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5 days ago
Current A scantron exam, but the answer is always C. Just C. Always C. Not a single A, B, D, or E. All answers are C. The statistical improbability is diabolical!
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7 days ago
By default the Jimmy Buffet Bard is on a quest for a Salt Shaker after losing it after a black-out night of booze, sponge cake, carousing, and women with his only hint tattooed on his chest...
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8 days ago
I'm not a doctor but I do play one in RP. Got an itch to scratch? Try Hyrdocortisone 1% with aloe, vitamin E, and medicated Zinc oxide plus calamine cream..
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15 days ago
Where else would you keep a diamond-powered tactical ASSAULT super suit?
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15 days ago
Arnold Schwarzenegger stores his Mr. Freeze power suit in a salt mine so youll never catch him asking: "Honey, where is my super suit?"
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Very well then, here's a possible proposed replacement.

Name: Spellbook of Resonance
Spell type: Normal
Effect: Target 2 Spellcaster-Type monster you control with different levels, reveal 1 "Spellbook" Spell Card in your hand; Apply these effects, in sequence, depending on the number of difference between the levels of those targets. You can only activate 1 "Spellbook of Resonance" per turn.
● 1: Select one Target: increase or decrease its level By 1.
● 3: Select one Target: Neither player can Special Summon a Monster with a level lower than its level until the end of your next turn.
● 5: Select one Target: Neither player can Special Summon a Monster with a level higher than its level until the end of your next turn.
● 7: Select both Targets: destroy them.
With Edits Made:

Should I make another Spellbook card to replace Chance?

---

Name: Spellbook of Hope
Spell type: Quickplay
Effect: If your opponent controls a monster and you control no monsters, while you have no cards in your hand, and your Life Points are lower than your opponent's Life Points: Banish all monsters from your graveyard; Apply these effects, in sequence, depending on the number of "Spellbook" Spell Cards in your graveyard with different names. You can only activate 1 "Spellbook of Hope" per turn.
● 1: Add 1 "Spellbook" Spell Card from your graveyard to your Hand.
● 2: Add 1 Spellcaster-type Monster from your deck to your Hand.
● 3: Draw 1 Card.
● 4: Gain 100 Life Points for each Spell Card in your graveyard.
● 5: Return Spell/Trap Card(s) your opponent controls to the hand, up to the number of cards in your hand.
● 6: Banish 1 Face-up Monster your opponent controls.
● 7: Special Summon 1 of your Banished Monsters.

Name: Spellbook of Equilibrium
Spell type: Quickplay
Effect: Target 1 Spellcaster-Type monster on the field and activate 1 of these effects;
● This turn, only that monster can attack and can attack all monsters your opponent controls once each.
● This turn, It cannot be destroyed by battle.

Name: The Staff of Prophecy
Level/rank: 1
Attribute: Fire
Monster Type(s): Spellcaster
Effect: This card's ATK and DEF are equal to its Level x 100. During each of your Standby Phases, increase the Level of this card by 1 (max 12). If you control another Spellcaster-Type monster with a different Level than this card; this card's Level becomes the Level of that monster, then you can return 1 Spellbook Spell card or 1 Spellcaster-Type monster whose Level is less than this card to your hand. You cannot add cards from the Deck to your hand except by drawing them then turn you activate this effect. You can only use this effect of "The Staff of Prophecy" once per turn.
ATK/DEF ?/?

Name: The Ring of Prophecy
Level/rank: 1
Attribute: Earth
Monster Type(s): Spellcaster
Effect: This card's ATK and DEF are equal to its Level x 200. During each of your Standby Phases, increase the Level of this card by 1 (max 12). If you control another Spellcaster-Type monster with a different Level than this card; this card's Level becomes the Level of that monster, then you can draw 1 card. During the End Phase of the turn you activate this effect, discard all the cards in your hand: if you cannot, take 1000 damage. You can only use this effect of "The Ring of Prophecy" once per turn.
ATK/DEF ?/?

Name: The Vessel of Prophecy
Level/rank: 1
Attribute: Water
Monster Type(s): Spellcaster
Effect: This card's ATK and DEF are equal to its Level x 300. During each of your Standby Phases, increase the Level of this card by 1 (max 12). If you control another Spellcaster-Type monster with a different Level than this card; this card's Level becomes the Level of that monster, then you then you can Special Summon from your Deck 1 Spellcaster-Type monster whose Level is less than this card. You cannot Special Summon monsters for the rest of this turn. You can only use this effect of "The Ring of Prophecy" once per turn.
ATK/DEF ?/?

Name: The Blade of Prophecy
Level/rank: 1
Attribute: Air
Monster Type(s): Spellcaster
Effect: This card's ATK and DEF are equal to its Level x 400. During each of your Standby Phases, increase the Level of this card by 1 (max 12). If you control another Spellcaster-Type monster with a different Level than this card; this card's Level becomes the Level of that monster, then you can destroy 1 face-up monster on the field whose level is less than this card. You cannot conduct your Battle Phase the turn you activate this effect. You can only use this effect of "The Blade of Prophecy" once per turn.
ATK/DEF ?/?
Change the last effect of hope to "Special Summon one of your Banished Monsters"

Spellbook of Chance is refused.

Change The Staff of Prophecy's graveyard to hand effect to "Add one Spellbook Spell card or once Spellcaster-type monster with a lower level than this card"

Add the effect to Ring that if you can not discard that turn, you take 800 points of damage.

Change Blade's effect to destroy instead of Banish.

If we can agree to those changes, you're good to go with them.


excellent then.
Hello, interested in joining your YGO RP.
Thinking about using Spellbooks or 6 Sams (my actual decks irl)

Below are 7 custom Cards created to expand the Spellbook/Prophecy series.
Please tell me what you think about the balancing.

Name: Spellbook of Hope
Spell type: Quickplay
Effect: If your opponent controls a monster and you control no monsters, while you have no cards in your hand, and your Life Points are lower than your opponent's Life Points: Banish all monsters from your graveyard; Apply these effects, in sequence, depending on the number of "Spellbook" Spell Cards in your graveyard with different names. You can only activate 1 "Spellbook of Hope" per turn.
● 1: Add 1 "Spellbook" Spell Card from your graveyard to your Hand.
● 2: Add 1 Spellcaster-type Monster from your deck to your Hand.
● 3: Draw 1 Card.
● 4: Gain 100 Life Points for each Spell Card in your graveyard.
● 5: Return Spell/Trap Card(s) your opponent controls to the hand, up to the number of cards in your hand.
● 6: Banish 1 Face-up Monster your opponent controls.
● 7: Special Summon 1 Banished Monster.

Name: Spellbook of Equilibrium
Spell type: Quickplay
Effect: Target 1 Spellcaster-Type monster on the field and activate 1 of these effects;
● This turn, only that monster can attack and can attack all monsters your opponent controls once each.
● This turn, It cannot be destroyed by battle.

Name: Spellbook of Chance
Spell type: Normal
Effect: If you control a Spellcaster-Type monster: Tribute 1 monster your opponent Controls; Special Summon 1 monster in either player's Graveyard to your opponent's side of the field. You can only activate 1 "Spellbook of Chance" per turn.

Name: The Staff of Prophecy
Level/rank: 1
Attribute: Fire
Monster Type(s): Spellcaster
Effect: This card's ATK and DEF are equal to its Level x 100. During each of your Standby Phases, increase the Level of this card by 1 (max 12). If you control another Spellcaster-Type monster with a different Level than this card; this card's Level becomes the Level of that monster, then you can return 1 card from your graveyard to your hand. You cannot add cards from the Deck to your hand except by drawing them then turn you activate this effect. You can only use this effect of "The Staff of Prophecy" once per turn.
ATK/DEF ?/?

Name: The Ring of Prophecy
Level/rank: 1
Attribute: Earth
Monster Type(s): Spellcaster
Effect: This card's ATK and DEF are equal to its Level x 200. During each of your Standby Phases, increase the Level of this card by 1 (max 12). If you control another Spellcaster-Type monster with a different Level than this card; this card's Level becomes the Level of that monster, then you can draw 1 card. During the End Phase of the turn you activate this effect, discard all the cards in your hand. You can only use this effect of "The Ring of Prophecy" once per turn.
ATK/DEF ?/?

Name: The Vessel of Prophecy
Level/rank: 1
Attribute: Water
Monster Type(s): Spellcaster
Effect: This card's ATK and DEF are equal to its Level x 300. During each of your Standby Phases, increase the Level of this card by 1 (max 12). If you control another Spellcaster-Type monster with a different Level than this card; this card's Level becomes the Level of that monster, then you then you can Special Summon from your Deck 1 Spellcaster-Type monster whose Level is less than this card. You cannot Special Summon monsters for the rest of this turn. You can only use this effect of "The Vessel of Prophecy" once per turn.
ATK/DEF ?/?

Name: The Blade of Prophecy
Level/rank: 1
Attribute: Air
Monster Type(s): Spellcaster
Effect: This card's ATK and DEF are equal to its Level x 400. During each of your Standby Phases, increase the Level of this card by 1 (max 12). If you control another Spellcaster-Type monster with a different Level than this card; this card's Level becomes the Level of that monster, then you can banish 1 face-up monster on the field whose level is less than this card. You cannot conduct your Battle Phase the turn you activate this effect. You can only use this effect of "The Blade of Prophecy" once per turn.
ATK/DEF ?/?

As you can tell, Hope is designed to be a "Destiny Draw" card and the 4 Prophecy cards are supposed to stand in for the minor arcana and help XYZ summon the XYZ monster of the Archetype (which hardly see play) easier.
Name: Thomas Rhymer
Title: The Truthspeaker, LightBringer, Dawnrider

Patron God: Belenos, Beli Mawr
Patron’s Domain: The Sun

Aspect of Patron’s Domain: Healing

Appearance:

General Apparel: Linen Undershirt, Inner tunic with long tight sleeves, An outer tunic with a leather belt and a sleeveless surcoat.
Armor/Weapons/Equipment: Thomas carries a Falchion and a greatshield. Chainmail, leather overcoat.
Magical/Divine Abilities: Thomas can cast a fire spell on his equipment, cloaking sword and shield in radiant light. He also has minor healing abilities, (broken bones, heavy bleeding etc. Nothing like curing the blind or anything)

Personality: Stoic, reserved. Lawful Good.
Likes: Poetry, God, Fighting with Honor
Dislikes: Injustice, Liars, Thieves
Fears: Thomas fears a death without meaning.
Aspirations: To carry Beli Mawr's light to the darkest corners of the known realms.

Relationships:
Allies: Erstwhile,his horse.
Enemies: Those that lurk in the dark.
Loyalties: To the innocent and poor. To Belanos and his disciples.


History: Thomas was plucked by nobility from obscurity, trained as a squire until he was 15. He briefly chose the priesthood, but returned to the way of the warrior after looters destroyed his Church and murdered the priests. He has roamed the lands for 12 years searching out evil. Belanos has watched Thomas since he was a boy, having been born on an auspicious day.


Accepted. Welcome to Hell, take a cigar if you like, you won't ever need a light where we're going...


Jeans? In the Middle Earth? Seriously?

Accepted. Although I noticed your powers are rather... Interesting shall we say? I wonder what will happen in Hell to this particular Demigod who collects souls and thinks it is his place to keep all those souls? Or does he think he can use his soul powers in Hell against the very laws of Hell?
Still interested!



Accepted, Welcome to Hell, please fill out a nametag and sit tight while we wait for the rest of the guests to show up.
roleplayerguild.com/topics/89035-aband..

It's up.

I thought I posted my character...whoops! Don't check me on my historical accuracy-it's more for a feel of the character than anything. Here it is>



Good, although Aspects are usually limited to One area/topic. I'd suggest compiling them into either one "Clump" such as the aspect of "Radiance" symbolizing the warmth and light the sun provides (and thus indirectly some touchy-feely healing) as an official Aspect. Also the history seems a bit brief for a warhero-demigod. Although I will allow it as long as you change the actual countries to some fantasy nation as the world isn't quite "Earth" per say but a fantasy "Middle Earth" realm which is an amalgam of the PC histories.
I believe we have enough to begin the drafting of the world.
If there are any questions please ask them here.
Else, depending on the turnout, the first IC GM post shall begin Next Monday Night.
I'm very very interested..don't tell me there's no more room. @The Grey Dust
I never correct other people's post in IC or OC but yours was just written so good that the little mistakes stood out as an eyesore. And my english vocabulary is still forming so I just wanted to ask something.
+ At the "5-th layer of hell paragraph" 5-th line from the top "middle the layer"
+ At the "5-th layer of hell paragraph" 5-th line from the bottom "for the fighters in the never die"
+ And what does "tainted metal waters end" mean?


The First two were glaringly obvious typos now that I've read it again, editing your own writing is difficult especially when you just wrote it. That being said, the the last point means exactly that: Tainted Metal Waters. The waters are Tainted, and the the kenning of Metal Waters suggests there is almost an equal distribution of water to metal.

There is still room depending on how many people show up, ideally a group of 9 is manageable for a dungeon crawl like this.

Also, for everyone else as well, the actual thread is up, and I'll continue to flesh out the first page with a synopsis post, lore and whatnot. The first GM post shall be approximately Next Monday and lay the scene. Essentially the Demigods are being sent on their quest, either that or they all meet up at a bar and decide to all become gods because bars are the best places to start adventures, or prisons. :)
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