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Tormented Sage
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PostPosted: Mon Jan 11, 2010 4:05 pm


Spells List

This is a complete list of all the spells available to use. You are, encouraged even, to use them in any way you see fit.
Most can not be used outside of battle except when stated otherwise.

Temples are located in the wilds around their perspective towns and have three "Masters of the Arts" at each to train you in the ways of their temple. They can however refuse to train you until you reach certain conditions.

Tiers must be learned in order but once you've learned a tier you can forgo learning the next level of that tier and instead start training for the next tier. Tiers are learned by training at each temple, making so many posts at said temple under the tutelage of one of that temples "Master of the Arts".

Levels must be learned in order within their tiers. To level up a tier you must use the spells of that tier outside of the temples.

Tiers take a specified number of posts for each tier but levels take as many posts to level up as the number of posts it took to learn that tier in the first place.
Tier One takes 9 posts.
Tier Two takes 15 posts.
Tier Three takes 25 posts.
Tier Four takes 45 posts.

Some spells evolve when one reaches tier 4, namely in tiers 1 and 2, that make them more useful, or more powerful. Examples like Tailwind to Slipstream, Flashfire to Fume, or the higher rank of dominate creature. mostly it's only in elemental lists that the spells change, Mind's Tier 1, is one of the few exceptions.
The power change is Tier 1 to 1.8, 2 to 2.5, and Tier 3 to 3.2 on the power scale.
PostPosted: Mon Jan 11, 2010 4:06 pm


Fire Temple (elemental)
Breltund


Tier 1 (Flare) [L1 Flash lL2 Flash Fire lL3 Embers
-----------------------------------------------------------
Tier 2 (Pyro-Projection) [L1 Dragon's Breath lL2 Flame Wave lL3 Searing Beam
-----------------------------------------------------------
Tier 3 (Fire Blast) [L1 Fireball lL2 Bomb lL3 Pyroclasm
-----------------------------------------------------------
Tier 4 (summon) [L1 Hellfire lL2 Firestorm lL3 Meteor

*Tier One: Flare
Level One: Flash - Blind
___Flash of light similar to flashpowder, no damage but will cause an instant of blindness. No dmg. (Armor Cast-Off)
Level Two: Flash Fire - Fume
___A small, brief plume of expanding flame that does minor burns. Burning dmg.
Level Three: Embers - Char
___ Cause burns on contact or set flammable objects alight with a touch. Searing dmg. (Enchant Effect: Magma Blade)

*Tier Two: Pyro Projection
Level One: Dragon Breath - Rising Dragon?
___A flamethrower launched from the hand or mouth. Short-range. Burning dmg.
Level Two: Flame Wave
___An narrow arc of flame cast with the swing of either a hand, wing, foot, or tail. Mid-range. Searing/minor impact dmg. (Cast-off Effect)
Level Three: Searing Beam
___A blast of fire concentrated into a narrow stream. Mid-long range. Searing/moderate impact dmg.

*Tier Three: Fire Blast
Level One: Fireball
___A ball of fire capible of causing severe burns, and melting through weak metals. Melting dmg. (High-level Cast-Off Effect)
Level Two: Bomb
___A fireball that creates an explosion on impact. Burning/ heavy impact dmg.
Level Three: Pyroclasm
___An expanding sphere of flame that moves from the caster outward in all directions. Short-range. Heavy searing dmg. (Armor HL Cast-Off)

Tier Four:
Fire Summon
Level One: Hellfire
___Summons a great fire from underfoot to surround and engulf the target. Heavy searing dmg.
Level Two: Firestorm
___Rain of fire that melts through most metals on contact and severely burning the flesh. Heavy melting dmg.
Level Three: Meteor
___Summons a giant ball of solid flame from the sky to crush the opponent and melt their flesh. Severe melting/severe impact dmg

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PostPosted: Mon Jan 11, 2010 4:07 pm


Water Temple (elemental)
Skurkor


Tier 1 (Contact) [L1 Water Shield lL2 Deflection lL3 Frostbite
-----------------------------------------------------------
Tier 2 (Projection) [L1 Water pulse lL2 Water Whip lL3 Watershot
-----------------------------------------------------------
Tier 3 (Ball) [L1 Scatter shard lL2 Freeze ball lL3 Ice shell
-----------------------------------------------------------
Tier 4 (summon) [L1 Spike wave lL2 Razorhail lL3 Flood

*Tier One: Contact
Level One: Water Shield - Water Bubble
___ Creates a sizable, but localized bubble of water on the caster (main use: reducing impact damage)
Level Two: Deflection - Stream
___ Creates a localized bubble of very fast moving water on the caster(main use: warding off moderate slashing/minor piercing damage)(Armor Cast-Off)
Level Three: Frostbite - Permafrost
___ Can freeze water, or cause frost dmg(frostbite) with a touch. (Enchant Effect: Frozen Core)

*Tier Two: Projection
Level One: Water Pulse - Geyser
___ A short, wide "beam" of water projected from the caster. Mid-range. moderate Impact dmg
Level Two: Water Whip
___ A flexible stream of fast moving water projected from a hand, wing or tail(not weapon) Short-range. Moderate slashing dmg. (Cast-Off Effect)
Level Three: Water Shot
___ A high-pressure,brief stream of water capible of cutting through weak metals. Short-mid range. Heavy/minor piercing dmg (attack is mid-range, however,Heavy piercing dmg applies to short range only)

*Tier Three:
Level One: Scatter Shard
___ A cluster of sharp ice spikes projected from the caster. Short-med range. Moderate slashing/mild piercing dmg (High-Level Cast-Off Effect)
Level Two: Freeze Ball
___A concentrated ball of Frost elemental energy, capible of covering the local ground with ice, freezing armor or limbs on contact. heavy frost dmg
Level Three: Ice Shell
___ Projects a field(one sided), or full shell of ice, protecting the caster from many forms of damage. Short-range. (wards off heavy slashing, moderate piercing, and moderate impact dmg, elemental resistance my vary.) (HL Armor Cast-Off)

Tier Four: Summon
Level One: Spike Wave
___ Calls up a trail of very sharp ice spikes from the ground outward from the caster in a direct line. Mid-range. Heavy piercing/moderate frost dmg
Level Two: Razor Hail
___Calls down a hailstorm of very sharp ice shards. Heavy slashing/moderate piercing dmg
Level Three: FlashFlood
___ Calls in a low-wall of very fast-moving water, sweeping the way the target(s), and most likely drowning them.
PostPosted: Thu Jan 14, 2010 12:19 pm


Lightning Temple (elemental)
Eule'enos

Tier 1 (spark) [L1 Charge lL2 Stun lL3 Paralyze
-----------------------------------------------------------
Tier 2 (bolt) [L1 Discharge lL2 Electrocute lL3 Plasma Lance
-----------------------------------------------------------
Tier 3 (ball) [L1 Orb-lightning lL2 Shockball lL3 Static burst
-----------------------------------------------------------
Tier 4 (summon) [L1 Call bolt lL2 Lightning Storm lL3 Arc Plasma

*Tier One: Spark
Level One: Charge - Electromagnetism
___Creates a generous amount of static cling between you and an object. You can also pass this charge to something or someone else, making them stick to things.(doesnt start out very strong, and can be broken somewhat easily.) No dmg
Level Two: Stun
___ A jolt of electricity is passed to the opponent on contact with the caster, causing brief involuntary movement. Mild electrical dmg. (Armor Cast-Off)
Level Three: Paralyze
___A powerful jolt of electricity is passed on contact capible of causing partial or full temporary limb paralysis. Moderate electrical dmg.(Enchant Effect: Lightning Edge.)

*Tier Two: Bolt
Level One: Discharge - Chain bolt
___A flash-bolt cast from the hand, causing brief involuntary movement. Short-range. Moderate electrical/mild burning dmg. (Cast-Off Effect)
Level Two: Electrocute
___A sustained lightning bolt cast from the hand, causing signifigant involuntary movement. Mid-range. Heavy electrical/moderate burning dmg.
Level Three: Plasma Lance
___ A Fine-tuned burst-beam of electrical energy projected from finger or wing tips. Mid-long range. Heavy piercing/mild searing dmg.

*Tier 3: Ball
Level One: Orb-lightning
___ This looks like a Ball of light with a small lightning trail. A compact ball of electrical energy that tends to follow and disrupt bio-electrical signals. Mid-long range(homing). moderate electrical/mild melting dmg(alternate effect: pass charge[See charge spell]) (High-Level Cast-Off)
Level Two: Shockball
___ A large sphere of electrical energy that sends out many bolts of lightning, within a certian radius, when it strikes something. Heavy electrical/moderate burning dmg
Level Three: Static burst
___ A Shock-pulse of charged particles acting as a microwave to metal, causing it to arc and heat up, some weaker metals actually begin to melt. This attack only affects metal armor and weapons. Mild Electrical/Moderate Searing dmg to metal wielding enemies. Mid-Range.

*Tier Four: Summon
Level One: Call Bolt
___Calls a powerful lightning bolt from the sky. Severe electrical/severe burning dmg.
Level Two: Lightning Storm
___Calls a severe thunderstorm to lay waste to targets with multiple lightning strikes. (Used in tandem with 'flash flood' causes a heavy rainstorm, with far fewer lightning strikes and no flood)
Level Three: Arc Plasma
___ An array of plasma-lance like rays shot up into the air from the caster, and lock on targets in range at random. Mid-range. Severe piercing/moderate melting dmg (each beam can pierce multiple targets, but gets weaker with each hit)(No friend/foe sense)

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PostPosted: Thu Jan 14, 2010 12:28 pm


Air Temple (elemental)
Sylkot

Tier 1 (Gale) [L1 Gust lL2 Iron Lungs lL3 Tailwind
-----------------------------------------------------------
Tier 2 (Sub-Sonic) [L1 Sonic Pulse lL2 Sonic Pulse lL3 Sonic Wave
-----------------------------------------------------------
Tier 3 (Sphere) [L1 Air Blast lL2 Sonic Boom lL3 Air Wall
-----------------------------------------------------------
Tier 4 (Air Summon) [L1 Vacuum lL2 Tornado lL3 Tempest



*Tier One: Gale
Level One: Gust - Gale
___ Call a gust of wind to knock your opponent off balance.
Level Two: Iron Lungs
___ You can cause a powerful jet of airflow from your mouth. Can also hold breath for much longer periods of time while this is active.
Level Three: Tailwind - Slipstream
___ cause the wind around you to assist you in your movements and run faster and jump higher than normal.

*Tier Two: Sub-Sonic
Level One: Sonic Pulse - Concussion blast
___ Concussive blasts are thrown from punches and kicks, or projected from the hands. Mild impact dmg. (Enchant Effect: Sledgehammer)
Level Two: Sonic Wave
___ A deafening wave of sound is thrown from the caster (unidirectional) . (Armor Cast-Off)
Level Three: Sonic Slash
___ Launch cutting air at your foes with fast whip-like movements. Moderate slashing dmg.

*Tier Three: Sphere
Level One: Air Blast
___ Ball of air that explodes with pressure upon contact. Moderate impact dmg. (Cast-Off Effect)
Level Two: Sonic Boom
___ Create a directed pillar shock-wave that assaults everything in it's path with great pressure. Heavy impact dmg.
Level Three: Air Wall
___ Create a sphere of solidified air and whipping winds to circle you. (High-Level Cast-Off [Presents a localized area around the user's weapon, about 2ft in diameter])

Tier Four: Air Summon
Level One: Vacuum
___ Create a small vacuum of air in a limited area.
Level Two: Tornado
___ Small tornado is called to destroy everything in a direct path before you.
Level Three: Tempest
___ Great winds swirl and destroy most everything around you. Can only be controlled to a degree by the caster because of it's destructive power. (Caster is safe though.)
PostPosted: Thu Jan 14, 2010 12:31 pm


Earth Temple (elemental)
Rhodymenea

Tier 1 (Utilize Earth) [L1 Sand Screen lL2 Rock Plate lL3 Tremor
-----------------------------------------------------------
Tier 2 (Stone) [L1 Stone Barrage lL2 Mud Casing lL3 Earth Bullet
-----------------------------------------------------------
Tier 3 (Crust) [L1 Landslide lL2 Petrify lL3 Stone Sheild
-----------------------------------------------------------
Tier 4 (Summon Earth) [L1 Stone Spire lL2 Golem lL3 Teraform


*Tier One: Utilize earth
Level One: Sand Screen - Sand Storm
___ Cast up sand to hinder the view of your opponent. (Cast-Off Effect)
Level Two: Rock Plate - Rock armor
___ Small rock plates gather to create a small weak shield. (Armor Cast-off Effect)
Level Three: Tremor - Quake
___ An impact against the earth will cause a small localized tremor to unbalance your foe. (Alternate low-level Cast-Off [must be an impact based weapon])

*Tier Two: Stone
Level One: Stone Barrage - Pummel
___ Pelt your opponent with a great number of stones from all around you. (mostly smaller stones, none too big) (Short range, Minor impact dmg)
Level Two: Mud Casing
___ The earth around your opponent crawls up their very legs to encase them in a partial cocoon to limit their movement.
Level Three: Earth Bullet
___ Sharp shard of stone is launched at your opponent like a bullet. (Mid-Long range, Mild Piercing, Moderate impact dmg) (High-level Cast-Off Effect)

*Tier Three: Crust
Level One: Landslide
___ Soil and earth and stone come up in a wave to fall upon and crush your foes. Heavy Impact dmg.
Level Two: Petrify
___ For a short time after you cast this spell, any living tissue you touch with your hands other than your own will turn to stone, and any movement around the effected area will tear away from the skin causing great pain. (Can be undone by the caster, a tier 3 healer, or any of the "Masters") (Enchant Effect: Petrify Wound[more localized than the spell itself])
Level Three: Stone Shield
___ Great plates of steel and stone circle around you to protect you, and you can launch them at your opponents.

Tier Four: Summon Earth
Level One: Stone Spire
___ Spikes upon spikes erupt from the ground to skewer your opponent. Severe Piercing dmg.
Level Two: Golem
___ Call forth a giant stone elemental to bash your opponent to smithereens.
Level Three: Teraform
___ The ground shakes, stone spires erupt from the earth, and chasms open up to swallow your foes. Reform the very earth to crush your enemies.

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
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Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200
PostPosted: Thu Jan 14, 2010 12:33 pm


Nature Temple (elemental)
Fuldyn

Tier 1 (Animals) [L1 Bird Call lL2 Call of the Wild lL3 Dominate Creature
-----------------------------------------------------------
Tier 2 (Plants) [L1 Entangle lL2 Briar lL3 Manipulate Vine
-----------------------------------------------------------
Tier 3 (Venom) [L1 Poison Touch lL2 Venom Needle lL3 Acid Bath
-----------------------------------------------------------
Tier 4 (Manipulate Nature) [L1 Feral Form lL2 Call Spirits lL3 Ancestors


*Tier One: Animals
Level One: Bird Call - Beast Telepathy (T3)
___ Allows you to understand and mimic some vocal sounds and body language of animals.
Level Two: Call of the Wild - Rank^
___ Calls an animal friend to aide you
Level Three: Dominate Creature - Rank^
___ Allows you to bring an animal under your control as a pet, traveling compainion, you decide. only works on Class 5 monsters. Class 3 at tier 4, but they must be of limited intelligence. (no humanoids, except half-brained undead.)

*Tier Two: Plants
Level One: Entangle
___ Cause rapid plant growth in a limited area to slow or trap your foe.
Level Two: Briar
___ Cause plants in a limited area to grow sharp thorns. Mild slashing, Minor piercing dmg(Armor Enchant Effect.) (Weapon Cast-Off Effect: Thorn Spray)
Level Three: Manipulate Vine
___ Allows the user to quickly grow and finely control powerful vines.

*Tier Three: Venom
Level One: Poison Touch
___ Delivers a small amount of hemotoxic venom to the opponents skin, causing pain and Necrotic tissue. Mild corrosive dmg.
Level Two: Venom Needle
___ Sends a burst of sharp poison tipped needles flying from the caster.
The venom causes pain and severe nausea, repeated doses could cause severe disorientation and eventually unconsciousness. Mild piercing/ minor non spesific dmg. (Weapon Enchant Effect: Poison Blow [Poison effect only, this is not a castoff.])
Level Three: Acid Bath
___ Sends a short wave of corosive acids out from the caster in all directions. Moderate Corrosive dmg. (High-Level Cast-Off [Uni-directional])

Tier Four: Manipulate Nature
Level One: Feral Form
___ Allows the user to temporarily transform into an animal or beast. (cant switch between forms before end of spell effect. You must pick one animal and put it in your spell list)
Level Two: Call Spirits
___Summon Ethereal forest spirits to aide you.
Level Three: Ancestors
___ Gain complete mastery of one temple for three turns. At least one whole turn charging (no other spells used) before use.
PostPosted: Thu Jan 14, 2010 12:35 pm


(( Note to self: Ramp up spells, earlier tiers seem timid compared to other temples and second & third tiers are too similar ))
Mind Temple
Mierna

Tier 1 (Illusion) [L1 Other Truth lL2 lL3 Mirage
-----------------------------------------------------------
Tier 2 (Empathy) [L1 Feelings lL2 Thought lL3 Movement
-----------------------------------------------------------
Tier 3 (Precognition) [L1 Sixth Sense lL2 Observe lL3 Envision
-----------------------------------------------------------
Tier 4 (Mastery of Minds) [L1 Telekinesis lL2 Brain Freeze lL3 Mind Control



*Tier One: Illusion
Level One: Other Truth - Persuade
___ Your points of view are easier to accept by others. Direct use of this magic can persuade people to have certain ideas come to mind.
Level Two: Slight of Hand
___ Movements are harder to predict because they seem to blend into each other.
Level Three: Mirage - Cloak
___ Create a "double-image" effect on your opponent. (rank 2 at tier 3 makes you nearly invisible for a time)

*Tier Two: Empathy
Level One: Feelings
___ Strong emotions like anger, pain, and killing intent are obvious to you even if they try to hide them. (dodge next attack.)
Level Two: Thoughts
___ If they think something to themselves in their own head and put it directly into words you can eavesdrop on most of what they think.
Level Three: Movements
___ After a few turns fighting someone you can "feel" most of their more complicated attack routines coming. (take no damage for two attacks)

*Tier Three: Precognition
Level One: Sixth sense
___ React to attacks with a sixth sense that allows you to perform impressive dodges. (lasts for two posts)
Level Two: Observe
___ Can see one of the next attacks coming enough to perform at least one impressive counter. (within the next two posts)
Level Three: Envision
___ Can see the future a short distance ahead and change your attacks to control the next post of your opponent. (no auto kills unless they're hanging on by a thread, make their actions believable)

Tier Four: Mastery of Minds
Level One: Telekinesis
___ Move objects of limited weight and size without touching them.
Level Two: Brain Freeze
___ Takes a while to cast but utterly destroys the opponent's ability to use spells for several posts.
Level Three: Mind Control
___ Usable only after Brain Freeze. Have a battle of wills with your opponent. If you win, you gain an ally for an in-game day that submits to your will. Being fatigued will greatly reduce the chances of winning.

Tormented Sage
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Demonic Protector

7,525 Points
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Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200
PostPosted: Thu Jan 14, 2010 12:38 pm


Body Temple
Arcarnus

Tier 1 (Boost) [L1 Eyesight lL2 Reflex lL3 Precision
-----------------------------------------------------------
Tier 2 (Physical) [L1 Speed lL2 Strength lL3 Defense
-----------------------------------------------------------
Tier 3 (Longevity) [L1 Life Boost lL2 Resist Physical lL3 Resist Magical
-----------------------------------------------------------
Tier 4 () [L1 lL2 lL3



*Tier One: Fine Tuning
Level One: Eyesight
___ Follow faster movements easier. (lasts for several posts)
Level Two: Reflex
___ React and achieve maximum speed faster. (lasts for several posts)
Level Three: Precision
___ All movements, as well as aim, are more precise. (lasts for several posts)

*Tier Two: Stat Boost
Level One: Dexterity
___ Moderate boost to Dexterity stat. (one or two posts)
Level Two: Health
___ Moderate boost to Health stat. (one or two posts)
Level Three: Speed
___ Moderate boost to Speed stat. (one or two posts)

*Tier Three: Longevity
Level One: Life Boost
___ Increases your max health for several posts. (best if used early because percentage of current health stays the same)
Level Two: Resist Physical
___ Increase in resistance to physical damage such as slashing/impact/piercing damage for several posts.
Level Three: Resist Magical
___ Increase in resistance to magical damage and effects such as burning/freezing/electrical/poison damage for several posts.

Tier Four: Infuse
Level One: Absorb
___ An elemental attack (tier three or below) from a temple you know is instead converted to energy or health. (minor damage still taken)
Level Two: Channel Energy
___ Channel energy (elemental or otherwise) into your very fists to turn them into weapons. (For several posts all hits from caster are infused with major extra damage and can't take damage from hits to hands.)
Level Three: juggernaut
___ All stats are boosted and user cannot be harmed for two ore three posts. (being hit with an "Epic" magic shortens it to one)
PostPosted: Thu Jan 14, 2010 12:41 pm


Enchant Temple
Angalia

Tier 1 (Physical) [L1 Sharpen lL2 Harden lL3 Lighten
-----------------------------------------------------------
Tier 2 (Elemental) [L1 Enchant Element lL2 Cast-Off lL3 Pearl Revival
-----------------------------------------------------------
Tier 3 () [L1 Cast Assist lL2 Invoke Flight lL3 Multi-Slot
-----------------------------------------------------------
Tier 4 () [L1 lL2 lL3



*Tier One: Physical
Level One: Sharpen
___ Creates a silver pearl on the weapon that magically hons and re-hons the edge, keeping it sharp. Last for 10 uses.
Level Two: Harden
___ Creates an onyx pearl on the weapon or armor that magically makes the material denser, thus making it harder. Last for 10 uses
Level Three: Lighten
___ Creates a white pearl on the weapon or armor that magically lightens it. Lasts for 10 uses.

*Tier Two: Elemental
Level One: Enchant Element
___ Creates a pearl the color of it's element that causes the elemental damage corresponding to the labeled "Enchant Effect" as well as normal damage. Can only use one element at a time. Lasts for 10 uses
Level Two: Cast-Off
___ Allow's the weapon or armor's weilder to cast spells from the Elemental pearl's power, Useable spells are listed in the spell archives. High-castoffs take twice the power of a regular one. Base-level Cast-off Lasts for 10 uses, High-castoff uses double the power, so has half that max. (Must be enchanted on already exsisting pearl)
Level Three: Pearl Revival
___ Restores the number of uses given to each pearl. (Takes less time than normal enchant.)

*Tier Three: Magic Properties
Level One: Cast Assist
___ Create a clear diamond on an item that slightly amplifies the damage/effectiveness of magic spells.
Level Two: Multi-Slot
___ Creates additional slots on a weapon or armor allowing up to 3 elemental, 3 physical on a weapon, 2 elemental, 2 physical on armor, you can create more than one of the same element on either but it will not increase its power, just duration. This also allows you to place dropped 'pearl like' objects in a weapon slot to enhance it, and makes pearls removable.
Level Three: Invoke Flight
___ Gives the wielder of the enchanted material (armor only) the ability to perform areal maneuvers (the same as if they had wings) for a few posts after the initial use.

Tier Four: Living Enchantment
Level One: Friendly Unfriendlies
___ Enchant nearby wild monsters to fight for you.
Level Two: Self Hypnosis
___ You become a master of you weapons for four posts.
Level Three: Living Blades
___Summon many expertly enchanted blades to fight your foe with as much skill as an entire squad of the royal guards.

*Elemental Enchant use does not go by duration, but by impact with a solid object. Cast-offs, The enchanter must have the spells to cast it on a weapon, after its cast, anyone can cast it from the weapon. Must be Tier 3 in enchanting to cast High-castoffs. Tier 3 grants you 2 extra cast-off uses, Tier 4 grants you 4 extra cast-off uses. exp is gained each time you enchant, not each time you use it. When an enchant pearl is expended it turns dark gray and falls off the weapon.

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Tormented Sage
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Demonic Protector

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  • Demonic Associate 100
  • Ultimate Player 200
PostPosted: Thu Jan 14, 2010 12:54 pm


Healing Temple
Llundir

Tier 1 (Minor Healing) [L1 Uplifted Spirits lL2 Bandage lL3
-----------------------------------------------------------
Tier 2 (Greater Healing) [L1 Restore lL2Revive lL3
-----------------------------------------------------------
Tier 3 (Buffs) [L1 Speed lL2 Strength lL3 Magic
-----------------------------------------------------------
Tier 4 (Light Magic) [L1 Holy Light lL2 Enchanted Wind lL3 Final Breath



*Tier One: Minor Healing
Level One: Uplifted Spirits
___ Chase away fears giving a very minor boost to Strength and Speed, any and all minor scraps and cuts are closed up as well.
Level Two: Bandage
___ Small scrapes and cuts close and minor wounds stop bleeding, magic encases open wounds and speeds up the healing process.
Level Three: Persistent Spirit
___ Resistance to de-buffs and a boost to physical stamina if your life is low.

*Tier Two: Greater Healing
Level One: Restore
___ Removal of low level effects such as frostbite, poison, and burns.
Level Two: Revive
___ *Out of battle* ~ Restore beaten player characters in the wild to about 1/3 of their life (enough to get them to the nearest populace). Cannot use on self.
*In battle* ~ All wounds of moderate severity and below stop bleeding and heal faster. Moderate health regeneration until next post.
Level Three: Life Orb
___ Instant restore of good amount of health. Can't move during casting time.

*Tier Three: Buffs
Level One: Health
___ Major boost to Health stat and slight restoration of current health. (a few turns)
Level Two: Defense
___ Major boost to Defense stat and probability to block. (a few turns)
Level Three: Magic
___ Major boost to Magic stat and slight magic resistance. (a few turns)

Tier Four: Light Magic
Level One: Holy Light
___ Powerful blast of light that does slight damage boost to those with wicked hearts and the undead. (including caster)
Level Two: Enchanted Wind
___ All lingering negative effects towards you from either physical wounds or magical spells are nullified. Opponent's buffs are also removed.
Level Three: Final Breath
___ Health must be below 1/4 max to use. Blast your opponent with powerful light magic causing incredibly Severe damage at close range. Your opponent cannot use magic for the remainder of the battle if hit.
PostPosted: Thu Jan 14, 2010 12:55 pm


Curse Temple
Vyrsal

Tier 1 (Discomfort) [L1 Disorient lL2 Slow lL3 Weak
-----------------------------------------------------------
Tier 2 (Degradation) [L1 Dull lL2 Heavy lL3 Defile
-----------------------------------------------------------
Tier 3 (Soul Curse) [L1 Silence lL2 Enfeeble lL3 Poltergeist
-----------------------------------------------------------
Tier 4 (Dark Magic) [L1 Life Drain lL2 Animate Dead lL3 Corpse Breath



*Tier One: Discomfort
Level One: Disorient
___ Causes moderate nausea that reduces ability to fight at full potential.
Level Two: Slow
___ Slows reaction time.
Level Three: Weak
___ Weakens foe by draining a slight amount physical stamina and making the next posts physical attacks slightly weaker.

*Tier Two: Degradation
Level One: Dull
___ Blades and spikes due less damage for a few posts.
Level Two: Heavy
___ Weapons become heavier.
Level Three: Defile
___Leather and Metal materials become weakened and wooden weapons do little damage.

*Tier Three: Soul Curse
Level One: Silence
___ Foe cannot use spells for at least one posts.
Level Two: Enfeeble
___ Severe reduction to magic resistance.
Level Three: Poltergeist
___ Causes an evil spirit to cause slight damage whenever in combat. (until removed by high lvl healing magic)

Tier Four: Dark Magic
Level One: Drain Life
___ Slight regeneration to casters health and moderate life loss from opponent. Slight loss of physical stamina as well.
Level Two: Animate Dead
___ Summon undead warriors to fight for you, increasing the number drastically decreases their fighting prowess.
Level Three: Corpse Breath
___ Health must be below 1/4 max to use. Blast your opponent with powerful dark magic causing Severe Acid damage at close range. Your opponent slowly loses life, stamina, and mana for the rest of the fight, if not defeated.

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200

Tormented Sage
Captain

Demonic Protector

7,525 Points
  • Battle: Knight 100
  • Demonic Associate 100
  • Ultimate Player 200
PostPosted: Thu Jan 14, 2010 12:56 pm


Dragonslayer Temple
Eldanius

*Dragonslayer Temple is different than all other temples because the Tiers and levels aren't depicting spells but progress through the abilities and such gained by the temple. Learning each ability takes twice as many posts as learning a spell of the same tier normally would but all BATTLE posts made outside of a temple count towards the level training. You can still forgo leveling up of a current tier to train at the next tier.*

Tier 1 (Dragon Magic) [L1 Element lL2 Focus lL3 Excel
-----------------------------------------------------------
Tier 2 (Dragon Abilities) [L1 Colossal Might lL2 Dragon Heart lL3 Magic Resist
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Tier 3 (Dragoon Aspect) [L1 Claws lL2 Scales lL3 Wings
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Tier 4 (Dragon Kin) [L1 Elemental Breath lL2 Revert lL3 Full Dragon


*Tier One: Dragon Magic
Level One: Element
___ Limit elemental magics to one.
Level Two: Focus
___ Selected elemental magic is learned faster.
Level Three: Excel
___ Selected elemental magic is more powerful.

*Tier Two: Dragon Abilities
Level One: Colossal Might
___ Gain an extra boost to Strength.
Level Two: Dragon Heart
___ Gain an extra boost to Health.
Level Three: Magic Resist
___ Slight resistance to Magic.

*Tier Three: Dragoon Aspect
Level One: Claws
___ Extend-able claws to rip your opponent apart.
Level Two: Scales
___ Gain scales over most of your body except vulnerable parts such as the face, stomach and groin.
Level Three: Wings
___ Gain dragon-wings able to sustain flight and a tail for stability.

Tier Four: Dragon Kin
Level One: Elemental Breath
___ Blast your opponents with magic infused dragon breath of your element (very powerful but uses mana). (Elemental Breaths are as follows.
Fire= Fire balls and flame throwing, Water= Ice balls and freezing breath, Air= Air spheres and cutting winds, Electricity= Plasma balls and paralysis breath, Earth= Stone boulders and quick-dry thick mud, Nature= Acid balls and melting breath.)
Level Two: Revert
___ Can revert to being able to use other elements for a day, but cannot use dragonslayer abilities for the duration of that time.
Level Three: Full Dragon
Wield dragon only abilities as well as your own (your choice of ones you're sufficient level to wield) for a day as you transform at will into a full dragon. (lasts for an in-game day) Boosts your resistance to magics and your own elemental attack magics as well.
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