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[Guide] Spellcasting [V1 - No Longer In Use]

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Lorika
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PostPosted: Thu Nov 12, 2009 11:50 am


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This thread is the official guide for the Spellcasting tree.


What is spellcasting?

Spellcasting is the manipulation of Gaia's natural energies. People who are in tune with these energies can reach out and use them to create a variety of fantastic effects.

How do we learn to cast spells?

The same way you learn all other skills in this rp - you post in this thread or PM Panda of the Twilight, stating that you want to learn a spell you have access to. Note that for the initial Spellcasting skill pool you just need to state your intention to Level Up. After that, you have a choice over which spells you learn. To advance from Intermediate to Advanced you must learn two spells from each level of your chosen pool - to complete Advanced you must learn at least one spell from each level of your chosen pool.

How long does it take to learn a spell?


Basic skill pool training time:

Level 1-2: 1 day
Level 2-3: 2 days
Level 3-4: 4 days
Level 4-5: 8 days

= 15 days

Intermediate skill pool training time:

Level 1 skills: 2 days each, x 2
Level 2 skills: 4 days each, x 2
Level 3 skills: 8 days each, x 2

= 28 days

Advanced skill pool training time:

Level 1 skills: 4 days each
Level 2 skills: 8 days each
Level 3 skills: 16 days each

= 28 days

TOTAL = 71 days/30 = 2.4 months.



How do you cast spells during an rp?

Your character doesn't explicitly state the name of the spell he's going to use, but at the same time everyone needs to know what they're up against to avoid confusion. The rule for letting other people know which spell you're using is to insert the name of the spell in emboldened brackets. All offensive magic skills except in the Illusion pool require a roll by the caster to determine their effectiveness. A detailed explanation on rolling can be found here.

For example:

Neige Wraithdancer


The necromancer smirked.

"On the contrary, my dear. I'd rather see you hanged."

She reached out a hand, and a swirling mist of insects appeared from nowhere. They began to crawl on Jimbob's body, swarming around him, crawling in his ears, his mouth; blinding and disorienting him.

[Plague]


Hey, you try thinking of a good example of an rp completely out of context >___>

These are the available Skill Pools for Spellcasting.

Top - Bottom: Basic - Advanced.


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~~~~~~~~~  
PostPosted: Thu Nov 12, 2009 11:52 am


~~~Table Of Contents~~~

Basic Skills:


[Obase]

Arcanumancy (Intermediate) and its Advanced specialisations:

[Oarcane]

Hydromancy (Intermediate) and its Advanced specialisations:

[Ohydro]

Aeromancy (Intermediate) and its Advanced specialisations:

[Oaero]

FAQs:

[Ofaq]



~~~~~~~~~

[Obase]





Spellcaster Skills

Spellcasting: The art of magic.



Level 1: Light
Level 2: Conjure water/food
Level 3: Minor telekinesis
Level 4: Minor knockback
Level 5: Minor deflect




Light - Allows you to create and sustain a floating ball of light, or apply the property of light to an object (the latter for a limited time).

Conjure water/food - Allows you to produce enough water to fill a glass, or a small muffin/loaf of bread.

Minor Telekineses - Allows you to pick up tiny objects such as pens with your mind and move or hurl them.

Minor Knockback - Sends a small bolt of force at an aggressor or object, enough to knock a small person off balance. Larger objects, such as wardrobes or bookcases, or burly people will be unaffected.

Minor Deflect - Allows you to bat away a small object flying towards you with magic.



~~~~~~~~~
 

Lorika
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Lorika
Captain

Married Lunatic

13,950 Points
  • Timid 100
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PostPosted: Thu Nov 12, 2009 11:53 am


~~~~~~~~~

[Oarcane]



Arcanumancy: Sometimes neutrality is the best course of action.

This skill pool allows you to use non-elemental/energy-based magic for a variety of purposes.




Level 1:

Knock_____Glue_____Scribble_____Minor Reparation

Level 2:

Dispel_____Deflect_____Bounce_____Vaccuum_____Knockback

Level 3:

Negation_____Telekinesis_____Summon Tool_____Break




Level 1:


Knock - A bolt of force is sent at an object for the purpose of breaking it open. This spell has the capacity to splinter/snap wood and dent metal.

Glue - A object becomes sticky, and will attach itself to the next object or person it touches. The glue will wear off eventually and can be dispelled, but it cannot be washed away.

Scribble - Words appear on a surface at the mage's will. They can be washed off or dispelled.

Minor Reparation - Small breaks, chips or tears will be fixed, as well as any other small amount of damage to an object.



Level 2:

Dispel - The lingering effects of a spell will be removed from a single object or a person.

Deflect - An improved form of deflect, which can bat away larger objects such as chairs.

Bounce - An item is given greatly increased bounciness. It may seem useless, but...

Vaccuum - The mage summons small objects in the area into his hand. Great for picking up rubbish or summoning a pen when you can't find it.

Knockback - An improved form of knockback, now effective enough to topple larger persons and objects (within a limit).



Level 3:

Negation - Dispels all lingering magic within an area such as a room, and also prevents magic from being cast within the area for a short amount of time.

Telekinesis - An improved form of telekinesis, which allows you to move or hurl larger objects such as chairs.

Summon Tool - Pulls a basic tool such as a flint, small knife or a rope from the nearest location. Be careful you don't use this unless in an emergency, because you may end up stealing from someone...

Break - An improved form of Knock, which allows you to destroy larger objects, break down doors, smash concrete etc.



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Transmutation: What's the difference between a mouse and a man? Answer... nothing very much.

With these skills, you learn to change things from one form to another.

None of the changes made by the skills in this pool can be Dispelled; they may only resume their rightful shape through another cast of the same spell.




Level 1:

Change Appearance_____Minor Levitation_____Transmute Property_____Reparation

Level 2:

Transfigure Mundane Object_____Walk On Water_____Melt

Level 3:


Transfigure Living Object_____Change Form_____Water Breathing



Level 1:


Change Appearance - A minor form of self-metamorphosis, allowing you to grow your hair (on all parts of the body), grow claws, and change your facial features.

Minor Levitation - This skill allows you to float a maximum of three metres off the ground or save yourself from falling.

Transmute Property - This skill allows you to change an aspect of an object, for example whether or not a mirror reflects or the sharpness of a blade.

Reparation - An improved form of reparation which allows you to fix complex objects; for example, a broken window.



Level 2:

Transfigure Mundane Object - This allows you to change a normal object into something else of similar size. For example, a needle could become a match (Harry Potter ftw!) or a rock could become a ball.

Walk On Water - This allows you to... well, walk on water, by changing the properties of the water to allow it to support your weight.

Melt - This allows you to turn a solid object into liquid. Any solid object can be affected by this, just be aware it will take much longer for a bookcase or section of wall to melt than for a pebble, and people and animals are not affected.



Level 3:

Transfigure Living Object - This allows you to turn an animal into something else of similar size, or change an aspect of another person's appearance.

Change Form - This allows you to transform any aspect of your appearance without limit. You may grow a tail, become seven feet tall, go from an A to a D cup - whatever you want, within reason. No changing into a giant unstoppable frog beast.

Water Breathing - You change the properties of your own biological functioning in order to breathe underwater. Neat, huh?


~~~~~~~~~



Illusion: Things are not always what they seem...

This skill pool allows you to create things which don't really exist, and trick others into believing that they do.

Note that none of these skills require a roll on the part of the caster, but to escape their effects the person subjected to them must make a successful roll. True Sight and Slippery Mind will negate the effects. In addition, they can all be Dispelled.




Level 1:

Glamour_____Horror_____Become Unnoticeable_____Prestidigitation

Level 2:

Conjure Shade_____Paint_____Mesmerise_____Funny Legs

Level 3:

Blind_____Hallucination_____Conjure Illusion_____Mind Blank



Level 1:

Glamour - You appear to be extremely beautiful.

Horror - You appear to be extremely ugly.

Become Unnoticeable - This is not the same as invisibility. You are visible, but all those present believe you aren't there, and are therefore incapable of seeing you.

Prestidigitation - An object appears to be invisible. This works on all objects, large and small, and will remain working until Dispelled or a successful roll is made.


Level 2:

Conjure Shade - A thin, flat illusion is created. Good for creating fake doors and the like to confuse people. If a person gets close enough or tries to pass behind the illusion, they will realise it is a fake.

Paint - A person or object's physical characteristics are apparently changed.

Mesmerise - A person is held in a trance until a successful roll is made or the caster removes the spell.

Funny Legs - A person believes that he/she can no longer walk. They are unable to stand or walk, but may drag themselevs along the floor with their arms.



Level 3:

Blind - A person believes that he/she can no longer see. They are completely blinded, even though they are not.

Hallucination - This skill creates a vivid world or event within the person's mind. They will become unresponsive to outside stimuli as long as the hallucination is in effect or until a successful roll is made.

Conjure Illusion - An advanced version of Conjure Shade; a 3D illusion which may move around and speak simple phrases is created, but will not react to stimuli unless the caster focuses his/her attention on controlling its actions.

Mind Blank - A person forgets what he/she was doing, or their reasons for being at that point. After a few minutes the knowledge will come back to them, but for that moment they are unable to work out what is going on, or why.


~~~~~~~~~
 
PostPosted: Thu Nov 12, 2009 11:55 am


~~~~~~~~~
[Ohydro]



Hydromancy: Water is the font of life.

This skill pool provides the knowledge required for basic manipulation of water.



Level 1:

Water Shot_____Pull Water_____Change Water Property_____Water To Wine

Level 2:

Water Curtain_____Water To Ice_____Boil_____Water Bursts

Level 3:

Walk On Water_____Water Breathing_____Water To Fuel



Level 1:

Water Shot - Water is condensed into a ball in the caster's hand and physically hurled at an object. It will produce a similar effect to that of Knock.

Pull Water - Water is pulled from a nearby source in a stream which can douse fires and make unsuspecting people very wet (and very mad at you).

Change Water Property - Water can become murky, transparent, opaque or extra reflective. Its colour can also be changed.

Water To Wine - Water may be changed into any other drinkable liquid (non-high percentage alcoholic, non-toxic in any way.)


Level 2:

Water Curtain - A curtain of water rises up from the ground, acting as a shield against projectiles and aggressors, though it can be passed if one moves slowly.

Water To Ice - Water is cooled; not necessarily to freezing point, but it can become ice if desired.

Boil - Water is warmed; not necessarily to boiling point, but it can become steam if desired.

Water Bursts - Small amounts of water are produced from the air and hurled mentally. This is a spell intended for rapid movement of water. It can produce an effect similar to Knockback or Deflect if used in the right way.


Level 3:

Walk On Water, Water Breathing - These produce the same effect as the Transmutation skills; they are, however, produced from the caster's affinity to the element, not from a physical change.

Water To Fuel - Water becomes gasoline, ethanol or oil (cooking or crude) for a variety of purposes - perhaps lighting a large fire or producing a slick for enemies to slip on.



~~~~~~~~~



Divination: The Overseer sees all things. Perhaps you could learn to see things, too.

This skill pool uses water as a means of reading the world around us, and, potentially, the future.



Level 1:

True Sight_____Rain Of Forgiveness_____Gaze Into Pool

Level 2:

Scry*_____Channel*_____Rain Of Grudge

Level 3:

Glimpse_____Summon Water Ghost


Level 1:

True Sight - This skill is passive, and having it automatically protects the caster from mind-altering illusions.

Rain Of Forgiveness - A healing rain is conjured. Note that aggressors will have their wounds healed as well as friends.

Gaze Into Pool - The caster looks into a nearby pool of water for the purposes of divination. While Gazing the caster is vulnerable to combat attacks, but immune to all spells, including healing spells.


Level 2:

Scry - Scrying allows the caster to discover the whereabouts of any person they tune into.

Rain Of Grudge - A biting, acidic rain is conjured. Note that friends will be harmed as well as aggressors.

Channel - The caster is able to communicate with any person they wish mentally, over any distance.


Level 3:

Glimpse - The caster catches sight of the immediate future. All aggressive rolls against the caster take a -2 penalty.

Summon Water Ghost - A spirit of water envelops itself around the caster, providing him/her immunity to all spells and attacks. When the Ghost has absorbed three attacks, it will dissipate.

* = Dependent on Gaze Into Pool


~~~~~~~~~



Dousing: Sending aggressors to a watery grave is one of the perks of following a watery god.

This skill pool uses water as a weapon.


Level 1:

Deluge_____Strike Of Flowing Waters_____Icy Spear

Level 2:

Biting Mist*_____Silent Waters*_____Drown

Level 3:

Boiling Torrent_____Shield of Water/Ice*


Level 1:

Deluge - A large pool of water fills the area around the caster. This skill is required for higher level spells which require the large amount of water it produces.

Strike Of Flowing Waters - A stream of water leaves the caster and hits the target, throwing them and potentially injuring them with the crushing water pressure.

Icy Spear - A spear of ice is conjured and thrown mentally at the enemy. It may be Deflected, or Parried by a weapon.


Level 2:

Biting Mist - The water from Deluge rises up and forms a mist that impairs vision and damages an enemy with its coldness.

Silent Waters - The water from Deluge holds fast around an aggressor, keeping them firmly in place.

Drown - The caster conjures water and forces it into the mouth and nose of an aggressor. It is not enough to kill them, but enough to choke/incapacitate them for a few minutes.


Level 3:

Boiling Torrent - A less powerful Strike Of Flowing Waters, but with the added bonus of being boiling hot. This skill will inflict painful burns.

Shield Of Water/Ice - The water from Deluge rises up to form an orb around the caster and any friends. Projectiles cannot enter it, but aggressors can slowly pass through it. It can also be turned to ice, providing extra protection but trapping the caster and party inside.

* = Skill dependent on Deluge.

~~~~~~~~~
 

Lorika
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Lorika
Captain

Married Lunatic

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PostPosted: Thu Nov 12, 2009 11:56 am


~~~~~~~~~
[Oaero]



Aeromancy: Without air, there would be no water; without water, no life.

This skill pool provides you with basic skills for controlling air currents.



Level 1:

Call Wind_____Trampoline_____Whispered Song

Level 2:

Dust Storm_____Gust_____Levitation

Level 3:

Zephyr's Touch_____Catch the Wind_____Cyclone



Level 1:

Call Wind - A basic spell that allows the mage to summon wind to whip around the area. It could be useful for various purposes...

Trampoline - The mage directs a gust of wind beneath their feet, and is thrown high into the air. They are then able to float down slowly on the currents.

Whispering Gale - The caster uses the wind to carry a message to whoever they desire, no matter the distance. Only the receiver of the message can hear the whispers on the wind.



Level 2:

Dust Storm - Similar to Call Wind, except this time the caster uses the wind to whip up dust from the earth in order to obscure themselves or blind a foe.

Gust - This time, the caster directs the wind forcefully at a target. This skill can produce the effects of Knockback and Deflect.

Levitation - More effective than Minor Levitation, Levitation allows you to to float up to eight metres off the ground and resist falling from a height.


Level 3:

Zephyr's Touch - Similar to Gust; however, this wind has the capacity to carry objects, which may then collide with the target. It is naturally bitingly cold, and therefore assailants may be damaged by that also.

Catch the Wind - This skill allows the mage to use an air current, conjured or natural, to carry him/her along at a tremendous speed. Excellent for making quick escapes or travelling long distances quickly with no physical strain. It can only be used oustide, obviously.

Cyclone - This spell has two capabilities - mages may either conjure a cyclone around themselves, protecting them from assailants and projectiles, or around an enemy, incapacitating them. The spell will last three turns either way.



~~~~~~~~~




Austromancy: I like the clouds... the clouds that pass by...

This skill pool is dedicated to the harmony of water and air, and the unity of life in all things.



Level 1:

Tender Breeze_____Shroud_____Negation

Level 2:

Candles in the Wind_____Gaze at the Heavens

Level 3:

Summon Air Spirit_____Fly_____I Feel Your Pain



Level 1:

Tender Breeze - A healing wind is conjured, invigorating all in the area. Note that enemies will have their wounds healed, as well as friends.

Shroud - The caster summons clouds that act to obscure anything they cover.

Negation - This spell removes all effects of previous spells from an area, and prevents magic from being used in the area for a short amount of time.


Level 2:

Candles in the Wind - The caster calls wind to dance around a number of enemies, buffeting them around and incapacitating them all for three turns.

Gaze at the Heavens - By discerning shapes in the sky, the caster is able to get a glimpse of what the future holds. All attack rolls against the caster take a -2 penalty for five turns.


Level 3:

Summon Air Spirit - An air spirit is conjured, which will both shield the caster and deal two attacks on his/her behalf. The spirit will dissipate after attacking twice and absorbing two attacks.

Fly - This skill is self explanatory - the caster uses his/her affinity with the elements to fly like a bird!

I Feel Your Pain - For a single turn, the caster will absorb damage taken by all friends in the area. The Ultimate Sacrifice, hm? No, not quite. 4laugh



~~~~~~~~~




Ceraunoscopy: Thunderbolt and lightning; very, very frightening.

This skill pool is dedicated to the destructive powers of the natural world; specifically, electricity drawn from the air around us. All of these skills negate the effects of Endure - however, they also tend to be very draining on the caster, and for this reason only three spells from this pool may be cast in a row. If Enervating Shock is used as one of these three spells, the caster is then capable of two extra spells before having to rest.



Level 1:

Shock_____Mind Shock

Level 2:

Ride the Storm_____Enervating Shock

Level 3:

Nature's Vengeance_____Penetration_____Thundercrash



Level 1:

Shock - The caster touches a person, who is thereby shocked. This skill also works to power mechanical devices.

Mind Shock - Affects only Spellcasters. The caster uses their fellow magic users' affinity with the energies of the world to give them a particularly nasty jolt from a distance.





Level 2:

Ride the Storm - The caster is pulled to an enemy of his/her choice, before striking that enemy with a bolt of lightning.

Enervating Shock - This skill drains the energy of an enemy and gives it to the caster. After using this spell the caster is capable of using two extra spells on top of the original three.


Level 3:

Nature's Vengeance - For three turns, any damage taken by the caster is reflected back at the attacker.

Penetration - Similar to the Warrior skill Pierce, this skill will break down any defences, including Ice Shield, doors and walls.

Thundercrash - A scary, scary spell that traps the enemy in a cage of electricity. Any attempt to move before the spell dissipates after four turns will cause agony.



~~~~~~~~~
 
PostPosted: Thu Nov 12, 2009 12:11 pm


~~~~~~~~~
[Ofaq]


Q: You refer to "turns" a lot in terms of how long a skill can last for... what constitutes a "turn"?

A: A turn is basically a single post of yours. You post, you've taken a turn. You wait until someone replies, and then post again - that's another turn. It's pretty simple.

So let's say a skill lasts three turns. For three of your posts, that skill is active. Once you've posted a third time, it ends. Let's say a passive skill BECOMES active every five turns - basically you can use it once, but then can't use it again for another three turns, because the pattern goes * 2 3 4 *, with * representing a turn in which the skill is used. This is applicable with a skill such as Dodge. If you don't use it on the fifth turn, you're then free to use it whenever.

Q: What do you mean by "rolling"? How do skills that give you roll bonuses work?

A: An explanation of rolling can be found here. You state your bonus immediately after stating the skill you're using - if the bonus lasts for multiple turns you must state them both every time. Basically, a bonus has the potential to bump you up from say, 1 (unsuccessful) to 3 (moderate success).

Q: Can you link me to the thread I need to post in in order to level up/learn a skill?

A: The thread you need to post in for Spellcasting skills is called the Practise Hall, and it can be found here.


Notes on Active and Passive Skills:

An active skill is a skill you use directly when it is needed:

[Cleave]

A passive skill is a skill which is continuously working all the time, though you can feel free to state its effect when it comes into play.

[Endure]


You can only use one active skill per turn. Passive skills, however, stack on top of each other AND on top of your single active skill. This can be very useful. For example:

[Dodge] [Signature Strike]




~~~~~~~~~
 

Lorika
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Married Lunatic

13,950 Points
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