RoleOfAQS
(?)Community Member
- Posted: Wed, 12 Jul 2006 22:51:38 +0000
Welcome to my shop. Here I can create spells for you. Why would you want my service? Answer: It's lots of fun using your own custom made spells on people, whether offensive or otherwise.
All spells are for role playing purposes only and are in the style of Mahou Sensei Negima! by Ken Akamatsu.
Spellmaking costs:
Level 10 Spell: 600 gold
Level 09 Spell: 500 gold
Level 08 Spell: 475 gold
Level 07 Spell: 450 gold
Level 06 Spell: 425 gold
Level 05 Spell: 400 gold
Level 04 Spell: 375 gold
Level 03 Spell: 350 gold
Level 02 Spell: 325 gold
Level 01 Spell: 300 gold
Each spell has one line per level of magic. So if you want a level 8 spell, you'd get a spell with 8 lines.
We will refuse to create Toy Magic (the kind in Harry Potter), simply because it's too easy and no fun.
100 gold discount on pre-made spells
50 gold guild discount
Temporary lycanthropy spells:
600 gold for full set of 4
450 gold for set of 3
300 gold for set of 2
150 gold for 1
Here's a list of the known elements:
NOTE1: The Human/Pseudo elements , Null element, and the Parallels cannot be used in magic!
Available Lycanthropes to choose from:
Werebeast
Aireal
Mercreature
Dragoon
Lycanthropy spells can last up to five minutes, and are restricted to the usage of the caster's element and type of lycan affinity.
Types of affinities include, but are not limited to:
Dog, Wolf, Cat, Rabit (Werebeast)
Crow, Eagle, Hawk, Falcon (Aireal)
Shark, Ray, Eel, Flounder (Mercreature)
Dragon, Drake, Wyvern, Wyrm (Dragoon)
Purchaser must specify their element and affinity at purchase.
The longer the spell, the higher its level. Depending on the nature of the spell, a higher level might create different results. Though offensive and healing spells would be more potent, supportive spells will have a better chance of success, larger area of effect, and/or longer duration, depending on the effect.
Depending on the nature of the spell, it will fall under different fields of magic, and thus, will get its power from a different stat. Here's a list:
Black Magic: Any offensive magic or Nether spell. Basis: Intelliegence (INT)
White Magic: Any healing magic or Holy spell. Basis: Spirit (SPI)
Green Magic: Any supportive magic (Status ailment or enhancement) or Aether spell. Basis: Wisdom (WIS)
Illusion Magic: Any magic used to create auditory or visual distractions. Basis: Charisma (CHA)
Spirit Magic: Any magic that weakens the target to an element. Basis: Charisma (CHA)
Terrain Magic: Any magic that is stemmed from the environment. Basis: Versitality (VRS)
Non-Specific - Has no basis, nor does it fall into any of the above categories.
You will be notified by PM when spell creation is complete. Once payment is recieved, the spell will be transferred (along with its translation, what exactly it does, and its cost on the user) via PM. Once recieved, you can use it to your heart's content. Just don't pass out from over-use.
All spells are for role playing purposes only and are in the style of Mahou Sensei Negima! by Ken Akamatsu.
Spellmaking costs:
Level 10 Spell: 600 gold
Level 09 Spell: 500 gold
Level 08 Spell: 475 gold
Level 07 Spell: 450 gold
Level 06 Spell: 425 gold
Level 05 Spell: 400 gold
Level 04 Spell: 375 gold
Level 03 Spell: 350 gold
Level 02 Spell: 325 gold
Level 01 Spell: 300 gold
Each spell has one line per level of magic. So if you want a level 8 spell, you'd get a spell with 8 lines.
We will refuse to create Toy Magic (the kind in Harry Potter), simply because it's too easy and no fun.
100 gold discount on pre-made spells
50 gold guild discount
Temporary lycanthropy spells:
600 gold for full set of 4
450 gold for set of 3
300 gold for set of 2
150 gold for 1
Here's a list of the known elements:
Element List and Defs
Nature:
The elements of Creation and Destruction. Can be used Offensively, Supportively, and Recuperatively.
Primary:
Earth: the use of the very ground you stand on.
Fire: the usage of flames.
Wind: the use of the air around you.
Water: the usage of water.
Secondary:
Lava: Alchemic combination of Earth and Fire. Usage of molten rock.
Lightning: Alchemic combination of Fire and Wind. Usage of lighning.
Ice: Alchemic combination of Wind and Water. Usage of frozen water.
Wood: Also called Nature. Alchemic combination of Water and Earth. Usage of plants.
Tertiary:
Dry: Alchemic combination of Earth, Fire, and Wind. Pure dehydrating energy.
Alkaline/Base: Alchemic combination of Earth, Fire, and Water. Usage of alkaines.
Crystal: Alchemic combination of Earth, Wind, and Water. Usage of Crystals.
Acid: Alchemic combination of Fire, Wind, and Water. Usage of acids.
Quatrinary:
Gold: Alchemic combination of Earth, Fire, Wind, and Water. Isn't actually gold (isn't even metallic), but is gold-colored.
Sub-element A:
Gravity: The manipulation of gravity. Earth based.
Flare: The usage of the material of stars. Fire based.
Vacuum: The usage of empty space. Wind based.
Pressure: The manipulation of pressure exerted on target. Water based.
Sub-element B:
Metal: The usage of metals. Earth based. Those with Mechanical Souls are typically of this element.
Blast: The usage of short bursts of heat. Fire based.
Sound: The usage of sound. Wind based.
Vapor: The usage of vapors and steam. Water based.
Alignment:
The elements of Good/Evil. Can be used Offensively, Recuperatively, and through Alignment.
Light:
Light: The Offensive Light element.
Solar: The Healing Light element. Strongest in day.
Holy: The Alignment Light element. Heals good, harms evil.
Dark:
Darkness: The Offensive Dark element.
Lunar: The Healing Dark element. Strongest at night.
Nether: The Alignment Dark element. Heals evil, harms good.
The Parallels:
Energy and Matter are Parallels of each other, each taking the others place in the area they specialize in (Energy takes place of Matter in worlds of Energy, Matter in place of Energy in worlds of Matter)
Energy: The manipulation of energy, turning matter into energy, and energy into matter. Almost no real attack power, its emphasis is speed, as it is the fastest of all elements. The probability of having this element is 1 in 1 billion. The reason for this element's existance is for worlds of energy, in which this element loses it's agile nature and gains properties of Matter, its parallel. Since those with Digital Souls are usually of this element, it is sometimes referred to as "Data".
Matter: The manipulation of matter similar to that of the elements of nature and alignment, the conversion of energy into matter, and matter into energy. A person of this element can do anything with matter equivilent of the elements, but are dreadfully slow, sacrifice accuracy for power, and aren't too evasive. The probability of having this element is 1 in 1 billion. The reason for this element's existance is for worlds of energy, in which this element loses it's powerful nature and gains properties of Energy, its parallel.
Elements of Existance:
Time and Space are the makings of the very fabric of existance. Without them, simply nothing would exist. However, it isn't wise to just mess around with these elements, as it could have dire concequences.
Time: The manipulation of time. People of this element usually are in charge of preventing paradox from occuring, and are immune to the effects of paradox. The probability of having this element is 1 in 1 billion.
Space: A person of this element can rearrange matter. They can change anything into anything, so long as there is no excess or shortage of matter. The probability of having this element is 1 in 1 billion.
Time X Space Reaction: As a given rule, nobody, not even insane psycho evil people, try to mix Time and Space together, as that would mess with the very fiber of existance. It would produce unknown results, and could just as easily be bad as it could be good. The fact that mixing these two is a really bad idea is pretty much the only thing that everyone, both good and evil, agree upon.
Elements of Nullification and Nothingness:
Aether: The element of Nullification. Cancels out creation and negates destruction. Completely cancels out the effects of ANY elemental attack/enhancement/etc.... Doesn't work on the Null element, however...
Null: The element of Nothingness. Also known as Non-Elemental, for a good reason. It is the only element immune to the effects of Aether. Since aether does not effect matter (atoms/molecules) or energy, it is believed that they are made up of this element. That has yet to be proven, though.
Antipodes:
You've heard of a Matter/Antimatter reaction? That's what these basically are, only element-wise.
Superior: The Light/Darkness antipode. Also known as the Offensive Twilight element. Strongest of offensive antipodes, puts most strain on caster.
Moderate: The Fire/Water antipode. Moderate in strength and cost.
Inferior: The Earth/Wind antipode. Least powerful of offensive antipodes, though still highly potent. Puts least amount of strain on caster.
Healing: The Solar/Lunar antipode. Also known as the Healing Twilight element. Highly potent healing potential. Puts little strain on caster.
The Ultima spell is created when all three offensive antipodes are combined into one attack.
Human/Pseudo-Elements:
False elements. They are sometimes assigned as a person's element. It simply means that their usage of the elements is somewhat restricted to the following specifications:
Body: People of this element can use any Nature or Shade elemental Lycanthropy they please. They cannot, however, use Psynergy, Magic, or Empath Skill.
Mind: People of this element can use any Nature or Shade elemental Psynergy they please. They cannot, however, use Lycanthropy, Magic, or Empath Skill.
Spirit: People of this element recieve emmense magical power and resistance, along with the ability to cast magic naturally. They cannot, however, use Lycanthropy, Psynergy, or Empath Skill.
Heart: People of this element can use any Nature or Shade elemental Empath skill they please. They cannot however, use Lycanthropy, Psynergy, or Magic.
Definitions:
Offensive: Can attack with.
Supportive: Can defend/cause ailment/bind with.
Recuperative: Can heal and recover inflicted ailments with.
Alignment (Def A): How good or evil a person is.
Alignment (Def B): A type of element that affects a person based on how good or evil a person is.
Lycanthropy: The manipulation of the elements with the body. Only lycanthropes can use. Is restricted to the use of one's own element. Fueled by Ly (LP in RPG terms). Spells are cast simply by saying the name of the attack. Summons are used by praying for 3 rounds.
Psynergy: The manipulation of the elements with the mind. Only adepts can use. Is invisible to those who are not adepts. Is restricted to the use of one's own element, unless use of elemental djinn is involved. Has perfect accuracy at the cost of a bit of power. Fueled by Psy (PP in RPG terms). Spells are cast simply by saying the attack's name.
Magic: The manipulation of the elements with the spirit. Only mages can use. Any element (except non-magical) can be used by these means. Fueled by Mana (MP in RPG terms). Spells are cast by saying a Spell Invocation Key followed by an incantation.
Empath Skill: The manipulation of the elements with the heart. Only empath monks can use this. Potentially the weakest, or strongest, of ways of manipulation. Strength of the element depends on the surrounding environment. Only one's own element can be used with this method. Fueled by Skill (SP in RPG terms). Spells cast simply by willing them to take place, and have no official name, for that matter.
Ninjutsu: The manipulation of the elements with Chakra. Only Ninjas can use. Any element can be used through these means. Fueled by Chakra (CP in RPG terms). Is the only method of element manipulation that can be used when its fuel sorce is depleted, though at the cost of the user's vitality (HP in RPG terms). This is also the only method of controlling the elements that those with Mechanical Souls can't use. Spells are cast by prefoming a jutsu.
Ly: The strength of the body, is fuel for Lycanthropy.
Psy: The strength of the mind, is fuel for Psynergy.
Mana: The strength of the spirit, is fuel for Magic.
Skill: The strength of the heart, is fuel for Empath Skill.
Chakra: the fusion of the strength of the Body, Mind, Spirit, and Heart. The more able a person is with them, the more Chakra they possess. It is the fuel for Ninjutsu.
Spell Invocation Key: Also known as Spell Activation Key, is a series of words said to activate and channel a person's magical power. Examples are Negi Springfield's Rastel mas cir magister, Evangeline A.K. McDowell's Lic lac la lac lilac, and Enki Carter's Caelum sapientiam dat. It can be in any language, though latin is the most common (Evangeline's was in the language of flowers...)
Mechanical Soul: The soul of a sentient machine
Digital Soul: The soul of a non-mechanical, sentient program
The elements of Creation and Destruction. Can be used Offensively, Supportively, and Recuperatively.
Primary:
Earth: the use of the very ground you stand on.
Fire: the usage of flames.
Wind: the use of the air around you.
Water: the usage of water.
Secondary:
Lava: Alchemic combination of Earth and Fire. Usage of molten rock.
Lightning: Alchemic combination of Fire and Wind. Usage of lighning.
Ice: Alchemic combination of Wind and Water. Usage of frozen water.
Wood: Also called Nature. Alchemic combination of Water and Earth. Usage of plants.
Tertiary:
Dry: Alchemic combination of Earth, Fire, and Wind. Pure dehydrating energy.
Alkaline/Base: Alchemic combination of Earth, Fire, and Water. Usage of alkaines.
Crystal: Alchemic combination of Earth, Wind, and Water. Usage of Crystals.
Acid: Alchemic combination of Fire, Wind, and Water. Usage of acids.
Quatrinary:
Gold: Alchemic combination of Earth, Fire, Wind, and Water. Isn't actually gold (isn't even metallic), but is gold-colored.
Sub-element A:
Gravity: The manipulation of gravity. Earth based.
Flare: The usage of the material of stars. Fire based.
Vacuum: The usage of empty space. Wind based.
Pressure: The manipulation of pressure exerted on target. Water based.
Sub-element B:
Metal: The usage of metals. Earth based. Those with Mechanical Souls are typically of this element.
Blast: The usage of short bursts of heat. Fire based.
Sound: The usage of sound. Wind based.
Vapor: The usage of vapors and steam. Water based.
Alignment:
The elements of Good/Evil. Can be used Offensively, Recuperatively, and through Alignment.
Light:
Light: The Offensive Light element.
Solar: The Healing Light element. Strongest in day.
Holy: The Alignment Light element. Heals good, harms evil.
Dark:
Darkness: The Offensive Dark element.
Lunar: The Healing Dark element. Strongest at night.
Nether: The Alignment Dark element. Heals evil, harms good.
The Parallels:
Energy and Matter are Parallels of each other, each taking the others place in the area they specialize in (Energy takes place of Matter in worlds of Energy, Matter in place of Energy in worlds of Matter)
Energy: The manipulation of energy, turning matter into energy, and energy into matter. Almost no real attack power, its emphasis is speed, as it is the fastest of all elements. The probability of having this element is 1 in 1 billion. The reason for this element's existance is for worlds of energy, in which this element loses it's agile nature and gains properties of Matter, its parallel. Since those with Digital Souls are usually of this element, it is sometimes referred to as "Data".
Matter: The manipulation of matter similar to that of the elements of nature and alignment, the conversion of energy into matter, and matter into energy. A person of this element can do anything with matter equivilent of the elements, but are dreadfully slow, sacrifice accuracy for power, and aren't too evasive. The probability of having this element is 1 in 1 billion. The reason for this element's existance is for worlds of energy, in which this element loses it's powerful nature and gains properties of Energy, its parallel.
Elements of Existance:
Time and Space are the makings of the very fabric of existance. Without them, simply nothing would exist. However, it isn't wise to just mess around with these elements, as it could have dire concequences.
Time: The manipulation of time. People of this element usually are in charge of preventing paradox from occuring, and are immune to the effects of paradox. The probability of having this element is 1 in 1 billion.
Space: A person of this element can rearrange matter. They can change anything into anything, so long as there is no excess or shortage of matter. The probability of having this element is 1 in 1 billion.
Time X Space Reaction: As a given rule, nobody, not even insane psycho evil people, try to mix Time and Space together, as that would mess with the very fiber of existance. It would produce unknown results, and could just as easily be bad as it could be good. The fact that mixing these two is a really bad idea is pretty much the only thing that everyone, both good and evil, agree upon.
Elements of Nullification and Nothingness:
Aether: The element of Nullification. Cancels out creation and negates destruction. Completely cancels out the effects of ANY elemental attack/enhancement/etc.... Doesn't work on the Null element, however...
Null: The element of Nothingness. Also known as Non-Elemental, for a good reason. It is the only element immune to the effects of Aether. Since aether does not effect matter (atoms/molecules) or energy, it is believed that they are made up of this element. That has yet to be proven, though.
Antipodes:
You've heard of a Matter/Antimatter reaction? That's what these basically are, only element-wise.
Superior: The Light/Darkness antipode. Also known as the Offensive Twilight element. Strongest of offensive antipodes, puts most strain on caster.
Moderate: The Fire/Water antipode. Moderate in strength and cost.
Inferior: The Earth/Wind antipode. Least powerful of offensive antipodes, though still highly potent. Puts least amount of strain on caster.
Healing: The Solar/Lunar antipode. Also known as the Healing Twilight element. Highly potent healing potential. Puts little strain on caster.
The Ultima spell is created when all three offensive antipodes are combined into one attack.
Human/Pseudo-Elements:
False elements. They are sometimes assigned as a person's element. It simply means that their usage of the elements is somewhat restricted to the following specifications:
Body: People of this element can use any Nature or Shade elemental Lycanthropy they please. They cannot, however, use Psynergy, Magic, or Empath Skill.
Mind: People of this element can use any Nature or Shade elemental Psynergy they please. They cannot, however, use Lycanthropy, Magic, or Empath Skill.
Spirit: People of this element recieve emmense magical power and resistance, along with the ability to cast magic naturally. They cannot, however, use Lycanthropy, Psynergy, or Empath Skill.
Heart: People of this element can use any Nature or Shade elemental Empath skill they please. They cannot however, use Lycanthropy, Psynergy, or Magic.
Definitions:
Offensive: Can attack with.
Supportive: Can defend/cause ailment/bind with.
Recuperative: Can heal and recover inflicted ailments with.
Alignment (Def A): How good or evil a person is.
Alignment (Def B): A type of element that affects a person based on how good or evil a person is.
Lycanthropy: The manipulation of the elements with the body. Only lycanthropes can use. Is restricted to the use of one's own element. Fueled by Ly (LP in RPG terms). Spells are cast simply by saying the name of the attack. Summons are used by praying for 3 rounds.
Psynergy: The manipulation of the elements with the mind. Only adepts can use. Is invisible to those who are not adepts. Is restricted to the use of one's own element, unless use of elemental djinn is involved. Has perfect accuracy at the cost of a bit of power. Fueled by Psy (PP in RPG terms). Spells are cast simply by saying the attack's name.
Magic: The manipulation of the elements with the spirit. Only mages can use. Any element (except non-magical) can be used by these means. Fueled by Mana (MP in RPG terms). Spells are cast by saying a Spell Invocation Key followed by an incantation.
Empath Skill: The manipulation of the elements with the heart. Only empath monks can use this. Potentially the weakest, or strongest, of ways of manipulation. Strength of the element depends on the surrounding environment. Only one's own element can be used with this method. Fueled by Skill (SP in RPG terms). Spells cast simply by willing them to take place, and have no official name, for that matter.
Ninjutsu: The manipulation of the elements with Chakra. Only Ninjas can use. Any element can be used through these means. Fueled by Chakra (CP in RPG terms). Is the only method of element manipulation that can be used when its fuel sorce is depleted, though at the cost of the user's vitality (HP in RPG terms). This is also the only method of controlling the elements that those with Mechanical Souls can't use. Spells are cast by prefoming a jutsu.
Ly: The strength of the body, is fuel for Lycanthropy.
Psy: The strength of the mind, is fuel for Psynergy.
Mana: The strength of the spirit, is fuel for Magic.
Skill: The strength of the heart, is fuel for Empath Skill.
Chakra: the fusion of the strength of the Body, Mind, Spirit, and Heart. The more able a person is with them, the more Chakra they possess. It is the fuel for Ninjutsu.
Spell Invocation Key: Also known as Spell Activation Key, is a series of words said to activate and channel a person's magical power. Examples are Negi Springfield's Rastel mas cir magister, Evangeline A.K. McDowell's Lic lac la lac lilac, and Enki Carter's Caelum sapientiam dat. It can be in any language, though latin is the most common (Evangeline's was in the language of flowers...)
Mechanical Soul: The soul of a sentient machine
Digital Soul: The soul of a non-mechanical, sentient program
NOTE1: The Human/Pseudo elements , Null element, and the Parallels cannot be used in magic!
Available Lycanthropes to choose from:
Werebeast
Aireal
Mercreature
Dragoon
Lycanthropy spells can last up to five minutes, and are restricted to the usage of the caster's element and type of lycan affinity.
Types of affinities include, but are not limited to:
Dog, Wolf, Cat, Rabit (Werebeast)
Crow, Eagle, Hawk, Falcon (Aireal)
Shark, Ray, Eel, Flounder (Mercreature)
Dragon, Drake, Wyvern, Wyrm (Dragoon)
Purchaser must specify their element and affinity at purchase.
The longer the spell, the higher its level. Depending on the nature of the spell, a higher level might create different results. Though offensive and healing spells would be more potent, supportive spells will have a better chance of success, larger area of effect, and/or longer duration, depending on the effect.
Depending on the nature of the spell, it will fall under different fields of magic, and thus, will get its power from a different stat. Here's a list:
Black Magic: Any offensive magic or Nether spell. Basis: Intelliegence (INT)
White Magic: Any healing magic or Holy spell. Basis: Spirit (SPI)
Green Magic: Any supportive magic (Status ailment or enhancement) or Aether spell. Basis: Wisdom (WIS)
Illusion Magic: Any magic used to create auditory or visual distractions. Basis: Charisma (CHA)
Spirit Magic: Any magic that weakens the target to an element. Basis: Charisma (CHA)
Terrain Magic: Any magic that is stemmed from the environment. Basis: Versitality (VRS)
Non-Specific - Has no basis, nor does it fall into any of the above categories.
You will be notified by PM when spell creation is complete. Once payment is recieved, the spell will be transferred (along with its translation, what exactly it does, and its cost on the user) via PM. Once recieved, you can use it to your heart's content. Just don't pass out from over-use.




