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SkyeDarkhawk

PostPosted: Sun Aug 10, 2008 6:50 pm


Skye's Magic of Love...

White Spells Added


Hanse's Spells of Destruction.

Fire Spells Added
PostPosted: Tue Aug 19, 2008 11:08 pm


Element: Fire
Spell Title: Falcon Punch
Effects of the Spell: The user charges forward with a powerful punch which is surrounded by a flaming falcon. The user must shout out "FALCON PUNCH!!" when doing this.


Element: Fire
Spell Title: Ring of flames
Effects of the Spell: Striking the ground, either with a weapon or with a body part, the caster sends out a small wall of flames in a 5 feet radius around them. The better the skill, the taller the flames will be. Attack radius may increase with skill as well.

Element: Fire
Spell Title: Fireworks
Effects of the Spell: Caster throws a fireball which explodes into colorful sparks. Does relatively low damage, but can daze or blind an opponent if thrown at their face. This may also be used as a flare of sorts if thrown into the sky.

Element: Fire
Spell Title: Afterburn
Effects of the Spell: Propelling flames appear either at the bottom or just behind the heels of the caster to give him/her a considerable speed boost while running (or flying if they know how). While this can be used to increase jump length/height, the flames aren't powerful enough to make the caster hover or fly. Also the caster must practice this technique or they may easily fall when running with the flames in effect. Direct contact with the flames may cause some severe burns.

Blade Kuroda

Militant Raider


poke mattix

Rainbow Lover

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PostPosted: Tue Sep 02, 2008 6:34 am


Element: lightning
Spell Title: Jumpstart
Effects of the Spell: The caster sends a small eletrical current through the body of a person who's heart has stopped. If done properly the person's heart may begin to beat again. However this is not always the case, and on the rare occasion the caster may shock themselves instead.

Element: water
Spell Title: Whipping tides
Effects of the Spell: water is conguated into a whip like form, which can be used to attack someone or to reach far flung objects.

Element: water
Spell Title: invisible moisture
Effects of the Spell: When theres no body of water around, a high leveled caster can congegate the moisture in the air into water. This technique reqires a high amount of concentration, and if there is no moisture then this will not work (eg, in a dessert)

oh, and blade, your afterburn spell...Do you need burritos to use this spell by any chance? BD if you get my drift...
PostPosted: Thu Sep 04, 2008 12:35 pm


XD nope. The flames come from the feet.

Element: Dark
Spell Title: Dark Healing
Effects of the Spell: The caster uses some of their own blood to try and heal another. The more the caster bleeds, the more they can heal. This cannot be used on the caster. This cannot revive.

Element: Dark
Spell Title: Shadow Fall
Effects of the Spell: The caster drips some of their blood onto the ground. From this spot, a bubble of darkness will spread out in a 10 foot radius. The caster may expand the darkness bubble by using up some more of their blood in areas close by.

Element: Dark
Spell Title: Blessing of the night
Effects of the Spell: Generally used in conjuction with Shadow Fall, but can be used whenever it's dark. This spell allows the caster to temporarily have excelled night vision to aid them in moving about in darkness.

Element: Dark
Spell Title: Shadow Step
Effects of the Spell: With some concentration, the caster may do a short distance 'teleport' of sorts to a location where their own blood has been spilt. The blood must be relatively fresh (less than 30 minutes of sitting there), and this has a max range of 50 feet.

Element: Dark
Spell Title: Bloody pact
Effects of the Spell: The caster first must get some of their blood onto their weapon(s). With some concentration, the weapons and the caster will soon glow with a faint, dark reddish aura of sorts. While the caster is like this, their speed, strength, and agility all increase dramatically. It also numbs out pain for the time being. However, once the spell's effects are over, the caster will most likely collapse in both pain and exhaustion for pushing their body so far (as well as from any injuries they may have sustained). This leaves the caster extremely vulnerable, as in some cases, it may leave them unable to move their own body for several hours. The longest this can be kept up is 10 minutes for someone that is relatively fit. If the caster tries to keep it up much longer, they may end up pushing their body to the point of death.

Blade Kuroda

Militant Raider

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The Land of Nao

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