I had some extra time after taking a test in class today and came up with some new Astral spells, one for each type. I might even get out some photoshopped pictures for each! :D
Lunar Warrior Element: Moon Type: Polymorph Pips: 7 Accuracy: 100% Effect: Polymorph Moon type Lunar Warrior for 6 rounds. Has a very strong and destructive moveset.
Spirit of the Sun Element: Sun Type: Charm (I think that's what the sun spells are considered right?) Pips: 7 Accuracy: -- Effect: Boosts attack and accuracy by 300%. Takes many pips, but can be devastating if used.
Stellar Blessing Element: Star Type: Charm (once again that's what they are considered right?) Pips: 7 Accuracy: 100% Effect: Boosts all stats (strength, defense, accuracy, critical, crit. block, power pip chance) by 75%. Very strong, but takes many pips.
And a random one I came up with, don't know what type this will be. Maybe Myth? Air Lock Element: ? Type: Charm Pips: 2 (or maybe 4) Accuracy: 100% Effect: Negates any field effects going on, and prevents anymore from being casted. (by field effect I mean balefrost, wyldfire, sanctuary, ect.)
Lunar Warrior Element: Moon Type: Polymorph Pips: 7 Accuracy: 100% Effect: Polymorph Moon type Lunar Warrior for 6 rounds. Has a very strong and destructive moveset.
Cool. I always thought Astral polymorps should be made. But polymorph pip cost is always zero.
Spirit of the Sun Element: Sun Type: Charm (I think that's what the sun spells are considered right?) Pips: 7 Accuracy: -- Effect: Boosts attack and accuracy by 300%. Takes many pips, but can be devastating if used.
I dont mean to be rude, but this is just not what sun is all about. First off, Sun spells are not charms, they are called enchantments. Sun spell are also all zero rank spells. (correct me if i am wrong) Now, this effect, is overpowered at the max. Storm's super charge only does +70% for seven pips. The accuracy makes no sense, cause you might as well just have 100%. Lastly, they effect is not in Sun's element. Sun spells give enchantment boosts, that boost things directly, not with percentages, other then the accuracy boosts. The name is also quite ambiguous. Maybe: Titan?
Stellar Blessing Element: Star Type: Charm (once again that's what they are considered right?) Pips: 7 Accuracy: 100% Effect: Boosts all stats (strength, defense, accuracy, critical, crit. block, power pip chance) by 75%. Very strong, but takes many pips.
Again, Astral spells are not charms. The Star spells are a type of spell called Auras. Auras effect over four rounds. Star spells also cost zero pips I believe. The effect is also way to strong for seven pips. Your giving a feint, 75% tower, over 100% accuracy (because 75% will make all spells go over 100%), pretty much makes you get all power pips, critcal is basically always, other peoples critical will be of no effect cause of the critical block. Now, what i think it should be, is much smaller stats, for zero pips. Maybe 5% of each, but i dont think many people would get it because amplify and fortify boost attack or accuracy by 15%, and auras can be stacked.
I like air lock. Though i dont think it should be permenant.
I had some extra time after taking a test in class today and came up with some new Astral spells, one for each type. I might even get out some photoshopped pictures for each! :D
Lunar Warrior Element: Moon Type: Polymorph Pips: 7 Accuracy: 100% Effect: Polymorph Moon type Lunar Warrior for 6 rounds. Has a very strong and destructive moveset.
Spirit of the Sun Element: Sun Type: Charm (I think that's what the sun spells are considered right?) Pips: 7 Accuracy: -- Effect: Boosts attack and accuracy by 300%. Takes many pips, but can be devastating if used.
Stellar Blessing Element: Star Type: Charm (once again that's what they are considered right?) Pips: 7 Accuracy: 100% Effect: Boosts all stats (strength, defense, accuracy, critical, crit. block, power pip chance) by 75%. Very strong, but takes many pips.
And a random one I came up with, don't know what type this will be. Maybe Myth? Air Lock Element: ? Type: Charm Pips: 2 (or maybe 4) Accuracy: 100% Effect: Negates any field effects going on, and prevents anymore from being casted. (by field effect I mean balefrost, wyldfire, sanctuary, ect.)
What do you guys think? :D?
Epic Fail. Except for Air Lock.
Sun Spell: They are ENCHANTMENTS and shouldn't go THAT high! Pips too high!