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Contraption maker aerial counter combat
Contraption maker aerial counter combat













effect, short for the Inexplicable Effectiveness effect, is a strange phenomena, to those not among the F.U.N.’s ranks, wherein a specific, contained set of sufficiently important entities oddly enough exceed their expected… effectiveness, to put it simply.

contraption maker aerial counter combat

However, this sometimes manifests on its own as a thin ‘sheet’, and isolating it from solid is a whole different game. Visible magic: A magic that starts off naturally bonded to solid magic, making manifested objects capable of reflecting light to make it visible. Just because someone uses the correct counter spell against you doesn't mean they automatically win, though. Although, shifters do often learn spells outside of their chosen magic as utility spells or fallback spells in case their magic doesn't work in battle. After all, manifesting these different substances require different methods, which translates into different feels required for mastery over them. Note: Shifters commonly learn spells involving all substance magics, so that they have a decent magic spell base, and then go off to specialise in at least one, or perhaps a few, substance magic(s).

contraption maker aerial counter combat

Ice spells (ice shields, icicles, etc.) counter earth spells.Water spells (water whips, water tentacles, etc.) counter fire spells.Can also be manifested as / frozen into ice, in order to behave more like earth spells (stabby ice included). Found naturally, but can also be created from mashing hydrogen and oxygen magic together. Water magic: A derivative of air magic.

contraption maker aerial counter combat

Air spells (tornadoes, cutting winds, etc.) counter weaker earth spells (especially the grain spells), and (sometimes) fire spells (by way of strengthening it so much it backfires).But they're very commonly found bonded together, just like real substances) Often comprised of various other gas magics (There exists a substance magic for just about every element in the periodic table. Used for more advanced, alright damaging air spells that are more useful for moving things around in your environment, opponent and projectiles included (simpler ones just need some hot magic, and are usually weak). Air magic: The least common solid magic, on account of a lot of air already being present on Arth.For example, the grains made in a dust spray spell may be given little spikes to stab your opponents with. Though, there really isn't much offensive use for it (it's very useful for making soil for your gardens though), so it's very commonly modified. Grain spells (spraying sand or gravel or chunks of dirt) are also a thing.Earth spells (rock spikes, wall drops, big thrown rocks, etc.) counter air spells and fire spells.Commonly used for fortification, building, and high-damage spells, but this takes longer to manifest. Earth magic: The umbrella term used for the magic used in various metals and rocks, and, as a less common application, substances such as dirt, gravel, and sand.

contraption maker aerial counter combat

  • Plasma spells (lasers, ethereal constructs, etc.) counter earth spells.
  • Fire spells (fireballs, fire walls, etc.) counter ice spells, and (sometimes not, but still) air spells.
  • Commonly used in average-damaging plasma or burning, but slightly low damage fire spells.
  • Plasma magic: The magic you use to create plasma constructs, and fire.
  • These can be mixed and matched to make other substances: Here is a list of the more common substance magic types, named for what substance they are used to make.















    Contraption maker aerial counter combat