Post by Sphinx on Jun 11, 2010 21:00:07 GMT -5
Spell Making Guide
For your APPS and CUSTOMS
While Genocide has already made a guide on how to make a spell, I suggested to make an even more comprehensive guide so as to give a clearer view on how one should make their spells at par with their mage rank.
The majority of Apps in the Potential Mages Section takes a lot of time to get accepted primarily because people are making spells that are far too powerful for their rank. Second is because of the custom mage type (which will not be covered by this guide). Now, this guide will hopefully allow people to make a more substantial spell template.
Spell Template:
Spell Name:
Level:
Range:
Description:
Drawback:
Now on to specifics:
Spell Name:
-This is perhaps the most trivial part of the template. Just put a name for your spells that you think will give justice to your spell. Sky's the limit as long as its not offensive, racist, sexist, etc.
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Level:
-Level refers to the Spell Rank which is classified into Greenhorn (Lowest), Feeble, Mediocre, Intermediate, Destructive, Devastating Ranks. Make sure that the Spell's level is proportional to the effects/description of the spell.
Example, a spell that simply fires a bolt of fire that deals small damage is considered Greenhorn, whilst a spell that conjures up a massive firestorm that spans a radial area of 50 meters from the user can be considered a Destructive level spell.
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Range:
- Range refers to how far can your spell reach. Take note that range must be clearly defined, meaning state how far your spell can go by stating the following:
Self: Targets self. Usually used for buffs.
Short: Reaches melee range, from fist range to around 1-5 meters at most. Melee weapons' range usually fall under this category (for Ex-quip mages especially).
Mid: Reaches a fair amount of range, usually from 6 meters to around 10-20 meters at most.
Long: Reaches an indefinite amount of range, from 20 meters onwards.
Aside from the aforementioned classification, enclose inside parenthesis '()' the set range value of the spell or the maximum range of the spell.
Example:
Name: Fire Bolt
Level: Greenhorn
Range: Long (25 meters)
NOTE**:[/u] Be advised that the spell's range must be logical and justifiable enough. You cannot have a spell that's all reaching or something to that effect. Be conservative enough to limit your spell's range to a fair level.
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Description:
- This is perhaps the most important part of the template, one of two that determines heavily whether or not the spell is accepted or not. This is the part where you will put WHAT YOUR SPELL DOES. Remember to put as much DETAIL into it as possible to avoid moderators, GMs, and Admins from asking too many questions about the spell.
For this part, remember to put concrete quantities for spell effects. For instance, if your spell could reduce damage, put how much damage it can reduce in % (i.e. 10%, 20%, etc). Always remember that spell effects needs to be really specific, as vague spell effects can be a cause for god modding.
Example:
Spell Name: Fire Bolt
Level:Greenhorn
Range: Long (25 meters)
Description: The user unleashes a ball of fire towards the enemy. Upon hit, the fire causes the enemy's armor to be less effective.
-In this example, the description is lacking. How big is the ball of fire? how much does the enemy's armor become less effective? Is the fireball homing? A simple description such as this already gives rise to three basic questions, and possibly more if more than one moderator, GM, or Admin looks into it.
Now let's look into a better version:
Spell Name: Fire Bolt
Level: Greenhorn
Range: Long (25 meters)
Description: The user extends a hand outwards, and focuses magical energy on the center of the palm. The user then ignites the energy and sends a small fireball the size of a tennis ball towards a target. The fireball travels in a straight line, does not follow the target, and dissipates on impact to the first object it touches. Upon hit, the fireball burns out the enemy's armor, reducing its effectiveness by 15%. The fire can only reduce the effectiveness of non-spell based armors.
-This example covered all of the questions above, and possibly more. It was able to describe the spell from start to finish, making note of how big the fireball is, how it travels, when it dissipates, and how much armor effectiveness it takes out.
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Drawback:
-This goes hand in hand with a spell's description when mods, GMs and Admins consider a spell. The drawback has to be directly proportional to a spell's effect, and the greater the spell's effects, then the greater the drawbacks, NO EXEMPTIONS.
Here's what we mostly expects from drawbacks:
Cooldown: Don't be God. Unless there's a very good reason (and I mean very very good reason) for a spell to not have a down time, then this is a must have. The cooldown is measured two ways, number of user's posts, or general post.
-User's Post: This refers to the number of post you (the spell user) makes.
-General Post: This refers to the number of post everyone will make.
Example: A cooldown of 3 of the user's post means that the spell cannot be used until after the user's 3rd post SINCE the cooldown took effect.
A cooldown of 3 posts means that the spell cannot be used until after the 3rd post (regardless of who posted) has passed SINCE the cooldown took effect.
Physical Constraints: This is very important when applicable. Spells must have some sort of negative effects that affect the user's physical properties. The spell may cause fatigue, slowness, reduced physical capacity, broken bones, shaky hands, etc etc.
General Constraints: This is also very important. Spells must have a general negative effect on the user. Other constraints that doesn't fall under physical constraints fall under here, such as inability to cast another spell of a given element, etc.
Also take note that the drawbacks needed to be VERY SPECIFIC. If you can't cast spells, specify for how many posts. If you lose accuracy or defense, or any other stat, specify how much in percentage (i.e 20%, 25%, etc). There's a lot to specify for, but bottom-line is to be very detailed in putting your drawbacks.
In a nutshell, Spells don't get approved because they are lacking in DESCRIPTION and DRAWBACKS. More often than not, the drawbacks are very trivial compared to what the spells can do, that's why spells are not accepted. Also, it could also be because the Spell rank was too low for the spell's effects.
Example:
Spell Name: Fire Bolt
Level:Greenhorn
Range: Long (500 meters)
Description: The user unleashes a ball of fire towards the enemy. Upon hit, the fire causes the enemy's armor to be less effective. It also explodes similar to a mini nuclear bomb.
Drawback: The user can get hit if he stands too close.
-This spell is what we would like to call OP. For a greenhorn spell, causing that much damage with a very long range, with a drawback that's very poor. Remember that just because you can get hit when you stand too close doesn't mean that it's a justifiable drawback to an otherwise powerful spell.
Spell Name: Fire Bolt
Level: Greenhorn
Range: Long (25 meters)
Description: The user extends a hand outwards, and focuses magical energy on the center of the palm. The user then ignites the energy and sends a small fireball the size of a tennis ball towards a target. The fireball travels in a straight line, does not follow the target, and dissipates on impact to the first object it touches. Upon hit, the fireball burns out the enemy's armor, reducing its effectiveness by 15%. The fire can only reduce the effectiveness of non-spell based armors.
Drawback: The user's arms suffers a slight burn, thus any fire-based spell cannot be cast on the next user's post. Also, after use, the spell enters a cooldown period equal to 2 of the user's post.
-This is an example of a proportional description-drawback relationship, and at the same time, within the bounds of its spell rank, and the range isn't too outrageous. The effect, while being very detailed, have justifiable effects for a greenhorn spell. The drawback is also good enough, since the spell isn't that much. It simply prohibits the casting of a fire based spell on the next post, and still enters a cooldown period, which will PREVENT SPAMMING the spell in the thread.
There. I hope everyone gets the basic stuff enclosed within this guide. And hopefully, this would mean that APPs get approved more quickly than the usual. Try to think about the spells you're going to create, and give thought on its details.
For your APPS and CUSTOMS
While Genocide has already made a guide on how to make a spell, I suggested to make an even more comprehensive guide so as to give a clearer view on how one should make their spells at par with their mage rank.
The majority of Apps in the Potential Mages Section takes a lot of time to get accepted primarily because people are making spells that are far too powerful for their rank. Second is because of the custom mage type (which will not be covered by this guide). Now, this guide will hopefully allow people to make a more substantial spell template.
Spell Template:
[b]Spell Name:[/b]
[b]Level:[/b]
[b]Range:[/b]
[b]Description:[/b]
[b]Drawback:[/b]
Spell Name:
Level:
Range:
Description:
Drawback:
Now on to specifics:
Spell Name:
-This is perhaps the most trivial part of the template. Just put a name for your spells that you think will give justice to your spell. Sky's the limit as long as its not offensive, racist, sexist, etc.
-----------------------------------------------------------------------------------------------------------
Level:
-Level refers to the Spell Rank which is classified into Greenhorn (Lowest), Feeble, Mediocre, Intermediate, Destructive, Devastating Ranks. Make sure that the Spell's level is proportional to the effects/description of the spell.
Example, a spell that simply fires a bolt of fire that deals small damage is considered Greenhorn, whilst a spell that conjures up a massive firestorm that spans a radial area of 50 meters from the user can be considered a Destructive level spell.
------------------------------------------------------------------------------------------------------------
Range:
- Range refers to how far can your spell reach. Take note that range must be clearly defined, meaning state how far your spell can go by stating the following:
Self: Targets self. Usually used for buffs.
Short: Reaches melee range, from fist range to around 1-5 meters at most. Melee weapons' range usually fall under this category (for Ex-quip mages especially).
Mid: Reaches a fair amount of range, usually from 6 meters to around 10-20 meters at most.
Long: Reaches an indefinite amount of range, from 20 meters onwards.
Aside from the aforementioned classification, enclose inside parenthesis '()' the set range value of the spell or the maximum range of the spell.
Example:
Name: Fire Bolt
Level: Greenhorn
Range: Long (25 meters)
NOTE**:[/u] Be advised that the spell's range must be logical and justifiable enough. You cannot have a spell that's all reaching or something to that effect. Be conservative enough to limit your spell's range to a fair level.
-------------------------------------------------------------------------------------------------------------
Description:
- This is perhaps the most important part of the template, one of two that determines heavily whether or not the spell is accepted or not. This is the part where you will put WHAT YOUR SPELL DOES. Remember to put as much DETAIL into it as possible to avoid moderators, GMs, and Admins from asking too many questions about the spell.
For this part, remember to put concrete quantities for spell effects. For instance, if your spell could reduce damage, put how much damage it can reduce in % (i.e. 10%, 20%, etc). Always remember that spell effects needs to be really specific, as vague spell effects can be a cause for god modding.
Example:
Spell Name: Fire Bolt
Level:Greenhorn
Range: Long (25 meters)
Description: The user unleashes a ball of fire towards the enemy. Upon hit, the fire causes the enemy's armor to be less effective.
-In this example, the description is lacking. How big is the ball of fire? how much does the enemy's armor become less effective? Is the fireball homing? A simple description such as this already gives rise to three basic questions, and possibly more if more than one moderator, GM, or Admin looks into it.
Now let's look into a better version:
Spell Name: Fire Bolt
Level: Greenhorn
Range: Long (25 meters)
Description: The user extends a hand outwards, and focuses magical energy on the center of the palm. The user then ignites the energy and sends a small fireball the size of a tennis ball towards a target. The fireball travels in a straight line, does not follow the target, and dissipates on impact to the first object it touches. Upon hit, the fireball burns out the enemy's armor, reducing its effectiveness by 15%. The fire can only reduce the effectiveness of non-spell based armors.
-This example covered all of the questions above, and possibly more. It was able to describe the spell from start to finish, making note of how big the fireball is, how it travels, when it dissipates, and how much armor effectiveness it takes out.
--------------------------------------------------------------------------------------------------------------
Drawback:
-This goes hand in hand with a spell's description when mods, GMs and Admins consider a spell. The drawback has to be directly proportional to a spell's effect, and the greater the spell's effects, then the greater the drawbacks, NO EXEMPTIONS.
Here's what we mostly expects from drawbacks:
Cooldown: Don't be God. Unless there's a very good reason (and I mean very very good reason) for a spell to not have a down time, then this is a must have. The cooldown is measured two ways, number of user's posts, or general post.
-User's Post: This refers to the number of post you (the spell user) makes.
-General Post: This refers to the number of post everyone will make.
Example: A cooldown of 3 of the user's post means that the spell cannot be used until after the user's 3rd post SINCE the cooldown took effect.
A cooldown of 3 posts means that the spell cannot be used until after the 3rd post (regardless of who posted) has passed SINCE the cooldown took effect.
Physical Constraints: This is very important when applicable. Spells must have some sort of negative effects that affect the user's physical properties. The spell may cause fatigue, slowness, reduced physical capacity, broken bones, shaky hands, etc etc.
General Constraints: This is also very important. Spells must have a general negative effect on the user. Other constraints that doesn't fall under physical constraints fall under here, such as inability to cast another spell of a given element, etc.
Also take note that the drawbacks needed to be VERY SPECIFIC. If you can't cast spells, specify for how many posts. If you lose accuracy or defense, or any other stat, specify how much in percentage (i.e 20%, 25%, etc). There's a lot to specify for, but bottom-line is to be very detailed in putting your drawbacks.
In a nutshell, Spells don't get approved because they are lacking in DESCRIPTION and DRAWBACKS. More often than not, the drawbacks are very trivial compared to what the spells can do, that's why spells are not accepted. Also, it could also be because the Spell rank was too low for the spell's effects.
Example:
Spell Name: Fire Bolt
Level:Greenhorn
Range: Long (500 meters)
Description: The user unleashes a ball of fire towards the enemy. Upon hit, the fire causes the enemy's armor to be less effective. It also explodes similar to a mini nuclear bomb.
Drawback: The user can get hit if he stands too close.
-This spell is what we would like to call OP. For a greenhorn spell, causing that much damage with a very long range, with a drawback that's very poor. Remember that just because you can get hit when you stand too close doesn't mean that it's a justifiable drawback to an otherwise powerful spell.
Spell Name: Fire Bolt
Level: Greenhorn
Range: Long (25 meters)
Description: The user extends a hand outwards, and focuses magical energy on the center of the palm. The user then ignites the energy and sends a small fireball the size of a tennis ball towards a target. The fireball travels in a straight line, does not follow the target, and dissipates on impact to the first object it touches. Upon hit, the fireball burns out the enemy's armor, reducing its effectiveness by 15%. The fire can only reduce the effectiveness of non-spell based armors.
Drawback: The user's arms suffers a slight burn, thus any fire-based spell cannot be cast on the next user's post. Also, after use, the spell enters a cooldown period equal to 2 of the user's post.
-This is an example of a proportional description-drawback relationship, and at the same time, within the bounds of its spell rank, and the range isn't too outrageous. The effect, while being very detailed, have justifiable effects for a greenhorn spell. The drawback is also good enough, since the spell isn't that much. It simply prohibits the casting of a fire based spell on the next post, and still enters a cooldown period, which will PREVENT SPAMMING the spell in the thread.
There. I hope everyone gets the basic stuff enclosed within this guide. And hopefully, this would mean that APPs get approved more quickly than the usual. Try to think about the spells you're going to create, and give thought on its details.