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Goddess of Disaster
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PostPosted: Thu Aug 01, 2013 7:07 pm


A list of spells and attacks.
Feel free to use these spells/attacks.



EVERYTHING YOU MAY NEED TO KNOW ABOUT THE MAGIC WORLD

Magic Energy:
Magic energy is the energy that is being consumed whenever you cast magic spells.
If you use too much of your magic energy then you may begin to feel tired. Sleeping is the number one way to recharge your magic energy.
The thing about magic energy is that not everyone has magic energy. People who are born with magic energy are generally called 'aüspaes'. People who knows how to use magic and cast spells and whatnot are called mages. Some mages have "more" magic energy than others. This is because in every mage, they have this sort of "container" inside them where the magic energy is stored. Some mages are born with a bigger "container" and others train in order to strengthen and expand their "container."
Some mages may not be aware of their magic energy and if one is not aware of their magic energy, then that may cause trouble to them as well as everyone around them.
Some people have abilities to sense others magic energy. Everyone's magic energy has a specific kind of color. It may be one color or multiple, it all depends on a person's personality. (eg: an evil person may have a black magic energy color)
One could also focus their magic energy to a specific part of their body. (ie: focusing your magic energy to your feet so you can walk on water)
Focusing your magic energy to go to a certain part of your body takes a lot of control and work.
There are also some exercises that one can do to strengthen their magic energy.
Also, using too much of your magical energy in one sitting (eg: 90% of it in 10 minute time span), can cause catastrophic damage to your body. (eg: coma, lungs combusting) **
Additionally, because of magic energy, mages who are attacked receive less damage compared to regular humans.

Other Dimensions/Realms: **
Traveling through realms is very dangerous for humans, whether you are highly skilled mage or not.
Most humans that attempted to travel through realms end up dying due to their organs completely rupturing.
Their human bodies could not handle the immense pressure that is given off when a fissure/portal opens up between two different realms.
Not only that, it is very rare for a fissure/portal to open up between realms long enough for humans to travel through and if they ever do, one may not be 100% certain which realm they may lead to.
Once certain fissures/portals open, they may never be able to open again. Thus why some creatures belonging to different realms are stuck here in this realm. (Which we call the Supernatural Realm.)
However, humans are not the only species that this may happen to. This effect (Called the DTE or RTE) could happen to other different species as well.
And there are some species out there that the RTE does not affect.
For example, a rare species, the Realm Riders. Their name is an obvious. They're a humanoid subspecies that can travel across realms without being affected by RTE.
There are mages out there (Called dimensional wizards; species that learn about dimensions and realms and RTE does not affect them) whose job it is to keep the world intact by making sure there are
not too many dimensional fissures/portals open because if there were, then that would also be catastrophic.

Ethereal Plane: **
The Ethereal Plane is where ghosts and spirits and possibly other beings reside.
This plane is omnipresent and exists in all realms and dimensions.
However, the Ethereal Plane is not visible to most beings. Like dimensions and realms, the Ethereal
Plane is nearly impossible to see unless you are a being that has the ability to.
What does the Ethereal Plane do exactly? Well, not only does it houses ghosts and spirits and possibly
other beings, but it connects every single dimension and realm.
You can travel through the Ethereal Plane portals that lead the other dimensions and realms and not die.

Staffs and Wands:
Staffs and wands are usually used to help beginners direct their magic spells or their ME.
Staffs and wands can also be embedded with magical gems and crystals. The gems/crystals have certain attributes that can fortify the staff/wand.
(eg: an ice crystal embedded into wooden staff may help the user with ice magic and attacks.) **

Spells/Spell Casting:
Spells are very useful but all cost a certain amount of magic energy from the user.
The Red Shield Organization oversees all spells that are made or already exists and categorizes them. They are the organization that determines whether a spell should be forbidden or not. At the RSO Headquarters, they have a large archive of every single spell on earth. The RSO also have a unit of agents called the Rune Knights. They are stationed everywhere in the world where magic is prevalent and supervises its use. They're basically police officers.
Spell Casting is easy when you remember the spell and perform it correctly. Some spells require magic circles and some do not. Usually, large, wide-scale, powerful spells require magic circles. Summoning spells require magic circles.
Some people can non-verbally cast spells. However, this requires a shitton of training and concentration.

NOTE:
Magic is great and this is a world where it exists, however, let's remember that magic cannot do everything. What fun will it be if magic can do everything for you? So, try to tone it down and don't go completely overboard.
Magic spells/attacks have to require the appropriate amount of magic energy. (A simple should cost about .1% of the user's ME, while a powerful spell, say for example, Ensis Exsequens, should cost about 50% more or less.) **
ALSO:
Spells that can completely destroy a target or cause mass destruction are prohibited. UNLESS there is an equal consequence. (eg: Using a destruction spell that completely wipes a target from the face of Earth but also the user as well.)


** Magic like the one mentioned above is called destruction magic. A type of dark magic that is forbidden and no longer in use.

 
PostPosted: Sat Aug 10, 2013 10:18 am


Here are some ideas for general use, and I'm partially making these up razz I will keep adding to this if I have time.

Elemental
-Vientus sollivarsi: This is an air based spell that focuses a powerful air current to the feet. This thrusts you forward however the distance depends on the users elemental mastery. this should not be used on a rocky surface as that will end badly for the user.
-Isa aestus: You create a shredding flurry of ice slivers, which blast from your hand in a line
-variuntai corpum: creates a tunnel of twisting air currents that can cut through rock, this tunnel can also break into smaller tunnels which become slightly quicker.
-ignaitum feron: the user creates a 1.5m fireball in their right or left hand and it is used as a projectile.

Non Elemental
-Hex ward: this spell can reject hellbound magic like hellfire,shadow based magic and corrupt type magic
-cogere pungus (force punch): This spell charges your hand with telekinetic force. Your successful melee attack can break through stone and depending on the mage, even tough metals
-Acoras Sensibus: this gives the user animal like senses in hearing,smell,touch,taste and partial sight. the time of the spells effects are short but it is still a useful spell to have.

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PostPosted: Wed Aug 14, 2013 11:37 pm


Eries Connear - A simple but effective communication spell working like a telepathic walkie talkie.

Bruen Contortis- A spell that entraps others in a magical wire like web.
Can also be used to detect others if a network is made and someone comes into contact with it.

En! - Dark and you can't see a damn thing?, use En! a summon spell contracting a small soul sprite that anyone can use looks like this

User Image


Retracto Excellum- A basic spell that can absorb small amounts of elemental magic. However if the magic is to great to contain can backfire on the caster ((Nullification Magic/ Negation magic))

Accel I: The first speed technique taught to many students.

Accel II: an improved version of Accel

Accel Tri: You get the idea

Accel Quad: -Cough- stare

Accel V (Vee) : The most powerful form of accel requiring rigorous training to perform. The trick is spinning while Accel is active. This can produce after images of yourself tricking enemies that there is more than one of you.

Haoen ( Pure Soul Strike): A powerful energy wave. only those able to tap there soul potential have access to this move as it drains all the users energy on a single strike. Manifests the person inner soul color and can be formed in a wave, blast, ball, strike etc.

Tai Ken Ren Ha No Bo Kan Rah: A long incantation for binding someone where they stand. Can be applied to any part of the persons body although is normally used for the feet. Once chanted is fired like a gun off the finger tips.

Radial illumia: A blinding spell that creates a blinding flash of light. Like a flash grenade only magic style! whee Useful for disortientating foes, or to cover yourself for a quick get away.
PostPosted: Wed Aug 21, 2013 12:30 am


Accelerated Shot: Long range wielded attack using any Accel technique

Accelerated Strike: Melee range attack using any Accel technique

Sacred Beast Leap: A technique using the same inner willpower magic (Soul magic) to execute a jump, Allows the user to soar over large obstacles with ease.

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PostPosted: Wed Aug 21, 2013 3:22 pm


Crystallitatio Tellustris:
This is an ice spell that freezes the ground and causes jagged pillars of ice to jut from the ground and if it isn't dodged, the target's feet could be frozen to the ground, immobilized.
PostPosted: Mon Sep 02, 2013 1:34 pm


Call Of The Shadows:
The user takes the force of the shadows around them, able to bend them to their will. If used incorrectly, the shadows will riot and turn onto it's user.

Daemon manus [Demons Hand]:
The user must be a demon to wield this spell. Or some kind of chaotic being.
Demons hand allows the user to harness the power of a spirit demon, taking its hand and wielding the powers as a large scythe.


anima furtivæ [Soul Stolen]:
The User takes their soul, sending it into another object or person. They will control the object/person, yet their souls will switch places. If another soul rejects, the user will be sent back.

Flatus Spiritus [Breaths Spirit]:
Breaths spirit is a small spirit that floats around the user. It forms around into a small orb or small human form [it changes depending on the user]. It allows a boost in magic resist, but can only be used once every ten attacks.

[Bell-chan]


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PostPosted: Mon Sep 16, 2013 4:17 am


Vigora Rasengoal: The caster creates a pool of energy that revives one's stamina. The pool itself is the casters own stamina so the user risks his own health

Phase Shift Theory: This is the ability of placing ones self into another universe by separating all partials and projecting them into another reality. Only a multi-dimensional being like a Lorgan or Elemental Wolf can perform this and can teach others.

Air/Flame/Lightning Palm: This is a melee technique that an elemental mage can use in combat while reserving their own energy. They focus one element to both hands and engulf the palms and knuckles. Each element has different properties, Air can repel melee attacks equal to the force that strike is powered by, Flame palm causes burn damage and Lightning affects the targets muscle efficiency.

Vientus Cogere: A basic air missile that is focused magika forced fro the feet and up through the casters body and shot foward as a wall of air. This can knock an opponent of their feet but not fatally damage them. this can be repelled by another Vientus spell equal to or more powerful.

Vientus Flante: A powerful air wave of air that pierces a target, this is one of the fastest wind techniques and is effective with an armored enemy.

Vientus Enis (wind sythe): A master spell that fills the room with powerful winds, after the winds fill the room the user can either use a bladed weapon or special linen wrappings to shoot a beam or multiple beams of light that pierce all targets at the speed of sound and can be very fatal.

Raging dragon: A fire spell that is a construct dragon that shoots at the target and incinerates them. it is cast with both hands made into fists, the angrier the caster the powerful the spell.

Elemental Cloak: The master catalyst spell used by an elemental mage. The user cloaks himself in a certain element and this allows him to perform master spells with less effort and energy cost. The cloak can take a few forms like a full body cloak, the tail cloak and the hurricain cloak.

User Image

User Image

User Image
PostPosted: Fri Oct 04, 2013 2:28 pm


Flagarantia Rubicans:
This is a fire ball spell.
You stretch one arm out, palms outward and say the spell. As you do, a bright, big ball of fire will emanate from your palm. Wherever your palm is directed at is the spot where the fire ball will shoot towards. This fire spell can cause third degree burns.
Costs about 30% of one's magic energy.



Vulnera Sanentur:
This is a healing spell.
You hover your two hands over the wound and say the spell. Once you do, your hands will begin to glow a soft green, which indicates that the spell is being cast. The healing spell is for healing deep wounds. This is a high level healing spell which requires about 50% magic energy due to the spell lasting at least 5 minutes or so, depending on how deep the wound is.
(It's just like the body's normal process of healing wounds; with vasoconstriction, platelets, clotting proteins, fibroblasts, and then scar tissue.)

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PostPosted: Thu Oct 10, 2013 2:31 pm


Incendio:
Incendio is a fire spell that lights your fingertips or hand ablaze with flames. If the flames is on your fingertips, you can shoot it off (like flick your fingers and then the fire will shoot wherever your fingers are directed at). This isn't as powerful, just a small flame that some use to lit firewood or something.
PostPosted: Sun Oct 13, 2013 1:14 pm


Daemons Assist:

The user draws a pentagram in the air, each movement a line. It forms to a small demon, giving the user one item. Takes 20% of the users magic power, and can only be used once an hour.

[Bell-chan]


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PostPosted: Thu Oct 17, 2013 5:35 pm


Seven Sage Seal (Druid magic): One of the ultimate sealing spells, this takes seven members to perform the ritual. The target is places in the center of a complicated rune circle with seven smaller circles drawn on the edge of the bigger circle equally spaced apart. The seven are almost killed (some might die if they are too weak) and the target is sealed in a black crystal pillar stone that can not be destroyed by magic of another. Only a person who originally cast it or someone who has the same blood can release the target who does not age but will have no mana left in him nor can he normally regenerate more.

Air Blade (elemental): The caster gathers the surrounding air and concentrates it into a constructs that resembles a katana blade. The blade itself vibrates at huge frequencies to it is used for cutting and potentially piercing.

Special Summons (various): This is a summoning spell that can only be performed when certain requirements are met e.g to summon Arknaar (the wind reaper) the caster must be wearing the reaper cloak. Some of these summons are superior to normal summons as the summoned beings have special abilities and traits.

Syphon (elemental): The caster curls air around the fingers to make a snake like construct and extend them out toward an opponent. If they latch onto the target, the user can drain their mana but this spell is deemed forbidden and it has been known to kill both the target and the user.
PostPosted: Mon Oct 21, 2013 6:53 pm


Milibus Lucidus Polus:
A white magic spell or holy spell.
It summons several spears of light that comes from different directions and are all fired towards a specific target or focal point.



Absorbens Volucrem Cæli Tonitrui Sonum:
This spell fires a gigantic beam that moves at a rapid speed. It is made of one's magic energy and results in an enormous explosion. The beam is about 25 meters in diameter and can endlessly stream in the direction it is fired.


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PostPosted: Sun Nov 03, 2013 6:31 am


Clipeum:
A basic shield spell that protects user from attacks. It perimeters the user's (or a target's) whole body and deflects any attacks but large attacks can be a strain on the shield.
This doesn't cost a lot of magic energy and only lasts 10 minutes.

Captanda Cubus:
A sealing spell that traps the target inside a magic box, where they cannot get out until the spell wears out; the magic box is unbreakable, whether the attack is coming from in out, and it won't wear out until said time is over (which is about an hour). The only downside is that it uses a lot of magic energy and if not aimed precisely, it won't work.
PostPosted: Wed Nov 20, 2013 1:27 pm


Tenken, Sword of heaven!
Sword of heaven is a holy spell that summons a wide long sword, about 7 feet, made of pure light energy and it falls from the sky and pierces the target through the center. The spell is capable of homing in on the target but can't track more than 50 feet away from its original target.

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PostPosted: Fri Nov 22, 2013 10:40 am


The All Seeing Eye Spell has many different names, often being called The Eye of Providence, or Oculus Prouidentia
It's a spell that allows the user to see everything that goes on within a fifty mile radius. Or one could even set up talismans around the perimeter of the preferred area. It's a powerful spell, and very useful for spying or seeing what goes on in an area. But the major downside was that it drained 98% of one's magic energy and it could even result in the user to becoming insane, even develop insomnia or other mental illnesses. Since the spell allows said user to see all that goes on, images and events fill the user's head constantly, and it's never ending unless the spell wears off or the user casts a counter-spell. But even so, by then, the user could have become completely insane. Upon discovering that this powerful spell could cause such an awful outcome, the spell was discontinued and people no longer used it, unless a situation was dire.
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