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Posted: Mon Jan 11, 2010 4:05 pm
Spells List This is a complete list of all the spells available to use. You are, encouraged even, to use them in any way you see fit. Most can not be used outside of battle except when stated otherwise. Temples are located in the wilds around their perspective towns and have three "Masters of the Arts" at each to train you in the ways of their temple. They can however refuse to train you until you reach certain conditions. Tiers must be learned in order but once you've learned a tier you can forgo learning the next level of that tier and instead start training for the next tier. Tiers are learned by training at each temple, making so many posts at said temple under the tutelage of one of that temples "Master of the Arts". Levels must be learned in order within their tiers. To level up a tier you must use the spells of that tier outside of the temples. Tiers take a specified number of posts for each tier but levels take as many posts to level up as the number of posts it took to learn that tier in the first place. Tier One takes 9 posts. Tier Two takes 15 posts. Tier Three takes 25 posts. Tier Four takes 45 posts. Some spells evolve when one reaches tier 4, namely in tiers 1 and 2, that make them more useful, or more powerful. Examples like Tailwind to Slipstream, Flashfire to Fume, or the higher rank of dominate creature. mostly it's only in elemental lists that the spells change, Mind's Tier 1, is one of the few exceptions. The power change is Tier 1 to 1.8, 2 to 2.5, and Tier 3 to 3.2 on the power scale.
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Posted: Mon Jan 11, 2010 4:06 pm
Fire Temple (elemental) Breltund
Tier 1 (Flare) [L1 Flash lL2 Flash Fire lL3 Embers ----------------------------------------------------------- Tier 2 (Pyro-Projection) [L1 Dragon's Breath lL2 Flame Wave lL3 Searing Beam ----------------------------------------------------------- Tier 3 (Fire Blast) [L1 Fireball lL2 Bomb lL3 Pyroclasm ----------------------------------------------------------- Tier 4 (summon) [L1 Hellfire lL2 Firestorm lL3 Meteor *Tier One: Flare Level One: Flash - Blind ___Flash of light similar to flashpowder, no damage but will cause an instant of blindness. No dmg. (Armor Cast-Off) Level Two: Flash Fire - Fume ___A small, brief plume of expanding flame that does minor burns. Burning dmg. Level Three: Embers - Char ___ Cause burns on contact or set flammable objects alight with a touch. Searing dmg. (Enchant Effect: Magma Blade)
*Tier Two: Pyro Projection Level One: Dragon Breath - Rising Dragon? ___A flamethrower launched from the hand or mouth. Short-range. Burning dmg. Level Two: Flame Wave ___An narrow arc of flame cast with the swing of either a hand, wing, foot, or tail. Mid-range. Searing/minor impact dmg. (Cast-off Effect) Level Three: Searing Beam ___A blast of fire concentrated into a narrow stream. Mid-long range. Searing/moderate impact dmg.
*Tier Three: Fire Blast Level One: Fireball ___A ball of fire capible of causing severe burns, and melting through weak metals. Melting dmg. (High-level Cast-Off Effect) Level Two: Bomb ___A fireball that creates an explosion on impact. Burning/ heavy impact dmg. Level Three: Pyroclasm ___An expanding sphere of flame that moves from the caster outward in all directions. Short-range. Heavy searing dmg. (Armor HL Cast-Off)
Tier Four: Fire Summon Level One: Hellfire ___Summons a great fire from underfoot to surround and engulf the target. Heavy searing dmg. Level Two: Firestorm ___Rain of fire that melts through most metals on contact and severely burning the flesh. Heavy melting dmg. Level Three: Meteor ___Summons a giant ball of solid flame from the sky to crush the opponent and melt their flesh. Severe melting/severe impact dmg
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Posted: Mon Jan 11, 2010 4:07 pm
Water Temple (elemental) Skurkor
Tier 1 (Contact) [L1 Water Shield lL2 Deflection lL3 Frostbite ----------------------------------------------------------- Tier 2 (Projection) [L1 Water pulse lL2 Water Whip lL3 Watershot ----------------------------------------------------------- Tier 3 (Ball) [L1 Scatter shard lL2 Freeze ball lL3 Ice shell ----------------------------------------------------------- Tier 4 (summon) [L1 Spike wave lL2 Razorhail lL3 Flood *Tier One: Contact Level One: Water Shield - Water Bubble ___ Creates a sizable, but localized bubble of water on the caster (main use: reducing impact damage) Level Two: Deflection - Stream ___ Creates a localized bubble of very fast moving water on the caster(main use: warding off moderate slashing/minor piercing damage)(Armor Cast-Off) Level Three: Frostbite - Permafrost ___ Can freeze water, or cause frost dmg(frostbite) with a touch. (Enchant Effect: Frozen Core)
*Tier Two: Projection Level One: Water Pulse - Geyser ___ A short, wide "beam" of water projected from the caster. Mid-range. moderate Impact dmg Level Two: Water Whip ___ A flexible stream of fast moving water projected from a hand, wing or tail(not weapon) Short-range. Moderate slashing dmg. (Cast-Off Effect) Level Three: Water Shot ___ A high-pressure,brief stream of water capible of cutting through weak metals. Short-mid range. Heavy/minor piercing dmg (attack is mid-range, however,Heavy piercing dmg applies to short range only)
*Tier Three: Level One: Scatter Shard ___ A cluster of sharp ice spikes projected from the caster. Short-med range. Moderate slashing/mild piercing dmg (High-Level Cast-Off Effect) Level Two: Freeze Ball ___A concentrated ball of Frost elemental energy, capible of covering the local ground with ice, freezing armor or limbs on contact. heavy frost dmg Level Three: Ice Shell ___ Projects a field(one sided), or full shell of ice, protecting the caster from many forms of damage. Short-range. (wards off heavy slashing, moderate piercing, and moderate impact dmg, elemental resistance my vary.) (HL Armor Cast-Off)
Tier Four: Summon Level One: Spike Wave ___ Calls up a trail of very sharp ice spikes from the ground outward from the caster in a direct line. Mid-range. Heavy piercing/moderate frost dmg Level Two: Razor Hail ___Calls down a hailstorm of very sharp ice shards. Heavy slashing/moderate piercing dmg Level Three: FlashFlood ___ Calls in a low-wall of very fast-moving water, sweeping the way the target(s), and most likely drowning them.
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Posted: Thu Jan 14, 2010 12:19 pm
Lightning Temple (elemental) Eule'enos
Tier 1 (spark) [L1 Charge lL2 Stun lL3 Paralyze ----------------------------------------------------------- Tier 2 (bolt) [L1 Discharge lL2 Electrocute lL3 Plasma Lance ----------------------------------------------------------- Tier 3 (ball) [L1 Orb-lightning lL2 Shockball lL3 Static burst ----------------------------------------------------------- Tier 4 (summon) [L1 Call bolt lL2 Lightning Storm lL3 Arc Plasma *Tier One: Spark Level One: Charge - Electromagnetism ___Creates a generous amount of static cling between you and an object. You can also pass this charge to something or someone else, making them stick to things.(doesnt start out very strong, and can be broken somewhat easily.) No dmg Level Two: Stun ___ A jolt of electricity is passed to the opponent on contact with the caster, causing brief involuntary movement. Mild electrical dmg. (Armor Cast-Off) Level Three: Paralyze ___A powerful jolt of electricity is passed on contact capible of causing partial or full temporary limb paralysis. Moderate electrical dmg.(Enchant Effect: Lightning Edge.)
*Tier Two: Bolt Level One: Discharge - Chain bolt ___A flash-bolt cast from the hand, causing brief involuntary movement. Short-range. Moderate electrical/mild burning dmg. (Cast-Off Effect) Level Two: Electrocute ___A sustained lightning bolt cast from the hand, causing signifigant involuntary movement. Mid-range. Heavy electrical/moderate burning dmg. Level Three: Plasma Lance ___ A Fine-tuned burst-beam of electrical energy projected from finger or wing tips. Mid-long range. Heavy piercing/mild searing dmg.
*Tier 3: Ball Level One: Orb-lightning ___ This looks like a Ball of light with a small lightning trail. A compact ball of electrical energy that tends to follow and disrupt bio-electrical signals. Mid-long range(homing). moderate electrical/mild melting dmg(alternate effect: pass charge[See charge spell]) (High-Level Cast-Off) Level Two: Shockball ___ A large sphere of electrical energy that sends out many bolts of lightning, within a certian radius, when it strikes something. Heavy electrical/moderate burning dmg Level Three: Static burst ___ A Shock-pulse of charged particles acting as a microwave to metal, causing it to arc and heat up, some weaker metals actually begin to melt. This attack only affects metal armor and weapons. Mild Electrical/Moderate Searing dmg to metal wielding enemies. Mid-Range.
*Tier Four: Summon Level One: Call Bolt ___Calls a powerful lightning bolt from the sky. Severe electrical/severe burning dmg. Level Two: Lightning Storm ___Calls a severe thunderstorm to lay waste to targets with multiple lightning strikes. (Used in tandem with 'flash flood' causes a heavy rainstorm, with far fewer lightning strikes and no flood) Level Three: Arc Plasma ___ An array of plasma-lance like rays shot up into the air from the caster, and lock on targets in range at random. Mid-range. Severe piercing/moderate melting dmg (each beam can pierce multiple targets, but gets weaker with each hit)(No friend/foe sense)
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Posted: Thu Jan 14, 2010 12:28 pm
Air Temple (elemental) Sylkot
Tier 1 (Gale) [L1 Gust lL2 Iron Lungs lL3 Tailwind ----------------------------------------------------------- Tier 2 (Sub-Sonic) [L1 Sonic Pulse lL2 Sonic Pulse lL3 Sonic Wave ----------------------------------------------------------- Tier 3 (Sphere) [L1 Air Blast lL2 Sonic Boom lL3 Air Wall ----------------------------------------------------------- Tier 4 (Air Summon) [L1 Vacuum lL2 Tornado lL3 Tempest
*Tier One: Gale Level One: Gust - Gale ___ Call a gust of wind to knock your opponent off balance. Level Two: Iron Lungs ___ You can cause a powerful jet of airflow from your mouth. Can also hold breath for much longer periods of time while this is active. Level Three: Tailwind - Slipstream ___ cause the wind around you to assist you in your movements and run faster and jump higher than normal.
*Tier Two: Sub-Sonic Level One: Sonic Pulse - Concussion blast ___ Concussive blasts are thrown from punches and kicks, or projected from the hands. Mild impact dmg. (Enchant Effect: Sledgehammer) Level Two: Sonic Wave ___ A deafening wave of sound is thrown from the caster (unidirectional) . (Armor Cast-Off) Level Three: Sonic Slash ___ Launch cutting air at your foes with fast whip-like movements. Moderate slashing dmg.
*Tier Three: Sphere Level One: Air Blast ___ Ball of air that explodes with pressure upon contact. Moderate impact dmg. (Cast-Off Effect) Level Two: Sonic Boom ___ Create a directed pillar shock-wave that assaults everything in it's path with great pressure. Heavy impact dmg. Level Three: Air Wall ___ Create a sphere of solidified air and whipping winds to circle you. (High-Level Cast-Off [Presents a localized area around the user's weapon, about 2ft in diameter])
Tier Four: Air Summon Level One: Vacuum ___ Create a small vacuum of air in a limited area. Level Two: Tornado ___ Small tornado is called to destroy everything in a direct path before you. Level Three: Tempest ___ Great winds swirl and destroy most everything around you. Can only be controlled to a degree by the caster because of it's destructive power. (Caster is safe though.)
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Posted: Thu Jan 14, 2010 12:31 pm
Earth Temple (elemental) Rhodymenea
Tier 1 (Utilize Earth) [L1 Sand Screen lL2 Rock Plate lL3 Tremor ----------------------------------------------------------- Tier 2 (Stone) [L1 Stone Barrage lL2 Mud Casing lL3 Earth Bullet ----------------------------------------------------------- Tier 3 (Crust) [L1 Landslide lL2 Petrify lL3 Stone Sheild ----------------------------------------------------------- Tier 4 (Summon Earth) [L1 Stone Spire lL2 Golem lL3 Teraform
*Tier One: Utilize earth Level One: Sand Screen - Sand Storm ___ Cast up sand to hinder the view of your opponent. (Cast-Off Effect) Level Two: Rock Plate - Rock armor ___ Small rock plates gather to create a small weak shield. (Armor Cast-off Effect) Level Three: Tremor - Quake ___ An impact against the earth will cause a small localized tremor to unbalance your foe. (Alternate low-level Cast-Off [must be an impact based weapon])
*Tier Two: Stone Level One: Stone Barrage - Pummel ___ Pelt your opponent with a great number of stones from all around you. (mostly smaller stones, none too big) (Short range, Minor impact dmg) Level Two: Mud Casing ___ The earth around your opponent crawls up their very legs to encase them in a partial cocoon to limit their movement. Level Three: Earth Bullet ___ Sharp shard of stone is launched at your opponent like a bullet. (Mid-Long range, Mild Piercing, Moderate impact dmg) (High-level Cast-Off Effect)
*Tier Three: Crust Level One: Landslide ___ Soil and earth and stone come up in a wave to fall upon and crush your foes. Heavy Impact dmg. Level Two: Petrify ___ For a short time after you cast this spell, any living tissue you touch with your hands other than your own will turn to stone, and any movement around the effected area will tear away from the skin causing great pain. (Can be undone by the caster, a tier 3 healer, or any of the "Masters") (Enchant Effect: Petrify Wound[more localized than the spell itself]) Level Three: Stone Shield ___ Great plates of steel and stone circle around you to protect you, and you can launch them at your opponents.
Tier Four: Summon Earth Level One: Stone Spire ___ Spikes upon spikes erupt from the ground to skewer your opponent. Severe Piercing dmg. Level Two: Golem ___ Call forth a giant stone elemental to bash your opponent to smithereens. Level Three: Teraform ___ The ground shakes, stone spires erupt from the earth, and chasms open up to swallow your foes. Reform the very earth to crush your enemies.
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Posted: Thu Jan 14, 2010 12:33 pm
Nature Temple (elemental) Fuldyn
Tier 1 (Animals) [L1 Bird Call lL2 Call of the Wild lL3 Dominate Creature ----------------------------------------------------------- Tier 2 (Plants) [L1 Entangle lL2 Briar lL3 Manipulate Vine ----------------------------------------------------------- Tier 3 (Venom) [L1 Poison Touch lL2 Venom Needle lL3 Acid Bath ----------------------------------------------------------- Tier 4 (Manipulate Nature) [L1 Feral Form lL2 Call Spirits lL3 Ancestors
*Tier One: Animals Level One: Bird Call - Beast Telepathy (T3) ___ Allows you to understand and mimic some vocal sounds and body language of animals. Level Two: Call of the Wild - Rank^ ___ Calls an animal friend to aide you Level Three: Dominate Creature - Rank^ ___ Allows you to bring an animal under your control as a pet, traveling compainion, you decide. only works on Class 5 monsters. Class 3 at tier 4, but they must be of limited intelligence. (no humanoids, except half-brained undead.)
*Tier Two: Plants Level One: Entangle ___ Cause rapid plant growth in a limited area to slow or trap your foe. Level Two: Briar ___ Cause plants in a limited area to grow sharp thorns. Mild slashing, Minor piercing dmg(Armor Enchant Effect.) (Weapon Cast-Off Effect: Thorn Spray) Level Three: Manipulate Vine ___ Allows the user to quickly grow and finely control powerful vines.
*Tier Three: Venom Level One: Poison Touch ___ Delivers a small amount of hemotoxic venom to the opponents skin, causing pain and Necrotic tissue. Mild corrosive dmg. Level Two: Venom Needle ___ Sends a burst of sharp poison tipped needles flying from the caster. The venom causes pain and severe nausea, repeated doses could cause severe disorientation and eventually unconsciousness. Mild piercing/ minor non spesific dmg. (Weapon Enchant Effect: Poison Blow [Poison effect only, this is not a castoff.]) Level Three: Acid Bath ___ Sends a short wave of corosive acids out from the caster in all directions. Moderate Corrosive dmg. (High-Level Cast-Off [Uni-directional])
Tier Four: Manipulate Nature Level One: Feral Form ___ Allows the user to temporarily transform into an animal or beast. (cant switch between forms before end of spell effect. You must pick one animal and put it in your spell list) Level Two: Call Spirits ___Summon Ethereal forest spirits to aide you. Level Three: Ancestors ___ Gain complete mastery of one temple for three turns. At least one whole turn charging (no other spells used) before use.
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Posted: Thu Jan 14, 2010 12:35 pm
(( Note to self: Ramp up spells, earlier tiers seem timid compared to other temples and second & third tiers are too similar )) Mind Temple Mierna
Tier 1 (Illusion) [L1 Other Truth lL2 lL3 Mirage ----------------------------------------------------------- Tier 2 (Empathy) [L1 Feelings lL2 Thought lL3 Movement ----------------------------------------------------------- Tier 3 (Precognition) [L1 Sixth Sense lL2 Observe lL3 Envision ----------------------------------------------------------- Tier 4 (Mastery of Minds) [L1 Telekinesis lL2 Brain Freeze lL3 Mind Control
*Tier One: Illusion Level One: Other Truth - Persuade ___ Your points of view are easier to accept by others. Direct use of this magic can persuade people to have certain ideas come to mind. Level Two: Slight of Hand ___ Movements are harder to predict because they seem to blend into each other. Level Three: Mirage - Cloak ___ Create a "double-image" effect on your opponent. (rank 2 at tier 3 makes you nearly invisible for a time)
*Tier Two: Empathy Level One: Feelings ___ Strong emotions like anger, pain, and killing intent are obvious to you even if they try to hide them. (dodge next attack.) Level Two: Thoughts ___ If they think something to themselves in their own head and put it directly into words you can eavesdrop on most of what they think. Level Three: Movements ___ After a few turns fighting someone you can "feel" most of their more complicated attack routines coming. (take no damage for two attacks)
*Tier Three: Precognition Level One: Sixth sense ___ React to attacks with a sixth sense that allows you to perform impressive dodges. (lasts for two posts) Level Two: Observe ___ Can see one of the next attacks coming enough to perform at least one impressive counter. (within the next two posts) Level Three: Envision ___ Can see the future a short distance ahead and change your attacks to control the next post of your opponent. (no auto kills unless they're hanging on by a thread, make their actions believable)
Tier Four: Mastery of Minds Level One: Telekinesis ___ Move objects of limited weight and size without touching them. Level Two: Brain Freeze ___ Takes a while to cast but utterly destroys the opponent's ability to use spells for several posts. Level Three: Mind Control ___ Usable only after Brain Freeze. Have a battle of wills with your opponent. If you win, you gain an ally for an in-game day that submits to your will. Being fatigued will greatly reduce the chances of winning.
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Posted: Thu Jan 14, 2010 12:38 pm
Body Temple Arcarnus
Tier 1 (Boost) [L1 Eyesight lL2 Reflex lL3 Precision ----------------------------------------------------------- Tier 2 (Physical) [L1 Speed lL2 Strength lL3 Defense ----------------------------------------------------------- Tier 3 (Longevity) [L1 Life Boost lL2 Resist Physical lL3 Resist Magical ----------------------------------------------------------- Tier 4 () [L1 lL2 lL3
*Tier One: Fine Tuning Level One: Eyesight ___ Follow faster movements easier. (lasts for several posts) Level Two: Reflex ___ React and achieve maximum speed faster. (lasts for several posts) Level Three: Precision ___ All movements, as well as aim, are more precise. (lasts for several posts)
*Tier Two: Stat Boost Level One: Dexterity ___ Moderate boost to Dexterity stat. (one or two posts) Level Two: Health ___ Moderate boost to Health stat. (one or two posts) Level Three: Speed ___ Moderate boost to Speed stat. (one or two posts)
*Tier Three: Longevity Level One: Life Boost ___ Increases your max health for several posts. (best if used early because percentage of current health stays the same) Level Two: Resist Physical ___ Increase in resistance to physical damage such as slashing/impact/piercing damage for several posts. Level Three: Resist Magical ___ Increase in resistance to magical damage and effects such as burning/freezing/electrical/poison damage for several posts.
Tier Four: Infuse Level One: Absorb ___ An elemental attack (tier three or below) from a temple you know is instead converted to energy or health. (minor damage still taken) Level Two: Channel Energy ___ Channel energy (elemental or otherwise) into your very fists to turn them into weapons. (For several posts all hits from caster are infused with major extra damage and can't take damage from hits to hands.) Level Three: juggernaut ___ All stats are boosted and user cannot be harmed for two ore three posts. (being hit with an "Epic" magic shortens it to one)
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Posted: Thu Jan 14, 2010 12:41 pm
Enchant Temple Angalia
Tier 1 (Physical) [L1 Sharpen lL2 Harden lL3 Lighten ----------------------------------------------------------- Tier 2 (Elemental) [L1 Enchant Element lL2 Cast-Off lL3 Pearl Revival ----------------------------------------------------------- Tier 3 () [L1 Cast Assist lL2 Invoke Flight lL3 Multi-Slot ----------------------------------------------------------- Tier 4 () [L1 lL2 lL3
*Tier One: Physical Level One: Sharpen ___ Creates a silver pearl on the weapon that magically hons and re-hons the edge, keeping it sharp. Last for 10 uses. Level Two: Harden ___ Creates an onyx pearl on the weapon or armor that magically makes the material denser, thus making it harder. Last for 10 uses Level Three: Lighten ___ Creates a white pearl on the weapon or armor that magically lightens it. Lasts for 10 uses.
*Tier Two: Elemental Level One: Enchant Element ___ Creates a pearl the color of it's element that causes the elemental damage corresponding to the labeled "Enchant Effect" as well as normal damage. Can only use one element at a time. Lasts for 10 uses Level Two: Cast-Off ___ Allow's the weapon or armor's weilder to cast spells from the Elemental pearl's power, Useable spells are listed in the spell archives. High-castoffs take twice the power of a regular one. Base-level Cast-off Lasts for 10 uses, High-castoff uses double the power, so has half that max. (Must be enchanted on already exsisting pearl) Level Three: Pearl Revival ___ Restores the number of uses given to each pearl. (Takes less time than normal enchant.)
*Tier Three: Magic Properties Level One: Cast Assist ___ Create a clear diamond on an item that slightly amplifies the damage/effectiveness of magic spells. Level Two: Multi-Slot ___ Creates additional slots on a weapon or armor allowing up to 3 elemental, 3 physical on a weapon, 2 elemental, 2 physical on armor, you can create more than one of the same element on either but it will not increase its power, just duration. This also allows you to place dropped 'pearl like' objects in a weapon slot to enhance it, and makes pearls removable. Level Three: Invoke Flight ___ Gives the wielder of the enchanted material (armor only) the ability to perform areal maneuvers (the same as if they had wings) for a few posts after the initial use.
Tier Four: Living Enchantment Level One: Friendly Unfriendlies ___ Enchant nearby wild monsters to fight for you. Level Two: Self Hypnosis ___ You become a master of you weapons for four posts. Level Three: Living Blades ___Summon many expertly enchanted blades to fight your foe with as much skill as an entire squad of the royal guards.
*Elemental Enchant use does not go by duration, but by impact with a solid object. Cast-offs, The enchanter must have the spells to cast it on a weapon, after its cast, anyone can cast it from the weapon. Must be Tier 3 in enchanting to cast High-castoffs. Tier 3 grants you 2 extra cast-off uses, Tier 4 grants you 4 extra cast-off uses. exp is gained each time you enchant, not each time you use it. When an enchant pearl is expended it turns dark gray and falls off the weapon.
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Posted: Thu Jan 14, 2010 12:54 pm
Healing Temple Llundir
Tier 1 (Minor Healing) [L1 Uplifted Spirits lL2 Bandage lL3 ----------------------------------------------------------- Tier 2 (Greater Healing) [L1 Restore lL2Revive lL3 ----------------------------------------------------------- Tier 3 (Buffs) [L1 Speed lL2 Strength lL3 Magic ----------------------------------------------------------- Tier 4 (Light Magic) [L1 Holy Light lL2 Enchanted Wind lL3 Final Breath
*Tier One: Minor Healing Level One: Uplifted Spirits ___ Chase away fears giving a very minor boost to Strength and Speed, any and all minor scraps and cuts are closed up as well. Level Two: Bandage ___ Small scrapes and cuts close and minor wounds stop bleeding, magic encases open wounds and speeds up the healing process. Level Three: Persistent Spirit ___ Resistance to de-buffs and a boost to physical stamina if your life is low.
*Tier Two: Greater Healing Level One: Restore ___ Removal of low level effects such as frostbite, poison, and burns. Level Two: Revive ___ *Out of battle* ~ Restore beaten player characters in the wild to about 1/3 of their life (enough to get them to the nearest populace). Cannot use on self. *In battle* ~ All wounds of moderate severity and below stop bleeding and heal faster. Moderate health regeneration until next post. Level Three: Life Orb ___ Instant restore of good amount of health. Can't move during casting time.
*Tier Three: Buffs Level One: Health ___ Major boost to Health stat and slight restoration of current health. (a few turns) Level Two: Defense ___ Major boost to Defense stat and probability to block. (a few turns) Level Three: Magic ___ Major boost to Magic stat and slight magic resistance. (a few turns)
Tier Four: Light Magic Level One: Holy Light ___ Powerful blast of light that does slight damage boost to those with wicked hearts and the undead. (including caster) Level Two: Enchanted Wind ___ All lingering negative effects towards you from either physical wounds or magical spells are nullified. Opponent's buffs are also removed. Level Three: Final Breath ___ Health must be below 1/4 max to use. Blast your opponent with powerful light magic causing incredibly Severe damage at close range. Your opponent cannot use magic for the remainder of the battle if hit.
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Posted: Thu Jan 14, 2010 12:55 pm
Curse Temple Vyrsal
Tier 1 (Discomfort) [L1 Disorient lL2 Slow lL3 Weak ----------------------------------------------------------- Tier 2 (Degradation) [L1 Dull lL2 Heavy lL3 Defile ----------------------------------------------------------- Tier 3 (Soul Curse) [L1 Silence lL2 Enfeeble lL3 Poltergeist ----------------------------------------------------------- Tier 4 (Dark Magic) [L1 Life Drain lL2 Animate Dead lL3 Corpse Breath
*Tier One: Discomfort Level One: Disorient ___ Causes moderate nausea that reduces ability to fight at full potential. Level Two: Slow ___ Slows reaction time. Level Three: Weak ___ Weakens foe by draining a slight amount physical stamina and making the next posts physical attacks slightly weaker.
*Tier Two: Degradation Level One: Dull ___ Blades and spikes due less damage for a few posts. Level Two: Heavy ___ Weapons become heavier. Level Three: Defile ___Leather and Metal materials become weakened and wooden weapons do little damage.
*Tier Three: Soul Curse Level One: Silence ___ Foe cannot use spells for at least one posts. Level Two: Enfeeble ___ Severe reduction to magic resistance. Level Three: Poltergeist ___ Causes an evil spirit to cause slight damage whenever in combat. (until removed by high lvl healing magic)
Tier Four: Dark Magic Level One: Drain Life ___ Slight regeneration to casters health and moderate life loss from opponent. Slight loss of physical stamina as well. Level Two: Animate Dead ___ Summon undead warriors to fight for you, increasing the number drastically decreases their fighting prowess. Level Three: Corpse Breath ___ Health must be below 1/4 max to use. Blast your opponent with powerful dark magic causing Severe Acid damage at close range. Your opponent slowly loses life, stamina, and mana for the rest of the fight, if not defeated.
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Posted: Thu Jan 14, 2010 12:56 pm
Dragonslayer Temple Eldanius *Dragonslayer Temple is different than all other temples because the Tiers and levels aren't depicting spells but progress through the abilities and such gained by the temple. Learning each ability takes twice as many posts as learning a spell of the same tier normally would but all BATTLE posts made outside of a temple count towards the level training. You can still forgo leveling up of a current tier to train at the next tier.*
Tier 1 (Dragon Magic) [L1 Element lL2 Focus lL3 Excel ----------------------------------------------------------- Tier 2 (Dragon Abilities) [L1 Colossal Might lL2 Dragon Heart lL3 Magic Resist ----------------------------------------------------------- Tier 3 (Dragoon Aspect) [L1 Claws lL2 Scales lL3 Wings ----------------------------------------------------------- Tier 4 (Dragon Kin) [L1 Elemental Breath lL2 Revert lL3 Full Dragon
*Tier One: Dragon Magic Level One: Element ___ Limit elemental magics to one. Level Two: Focus ___ Selected elemental magic is learned faster. Level Three: Excel ___ Selected elemental magic is more powerful.
*Tier Two: Dragon Abilities Level One: Colossal Might ___ Gain an extra boost to Strength. Level Two: Dragon Heart ___ Gain an extra boost to Health. Level Three: Magic Resist ___ Slight resistance to Magic.
*Tier Three: Dragoon Aspect Level One: Claws ___ Extend-able claws to rip your opponent apart. Level Two: Scales ___ Gain scales over most of your body except vulnerable parts such as the face, stomach and groin. Level Three: Wings ___ Gain dragon-wings able to sustain flight and a tail for stability.
Tier Four: Dragon Kin Level One: Elemental Breath ___ Blast your opponents with magic infused dragon breath of your element (very powerful but uses mana). (Elemental Breaths are as follows. Fire= Fire balls and flame throwing, Water= Ice balls and freezing breath, Air= Air spheres and cutting winds, Electricity= Plasma balls and paralysis breath, Earth= Stone boulders and quick-dry thick mud, Nature= Acid balls and melting breath.) Level Two: Revert ___ Can revert to being able to use other elements for a day, but cannot use dragonslayer abilities for the duration of that time. Level Three: Full Dragon Wield dragon only abilities as well as your own (your choice of ones you're sufficient level to wield) for a day as you transform at will into a full dragon. (lasts for an in-game day) Boosts your resistance to magics and your own elemental attack magics as well.
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