a global account with the same name!  Ez doesn't identify me as the same person v_v'  Sorry for the trouble, so I will re-post this spell with new edits according to Silfer's comments.  New edits are in Aqua

__________________________________________________

Overview
Ice Barrage is a special spell because the caster seems to draw water out of thin air and alter its qualities to fire a horde of ‘ice drops’ towards an intended target. The spell is especially useful for offensive attacks, as the balls of ice are fired at a very high speed and feel like piercing needles to anyone on the receiving end. Recently developed, Ice Barrage was rather an attempt by water magi to create a more offensive spell. It is quite a surprise to those who may believe that water magi are useless when not near water, although such people would be the less educated in magic anyhow.

Spell Effect
The effect of this spell is either to damage an enemy by striking them with small lumps of ice. Quite a site to see, the caster forms a ‘ball’ of raindrops that hover in front of their palm by gathering water ounia. The caster must know how much ounia they are capable of gathering, for if they attempt to gather more than they are able to, incapacity fizzling is highly possible. The result could be an erupting blast of water. The same blast will occur if the caster does not remained focus during the casting. Next the caster alters the raindrops altered into ice by expanding the cooling properties of water. If successful, the lumps of ice will begin to fire to the target at an extremely high speed. The ice is sometimes powerful enough to take down opponents, although it is better used to slow the advancement of enemies, or even just to cause damage.

The ice, because of the sheer speed, can be very damaging to exposed skin. Often leaving terrible red marks and sometimes bruising, it is a spell that is quite aggravating to say the least. The spell is so effective because the ice is small but many, and is as hard as stone. They can dent weaker metals, and nearly bust through wood.

If the water source is large enough, then the caster can make the blasts of ice last for an extended period of time. In fact, the caster can continue the spell for as long as they may wish, as long as the source of ounia is plenty enough. Although it this is generally not possible as focus is lost at some point.

Casting Procedure
The caster must be able to focus significantly, as existing ounia is gathered from hiding places such as moisture in the air and other damp materials. The spell truly makes use of the ability of water to hide in nearly any area or thing. The caster will focus the gathered ounia into a ball of water droplets that is formed in front of the palm. The droplets will only gather to a certain amount, depending upon the caster’s magical strength, as powerful magi can create droplets the size of a human fist. The mage gathers nearby water ounia to form these separate droplets of water. With good focus, the ounia are tightly drawn together into the droplets, but even as the caster does this, the droplets must continually shift through the air by manipulation.  This means that while the water is being formed, the caster must manipulate the ounia making up the ball of droplets constantly, causing the raindrops to shift spin and turn to keep them from falling to the ground.  Constant manipulation is necessary to create a ‘hovering’ effect.

Next is the alteration of water to the form of ice. Starkly, the mage creates an idea of the ice with the concept of a solid, and by using the power of their will can alter the Cár'áll of the droplets, supercooling the ounia until the properties of solid have overcome the properties of liquid, altering the droplets into lumps or balls of ice. The ounia must still be manipulated to create the hovering effect as well.

The larger the initial water droplets, the more powerful the effect of the spell will be when the ounia are released, creating the blasting result of the spell when successfully cast. If the caster wishes, he/she can continuously gather ounia while releasing and converting ounia at the same time - thus creating an effect of continuity.  If the spell is used when there is no significant source of water nearby, and must rely completely on hidden sources, the blast of ice will be equally powerful, but continuing the blast becomes more difficult and is weaker.

Magical Formula
Currently Undefined

Target
This spell has no specific target, and can work in both offensive and defensive ways. The target of this spell can be anything that the caster wills to be affected. Good targets are oncoming attackers that need to be slowed, and even flames that may need cooling. If used with great power, more than one opponent can be the target, as the ice drops have no partiality. The chosen target can generally be determined, however, by anyone or anything that is in range of the shooting ice.

Reagents
Not all typical water reagents prove effective in aiding successful casting of this spell. Wet stones, fish scales, and ice tend to prove useful for successful casting. Aquamarine gems, however, not only help the succession, but also amplify the power and effects of the spell. Aquamarine gems were once extracted from the earth, and so fit the idea of drawing hidden water for the use of this spell. Small aquamarine gems also make good focal points, as the mage can imagine the droplets of water and ice formed by this spell as a similarity to small gems. Water also helps.

Spell Class
Elemental Magic, Water School, Sphere III (The Sphere of Evolution), Class 5: Growth (Physical Representation of Evolution)

Range
The spell has quite a far range, averaging around five peds. However, for more efficiency, the spell is better used at a range of four peds or less, for the further the ice must travel the less powerful the blow will be. Powerful magi (Level 10+) can increase the range of the spell to nearly double.

Casting time
The casting time of this spell depends much upon the focus and concentration of the magi. As ounia must be gathered and taken away from the surrounding area and then altered, the casting time can be slow. The general time is around five blinks or so. Being near a body of water increases the casting time dramatically, as the water can be gained almost instantly and cast within a couple of blinks.

Duration
The spell will last until the caster has run out of the source of ounia, or until focus is lost.  Magi of the same level of the spell (Level 8 ) can usually focus the spell for a 5-10 minutes.  More powerful magi (Level 10+) usually have the ability to focus the spell for 10-20 minutes, depending upon the environment and stress of the situation.

Counter Measures
A shield of metal is enough to counter against the effects of this spell, as the ice is never powerful enough to pelt through tough solids, although dents are possible. Powerful wind spells can divert the blasting ice, thus rendering the spell ineffective. Fire spells also tend to cancel the effects of the spell, causing a rising puff of steam.

Enhancing Measures
Casting time is greatly affected by reagents, as they can reduce the time needed to around three or so blinks instead (If the caster is not near a large body of water, in which case the spell can be cast within two blinks). Aquamarine gems tend to increase the range about a ped or so, but not always. Also, cold weather can increase the duration of the spell, as the alterations from water to ice become much easier and a slightly less amount of focus.


Edited by: Zacheius Aquadel at: 7/11/06 2:17


Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: Zacheius Aquadel on 11 July 2006, 18:37:00
Ignore the previous post

I just decided to delete the account so that I could continue to use this one.  Okay, new edits have been made.  I also performed a spell check o.o  That was a wise suggestion for me to completely take out the ball of water part.  It was just complicating the procedure. x_x

Edited by: Zacheius Aquadel at: 7/11/06 2:37


Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: Mina on 12 July 2006, 04:19:00
This is definitely one of the better first attempts I've come across.  It seems you've done your research before posting this, which is good.  My comments shall be in this colour.  

Overview
Ice Barrage is a special spell because the caster seems to draw water out of thin air and alter its qualities to fire a horde of ‘ice drops’ Perhaps 'ice crystals' might be a better term here?  What you have sounds a little awkward, though I admit I can't really think of a good term to use either. towards an intended target. The spell is especially useful for offensive attacks, as the balls of ice are fired at a very high speed and feel like piercing needles to anyone on the receiving end. Recently developed, Ice Barrage was rather an attempt by water magi to create a more offensive spell. I'm not sure about this part.  Given the more or less 4 thousand year history of Ximax, you'd think that there'd be little left to be created recently.  Of course, given the long history, 'recently' might well be something like a thousand years ago too. :lol   Also, the part about creating a spell doesn't really sound right to me.  You see, the way I understand it, all the spells in a Sphere are cast using the same basic technique, so essentially, there is nothing new to be created, once the idea of the Spheres have been formalised.  That particular effect might not have ever been used until relatively recently, but the knowledge of how to do it has basically been there all along, available to anyone who gave it some thought.  It is quite a surprise to those who may believe that water magi are useless when not near water, although such people would be the less educated in magic anyhow.

Spell Effect
The effect of this spell is either to damage an enemy by striking them with small lumps of ice. Well, normally things such as this would be kept to the Overview, and the Spell Effect section be used for the technical explanations, but apparently the others are fine with this, so I shall say no more about it.  Quite a site to see, the caster forms a ‘ball’ of raindrops that hover in front of their palm by gathering water ounia. The caster must know how much ounia they are capable of gathering, for if they attempt to gather more than they are able to, incapacity fizzling is highly possible. The result could be an erupting blast of water. The same blast will occur if the caster does not remained focus during the casting. Next the caster alters the raindrops altered into ice by drawing upon the cooling properties of water. Why not manifest it as ice right away?  Manifesting it as liquid water before freezing it seems to be making it unnecessarily complicated, if you ask me.  Also, I don't think the freezing has much to do with strengthening the coldness property of water.  Ice, as has been mentioned several times, has properties of both Earth and Water, and hence could be created if water comes under the influence of Earth (note the 'could'; it is only one of the possible results, since what you actually get depends on the resulting structure of the car'all, or Content, or whatever it should be called nowadays).    If successful, the lumps of ice will begin to fire to the target at an extremely high speed. The ice is sometimes powerful enough to take down opponents, although it is better used to slow the advancement of enemies, or even just to cause damage.

The ice, because of the sheer speed, can be very damaging to exposed skin. Often leaving terrible red marks and sometimes bruising, it is a spell that is quite aggravating to say the least. If, instead of little balls of ice, you create small ice shards, it might be even more damaging.  Perhaps that could one of the possible effects?  BTW, I wonder if anyone else has thought of using a variant of such a spell for watering plants.  :lol The spell is so effective because the ice is small but many, and is as hard as stone. They can dent weaker metals, and nearly bust through wood.

If the water source is large enough, then the caster can make the blasts of ice last for an extended period of time. In fact, the caster can continue the spell for as long as they may wish, as long as the source of ounia is plenty enough. Although it this is generally not possible as focus is lost at some point.  You might also want to add that doing so is very draining, and it's not likely that one could sustain it for very long.  

Casting Procedure
The caster must be able to focus significantly, as existing ounia is gathered from hiding places such as moisture in the air and other damp materials. The spell truly makes use of the ability of water to hide in nearly any area or thing. The caster will focus the gathered ounia into a ball of water droplets that is formed in front of the palm. The droplets will only gather to a certain amount, depending upon the caster’s magical strength, as powerful magi can create droplets the size of a human fist. The mage gathers nearby water ounia to form these separate droplets of water. With good focus, the ounia are tightly drawn together into the droplets Um, sounds like there might be some confusion between water molecules and Water ounia, or just a poor choice of words.  You don't draw ounia close together so they become water droplets.  Instead, the xeua links between the Water ounia are strengthened, increasing the overall influence of Water properties, thus causing physical water to manifest. , but even as the caster does this, the droplets must continually shift through the air by manipulation. This means that while the water is being formed, the caster must manipulate the ounia making up the ball of droplets constantly, causing the raindrops to shift spin and turn to keep them from falling to the ground. Constant manipulation is necessary to create a ‘hovering’ effect.  I don't think this is the right way to achieve this effect.  I'm not sure how large your droplets are, but if they are small enough, they could won't be falling at all, due to bouyancy or something of that sort.  Of course, with magic, that isn't the end of the explanation.  I think this could perhaps be explained by saying that although within each individual droplet Water is dominant, the fact that in the general area where the droplets are gathered there is still a large amount of Wind ounia, and that they are completely surrounded by Wind (in the form of air), means that the droplets have significant Wind influence as well.  From this, there could be several ways to explain the reason the droplets remain afloat.  The one that seems most logical to me would be that one of the effects of Wind's influence is the property of lightness/weightlessness affecting the droplets, thus keeping them in the air.

Next is the alteration of water to the form of ice. Starkly, the mage creates an idea of the ice with the concept of a solid, and by using the power of their will can alter the Cár'áll of the droplets, supercooling the ounia Erm, no, ounia can't be cooled.  They're not exactly physical things.  They express properties (such as coldness), which influence the object they are a part of.  until the properties of solid have overcome the properties of liquid, altering the droplets into lumps or balls of ice. The ounia must still be manipulated to create the hovering effect as well.

The larger the initial water droplets, the more powerful the effect of the spell will be when the ounia are released, creating the blasting result of the spell when successfully cast. If the caster wishes, he/she can continuously gather ounia while releasing and converting ounia at the same time - thus creating an effect of continuity. If the spell is used when there is no significant source of water nearby, and must rely completely on hidden sources, the blast of ice will be equally powerful, but continuing the blast becomes more difficult and is weaker.

I see no explanation of what causes the ice to move.  Well, to be fair, we don't really have a good explanation for how it works with fire either, as Silfer said.  However, I have been pondering for a while about how fireballs are made to move.  The idea I have is that since Fire wishes to be Wind, the Fire ounia of the fireball that is conjured up naturally link to the Wind ounia all around them, and thus the Wind property of movement already affects the fireball, and all the fire mage has to do is to point it in a direction.  It'd also explain why the fire mage initially has to 'hold' the fireball in place, I think (either by actually willing the Fire ounia to stay in the same place, or reducing the Wind influene on the fireball; I'm not sure).  Now, Water wishes to be Earth, so I don't see a reason for it to naturally form links with Wind.  However, perhaps the ice can still be given movement by having the mage create links between the Water ounia in the ice and Wind ounia in the surroundings?  I'm not sure Sphere 2 can achieve this, but since this is Sphere 3, I don't think this should be too difficult.  

Magical Formula
Currently Undefined

Target
This spell has no specific target, and can work in both offensive and defensive ways. The target of this spell can be anything that the caster wills to be affected. Good targets are oncoming attackers that need to be slowed, and even flames that may need cooling. If used with great power, more than one opponent can be the target, as the icedrops have no partiality. The chosen target can generally be determined, however, by anyone or anything that is in range of the shooting ice.  In one of the more recent spell entries (I think it might have been one of my own), Arti proposed making a distinction between what he calls 'Focus' and 'Target'.  I don't think those terms are very good, but at least they are much shorter than what I would have come up with.  The distinction isn't really needed in most cases, but for 'projectile spells' like this one, it is, I think.  From what I understand, Focus is what I think of as 'the target of the spell', ie. where the effect is created.  For spells like Fireball, and this one, it is the spot just in front of the mage's palm, here the ounia are gathered.  Target, or what I think of as 'the target of the effect' is what you want the effect you've created to affect, which, in this case, is what you're firing the ice at.  I think, you might want to make more mention of the Focus here, and perhaps remove some of the less helpful details concerning the Target.  

Reagents
Not all typical water reagents prove effective in aiding successful casting of this spell. Wet stones, fish scales, and ice tend to prove useful for successful casting. Aquamarine gems, however, not only help the succession, but also amplify the power and effects of the spell.  We haven't really defined what reagents actually do, aside from assisting the mage with casting the spell, so perhaps you might want to remove this statement.  Just the stuff you've written in the rest of this section should be alright.   Aquamarine gems were once extracted from the earth, and so fit the idea of drawing hidden water for the use of this spell. Small aquamarine gems also make good focal points, as the mage can imagine the droplets of water and ice formed by this spell as a similarity to small gems. Water also helps.

Spell Class
Elemental Magic, Water School, Sphere III (The Sphere of Evolution), Class 5: Growth (Physical Representation of Evolution)

Range
The spell has quite a far range, averaging around five peds. However, for more efficiency, the spell is better used at a range of foure peds or less, for the further the ice must travel the less powerful the blow will be. Powerful magi (Level 10+) can increase the range of the spell to nearly double.

Casting time
The casting time of this spell depends much upon the focus and concentration of the magi. As ounia must be gathered and taken away from the surrounding area and then altered, the casting time can be slow. The general time is around five blinks or so.  The unit 'blink' though corresponding roughly to 'second' is meant to be very imprecise, so it would not be correct to use terms like 'five blinks'.  'Several blinks' would be a better alternative.  Being near a body of water increases the casting time dramatically, as the water can be gained almost instantly and cast within a couple of blinks.  Hmm...I'm not sure about this.  Well, I suppose it could be so if the water is really near the Focus, but otherwise it'd take a while to move the Water ounia over, don't you think?  

Duration
The spell will 'Can' might sound better here.  last until the caster has run out of the source of ounia, or until focus is lost. Magi of the same level of the spell (Level 8 ) can usually focus the spell for a 5-10 minutes. More powerful magi (Level 10+) usually have the ability to focus the spell for 10-20 minutes, depending upon the environment and stress of the situation.  A little too long, IMO.  Like I said, continous effects of this sort should be pretty draining.  A similar-looking spell, Rays of Heat, lasts only 8 seconds at level 7.  While that sounds pretty short to me (I mean, at level 7, you're considerd really powerful already), I don't think you should be sustaining this spell for more than, say, a minute or so.

Counter Measures
A shield of metal is enough to counter against the effects of this spell, as the ice is never powerful enough to pelt through tough solids, although dents are possible. That's a pretty strong blast.  Powerful wind spells can divert the blasting ice, thus rendering the spell ineffective. Fire spells also tend to cancel the effects of the spell, causing a rising puff of steam.

Enhancing Measures
Casting time is greatly affected by reagents, as they can reduce the time needed to around three or so blinks instead (If the caster is not near a large body of water, in which case the spell can be cast within two blinks). Aquamarine gems tend to increase the range about a ped or so, but not always. Well, like I said, avoid mentioning specific effects for reagents.  We're not sure what they realy do yet, except make things easier.  Also, cold weather can increase the duration of the spell, as the alterations from water to ice become much easier and a slightly less amount of focus.  The presence of a good source of Water ounia should also be mentioned here, I think.  It still is an enhancing measure, even if it's already been mentioned elsewhere in the entry.  




Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: Zacheius Aquadel on 12 July 2006, 07:22:00
Quote:
Perhaps 'ice crystals' might be a better term here? What you have sounds a little awkward, though I admit I can't really think of a good term to use either.


I will attempt to find a better term

Quote:
I'm not sure about this part. Given the more or less 4 thousand year history of Ximax, you'd think that there'd be little left to be created recently. Of course, given the long history, 'recently' might well be something like a thousand years ago too. :lol    Also, the part about creating a spell doesn't really sound right to me. You see, the way I understand it, all the spells in a Sphere are cast using the same basic technique, so essentially, there is nothing new to be created, once the idea of the Spheres have been formalised. That particular effect might not have ever been used until relatively recently, but the knowledge of how to do it has basically been there all along, available to anyone who gave it some thought.


It can be removed ^^

Quote:
Well, normally things such as this would be kept to the Overview, and the Spell Effect section be used for the technical explanations, but apparently the others are fine with this, so I shall say no more about it.


Alright, but I would like to say that I was rather confused as to what went in the sections.  I thought that the technical explanations would be kept in the casting procedure, and that a longer generalization of what the spell is intended to achieve was placed in the Spell Effect section.  I'll remember what you've said in the future, though.

Quote:
Why not manifest it as ice right away? Manifesting it as liquid water before freezing it seems to be making it unnecessarily complicated, if you ask me. Also, I don't think the freezing has much to do with strengthening the coldness property of water. Ice, as has been mentioned several times, has properties of both Earth and Water, and hence could be created if water comes under the influence of Earth (note the 'could'; it is only one of the possible results, since what you actually get depends on the resulting structure of the car'all, or Content, or whatever it should be called nowadays).


I think I understand what you are saying, but I didn't think a water mage would be able to influence water with properties of earth.  And about manifesting the ice right away, it's pretty much the same as if I manifest the ice when the droplets have formed.  The way I intended it, the process works rather quickly.  As soon as the ounia is gathered, the water forms - right after the water forms, the ice is created.

Quote:
If, instead of little balls of ice, you create small ice shards, it might be even more damaging. Perhaps that could one of the possible effects? BTW, I wonder if anyone else has thought of using a variant of such a spell for watering plants.


I thought about the ice shards, since Orril mentioned it as well.  I  may edit that effect in. About the variant of the spell... *raises hand* :biggrin  

Quote:
You might also want to add that doing so is very draining, and it's not likely that one could sustain it for very long.


Can do

Quote:
Um, sounds like there might be some confusion between water molecules and Water ounia, or just a poor choice of words. You don't draw ounia close together so they become water droplets. Instead, the xeua links between the Water ounia are strengthened, increasing the overall influence of Water properties, thus causing physical water to manifest.


Definitely a poor choice of words.  I will edit this so that it makes more sense.

Quote:
I don't think this is the right way to achieve this effect. I'm not sure how large your droplets are, but if they are small enough, they could won't be falling at all, due to bouyancy or something of that sort. Of course, with magic, that isn't the end of the explanation. I think this could perhaps be explained by saying that although within each individual droplet Water is dominant, the fact that in the general area where the droplets are gathered there is still a large amount of Wind ounia, and that they are completely surrounded by Wind (in the form of air), means that the droplets have significant Wind influence as well. From this, there could be several ways to explain the reason the droplets remain afloat. The one that seems most logical to me would be that one of the effects of Wind's influence is the property of lightness/weightlessness affecting the droplets, thus keeping them in the air.


I understand.  What you're saying is that the droplets being surrounded by wind is enough to keep them in the air?  I don't think saying that wind influence in the area where they were gathered will always be enough explanation, as the water could be extracted from the earth to form the spell, where it would have more earth influence?

Quote:
Erm, no, ounia can't be cooled. They're not exactly physical things. They express properties (such as coldness), which influence the object they are a part of.


Would I be able to say that the water is cooled?

Quote:
I see no explanation of what causes the ice to move. Well, to be fair, we don't really have a good explanation for how it works with fire either, as Silfer said. However, I have been pondering for a while about how fireballs are made to move. The idea I have is that since Fire wishes to be Wind, the Fire ounia of the fireball that is conjured up naturally link to the Wind ounia all around them, and thus the Wind property of movement already affects the fireball, and all the fire mage has to do is to point it in a direction. It'd also explain why the fire mage initially has to 'hold' the fireball in place, I think (either by actually willing the Fire ounia to stay in the same place, or reducing the Wind influene on the fireball; I'm not sure). Now, Water wishes to be Earth, so I don't see a reason for it to naturally form links with Wind. However, perhaps the ice can still be given movement by having the mage create links between the Water ounia in the ice and Wind ounia in the surroundings? I'm not sure Sphere 2 can achieve this, but since this is Sphere 3, I don't think this should be too difficult.


I see.  Creating links between the water and wind ounia would have been my first proposal, but I was under the impression that elemental magi could not create links. x_x

Quote:
In one of the more recent spell entries (I think it might have been one of my own), Arti proposed making a distinction between what he calls 'Focus' and 'Target'. I don't think those terms are very good, but at least they are much shorter than what I would have come up with. The distinction isn't really needed in most cases, but for 'projectile spells' like this one, it is, I think. From what I understand, Focus is what I think of as 'the target of the spell', ie. where the effect is created. For spells like Fireball, and this one, it is the spot just in front of the mage's palm, here the ounia are gathered. Target, or what I think of as 'the target of the effect' is what you want the effect you've created to affect, which, in this case, is what you're firing the ice at. I think, you might want to make more mention of the Focus here, and perhaps remove some of the less helpful details concerning the Target.


I'll try to do that

Quote:
We haven't really defined what reagents actually do, aside from assisting the mage with casting the spell, so perhaps you might want to remove this statement. Just the stuff you've written in the rest of this section should be alright.


Alright

Quote:
The unit 'blink' though corresponding roughly to 'second' is meant to be very imprecise, so it would not be correct to use terms like 'five blinks'. 'Several blinks' would be a better alternative.


Ok, I will edit that

Quote:
Hmm...I'm not sure about this. Well, I suppose it could be so if the water is really near the Focus, but otherwise it'd take a while to move the Water ounia over, don't you think?


I actually just assumed *bad thing*that water ounia could be moved quickly if the caster was at Level 8.  To be more realistic I will lengthen the casting time

Quote:
A little too long, IMO. Like I said, continous effects of this sort should be pretty draining. A similar-looking spell, Rays of Heat, lasts only 8 seconds at level 7. While that sounds pretty short to me (I mean, at level 7, you're considerd really powerful already), I don't think you should be sustaining this spell for more than, say, a minute or so.


More than a little too long, really.  I will make the edit.

Quote:
That's a pretty strong blast.


Too strong?  

Quote:
The presence of a good source of Water ounia should also be mentioned here, I think. It still is an enhancing measure, even if it's already been mentioned elsewhere in the entry.


Ach! I forgot that.

I have not made edits, but first of all I would like to thank you for what you have done here.  Already I have learned a bit more about magic by reading your comments.  I promise that I will try to do better! ^_^  

Edited by: Zacheius Aquadel at: 7/11/06 15:24


Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: Mina on 12 July 2006, 09:34:00
Quote:
I understand. What you're saying is that the droplets being surrounded by wind is enough to keep them in the air? I don't think saying that wind influence in the area where they were gathered will always be enough explanation, as the water could be extracted from the earth to form the spell, where it would have more earth influence?

Well, what happens in Sphere 3 is that links are broken and formed again.  When drawing water from the earth, you'd be breaking the Water-Earth links and creating new ones, which I think should be Water-Wind, considering its new location, as well as Water-Water, in order to have the water droplets actually form.  It's not that there is a lot of Wind influence where the droplets are gathered, but that since there is so much Wind ounia in the area, there is a significant amount of Wind influence on the droplets.  Think of it as a sort of natural enchantment.  I'm not entirely certain it works this way, but it does make a lot of sense to me.  

Quote:
Would I be able to say that the water is cooled?

Well, I suppose that works.  

Quote:
I see. Creating links between the water and wind ounia would have been my first proposal, but I was under the impression that elemental magi could not create links. x_x

All magic has to do with manipulating xeua links (except possibly Sphere 2 elemental magic; I haven't figured that one out yet).  The difference is that elemental magi are taught with a focus on the ounia rather than the links, eg. Sphere 1 increases/decreases the influence of the ounia of the element, or that Sphere 3 adds/removes the ounia of that element.  Whether the elemental mage is aware of it or not (they should be, I think, but the time they are advanced enough to have learnt Sphere 3), the actual effects are still due to altering how the ounia are linked to each other.  

Quote:
Too strong?

Well, I'm not sure, but I suppose not really.  I was just remarking that it must be pretty strong if it could dent metal.  

Quote:
I have not made edits, but first of all I would like to thank you for what you have done here. Already I have learned a bit more about magic by reading your comments. I promise that I will try to do better! ^_^

:D  




Title: Ice Barrage
Post by: Pure Ranger on 16 July 2006, 01:33:00
You stole Ice Barrage from a game on the net it's called runescape THIEF>:  



Title: Re: Ice Barrage
Post by: Coren FrozenZephyr on 16 July 2006, 01:48:00
And in how many fantasy worlds / games is there a fireball spell?



"Everything should be as simple as possible, but not simpler." Albert Einstein




Title: Re: Ice Barrage
Post by: so orril miesefer on 17 July 2006, 14:55:00
:lol   Ice barrage was going to be Water barrage if I didn't proposed to turn it into ice. Though I've played Runscape never reached a single lvl cause I died of boredom in the preparation course.

Magic is the same here and in China, isn't rare to find spells that look like spells from other RPGs, God would crush you if you made a right for spells, elves and dwarves.

BTW, you could say I stole the Thievish winds Idea from Saint Seya's Shaka attack of Ten Bou Hou Rin that takes your senses... problem is that only now I knew that Ten Bou Hou Rin exsisted cause in my country Saint Seya chapters never reached that chapter.  

What's my magic? My treasure. What's my God? My freedom. My law? the strength and the wind. My mother country the sky So Orril Miés'éfer, Sky master.

Edited by: so orril miesefer  at: 7/16/06 22:59


Title: Re: Ice Barrage
Post by: Zacheius Aquadel on 19 July 2006, 17:37:00
Mr. Ranger, please refrain from calling me names.  

I'm going to try to update this spell by Thursday, I've just been bus with work and other things. :hammer  

Edited by: Zacheius Aquadel at: 7/19/06 1:37


Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: Mina on 26 September 2006, 16:13:29
Going to finish this up since it doesn't look like Zacheius is ever going to find this board. 

Edit: Done.  Marv, your comments are needed.  :D


Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: Marvin Cerambit on 10 October 2006, 01:25:59
Quote
Duration
The spell will last until the caster has run out of the source of ounia, or until focus is lost. Magi who are new to the spell can usually safely keep up the spell for about a minutes. More powerful magi might be able to sustain it for twice that duration.
One s to many there. Otherwise looking fine. Unless there's something you still want to change I'd put the arrow up.


Title: Re: Ice Barrage / Water Spell / Level VIII
Post by: Mina on 10 October 2006, 08:09:14
:grin: