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Posted: Sun Aug 10, 2008 6:50 pm
Hanse's Spells of Destruction.
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Posted: Tue Aug 19, 2008 11:08 pm
Element: Fire Spell Title: Falcon Punch Effects of the Spell: The user charges forward with a powerful punch which is surrounded by a flaming falcon. The user must shout out "FALCON PUNCH!!" when doing this.
Element: Fire Spell Title: Ring of flames Effects of the Spell: Striking the ground, either with a weapon or with a body part, the caster sends out a small wall of flames in a 5 feet radius around them. The better the skill, the taller the flames will be. Attack radius may increase with skill as well.
Element: Fire Spell Title: Fireworks Effects of the Spell: Caster throws a fireball which explodes into colorful sparks. Does relatively low damage, but can daze or blind an opponent if thrown at their face. This may also be used as a flare of sorts if thrown into the sky.
Element: Fire Spell Title: Afterburn Effects of the Spell: Propelling flames appear either at the bottom or just behind the heels of the caster to give him/her a considerable speed boost while running (or flying if they know how). While this can be used to increase jump length/height, the flames aren't powerful enough to make the caster hover or fly. Also the caster must practice this technique or they may easily fall when running with the flames in effect. Direct contact with the flames may cause some severe burns.
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Posted: Tue Sep 02, 2008 6:34 am
Element: lightning Spell Title: Jumpstart Effects of the Spell: The caster sends a small eletrical current through the body of a person who's heart has stopped. If done properly the person's heart may begin to beat again. However this is not always the case, and on the rare occasion the caster may shock themselves instead.
Element: water Spell Title: Whipping tides Effects of the Spell: water is conguated into a whip like form, which can be used to attack someone or to reach far flung objects.
Element: water Spell Title: invisible moisture Effects of the Spell: When theres no body of water around, a high leveled caster can congegate the moisture in the air into water. This technique reqires a high amount of concentration, and if there is no moisture then this will not work (eg, in a dessert)
oh, and blade, your afterburn spell...Do you need burritos to use this spell by any chance? BD if you get my drift...
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Posted: Thu Sep 04, 2008 12:35 pm
XD nope. The flames come from the feet.
Element: Dark Spell Title: Dark Healing Effects of the Spell: The caster uses some of their own blood to try and heal another. The more the caster bleeds, the more they can heal. This cannot be used on the caster. This cannot revive.
Element: Dark Spell Title: Shadow Fall Effects of the Spell: The caster drips some of their blood onto the ground. From this spot, a bubble of darkness will spread out in a 10 foot radius. The caster may expand the darkness bubble by using up some more of their blood in areas close by.
Element: Dark Spell Title: Blessing of the night Effects of the Spell: Generally used in conjuction with Shadow Fall, but can be used whenever it's dark. This spell allows the caster to temporarily have excelled night vision to aid them in moving about in darkness.
Element: Dark Spell Title: Shadow Step Effects of the Spell: With some concentration, the caster may do a short distance 'teleport' of sorts to a location where their own blood has been spilt. The blood must be relatively fresh (less than 30 minutes of sitting there), and this has a max range of 50 feet.
Element: Dark Spell Title: Bloody pact Effects of the Spell: The caster first must get some of their blood onto their weapon(s). With some concentration, the weapons and the caster will soon glow with a faint, dark reddish aura of sorts. While the caster is like this, their speed, strength, and agility all increase dramatically. It also numbs out pain for the time being. However, once the spell's effects are over, the caster will most likely collapse in both pain and exhaustion for pushing their body so far (as well as from any injuries they may have sustained). This leaves the caster extremely vulnerable, as in some cases, it may leave them unable to move their own body for several hours. The longest this can be kept up is 10 minutes for someone that is relatively fit. If the caster tries to keep it up much longer, they may end up pushing their body to the point of death.
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