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Goddess of Disaster
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Demonic Fairy

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PostPosted: Tue Nov 26, 2013 12:45 pm


Hell's Butterfly:
A simple summoning spell that summons a black butterfly. This butterfly is used for delivering messages to others and it can also be used to help guide others.
The user just needs to whisper the instructions or messages to the butterfly and it will follow the commands.


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PostPosted: Tue Nov 26, 2013 1:22 pm


Byakurai:
User fires a white lightning bolt from their finger.

Seki:
Creates a shield that temporarily stuns and repels whatever strikes and attacks it.

Nenshouki:
User creates a massive tornado of whirling fire that continuously barrages everything until fires eventually die out.

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PostPosted: Mon Dec 16, 2013 4:59 am


Wind Scythe or the silent reaper (Elemental): One of the master wind spell only a few can learn. To pull off the full version of this spell, the caster must be wearing the elemental cloak of Ra. Once they are wearing this, they gather the surrounding air to themselves and concentrate it all. They then release it to fill the surrounding area with a powerful gale storm that can cut the target and inanimate objects. The cloak is made of rune bandages which light up straight after the storm id released. The caster will fire beams of light (what they look like but are actually the bandages compressed by the spell to form spears) with can cut through anything. Depending on the caster, the maximum number of spears shot out has been 20 however the sages have said that more can be fired.


Reglection field : The user pulls the air between his hands to make a sphere space with no air that is used to distinguish projectile fire spells

Tenken sage ward (General Master spell): Five master mages draw a rune circle around a city or town size area. They create a circle for themselves to stand in at the 5 pentagonal points of the circle and they generate a shield withing the large circle.It can be held up for days if the mages swap out for others in theory. The shield itself is as strong as 30 feet thick diamond and can regenerate slowly if all five magi at the time are all white magic users. (will be used in the storyline)
PostPosted: Tue Jan 07, 2014 2:01 pm


Kea Ihes:
Creates a plume of smoke. Basically used like an ninja's smoke bomb.


Kyakko:
Conceals user and/or targets from sight by bending light around them. It can only be used if users and targets are remaining in one place. Moving will cause the spell to be broken.


Akushirudo:
Creates a simple shield of one's magic energy. Shield is rectangular, 1.5 meters in width and 2.5 meters in height. Only covers from one angle/side.


Summoning of the Tracking Ravens
(Incantation: "Heart of the south, eye of the north, finger of the west, foot of the east, arrive with the wind and depart with the rain."):

This spell summons tracking ravens. To activate it, the user must draw a magic rune onto the ground. Incite the incantation. The incantation will animate the rune, causing it to glow and spin. However many ravens you want to appear will appear. The ravens can track and locate any target. Simply give it longitude, latitude coordinates of the target; an item belonging to the target; or simply cast the spell if the target is at least within 100 meters of user.


Litekarbis:
A spell that surrounds the user in a magic box. It is similar to Captanda Cubus, except only the user is inside and it is meant for protecting said user and/or target. Any attacks that comes from the outside cannot damage the people inside the box. This spell only lasts approximately 45 minutes.

Goddess of Disaster
Captain

Demonic Fairy

13,165 Points
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Goddess of Disaster
Captain

Demonic Fairy

13,165 Points
  • Magical Girl 50
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PostPosted: Tue Jan 28, 2014 1:13 pm


Ensis Exsequens
Known as Executioner's Sword, this spell is a high-level attack, which uses up a significant amount of one's magical energy. Once casted, the user's dominant hand shall be wrapped in his/her's magical energy, which then stabs outward in the direction of the outstretched fingertips in the rough approximate form of a blade. This spells causes damage by instantly converting whatever it touches into a gas (Solid to a gas, or liquid to a gas). Any living target caught in this spell would be immediately vaporized and thus, killed. This spell also absorbs a significant amount of heat, so because of this, the surrounding area's temperature will plummet quite drastically, making this spell a two-stage attack. Although this is a powerful attack, the user usually dies along with the spell, since the surrounding area in which the spell was cast will become unbearably cold.


Cadens Nivis
An ice spell that instantaneously create and launch a large avalanche of snow at the target, which may cause blunt trauma, frostbite, and/or hypothermia (Assuming target is not already frozen/swept away).


Magna Cataracta
A spell which summons a large-volume pillar of water. Due to the height it is called forth from and its large mass and potential energy, it can be very destructive. It is the water version of Cadens Nivis.


Gelidus Capulus
Creates a coffin made of ice and encases target into it.
PostPosted: Wed Mar 05, 2014 5:06 pm


Known Anamarian crests

~ Crest of the Knight (stage 1): When active, elegant tattoos appear all over Pharos's body. This means he is shielded from attacks and his muscle mass increases. He can project energy based attacks and can created a blade made of blue energy.

~ Crest of the Guardian (stage 2): When active, a full set of silver armour forms on the caster. The crest tattoos are etched into the armour in the same positions as the crest of the knight. This crest grants the user expert level energy based magic and physical skills like speed and strength are doubled from the crest of the knight. The caster may also use a special sealing spell (Arcane grip) that stops the movements and holds any creature (excluding humans and mages) that uses mana.

~Crest of the Emperor (stage 3): A mecha armour is formed on the caster. The armour generates a field of mana that deflects melee attacks (some attacks may break through with weapons that are master level). The armour grants the user expert level mana based spells, increased speed, defense, and offensive capabilities. The armour also grants the user the sealing spells like the Goten sealing chains.

~Flame Armour (stage 1): Engulfed in flames from head to toe. the caster can not be touched (in theory and this means a simple touch) and can use potent fire magic.

~Crest of the Inferno (stage 2): Parts of an armour of burning rock form on the caster and wings of fire can be formed when needed. The crest grants the user expert level fire magic, the ability of flight, and the ability to enchant any weapon the caster uses with fire (includes the anamarian blade)

~Flame lord crest (stage 3): Flame envelope the caster and harden to form a molten magma armour. The armour grants the user master level fire spells, higher levels of defense and the ability to manipulate his own mana to influence others( to intimidate them by pressurizing the atmosphere)

~Crystal Armour (stage 1): For defense purposes. This Armour is slower than the rest and protects the user from attacks (magical and physical). The caster can also use crystal magic in this form. Magic attacks stronger than his/her own can break the armour and the crystal armour is not so resistant to ice magic. Crystal magic that the caster uses has the same characteristics as earth magic.

~Aura cloak (stage 1): Using the caster's own life force to create a shield. An anamarian's aura cloaks him in a gaseous armour that neglects 50% damage for a short amount of time. All magic spells cast while using the aura cloak becomes aura based magic until the armour fades.

~Cloak of ascension (stage 2): The users aura glows gold and forms a robe around the user. The cloak gives the user the ability to use medium level particle magic and aura magic. This cloak is physically straining on the body and can only be wielded by a mage who already has multiple stage 3 cloaks AND has had special training on the body to raise its durability.

~Animus cloak (stage 3): White energy and small beams of light emanate off the user. The cloak allows the user to use master level particle magic and aura magic for a short amount of time. This cloak is physically straining on the body and can only be wielded by a mage who already has multiple stage 3 cloaks AND has had special training on the body to raise its durability.

~Whirlwind cloak(stage 1): Wind curls around the user at high speeds so it deflects projectile attacks. The user can run at high speeds and use air magic while this crest is active.

~Razor cloak(stage 2): The surrounding air curls around the user to make a cloak of air. The anamarian blade is transformed into a bladed chain that can fire of air magic. The cloak also increases the caster's base speed even more than the whirlwind cloak.

~Crest of the Hunter (Stage 2): A hooded cloak forms on the caster that grants increased speed, heightened senses, and the ability to control creatures for a limited amount of time (depending on the creatures power level). The crest also converts the anamarian blade into a bow that fires mana arrows.

~Titan crest (stage 3): Using his aura, the caster forms a giant construct of a warrior. The construct is controlled by the user and can only be used for one(or two) post/s.

~Reaper crest A black energy forms a tattered hooded cloak around the user and the anamarian blade is transformed into a scythe. This crest allows the user to use an explosive black energy that can be fired off and channeled through the scythe by the caster. The caster's base strength and speed are increased. The user can also turn nto a shadow and swim through the walls and floors. infact any surface with enough space to fit through. Shenron taught Raiku this technique as a reward for helping out during a mission.

~Crest of the Fighter (stage 1): Leather gloves infused with mana form on the casters hands. They increase melee capabilities and core strength.

~Crest of the Brawler (stage 2): Two gauntlets that amplify melee attacks and strength, the caster's base strength is tripled. The gauntlets also use kenetic energy to amplify punches to make them stronger. when the caster punches kenetic energy is fired like a missile making it look like the caster is firing off air.


Authors note: If you intend to use tis magic, please please please ask my permission first. There are set requirments that have to be kept

shinzo_husky
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Goddess of Disaster
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PostPosted: Thu Jun 04, 2015 2:40 pm


Healing Spells:
Hortum Edenis (Garden of Eden):
This is a powerful healing spell that can heal multiple people at one time. Once the spell is cast, the caster and their targets are engulfed in what looks like a very large white egg. However, on the inside it takes an appearance of a mystical forest. The injured could be found inside large flower blossoms; this is where their magic energy and wounds are regenerated and healed. This spell takes up quite a bit of the user's magical energy (about 48%) and the caster has to concentrate on the spell and its healing process so the caster themselves cannot be healed along with the others. If the caster's concentration is broken, then the spell will break.

Faciamus Dolor:
This spell takes the wounds from the target and gives the wounds to the spell's caster. This spell does not require much magic energy (about 8.8% is used).

Adjutricem Vitae:
This spell gives the target all of the caster's magic energy. To cast this spell, the caster must have direct contact with the target and recite the spell. After that their auras can be seen glowing about them as the magic energy is being transferred from caster to target. After that, the caster will be left unconscious.
PostPosted: Thu Jun 04, 2015 2:44 pm


Arma Deis (Armor of the Gods):
This spell creates a full body suit of armor and can be cast on just about anyone. The armor is made of magic energy itself and can deflect magic based attacked.

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PostPosted: Fri Jun 05, 2015 11:53 am


Magical Theory: Runes


The alphabet and building blocks of all magic. Runes are ancient letters with magical properties that when strung together in a sentence create something new, a verse of runes if you will. Runes can be used by pretty much anyone with the intelect and know-how using hand signs. And some can even create rune circles to do specific things but it is the Druids that can take runes to the next level to make multi-layered rune circles, bind runes to their own bodies and project runes in the air to create 3D circles (well in theory). Using runes as a normal wizard still costs magic energy, and the more you use at a time the more energy spent. Not everyone can use runes in combat and few can read them. It takes years to learn the language and way to structure them into a circle or sentence.

When it comes to druids, runes are their lives and weapon of choice. A druid will usually mark his body with runes that do different things depending on how they are placed and written. A rune like Sol on its own will produce a light source, whereas Tyr, Sol and Hagall would create a solar blade. A rune can also be reversed/flipped to do the opposite or negative effect. Reversing runes and combining them can make the rune structure un-stable so be careful when doing this.

Will be continued if needed  
PostPosted: Fri Jun 05, 2015 2:23 pm


Magical Theory: Dark magic



Magic is a tool used by wizards, mages, seers, druids and elders to combat, perform mediocure tasks in everyday life and for knoweledge about the universe and where life truely came from. Magic is a privaledge one should never abuse, but there are some who do abuse their magic. These are dark wizards who use evil and dangerous magic to harm others and is used for personal gain. One form of dark magic is destuction magic which is practically illegal. You should not use it as it can kill the user very easily. Here is a quick list of dark magic types you may come across, these are not all of them:

- Demon arts (certain strands of demon magic)
- Hex magic
- Necromancy (certain strands of this magic)
- Dark Aura magic
- Demon blade magic
- Reaper magic
-Youkai Magic

All of the listed magics were created to kill other magic users and entire populations. Luckily some of these magics have light counterparts so they can be stopped if needed.

Will continue if needed  

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PostPosted: Thu Nov 24, 2016 5:26 am


A spellbook for a mage character of mine in a different RP.


Elemental Magic


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Description: The Mastery of the elements through magical force, one of the oldest and most effectively researched classes of magic. Generally Users focus on one element however there are those who learn multiple elements.

Known Spells:

Rank I Spells
- Windbolt - The user focuses their magic creating a fist sized ball of compressed wind which they can hurl at their opponent.
- Windball - The user creates a ball of wind that can deflect a spell of equal strength before it dissipates.
- Wind Cloak - The user shrouds themselves in light winds lessening their weight and allowing them to become more nimble.
- Gust - A strong gust of wind of approximately 50 mph.

- Firebolt - A condensed ball of fire the size of a fist that can be hurled at the opponent.
- Fire Whip - A concentrated line of fire that sears into an opponent leaving a mark like that of a whip.
- Douse Flame - The user is able to seize control of nonmagical flames and snuff them.
- Flare - The user produces a gout of flames that go up to five feet away.

- Dustbolt - a ball of hard earth that is thrown that can be hurled at the opponent.
- Dust Cloak - The user shrouds themselves in dust making them harder to see and slightly boosting their defense.
- Dust Cloud - Throws up a thick cloud of dust which can be used as a smokescreen
- Dust Devil - Generates a small dust tornado which moves in a straight line for a short while before dissipating.

- Waterbolt - A ball of condensed water which can be hurled at the opponent.
- Ice Blade - A brittle blade of ice formed from the moisture in the air.
- Cleansing Water - Water infused with magic which can be used to draw out impurities such as poison.
- Healing Water I - Water infused with magic which is able to mend minor wounds.

Rank II Spells
- Float - Makes the users practically weightless allowing their movements to be greatly unhindered by gravity, though they are only too susceptible to outside forces meaning that even normal attacks could potentially send the unwary flying. [Lasts 4 posts]
- Wind Blade - Condensed wind that shears with a razors edge of magic strong for it's rank but difficult to control.
- Gust Cloak - The user wraps themselves in a gust of wind which is able to deflect and block attacks of Equal rank or lower. [Last 2 posts]

- Fire Spear - Launches a bolt of concentrated flames at the opponent.
- Flamethrower - Creates a sustained gout of flame which can extend up to 20 feet.
- Flame Cloak - Wreaths the user in flames which harm any who get too close.

- Earth Wall - Raises a wall of stone about 6 feet wide and 8 feet tall.
- Pyrax's Sand Ball - Launches a ball of sand at the opponent which bursts on impact
- Stone Cloak - Covers the user in a stone shell which enhances their defensive power.

- Healing Waters II - Water infused with magic that heals Moderate wounds. - Cleansing Waters II - Water infused with magic which can be used to draw out impurities such as foreign magic.
- Ice Cloak - Cloaks the user with self regenerating sheets of ice which enhances the users defense by a fair amount.

Rank III Spells
- Cyclone - Forms a cyclone around the user which is able to deflect spells of equal or lesser level. lasts 5 posts
- Blade Storm - Creates 25 wind blades every post for 5 posts.

- Fireball - The user launches an explosive ball of fire which detonates violently filling an approximately 25 foot pace with the explosion
- Wall of Fire - Creates a ten foot thick wall of 500 Degree Celsius flames which are placed in a fifty foot line.

- Pyrax's Sand Grinder - Uses the stone itself to grind away at itself and create a field of sand surround the user which not only alters the footing but also creates sand for many of Pyrax's other signature spells.
- Pyrax's Sand Tomb - Using available sand the user creates a sink hole which drags down anything that steps into it.

- Healing Waters III - Water Infused with magic which heals severe wounds. - Cleansing Waters III - Water infused with magic which can be used to draw out impurities such as disease.

Rank IV Spells
- Blackwood's Storm of Blades - An original spell that generates a cyclone around the user which produces an armoring effect while also producing several wind blades for attack. Technically speaking the spell generates 25 wind blades per post which last the duration of the post, and the cyclone is able to block or deflect attacks of lesser strength than the spell [Lasts 4 posts]

- Fire Storm - The area around the user is engulfed in a sea of flames that have been super-heated by magic making them treacherous to even the most fire resistant foes. Technical specs, creates a 25 foot radial area around the user that is filled with 5000 degree Celsius flame for 5 posts resulting in the complete incineration of the area it is in as well as literally melting the ground and consuming a massive amount of oxygen in the surrounding area. The Firestorm can be directed to move 25 feet per post at the user's will.

- Baymax's Earthen Fortress - Upon completion of the Spell the area around the user is transformed into quite literally an earthen Fortress filling what is approximately a 50x50x50 foot space with a stone fortress of their design.

- White Wind - The user conjures a healing mist that fills a 10x10x10 foot area which moves at their desire, this mist is able to heal severe wounds but not mortal ones, as it trades off focused healing for mass healing and purification. [Lasts 3 turns.]
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