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Elen_Gilthoniel Vice Captain
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Posted: Tue Aug 14, 2012 7:23 pm
List of Spells Characters can choose a single element in which they will specialize. Elements should be mostly based on the character's personality as certain personality types have a great affinity toward certain types of elements. Do not try to cheat on this and say your character is calm, gentle and kind but is secretly a super fierce spit fire just so you can make her a pyromancer but play her as a nice, sweet, innocent girl. By the same token, don't say your character is out going, spunky and brash, but is secretly a quiet, gentle, introvert, just so you can make her a healer but play her as a tough girl. The personality they most frequently display needs to be the one that defines their magical specialty. A spell's power, range and side effects are very strongly based on what level the spell is. Please be aware of the limitations of each level and don't try to RP a level one spell as being stronger than it should be. Even if the following limitations aren't specifically listed in the spell's description, they still apply. Students and teachers in the school must be magic users. All spells must come from this list only. PLEASE NOTE:There are no passive or natural abilities. All existing abilities in this RP are spells that are learned. They must be intentionally activated in order to function. And the only spells that are capable of rampaging out of control are level 3 and level 4 spells. Regardless, all spells dissipate in a few minutes if their caster is no longer actively focusing on sustaining the spell. However, any level of spell can end up harming the caster if used inappropriately, or if the caster lacks the skill to control the power properly. Advanced Elements: These elements are more difficult to master and abilities from these elements are restricted to use by student council members, professors, or other school administration. Advanced elements require the caster to blend qualities from two basic elements, to get something new. As such, they are more unpredictable, and sometimes more dangerous. Often, a person has to have a natural talent or specific heritage in that area to be able to utilize these elements.
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Posted: Tue Aug 14, 2012 7:26 pm
Element Earth Geomancy is magic that revolves around manipulating earth and minerals. Geomancers usually have a deep connection to the earth and stable, strong willed personalities. They tend to be quiet, observant individuals, not prone to flights of fancy or day dreaming. They are known for being very reliable and responsible.Level One:Granite fist - user can touch a source of earth (the ground, a stone wall, etc) and summon a 'fist' from that surface, that can strike a target within close range (3-4 feet max). Quick sand - user can turn the ground within a 3 foot radius into a shallow pit of quick sand, capturing an opponent's feet and slowing their movements. Quick sand will dissipate after a few minutes, leaving a shallow pit Sand jet - shoots a small jet of sand or dirt at a close range opponent, knocking them backwards a few feet. Shape earth - clay or soft earth can be formed into rudimentary tools or weapons that will hold shape until the spell ends (usually 5-10 minutes), after which they crumble back to dust. Level Two:Rock shield - user can summon a wall or barrier of stone, protecting from most level one or two projectiles as well as any non-magic projectiles that cannot normally penetrate rock. Stone armor - user can summon stone armor to cover their bodies, offering mobile protection from physical attacks. Armor is heavy and slows movements but is extremely hard and difficult to break. Lasts up to 10 minutes. Entrapment - user can cause stone bands to form from the ground (or other objects made of stone/dirt) and wrap them around opponents, trapping them in place for a short duration of time before the bands crumble back to dust. Level Three:Rain of stones - user summons a rain of pebbles (thumbnail sized) from the sky. User cannot control which targets the stones hit and they only hit with enough force to bruise. Sand storm - user can call up a cloud of choking dust, obscuring visibility and disabling within a 10 food radius. Dust cloud lasts about 10 minutes, or until caster's concentration is broken. Entomb - Can temporarily restrain enemies by surrounding them in a barrier of earth. Target must be in line of sight; tomb can be broken by very strong, blunt force from inside or out. Stone spikes - user can summon a chaotic spray of stone spikes from the ground, possibly impaling targets. Spikes can cover an area of 10-15 foot radius but caster cannot control who they hit. Anyone caught in the spell could be harmed, including allies. Earthquake - user can cause small, localized earthquakes rating at 6.0-6.9. User can direct earthquakes to the general vicinity of specific targets; earthquakes only last up to a minute but can damage or topple structures. Level FourGolem - User can summon a semi-intelligent stone golem to do their bidding. Golems are exceptionally strong and sturdy with strength far beyond Human strength, and are difficult to destroy. Golems follow orders and are completely loyal to caster--and can last for several days. The number of golems is only limited by the available materials Stone skin - User can strengthen their own skin, hardening it into organic stone. Acts as a strong armor, making them temporarily impervious to and an all physical attacks. Earth Vision - User can mentally connect with the earth and 'sense' every person or creature within a 100 foot radius, as well as their general location. Can differentiate between magic users and non magic users, and can even sense intent to a degree. Sink hole - user can cause everything within a radius of up to 75 ft to sink into the ground, being completely swallowed by the earth. Objects swallowed by the earth are held captive in an underground cavern, and can only return to the surface at the will of the caster. Diamond shell - can encase up to a 100 ft diameter area in a protective casing of pure diamond. This shield can repel all physical and magical attacks and lasts around 10-15 minutes. It saps a huge of amount of stamina proportional to the size of the shield, but acts as a powerful shield. When released, the shield disintegrates into microscopic diamond dust.
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Elen_Gilthoniel Vice Captain
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Elen_Gilthoniel Vice Captain
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Posted: Tue Aug 14, 2012 7:31 pm
Element Water Hydromancy is magic that utilizes and manipulates water. Hydromancers usually have calm, easy going and flexible personalities that are able to weather whatever is thrown at them. They are deep spirits with patient personalities and while it may be difficult to ruffle their feathers, they have the patience and stubbornness to keep at a task, slowly wearing away at it until their goal is accomplished.Level OneSplash - ability to manipulate water from nearby, above ground sources and send them at targets within a few feet. Water is not powerful enough to do more than drench targets. Water whip - can form a sort of whip from a nearby water source and use it to lash out at close range opponents. Whip is not capable of cutting or slashing targets but feels similar to a real whip. Aqua blade - like the water whip, these high pressure "blades" of water can lash out at closer range opponents. Blades sharper and capable of cutting flesh and softer materials such as wood or earth. Not capable of cutting things such as metal or stone or severing anything sturdier than a twig. Asrai - user can temporarily turn their body to liquid form. However, the drawback is that their body behaves just like water and will be affected by gravity. They will not be able to control where they end up, but even if mixed into larger bodies of water, their consciousness will be able to reform their body to its original shape. Level TwoWater clone - If there is a large enough source of water nearby, user can create clones (up to five) of water. Clones are identical to the caster of the spell and look solid but, being liquid, are unable to properly interact with their surroundings. They cannot stray far from the caster and last only 5 minutes or so. Fog - ability to summon fog over an area of 10-15 ft diameter. Fog decreases the visibility in the target area depending how thick the caster chooses to make it. Will generally last for around half an hour before dissipating on its own. Droplets of purity - This spell can be used to purify contanimated water regardless of the contaminants. It can be as simple as purifying mud and dirt, or as complex as removing poisons. This ability can be used, to some degree on any living thing that has water in it (including people, plants, animals, etc.) Cannot be used to purify illness; just other contaminants. Reflect - user can manipulate water particles in the air to reflect light and create the appearance of a mirror image. Mirror image exactly mimics the actions of the caster. It is not a solid form, but merely an illusion created by reflected light an is limited by its non tangible form. It cannot attack or act independently. Water Spirit - ability allows user to breathe under water for long periods of time--usually several hours at a time. Level ThreeWither - saps all water from a target, reducing it to a dried husk. Caster must be actually touching the target to draw out the water, and must maintain contact for several minutes in order to complete the spell. If target moves away, caster will have to begin over again. Geyser- summons scalding water from under the ground, shooting it high into the air. Cannot direct the water toward a target once it is above ground, but can determine the point at which it breaks through the surface, even if it's under someone's feet. Target must be within line of sight. Hydrate - Acting as a counterpart to Wither, this ability allows the user to restore all water to anything lacking it. This can be used on parched soil or naturally withered plants, dehydrated people and the like, but it can also be used to reverse the affects of the Wither spell. Storm Surge - User can cause any nearby water source from a puddle to a leaky faucet to suddenly explode in an overflow of water. This ability could be used to flood an entire building from a single sink of water, but the surge is limited to an area of about 100 ft in diameter. Level FourCloud burst - this ability gathers moisture from the air to a single point that, when released, causes a localized torrential down pour capable of causing rapid flash flooding within a 100 ft radius. Down pours can last for no more than ten minutes and can, conceivably put the caster and allies at risk. Rain - A less destructive form of cloud burst, this ability simply causes a very natural rainfall over city-wide areas. Rain can last up to three days without stop, but leaves the caster very tired. Water Sphere - summons a sphere of water that can be used to surround and imprison targets. Caster can choose whether to create pockets of air to allow prisoners to breathe, but without them, prisoners will, obviously, drown. Spheres can be small enough to hold one person, or large enough to fill an entire room. Generally can only be maintained for up to five minutes, after which the water evaporates into the air. Mermaid - A more intense version of water spirit, this spell actually temporarily alters the body to resemble that of a mermaid. Not only can the user breathe underwater, but their body undergoes changes that makes them more adapted to swimming rapidly and evading possible underwater predators. generally lasts for a few hours to a few days at a time, or until caster complete dries off. Has a very long recovery time and the transformation back to human form is known to be quite painful.
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Posted: Tue Aug 14, 2012 7:37 pm
Element Fire Pyromancy is magic that centers around and uses fire. Pyromancers tend to be quick tempered, passionate and sometimes competitive individuals. It's easy to believe these personality types are only destructive, but just a small flame can chase away the cold, or the warmth of the sun gives life to the earth, Pyromancers tend to have a nurturing, warm side as well.Level One:Spark - user can create sparks of fire by rubbing their fingertips together. Not good for attacking, but good for starting larger fires. Flame fist - user can encase fist in moderately hot flames for short periods of time. While they remain immune to the heat for a small duration of time, summoning the flames for too long can cause mild burns on the caster's hands Fire ball - user can summon a baseball sized fireball that floats in their palm. Fire quickly dissipates if thrown more than 3-5 feet from the body. Body Heat - user can increase their own body heat, making them impervious to moderately cold temperatures. Frigid and subzero temperatures still affect them, but to a lesser degree. Spell usually lasts a few hours. Level TwoFire Shield - user can summon a wall of fire hot enough to deflect most physical attacks. Intangible attacks (shadow, light, etc) would pass through. Shield can encase an area of up to 10 feet across but uses a fair amount of stamina. Smoke Screen - user can summon a cloud of black smoke to cover a 10 ft radius area. Smoke can conceal exits and hinder opponents due to smoke inhalation. Also will affect allies and caster unless they're protected by some means. Fire Resistance - user can make their body entirely resistant to heat and fire. User can extend fire resistance to anything directly touching them, including other people--lasts up to five minutes. Heat Sense - user can sense heat sources within a twenty foot radius (even through walls), able to tell their exact proximity. Can also sense minute changes in body temperature that might indicate lying and such. Lasts up to ten minutes before fading. Level ThreeFire Spear - user can form a flame shaped spear that can be thrown at opponents. When the spear strikes a target, there is a localized explosion of flames that rapidly dissipate. Meteor - user summons fire from the sky, that rains down over a 50 foot radius. This spell can cause wide spread damage and destruction if misused. Will also affect allies that are nearby, as user cannot control specifically where the fire falls, just the general vicinity. Fire Portal- user can create a wall of fire that acts as a portal to another location. Portal can only lead to a place the user has been before and that is in one square kilometer. Level FourPhoenix - Once cast, if mortally wounded, user's body will incinerate upon death and a new body will form from the ashes. Caster retains all memories and is completely restored to their previous state. Usually remains unconscious for several days as the body fully regenerates. Spontaneous Combust - user is able to temporarily transform their body into pure fire, becoming impervious to physical attacks. Caster can only sustain this form for a short time and the amount of stamina required is massive, leaving them exhausted. Magma skin - user is able to transform their body in a state similar to partially molten rock. Unlike the intangible fire form, this form is solid and capable of interacting with objects (but tends to melt whatever it touches). This form is capable of hardening or becoming near liquid. Inferno - User can create a swirling inferno of fire over a wide area. Flames are powerful enough to incinerate nearby targets and allies if they are unable to get out of the way. However, flames also cause scorching fires over any flammable objects and are nearly impossible to control. This spell must be used with highest caution, and leaves the caster completely exhausted. (Could also endanger life of caster.)
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Elen_Gilthoniel Vice Captain
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Elen_Gilthoniel Vice Captain
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Posted: Tue Aug 14, 2012 7:43 pm
Element Air Aethermancy is magic that utilizes wind and air. Aethermancers are usually free spirited and light hearted people. Not the sorts to be depressed or up tight, they tend to not care what the people around them think of them. But don't be fooled just as a calm day can suddenly turn turbulent, Aethermancers can just as easily fly into a destructive rage if you push the right buttons. They are somewhat high strung and fickle.Level OneUpdraft - ability create strong updrafts of wind within in a 2-3 foot radius. updrafts can lift user into the air, causing "flight." Flight is sustainable for longer periods, but is is a little difficult to control direction as the caster is being "blown" into the air rather than defying gravity. Wind blade - able to create sharp blades of wind that can be sent short distances of 4-5 feet. Capable of inflicting minor cuts and lacerations. Not capable of cutting metal objects or stone, but can damage softer materials Tail Wind - User is able to wrap legs in wind, adding a speed boost to body movements. User can move about twice their normal speed for short bursts of time (a few minutes at most) Level TwoWind barrier - creates a thick barrier of high winds capable of deflecting physical attacks. Energy, shadow, or other intangible attacks can pass through, but any tangible attack is deflected. Wind Prison - encases target in a barrier of wind. Target can't move outside the barrier as the high powered winds will throw them back inside the prison. Wind walking - allows the target to walk or stand on seemingly thin air. It may be used to reach an area that is either too high or too low for them to traverse regularly, or it may be used to cross something too wide to walk or jump across. Whispering wind - User can send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to the user, provided that it can find a way to the location. When it reaches the location, it delivers its whisper-quiet message and dissipates. Level ThreeTwister- Unleash a whirlwind of air that can knock targets back, damage structures. Twisters are large enough to damage buildings, pick up cars, and the like. They cannot completely demolish structures, but they can do a fair amount of damage. Wind tunnel - a very precise blast of wind that can be fired at targets, knocking them back, or even pinning them against other surfaces for brief periods of time. Usually only sustainable for a few minutes Speed Boom - basically an amplified version of tail wind, this ability increases physical speed by about four times and can be used for short bursts of high velocity movement. Wind friction against the body, however, can cause mild wind burns to exposed skin. Level FourFriction - increases air friction around a target, significantly slowly movement. If a target tries to force their way through the friction, it can cause serious physical damage. When used on an inanimate moving object, this ability is capable of ripping it to shreds. Gale - ability to create gale force winds over a 100 ft radius. Much like Twister, but far more powerful, this ability can demolish structures and send debris high into the air. Victims caught in this would likely be seriously injured if they were unable to find shelter or other types of protection. Vacuum - user is able to remove the air (or otherwise alter or deplete the air to make it unbreathable.) from a designated location, creating a complete vacuum devoid of oxygen. The larger the area, the more stamina required. Victims caught in this spell will asphyxiate if left inside too long. Area can cover as much as a 20 ft radius.
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Posted: Tue Aug 14, 2012 7:48 pm
Element Light Lucimancy is the magic of using and manipulating light. Lucimancers are often insightful, sharp witted people known for their intelligence and reasoning skills. They are usually bold, forthright and not fond of keeping secrets or deceiving others. They're also known for their curiosity and inquisitive natures.Level OneRefract - User can refract light in a way that causes them to look displaced from their actual location. In other words, they would appear a foot or so distance away from where they're actually standing. Lasts a couple of minutes at most. Flash ball - user can create a flash of light that will blind anyone nearby for a few seconds. Flashes affect only the immediate area and do not do permanent damage. Light orb - User can create a small orb of light that will follow them for up to five minutes. Orbs must stay in the vicinity of the caster, and dissipate after a few minutes. They are generally about as strong as a flashlight or torch. Emanate - can cause objects (including living creatures) to emit faint light light. Light is similar in strength to candle light, but can become quite bright if a large enough object is lit up. Light dissipates after five or so minutes. Level TwoInvisible - User can temporarily bend light in a way that causes them to almost entirely disappear. Causes a slight visual distortion that is difficult, but not impossible to detect. Can be extended over people touching the caster. Banish - User can create a a wave of light that will banish any shadow creatures or undead creatures in a 10 foot radius--even those normally not weak to light. Light does not affect living creatures in any way. Diffuse Light - User can soften the light within a 10-15 foot radius to make it seem as if light is coming evenly from all directions. This effectively eliminates all shadows. Lasts up to ten minutes, or until caster loses concentration. Darkness - can completely remove visible light from a 5 ft radius. Objects emitting light still produce light, but the lightwaves are bent in a way that sends them away from the designated area. Caster must be IN the area of effect for this spell to work. It lasts up to ten minutes, or until caster breaks focus. Level ThreeDistort - User can distort light waves around a target causing feelings of vertigo and dizziness. This ability is target based, rather than area of effect; it must be focused on a specific target to work. Target's susceptibility to vertigo will vary. Infravision - allows caster to see light beyond the visible spectrum and into infrared, seeing heat signals instead of normal vision. Lasts for a duration of 25 minutes and must wear off on its own; ability cannot be cancelled. Rejuvinate - user can absorb solar energy, temporarily giving themselves a boost in energy and regeneration (speeds up healing significantly, but does not instantly heal). Lasts only ten minutes but the after effect is that the user is extremely tired for several hours. Dazzle Missile - a small 'missile' of light that can be fired into the air or at a target. At the caster's will, it will explode in a bright flash of light that can leave anyone nearby blinded for several minutes. It does not cause long term visual damage. Level FourSolar flare - A bright flash of light that can physically damage anyone in the vicinity as well as interfere with electronic equipment. Though the radiation caused from this ability dissipates too quickly to have long term effects, anyone exposed to this light can possibly suffer long term blindness. Electronic equipment can be permanently damaged. Can cover areas up to 50 ft in diameter. Protect - Encases target in a field of light, preventing opponents from seeing or attacking them. Target can absorb light and receive and energy and regeneration boost that lasts several hours. Can be used on self, or others. If used on self, the energy boost is cancelled out by fatigue due to use of spell, but regeneration boost still remains. Light jet - This is similar to solar flare but focused to a single location. This ability can still cause damage to people or equipment caught in its wake, or can be used as a signal beacon if shot into the air. Is powerful enough to be seen at great distances and can last for up to fifteen minutes before dissipating.
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Elen_Gilthoniel Vice Captain
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Elen_Gilthoniel Vice Captain
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Posted: Tue Aug 14, 2012 8:09 pm
Element Shadow Umbramancy is the magic of darkness and shadows. Umbramancers tend to be secretive, sly individuals. Though many are quick to assume that shadow users are evil or ill natured, this isn't necessarily true. They are certainly mysterious people, good at concealing the truth from others--and sometimes cowardly--but not everything about the dark is bad. Umbramancers tend to be calm, collected and difficult to upset.Level OneDark Cloak - user can wrap their body in shadow, hiding themselves almost completely from view when standing in shadows or a dark area. Significantly increases stealth as they are nearly completely invisible while in shadow, and any noise they make is somewhat muted. Only works in places were there are shadows. Shadow puppetry - can control and manipulate existing shadows. Shadows do not have tangible form and cannot actually damage, or interact with surroundings, but can be formed into a variety of shapes used to intimidate or scare others. Can also be used to reduce visibility. Duality - causes shadows to also deal damage to targets during combat. Though the shadows are still mimicking their source, any hits landed by the source of shadow, does twice the damage because the shadow is also dealing damage with every strike. Can only be used on self. Level TwoShadow travel - can sink into shadows and use them as a means of quick travel. Shadows must be touching to allow travel between them, but it doesn't matter how tiny or faint the shadows are, as long as they are there, the caster can use them to travel--can only be used for 5-10 minute intervals at a time. Liquid Shadows (shield) - spell that forms shadows into inky black substance that can absorb physical attacks. Any shadows within the vicinity of the user can be used--it's only limited by the caster's creativity. Liquid Shadows (binding) - Similar to the above spell, this allows the caster to use shadows as a means to hold and bind targets. Shadows respond like rope--there is some flexibility but they can very tightly hold a target in place for short durations. If the light source vanishes, the shadows will dissipate, freeing the user. Night vision - allows user to see in near total darkness for a small duration of time. Typically lasts up to half an hour before vision returns to normal. Level ThreeShadow creature - can form existing shadows into various creatures that can be used to attack targets. Creature's size is relative to the strength and size of their original shadow. If a shadow is very large, but also very faint, the creature will still be fairly small. Creatures can inflict damage, and cannot be hurt, but can be easily destroyed by shining any sort of focused light on them. Nox - Brings to life the shadow of a target. Shadow has same abilities of target, but follows the will of the caster. Shadows cannot speak (they have no mouths, after all) but can physically affect their environment. Shadow leap - a stronger version of shadow travel that allows the user to actually teleport from shadow to shadow. User can teleport only to shadows in the immediate vicinity--they can't teleport to shadows across the city, but could teleport to one in the same building, or within around a square kilometer. Level FourVoid wall - a wall of shadow capable of completely absorbing and nullifying any attacks aimed at the target. Wall must be created by existing shadows but once formed, is impervious to light attacks. However, once erected the wall is fairly rigid and cannot be moved to another location. It will dissipate on its own in several hours, and can be fairly large, depending on the user's stamina. In the right circumstances, it is a perfect and impenetrable defense but if not used wisely, it is a defense full of massive holes and weaknesses. Wraith - user can transform their own body into a shadow. Their body becomes noncorporeal, able to pass through walls, under doors, and becomes impervious to all forms of attack. User can interact with environment by focusing their energy, but everything will easily pass through them just as if they were a real wraith. Effect can last up to several hours, but caster takes twice that amount of time to recover their strength. Shadow blades - can form shadows into various weapons that can be used against opponents. Weapons respond just as their real counterparts would and have no special attributes except that they can be shaped and reshaped at the will of the user. Night - can create a wide area of darkness, over a 100 foot radius. This fake night is about as dark as the night of the new moon and light sources are considerably dimmed within this area. Particularly useful for those with other stealth related abilities.
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Posted: Tue Aug 14, 2012 8:10 pm
Element Life Animancy is the magic of life and manipulating living things. Animancers are usually calm, gentle personalities. As Animancy is the magic of healing of helping, most animancers are earnest, giving people with a love for all living things. But they are not all sweet healers, these people are frequently emotional and obsessive to the point of revering life and may be willing to force their magic on those who don't want it and are known to be willing to recklessly thrown their own lives away to heal even trivial injuries or illnessesLevel OneHealing - user is able to heal minor injuries. Injuries are generally confined to minor cuts, bruises, and abrasions. Can also also heal moderate slashes or puncture wounds--basically any non-serious injury. Overuse can lead to fatigue. Protection - can create a temporary aura that prevents further injury to a target. Can be used on self or others. Will generally last for 5-10 minutes, during which time the target cannot be hurt by any means unless the caster loses focus, at which point the spell is cancelled. Martyr - user can heal more serious injuries and broken bones at the expense of their own health. When used, the caster is taking on the injury of the injured person, and bears the injury in their place. Level TwoSpirit armor - armor formed from the user's life force. This armor can nullify the damage from attacks, reducing it by half for the duration the armor is being utilized. However, armor only lasts a few minutes and overuse can shorten the user's life span. Sanctuary - Using the life force from the surrounding area, user can create a safety area were all attacks are nullified. This spell can encompass an area of 10-15 feet in diameter and only works where there is an abundance of living things (plants, animals, etc) Calm - User can manipulate life force to soothe negative emotions. The degree to which they are able to soothe another person is dependent on the other person's personality. Some are very susceptible, while others are able to resist if they're being fueled by very intense emotions. Level ThreeLife force transfer - This healing technique is able to transfer life force into those mortally wounded. Used with Healing, or Martyr, this ability can heal mortal injuries. Though it cannot revive the dead, it can heal injuries that might otherwise result in death. Anima blade - user forms a sword of pure life energy. This sword only cuts what the user wants it to cut, but can cut through even stone or steel. This spell draws life energy from the surroundings and the more filled with life the area is, the stronger the sword and longer it will last. Revitalize - User is able to revitalize targets in a 15 foot radius. This is not a healing spell, but it can restore energy and vitality to those who are exhausted. It can also reduce the effects of negative spells that have been used on people in the affected area. Level FourSeraph - This is a wide scale healing and restoration spell that can heal everyone within a 50 foot radius. It can heal minor and serious injuries, heal broken bones or even regenerate severed limbs. Rather than 'healing' a target, this spell literally restores them to the way they were prior to being injured. Uses massive amounts of stamina and takes a full day (or longer) for the caster to recover. Rebirth - If cast within 24 hours prior to death, then upon dying, the caster's body will be consumed by their life force and reborn completely healed. The full rebirth process takes several days and even after their body is reformed, it will take some time for their mind and spirit to be fully restored. After casting this spell, user will not be able to cast any other spells for several hours. Invincible - A stronger form of spirit armor, this spell can be cast on multiple people and increases the strength of their life force, making them temporarily impervious to harm. Effects usually last five minutes or less, proportional to how many people have the spell cast on them. Resurrection - This spell simultaneously resurrects and fully restores a dead person. This spell heals all injuries and nullifies any sickness that may have caused their death. Though Resurrection draws life force from the surrounding area to revive the dead, the spell is incapable of drawing enough life force to physically harm someone without their consent so if there is not enough available life force, the spell won't work. And it takes the equivalent of two healthy Human life forces to resurrect someone. It's best to cast this spell where there are many people or lots of plants and animals.
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Elen_Gilthoniel Vice Captain
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Elen_Gilthoniel Vice Captain
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Posted: Tue Aug 14, 2012 8:21 pm
Element Death Necromancy is the magic of death and the negative manipulation of life force. Necromancers are not necessarily evil, but they do tend to be cold, remote people with selfish and vain personalities, not to mention cowardly. Necromancers are more than capable of loving others, but also have insatiable, almost greedy personalities and tend to be quite possessive of anything they consider to be theirs. Level OneFatigue - when touching another person, user is able to cause them to feel fatigued. Must maintain contact for a full minute for spell to be completed and effects wear off after ten minutes. People under the influence of this spell basically just feel very tired. Vampire - this spell lets the user gain energy from drinking the blood of another person. It does not cause them to gain any vampire-attributes, but is a mere energy and healing boost from drinking blood. This leaves the other person feeling faint and the effects to the caster last about ten minutes. Ghost - the ability to call up a ghost from beyond the grave. Ghosts are intangible and cannot fight or otherwise harm people, nor can they interact with objects in the living world. They can, however, communicate and answer questions (not to mention terrify people). Ghosts stay in the living world for five minutes or less, before retreating back to the nether. Black Ash - Upon making physical contact with any form of undead or shadow creature, the user can turn them to ash, rendering them powerless. Works primarily on creatures created by Shadow and Death elementals. Level TwoGhoul's Acre - this spell can affect the atmosphere and appearance of a selected area of a 5-10 ft radius, darkening the lighting and causing a fog or mist. It also can affect the emotions of more sensitive people, causing fear and paranoia. Mire - once cast on a target, it restrains them by causing a mental illusion that causes target to believe they're being held down by skeletal hands. This illusion is entirely in the target's head; no one else can see it. And it lasts around five minutes before dissipating. Nightmare - this spell targets a person's deepest fears and brings them to life in the form of an illusion. The illusion cannot physically harm someone, but it can make them think they're being harmed. In those who are more sensitive, it can cause loss of consciousness due to mental stress. The illusion lasts no more than five minutes and is only visible to the target. Can be broken by someone from the outside, or by loss of consciousness. Level ThreeLife drain - user can drain the life force from close range target, causing the target to lose consciousness for 5-10 minutes. Can also be cast over a 10-15 foot diameter area, affecting multiple targets, but will not cause them to lose consciousness, just grow weaker. Curse - once cast over a specific area, this spell brings a string of unfortunate events to anyone who happens to wander through. Bad luck ranges from losing treasured objects, to minor injuries and lasts for about a day. Curse can cover an area of about 20 foot in diameter. Skeletal minion - caster can reanimate the skeleton of a recently deceased creature within a 10-15 ft radius of the caster. The skeleton is capable of following orders, but is not capable of thinking creatively or exhibiting independent thought. Skeleton can remain animated for several days before it crumbles to dust. Can be defeated by crushing their skulls. Funeral Dirge - this spell causes the target to hear a hauntingly beautiful melody that plays through their head. During the course of the song, the soul is actually removed from the body, leaving it unconscious. Soul can wander up to 100 meters from the body, but no further. Effects last about 5-10 minutes. Level FourZombie - When cast in a place where there are dead bodies, this spell can reanimate the corpses of any living creature. Reanimated zombies are semi-intelligent, capable of solving simple problems and are loyal to the caster of the spell so long as they are kept fed--and they require living flesh (not necessarily Human). Zombies can remain animated for several days but continue to decompose and will eventually fall apart. Zombies are weak to fire and silver. If not fed, they will turn on their master, tearing them apart before falling apart themselves. Leech - This ability allows the caster to slowly leeches life force off others, giving an energy boost. The effect on the ones it is used on is general malaise and fatigue; it can cause death if used too often (or for too long a period of time) on someone else. Plague - This ability can be cast over an area 100 ft in diameter and causes temporary illness including nausea, fever and cough in its weakest form. Illness lasts less than half an hour and is not severe enough to kill. When cast at full strength, for half an hour, all victims experience advanced symptoms of the bubonic plague. Though this spell does not kill, it can cause intense suffering for short durations before all symptoms fade away entirely. The draw back, however, is that it frequently backlashes onto the caster, causing them to experience the same symptoms. Lich - this is the most powerful of death spells and can only be cast once in a wizard's life time. Through an intensely intricate ritual, the caster is able to place their soul into an object, turning theirself into an immortal undead. Though they become weak to sunlight and silver, and their body tends to go a bit corpse-like, Liches are extremely difficult to kill or injure. Conversely, they miss out on many of life's enjoyments due to their corpse-like state.
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Posted: Tue Aug 14, 2012 11:38 pm
Advanced Element Sound Formed from life and air, Sonomancy is magic that revolves around sound and the manipulation of sound waves. Sonomancers are vibrant personalities with deep, complex character traits. Sometimes playful and teasing, sometimes calm and gentle, these people try to live harmoniously with those around them. They hate discord and tend to be peacemakers and sticklers for following the rules.Level One:Sound Blast - user is able to use create intense sound waves capable of creating small explosions within a few feet of the caster. Explosions are powerful enough to crack glass or other fragiles, or knock back an opponent, but don't do much damage otherwise. Soothe - using music to artifically calm raging emotions in a target; also speeds up regeneration and healing for the duration of the music. Can only be used to heal very minor injuries. Does not mend broken bones or heal anything more serious than minor cuts. Voice Amplify - simple spell that amplifies the carrying power of the caster's or a target's voice. Lasts as long as the caster focuses on sustaining the spell. Cat Feet - user is able to mute the sounds within two feet of their body, increasing their stealth ability. Lasts for 5-10 minutes. Level Two:Sleep - user is able to use music to cause targets to experience intense sleepiness. Affect of spell is driven by the target's sensitivity but anyone within a 5-7 ft radius is likely to be overwhelmed by sleepiness. Effects wear off within ten minutes. Super Hearing - user is able to enhance their hearing to about three times the normal sensitivity, giving them the ability to hear things well outside the normal hearing range. The drawback is that this also means they are three times as sensitive to loud or otherwise piercing sounds . Effects of spell wear off within 5-10 minutes. Echo - user is able to cause all sounds within a 10-15 ft radius to echo repeatedly making it impossible to decipher what individual voices are saying. This can be used to mask sounds you don't want to be heard by others, or to disorientate opponents. The drawback is that allies and caster are also affected. Absolute Silence - as the name indicates, this spell eradicates all sound within a 10 ft radius. No sound waves enter or originate in this area while this spell is in effect; sound is completely impossible. Good for calming chaotic situations but may have other creative uses such as stealth, etc. Effects last 10 minutes or until caster cancels spell. Level Three:Sonic Boom - user generates an explosive 'boom' of sound capable of shattering glass and shaking the ground. When directed at a person, it is capable of flinging them backwards several feet. Sound Surfing - with this spell, the user is able to step on sound waves and literally walk across the air as if it was solid. Lasts for a duration of about half an hour; as long as there is sound, this spell can work anywhere but it is deadly weak against spells like Absolute Silence. Echolocation - this spell allows the user to "see" via echolocation. It can last up to 45 minutes and allows user to get around perfectly in situations where there is no light. In addition, it allows greater perception than normal vision in some ways as things that might normally not be noticeable with the eyes, would be visible via echolocation. Infrasound - utilizing sound waves just below the normal hearing range, this spell can cause mild hallucinations and feelings of paranoia or fear within a 25 ft radius. Anyone within the spell range will see shadow figures and apparitions in the corners of their eyes, or have general feelings of anxiety and paranoia. Lasts around ten minutes or less. Level Four:Resonate - this spell causes sound to resonate on the same frequency as a targeted structure or person within a 50 ft radius. This spell can cause wide spread destruction as it is able to collapse buildings in a matter of minutes, or render a person unconscious, sometimes causing temporary (or even permanent in some cases) deafness. Banshee - user can produce a paralyzing shriek capable of rendering everyone within a 25 ft radius, completely unconscious. Shriek is also capable of shattering glass, setting off car alarms and other such mayhem. Conversely spell can damage the caster's vocal chords if used too often. Siren's Call - a hypnotic voice spell that allows the user to induce a semi-hypnotic trance to anyone within a 50 ft radius, with the sound of their voice. The drawback is that the caster cannot control how the targets will react to this trance. Some victims may simply stop and listen, as if in a daze, while others will eagerly do the bidding of the spell caster. Others will go into a manic craze, trying to reach and 'claim' the spell caster, regardless who or what gets in their way and may even inadvertently injure the caster or anyone else. Spell lasts as long as the caster is capable of sustaining it by singing, or up to 10 minutes.
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Elen_Gilthoniel Vice Captain
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Elen_Gilthoniel Vice Captain
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Posted: Tue Aug 14, 2012 11:42 pm
Advanced Element Nature Formed from Earth and life, Seromancy is magic that revolves around manipulating plant and animal lifeforms. Seromancers, like Geomancers, are usually deeply in touch with natural things. They are, at once, gentle and wild, nurturing and feral. Capable of offering healing and life, they are as capable of bringing death and destruction. They tend to be moody and mercurial with difficult to predict mood swings and often flout social niceties and politeness.Level OneAnimal Companion - this spell, once successfully cast, gives the user a single animal companion that will stay by their side and is able to understand simple Human speech. Though the animal retains animal (not Human!) intelligence, it can understand speech via a sort of empathic link with the caster (so the animal and caster can also share thoughts/emotions through this link). Human and animal will be linked for the duration of the companion's life and the spell can only be recast if the bond is severed by the companion's death. Animal Speech - allows user to communicate with animals via a sort of picture and emotive telepathy. Animals retain animal intelligence (not Human level intelligence and dangerous animals would not be suddenly friendly) but are are able to communicate simple messages the caster the same way they would communicate with other animals. Lasts for around 10 minutes before fading. Just remember that because you can suddenly talk to a bear doesn't mean it's going to say anything other than "I'm going to eat you!" wink Leaf Blade - user summons a flurry of leaves from nearby plants, moving at high enough speeds to cause minor cuts and lacerations on close range targets. Only works in places where there are plants with leaves. Level TwoDryad - when cast, user (or intended target) is placed against a tree where they are partially absorbed into it. For a duration of half an hour, they are protected and receive nutrients from the sun and soil, and life force from the tree. This can super-accelerate healing for injured individuals. Intelligence - this ability temporarily bestow Human level intelligence and understanding on nearby animals within a 15 ft area around the caster. Effect lasts for 10 minutes, during which animals are able to communicate (via telepathic link) with the spell caster. Nature Speak - allows user to 'speak' to any natural thing. This isn't so much an actual language an communication so much as understanding the rhythms, movements and vibrations, and general goings on of the natural world. Can reveal things such as impending natural disasters, or details of past events that may have happened in a location. Generally lasts 5-10 minutes and can be difficult to decipher what is being 'heard.' Level ThreeThorn - User is able to summon thorny vines from the ground. Can either use these vines to restrain anyone within a 25ft radius, or can create impassable barriers of thorns and vines. Vines will deteriorate and crumble away within 15-20 minutes. Nature Spirit - user can summon nature spirits from the surrounding area. While these spirits are ghost like in that they cannot directly interact with the things, they are able to control natural elements related to where they came from (tree spirits can control trees, rock spirits can control rocks, etc.) Call of the Wild - spell summons all nearby animals within a 50ft radius and allows user to temporarily control them. Animals must be nearby to be affected by spell but once summoned, they will do anything the caster bids them do. Control lasts for ten minutes before animals return to their natural, wild state--at which point they may turn on the caster. Level FourOvergrowth - user causes mass overgrowth of all plants within in a 50 ft radius, forcing them to grow far beyond their natural size. Overgrowth is capable of overrunning an area with plant life, destroying buildings, destroying roads, suffocating anything and everything in its path. While this spell can be directed onto a single plant, maintaining enough control to keep it from spreading over an entire area is extremely difficult and it will often try to run wild. After 10-15 minutes, all plants affected will rapidly whither, leaving nothing but dried husks within minutes. Uproot - this spell, when cast over an area, will mutate any trees in the vicinity into large, troll-like creatures. These tall, lumbering creatures are capable of tearing stone buildings to the ground in minutes and are nearly impervious to all attacks, save fire. They will do the bidding of the spell caster, but return to their normal state within 10 minutes. Any trees not re-rooted into the ground by the time the spell wears off will wither and die. Beast Soul - This spell allows the caster to take on attributes from a chosen animal including, but not limited to physical attributes such as claws, fur, etc, as well as physical abilities such as enhanced smell and hearing. This spell lasts only 10-15 minutes before the caster reverts to normal, however, it is possible for a caster to 'lose themselves' to the animal half and rampage during this time. Another drawback of this spell is that if cast too often, the caster can begin to find it difficult to revert back to Human form, sometimes permanently retaining animal attributes--not a good thing in a world unaccustomed to magic.
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Posted: Tue Aug 14, 2012 11:43 pm
Advanced Element Lightning Formed from fire and air, Electromancy is the magic of lightning and electricity. Electromancers tend to be fierce, hot tempered individuals with a love for freedom. They are as wild, reckless and difficult to control as their magic, capable of being as destructive or helpful as electricity can be, depending how it's used.Level OneStatic Charge - user can generate a high powered static charge when touching a target, resulting in a sharp, stinging shock. Only works when target is within a few feet of caster. Lightning Fist - user can encase their hands in electricity, delivering intense shocks every time they make contact with a target. This spell can be sustained for some time, but after long periods, will begin to burn the caster's hands. Live Wire - user can send electric impulses through conductive materials to targets standing within close range, delivering fairly strong electric shocks that can knock targets back and leave mild burns. Lightning Rod - user can drain electricity from surrounding electronics and form it into a small, low powered burst of electricity that can knock back opponents but not do much actual damage. Level TwoElectromagnetic Shield - User can create an electromagnetic shield able to repel physical and energy attacks. Can only extend over a five foot radius and maintain for no more than 5-10 minutes, proportional to size. Lightning Web - User is able to imprison targets within a 10 ft diameter area, within a web of lightning, temporarily restricting their movements for up to five minutes. Web is capable of electrocuting and rendering unconscious anyone who dares touch it. Battery - user is able to use their body as a battery and power electric appliances, electronics, etc. This is extremely taxing and has a long recovery time. It can also backfire, causing electronics to explode or short out due to power surges. Defibrillate - user is able to create extremely potent electrical charges in their hands capable of jump starting hearts. Can also be used for attacks, but less effectively as charges are short lived impulses rather than a sustained charge. Level ThreeLightning Garrote - user is able to create a thin strip of electricity capable of wrapping around multiple targets within a 50 ft diameter space, keeping them tightly wrapped in a strangle hold. As the electrical charge is extremely low, it doesn't actually do more than cause a tingle, but it can constrict their bodies very tightly. Static Cling - user is able to create a static charge in the air that can actually cause large objects (including people) to stick to each other until the charge is somehow released. Generally only lasts a few minutes, but can be spread over an area of about 20 ft in diameter. Lightning Strike- user can summon a series of powerful lightning bolts from the sky to strike a target. Bolts have the strength of normal lightning and also behave the same way--bolts will be drawn to lightning rods and may miss targets if the circumstances are right. User has only minimal control where they strike which makes this a very dangerous spell to use. Level FourElectric Impulse - this spell allows users to express minute control over the electric impulses within the Human body. Though very precise and difficult to use, this is a highly versatile spell that can do anything from allowing the caster to manipulate a person's actions, manipulate brain impulses that tell them what they're seeing, to actually shutting down body and brain functions. Armageddon - a stronger version of Lightning Strike, this spell is capable of mass destruction over a 50 ft radius. Calling down lightning bolts powerful enough to scorch the earth, this spell is a danger to anyone in the vicinity and is capable of damaging buildings and anything else caught in the spell. The backlash on the user is immense as the electric charge running through their body while using this spell is capable of knocking them out for days and doing permanent nerve damage. Will dissipate in 5-10 minutes or when caster's concentration is broken. Conductor - user is able to transform any matter into conducive material capable of carrying electrical currents. This can be used to send electric currents through weapons, creating 'lightning blades' or 'lightning bullets' and is even capable of transforming small objects into electrically charged bombs. Charged weapons can last up to 10 minutes and are capable of delivering nasty electric shocks and burns, as well as cutting through nearly any material.
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Elen_Gilthoniel Vice Captain
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Elen_Gilthoniel Vice Captain
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Posted: Tue Aug 14, 2012 11:44 pm
Advanced Element Ice Formed from water and air, Glacimancy is the magic of ice and cold. Glacimancers tend to have calm, cool, strict personalities. They are reliable and strong with a deep appreciation for beauty and solitude. Though quiet and remote, and slow to develop attachments to others, they are far from the emotionless rocks many people take them to be and can be rather finicky and fussy at times.Level OneCrystal cloak - user wraps themselves in a cloak of mist and ice crystals, obscuring their body from view. Affects an area of 3-5 feet in diameter. Freeze Water - this spell freezes standing water solid. It's a fairly straightforward spell. Can be used on water that is in motion as well as water standing still. Frost bite - When touching another person, caster can use this spell to cause mild to moderate frost bite on exposed areas. User must be touching target and frost bite effect only lasts for 10 or so minutes before fading. Level TwoCold Wind - user can lower the air temperature to near freezing within a 10-15 foot radius. Effect lasts around half an hour and affects anyone in the vicinity causing normal symptoms of cold exposure to anyone not properly dressed for cold weather.. Wall of frost - user can create a thick wall of ice to shield from oncoming magical or physical attacks. Though many attacks would be fully repelled, this wall can be shattered or melted by strong projectiles or fire. Will last around 5-10 minutes before melting. Icey Breath - user can use this spell soothe and numb injured areas and burns as a temporary treatment to dull pain. Will not cause tissue damage or frost bite, but is merely used as a means to numb and soothe. Frozen Prison - user creates a cage of ice, up to ten feet in diameter. Though the cage can stand up to normal force, it is easily shattered or melted by magic attacks or fire. Level ThreeFrost Arrow - User can create a volley of ice arrows from the moisture in the air, and send them flying at targets within 50 ft. Difficult to target, these arrows can pierce and injure anyone standing in the way of them. They have a higher resistance to fire than normal ice, but can be melted by hot enough flames. Paralyze - user can freeze anyone within a 20 ft radius for a period of 5-10 minutes. Though this spell literally encases targets in ice, when the spell wears off all targets will have sustained no damage. Ice can be broken without injuring the target, but attempts to melt would likely end with the victim sustaining heavy burns. Cold Immunity - user can lower their body temperature significantly, giving them a completely immunity to sub zero temperatures. This can extend to others who are touching them or standing close by and the effects usually last for up to half an hour. Level FourIce Shards - using moisture in the air, this spell creates massive spikes of ice that over an area of up to 100 feet in diameter. These shards then fall to the earth doing massive damage to anything or anyone unfortunate enough to be underneath. Sub Zero - a more powerful version of cold wind, this spell completely removes heat from the air over a 50 ft radius, plummeting the air temperature to well below zero. Anyone caught in this spell risks rapid onset of hypothermia if they can't find shelter or protection. Icey Touch - after using this spell, a caster can steal heat energy from a target for quick energy boost that lasts about fifteen minutes before leaving the caster to suffer the normal effects of a level 4 spell cast. Caster much actually touch the target to steal their heat and it usually leaves the target incapacitated for some time before they are able to recover. Arctic Storm - as the name suggests, this spell summons a localized arctic storm completely with snow, ice, frigid temperatures and high winds. Can freeze anyone unfortunate enough to be caught in it, but rapidly dissipates after no more than ten minutes.
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