|
|
|
|
|
|
Posted: Wed Nov 16, 2016 1:13 pm
Spells have dominated fights in Axiom since its opening. Much of the problem was that they were merely so powerful, outclassing every other aspect in the roleplay. On top of removing the race for +1 bonuses, we are changing how spells are cast. Now, spells will be a combination of energy, focus, and channel. Firstly, a spell must be paid for via energy costs. Secondly, a specific focus is needed: V (verbal), S (somatic, or C (component). Once the focus and energy are given, then the spell is channeled through an object or being. For spell casting classes, whatever item they are given at the start is their channeling object. For example, a sorcerer would generate spells via their grimoire. This will slightly alter the nature of each spell, though the effect will ultimately be the same. This is to reduce the number of spells that are practically the same thing while giving each class a unique spin on things.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Nov 16, 2016 1:14 pm
▰ ▰ ▰ WIND E - RANK • Invocation: Wind Control [V] Invoking the power of air allows a low level of control over the wind element. Through energy a caster can call upon its power and direct it in various ways. Suction, blowing, and low level kinesis become possible after casting this ability. More energy can be pumped in to this, allowing for a greater degree of control. At E-Rank a 5 ft range/10 lbs or less can be controlled. This scales by 5 ft, and 10 lbs up until SS-Rank, where it will be 35 ft range/70 lbs.
D - RANK • Gliding [S] Creating a swelling of wind beneath them, the caster can generate a weak stream of air that can take control of their descents. This does not allow flight, merely saves the caster from a murderous fall and helps them control where they land.
• Stream [S] Forcing wind on one direction, the caster can create a jetstream of air. This can serve multiple purposes, such as redirecting non-energy charged attacks. This can also slide a person away if the caster is of a higher rank than them and there is no form of energy protecting them.
C - RANK • Microburst [S] By creating pockets of air, launching them forth and then exploding them the caster can attack from afar. These blasts can move in curves or in a straight line depending on how the caster thrusts to generate it. The pockets explode on the first thing they impact.
• Dome [S] Spellcasters can manipulate the air in to a ever-spinning circle around them. The winds will deflect projectiles either equal to their rank/lower, or those that are not charged with energy. Any being trying to enter the dome must be able to break C-rank power, via their own physical ability or charged attack. The dome is 5ft large, but grows in size by 5 ft until it is 40 ft large.
• Hypersensitivity Passive Having become so accustomed to the flow and feel of the air currents, the caster is able to feel that flow upon their body and feel the presences of things and beings immediately around them. If this is learned at novice it is only within a 5 ft range. Each rank this sensitivity increases by 5 ft, until Sage rank where it extends to 25 ft. All the caster would feel is the shape and size of whatever interrupts the air flow via even the slightest movements, this does not automatically mean they know who or what the disturbance is, let alone how powerful they are.
B - RANK • Rapid Displacement [V] When air is released from something not secured at great pressure that something will be propelled in the opposite direction. Casters can choose the point of origin of this displacement, attaching it to something's physical form. At their will it shall activate and launch whatever it is attached to in the opposite direction. The speed at which a person moves at increases as they rank. At novice it is exactly the same speed as they can move. At adept it is +2, then so on until at Sage rank this can move something at 15 speed for that singular moment.
• Crescent [S] With a slash of their channeling object pressurized air can be launched out in a crescent shape. Numerous crescents can be formed for the same cost based on rank. Novice rank can generate one, having only a limited amount of control over the wind. Each rank the crescent generation number increases by 1. Generating crescents does not cost more energy.
• Invocation: Squall [V] Summoning forth powerful gusts of wind, a caster can control it to blow away their enemies. Anything not secured will be knocked off their feet and continually pushed away. Squalls can also be spun in the opposite direction, pulling things inward. At novice people with a strength rating of 8 can resist the push/pull of the squall. The power of the squall increases per rank, with the necessary strength score to resist increasing by 1 until Sage rank.
A - RANK • Concussive Blast [V] At this level a caster has gained a lot of control over their chosen element. The amount of air they can condense in to one spot is incredible. At will they can form a wall of sorts that can launch in a direction of their choosing. This force hits like a monster truck, as if someone was forced in to running in to a brick wall at high speeds. Adepts can generate a 10 ft blast, increasing by 5 ft until Sage rank.
• Invocation: Cyclone [V] After picking a specific location the caster can conjure a miniature cyclone. These can be vertical or horizontal. They can trap opponents, suck them in to the vortex or allow a heavy degree of control for the battle. At adept rank, only three cyclones can be generated, each 10 ft long. Each rank the number of cyclones increases by two, and their size increases by 5 ft.
• Flight [C] Wind elementals possess the ability of flight via manipulating the wind directly around their body. They have full control of their faculties once Flight is used it lasts until the caster lands or is forced onto the ground.
• Distilled Air [V] With such a mastery over the wind a caster can rapidly still or move the air in a certain area. Distilling air removes all capabilities of flight for creatures and beings. When an area is distilled the pressure there becomes very low. By instantly forcing the wind to kick up this causes an implosion, and the pressure to raise dramatically. Things can easily be crushed in these pockets. At adept one pocket 10 ft large may be made. The size increases by 5 ft per rank, and the number of pockets increases by 1 per rank as well.
S - RANK • Tornado [C] Calling forth a mighty tornado, a caster can bring forth incredible destruction. Offensively this can hit with the blunt force of a bus, trap people or send flying shards of wood, rock, metal and etc. Anything caught up in the tornado will be torn from the earth and added to the spell. The tornado is gigantic and can be controlled by the caster.
• Vorpal [C] Activating this ability adds a super cutting power to any and every wind spell in the caster's arsenal. This slicing energy is very capable of lopping off limbs and with repeated use can even get through armor.
• Vortex [C] Initially beginning with a controlled implosion, the bender will increase the pressure and suction until a singularity is created. The size and shape of it can be controlled as the bender wishes, though bending in other ways while doing this is very difficult. Anything that gets near the singularity is sucked right to it and progressively crushed. If something was to reach the center it would be crushed entirely. This is similar to a black hole that needs to be constantly tended to and controlled or else it merely dissipates. The singularity can suck in as many lower leveled techniques, though one of its rank will cause it to dissipate.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Nov 16, 2016 1:15 pm
▰ ▰ ▰ EarthE - RANK • Invocation: Earth Control [V] Invoking the power of the earth allows a spellcaster to manipulate basic aspects of it. With this power they are able to tear stone from the ground and manipulate it completely with their force of will.
E - 2 ft sphere D - 5 ft sphere C - 10 ft sphere B - 20 ft sphere A - 25 ft sphere S - 30 ft sphere
• Earthen Barrier [S] With a gesture and input from energy the earth itself can be commanded to rise and form a barrier before the caster. The size and shape of the barrier can be freely manipulated, and it grows in size as the caster grows in strength
E - 5/2 ft tall/thick D - 10/5 ft tall/thick C - 15/7 ft tall/thick B - 20/10 ft tall/thick A - 25/12 ft tall/thick S - 30/15 ft tall/thick
D - RANK • Living Earth [V] Fueling energy in to the earth and having it surround their legs, a caster can essentially slide over the ground as if they were constantly moving at their fastest speeds. This can move them vertically against gravity, in any direction at will. Agility is increased because it is controlled by the will of their caster, not limited by their actual physical abilities. So long as they are connected to anything earthen they are able to scale it with no resistance. The moment they are disconnected is when this spell ends.
• Magnitude [S] Having power over the earth can be incredibly devastating to an opponent considering that is what everything is on. With subtle waves of different levels of energy being put in to the ground a caster can cause immense disruptions. They can cause the ground to shift upward or down, slide forward or back or shake violently. The stronger the caster is the more powerful the effects can be.
E - 10 ft AoE D - 15 ft AoE C - 20 ft AoE B - 25 ft AoE A - 30 ft AoE S - 35 ft AoE
• Earthen Tomb [S] Forcing the earth to bend to their will a caster can create traps and snares that reach up/out for targets. These are always earthen and attempt to ensnare them. The caster decides how it happens, be it a wall extending to envelop their victim or the ground reaching to wrap around their legs. The strength level required to break out of this spell is relative to the strength of the caster.
C - RANK • I am Stone [V] Invoking the power of earth to their body a caster can wrap themselves in rocks to increase their defense. The strength is relative to the caster. It can successfully block one attack before falling apart. Other lower level non-energy charged attacks do not phase the armor.
• Solid State [S] A caster can easily change the solidity of any earth not controlled by an opponent. They can turn sand as hard as diamond, diamond in to quicksand. This is done with a mere gesture and force of will. The area they can effect grows in strength as they do.
E - 10 ft AoE D - 15 ft AoE C - 20 ft AoE B - 25 ft AoE A - 30 ft AoE S - 35 ft AoE
B - RANK • Earthen Spikes [S] Injecting their energy in to the earth a caster can rapidly produce large spikes from any earthen structure. That means the ground, cave walls, a stone building, etc. The spikes are very sharp and can easily penetrate defenses. At novice they can summon up to 3 spikes, increasing in number by 2 per rank. The spikes are 10 ft tall and 5 ft wide.
• Invocation: Sandstorm [V] A caster can create a storm from the earth itself. By controlling minuscule pieces of the ground they can whip them around as an imitation storm. The intensity varies from location to location. Obviously in a desert this would have more of an impact. Regardless of the location it is still very useful. They can create a smokescreen for themselves or allies, obscuring the view lines and denying any kind of accuracy not magically assisted. They could have the storm surround the enemies and create an incredible disturbance.
• Fissure [S] A caster can bend the earth to their will and literally tear it apart. With their energy they can create fissures almost in an instant. These are 20 ft long, 10 ft wide, and 50 ft deep. At adept 1 fissure can be made, but this increases by 2 per rank of the caster.
A - RANK • Invocation: Clay Golem [V] By infusing the earth with their energy and shaping it with their will a caster can create a golem from the earth itself. The design is up to whoever casts the spell, though they cannot have any additions like machine guns or flamethrowers or anything of the sort. These golems are not incredibly dexterous but they are powerful allies to call upon in a time of need. They are 15 ft tall and weigh over a ton, so the damage they can pack is quite immense. A clay golem can withstand an attack of its rank before falling apart. The unique property of choosing clay over stone allows the caster to reform them for a diminished cost of B-Rank energy if they are rejuvenating a golem they already created.
• Hands of the Mountain [S] Two gigantic hands sprout from the ground, stone and rocks held together with energy of a caster. These 25 ft constructs are controlled by the will of the caster. They are more than 2 tons in weight and can easily crush someone beneath them. Each hand break after taking an attack of equal rank, though things like piercing and slashing does very little to them as they are giant stone hands.
S - RANK • Stone Tidal Wave [C] One massive, 100 ft tall wave of stone. The caster invokes the earth in one decimating move. The ground tears free from the earth and rises and curls over itself, breaking in to huge pieces of debris and rolling forward. This level of destruction could easily decimate a small town. It is huge, very fast moving and deadly to be caught in. Huge pieces of stone churn and twist from within the wave, grinding anything caught in its wake.
• Earthquake [C] A landscape altering move, a caster can create a wild earthquake so powerful it becomes incredibly destructive. Used in a city this can have dire consequences. The earth tears apart and rises erratically, plates attempting to shift up and over each other. People die very easily in earthquakes, now imagine one controlled by a caster.
• Volcanic Fury [C] Summoning a volcano is no joke. There is no controlling what happens after invoking the earth to cast this spell. A mountain 50 ft high raises from where the caster is standing. Then, after one post magma from the earth rises to the surface and explodes in a shower of lava. The caster cannot control where the lava flows and who is affected by this. A deadly smog permeates the area as well, capable of burning with the ash and choking any who breath it in.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Nov 16, 2016 1:16 pm
▰ ▰ ▰ FIREE - RANK • Invocation: Brand [V] By focusing their energies to their channeling object the caster can generate heat and flames. This low level of invocation can produce small flames, nothing too wild. What it can do is start a real fire, and produce immense heat when focused on a particular point.
C - RANK • Flare [S] Generating heat and flames through their channeling object a caster can create a crescent shaped flare of flames. These have no true solidity to them, and will merely scorch whatever it happens to come into contact with. These flames are white hot, capable of third degree burns. The flares are 5 ft long, and grow in size by 5 ft for every rank of the caster.
• Dragon's Maw [V] A true fireball ability. The caster conjures up either one 20 ft ball of flames that explodes and bursts on contact in to even more fire, or multiple 5 ft balls that do the same.
• Incinerate [S] The caster can release a constant jet of flames from their channeling object. The longer this spell is consecutively fired the hotter and farther the flames can go. It starts at 10 ft, and grows 10 ft every post it is maintained. These flames can turn sand to glass, melt metal and more when kept going.
B - RANK • Cremate [S] The caster can release an orb of flame that launches outward, generally down, and explodes on impact. The orb will expand rapidly until the flames reach 30 ft out. Then they reach skyward until they are 30 ft high. The heat inside of that space is cranked up to maximum and can turn anything trapped inside in to ashes if they stay in it for any duration of time. Anyone wearing metal armor is doubly at risk due to the metal being an excellent conductor of heat.
• Invocation: Five Flames of Hell [V] Summoning forth five pillars of flames the caster can have utter control of them with merely their force of will. These pillars appear to be sentient, constantly trying to bathe their caster's target in their flames so that they can scorch them in to nonexistence. They can even burn up attacks that are lower rank, though an attack of equal rank would disperse one of the pillars.
• Wall of Flames [S] A caster can generate an entire wall of flames, 20 ft high and long, to act as a barrier between them and their targets. Or as a trap. However the caster really wants it. The walls are not very thick, though people have been thrown through these conjured flames and literally burned alive in that moment.
A - RANK • Invocation: Propulsion [V] A caster can fly almost as fluidly as something with wings though turning is more difficult as their control is not as potent. This needs only to be activated once for it to last until the mage turns it off. They propel flames from their limbs, using them like jets to rocket them around at high speeds.
• Breath of the Beast [S] Gradually the heat in an area can be raised to the point where it can boil someone alive. Anyone who knows this spell is immune to it. It works best in closed quarters though any place can be affected. After three points it reaches its hottest point, where metal can burn at the touch and dehydration is an incredible possibility. This ends after 5 posts, but can be reapplied. The effects that a target suffers from would not instantly going away, meaning they would be even more at risk to pass out and be the world's easiest target.
• Flame Augmentation [V] You can also control the size and intensity of any nearby flames and can draw them in and manipulate them at will. This powers up your attack using the flames around you dragging them towards the target. This lasts for five posts.
S - RANK • Ashes [C] The mage must first build up an extremely compacted ball of flames for a single post. When it is launched it cannot be controlled by them or redirected through their own power. Upon impact an explosion of flames so hot is released that anything left in its wake would be nothing more than ashes. This is capable of destroying a thread. It is like a nuclear warhead going off in an area, scorching anything living and reducing it to dust.
• Cauterize [C] A flame so hot and precise can be formed by the caster, turning it in to a drill of flames. The spear is actually three streams of flames tightly wound together to create a drill of sorts. When it is launched out it spins and can go clean through someone. It's name comes from the flames being so hot whatever wound it creates is burned all the way through and cauterizes almost immediately. It utterly immolates anything it passes through, especially organic materials.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Nov 16, 2016 1:17 pm
▰ ▰ ▰ WaterE - RANK • Invocation: Water Control[V] Invoking the power of water grants the caster a low level of control over the element itself. They can lift water and move it freely about them with just their will alone. The state of matter can be altered freely as well. The stronger the caster gets the more water they can control at once. At E-Rank a 5 ft range/10 lbs or less can be controlled. This scales by 5 ft, and 10 lbs up until SS-Rank, where it will be 35 ft range/70 lbs.
• Invocation: Water Creation [V, Passive at Adept] Should the caster ever find themselves in a situation where there is no present water they can create some for themselves to use. This serves low levels mostly who are unable to pull water from the atmosphere.
C - 3 meters B - 6 meters A - 9 meters S - 12 meters
D - RANK • Stream [S] By manipulating a stream of water beneath them the caster can swiftly move over the ground or around freer than what their natural speed and body could allow. If there is water already present then they just travel upon it.
• Bubble [V] The caster conjures a bubble of air and places it over the heads over as many willing creatures as they wish, allowing them to breath underwater. The spell ends if the bubble pops.
• Invocation: Rolling Mists [V] The caster can conjure an incredibly thick mist to obscure the area. It can be enlarged to a size of 30 square feet should the caster choose. The mist can be moved as well. This mist is too thick to see through naturally, no matter how good someone's eyesight is. Unless they have a magically assisted form of sensing or something not involving sight/sound/smell then they are essentially blind. Sound is muffled in the fog, and the high condensation screws with the ability to smell properly.
C - RANK • Spiral Wave [S] A caster can rapidly gather and spin water in to a drill form. Water is known to have the ability to erode at nearly anything if given enough time, this merely speeds up the process. The strength of the drill increases with the rank of the caster.
• Steam Jet [V] Controlling water in its vapor form can be difficult though useful. By rapidly heating while altering the state of matter they can shoot a high pressured jet of steam out at their enemy. This can be volatile despite its low level. The jet shoots out for 15 ft and is 3 ft wide.
• Waves [S] This move is one of the staples of the water casters spell arsenal. Any water present can be manipulated to create powerful waves. The size and shape can be altered based on how much water is present. Strong waves can knock down structures, wash away enemies and so on. The strength of the spell is relative to the caster, meaning that an S-rank wave hits like a truck.
B - RANK • Geyser [S] Any water can be used to create a powerful geyser. These do not need to shoot upward only. They can be bent and turned and twisted at will. The blast is very high pressured as well as boiling hot.
• Invocation: Frozen Creation [V] All if the ice spells have been consolidated in to this one. The creation spell gives a load of freedom over what the caster wishes to create. Merely by invoking the spell and speaking the name of the object they wish to create it can be brought in to existence. The strength of the item is relative to that of the caster, not the cost of the spell. The stronger a caster gets the more complex and large their creations can be. Novice - 5 ft Adept - 10 ft Expert - 15 ft Master - 20 ft Sage - 25 ft
• Invocation: Flood [V] Should there ever be an absolute need of water in any given area a caster can summon it forth. The water is magical. That means even if you are standing in the middle of a desert this can be used. It covers the area in 2 ft of water.
A - RANK • Flash Point [S] With a physical touch of the channeling object a caster can rapidly begin to freeze an area. This always can only effect a 50 ft area. The air itself will begin to turn bitter and cold, capable of causing frostbite if something organic is exposed for too long. Metal will freeze and turn brittle. It merely takes three posts of exposure for something to suffer dire consequences.
• Pulse [V] Any kind of water already present can be used for this spell. A caster needs to invoke the power of the water and cause it to crunch inward. Volumes of water will attempt to rush to a single point, creating an immense level of pressure. This can crush things caught in the epicenter of the pulse. A pulse starts from the outside, at a max range of 50 ft and travel to the center at a rapid pace. The pulse can easily drag someone along until they are at the center. It would take strength relative to the caster's spell power or an ability of equal rank to destroy the pulse.
• Watery Shroud [] A caster can enshroud themselves in water to create both a barrier and a weapon. The shroud can dampen physical blows, absorbing them and dispersing the impact throughout the water. The caster can freely control the water, creating tentacles to assist them, hardening the shroud, protruding frozen spikes, etc. An energy based blow of equal power will disperse the shroud.
S - RANK • Tsunami [C] Every element features an absolutely devastating ability. This is the one for water. A caster can summon up an incredible amount of water even if there should be none present. It will all gather beneath them and at their will be launched forward. The Tsunami is 100 ft tall and has such destructive force behind it. Entire districts of cities have been decimated by spells like this.
• Leviathan [C] This spell in truth is an invocation ability. The caster actually summons forth a beast made of ice, water, and their own energy. There needs to be a high level of water in the area, for the leviathan becomes its entirety. At any point the creature, over 60 ft in length, can emerge and attack. Its maw is wide enough to destroy a ship with ease. The teeth are made of ice, 10 ft long and 5 ft wide.
• Maelstrom [C] Most people can't breathe underwater. Aside from Mer and other water elementals there are none who can. A caster can use that to their advantage. When standing in any area that has water they can turn it in to a huge whirlpool, strong enough to suck anything in to its center and down in to a watery grave. The force of the whirlpool would require a strength stronger than 15, which is impossible because of caps. The safest option for whatever was caught in the water would be to get out as quickly as possible, or fire an attack of equal power that could destroy the energy holding the pool together.
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|