Post by ❖SHIFT on Aug 4, 2014 2:52:46 GMT -6
GRIMOIRE TYPES
We the staff like to offer you guys the best and the variety of different types of magics, which is why we allow you the ability to create your own special grimoire for your character. We do how ever ask that in creation of the grimoire you take into notice of the rules that follow. We don't want any over powered crap, we want this site to be fun and give players the chance to be creative. When you make over powered stuff it drains the site and makes it unfair and we will ask that you re-type your grimoire if we think it's over powered. This rules goes for everyone on the site even the staff members, we also ask that you follow the guide lines under your description of your grimoire. An example would be if you have a fire type grimoire we don't want to see you with ice,wind,water,earth etc... we want to see maybe some magma,solar, other realistic fire type spells. I would also like to give you some common examples of grimoires you can maybe use if you'er stuck.
I. FIRE/DESTRUCT
The holder who chooses the path of Destruction/Fire becomes an instrument of heavy artillery. Capable of dealing massive amounts of damage over a very short period of time, but sacrificing some of their survivability in the process; their role in a battle is to either stand back and help finish off enemies one at a time before they can be healed, or charge into a melee and completely disrupt a battle, usually at the expense of their own life.
II. ICE/FROST
The holder who chooses the path of frost may not have the damage potential that a fire grimoire user may have, but they have a number of talents to improve frost damage to a respectable level. Frostbolt is the frost girmoire primary damage tool, as it can slow enemies as well as dealing high damage.The frost tree has many talents and abilities that improve survivability of the user and some of his or hers allies.
III. LIGHTNING
The holder who chooses the path of the Lightning, will have the power they seek but at a small cost. Lighting has the potential to be a deadly weapon in the hands of those who abuse it's gift. They also drain themselves of physical power, to channel their lighting burst into high powered attacks. They usually have a low survivablity due to their massive damage out put on the battle field, it's a true weapon when it comes to dealing with forsaken beast of high registered levels.
IV. SUMMONING
The holder who chooses the path of the Summoning, will have the power to summon Forsaken Beast they have bounded to their grimoire. These Forsaken Beasts can greatly vary in size, power and abilities as the beasts come in great variety all over El Nath. Summoners are generally found in two forms, that of a pure summoner who completely relies on the use of their summon to do all their bidding and the other form, a half summoner who relies on both their own capabilities as well as their summons, often utilizing their summon to cast supporting spells on them or simply supporting them in combat.
V. HOLY/DIVINE
The holder who chooses the path of Holy/Divine take two different stances in combat. The Holy/Divine user is able to utilize Holy light by calling upon the blessings of the sky to heal or cure themselves or allies. The Holy/Divine user is not only a healer however, by calling upon Divine light from the sky they can produce Divine light which appears as a burning white light, Divine light can cause burning/searing damage to targets. The Holy/Divine user has an equal balance of support and offensive power instead of sacrificing one or the other for an absolute of either.
VI. UNHOLY/SHADOW
The holder who chooses the path of Unholy/Shadow are the very inverse of the Holy/Divine user. Instead of having the ability to heal their allies and be an all around team player, the Unholy/Shadow user has a much more selfish fighting style, allowing them to instead of heal things, they decay and deteriorate them. The Unholy/Shadow user is also a master of darkness, allowing them to blind their enemies, hide in the shadows and conceal area's in darkness as it is their natural habitat.
VII. ARCANE
Those who choose the path of Arcane are drawn to the primordial state of magic, what was there before energy was twisted into the forms of fire and ice. Arcane is a pure and unstable magical energy that has no weaknesses, and yet cannot overpower any other types of magic without having the raw power behind it to do so. Being the source of all magical creation, arcane power can be influenced by outside sources of magic to change its properties loosely into other elements or types of magic, such as gaining a frost affect when countering a follower of the Frost path, or gaining a fiery explosion when overpowering a Fire path user. This magic requires a great deal of concentration to control, however, and mobility can be severally limited while channeling spells.
VIII. WEAPON CREATION
The holder who chooses the path of the Weapon Creator has a very spread out skill set. With their Grimoire they are capable of summoning various weapons at their own will. Within combat this allows for several different styles of combat which allows its user to be able to adapt to every certain situation that might be thrown at them. Being able to switch from close, medium and then long range has it's advantages.
IX. ALCHEMY
The holder who chooses the path of an Alchemist change the states of matter in order to achieve their goals. Ingenuity and resourcefulness are key features of an alchemist, and a good imagination will help optimize their creations. While high level alchemists might be able to control what they create similar to a summon, most alchemy is used to simply aid the user in combat, both offensive and defensively.
MADE BY ★MEULK OF GS