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Help my brain exploded!!! - Technical talk
For Idle Play Core World vvv
The core seeks out divines from other worlds to absorb them and defend its world against the impending doom, Chaos. Chaos seeks to make his own world by destroying others and absorbing the souls...Jana: Seeks to purge the world of any one who wishes to rule but Ouro Az.
State of matter matter, keep in mind that all current spells are what i am trying to avoid so any current spells here are a fail what i am trying to do is take out the elements and state of matrter and divide them up into a state where you could make you own spells much easier without having to think of some sort of convoluted process yourselfApart of the idea is to separate tiers of magic element and state of matter
like gas/ other state, Status effects also matter so any status effects you can think of feel free to post the idea.
duly note that abilities may be put under element and state
The core has already absorbed this world’s copy of divines and has 6 times the power of a normal divine, The core has 6 system changes, Arcane,Earth,Fire,Ice,Light,Dark
Core also has few S.o.M. combination systems like Gas, Solid,Liquid combining these with some elements will make other things happen.
Arcane gas: Specification Status Down causes Confusion or Charm
Arcane Solid: Specification Construct causes you to be able to construct a spell scroll/Legendary spell scroll/Magic tattoo
Arcane Liquid: Specification Spiritual causes you to be able to see living beings and read their minds.
Idea for cross spell damage: a chosen spell (Not limited) may be the main damage number for all spells with the same element ( element arcane 1/1 or element arcane 1/ and element other /1
Triple combinations Specialty: Polygon Hydrogen Soul - travel at light speed into another dimension at will
Earth Gas: Poison/Wind/
Earth: Solid: Physical Terrain Change specific Dangerous Terrain Poisontype
Earth liquid: Terrain change fluid
Fire: Gas: Plasma - cannot dodge and cannot interrupt
Fire Solid: Blaze - on fire targets take damage equal to the corresponding ability used to set target ablaze or a chosen spell type’s damage of similar element every turn until the Target gets rid of Burn status effect
Fire Liquid: Liquid Terrain Change Specific Dangerous Terrain FireType
Ice/Water Gas: Cloud - blind/heal