Spells & Incantations
Magic is a powerful and diverse art, with spells spanning all six of the base classes. Fire, Wind, Water, Earth, Light, and Dark. Any mage is capable of casting any spell, so long as they have the power and skill to do so. The ability to cast spells is split into three parts. Knowledge, Power, and Energy. To learn a spell one must have the knowledge and power to perform it. To cast a spell, one must have the energy. This translates to requirements in Intelligence, Magic, and Energy.
Spells themselves are split into levels. Each level consists of ten Points in Intelligence, and require the lowest number in that level as a minimum to learn. Some spells even require a set number of points in Magic to learn. The levels begin at level One, which covers from One to Ten points, and go all the way to level Ten, covering from Ninety One to One Hundred points.
Casting spells is only possible for those with at least one point in Magic. A character's skill in magic dictates not only the power of their spell, but also the speed at which it can be cast. For every point in magic a character is able to speak one syllable of an incantation. This means it would take four posts for a character with only one point in magic to cast "Globus ignis", whereas a character with four points could cast it in a single post. Furthermore, a character with eight points could cast the same spell twice. The number of spells that can be cast in a single post is limited only by the number of syllables the mage can speak. Note however, that having the capability to do so does not mean you are able to, as time restrictions still apply, and an opponent could interrupt your casting.
Level One Spells
► Fireball
► SP Cost: 2
► Class: Fire
► Incantation: Globus Ignis
► Energy Cost: 1
► Description: The caster changes their energy into the form of fire, shaping it into a sphere and hurling it at their foes. This is a low level fireball spell, and merely burns upon impact, lighting the target afire. The spell's destructive power is based upon the caster's Magic stat, but cannot increase in power beyond Level One.
► Mage Light
► SP Cost: 2
► Class: Fire
► Incantation: Magi Lumen
► Energy Cost: 1
► Description: Creates a glowing ball of light that follows the mage around, or can be commanded to go where the mage wants it to be. The ball can be moved to anywhere within the mage's field of vision, but of course if it is moved too far in a dark area, the mage will be unable to see it anymore. The light is bright enough to reveal up to a fifteen foot radius around itself in pith darkness, but is not bright enough to blind anyone who looks at it. The light is also not hot to the touch, but rather is intangible and has no physical effect.
► Freezing Wind
► SP Cost: 2
► Class: Wind
► Incantation: Frigus Ventus
► Energy Cost: 1
► Description: The mage creates a strong gust of freezing wind. This isn't overly powerful on it's own, but instead is at it's most powerful when combined with other things. The wind is cold enough to freeze water on contact, making it useful in combination with water spells, or it can even be used to freeze the surface of a body of water, creating a temporary bridge.
► Oil
► SP Cost: 2
► Class: Water
► Incantation: Praeunctus
► Energy Cost: 1
► Description: Creates a slick coating of oily liquid over the surface of the ground wherever the user wishes, making it difficult, or even impossible, to retain balance. It is still possible to move, via skating motions, if the character's agility is higher than the caster's magic power, but attempting to move at anything faster than a slow walk is otherwise impossible. Caster can choose to be immune to the spell's effects.
► Earth Shield
► SP Cost: 2
► Class: Earth
► Incantation: Scuta Terrae
► Energy Cost: 1
► Description: Imbuing the earth with their energy, the mage draws up the ground, lifting a section of earth to form a wall before them. The wall's strength is based upon the user's Magic stat but cannot increase in power beyond Level One.
► Light Healing
► SP Cost: 2
► Class: Light
► Incantation: Sarcio Levis Zamia
► Energy Cost: 1
► Description: The most basic of healing spells, light healing is used to quickly mend small amounts of damage to the user or an ally. Not greatly powerful, this spell can easily heal small wounds such as scratches, bruises, and shallow cuts, and with repeated uses can even mend most larger cuts. But it cannot heal such things as broken bones, poison, large wounds, or internal damage such as punctured organs.
► Silence
► SP Cost: 2
► Class: Dark
► Incantation: Sileo
► Energy Cost: 1
► Description: If a mage cannot speak, they cannot cast. The silence spell instantly renders their target incapable of vocally creating a sound. This is useful most notably for incapacitating wizards, but also has uses in stealth and social events. This spell is only effective if the user's Magic stat is higher than their target's. If the target has a higher Magic stat, the spell will have no effect. When the spell takes effect, it lasts for a set number of posts, according to the difference in magical power between the user and target. If the difference is five points, the spell will last for five posts. The spell can be canceled prematurely in a few different ways. The original caster can cancel the spell anytime they wish, for no extra cost, another mage can cast the same spell, reversing the effect, and the spell is also canceled if the caster is killed or unconscious.
Level Two Spells
► Spark
► SP Cost: 4
► Class: Fire
► Incantation: Scintilla
► Energy Cost: 2
► Description: One of the faster level two spells to cast, this spell allows the caster to shoot a concentrated ball of electrical energy at his opponent. Apart from the initial burns it can cause from contact and the concussive force behind it, the electricity causes muscle spasms which temporarily cause a 10% decrease in dexterity rounded down. This spell's destructive power is based upon the caster's Magic stat, but cannot increase in power beyond Level Two.
► Suffocation
► SP Cost: 4
► Class: Wind
► Incantation: Suffocans Vacuo
► Energy Cost: 2
► Description: The mage creates a bubble of empty space, preventing any air from entering the bubble. The bubble can then be placed where the mage wishes, or fired as a projectile at a target. As a projectile the bubble moves at a speed equal to the mage's Magic stat. This spell is primarily used to deny air to an opponent by placing it around the character's head, making it impossible to breath. Every post the bubble remains in place, starting with the second post, all of the victim's physical stats are temporarily reduced by 25%, rounded down. Once the bubble is removed the stats are slowly restored, at the same rate. Once the victim's stats reach zero, they are knocked unconscious. If the bubble remains in place for another three posts after that, they will die. As with any spell, the bubble can be canceled or removed by the mage who cast it, or by knocking said mage unconscious. The bubble can also be easily broken by any magical or energy enhanced attack.
► Entangle
► SP Cost: 4
► Class: Earth
► Incantation: Arborum Ligans
► Energy Cost: 2
► Description: Bringing the plants to life, the caster causes nearby plants to grow vines which rapidly grow and wrap around their opponent, entrapping them. In areas with no plants, they can also cause the vines to erupt from the ground below their target. The strength of the vines is equal to that of the user's magical power, so to break free the victim must have even greater strength. The vines are however weak to fire, and will retreat if burned. The range of this spell is also determined by the user's power, having an effective radius of ten feet around the user per point in Magic. Vine strength cannot increase beyond Level Two.
► Sword of Light
► Prerequisites: Light Alignment
► SP Cost: 4
► Class: Light
► Incantation: Lumen Rumphaeum
► Energy Cost: 2
► Description: The caster creates a sword of pure light in their hand. The weapon appears the same as any other sword, but shines pure white. This weapon can then be used in battle, and has three unique effects. Being a magical weapon, the sword is able to interact with intangible entities as if they were solid. Being a weapon of light, the sword deals significant damage against Dark characters, leaving severe burns on contact and striking with extra strength equal to the user's Light alignment, starting at 50 with one point of strength. Against Light characters however, the sword does nothing, and in fact passes straight through them as if they were intangible, making this a weapon that can only be used against darkness.