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Magus; Dark Sorcerer
Topic Started: May 18 2006, 08:49 PM (715 Views)
Deleted User
Deleted User

Posted Image
Alignment: -2 Dark Sorcerer
Game/Series: Chrono Trigger
Battle Rank: 1 strong
Battle Points: 46.5
Experience Points: 4.5

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Vitals:
HP: 100 (+20)
EP: 50 (+10)(+10)
DP: 10(+2)
LP: 3(+2)


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Traits:
[Tainted Mystic Blood]: +1 Defense against spells, +2 damage taken from light
[Mage]: +1 to all Spells, +1 defense against Spells, +1 damage taken from Melee, Ranged, and Ballistic attacks.
[Magically Attuned]: +2 to all Spells, +1 damage from Melee and Ranged Attacks.
[Experienced Fighter]: -2 damage taken from all Melee attacks, +2 damage taken from all Ranged attacks.


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Items:

Head: [Yen Cids Hat: +5 spell damage, +2 spell defense]
Face: [-]
Neck: [Cloud Dynasty Hierloom: +1 earth/dark defense]
Armor: [-]
Armor Enhancment: [-] [-] [-]
Cloak: [-]
Weapon Enhancement: [+3 shadow] [-]
Boots: [-]
Rings: [EP Ring: +10 ep] [Shadow Ring: +2 shadow] [Magicains Earring +2] [-]
Belt: [Utility Belt]
Gloves: [-]


Total Attack Enhancement:
All Attacks: +5
Spells: +10
Shadow: +5

Element defense:
Elements:
Fire: -10
Light: +2
Earth: -1
Dark: -1

Type Defense:
Spells: -4
Ranged: +4
Melee: +0
Ballistic: +1

Turnly Effects:
+1 Mp/2 Turns

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Items:
Gold (see sig)

[Smoke Bomb x3] An Admin will roll a die. On a 5 or 6 the user leaves the battle immediatly. {1 use} (150c)

[Yen Sid's Hat] A magical hat with emmense magical power. The wearer recieves +5 to all spell damage, and +2 defense against all spells. (775c)

[Shadow Ring] Gives +2 Damage to shadow attacks {Ring} (150g)

[Mana Ring] Gives +10 ep

[Magician Earring] Gives +2 Damage to spell attacks {ring} (200g)

[Utility Belt] Allows a non damaging item to be used at the same time as an non-item attack for (5 Ep).

Prototype Laser 1(2 charges left) Fires at on target, dealing 6 Energy damage. If in the area of Mustafar, or any other neighboring planet, then it deals 30 Energy damage

Manuel to Prototype laser
It Reads..
When using your gun, make sure that it is fully charged or it may malfunction. Check the battery for the charge rate, and don't set the settings too high, or you'll run out of power before you're ready. Which is usually a bad thing.

Another thing to watch for is the proximity of your lasers response ray to that of the satellite in orbit of Mustafar. As this laser is only a prototype, it was designed to not be deadly if stolen. The satellite sends a signal the allows the weapon to fire at maximum capacity, and it's most deadly when closer to the signal. The farthar away, the weaker it gets. But don't worry if you plan on going offworld: it keeps its own mini signal inside it, so that it can always fire, but not at the same power level.

[Cloud Dynasty Hierloom]: +1 defense against earth and dark attacks. (neck slot)


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Attacks:
[Shadow Scythe]: Magus slashes a target with his shadow scythe for 9 Shadow damage. (2 EP){Spell}
[[First Spell of Shadows:Dark Blast]Deals 3 Shadow damage to 3 targets in a strafe. (3 EP) {Spell}
[[Second Spell of Shadows:Dark Wave]: Deals 15 Shadow damage to one target, and 5 Shadow damage to one next to it. (8 EP) {Spell}
[Sixth Spell of Shadows: Wall of Shadows]: Guards Magus, absorbing spell-based damage directed at him. Adds a 1/3 dodge to all spell-based attacks directed at Magus for 3 turns. (6 EP) {Spell}
[[Third Spell of Shadows: Dark Skies]: Deals 1 Shadow damage to an army, and inflicts stun status on any target which takes damage. (10 EP) {Spell}


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Attacks Gotten Through Quests:
[Fourth Spell of Shadows: Dark Bomb]: Deals 15 shadow damage to a row of enemies. (20 EP){Spell}
[Fifth Spell of Shadows: Shadow Flame]: A fiery spell that wears away the enemy's resolve. Deals 20 Shadow damage to a single target, inflicts Burn 5 status, and is not effected by any armor. (20 EP){Spell}


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Abilities:
[Mage's Blood]: Magus regenerates 1 EP every other turn.
[Chaos]: Magus can change one element of a spell in to any other element on the list below, this comes at a cost of 20% the spells ep price (minimum 1 extra ep). Cannot switch from one element to its opposite. Currently Limited to [Fire, Water, Earth, Wind, Ice, lightning]
[Essence of Fiery Rage]: +10 defense against fire attacks, +5 damage dealt with all attacks. If a fire attack is lowered below 0 against Magus, he is HEALED for however much. This general is also granted 20 HP, 10 EP, 2 DP, 2 LP.


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Other:
[Dark Promise]: A Primitive Dark Protoss said he might join you "when you are worthy." Whenever that is.]


Army:
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Reaper:
HP:27
DP:2

Attacks:
[Slash Combo]: 2 slashing damage 3 times, {Melee}

[Shadow Combo]: 2 Shadow damage 5 times, {Melee} (5ep)


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