RP Stadium I (Battle of the Masters)

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Ness

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Rememeber: This thread is for competition use ONLY. Discussion should take place in the lobby.

Welcome to the first installment of Battle of the Masters, and the inaugural match of the RP Stadium.

Competitors: Danny the Cat, Mistah J
Judges: Fair_Game, Contra Fates, Ness

Normally, I would announce the chosen competitor and ask for a challenge from him/her, but the first few battles have already been predetermined, so we'll skip that step. I also wanted to give the first few competitions some extra time before starting.

The competitors each have 48 hours to post in this thread that they will be ready by Monday at 7 PM (U.S. Eastern Time, which happens to be 48 hours from now). Should one of the competitors not post by that time, they will forfeit the match unless I'm informed of their absence ahead of time. At that time, given both are ready, I'll give the parameters of the challenge, and we'll begin!

"Competitors, are you prepared to enter the Stadium?"
 
I've only heard from one of you, but I'm not inclined to declare a forfeit in the first competition. =\

So, I'm going to go ahead and post the challenge parameters, and hope both of you answer within the time limit...

RP Stadium I Challenge
Competitors: Danny the Cat, Mistah J
Judges: Fair_Game, Contra Fates, Ness
Time Limit: 48 hours (Wednesday, 8 PM EST)
Post Limit: 1
Scenario: Create a list of six magic spells for use in an RP, battle or otherwise. You may choose the element, but all of the spells must be of the same elemental persuasion. Everything else regarding the spells is up to you...
Challenge: Make creative use of status effects in the creation of your magic. Remember, this is going against the traditional use of magic, but that's why it's a challenge! The status effects and durations are up to you. Can you come up with some creative new ideas regarding this form of "passive GM'ing"?

May the best RP'er prevail!
 
Right, let's have a go. Good luck, Mistah J!

Necromancy-Based Skills

Rancid Bile

This spell takes 1/4 of the caster's magic/energy reserves and drains them of 1/20 their physical vitality. Acid-like substance sprays from the mouth of the caster, towards a foe up to six feet in front of the attack. The acid itself causes deterioration in flesh and bone, but only a little. The acid will eat away at half an inch of skin, but once it gets into the bloodstream, it reacts like a poison, infecting the entire body. While the poison itself is not fatal, it does create a weathering effect on the body, and the target feels its limbs grow leaden. This allows for the caster to close in on the body and deal a fatal blow.

There is, however, a limit to how long this is effective. The poison itself is only effective for two minutes, and it doesn't weaken the foe enough to prevent it from moving. Also, the attack can only be used once every four minutes, as it requires time to regenerate the amount of bile spewed.

Claw of Revitalisation

This spell requires a drain of 1/4 the caster's physical vitality, and a further continuous drain lasting until the recharge is complete. In return, half of their energy is restored. This spell can only be used once every ten minutes.

The spell itself actually draws from the blood of the user, the energy needed to complete bodily processes. It takes this energy and transfers it into magic, storing it away with the rest of the caster's magical energy. After the process is complete, the drain on vitality is so great that the body actually continues to wear down at a slow pace, until the vitality required for the spell is made available. While speaking strictly in vitality loss, reuse of the spell makes no real difference, using the skill again makes the drain feel even more severe. A third use will result in extreme weariness, and a fourth result in a temporary total paralysis.

Talon of Rejuvenation

The Talon of Rejuvenation requires a loss of all the caster's magic and inflicting a deteriorated state on their vitality for five minutes. In return, they are granted a complete restoration of vitality (excluding the aforementioned deterioration that follows), as well as greatly enhanced sensory skills and reflexes during the period .

This skill steals all of the user's energy, and re-routes it into the body. The brain and muscles go into a sort of 'hyper-drive', which causes the aforementioned deterioration. Hyper-active muscle and brain cells cause increased activity in their respective areas, but it also causes a rapid loss of natural energy. When all of the magic is depleted, the body is left weaker than when it started, and without any magical energy besides the small amount the person regenerates in that time.

Vampiric Breath

A skill with very little range, this offensive spell requires a quarter drain of energy. In return, it steals half the energy cost from the opponent's energy reserves, as well as 1/20 of their physical vitality. This attack can only be used once every two minutes.

The attack has little in the way of appearance; it is a green mist that comes out and envelops the foe's face, so long as the foe is within three feet of the caster. The green mist attacks the target's connection to their energy reserves, and the energy is conducted through the mist into the mind of the caster, whose mind then transfers it into their own energy reserves. Similarly, it steals from the bloodstream in the head, causing light-headedness and temporary blindness, using the energy from that to regenerate a very small portion of the caster's vitality.

Ghoul Summoning

This skill requires a sacrifice of half the caster's physical vitality and three quarters of their energy stores. In return, it uses worms, bacteria, insects, and other creatures beneath the ground to create a veritable ghoul that rises from the earth. While this spell can only be used once every hour, and the ghoul often dissipates within five minutes, it rarely needs to be used at any other time.

The vast amounts of energy this spell takes is separated from the caster's body, and used to animate the creatures below the ground (dead or alive) into a humanoid figure. The actual energy from the body is used to give it 'life', to make it obey the caster. The ghoul itself is a rancid creature; every second of its existence marks its own decay. However, its decay spreads to any it attacks. Upon being hit by the ghoul, or coming within two feet of it, the poisonous and sulfurous decay of the creature spreads to the nearby target. This causes great weakness and a drain in vitality; the gaseous remains of the decay spread into the bloodstream, sapping the victim of its power. This usually enters into a spiral effect; once the poison infects, it makes the foe weaker and easier for the ghoul to target, which results in another infection and further weakening.

The caster retains full control of the ghoul at all times, but must concentrate on little else. The caster is able to make mediocre attempts at dodging every now and then, but for the most part must retain concentration on the sluggish ghoul. The ghoul itself is fairly fast, but not overly so; it can cross a distance of three metres in two seconds at its very fastest.

Implosion

This requires only a sacrifice of one-third of the caster's energy. In return, the corpse of a nearby animal implodes, subsequently releasing a great deal of energy and force, followed promptly by decay, the wave reaching a twenty-foot radius. This attack can only be used once every half-hour. This can be used on the ghoul created in the Raise Ghoul spell.

The energy from the caster's body enters that of the chosen corpse or ghoul (based on the presence of any). The excess energy causes an implosion in the target, releasing a great deal of energy in all directions. Decay swiftly follows, and any creature struck by the wave is placed under an extensive degeneration of vitality (for 10 minutes). This is not so much of a great deal of degeneration at once, only a gradual degeneration which causes the degenerate to weaken gradually over the aforementioned period of time. If used in unison with the ghoul to create an essential 'suicide bomber', the degeneration increases to fifteen minutes.


EDIT

This is the first time I've EVER created Necromancer spells, to be honest. I hope I did alright!
 
Took me forever to figure these out ! Anyway, I tried my hardest! Thanks for the challenge, it was fun! ;)

Water-based Spells

1. Poseidon's Rage - A trident, composed of jade, materializes in the caster's right hand. Upon the ancient weapon of the Sea God - is inscribed words of warning: Fear not, the sea; know despair. Three spheres of water rotate in-front of the trident's prongs - they are, to be precise, twelve inches in width and fifteen inches in height. Upon the surface, of these spheres of water, are - in black and white color - images of the destruction that is soon to follow. These spheres of water shoot up, into the heavens, about fifty feet before they fall back to the earth and splatter against the earth. Where the water touched, the earth breaks open to reveal a small pool of water. The pool grows larger, before your eyes; the sparkling water swirls and steams before rising up, from the crater, to shape itself into a humanoid form. The form is that of a man with a long beard and flowing robes. You toss the trident, to the watery shape, and it raises the trident over it's head. A call is being issued - a summon; a tidal wave of water roars in the distance, destroying everything in it's wake; it finally hits your opponent. Due to the force, of the hit, a status effect would include, perhaps: A state of confusion/ disorientation. There is a fifty/fifty chance of this. Another status effect would include:blindness. This will last from anywhere to a minute to two.

2.Amphitrite's Shield. - This is a defensive spell - more then anything. As we all know, fire is weak against water and water is weak against lightning. She, who is water made flesh, hears your call for protection. From the depths, of the Sea, she rises on a chariot, graced with salt water pearls. Her white hand rises from the surface, of the sea, and she holds, within her fingers, a watery shield with the image of the Goddess across it. It forms, in your hand, and encases you in a water capsule which prevents the element - fire - from penetrating. There is usually a 100 percent chance of protection, from fire; however, you are extremely weak to the thunder element. A change of status would be - Protect and an increased weakness to yet again the thunder element.

3. Triton's Call - The ancient deity, known for calming and enraging the sea, rises from it's cold depths and places his conch shell to his lips. He blows, upon it, and thus the seas become enraged. Those who dwell, underneath waters, rise. Each time, the spell, is cast - a different creature will come to your aid - the Ocean Nymph ( Who has the ability to confuse and poison your opponent ) otherwise known as the Naiads, the Oceanids. Each one carries a spear, covered in sea weed, with which she can use to cause massive physical damage. The watery fighter is given six strikes, but she dissolves.

4. Scylla's End - The maiden who, was unfortunate enough to earn the displeasure of the Gods, now dwells in oblivion - ever ready to consume those who'd turn their back on the sea. The vicious monster makes it way into it's watery prison and from one, of it's many heads, it breathes fire. Dipping this head, into the water, it causes said water to reach an incrediable degree of heat. Once the spell is cast - this heated wave, of water, washes over your opponent causing massive burns and a state of enraged shock - akin to berserk.

5. Kharybdis' Thrist - Scylla was not the only monser to prey upon those who ventured to the sea - Kharybdis sucks in the power of the sea, drawing in wave after wave, before spewing the water out of it's poisonous maw. The water is poisoned and, if ingested, will cause instant death for the victim.

6. Oceanus - The ultimate water spell, as well as a means of permanent destruction. It should never be used. It takes a great deal of power and, unfortunately, over half of the caster's lifeforce - if not all of it. The seas grow dry - the lakes empty ; water gathers from all corners of the world to descend, upon you and your victim - along with any others close by - to drown and destroy. A forbidden spell - it's origin is unknown.

I'm done! Kinda bad. xD But hey, I tried my best.
 
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Today, two champions met in competition. Both Masters in their own right, Danny the Cat and Mistah J!

However, only one of them can be the winner today. I have received the judges' scores, and the winner is......

Danny the Cat!!!!

Here's the breakdown:

||-------------Danny the Cat------------Mistah J----------
||--------------------------------------------------------------
||Content-----------25-----------------------21-------------
||Structure---------15-----------------------14-------------
||Creativity---------12-----------------------14-------------
||--------------------------------------------------------------
||Total--------------52-----------------------49------


As you can see, it was a very close battle indeed, with both competitors having excellently structured posts, but Danny's edge in Content managed to beat Mistah J's in Creativity, giving him the win.

And there you have it, the first RP Stadium battle is over! Congratulations to both competitors, and I hope to see everyone again here in RP Stadium!
 
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Well, I see that this thread has served its purpose. I will link to its Archived version in the RP Stadium Lobby.

[Archived]
 
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