-Construction given slightly more versatility, and its durability has been clarified. Old: [color=7ea7d8][quote]Construction: Mana cost (4) Makes a solid obstacle out of an esper’s element. The obstacle’s size is dependent on the rank of the melody. at E rank, it can be no larger than a 5x5 cube. Every rank above E increases the max dimensions by 5 feet. Some level of complexity is allowed, such as making drawbridges and doors. Machinery and equally complex items cannot be made. Lasts 10 minutes.[/quote][/color] New: [quote]Construction: Mana cost (4) Makes a solid obstacle out of an esper’s element. The obstacle’s size is dependent on the rank of the melody. At E rank, It cannot have a volume greater than a 5x5 cube. The final shape of the Construction need not fit inside a cube, but none of its dimensions can go beyond double the cube’s size. Every rank above E increases the max dimensions by 5 feet. Some level of complexity is allowed, such as making drawbridges and doors, but machinery and equally complex items cannot be made. Constructions are brittle, but retain defenses equal to the rank of the melody. Lasts 10 minutes.[/quote] -Craft makes a return for different type of constructions: [quote]Craft: Mana cost (2) Make tools out of an esper’s element. The tool's size is dependent on the rank of the melody. At E rank, it can be no larger than a 1x1 cube. Every rank above E increases either the dimensions of the tool by 1 foot or the quantity of Crafts by 1. If other notes are used along with Craft, they can be imbued in the tools created and released when the tool is consumed/struck against a target. Using Craft like this will lower the rank of the imbued notes by one for each extra tool created. As an example, an elixir of protection made with a silver cast note would normally have a rank of C, but if two potions were made instead of one, they would be rank D each. [/quote] - Zone better clarified Old: [quote][color=7ea7d8]Zone: Mana cost (4) Creates a zone at a target area that solid objects can pass through. The zone can be any simple shape the caster wishes, from a pillar to a wall to a carpet. So long as the shape is no larger than a 20 X 20 foot cube. All effects after this mod are applied to anything inside the designated area as it persists. Instantaneous notes like damage and heal are gradually applied to anything inside the zone and need to remain there for a full 6 seconds to receive the full effect of those notes. Timed effects like acceleration affect targets as long as they are in the zone. The zone lasts for 6 seconds. [/color][/quote] New: [quote]Zone: Mana cost (4) Creates a zone at a target area that solid objects can pass through. The zone can be any simple shape the caster wishes, from a pillar to a wall to a carpet. So long as the shape is no larger than a 20 X 20 foot cube. All effects after this mod are applied to anything inside the designated area as it persists. Instantaneous notes like Push and Dispel are gradually applied to anything inside the Zone and need to remain there for a full 6 seconds to receive the full effect. Timed effects like Magic Sense and Speedster affect targets as long as they are in the zone. The zone lasts for 6 seconds.[/quote] -Rain has been reworked and split into two separate modification notes, Rain and Scatter. Old: [quote][color=7ea7d8]Rain: Mana cost (2) When placed before a projectile cast note, the projectile will break apart into multiple projectiles overhead and rain down over an area. When it descends. The area can be no larger than a 30 foot circle, and it’ll be smaller if the projectile cannot achieve maximum height. Not recommended indoors,[/color][/quote] New: [quote]Rain: Mana cost (2) The melody comes from an area fifty to a hundred feet above the casting esper. The usual tells of preparing a melody happens where the melody is going to come from, and is obvious enough that espers will notice it being cast.[/quote] [quote]Scatter: Mana cost (2) Causes a cast to be split into several smaller projectiles mid-flight, creating a shotgun-like scatter. The scatter can be no wider than 20 feet, and the projectiles can only affect a target once per melody. The center of the scatter must follow the trajectory of the cast.[/quote] -Channel is better clarified as a multi-hit modification for melodies. Old: [quote][color=7ea7d8]Channel: Mana cost (2) When placed before a cast note, it allows the cast to be sustained for 6 seconds. Projectiles are fired like that of a machine gun, beams persist for several seconds, Spawns can be maintained, and touch and self spells have a lingering effect. The drawback is that the power of such melodies are reduced, and sustained/repeated contact with the target is necessary for the effects to proc with full strength. The melody can be cast again if the esper wishes to sustain the melody longer. [/color][/quote] New: [quote]Channel: Mana cost (0) The melody has the ability to multi-hit. It is delivered in several bursts (up to 3) which can be aimed at one or multiple targets. The rank of the melody is unaffected, but the potency or duration of each effect are divided among the bursts. The bursts can be aimed at different parts of a target, or different targets if they are close enough together. [/quote] -Fixed a typo, Extend and Full Extend were always supposed to work for the whole melody. Old: [quote][color=7ea7d8]Extend: Mana cost (2) Makes the next effect note with a duration last 12 seconds longer. Full Extend: Mana cost (4) Makes the next effect note with a duration last 30 seconds longer.[/color][/quote] New: [quote]Extend: Mana cost (2) Make notes with a duration last 12 seconds longer. Full Extend: Mana cost (4) Make notes with a duration last 30 seconds longer.[/quote] -Removed Contract. It’s vague, and we’ve since moved past the need for more notes that make other notes stronger. Removed: [quote][color=bc8dbf]Contract: Mana cost (4) Make the next effect with a duration last half as long, but be twice as potent.[/color] -Delay has been clarified.[/quote] Old: [quote][color=7ea7d8]Delay: Mana cost (0) Adds a time delay before the rest of the notes activate. Swirls of elemental energy let all know the melody isn’t over. The duration of the delay can be decided by the esper, but it cannot be changed after the melody is cast. It can be anywhere between instant to 30 seconds.[/color][/quote] New: [quote]Delay: Mana cost (0) Adds a delay before the rest of the melody activates. The duration of the delay can be up to 30 seconds, but must be decided before the melody is cast. [/quote] -Expiration, too, has been clarified. Old: [quote][color=8493ca]Expiration: Mana cost (0) After all the effects with a duration before this note expires, the next notes are allowed to activate. [/color][/quote] New: [quote]Expiration: Mana cost (0) Delays the next notes until all other notes in the melody have run their duration. [/quote] -Bend no longer “consumes the source” Old: [quote][color=7ea7d8]Bend: Mana cost (0) The melody is cast from a source of the esper’s element. The source is consumed by the spell relative to how powerful it is. [/color][/quote] New: [quote]Bend: Mana cost (0) The melody is cast from a source of the esper’s element. [/quote] -Bounce’s placement requirements have been removed, and now has clearly defined conditions and a mana cost. Old: [quote][color=7ea7d8]Bounce: Mana cost (0) When placed before a cast note, this mod causes projectiles and beams to bounce. Effects will trigger on each bounce, and weaken after each activation. Mods can be used to prevent undesirable activations.[/color][/quote] New: [quote]Bounce: Mana cost (2) Causes the Melody to bounce up to three times. Each bounce triggers the melody and lowers its effects by one rank, but never below E. [/quote] -Orbit and Dynamo worded better. Old: [quote][color=7ea7d8]Orbit: Mana cost (0) If the cast activates on a humanoid, the effects orbit them for a minute. Works well with construction effects Dynamo: Mana cost (0) If the cast activates on a humanoid, it turns into a projectile that orbits around them.[/color][/quote] New: [quote]Orbit: Mana cost (0) The melody activates and the effects orbit the target once every second for as long as the effects persist. Build notes last 6 seconds unless extended by another note. Dynamo: Mana cost (0) The melody turns into a projectile with the same effects as the melody (minus the dynamo note) and orbits the target for 30 seconds.[/quote] -Homing is better clarified Old: [quote][color=7ea7d8]Homing: Mana cost (2) When placed after a cast note, it has homing abilities. Faster casts have less time to home in on a target, and are less accurate. [/color][/quote] New: [quote]Homing: Mana cost (2) Melody homes in on a chosen target. Attempts to dodge the melody through reflexes alone will fail, but it will not avoid obstacles such as cover or barriers. [/quote] -Piercing gets a nice buff and a simpler description. Old: [quote][color=7ea7d8]Piercing: Mana cost (2) When placed after a cast note, the cast is able to easily pierce mundane materials. The spell has no difficulty piercing wood and flesh, but has a harder time getting through denser materials like steel and reinforced concrete. [/color][/quote] New: [quote]Piercing: Mana cost (2) The melody is able to pierce up to three obstacles/targets with arcane defense lower than the melody’s rank. Can also peirce weapons with a lower sentinel score than the melody. Every time the melody pierces a target, its rank lowers by one. [/quote] -Recoil no longer has a positional requirement, because those are dumb lol. Also fixed the description and added a small mana cost. Old: [quote][color=7ea7d8]Recoil: Mana cost (0) If put after a cast note, the recoil of the spell is enough to launch the caster backwards![/color][/quote] New:: [quote]Recoil: Mana cost (2) The melody has a recoil, which affects the caster as if they also cast [Self][Push], with Self being the same quality as the melody.[/quote] -Avoid given better parameters and a mana cost. Old: [quote][color=7ea7d8]Avoid: Mana cost (0) If put after a cast note, makes a projectile shy away from objects that aren't the designated target. [/color][/quote] New: [quote]Avoid: Mana cost (2) The melody will make adjustments to its flight path to avoid obstacles on the way to its target. It will avoid stationary obstacles and obstacles that move as fast as a thrown stone. Melee attacks and faster projectiles can intercept a melody with an Avoid note. Avoid does not make the melody more accurate or cause it to track the target.[/quote] -Exact damage and effects of Ignite clarified/revamped, with a slightly higher mana cost. Old: [quote][color=7ea7d8]Ignite: Mana cost (2) Causes the target to burn. Non-flammable objects might smolder and go out, but everything else will need to do something about the flames or risk getting engulfed. Flames can be put out by the usual methods. Burns for 6 seconds.[/color][/quote] New: [quote]Ignite: Mana cost (4) Causes the target to burn with an intense flame. Ignite initially causes a minor wound (no wound on espers/magi) and then inflicts a moderate wound (minor wound on espers/magi) for every 6 seconds they remain aflame. Flames can spread across the body and to other targets, but will never cause extra wounds. Fires created with Ignite can be suffocated like real fires, or stomped/patted out by espers and monsters. Only targets that can catch fire can be affected by Ignite.[/quote] - Freeze now has its effects better clarified. And now works with all non-melody based attacks. Old: [quote][color=8493ca]Freeze: Mana cost (2) Causes part of the target to freeze over. Frozen targets can move, but are brittle and can be more easily shattered by melee attacks or physical ranged attacks.. Lasts 6 seconds.[/color][/quote] New: [quote]Freeze: Mana cost (2) Causes part of the target to freeze over. Frozen targets can move, but are brittle. Non-melody attacks such as instruments, mundane weapons, and hard falls create more severe wounds. Lasts 6 seconds.[/quote] -Flight’s Push/Pull resistance has been removed, and movement speed is now based on the rank of the melody. Old: [quote][color=7ea7d8]Flight: Mana cost (6) Allows the target to fly for 6 seconds. Higher ranks can make the target more resistant to push/pull effects. If the grade of the push/pull effect is below that of the flight note, they will only be moved the normal distance.[/color][/quote] New: [quote]Flight: Mana cost (6) Allows the target to fly for 6 seconds. Movement speed, and only movement speed, is based on the rank of the note.[/quote] -Mass now provides some physical defense, and makes the target heavier. Old: [quote][color=7ea7d8]Mass: Mana cost (2) Increases chaos defense by one rank for 6 seconds, provided the rank of this note is equal to or greater than the target’s chaos defense, During this time, they are also impervious to movement effects like push, pull, and quake so long as the spells rank isn’t greater than the rank of this melody. [/color][/quote] New: [quote]Mass: Mana cost (2) Increases physical and chaos defense by one rank for 6 seconds, provided the rank of this note is equal to or greater than the target’s chaos defense. During this time, they are also impervious to movement effects like push, pull, and quake so long as the spell's rank isn’t greater than the rank of this melody. The target’s weight also doubles.[/quote] -Obfuscate’s area of effect clarified, cost and duration reduced. Old: [quote][color=7ea7d8]Obfuscate: Mana cost (4) Shrouds the target in a shadow that makes them invisible and silent. The shadow fades after 12 seconds, and doesn’t move with the target.[/color][/quote] New: [quote]Obfuscate: Mana cost (2) Shrouds the target in a stationary shadow that makes them invisible and silent. The shadow is almost impossible to notice if used inside another shadow or another sensible location. The shadow is only slightly larger than the target, and will not hide them if they move outside of it. Aoe and zone notes will make the shadow bigger, but everyone inside the shadow will be able to see each other clearly. Lasts 6 seconds.[/quote]