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19 posters

    Make-a-Spell

    Poll

    Are you glad Pure Magic is possible again?

    [ 19 ]
    Make-a-Spell I_vote_lcap63%Make-a-Spell I_vote_rcap [63%] 
    [ 1 ]
    Make-a-Spell I_vote_lcap3%Make-a-Spell I_vote_rcap [3%] 
    [ 5 ]
    Make-a-Spell I_vote_lcap17%Make-a-Spell I_vote_rcap [17%] 
    [ 5 ]
    Make-a-Spell I_vote_lcap17%Make-a-Spell I_vote_rcap [17%] 

    Total Votes: 30
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    Post by arshan272 Thu Jul 04, 2013 9:42 pm

    It's in the title: Make a spell.

    In Dark Souls 2, Pyromancy no longer exists, therefore no pyromancy is allowed. Also, all spells now have light and heavy versions.

    Rules: Must be a Sorcery or a Miracle

    Sorceries can be any function of Pure, Soul, Abyss, Light, or Fire flavors
    Miracles can be any function of Lightning, Heal, Force, Occult, or Gravelord flavors.

    Name: (Name)
    Type: (Sorcery or Miracle)
    Effect: (Effect)
    Light Cast Number: (# of casts for light attack button)
    Heavy Cast Number: (# of casts for heavy attack button)

    Go forth and explode. Sun
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    Post by Dibsville Thu Jul 04, 2013 9:46 pm

    Sorry, but we don't absolutely know for sure that Pyromancy doesn't exist. That may have been a special Catalyst, or a fire spell. It was fired like Fireball was in Demon's, which was also a spell. We don't know for sure Pyromancy is out.

    On to the topic;

    Name: Dark Wall
    Type: Abyss
    Effect: Darkness erupts from under where the caster targeted (think Firestorm, except only 1 eruption)
    Light Cast Number: 5
    Heavy Cast Number: 2
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    Post by Encore Thu Jul 04, 2013 11:22 pm

    [Lightning Storm]

    Light effect: Calls down quick lightning strikes around the caster.

    Heavy effect: Fires a tempest of lightning around the caster

    Light: 40 (Think about 2 per lightning bolt)

    Heavy: 20

    I can make a description too, if anyone wishes.
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    Post by White Knight Wulf Thu Jul 04, 2013 11:51 pm

    Endless Rage

    Miracle: Occult

    Light: Increases damage output(30%) but ability to block is removed

    Heavy: Further increases damage output(60%) but ability to block is removed as well as gradual depletion of health(about 30hps)

    Light: 2 casts

    Heavy: 1 cast

    Cannot be used to increase mag adj
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    Post by SadPanda Fri Jul 05, 2013 12:29 am

    Name: Light Attack - Ki Blast, Strong Attack - Kamehameha
    Type: ?
    Effect: Light - Rapidly sends out weak homing shots, Strong - A strong beam of energy that can track opponents extremely well, but leaves the user open.
    Cast #: Light - 100, Strong - 3, but must recharge.

    I'm not the only one who would love this, right?
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    Post by jaythibodeau Fri Jul 05, 2013 1:24 am

    Name: Singularity
    Type: Miracle
    Effect: The light cast version places a pillar of light that draws all homing Sorcery to it that is casted within ten meters. Then, once the magic hits the pillar, the magic disappears. All sorcery that is casted out of that range can still home in on the caster even if he is inside the pillar's range. The pillar lasts for about 30 seconds.

    The heavy cast version places a pillar of light that is golden, and draws all homing Sorcery to it that was casted within ten meters. However, all of the casted magic stays stationary within the pillar till 30 seconds passes after having casted it. Once the casting time ends, all of the stored magic is blasted in random directions and can potentially hit anyone, even the person who casted the pillar of light.

    Can only use a heavy version so long as the caster has at least 3 uses left.
    Light Cast Number: 3
    Heavy Cast Number: 1
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    Post by Leeroy_Jenkins Fri Jul 05, 2013 4:28 am

    SadPanda wrote:Name: Light Attack - Ki Blast, Strong Attack - Kamehameha
    Type: ?
    Effect: Light - Rapidly sends out weak homing shots, Strong - A strong beam of energy that can track opponents extremely well, but leaves the user open.
    Cast #: Light - 100, Strong - 3, but must recharge.

    I'm not the only one who would love this, right?

     ^This^
    Name: safegaurd
    Type: Sorcery
    Effect:A bright glowing ring forms a short distance around the caster. When touched by the enemy it does little damage but exploids and knocks them down.
    Cast #: Light 7, Heavy 5 bigger radius ring and slightly more dmg.
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    Post by ResIsBestStat Fri Jul 05, 2013 11:28 am

    Arshan you are really one of the most creative persons here.


    Name: Blood Shot
    Type: Occult
    Light Effect: Shoot a ball of pure blood.
    Heavy Effect: Shoot a bigger ball of blood that homes to the nearest enemy.
    Light Cast: 10% of HP
    Heavy Cast: 20% of HP


    Description:
    "Ancient occult spell used by heretics against the Gods. Fires a shot of the caster's blood that is attracted to other people's blood. This powerful and frightening Miracle not only uses Human blood, but Humanity as well. But is it wise for the caster to risk his own life by simply using this spell?"
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    Post by SlothAlmighty Fri Jul 05, 2013 4:34 pm

    Miracle

    Haste

    Increases movement and roll speed to 1.5 x normal


    ****

    corrosive weapon

    does 50% of physical damage to durability of armor/shield.

    Corrosive armor

    Does 50% of physical damage to durability to weapon that hits you
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    Post by arshan272 Sun Jul 07, 2013 1:35 am

    SadPanda wrote:Name: Light Attack - Ki Blast, Strong Attack - Kamehameha
    Type: ?
    Effect: Light - Rapidly sends out weak homing shots, Strong - A strong beam of energy that can track opponents extremely well, but leaves the user open.
    Cast #: Light - 100, Strong - 3, but must recharge.

    I'm not the only one who would love this, right?

     Miracle or Sorcery?
     And no, you are certainly not.
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    Post by arshan272 Sun Jul 07, 2013 1:51 am

    I'll try my hand. I'm also revising the formula for posterity's sake.

    Name: Wave of Protection
    Type: Sorcery
    Style: Soul
    Description/Effect: 0.75 second cast time, caster slams the base of his catalyst on the ground with both hands, causing a flash of blue light. Moving strings of blue light erupt from the caster's flanks. If the enemy tries to strafe and touches any of the strings, there is a strong blue "Force" effect. The strings last until the sorcerer is knocked over (by backstab, crushing attack, parry, etc.). Overdrive makes the pulse deal magic damage, and the strings have little nuances of light swirling around them as a visual cue.
    Light Casts: 6
    Heavy Casts: 3
    Lore (Optional): Sorcery developed by an Undead Sorcerer exiled to Lordran. In Lordran, the flow of time is distorted. There was once a time when a sorcerer was plagued by time, and his movements were slowed to a crawl at the drop of a hat. Some say that he made this spell to counter those who would abuse this unnatural progression of time.
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    Post by Zeta Prime Tue Jul 09, 2013 5:13 pm

    Name: Dumbledore's Firestorm
    Type: Wizardry
    Style: Fire
    Description/Effect:

    Make-a-Spell Dumbledore_Creating_Fire_Lasso

     
    Make-a-Spell Dumbledore_fighting_the_Inferi.gif
    *makes fire

    Light casts: does not use light casts.
    Heavy casts: 1

    Ingame Description: Using nothing but his magical prowess, an old wizard once created a fire so potent that it needed no fuel other than his willpower alone to influence it. It is a very dangerous spell and should only be used in great times of need.. such as a situation when your chosen one is about to get eaten by angry water zombies and you've had to much to drink to merely teleport away.


    Pure magic is still possible in dark souls its just many people are uncreative so you don't see them often.
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    Post by Akuro Tue Jul 09, 2013 6:04 pm

    Oh man, I love threads like these. applause 

    Name:         Spectre Soul
    Type:           Gravelord
    Effect:         Summons the spirits of any Undead killed near your vicinity for a brief period of time (Think ghosts in DaS, but friendly). Spirits of the Undead gain a slight boost in resistance, but the spell will break off if the caster is killed, or when the spell runs out. Spirits of the Undead cannot be revived again if previously used. Light casts have a smaller vicinity, while Heavy casts have an extended period of time.
    Light:          1
    Heavy:       1
    Description
    "Spell crafted by an ancient Necromancer from a lost time. The spell was considered a threat to the denizens of the heavens, and was thus sealed away from civilization by the Gods themselves.

    The use of such a spell is seen as a violation of the natural order, and is thus held by only the darkest of souls."


    Last edited by Akuro on Tue Jul 09, 2013 6:08 pm; edited 2 times in total (Reason for editing : grammar)
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    Post by nopseudoidea Wed Jul 10, 2013 3:51 am

    Name : Fireline
    Type : Pyromancy
    Effect : Light : shoots a rapid series of "flames" with long range (think Fire Surge but with longer range and higher damage) ; each flame costs 2% of the caster's HP. Heavy : longer range (about the same as Kalameet's forward blast attack), higher damage, costs 4% per flame, you can't move while casting.
    Casts : Light : 60 ; Heavy : 20.
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    Post by twilightwarwolf Wed Jul 10, 2013 8:23 am

    Name: Soul Link
    Type: Soul
    Effect: Creates a temporary bond with an enemy. If the user dies within 10 seconds of using this sorcery the enemy also dies.

    Light: 3 casts
    Heavy: 1 cast gives 50% of damage dealt to user is dealt to enemy.

    Description:  Considered hericacy even among heritics provoked the sealing away of this spell. The epitamy of human selfishness is shown by the is spells nature. Can one truly say that to take not only your life but anothers as well is not? 
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    Post by TheMeInTeam Fri Jul 19, 2013 5:18 pm

    Name: Force Blaster
    Type: Miracle (Force)
    Effect: Fires a line of concussive force.  Can be aimed.  Animation is similar to Mega Man's arm cannon while still, holding the talisman out.
    Light: Fast cast (like combustion).  Knocks away projectiles en route, explodes like the force spell for no damage on contact.  20 uses.
    Heavy: Slow cast (like heavy soul arrow).  Knocks away projectiles, explodes like the emit force spell for damage on contact. 10 uses.
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    Post by Soul of Stray Demon Fri Jul 19, 2013 8:46 pm

    Nightmare.
    Humanity envelops the user, increasing defense and attack by 15% on a normal cast, and 25% on a heavy cast. Increases soul gain by 10%. Also increases enemy activation range as a side effect. Lasts either 30 or 60 seconds. (undecided)
    Cost, Normal=2 humanity Heavy=5 humanity. 
    (didn't do much thinking on the balancing though so these numbers can change.)
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    Post by Jansports Wed Jul 24, 2013 2:47 am

    twilightwarwolf wrote:Name: Soul Link
    Type: Soul
    Effect: Creates a temporary bond with an enemy. If the user dies within 10 seconds of using this sorcery the enemy also dies.

    Light: 3 casts
    Heavy: 1 cast gives 50% of damage dealt to user is dealt to enemy.

    Description:  Considered hericacy even among heritics provoked the sealing away of this spell. The epitamy of human selfishness is shown by the is spells nature. Can one truly say that to take not only your life but anothers as well is not? 

     All of my Glass Cannon mage "I don't care if I die as long as you die too" This is like a KJ suicide bomb only it cannot fail, a little bit out of line. Base Vit, all damage available, drop this then pelt them with various other spells until they die or hit you(and end up dead)

    Perhaps a damage share/split effect like the heavy cast, but being able to suicide in order to kill another player seems.....un fun to the max. I mean all you need is a target and a lethal fall, or a way to hurt yourself with Magic (possible with the new Sorcery Fireball)
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    Post by twilightwarwolf Wed Jul 24, 2013 7:30 am

    really jans we all know FROM would never put in a spell like that. AS it by definition is OP. I just thought up a spell. No need to get on me for it not beinng fun and to me that would be fun for a time imo. besides i never said the int needed to use it heheheheh.
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    Post by Serious_Much Wed Jul 24, 2013 8:42 am

    Sorcery- Protection sphere.

    10 casts total- 1 cast R1, 5 casts R2.

    R1- spell that creates a protective bubble around the user for 3 seconds. The user is immobile while using this spell. If an enemy attacks and hits the spell, the bubble is destroyed, and all damage nullified, while the attacker is also stunned (as shield deflection, or stun depending on whether player size or a boss).

    R2- Creates a transient protective bubble around the player for 30 seconds. Player can still move as normal. ALL damage is reduced by 50% for the duration of the spell.




    Miracle- Holy Equilibrium

    1 cast

    R1/R2- Player casts spell causing any and all status effects and player buffs to be made equal for all enemies within a 10m radius. Both negative and positive effects are transferred.


    Since I personally feel there needs to be more.. 'interesting' choices of magic to choose from, these could be quite good.

    I do think that a fast offensive miracle is greatly needed to balance out the magics though.
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    Post by GaryBlevins Wed Jul 24, 2013 1:44 pm

    Human Rage
    Type: Occult

    Effect: (can only be used when Hollwed) At the cost of a soft humanity, coats the player and any allies in wild humanity (much like artorias), giving a 60% boost to all attacks for 30 seconds. 
    For the strong effect, the spell lasts for 60 seconds, but requires two soft humanity. 

    Heavy/Light Casts: 1
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    Post by Seignar Wed Jul 24, 2013 7:21 pm

    ------
    Crystallized Soul Bow
    Sorcery, 16 casts

    "Sorcery of the Vinheim Archers. The bows, and greatbows, created using one's inner will vary on the user, but its linked to their wisdom.

    The art of magic bows is one known by few, due to the strict requisites of the school and the strict requisites for control. This peculiar magic, a crystallized bow, seems to overcome the latter as it reinforces the connection of the magic to its true owner."


    Light cast: A bow materializes using the catalyst as the player readies an ethereal arrow. If the player's INT is 50+, it materializes a Greatbow. Shot can be held. Consumes 1 cast.

    Strong cast: A larger-than-average bow materializes fiercely (sparkly blue light 0_0) from the catalyst as the player readies 3 ethereal arrows. Holding the shot consumes stamina. Materializes a greatbow if the player's INT is 55+. Consumes 4 casts.
    -----
    Giant's Shield
    Miracle (Shield), 5 casts

    "Grand miracle of Paladins, slayers of Undead. A powerful, holy light radiates from the user's shield, protecting against all dangers.

    Before the Fall, the Paladins were among the highest ranking soldiers in Thoruland and their large arsenal of miracles allowed them to handle a mass of enemies with little to no wounds."


    Light cast: The player puts up a guard (start-up) then emits a light and spreads into a large barrier, slowing the player down to a walk, for 1 second. Protects against all frontal assaults completely (but blocking still consumes stamina)

    Heavy cast (holding the button during start-up): Lowers the guarding time to 1/4 of a second, but creates a more prominent and wider barrier. It protects against all frontal and flanking assaults completely, also lowers the stamina cost by 3/4.
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    Post by Soul of Stray Demon Thu Jul 25, 2013 2:16 pm

    twilightwarwolf wrote:Name: Soul Link
    Type: Soul
    Effect: Creates a temporary bond with an enemy. If the user dies within 10 seconds of using this sorcery the enemy also dies.

    Light: 3 casts
    Heavy: 1 cast gives 50% of damage dealt to user is dealt to enemy.

    Description:  Considered hericacy even among heritics provoked the sealing away of this spell. The epitamy of human selfishness is shown by the is spells nature. Can one truly say that to take not only your life but anothers as well is not? 

     That seems very overpowered in gank situations. White phantom casts it, runs off a cliff, and Instant souls for the host.
    But that's fine for a made up spell.
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    Post by Soul of Stray Demon Thu Jul 25, 2013 2:19 pm

    Teleportation, Allows an instant backstab on a locked on foe, but instantly reduces health by a large amount, with no way to heal it without resting at a bonfire. If backstab would be killing blow, instead target is left with 1 hp.

    Sponsored content


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