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Nightmare Adira
Captain

Tipsy Regular

PostPosted: Thu Sep 08, 2016 8:30 pm


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        Invisibility:
        Cost: 10 MP
        Effect: HP 0 ||| MP 0
        Method: Casting ||| Source: Practical
        Use: This illusion renders a target temporarily invisible. It can affect living creatures or inanimate objects, and guards against visual detection. However, the object or person remains tangible, meaning that if they are touched, heard, or otherwise perceived with the other senses, the illusion can break.

        Masque:
        Cost: 15 MP
        Effect: HP 0 ||| MP 0
        Method: Transmutation ||| Source: Practical
        Use: This illusion enables one to take on a distinct other appearance, whether that is another race, a specific individual, etc. It will disguise your appearance, voice and scent, but the behaviours will still need to be manually mimicked in order to appear truly convincing.

        Spell Mimic:
        Cost: 5 MP
        Effect: HP 0 ||| MP 0
        Method: Casting ||| Source: Practical
        Use: This illusion can pretend to be any other magic, except that its physical affects are pure illusion. The more senses a particular Spell would normally effect, the harder the mimic will become. Sometimes, at a glance it is enough to convince or deter another individual regarding a chosen course of action.

        Subterfuge:
        Cost: 5 MP
        Effect: HP 0 ||| MP (+ Difficulty for others trying to perceive the target)
        Method: Focus ||| Source: Practical
        Use: This illusion enables one to 'blend in with the crowd'. At a glance the individual looks like those around them, an average, unmemorable. It also makes their physical appearance difficult to focus on, so that they sort of slip away from interest and memory. Direct cries for attention, whether in words or actions, can break this illusion.

        Suggestion:
        Cost: 10 MP
        Effect: HP 0 ||| MP (+ Difficulty to the opponent's defensive action)
        Method: Invocation ||| Source: Practical
        Use: This illusions is strictly verbal, and involves 'convincing' another living being of something. Whether telling them they're not afraid, feeling fine, or that they can see that huge pink monster over there--the Suggestion can override what the individual knows to be true. The more far-fetched, the more challenging the Illusion will be to maintain.


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PostPosted: Thu Sep 08, 2016 8:30 pm


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        Necromancy is illegal. Only Pure Litches/Litch Halflings can cast Necromancy spells. You must receive approval from nepsah, Embi-lamb or Yushika in order to learn any of these spells.


        Torment:
        Cost: 15 MP
        Effect: HP- ||| MP- (damage is done to MP, unless a critical success and then a 10th of the damage is also dealt to HP)
        Method: Focus ||| Source: Divine
        Use: This cruel magic torments a target, sending them nightmares, violent or terrifying hallucinations, amplifies fears, increases senses of paranoia, and foments isolation from friends and loved ones. The anguish caused is almost exclusively mental, with physical harm generally self-administered due to their torment, but very potent casters have been known to be able to cause physical injury as well. After a Torment spell has been broken or worn off, it is highly recommended that healing magic be administered and counselling sought.

        Erase Disease:
        Cost: 15 MP
        Effect: HP+ ||| MP+ (HP can be restored; if critical success, side effects also erased with MP restoration of half of total HP restored)
        Method: Transmutation ||| Source: Divine
        Use: This magic can be used to remove a disease from a target person. If the caster is highly proficient, it can also erase the side-effects of that disease, including scarring, mobility issues, mental impairments, etc. It cannot affect diseases that stem from a genetic level, including mutations.

        Puppetry:
        Cost: 20 MP
        Effect: HP 0 ||| MP 0
        Method: Focus ||| Source: Divine
        Use: This eerie magic requires no lifeforce to be returned, and instead enables the caster to simply take control of any corpse and animate it to move and act to their command. Even though the body need not be intact, physical strength seems slightly enhanced, while speed is a tad stunted. For this reason, they are more often skeletons, rather than intact corpses. Some Necromancers like to use these Puppets to carry out their menial tasks, as they can neither observe nor comment. Some even create Frankensteins from remains of myriad sources.

        Repel Death:
        Cost: 15 MP
        Effect: HP 0 ||| MP 0
        Method: Invocation ||| Source: Divine
        Use: This magic can keep an injured or cursed individual from pitching that last inch into death. Intended as a fail-safe so that proper healing or care can be administered, it keeps the target in a sort of half-life for a brief time. The stronger the caster, the longer this period can be prolonged, but being held in this state overlong can cause side-effects including permanent body odour, slower mental functions, slower reflexes, memory loss, and shifts in personality. This magic deals no damage, nor does it restore health; it simply keeps the life force on pause.

        Extract Soul:
        Cost: 15 MP
        Effect: HP 0 ||| MP-
        Method: Stewardship ||| Source: Divine
        Use: The act of extracting a soul almost always results in a ghost. However, in certain circumstances, where the individual's knowledge is required, the caster wishes to keep their companion even in death, or an offensive magic is otherwise trapping the soul to a dying body, this spell can liberate the spirit. While it can only be cast on dying or recently dead individuals or familiars, there are legends of greatly powerful Necromancers who could force a soul from a living being, resulting in an empty but alive host body, and a disembodied wraith.

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        Resurrection:
        Cost: 20 MP
        Effect: HP+ ||| MP 0 (the better the roll, the longer the zombie will last (equal months to the total score))
        Method: Transmutation ||| Source: Divine
        Use: The most infamous of the Necromantic arts, this magic brings people back from the dead. While the length of time the individual was dead will greatly affect how functional they will be when brought back, but these zombies require no sustenance and have no consciousness or emotion, making them perfect labour forces for dangerous jobs in inhumane conditions. If the caster perishes before this magic is broken, the resulting control breaks and these servants become wild monsters without direction.





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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Thu Sep 08, 2016 8:31 pm


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        Cipher:
        Cost: 5 MP
        Effect: HP 0 ||| MP 0
        Method: Inscription ||| Source: Nature
        Use: This magic enables the caster to convert written symbols, sigils or language into a script they can understand. It appears as a glowing film of letters that float over top the original.

        Illuminate:
        Cost: 5 MP
        Effect: HP+/- ||| MP+/- (illumination can impair darkness magics, ghosts, some familiars; conversely it can aid plants, or restore mental stability depending on circumstance)
        Method: Casting ||| Source: Nature
        Use: This magic creates a brilliant light that fills a set space or area. Even in the face of artificial darkness, Illuminate offers light.

        Inspire:
        Cost: 5 MP
        Effect: HP 0 ||| MP+
        Method: Stewardship ||| Source: Nature
        Use: This bolt of light can inspire its target, enabling them to break out of a writer's or artist's block, to crack a difficult equation, to focus on a set task. It gives temporary heightened clarity, creativity, focus, and enthusiasm for the task at hand. It cannot increase natural talent or augment existing knowledge.

        Reveal:
        Cost: 10 MP
        Effect: HP 0 ||| MP 0
        Method: Invocation ||| Source: Nature
        Use: This magic will reveal traces of other spells that may be lingering over an object, person, or place. It still requires the caster's knowledge to recognize the spells in question, but their traces, sources, and methods will become visible as coloured filaments clinging to the target.

        Phoskinesis:
        Cost: 15 MP
        Effect: HP 0 ||| MP+/- (light can impede or bolster magic casting depending on its application)
        Method: Casting ||| Source: Nature
        Use: This magic enables the caster to take control of an existing source of light, dimming, blotting out, moving, expanding, etc its brightness, reach and hue. The larger the source of light, the harder it is to bend to the caster's will. For instance, a lamp is considerably easier than a bolt of lightning, and that in turn is easier than affecting sunlight.

        Soothe:
        Cost: 10 MP
        Effect: HP 0 ||| MP+
        Method: Inscription ||| Source: Nature
        Use: This magic works wonders for calming hysterical or otherwise erratic individuals. It creates a temporary flickering set of lights that distract, sedate and soothe all those who look upon them.


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        None so far.






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PostPosted: Thu Sep 08, 2016 8:31 pm


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        Ignite:
        Cost: 5 MP
        Effect: HP- ||| MP+ (lowers the objects resistance; improves subsequent Pyrestia magics)
        Method: Stewardship ||| Source: Nature
        Use: This magic looks for the inherent flammability in a source material to make fire. The higher the flammability, the easier it is to coax forth flames, making dry tinder catch far better than water-logged wood.

        Kiln:
        Cost: 10 MP
        Effect: HP+ ||| MP 0
        Method: Focus ||| Source: Nature
        Use: More a production of intense heat that live flame, this magic 'fires' a finished craft to set it, including paints, glazes, clay, glass, etc. Items subjected to the Kiln magic tend to be harder, more durable, and have a polished finish to them that resists tarnish.

        Purge:
        Cost: 15 MP
        Effect: HP+ ||| MP+ (can restore either HP or MP dependent on the ailment)
        Method: Invocation ||| Source: Nature
        Use: This magic can burn out infection, hexes, curses, or chase away malevolent spirits. It can have an unpleasant burning sensation accompany the purging, but is consider a swift safeguard against infection, parasites or offensive magics.

        Pyrokinesis:
        Cost: 15 MP
        Effect: HP- ||| MP 0
        Method: Casting ||| Source: Nature
        Use: This magic enables the caster to control an existing fire source, directing its path, controlling its sparks and stoking its embers.

        Smelt:
        Cost: 5 MP
        Effect: HP 0 ||| MP 0
        Method: Transmutation ||| Source: Nature
        Use: This fire magic enables the caster to melt together metals to create alloys to be used in blacksmithing, crafting, and manufacturing.


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        None so far.






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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Thu Sep 08, 2016 8:31 pm


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        The spells Awakening and Imbue are standard spells that do not take up a spell slot in a character sheet, however only Seniors can learn these spells.


        Awakening:
        Cost: 15 MP
        Effect: HP 0 ||| MP 0
        Method: Focus/Transmutation ||| Source: Practical
        Use: This magic completes the process of transforming an imbued stone to a woken babe. This catalyst mixes together the energies imbued and amplifies them through the stones matrix to fuse the soul to the seed of life and transmute it into a new being.

        Cache Freeze:
        Cost: 5 MP
        Effect: HP+ ||| MP 0
        Method: Casting ||| Source: Practical
        Use: This magic enables a stone to be imbued either partially or fully and kept safely in storage until fully imbued or woken. This practice was initiated during the war, when it was noted that repopulation may need guided assistance. This is a inexpensive option for those who cannot afford the Eternal Soulstones of Argus.

        Fertility:
        Cost: 10 MP
        Effect: HP 0 ||| MP+ (- this amount Difficulty in Imbue with even numbers resulting in Twins)
        Method: Stewardship ||| Source: Practical
        Use: This magic increases the chances that a stone will produce twins. It requires the to-be parent to be charged with this magic first before imbuing.

        Imbue:
        Cost: 10 MP
        Effect: HP 0 ||| MP+
        Method: Invocation/Stewardship/Focus (?) ||| Source: Practical
        Use: This magic enables one to imbue a part of their energy and life force into a stone to give it life.

        Stone Craft:
        Cost: 10 MP
        Effect: HP ||| MP+
        Method: Transmutation ||| Source: Practical
        Use: Due to the challenges with raw stone production, including the potential for cracks or imperfections that can lead to deformities, as well as periods where supplies have been scarce, this magic was developed to create artificial stones. Studies have shown that they in no way affect the viability and potency of the offspring produced, and in some cultures are now preferred to the natural equivalent.


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PostPosted: Thu Sep 08, 2016 8:31 pm


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        Alter Rune:
        Cost: 10 MP
        Effect: HP+ ||| MP 0 (this amount is added to HP for up to 5 turns; note that when it expires the full amount is deducted once more)
        Method: Inscription ||| Source: Arcane
        Use: This rune can change the base nature of something, such as colour, element, or shape. It can be used as a sort of prosthetic to address disabilities, and also as a cosmetic to alter eye or hair colour so long as the rune is worn (like hair dye or colour contacts).

        Augment Rune:
        Cost: 10 MP
        Effect: HP+ ||| MP+ (this amount is added to either HP or MP for up to 5 turns; note that when it expires the full amount is deducted once more)
        Method: Inscription ||| Source: Arcane
        Use: This rune can enhance a latent quality the host possesses, such as strength, agility, cleverness, or alertness. For obvious reasons, these are barred from any competitive venture. They can also be applied to objects to make them more fragrant, tastier, more vibrant, etc.

        Ghost Rune:
        Cost: 10 MP
        Effect: HP+ (increased movement) ||| MP 0
        Method: Inscription ||| Source: Arcane
        Use: This rune causes its host object or person to be come intangible, able to pass through solid matter or resist being grasped or picked up. Caution should be used when applying this rune as both the floor and the earth itself are not immune to its effects, and many an object was lost into the bowels of the earth if not also prepared with levitation or other safeguards beforehand.

        Transfer Rune:
        Cost: 5 MP
        Effect: HP+ ||| MP+ (can transfer the maximum total of this roll divided between HP/MP as caster chooses)
        Method: Inscription ||| Source: Arcane
        Use: This rune requires both a start and end point, typically between two living creatures. It can then transfer energy or health, or certain qualities (like courage, inspiration, enthusiasm), from one to the other. Because the connection always goes from point A to point B, it is not possible for the qualities or afflictions of the receiver to flow back upon the source unless the spell is horribly botched.


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        None so far.








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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Thu Sep 08, 2016 8:31 pm


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        Black Hole:
        Cost: 15 MP
        Effect: HP- ||| MP- (can absorb a maximum of this amount combined between HP/MP sources)
        Method: Invocation ||| Source: Nature
        Use: This magic is used to defend against incoming magics, projectiles, or spirits. It creates an absorptive barrier that can suck up and disperse incoming dangers for a limited amount of time. The more magics it absorbs, the faster it will wear out.

        Conceal Magic:
        Cost: 10 MP
        Effect: HP 0 ||| MP 0
        Method: Casting ||| Source: Nature
        Use: This magic hides the presence of magics, including itself. This can better help Illusions to be taken at face value, can prevent setting off early warning magics, and can conceal the pomp and flash of some more ornate castings.

        Memoria:
        Cost: 10 MP
        Effect: HP 0 ||| MP-
        Method: Focus ||| Source: Nature
        Use: This magic can cause memories (in whole or in part) to become faded and forgotten. The caster must carefully focus on what they want to erase. The lost items can sometimes be recovered through hypnosis, psychological healing, and with the passage of time.

        Obscure:
        Cost: 5 MP
        Effect: HP 0 ||| MP-
        Method: Casting ||| Source: Nature
        Use: This magic enables one to create a sort of shadow or fog that lowers visibility, preventing good targeting, and hiding true identities.

        Skiakinesis:
        Cost: 15 MP
        Effect: HP- ||| MP+ (can add a bonus to following subterfuge skill/spell)
        Method: Casting ||| Source: Nature
        Use: This manipulation of existing sources of shadow or darkness enables the caster to push, pull of increase intensity of the dark source. Prized by thieves, assassins, and spies, this magic is crucial to keeping yourself hidden. It can also be used offensively to obscure or impede another from free movement. If there is a bright source of light, the natural shadows to work with will be less potent, so augmenting magics may be required.



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        Animal Magnetism:
        Cost: 5 MP
        Effect: HP+ ||| MP (-5 Difficulty on HP/MP+ spells)
        Method: Casting ||| Source: Nature
        Use: This magic increases the caster's appeal when working with familiars. Whether soothing savage beasts or coaxing out the shyest of creatures, this magic can help smooth ruffled feathers so that familiars become more pliant and willing to obey.

        Conduit:
        Cost: 20 MP
        Effect: HP (-10 Difficulty on following actions (max of 5)) ||| MP 0
        Method: Invocation ||| Source: Nature
        Use: For the dedicated caster, this magic uses their own body to open up to the power and majesty of the world itself. Depending on the environment invoked, the results may vary from knowledge to courage to peace of mind to bloodlust. This state will last for the remainder of the encounter, granting the castor temporarily augmented abilities. Due to the sheer amount of energy that is required to channel this magic, it is not recommended it be done more than once a week.

        Monster Cry:
        Cost: 10 MP
        Effect: HP 0 ||| MP 0
        Method: Stewardship ||| Source: Nature
        Use: This magic should be performed with care, as it will summon every sort of monster within the target area, including ghosts, wights, zombies, and vicious wild beasts.

        Summoning Circle:
        Cost: 15 MP
        Effect: HP- ||| MP-
        Method: Inscription ||| Source: Nature
        Use: This more directed spell creates a bound circle into which items precious to the specific monster are placed as a lure, then the caster channels their energy through the circle to trap the offending beast. This is especially effective with angry ghosts.

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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Thu Sep 08, 2016 8:32 pm


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        Flicker:
        Cost: 10 MP
        Effect: HP (- Difficulty for next action) ||| MP 0
        Method: Casting ||| Source: Divine
        Use: This magic gives the target a brief and exceptional burst of speed, enabling them to perform their regular action in the blink of an eye. It can make sleight of hand impossible to catch, running speeds to increase to a quicksilver blur, and attacks extremely difficult to guard against. Afterwards, its side-effects include leaden feeling in the limbs, fumbling dexterity, and extreme drowsiness.

        Portal:
        Cost: 20 MP
        Effect: HP 0 ||| MP 0
        Method: Inscription ||| Source: Divine
        Use: This magic requires a starting point and ending point. Used by cities throughout the world, Portals are a slipstream of energy that allow the traveller to cross vast distances in relatively little time. While it is not recommended that one stay within the slipstream for extended periods of time, as of yet there have been no adverse long-term effects from using this mode of transportation.

        Reset:
        Cost: 5 MP
        Effect: HP 0 ||| MP 0
        Method: Focus ||| Source: Divine
        Use: This magic enables the caster to look back through time at a set area to see what occurred there, including the placement of objects, the movement of people, the casting of magic, or other occurrences. Commonly used in investigations and courts of law.

        Slow:
        Cost: 10 MP
        Effect: HP (- difficulty to intervene or prepare for incoming action) ||| MP (- difficulty to intervene or prepare for incoming action)
        Method: Casting ||| Source: Divine
        Use: This magic enables the caster to slow a target (object or person) for a short time. This can be used to 'buy time': catch something (or someone) before they fall, evade an incoming attack or projectile, or just more clearly see what exactly is happening during rapid fire moments. It is debatable if this magic actually slows the target, or if it temporarily increases the onlookers perception to be able to track the action at lightning speeds.

        Teleport:
        Cost: 15 MP
        Effect: HP 0 ||| MP 0
        Method: Focus ||| Source: Divine
        Use: Advertised as 'The Portable Portal', teleportation is a tricky magic that can allow an individual to transport themselves (and whatever belongings are on their person) to a different location at the same point in time. The destination must be a place the caster has visited before and must be clearly held in the mind's eye in order to successfully complete the jump.


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        Lady Luck:
        Cost: 20 MP
        Effect: HP 0 ||| MP (adds -20 Difficulty to following action/spell)
        Method: Invocation ||| Source: Divine
        Use: This magic has an addictive and befuddling effect on those who use it, and so is regulated for its use, but it will temporarily make the target extremely lucky: less prone to danger, chance going their way, miraculously succeeding the seemingly impossible... However, once its effects wear off, the target will find themselves with a killer hangover and a sequence of mild but irritating misfortunes for the following few days.

        Second Chance:
        Cost: 20 MP
        Effect: HP +/- ||| MP +/-
        Method: Invocation ||| Source: Divine
        Use: This magic enables someone to step back and retry a failed attempt at something. It must be done immediately when the mistake happened, otherwise the time stream becomes so tangled with those the previous actions affected that disastrous consequences can occur. When successfully cast, the original action is remembered only as a half-remembered dream, a sort of deja vu feeling. "I could have sworn I saw..."







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        Early Warning:
        Cost: 5 MP
        Effect: HP 0 ||| MP (- difficulty to block attacks)
        Method: Inscription ||| Source: Arcane
        Use: This warding magic creates a magical sensor that picks up on foul intentions, incoming danger, and the proximity of monsters. The inscription can either be made as a talisman that the individual wears or on the lintel of a set space so that it becomes a safe haven.

        Parlay:
        Cost: 10 MP
        Effect: HP 0 ||| MP 0 (temporarily immune to attacks for equal turns as percentage, i.e. 54 = 5 turns; but only so long as they do not try to attack)
        Method: Invocation ||| Source: Arcane
        Use: This magic enables a messenger to travel through the path of danger unscathed to bring terms for peace. It can also be used to cloak medics or others offering aid or assistance so that they will not be put in harm's way. As soon as the individual tries to attack (through magic or skill), the Parlay ends instantly and they again become vulnerable.

        Protection:
        Cost: 10 MP
        Effect: HP+ ||| MP+ (caster must specify what they are protected against, this total worth of added protection before their natural HP/MP is affected)
        Method: Casting ||| Source: Arcane
        Use: This magic puts a shield on a target that will protect them from one given kind of danger, including poison, animal attack, a specific branch of magic, etc. Only 1 type of protection can be applied at a time, so a new one would replace any previous magics in place.

        Quiet Mind:
        Cost: 5 MP
        Effect: HP 0 ||| MP (- difficulty to defend against curses, hexes, suggestion, etc)
        Method: Focus ||| Source: Arcane
        Use: This magic blocks out offensive sounds, voices, or other triggers to allow those suffering from mental illness, trauma or difficult situations to better cope.

        Sanctuary:
        Cost: 10 MP
        Effect: HP+ ||| MP+ (only protects against magical or spirit sources, not physical attacks)
        Method: Inscription ||| Source: Arcane
        Use: Cast on a location, it creates a small area into which no magic can penetrate. This acts as an effective sanctuary into which someone can retreat to rest, heal, or hide. It also is effective at keeping out spirits and ghosts.


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Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Sun Nov 19, 2017 12:21 pm


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Not all spells related to psychomancy are illegal, but many are. Please see the restricted spells section to know which ones are off-limits unless you have prior approval or have taken the class.




        Psychometry:
        Cost: 10 MP
        Effect: HP- (failing rolls do this much HP damage to the caster) ||| MP 0
        Method: Invocation ||| Source: Arcane
        Use: Requires the object in question to be touched. Once the caster touches the object, they can read its history, energy signatures, previous owners, impressed memories, attached ghosts, etc. From the mundane work of returning lost objects to their owner, to the spiritual work of releasing trapped ghosts, this skill can be exhausting as those who best excel at it tend to be very empathetic individuals.

        Third Eye:
        Cost: 5 MP
        Effect: HP 0 ||| MP 0
        Method: Casting ||| Source: Arcane
        Use: This art enables the caster to see the world of spirits around them, including the invisible (whether through natural ability, or magical aid), ghosts, magical energies, and hidden individuals. It specifically looks for creatures (alive or dead), rather than objects.

        Dissipate:
        Cost: 15 MP
        Effect: HP 0 ||| MP 0
        Method: Invocation ||| Source: Divine
        Use: Used to cast out evil or unwelcome energies related to spirits, but is also used to banish angry ghosts who have developed ghost-sickness, or refuse to leave the plane of the living.


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        Anchor:
        Cost: 50 MP
        Effect: HP- (failing rolls do this much HP damage to the invoker) ||| MP 0
        Method: Invocation ||| Source: Divine
        Use: Tapped in to the spiritual realm, the caster is able to make a ghost become tangible. Unlike necromancy, there is no body required and the spell is not used as a means to control or manipulate the deceased. Instead, 'anchor' is often used to help spirits and ghosts complete their unfinished business or tasks before sending them back to the afterlife. Due do the how controversial this spell is, it is not used lightly and not without prior authorization. In modern day, 'anchor' is used largely as a way cure a haunting or poltergeist by mediums or trained professionals. If you can sit down and have a conversation with a spirit about why they're so upset, usually things can be pretty easily resolved. Sometimes, however, spirits are too far gone and are living on the same cycle over and over, having developed 'ghost sickness'. At this point the caster would need to use dissipate. Probably the major reason why this spell is restricted is largely due to the fact that the invoker must give up a part of their life force to reform the ghost in to a tangible being. It is not a spell that can be used lightly or without good reason.

        During the war, 'anchor' was used as a means to refuel armies with the same soldiers. Paired with necromancy, this could be part of the reason why the war lasted for 50 years. Luckily the spell is pretty costly and has a heavy impact on casters, otherwise the war might have lasted much longer. Many lost their lives, giving up their life energy entirely to bring back the spirits of the dead.

        Banshee:
        Cost: 50 MP
        Effect: HP+ ||| MP+ (the better the roll, the longer the Banshee will last (equal weeks to the total score))
        Method: Invocation ||| Source: Divine
        Use: For the dying or recently dead, this forbidden magic can offer a stolen reprieve from death. It can purchase lost time to complete a task so that their angry ghost may be soothed. It may enable time to say proper good-byes. Banshees' second lease on life is known to be a hollow shell of the original. Their symptoms include constantly being cold, hearing an echo at all times, emotional responses being dulled or stunted, and a general sense of ennui. It is unknown if Banshees have a true soul, and many believe that the act of making a Banshee causes the their lingering wraith-like soul to be wholly obliterated when they die a second time. Its effects are equally disastrous on the caster, whose lives are shortened considerably from enacting this magic, and are often fraught with disease or misfortune. Still, the famous opera Death's Ward tells the tragic romance of a Litch and her lost lover who made use of this forbidden spell to stay together.







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