Escellsia

A realm both vast and mysterious, largely unexplored by the people who inhabit it. While Guilds build men into masters and Nations continue their disputes, one would be a fool to assume that it is Kings who rule these lands...
 
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And That's a Wrap
Sun May 30, 2010 12:18 am by Kami
This website is now officially closed. All topics must be finished, and all character must register on the New Website All ranking exams will be finished and ranked by a seperate proctor, and all money will be reset to $200 for everyone in order to make way for the new currency system, coming soon.

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Your Site-Moving Questions, Answered~!
Wed May 26, 2010 3:12 pm by Kami
We've been getting a good amount of questions regarding the move and the time skip that the move will created for all characters. So here are a few general questions, along with their answers, and of course feel free to post any more concerns you have here.


Q: What abilities or weapons will we be able to add or expand on?
A: Not a whole lot, honestly. I'd say a few improvements on what you already have, but not by a lot, as well as maybe one or two new techniques. Let's not do a major overhaul, because that would then disrupt your rank, which will not change in the move. As for weapons, …

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Taz
Journeyman of the Sunlit Kingdom
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PostSubject: Re: magic powers   Thu Mar 25, 2010 10:27 pm

No ones giving you anything. Please read what we're saying. You need to describe in DETAIL all of your powers and abilities. They will likely need to be toned down. We can help you with the toning-down part. That all comes BEFORE you can RP or really be able to participate onsite. So please oblige what we've asked you so we can continue to assist you. Read other tech lists if you need to see how to start or format it or something.

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Miles Seiler
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PostSubject: Re: magic powers   Thu Mar 25, 2010 10:31 pm

if you wish i made a toned down version of the current abilities that i would see as acceptable if you wish you may copy and paste it into your first post and edit accordingly

energy shield summoning

-allows the summon of protective energy that guards against most attacks that it overpowers

Heavenly unicorn summoning

-allows the user to summon a unicorn with an enchanted horn in which it may fire lasers towards the target.
currently the lasers are weak but have potential to increase in power overtime

Soul flame bolts

-the caster may launch these and if comes in contact with something without a soul it simply phases through but once it comes in contact with
something with a soul it causes a burning sensation burning away at the soul within. currently it is weak but has potential to grow

Energy wings transmutation

-the caster may embune wings made of astral energy onto the target and grant flight as well as increased speed and agility up to the speed of 60 miles per hour


Last edited by Miles Seiler on Thu Mar 25, 2010 10:32 pm; edited 1 time in total
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NightMare

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Nation : Citadel Risen of the Depths
Guild : The Academy
Energy Type : dark magic

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Race: Dark Magic Lord

PostSubject: Re: magic powers   Thu Mar 25, 2010 10:31 pm

ok so my rp skill is good but it need more work and i will put more power and abilities
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Miles Seiler
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PostSubject: Re: magic powers   Thu Mar 25, 2010 10:33 pm

no right now you need LESS power and ability if anything in the previous post i made is some suggestions for as i see fair level of powers using your current powers
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Taz
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PostSubject: Re: magic powers   Thu Mar 25, 2010 10:37 pm

Quote :
energy shield summoning

-allows the summon of protective energy that guards against most attacks that it overpowers

Heavenly unicorn summoning

-allows the user to summon a unicorn with an enchanted horn in which it may fire lasers towards the target.
currently the lasers are weak but have potential to increase in power overtime

Soul flame bolts

-the caster may launch these and if comes in contact with something without a soul it simply phases through but once it comes in contact with
something with a soul it causes a burning sensation burning away at the soul within. currently it is weak but has potential to grow

Energy wings transmutation

-the caster may embune wings made of astral energy onto the target and grant flight as well as increased speed and agility up to the speed of 60 miles per hour

Small edit included. Im still not a fan of the Soul Thingy, explain how you intend to use it, please. Also, remember that to summon a unicorn will take alot of stamina. Actually, I need you to explain HOW you have the ability to do all of these things.

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Last edited by Taz on Thu Mar 25, 2010 10:37 pm; edited 1 time in total
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NightMare

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Guild : The Academy
Energy Type : dark magic

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PostSubject: Re: magic powers   Thu Mar 25, 2010 10:37 pm

ok i will talk to you later log in out
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Miles Seiler
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PostSubject: Re: magic powers   Thu Mar 25, 2010 10:49 pm

Taz wrote:
Quote :
energy shield summoning

-allows the summon of protective energy that guards against most attacks that it overpowers

Heavenly unicorn summoning

-allows the user to summon a unicorn with an enchanted horn in which it may fire lasers towards the target.
currently the lasers are weak but have potential to increase in power overtime

Soul flame bolts

-the caster may launch these and if comes in contact with something without a soul it simply phases through but once it comes in contact with
something with a soul it causes a burning sensation burning away at the soul within. currently it is weak but has potential to grow

Energy wings transmutation

-the caster may embune wings made of astral energy onto the target and grant flight as well as increased speed and agility up to the speed of 60 miles per hour

Small edit included. Im still not a fan of the Soul Thingy, explain how you intend to use it, please. Also, remember that to summon a unicorn will take alot of stamina. Actually, I need you to explain HOW you have the ability to do all of these things.


hey i toned it down as a suggestion. i can't work miracles in such short notice XD
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Taz
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PostSubject: Re: magic powers   Thu Mar 25, 2010 10:50 pm

Oh I know :3. I do really appreciate you translating it that far.

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NightMare

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PostSubject: Re: magic powers   Fri Mar 26, 2010 12:37 pm

but my power is good is it
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Taz
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PostSubject: Re: magic powers   Fri Mar 26, 2010 12:48 pm

No. Listen. To be able to RP on this site, you have to abide by the system of ranks and power levels. And be able to describe -how- your able to preform each move is suggested. Here, maybe list form will help you understand.

1. Your abilities are far too descriptive for us to be able to understand your powers
2. The abilities you have listed are way too powerful for a 7th rank character
3. If we say you need to change something, its highly advisable that you do. Or at the very least be able to explain why you should still be able to do that move.
4. All of these things need to be accomplished before you can be approved
5. You cant RP unless you get approved by an admin (that would be me, and Miles is doing a good job of helping out too)

Better? So please make the edits we've advised, kay?

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"OMG the queen of political knowledge 8D TAZ" -Unknown
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NightMare

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PostSubject: Re: magic powers   Fri Mar 26, 2010 1:00 pm

ok taz i will train my rp skill ok
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Taz
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PostSubject: Re: magic powers   Fri Mar 26, 2010 1:05 pm

Yes, train your RP skills. But to be able to do that, we have to get past this point first. So please do help us out here?

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NightMare

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Posts : 129
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Join date : 2010-01-06
Age : 23
Nation : Citadel Risen of the Depths
Guild : The Academy
Energy Type : dark magic

Character sheet
Race: Dark Magic Lord

PostSubject: Re: magic powers   Fri Mar 26, 2010 1:10 pm

ok i will do that you and me is on the same team i can't leave nobody on my team
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