Sharknado Divine Spell

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Kashisjonny
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Sharknado Divine Spell

Post by Kashisjonny » Tue Nov 18, 2014 6:42 pm

i think to go along with the future shark totem additions we should have a change to the Storm of Vengeance spell, aptly named Sharknado.

i think each shark should do 10d6 points of divine damage and 2d6 sharks spawn for every round the Sharknado is active

Sharknado should only be open when epic conjuration and at least 40 animal empathy is gained, not counting bonuses on items.

Sharknado should bypass the pvp rules currently in place as sharks are masters of ambush and don't play by the rules.

i have gone through the liberty of putting this spell together with a demonstration video.

https://www.dropbox.com/s/r1g1mrici108u ... 3.mp4?dl=0

please serious replies only and no memes
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Plonkers
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Re: Sharknado Divine Spell

Post by Plonkers » Tue Nov 18, 2014 7:06 pm

well since you dont seem serious at any time, why should a serious answer come?

but here comes..
since they are sharks they should need water to swim in, if there is no water there will be no sharks biting. the whole idea is overly rediculous (to me) why would any druid harm what they are bound to like they are as totem druids.

And if you only just saw the two movies you are way behind.

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Kashisjonny
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Re: Sharknado Divine Spell

Post by Kashisjonny » Tue Nov 18, 2014 7:09 pm

so either arelith needs to be covered in water, we need a water based map flooding spell, or we have flying sharks
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Faye
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Re: Sharknado Divine Spell

Post by Faye » Tue Nov 18, 2014 7:16 pm

Or shark experimentation, making sharks able to live and bite in dry conditions.
But I like the idea of Arelith being covered in water the most.
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ArcanaFTW
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Re: Sharknado Divine Spell

Post by ArcanaFTW » Tue Nov 18, 2014 9:47 pm

We play in a world where magic exists, demons and devils walk on the earth, and dragons exist.

Land-sharks are the least of our problems, let it in, I say!

God In Action
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Re: Sharknado Divine Spell

Post by God In Action » Tue Nov 18, 2014 10:50 pm

No, land sharks break all logic in the game, it cannot be allowed to happen. It must not be allowed to happen. Don't fall for the policy of appeasement. We give him this, and next he'll be wanting Poland.


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The Man of the Moon
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Re: Sharknado Divine Spell

Post by The Man of the Moon » Wed Nov 19, 2014 12:04 am

I find it cool IF:

This could be ONLY summoned in water.

Arelith has some scenarios where you can dive... so those are the proper areas where to cast this weyrd spell.

If you wanted sharks on land...then bring Bullets (Land-sharks).


That a game was about Fantasy, that doesn't mean you could break the internal logic and natural rules that the said fantasy world had... In order to keep integrity of immersion and realism (fantasy realism exists), you need a propper enviroment to bring fishes, as it is water, already said.
Disclaimer: All what I write are simple opinions of a player and always with honest intention to contribute constructively and from respect, but with a poor knowledge of English.

Thank you

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RockandRollOutlaw
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Re: Sharknado Divine Spell

Post by RockandRollOutlaw » Wed Nov 19, 2014 11:53 am

From one of the 3.5 monster manuals:

Image
Shamelessly promoting FL

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Kashisjonny
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Re: Sharknado Divine Spell

Post by Kashisjonny » Wed Nov 19, 2014 11:56 am

Hahahaha you guys are crazy
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Urch
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Re: Sharknado Divine Spell

Post by Urch » Wed Nov 19, 2014 12:25 pm

Why isn't this a thing. This should be a thing.
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The Pretty Prince of Parties
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Re: Sharknado Divine Spell

Post by The Pretty Prince of Parties » Wed Nov 19, 2014 8:53 pm

God In Action wrote:No, land sharks break all logic in the game, it cannot be allowed to happen. It must not be allowed to happen. Don't fall for the policy of appeasement. We give him this, and next he'll be wanting Poland.
Bulettes are commonly called "land sharks".

DM_Ironfist
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Re: Sharknado Divine Spell

Post by DM_Ironfist » Wed Nov 19, 2014 9:31 pm

Malar has magic sharks that fly. I've seen them. Sometimes they spawn in the Malarite temple under strange circumstances.

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DestroyerOTN
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Re: Sharknado Divine Spell

Post by DestroyerOTN » Wed Nov 19, 2014 10:44 pm

DM_Ironfist wrote:Sometimes they spawn in the Malarite temple under strange circumstances.
DM_Ironfist wrote:...under strange circumstances.
Nine hells. We're giving them plot ideas..

Guys.

Stop.

Quick.
"Playin' nobody, no how since AR 112"
Griefmaker wrote:Personal choices regarding RP which[..] limit a character in some way[…] should in no way be an argument for changing something on the server

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Manabi
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Re: Sharknado Divine Spell

Post by Manabi » Wed Nov 19, 2014 10:52 pm

DM_Ironfist wrote:Malar has magic sharks that fly. I've seen them. Sometimes they spawn in the Malarite temple under strange circumstances.

News Flash. Flying Sharks from the Malarite Temple invade Wharftown following rumors about shark poachers.
Owlbears are the only thing keeping Arelith from the D&D experience.

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The Man of the Moon
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Re: Sharknado Divine Spell

Post by The Man of the Moon » Fri Nov 21, 2014 7:32 am

Good stuff for the april fools day
Disclaimer: All what I write are simple opinions of a player and always with honest intention to contribute constructively and from respect, but with a poor knowledge of English.

Thank you

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