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Epine de Rose
Vice Captain

PostPosted: Tue Nov 01, 2005 6:28 am


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Spells are the very essence of an Elysian, without them many would cease to be and in some form or another they make or break the most elite of the race. Below, are the spells that have presently been discovered by the Conclave and have been documented accordingly, they are in order of element as well as strength...

- Epee



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[Post One]
Introduction (You are here)
[Post Two]
Multiclassing & Rules
[Post Three]
Water Magic
[Post Four]
Ice
[Post Five]
Wind
[Post Six]
Lightning
[Post Seven]
Fire
[Post Eight]
Earth
[Post Nine]
Dark Energy
[Post Ten]
Holy & Healing
[Post Eleven]
Reserved
[Post Twelve]
Reserved
[Post Thirteen]
Reserved
[Post Fourteen]
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[Post Fifteen]
Project Nexus Team


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PostPosted: Tue Nov 01, 2005 6:41 am


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.:M U L T I C L A S S I N G . A N D . R U L E S:.


.:Rules:.
1. I allocate the number of spells used by each Elysian, not you.
2. No autohits, even with magic...you must have the agreement of the opposing player during RP however during quests you must wait for a damage reading.
3. Don't argue with a DM.
4. It may take a while to calculate spell numbers etc so please be patient.
5. You may only multiclass three times however you will suffer severe penalties for this.
6. Elysians must have an RP reason for multiclassing.
7. Penalties should be RPed accordingly.

N.B. An Elysian cannot multiclass with an element that it is weak against or it will become extremely ill!

.:Multiclass Compatibility:.
Being Reworked...

. biggrin amage Vulnerabilities:.
Being Reworked...


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Epine de Rose
Vice Captain


Epine de Rose
Vice Captain

PostPosted: Tue Nov 01, 2005 6:49 am


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.:W A T E R . M A G I C:.


.:Level 0:.
    Bubbles - This spell is simply where the Elysian blows bubbles at its target, there is a good chance that said spell will disorientate the target for a few seconds. The specialised statistic required for it is Charisma, it also has an applied effect of 'slow' which varies upon vulnerability.
    Dew Drop - This spell is where the Elysian summons up ice cold droplets of water to rest upon their target, there is a good chance that the target will be too cold to retaliate on the initial attack, especially if they are also young. The specialised statistic for this spell is Strength, it also has the applied effect of 'paralyse' which varies upon vulnerability.
    Ripple - This is a spell often used by those Elysians that dwell in the water and are otherwise not land born but can be used by others of the same element when necessary. The spell itself calls up small ripples of water that can often slow down the target for a few moments depending on size. The specialised statistic for this spell is Strength, it also has the applied effect of 'slow' which varies upon vulnerability.


.:Level 1:.
    Water - To put it simply, this spell is a large orb of water that bursts upon impact with the target, it has the added benefit of occasionally disorientating it's targets. The specialised statistic for this spell is Strength, it also has the applied effect of confuse upon targets depending on vulnerability.
    Null-Tide - This is more of a 'buff' spell that can be used upon both the caster and a target. It has the ability to completely nullify the effects of any water element spell but only works for one spell before it needs to be recast again. The specialised statistic for this spell is Wisdom.
    Slow - The spells name speaks for itself however to elaborate upon it, it is simply a spell used to slow down an opponent for a few minutes/hours depending on their size. The specialised statistic required for it is Strength.


.:Level 2:.
    Waterfall -This spell is a dangerous one to use, not only does it damage your target but it also damages you. The spell involves the summoning of a 'stream' of water that is otherwise left to its own devices - you have no control. The specialised statistic for this spell is Constitution, it has the additional effect of 'Confusion' depending on vulnerabilities.
    Aqua Breath - Water born Elysian takes a large breath and spews out a torrent of water from it's mouth, this spell has no added status effects. It's specialised statistic is Intelligence.


.:Level 3:.
    Aqua Veil - This is once again support magic and can be used on a singular target or multiple targets however neither of the targets must move in ANY way after it is cast. The spell basically generates a veil that mimics its surroundings and shrouds the selected targets from view. It has no additional side effects. It's specialised statistic is Charisma & Constitution.
    Mirror Image - This may only be used on the caster and is both support and offensive magic combined. The caster creates a 'clone' of themselves which is designed to distract their victim, note the clone CANNOT damage the opponent and when hit will vanish. This spell has no additional side effects and it's specialised statistic is Charisma.
    High Tide - "Drown" would perhaps be a more appropriate term for this spell but then again when are water spells ever not related to this problematic status? The Elysian summons up a large spance of water around them that rises over their victim's head before receding after a few minutes (let's hope your elysian can swim!). It has the additional status effect of 'faint' depending upon vulnerabilities and it's specialised statistic is Intelligence.
    Esuna - Another support based magic. This is where the Elysian summons up the healing power of water to remove the foul status effects from itself or a target. It's specialised statistic is Wisdom.


.:Level 4:.
    Watera - A slightly larger form of "Water" with a much greater chance of an added status effect. It relies heavily upon strength for casting and the added effect varies upon the vulnerabilities towards the element.
    Baracuda Dive - A physical attack with added water element. For the most part, this magic involves the Elysian summoning up a small wall of water to drag behind them as a 'secondary' attack. It relies upon strength.
    Morph - Using the illusionary powers of water, the Elysian is capable of morphing into another form of its choosing - note that the forms cannot be huge. It relies greatly upon Constitution and Charisma. It has the added effect of stunning the caster however.


.:Level 5:.
    Whirlpool - The Elysian is requried to be near or in water when this spell is to be cast however it causes the waters to swirl and churn angrily. An Elysian can use this spell in combination with a physical attack to trap their victim below the surface of the water for a short time. It relies greatly on Strength and has the added effect of Paralysis depending on vulnerabilities.
    Drown - The spell says it all, this is simply a larger form of "High Tide" that lasts for much longer - again, one would hope your Elysian could swim. It's specialised statistic is Wisdom and it's added effect is paralysis varying upon vulnerability to the element.
    Slowga - An improved form of "Slow" that lasts for a much greater length of time than it's lower form. It also has a greater success rate on larger creatures - the statistic required to use it to it's maximum advantage is strength.


.:Level 6:.
    Big Wave - The Elysian summons a large wave to come crashing down upon it's opponents, the elysian itself is able to 'ride' upon the top of said wave. This spell has the added effect of 'faint' and requires Constitution to work to it's maximum effect.
    Spring Water - Support based magic that allows the Elysian to heal itself and its allies by summoning up a small spring of the purest water. It relies heavily upon Wisdom to reach it's maximum potential.
    Last Breath - This in theory is like 'drown' however it has the direct effect of the 'faint' attack. It will not kill the Elysian but is powerful enough to knock a creature of any size out. It relies heavily upon Charisma to achieve maximum damage.
    Flood - The Elysian summons up a destructive wave that is capable of destroying a small area surrouding it while generating multiple status effects. Many of the status effects included are Paralysis, slow, confuse and deafness - for this elemental resistances do not apply. It relies heavily upon Intelligence and Wisdom for maximum effect.


.:Level X:.
    Typhoon - The Elysian summons up and unforgiving storm to destroy it's enemies, when used in combination with Wind and Lightning Elysians this spell does not have any required statistic however when being used by a single caster it relies heavily upon Constitution, Wisdom and Strength.
    Raging Tides - A dangerous spell that has an automatic thread of 'faint' on any opponent. It relies heavily on both Wisdom and Charisma to force the opponent into submission. It is the largest version of "High Tide" that is known at this precise moment in time.
    Tidal Wave - The largest and most destructive of common water magic comes in the form of this spell, relying only upon the water element the Elysian summons up an incredibly large wave to destroy both target and landscape around it while also damaging itself in the process. It relies heavily on Constitution, Strength and Wisdom.


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PostPosted: Tue Nov 01, 2005 6:57 am


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.:I C E . M A G I C:.


.:Level 0:.
    Frost - This spell is where the Elysian summons up little specks of ice to rest upon their target, there is a good chance that the target will be too cold to retaliate on the initial attack, especially if they are also young. The specialised statistic for this spell is Strength, it also has the applied effect of 'paralyse' which varies upon vulnerability. This is the ice version of "Dew drop".
    Manipulate - The Elysian has the ability to manipulate its surroundings to how it desires them to look. Using the power of ice to reflect the light from innumerable sources it can make itself look as beautiful or as frightening as it desires - the effect strengthens as the Elysian matures. This spell relies on Charisma to work to maximum effect.


.:Level 1:.
    Blizzard - The Elysian summons up 'tendrils' of cold air to surround its opponent before said air forms into ice and continues to encircle the target. The spell has a limited duration but does have the added effect of paralysis depending on vulnerabilities. It requires Consitution to reach maximum effect.
    Null-frost - A piece of support based magic that is used to nullify a single ice element spell, it can be used on the caster or on a select target. It relies on Wisdom to reach maximum effect.
    Frost Whip - The Elysian causes a flexible whip of ice to form in the air that can be used to physically attack the opponent once before it is required to recast it. It's specialised statistic is Strength.


.:Level 2:.
    Freezing - A slightly more unforgiving form of the lower level "Frost" that can be used upon an opponent, this has the additional effects of slow and paralysis depending on vulnerability - you cannot be hit by both at once. It requires Wisdom to work to its full potential.
    Frost Breath - The ice born Elysian takes a large breath and spews out a torrent of ice from it's mouth, this spell has no added status effects. It's specialised statistic is Intelligence.


.:Level 3:.
    Frost Bite - A spell that is known for it's continual status effects, frost bite is where the Elysian summons up small particles of ice to rest and stick to it's opponent. The Opponent continues to receive 'damage' until they are healed or come into the presence of fire. It relies on Constitution to reach maximum potential.
    Mirror Image - This may only be used on the caster and is both support and offensive magic combined. The caster creates a 'clone' of themselves which is designed to distract their victim, note the clone CANNOT damage the opponent and when hit will vanish. This spell has no additional side effects and it's specialised statistic is Charisma.
    Cone of Cold - This comes in the similar form of a tornado by which an ice born Elysian will summon forth a funnel of ice to surround its opponent. It has the added benefit of paralysis and stun - note you cannot be hit by both at once and relies upon Consitution for maximum damage.
    Frost Song - This is both support based and offensive. As the Elysian sings it bestows a bonus of ice damage upon its allied targets - it relies on Intelligence to work effectively.


.:Level 4:.
    Blizzara - A larger form of Blizzard with a longer duration a greater change of adding the status effect 'paralysis'. It relies on strength to work to the best of its ability and status damage varies upon elemental resist.
    Chimes -This is where the Elysian summons up icicles to hang above the opponents head, it then released ultra-sonic waves that begin to make each icicle break and come crashing down upon the opponents head - it has the added benefit of 'faint'. To work to maximum effect this spell requires Charisma.


.:Level 5:.
    Ice Storm - A much more powerful form of "Chimes", it calls forth a raging storm of wind and ice that crash down and tear apart the opponents below however it does cause additional damage to the caster as well. It requires Consitution and Strength to work properly.
    Ice Crystals - This is an illusionary spell that requires Charisma to work to the greatest effect. In essence, the Elysian summons up a number of crystals to act as 'mirrors' that are disgned to confuse and disorientate a victim.
    Paralyse - In essence the spell's name speaks for itself - it isthe most direct form of the status effect that will be presented to a victim. It requires of Strength to work effectively.


.:Level 6:.
    Blizzaga - The largest form of "Blizzard" that you will find, it has the maximum duration and works on creatures of all sizes. The effect of paralysis is also increased and the spell itself relies heavily upon Strength to be effective.
    Freeze - A large ice crystal encircles and then crushes the opponent, it does not kill the Elysian but is designed to freeze them to the extent that they are paralysed for a certain amount of time. It relies upon constitution to work appropriately.


.:Level X:.
    Heavenly Strike - A large boulder of ice plummets from the skies above and lands upon the selected target. It has the added effects of slow, stun and faint but none of these can come together - it relies upon Charisma and Strength to remain as effective as possible.
    Ice Javelin - The caster summons up a number of javelins made of ice, these are virtually indestructible and can be summoned up until a number of ten. They rely on Wisdom and Strength to be of the greatest effect.


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Epine de Rose
Vice Captain


Epine de Rose
Vice Captain

PostPosted: Tue Nov 01, 2005 7:05 am


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.:W I N D . M A G I C:.


.:Level 0:.
    Float - The caster has the ability to make itself and others around it float up a few feet into the air. Note all those who are not of the wind element will be incapable of movement while in the air. It makes all beings immune to earth attacks and relies upon Intelligence to work effectively.
    Dust - A small spell by which an Elysian summons up a small gust of wind to blow dust and other particles into it's opponents face, it is designed to 'blind' an opponent. This spell relies on Charisma to work effectively.
    Quick - A smaller form of 'haste', it can be cast only upon the wielder of such a spell and only lasts for the shortest duration - it is advisable to use this to escape from conflict as opposed to during it. It relies on consitution to work appropriately.


.:Level 1:.
    Vanish - Using the heat within the air, the Elysian distorts the particles around it to generate a veil of illusion that hides the caster from view. This can only work upon one being at a time i.e. If there are four in the party it must be cast four times. It relies upon Charisma to remain effective.
    Scan - This ability gives the illusion the opportunity to see what an opponent is weak against or strong against, it's a useful spell to have against very dangerous opponents. It requires Intelligence to work effectively.
    Null-Gust - A piece of support based magic that is used to nullify a single wind element spell, it can be used on the caster or on a select target. It relies on Wisdom to reach maximum effect.
    Wind - A 'gust' of wind launches itself at the opponent blowing both debris (small debris) and other things towards the victim. It has the added effect of 'slow' and 'daze' upon an opponent. It relies heavily upon strength and charisma to be effective.
    Haste - A piece of support based magic that can be used to increased the speed of the caster and chosen targets. It requires constitution to work appropriately.


.:Level 2:.
    Fog - This spell is designed purely to disorientate an opponent by generating a mass of 'fog' to hide the caster from view, note that it also impedes the casters sight and should be used wisely. It requires Charisma to work effectively.
    Sonic Boom - When used in combination with another Elysian of a lightning element this spell does not need any statistical benefits however soloing it does. The Elysian generates enough wind power to create an earth shattering 'boom' that deafens the opponent and stuns them for a number of rounds. When alone this spell relies heavily upon Strength and Consitution.
    Feather Blow - This is an attack that is used mostly by winged entities however other Elysians of the same element can harness it's power too. Casting this spell adds 'wind' element to a physical attack and relies heavily upon Strength to be successful.


.:Level 3:.
    Barrier - A support based magic that uses the power of wind - it relies heavily upon both constitution and strength to prevent physical attacks from causing minimal or any damage to the caster.
    Chalk - Chalk is a wind attack designed to lower a creatures guard, it has the added effects of confusion and blindness. It relies upon Wisdom and Charisma to reach maximum potential.
    Whispering Winds - This magic is support based. It summons up the healing properties of a soft and warm wind in order to heal both the caster and allies in the surrounding area - it requires Wisdom to work to full effect.


.:Level 4:.
    Aero - A large gust of wind envelopes the opponent, lifts them into the air and then slams them down rather haphazardly upon the ground once more. This spell requires both strength and charisma to be as effective as possible.
    Poison Mist - The Elysian summons up a mist of poison to attack its opponents, this however is a risky spell as the caster may be unfortunate enough to be caught in the spell as well. It requires both strength and wisdom to be of greatest effect.
    Hold - The Elysian calls forth a powerful wind that locks the opponent into place, it can only remain this way for a limited time before the wind dies out and the Elysian is forced to recast. Consitution is the statistic required for this spell.


.:Level 5:.
    White Wind - A support based piece of magic that allows the caster to heal all those around them by slightly more than "Whispering Winds" might allow. It requires Wisdom to work effectively.
    Thunderstorm - When used incombination with a lightning element Elysian this spell does not require any base statistics however solo casting does. This is where an Elysian will call forth a very strong thunderstorm to cause damage to it's opponents, please note that the majority of damage will be wind element and will cause a 'daze' effect depending on vulnerabilities. It requires Strength to work to the best it can.
    Wall - This spell creates a wall of wind around the caster or target preventing them from casting any magic against the caster or from physically attacking the caster. It requires Costitution and Strength to excel in its field.


.:Level 6:.
    Tornado - The caster generates a large tornado of wind that attacks the opponent with unbelievable force. The opponent or opponents are trapped within the centre of this foul weather until the caster can no longer maintain the spell. For this spell to excel consitution and wisdom are required.
    Blink - Blink is an illusionary spell that has the added benefit of blinding an opponent. The spell itself generates a number of clones from the caster however unlike mirror image the caster and clones have the ability to attack (clones fade after one attack however). It requires charisma and intelligence to work effectively.
    Aerial Armour - This spell is a support spell which harnesses the power of the wind to create a shield or another layer of armour over the target, it will only last for a number of hits (up to five) before fading and having to be recast. Note that it requires Constitution and strength to be of effect.
    Chocobo Mazurka - This causes berserk and haste to be cast on all allies in the area, it's an incredibly valuable spell to use in combat where fast physical damage is required but is risky in the sense that there is a good chance each Elysian will lose control. Charisma and Strength are needed for this skill.


.:Level X:.
    Wind Slash - This is a very powerful wind attack that combines physical damage with the wind element. The Elysian in question summons up a large pulse of wind that comes through as a secondary attack upon collision with the target. It requires strength and intelligence.
    Twister - This is a larger form of Tornado and causes significantly more damage while adding the status effects of stun, confuse and hold. It requires constitution and wisdom to work appropriately.
    Desert Storm - When used in combination with earth this skill requires no additional stats however this differs when solo. The spell itself is generated by furious pulses of wind against the sands/dust around the area, the pulses are of such a strength that walls of sand begin to develop and launch themselves towards the target. This spell is well known for causing blindness/deafness and requires Constitution, Strength and Dexterity to be successful.


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PostPosted: Tue Nov 01, 2005 7:11 am


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.:L I G H T N I N G . M A G I C:.


.:Level 0:.
    Electric Jolt - A small jolt of electricity that can on occasions stun a target, it requires intelligence to work to maximum effect.
    Static Charge - This is a support based magic that allows the lightning based Elysian to heal itself by a small number of hit points, it requires wisdom to use efficiently.
    Glimmer - Glimmer is a spell that is useful in dark palces for it lights the passage of a being and guides them. This spell will last for an incrasing amount of time as the caster matures and requires Charisma to work efficiently.
    Spark - Spark is the release of a small ball of lightning onto a target, this ball of light will grow and vary upon the casters maturity but does have the added effect of paralysis when based upon vulnerabilities. It requires charisma to work to the best of its ability.


.:Level 1:.
    Vanish - Using the power of light to distort their surroundings, a caster is able to simply vanish behnid a veil of illusion. They can attack in this position but the duration of the spell will decrease if they do so. This spell reques Charisma and Wisdom to work effeciently.
    Thunder - Multiple bolts of 'weak' lightning shoot down upon the opponent to give them a shock to the system. This spell has the added benefit of stunning the opponent for a brief moment of time depending on vulnerabilities - it requires strength to work effeciently.
    Null Shock - Support based magic that nullifies all lightning spells, it only works once and then must be recast. It relies on Wisdom to work efficiently.
    Bolt - A single bolt of lightning strikes down upon the opponent to paralyse them, this is a direct status attack and relies on charisma to work effeciently.


.:Level 2:.
    Shock - A more brutal form of "Spark" in which multiple balls of lightning are fired towards the opponent. Said balls of lightning are known to 'stick' to the opponent and to make them suffer until they come into contact with healing or Erthan magic. It relies on Constitution to be cast appropriately.
    Call Lightning - This spell summons up a 'mini' storm that bows to the Elysian's power before striking down multiple times upon its victim, it is more effective against small animals or younger Elysians. It relies on Strength to be effecient.
    Stun - A direct status attack used to stop an opponent in their tracks through shock. It requires Wisdom to work effectively.


.:Level 3:.
    Banish - Banish removes an opponent or summon from the battle field provided that Strength is at a maximum.
    Blinding Strike - Blinding strike is support and offensive magic granting haste to the caster or selected target alongside lightning element damage to physical attacks. It relies on Charisma to cast properly.
    Null Paralysis - Nullifies the effects of paralysis for one attack and then must be recast, wisdom is required for this spell.


.:Level 4:.
    Thundara - A more powerful version than "Thunder" - it has added duration to status effects and relies on Strength to work effeciently during combat.
    Rolling Thunder - A support and offensive piece of magic that releases a pulse of energy to knockdown opponents while granting additional lightning damage to physical attacks. Strength and Wisdom are necessary for using this skill effeciently.
    Shock Spikes - A large ball of light is launched into the centre of the enemies before exploding to release innumerable spikes of lightning into the fray. This magic is risky as there is a chance that the caster will also be hit, it has the added benefit of knocking over your opponents however and uses Strength to work effeciently.


.:Level 5:.
    Thunderstorm - When used incombination with a wind element Elysian this spell does not require any base statistics however solo casting does. This is where an Elysian will call forth a very strong thunderstorm to cause damage to it's opponents, please note that the majority of damage will be lightning element and will cause a 'daze' effect depending on vulnerabilities. It requires Strength to work to the best it can.
    Sunbeam - A large pillar of light descends upon the enemy to crush them, it has the added effect of blinding the unfortunate victim as well as stunning them. It relies both on Charisma and on Strength to work effeciently.
    Paralyse - A direct status attack that holds the victim in place for a small amount of time, it relies heavily upon strength to work efficiently and on this circumstances vulnerabilities will not apply.


.:Level 6:.
    Thundaga - The most powerful version of the "Thunder" spell, the duration of all status effects is maximised in this spell and the damage continues to increase alongside level. This spell relies on Strength to work effeciently.
    Blink - Blink is an illusionary spell that has the added benefit of blinding an opponent. The spell itself generates a number of clones from the caster however unlike mirror image the caster and clones have the ability to attack (clones fade after one attack however). It requires charisma and intelligence to work effectively.
    Acid Storm - The most unforgiving of storms comes in the form of this, combining strengths with an Earthan Elysian will prevent requirements for statistics however when soloing a great deal are required. The spell itself involves summoning forth a raging storm that harnesses wind, earth and lightning in order to deal extreme damage - lightning strikes down upon victims at regular intervals while ice cold gales blow acid droplets around the targets. The spell enquires Strength, Consitution and Wisdom in order to work successfully.


.:Level X:.
    Sunshine - A blinding light and searing heat over comes the targets as the rays of sunlight beat down upon the victim in an unforgiving manner. This attack has applied blinding damage as well as faint attacks - it relies upon charisma and constitution to work effeciently however.
    Meltdown - Massive damage is generated as the elysian summons forth all its strength to launch a large been of white hot light towards it's opponent. Not only does this cause extreme damage to a target(s) but also causes damage to the caster - it relies heavily on constitution and strength to work effeciently.


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Epine de Rose
Vice Captain


Epine de Rose
Vice Captain

PostPosted: Tue Nov 01, 2005 7:18 am


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.:F I R E . M A G I C:.


.:Level 0:.
    Eternal Flame - This works in the same way as "Glimmer" does and can be used to light a passage or to add light to a piece of weaponry or clothing. It uses Charisma to ensure that it works effectively and the duration of said spell increases as the Elysian matures.
    Ember - Ember is a small flame spell which involves a tiny flame of approximately on inch in size, the moment it is blown upon however it explodes and sends much of the surrounding area up in flames - this should only be used by an Elysian who has a water elemental companion around them at the time. It relies on Dexterity to work effeciently.


.:Level 1:.
    Fire - The Elysian summons up 'tendrils' of red hot flames to surround an opponent and to attack at their flesh. The spell has a limited duration but does have the added effect of paralysis depending on vulnerabilities. It requires Consitution to reach maximum effect.
    Null-Blaze - A piece of support based magic that is used to nullify a single fire element spell, it can be used on the caster or on a select target. It relies on Wisdom to reach maximum effect.
    Flamewhip - The Elysian causes a flexible whip of fire to form in the air that can be used to physically attack the opponent once before it is required to recast it. It's specialised statistic is Strength.


.:Level 2:.
    Will-o-Wisp - This simply spell allows a fire born Elysian to summon up a small, fluffy ball of light to not only guide their way in dark areas but also to fight for them in battle. It has no additional side effects but does burn all those it touches - it requires Wisdom to work efficiently.
    Fire Breath - Fire born Elysian takes a large breath and spews out a torrent of fire from it's mouth, this spell has no added status effects. It's specialised statistic is Intelligence.


.:Level 3:.
    Fire Ball - The Elysian summons up a large ball of fire to hurl at an opponent, upon impact it explodes causing fire damage to every opponent within the area at that time. It relies on Intelligence to work efficiently and may cause blindness to opponents depending on vulnerabilities.
    Flamestrike - A large pillar of flame descends upon the enemy to crush them, it has the added effect of blinding the unfortunate victim as well as burning them. It relies both on Charisma and on Strength to work effeciently.
    Crimson Howl - The Elysian releases a shriek/howl that releases a pulse of burning air towards it's opponents, those closer to it will feel the worst of the attack while the ones further away will not. It relies of Charisma and Strength to be of greatest effect.
    Rolling Fire - A support and offensive piece of magic that releases a pulse of energy to knockdown opponents while granting additional fire damage to physical attacks. Strength and Wisdom are necessary for using this skill effeciently.


.:Level 4:.
    Fira - A larger form of Fire with a longer duration a greater change of adding the status effect 'paralysis'. It relies on strength to work to the best of its ability and status damage varies upon elemental resist.
    Burn - A continual magic, this flaming substance literally sticks to its target until it comes into contact with water or healing magic. In ways it could be described as flaming hot tar - hardly a nice spell to wield. It relies on Dexterity and constitution to wield effeciently.
    Flame Arrow - The Elysian targets one of their opponents and launches a rain of flaming arrows upon their opponent up until a maximum of twelve bolts - the number of flame arrows increases as the caster matures and will only ever hit one target. This spell relies on strength and dexterity to work properly.


.:Level 5:.
    Firebrand - This spell once again summons flame arrows however it attacks a group of targets as opposed to just one. For this reason only one arrow will launch for each opponent as opposed to twelve on a focused opponent. It relies on Strength and Dexterity to be of absolute effect.
    Dark Flame - This flame is similar to "High Tide" in the sense that it 'drowns' it's target in flames for a certain amount of time before receding once more. For those who are vulnerable to it this is not a pleasant experience - the added effects applied to this magic are hold and 'faint'. It relies on Consitution and Strength to be of effect.
    Firestorm - The Elysian summons up a "Rain of Fire" from the skies to beat down upon its opponents, this storm will only relent if a water Elysian summons forth a spell of equal or higher power in reference to controlling the weather or if the Fire element Elysian tires out. It has the added status of confusion applied to it depending on vulnerabilities. It relies on Consitution and Intelligence to reach maximum damage.


.:Level 6:.
    Firaga - The largest form of "Fire" that you will find, it has the maximum duration and works on creatures of all sizes. The effect of paralysis is also increased and the spell itself relies heavily upon Strength to be effective.
    Backdraft - Quite an interesting spell to say the least for it may damage the opponent but also serves to damage the caster as well, I fail to understand the reasoning behind this spell in particular but it is said to be incredibly powerful as a "self sacrifice" spell. This particular spell relies on constitution and dexterity to work to the best of its ability.


Level X:.
    Flare - A spell of explosive natures by which many flaming tendrils encircle the unfortunate victim before releasing multiple explosions. It only damages a single target and relies upon Strength and consitution to be at it's most powerful.
    Abyssal Flames - Like Flare this spell is explosive in nature however it might be wise for the caster to have wings should they decide to use this spell. The spell itself involves summoning up white hot flames that are of such a heat that they litterally begin to melt the ground below them, for the victim a swim in lava is evident. This spell however, does drain a caster of a lot of power and they themselves could be subject to 'faint'. It relies on Wisdom and Constitution to work efficiently.
    Comet - A single, outerplanar meteor tears down upon the victim not only crushing them but also obliterating its surroundings - it can cause extreme damage to both victimand wielder causing both to be subject to a 'faint' attack. In order to use this spell consitution and desterity are invaluable.


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PostPosted: Tue Nov 01, 2005 7:25 am


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.:E A R T H . M A G I C:.


.:Level 0:.
    Libra - The Earthan form of scan, the caster has the ability to see it's enemy's weaknesses and strength before blantantly abusing each in turn. Intelligence is required for this spell to work effectively.
    Sight - This spell enables the creature to be able to see any being hidden by 'Vanish' or at a long distance away, it relies on Wisdom and Intelligence to work effectively.


.:Level 1:.
    Stone Breath - Earth born Elysian takes a large breath and spews out a torrent of earth from it's mouth, however unlike normal breath attacks this has the added status effect of 'Petrify'. It's specialised statistic is Intelligence.
    Null Poison - This nullifies any poison magic for one attack before it is required to recast, it uses wisdom to work to the best of its ability.
    Stoneskin - Support based magic that causes the caster or target to develop another layer of armour in the form of stone. It takes on the appearance of a statue and also dulls physical melee attacks - it requires Wisdom to cast effectively.
    Stona - A support based magic that cures petrification, it requires Wisdom to cast properly.


.:Level 2:.
    Poison - This is a direct status attack that poisons the target, it's strength varies greatly upon the strength of the required statistic. In this circumstance Dexterity is the required statistic for this spell.
    Stalactite - This is where an Elysian will summon up a giant rock and blatantly smash it over their victims head, it adds the applied 'faint' attack to small beings and 'daze' to giant beings. It requries strength to cast this spell effectively.


.:Level 3:.
    Poisona - This is support based magic that allows the Elysian to cure itself or an ally of a poison status effect - it relies on wisdom to work effectively.
    Vine Hell - Not the most pleasant of attacks for the Elysian in question summons up innumerable writhing vines from within the ground that ensnare and hold their target in place, it grants additional 'paralysis' as a status effect alongside poison. Strength and Dexterity are required for this spell.
    Greater Stoneskin - This is the more powerful version of "Stoneskin" and last for a greater duration of time than it's younger brother. It requires consitution and wisdom to cast it efficiently.


.:Level 4:.
    Spike Growth - This is a more severe and unforgiving form of "Vine Hell" that causes spikes to grow up beneath the feet of the target while held down. It relies both on Dexterity and Consitution to remain effective.
    Bio - This is a direct and continual form of a status effect that adds poison to the targets blood stream, it will not cease until it has been in contact with a healing spell. It requires Dexterity and Strength to work effectively.
    Poison Mist - The Elysian summons up a mist of poison to attack its opponents, this however is a risky spell as the caster may be unfortunate enough to be caught in the spell as well. It requires both strength and wisdom to be of greatest effect.
    Hold - The Elysian calls forth a powerful set of vines that locks the opponent into place, it can only remain this way for a limited time before the wind dies out and the Elysian is forced to recast. Consitution is the statistic required for this spell.


.:Level 5:.
    Break - A more severe form of petrify that very rarely misses, in this circumstance elemental vulnerabilities and resistances no longer exist. It requires strength and Wisdom to cast this spell effectively.
    Stalagmite - This spell is similar to Stalagtite however this is simply the 'area of effect' version that launches a number of boulders at unfortunate targets, once again 'daze' and 'faint' are the two status that come hand in hand when dealing with this magic. Strength is a very important statistic when using this spell.
    Quake - A small earthquake begins to erupt beneath the targets feet causing them to lose balance and to be crushed/smashed against the moving earth. Not only that but it also has a chance to daze/stun an opponent - strength and constitution are invaluable while harnessing this spell. Note this spell will not effect airborn beings.


.:Level 6:.
    Quicksand - The Earthan form of 'Drown', once again this isn't the most plesant of spells and immerses the target in earth, sand and water before receding again. Upon receding it also leaves residue that causes the added status of 'slow' to targets until it is otherwise removed. Constitution and Wisdom are advisable when trying to use this spell to its full effect.
    Acid Storm - The most unforgiving of storms comes in the form of this, combining strengths with an Lightning Elysian will prevent requirements for statistics however when soloing a great deal are required. The spell itself involves summoning forth a raging storm that harnesses wind, earth and lightning in order to deal extreme damage - lightning strikes down upon victims at regular intervals while ice cold gales blow acid droplets around the targets. The spell enquires Strength, Consitution and Wisdom in order to work successfully.
    Burst - The ground beneath the opponent literally explodes beneath their feet without very little warning sending innumerable rock javelin towards their direction, this spell will also work against flying beings and to great effect. Specified statistics for this spell include Strength and Charisma.


.:Level X:.
    Earth Shake - This is the more violent form of "Quake" and combines both the lower spell and "Burst" into one grouping. It adds the status effects of Daze, Faint and blindness - it's specified statistic requirements include Strength and Intelligence.
    Ultima - The most powerful of the Erthan spells comes in the form of Ultima, this harnesses the life force within the very depths of the earth itself to ensnare and attack the chosen target. It deals massive amounts of damage while providing no status effects and relies upon Charisma and Dexterity to remain successful.


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Epine de Rose
Vice Captain


Epine de Rose
Vice Captain

PostPosted: Tue Nov 01, 2005 7:29 am


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.: D A R K . M A G I C :.


.:Level 0:.
    Osmose - This drains the life energy from a creature and makes it incredibly difficult for them to cast their magics, it also improves the casters strengths for a short period of time while casting their own magic. It relies heavily on Charisma and Wisdom.
    Blind - This is a direct status attack where elemental resistances do not reply - it requires Charisma to ensure success in casting. Success rate of this status effect rises with maturity.
    Focus - This spell enables the Elysian to focus upon a single enemy and to guarantee the hit that it performs after the initial casting, after that the Elysian will be forced to recast in order to ensure another guaranteed hit. Intelligence is required for this spell.


.:Level 1:.
    Bad Breath - This is somewhat different than the other breath attacks in which it breathes acid towards an opponent while attempting to apply the status affects of blind, silence, deafness and poison upon an opponent. Resistances do not apply to this spell as it is a direct status attack. Constitution is the specified statistic for this spell.
    Berserk - Drives the selected target into a frenzy by which they lose control but gain additional strength, this is a risky skills but can be invaluable if more strength is required. Wisdom is needed to apply this spell.
    Null Berserk - This is a support based magic that nullifies any berserk spell once before it must be recast to offer further protection - Wisdom is required for this spell to work to its greatest strengths.
    Dejon - This is the youngest form of 'warp' that can cause a great deal of disorientation in both caster and targets whenever the spell is used. It teleports a party to safety but by rather uncomfortable means resulting in the 'daze' status effect (depending on vulnerability). It requires Charisma and Intelligence to work appropriately.


.:Level 2:.
    Confuse - This is a direct status attack where elemental resistances do not reply - it requires Charisma to ensure success in casting. Success rate of this status effect rises with maturity.
    Silence - This is a direct status attack where elemental resistances do not reply - it requires Charisma to ensure success in casting. Success rate of this status effect rises with maturity.
    Gravity - This involves the Elysian calling upon the powers of space to crush their opponent by increasing the pressure of gravity upon them. It will take approximately 1/4 of the HP off an opponent or more depending on weaknesses. It relies on constitution and strength for the greatest of effects.
    Double - This enables the Elysian to cast the same magic twice in a row without becoming tired, it lasts for a number of minutes before it must be recast again and requires Charisma to be the most effective it can be.


.:Level 3:.
    Sleep - This is a direct status attack where elemental resistances do not reply - it requires Charisma to ensure success in casting. Success rate of this status effect rises with maturity.
    Phantom - This is where the Elysian summons a 'phantom' or 'wirath' to do their bidding, it is designed for offensive attacks that can cause 'confusion' in a mature Elysian and 'faint' in a very young Elysian. The power of this skill varies greatly upon the maturity of the Elysian and the amount of Charisma the Elysian has.
    Warp - This is the Elder form of "Dejon" and does not grant any additional side effects, rather it teleports the caster and companions to an area of safety. Note that it requires Dexterity to work to its greatest effect.
    Requiem - The Elysian releases an sorrowful outcry that unleashes a great pulse of energy around it, those closest will suffer from it much more than those further away with additional status damage such as confuse and deafness being applied to those close by. It requires Charisma to work effectively.


.:Level 4:.
    Drain - This spell drains the energy from another being in one single dosage, stealing energy from the opponent to heal the caster while damaging them. Strength is an important statistic to rely on in relation to this skill.
    Shadow of Death - This spell causes an automatic 'faint' on any young Elysian while a possible 'faint' attack upon a more mature Elysian. It relies heavily on Charisma to be of the greatest effect.
    Darkness - The Elysian summons up a large 'pool' of darkness to surround it and others in absolute darkness. It acts as a thick fog and makes it incredibly difficult to navigate through making it an ideal escape spell - Wisdom is the most important of statistics here.
    Missile - The Elysian summons up a number of balls of energy by which they fire at their opponent in the form of 'missiles', these deal non elemental damage and give no additional status effects - Strength is an important statistic here.


.:Level 5:.
    Black Shock - This spell is similar to an electrical spell in the sense that a large ball of black lightning is send into the centre of a number of opponents, there it explodes however instead of spikes of lightning it releases a pulse/shockwave that not only causes damage to the opponent but also knocks them down.
    Zombie - This is a direct status attack where elemental resistances do not reply - it requires Charisma to ensure success in casting. Success rate of this status effect rises with maturity.
    Dispel - This removes all support magic and even status effects from and opponent and allows them to remain completely open to another attack of any sort. It relies upon a very high Charisma to work successfully against Mature Elysians.
    Triple - This enables the Elysian to cast the same magic three in a row without becoming tired, it lasts for a number of minutes before it must be recast again and requires Charisma to be the most effective it can be.
    Elemental Swarm - The Elysian using this spell will be severely drained for it relies on summoning 'golems' from all of the elemental bases. As one falls another will rise until one of each element has passed by, they will fight in the place of caster instead - think of it as six or seven bodyguard? It requires Consitution and Charisma to reach maximum damage.


.:Level 6:.
    Doom - This is a direct status attack where elemental resistances do not reply, this spell includes a possible 'faint' attack - it requires Charisma to ensure success in casting. Success rate of this status effect rises with maturity.
    Life Drain - This drains a significant amount of hit points from an opponent regardless of whether or not it heals the caster. Depending on maturity this can tear approximately 50% of hitpoints away from the targeted creature. This spell relies upon Charisma and Wisdom.
    Time Stop - This spell involves stopping time around the caster for a few seconds in order to prepare an attack, it freezes both allies AND enemies in place while allowing a caster to recover. It relies upon constitution and intelligence to cast effectively.
    Dark Harvest - This is definately not a spell to allow young Elysians to endure. When a creature 'faints' from an attack this spell has the ability to reap their experience (up to 2000exp) and to give it to the caster, the effectiveness of this spell relies heavily upon the maturity of the Elysian caster and the targetted Elysian.


.:Level X:.
    X-Zone - This spell causes automatic 'faint' upon it's target regardless of maturity however it also has the added skills of 'dark harvest' combined into it - once again the reaping of experience will depend greatly on the maturity of both caster and targetted Elysian. It relies heavily on Charisma.
    Harm - This causes immense 'negative' damage to an Elysian bringing their hit points down to 1hp if they fail to make their 'save'. There are also penalties to the caster however who also suffers from 250 hp damage worth and it is therefore no surprise that constitution is the favoured statistic for this spell.
    Apocalypse - The most devastating of the non-elemental attacks that can be wielded by all elysians taking these skills. It calls upon the power of time and space to crush, tear and otherwise obliterate enemies, not only does it cause massive physical damage but may also result in a 'faint' attack regardless of size/maturity.


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PostPosted: Tue Nov 01, 2005 7:35 am


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.:H O L Y . A N D. H E A L I N G . M A G I C:.


.:Level 0:.
    Alert - This spell helps to prevent back attacks and also improves the targets ability (caster or ally) to see those who are hidden by 'vanish'. It requires wisdom to work to the best of it's ability.
    Pray - This spell is a very minor healing spell that restores approximately 20-30 Hitpoints to the caster and allies in the surrounding area through challenging the healing properties of the holy element. This spell requires wisdom to work appropriately.
    Glimmer - Glimmer is a spell that is useful in dark places for it lights the passage of a being and guides them. This spell will last for an incrasing amount of time as the caster matures and requires Charisma to work efficiently.


.:Level 1:.
    Cure - This spell is support based and is designed to restore minor wounds on a target however it can also be used to damage undead beings whenever in battle. It relies on Wisdom to remain at full strength.
    Mini - A support based magic that can shrink the target to a very small size, it can allow an ally to evade an attack or for an opponents attack power to decrease. Iit requires Wisdom to cast properly.
    Stona - A support based magic that cures petrification, it requires Wisdom to cast properly.
    Searing Light - This is similar to an elemental whip by which the Elysian summons a 'whip' to launch it towards their opponent in a single physical attack. This spell relies on Strength to remain at maximum effect.
    Glittering Light - This spell does not cause phsyical damage but is designed to 'daze' and 'blind' an opponent. The spell is more appropriately renowned for it's ability to help the caster and allies escape from battle - Charisma is a must for this spell.


.:Level 2:.
    Colour Spray - The Elysian summons up a spray of crystal particles that reflect the light to create a multitude of colours. These particles can either blind or daze and target. It relies on Intelligence to work effectively.
    Chakra - This spell grants 'self healing' to a caster enabling them to heal their minor wounds during or after a battle, it requires wisdom and consitution to be as effective as it possibly can.
    Regen - This spell can be used on either caster or a target and allows gradual healing to the selected target. They heal from minor wounds every so often for a limited period of time - this spell is handy during battle where injuries are rife. Wisdom and Dexterity are needed for this spell.
    Deathward - This spell is support magic and guarantees protection from deathspells (faint) for the duration of the battle. It relies heavily on Wisdom and constitution - the maturity of the Elysian also helps to lengthen the time the spell will hold (i.e. longer battles can be fought).


.:Level 3:.
    Life - This spell has the ability to revive a fallen character from 'faint', it restores them from the brink of 'death' to critically wounded. Wisdom is essential for this magic.
    Protect -This spell has the ability to nullify physical attacks for a short while when in battle. Constitution and wisdom are useful for this spell.
    Shell - This spell has the ability to nullify any magic back towards an opponent however it also nullifies any magic you desire to cast upon the target as well. Constitution and wisdom are useful for this spell.
    Prismatic Spray - The Elysian summons up a spray of crystal particles that reflect the light to create a multitude of colours. Due to the fact that this is a more powerful form of colourspray it can do random elemental damage and even cause 'faint'. It relies on Intelligence to work effectively.


.:Level 4:.
    Cura - This spell is support based and is designed to restore more serious wounds on a target however it can also be used to damage undead beings whenever in battle. It relies on Wisdom to remain at full strength.
    Reflect - This spell has the ability to reflect any magic back towards an opponent however it also prevents any support magic being cast upon the target. Constitution and wisdom are useful for this spell.
    Dispel Magic - This removes all support magic and even status effects from and opponent and allows them to remain completely open to another attack of any sort. It relies upon a very high Charisma to work successfully against Mature Elysians.
    Healing Circle - A mass healing spell that restores all characters from critically wounded status to a barely wounded status. It also works unbelievably well against the undead while in battle - it requires wisdom to work to full effect.


.:Level 5:.
    Holy - This spell embodies the purest of energies within the planet, it causes the Elysian to summon up a mass of white an blue ribbon like tendrils that fly swiftly towards the opponent and literally tear them apart - it relies heavily on strength and charisma to be of effect.
    Mighty Guard - This combines both shell and protect together while granting 'regen' in the process. It is therefore a valuable spell but please note that all supportive healing magic cast upon the targets will be slightly less effective than normal - constitution and wisdom are useful here.
    Sunbeam - A large pillar of light descends upon the enemy to crush them, it has the added effect of blinding the unfortunate victim as well as stunning them. It relies both on Charisma and on Strength to work efficiently
    Wall - This is a combination spell of both protection and reflection, it not only nullifies magic but also physical attacks. Note that the target cannot have supportive magic cast upon them at all while this spell is in effect - Constitution and strength are invaluable for this spell.
    Aura - For a few minutes during battle a target or the caster themselves is able to cast twice the amount of magic that they would normally do, it also raises statistics by two for the duration of the spell and causes 'haste'. Please note that all statistics are needed for this spell.


.:Level 6:.
    Curaga - This spell is support based and is designed to restore critical wounds on a target however it can also be used to damage undead beings whenever in battle. It relies on Wisdom to remain at full strength.
    Angel's Snack - This spell is support based and is designed to restore magic energy to a target, this allows a target to cast ALL magic again regardless of level. It relies on Wisdom to remain at full strength.
    Sanctuary - This spell may only be used on the caster and cannot be dispelled, it lasts for a short time however it makes the caster invisible to magical attack and physical attack - ultimately, if the elysian chooses to attack this spell will end immediately. It relies on Charisma to be successful.


.:Level X:.
    Holyra - This spell embodies the purest of energies within the planet, it causes the Elysian to summon up a mass of white an blue ribbon like tendrils that fly swiftly towards the opponent and literally tear them apart, it is the most powerful form of "Holy" and relies heavily on strength and charisma to be of effect.
    Full-Life - This spell has the ability to revive a fallen character from 'faint', it restores them from the brink of 'death' to fully healed. Wisdom is essential for this magic.
    Full Cure - This spell has the ability to restore a character from any wounded state to fully healed and also to completely remove any status effect upon them. Wisdom is essential for this magic.
    Goddess Hymn - This is perhaps the last and most impressive of the known healing spells. As the Elysian sings it bestow upon both itself and allies a gift, applying Full Cure to each in turn alongside wall and regeneration. It requires all statistics to ensure maximum effects can be reached.


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Epine de Rose
Vice Captain


Epine de Rose
Vice Captain

PostPosted: Tue Nov 01, 2005 7:37 am


--R.E.S.E.R.V.E.D--
PostPosted: Tue Nov 01, 2005 7:40 am


--R.E.S.E.R.V.E.D--

Epine de Rose
Vice Captain


Epine de Rose
Vice Captain

PostPosted: Tue Nov 01, 2005 7:43 am


--R.E.S.E.R.V.E.D--
PostPosted: Tue Nov 01, 2005 7:44 am


--R.E.S.E.R.V.E.D--

Epine de Rose
Vice Captain


Epine de Rose
Vice Captain

PostPosted: Tue Nov 01, 2005 7:45 am


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Disclaimer
    1. Project Nexus Battle System is based of the d20 system of Wizards (c)2005.
    2. Project Nexus Battle System is implemented and adapted for use by Victoria Woolley (Epine de Rose) and Keith Hearth (The Pudgy Duck). The Battle System itself should not be replicated or adapted in any way without expressed permission from either.
    3. All magics within the Battle System are taken directly from the Final Fantasy and D&D games - they have simply been converted and adapted to apply to the appropriate parts of the Project Nexus System.


Employees/Creators
    Lead Developer: Epine de Rose
    "Right Hand" Man: The Pudgy Duck
    Store Owner: PaperGhost
    Store Owner: Kheleksul


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