@Cybermoon, Yeah sure ^.^ Truth be told there was supposed to be air instead of gravity, but when making the list (I wanted tp start off with at least eight elements) I totally forgot air and instead included gravity x.x
@Misaou, Actually, I haven't decided on a system yet >.< Here's one I'm contemplating implementing (because I do love me some dice, but I know not everyone likes basing such scenes on luck):
Everyone in the fight must roll a six faced die. The attacker must roll to decide if their attack is effective and the defender must roll to decide if they block, dodge, or counter attack effectively. Counter attacks would be trying to neutralize an incoming attack with you're own attack. For example, Raina doesn't use defense spells and instead manipulates what are suppose to be offensive spells (a spike wall for example) to try and either stop the attack or block the attack. This would count as a counter attack as these spells don't have the normal defense attributes such as absorbing impact, absorbing energy, or reflecting attacks entirely, making them inadequate in most situations. Then you have an element facing against another element and they both attack, either the attack will nuetralize or, depending on the roll, one attack would over power the other and continue on towards the intended target. In this instance the original attacker, or the defender if the counter attack failed, would be forced to roll again to determine if they dodge, block, or counter attack effectively.
1-3: You are bound to fail.
4-6 You are likely to succeed.
If the attacker's roll falls between 1-3 they are bound to fail, especially if the defender's roll falls between 4-6. Like wise, if the attacker's roll falls between 4-6 they are likely to succeed and if the defender's roll falls between 1-3 they are bound to fail. The one exception being if the defender manages to roll the same number as the attacker as this means they were both equally effective and no winner is decided that round. In the event the defender goes for a counter attack, they must either roll the same number as the attacker, roll one below the attacker, or roll one above to nuetralize the attack. To roll two or more higher than the attacker means they not only nuetralize the attack but their attack is still coming at the original attacker; however, if you want your character to dodge and then counter in the same move you roll two dice. The first represents your dodge and the second represents the effectiveness of your attack. You must roll successfully on your dodge for the move to be complete. The original attacker will always have the oppurtunity to dodge, block, or counter if another attack, or their own in the instance of a reflect, is being sent at them.
Now the number of rolls decide the strength of the attack.
If the players rolls once it's a basic attack. If the player rolls twice it's a powerful attack. If the player rolls three times (and no more than three) you are attempting a complex attack. The complexity of the attack depends on energy, the power it takes, and the control with one die representing each attribute (1st roll: energy, 2nd roll: power, 3rd roll control). If you want a successful powerful attack your power must not be less than your consumed energy. So if your energy falls between 4-6 but your power falls between 1-3 your attack will likely blocked, dodged, or countered. If you want a successful complex attack your control must be greater than your power.
An example of a powerful attack would be Raina's Shadow Redemption as it relies on brute force. Most area attacks will also fall under powerful attacks but some (especially if their falling from the sky) will be complex attacks. If you have questions about your attacks and whether or not they fall under powerful or complex just ask :) I would much rather handle spells on a case by case basis.
EDIT: Not everyone will have a complex spells. Trent, for example, may not even have typical powerful spells as he likes to mix his magic with alchemy. His personal spell would technically count as a complex spell as it takes energy to feed the flames, power for their intensity, and control over the alchemy. I would also like to point out once more a spell doesn't have to be your personal spell to be powerful or complex. There's a dark caster illusion spell called Shadow Play, and it works by starting off as a typical illusion spell that reflects your worse fears, and than "physically" manifests itself as any other shadow manifestation. This is a rather advanced spell and rather unpredictable as the more vivid and detailed the victim's worse fear is, the more energy it takes to manifest and control. If the caster doesn't have the power or control to manefest a fear the spell fails.
To block or counter against a powerful spell depends on the attacker's power attribute and will more likely take two dice rolls if you want to block or counter against and the powerful spell is successful. Complex spells may take three dice rolls to block or counter against. Simply dodging will take one dice but the roll will have to be higher than the energy roll.
Mind you, I've never actually implemented this system before so there may be kinks or special circumstances I'm unaware of. I'm also not sure if I should only use this system in PvP or also during boss battles. Either way this system won't be utilized against NPCs or situations like the cave in Raina caused as long as you guys are responsible with your spells. Another thing to note: you won't be able to use Iwaku's dice system until after you post. So you can either A) use the OOC thread to decide rolls, or B) post a reply, then roll, then edit your reply, or C) reply, roll, let your opponent fill in the blanks.
EDIT: OR you can simply discuss with others the out come of the battle so you don't have to use the dice if you don't want to.
Thoughts?