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Dec 11th, 2018
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  1.  
  2. The Atmospheric Charm/ Parteur grants the caster limited control over the aerospace plane. This means that the user has the capacity to draw on...
  3. - Rain, that varies from being sprinkling to hail (nothing bigger than like.. a hamster).
  4. - Lightning, that can strike within a metre (one habbo square) of where the caster wishes. -- this 1 is 2 avoid ppl being like how u dodge lightning xD
  5. - Wind, ranging from a light breeze to gale-force (cannot be strong enough to form a "tornado").
  6. - Snow, ranging from light snowfall to heavy/distorting snowfall.
  7. - Clouds, forcing them to appear, disappear, or seperate as needed.
  8.  
  9. Parteur is spell knowledge obtained IC. SS will be going through past teachings to verify what is valid and what is not. In the mean time, the current guidelines that we propose are:
  10.  
  11. IN DESC
  12. - After casting the spell, there are a required 3 lines to channel the spell for use. This means there are a total of 5 lines. For example
  13.  
  14. *I take my wand and point it toward the sky, focusing my mind.*
  15. Parteur.
  16. *The charm moves into the air and disappears, and I feel myself slowly gaining control over the atmosphere.*
  17. *I focus on the clouds that are beginning to form in the sky, forging them by using my magics.*
  18. *They deepen and darken in colour, and there's the sound of thunder as the clouds form way for a storm.*
  19.  
  20. And then from there you can direct your intention, with the required lines to hit someone with lightning/other direct effects of the spell being 3, i.e.
  21. *I focus on channeling the charm to direct lightning toward the space that person X stands.*
  22. *There's a bright light that cracks, hitting them in the back, just above their shoulder blades.*
  23. *The lightning ripples through their body as they are struck.*
  24.  
  25. IN EMOTE
  26. - In emote the rules are much less rigid, but said charm should not be abused. There should still be a total of 5 lines to channel the charm. However, the "striking" of someone with lightning doesn't necessarily require 3 lines, and is up to interpretation of realism within the scene.
  27.  
  28. LOGISTICS
  29. - There is a "cool down" period of the Atmospheric charm, much like there is for Fiendfyre. It is 15 minutes OOC. This is because of the immensely draining nature of trying to channel and manipulate the atmosphere, and because the charm should be honoured and not overused in duels. The charm will simply not work properly if the user tries to channel it prior to the twenty minutes.
  30. - The knowledge is found and achieved IC, and there should be a total of 3 lessons that go into learning to master the charm. These three scenes can be sent to SS and the users will be added to the list. Individuals should seek a "master" IC to learn it from.
  31. - Like Fiendfyre, if both users have the Atmospheric Charm in a duel they are able to "contest" control. In desc, if the latter individual successfully completes 3 uninterrupted lines exerting control over the charm then it shifts to their control.
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