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[ Elemental Magic System ] Under Construction

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Siel Kosane
Captain

PostPosted: Thu Dec 17, 2020 5:13 am


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          Elemental Magic System
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          All Spirits have access to the Elemental Magic System, which, depending on their Elemental Affinity and Affinity Level, allows them access to certain spells for use
          in and out of combat.

          Note: As we state each now and then, our Elemental Magic System is partially based off of the 7-Element System found in Genshin Impact.


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PostPosted: Tue Jan 05, 2021 10:55 pm


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                      Elemental Affinity
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                         Elemental Affinity describes which Element your Spirit Character can use when casting Elemental Magic. There are seven
                         elements in total, shown below, and at first, all Spirits are able to use one of these elements, known as their Primary Element.
                         Later on, once a Spirit's Affinity Level reaches Rank C, they will be able to unlock their Secondary Element after fulfilling some
                         other requirements.

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                      Affinity Level
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                         Affinity Level describes how potent a Spirit's magic has become. All Spirits start out with an Affinity Level of E, and through
                         certain actions can improve their Affinity Level to D, C, B, A and finally S. Your Affinity Level will determine which spells you
                         have access to, and raising it requires meeting varying conditions (such as completing specific Solo Missions, sacrificing some
                         materials, and having your Elemental Energy (the Energy Bars) raised to a certain point already). Raising your Affinity Level
                         means more powerful magic at your disposal from that point onwards.


                      Primary and Secondary Elements
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                         Primary Elements give the Spirit full access to that element's spell list, and Secondary Elements give the Spirit limited access
                         to that element's spell list (restricted of course to that Spirit's Affinity Level). Spells that can only be used if the caster has that
                         element as their Primary Element will be clearly marked as Primary Element Only; all other spells can be used regardless of
                         if that element is the Spirit's Primary or Secondary Element.


                      Spell Types
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                         There are four types of Spell; Offensive, Defensive, Support and Healing. Spells have their type clearly listed beside their
                         name, but a Spell's type only marks the intended use of the Spell. So long as you follow the Spell's description, any Spell can
                         be used in other ways than originally intended (for example, the Pyro Healing Spell Cauterize can instead be used to torture a
                         wounded target).


                      Spell Behavior
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                         Each Element has specific rules that apply to all of their Spells, unless a Spell specifies otherwise. Spell Behavior helps
                         determine how a particular Element behaves. For example, Pyro Spells that create a flame also generate a large amount of
                         light, and Electro Spells that hit a target that is in contact with something conductive will have the electricity jump to those
                         other entities, and damage is shared between them.


                      Elemental Energy
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                         All Spirits will need to make use of a simple Elemental Energy Bar setup (or they can use their own, or simply keep track of
                         their energy with text (e.g. 25 / 100) if they prefer) to help keep track of their Elemental Energy reserves. All Spells, and some
                         Artifacts, require Elemental Energy as a cost, and during posts where you do not use any Elemental Energy, the Bar will
                         replenish a little. This setup is in place so that we can meter out our spending of spells so nobody can overdo it, and so that
                         deciding which spell to cast plays into strategy that much more.


                      Elemental Synergies and Incompatibilities
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                         Depending on which Element you pick as your Primary Element, there will be Elements that you simply cannot pair with it.
                         This is known as Elemental Incompatibility. Some Elements simply don't play nice with eachother and cannot be wielded by the
                         same Spirit.

                         Certain Elements go very well together. Elemental Synergies allow access to Synergy Spells, which are a combination of two
                         Elements and can be very useful and / or powerful.

                         The following list shows which Elements are incompatible with eachother (denoted by an ) and which Elements Synergise
                         well with eachother (denoted by a ).


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Siel Kosane
Captain


Siel Kosane
Captain

PostPosted: Tue Jan 05, 2021 11:09 pm


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             User Image ᴘʏʀᴏ
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             Spell Behavior
                 Unless a Spell specifies otherwise, the following explains the behavior of all Pyro Spells:

                 ▬ Pyro Spells that create a flame generate a small amount of noise, a lot of light and heat, and consume breathable air.
                     ▪ Light and sound generation makes stealth more difficult.
                     ▪ Heat generation in already toasty environments could cause heatstroke.
                     ▪ Rapid consumption of breathable air in sealed spaces could cause suffocation.

                 ▬ In environments lacking breathable air (underwater for example), any created flames will only last an instant, reducing the amount of
                     light and heat they are able to generate per cast.
                     ▪ Sealed spaces will run out of breathable air after enough Pyro Spells are used. After this point, any new Pyro Spells will only last an
                       instant, until more breathable air enters the space.

                 ▬ Pryo Spells that generate heat can dry out wet entities over time.
                     ▪ Heat from Pyro Spells behaves the same as heat does naturally, causing moisture to evaporate or phasechange to a gas, ice to melt, etc.
                     ▪ Anemo Spells are much more efficient at drying out entities, and can do it very quickly.

                 ▬ Pryo Spells that generate heat are very effective at destroying ice.
                     ▪ There may be exceptions; consult the appropriate Cryo Spell to check if the ice generated behaves differently to heat.


             Spell List
                 Click on a Spell's Name to see the full description of that Spell.

                ▬▬▬▬▬ Rank E ▬▬▬▬▬

User Image ɪɢɴɪᴛᴇ | ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ | ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ
 Sparks a small flame against any object or surface up to 400m away, within the caster's view.

User Image ᴀᴍʙᴜsʜ ғʟᴀʀᴇ | ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ
 Causes flames to erupt from the caster's hands or feet immediately upon cast.

User Image ᴡᴀʀᴍᴛʜ | ʀᴀɴᴋ ᴇ | sᴜᴘᴘᴏʀᴛ sᴘᴇʟʟ
 Causes a target within 100m of the caster to raise their body temperature. Can be used to tire opponents or keep allies warm.



                ▬▬▬▬▬ Rank D ▬▬▬▬▬

User Image ᴋɪɴᴅʟᴇғʟᴀᴍᴇ | ʀᴀɴᴋ ᴅ | sᴜᴘᴘᴏʀᴛ sᴘᴇʟʟ
 Creates a ball of fire roughly the size of a basketball, within 30m of the caster, which remains burning in midair until it expires 5 minutes
                     later. Used to keep allies warm, provide light, or rob an enclosed area of breathable air. Can appear very close to a target's body to inflict
                     burns before they move away.

User Image ᴠɪɢᴏʀ | ʀᴀɴᴋ ᴅ | sᴜᴘᴘᴏʀᴛ sᴘᴇʟʟ
 Grants a target within 10m increased physical energy, and the unmistakable feeling they they are brimming with vigor. Allows for improved
                     proficiency in physical endeavors, including combat. Targets will typically crash after a period of time and suffer lethargy for a short period
                     thereafter. Can be cast on self. Can be cast on allies and enemies.

User Image ᴄᴀᴜᴛᴇʀɪᴢᴇ | ʀᴀɴᴋ ᴅ | ʜᴇᴀʟɪɴɢ sᴘᴇʟʟ | ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ
 Causes two of the caster's fingertips to glow with heat, with the intent to sear wounds shut to stop bleeding. Causes immense pain, but
                     can save lives. Has limits to how large a wound can be to be cauterized effectively. Can only be cast on self, but the cauterization can be
                     performed on self, allies or enemies. Can be used to torture a target.



                ▬▬▬▬▬ Rank C ▬▬▬▬▬

User Image ʙʀɪɢʜᴛ sᴛᴀʀ | ʀᴀɴᴋ ᴄ | ᴅᴇғᴇɴsɪᴠᴇ sᴘᴇʟʟ
 Causes a radiantly bright light to glow from the caster's open palm, so long as it is raised above their head, and they are not otherwise
                     moving. Takes about two seconds to reach maximum brightness, and remains bright for up to twenty seconds. Can ignite very dry or very
                     flammable materials close to the caster, but will typically not burn skin. The caster and their equipment is unaffected. Useful for punishing
                     the sight of enemies for a short period of time, before they can take precautions against bright, blinding light.

User Image ᴀʀᴍᴏʀ ғʟᴀʀᴇ | ʀᴀɴᴋ ᴄ | ᴅᴇғᴇɴsɪᴠᴇ sᴘᴇʟʟ | ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ
 Causes six dozen flames to erupt randomly in the air, roughly one metre from the caster, in all directions, over the course of a few seconds.
                     The flames are intensely hot, but short-lived. Rapidly increases the air temperature around the caster, and can set fire to things in close
                     proximity, or burn attackers who come close.



                ▬▬▬▬▬ Rank B ▬▬▬▬▬

User Image ɢʀᴇᴀᴛᴇʀ ᴄᴀᴜᴛᴇʀɪᴢᴇ | ʀᴀɴᴋ ʙ | ʜᴇᴀʟɪɴɢ sᴘᴇʟʟ | ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ
 Causes the caster's palm to glow with heat, with the intent to sear large and complex wounds shut to prevent bleeding. Causes immense
                     pain, but can save lives. Can only be cast on self, but the cauterization can be performed on self, allies or enemies. Can be used to torture
                     a target.



             User Image ʜʏᴅʀᴏ
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             Spell Behavior
                 Unless a Spell specifies otherwise, the following explains the behavior of all Hydro Spells:

                 ▬ Hydro Spells are able to create fresh water out of nothing.
                     ▪ There must be enough space present to create the water in question. Attempting to create a large body of water in a small, contained
                       space is not recommended. However, in a life-or-death situation, a body of water too big to fit in a contained space can be created in
                       order to cause the container to burst. Water pressure is useful, but must be considered carefully. If the container is reinforced sufficiently
                       and does not burst to release the pressure, the water pressure will simply crush anything else in the container.
                     ▪ Water created by Hydro Spells can still evaporate or phasechange to steam or ice depending on the environment it finds itself in.
                     ▪ Water created by Hydro Spells can be used to fuel other Elemental Spells that require Water.

                 ▬ Hydro Spells that come into contact with objects, allies or enemies will make them wet, just like normal water would.
                     Wet entities are particularly susceptible to damage and effects from Electro Spells and Cryo Spells.
                     ▪ Entities can be dried out using Anemo Spells, or particular Pyro Spells. There is also an Electro Spell which vaporises moisture in order to
                       remove it from an entity.


             Spell List
                 Click on a Spell's Name to see the full description of that Spell.

User Image sᴘʟᴀsʜ | ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ | ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ
 Creates a small splash of water against any object or surface up to 400m away, within the caster's view.

User Image ᴊᴇᴛsᴛʀᴇᴀᴍ | ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ
 Causes high-pressure water jets to shoot from 1-2 of the caster's palms with enough force to knock the average person off their feet.

User Image ᴠᴀᴘᴏʀ sᴄʀᴇᴇɴ | ʀᴀɴᴋ ᴇ | ᴅᴇғᴇɴsɪᴠᴇ sᴘᴇʟʟ
 Suddenly creates a large cloud of water vapor in front of the caster or a target up to 30m away, obscuring objects from view.

User Image ᴠᴏʟᴜᴍᴇ sᴘʀɪɴɢ | ʀᴀɴᴋ ᴅ | sᴜᴘᴘᴏʀᴛ sᴘᴇʟʟ
 Creates a small amount of water (up to two litres) in a container that can hold it. The water can be used to fuel Cryo Spells, conduct Electro
                     Spells, or feed Dendro Spells, as normal water can.

User Image ʀᴇᴅ sʏɴᴛʜᴇsɪs | ʀᴀɴᴋ ᴅ | ʜᴇᴀʟɪɴɢ sᴘᴇʟʟ | ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ
 Changes a small amount of water (up to one litre) into blood that is compatible for transfusion into a Human or Spirit target. The blood
                     must still be protected from contaminants and transfused into the target as normal. Useful for preventing death caused by blood loss.

User Image ғʟᴜɪᴅ ʜᴇᴀʟɪɴɢ | ʀᴀɴᴋ ᴄ | ʜᴇᴀʟɪɴɢ sᴘᴇʟʟ | ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ
 Allows the caster to transfer half a litre of water to their hands, then onto the site of a small or simple wound, to rapidly repair the wound.
                     Does not cause pain, nor relieve it. Can only be cast on self, but anyone's wounds can be repaired if their wound is touched by the caster's
                     hands. Has limits to the amount of damage or the types of wounds that can be repaired.

User Image ɢʀᴇᴀᴛᴇʀ ғʟᴜɪᴅ ʜᴇᴀʟɪɴɢ | ʀᴀɴᴋ ʙ | ʜᴇᴀʟɪɴɢ sᴘᴇʟʟ | ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ
 Allows the caster to transfer one and a half litres of water to their hands, then onto the site of large or complex wounds, to rapidly repair
                     the wound. Does not cause pain, nor relieve it. Can only be cast on self, but anyone's wounds can be repaired if their wound is touched by
                     the caster's hands. Very serious wounds can be repaired using this Spell, but bones remain brittle once mended and take days to set
                     properly.




             User Image ᴄʀʏᴏ
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             Spell Behavior
                 Unless a Spell specifies otherwise, the following explains the behavior of all Cryo Spells:

                 ▬ With a few exceptions, Cryo Spells that generate ice can only be cast in an environment containing moisture.
                     ▪ Particularly hot or dry environments make it very hard to use Cryo Spells. If the caster gains access to a small amount of water, they can
                       use that water to fuel their Cryo Spells.

                 ▬ Ice generated by Cryo Spells is particularly susceptible to the heat generated from most Pyro Spells.
                     ▪ Pyro Spells can destroy ice formations fast and effectively.
                     ▪ There may be exceptions; consult the appropriate Cryo Spell to check if the ice generated behaves differently to heat.

                 ▬ Cryo Spells are more potent in environments containing lots of moisture, and / or low temperatures, like in bodies of water or in a
                     snowy landscape. Cryo Spells that create any form of ice will create much more of it in these conditions -- between 2x and 3x more than
                     normal, and may make heavier, denser ice that is harder to break.

                 ▬ Cryo Spells that hit wet targets will affect those targets much more efficiently than normal.
                     ▪ The exact effect / how much damage depends on the spell in question, but wet targets are much more susceptible to the effects of Cryo
                       Spells. They may freeze faster, generate more ice, or form ice that is much harder to break.


             Spell List
                 Click on a Spell's Name to see the full description of that Spell.





             User Image ᴇʟᴇᴄᴛʀᴏ
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             Spell Behavior
                 Unless a Spell specifies otherwise, the following explains the behavior of all Electro Spells:

                 ▬ Electro Spells that create a bolt of lightning will generate a loud, thundering noise and a moderate amount of light.
                     ▪ Sound and light generation makes stealth more difficult.

                 ▬ Electro Spells that strike conductive materials will chain their effects to all connected entities.
                     Wet targets, targets in contact with conductive materials like metal, or targets who are physically touching others will spread the
                       electricity.
                     ▪ The more entities that are hit with a single Spell, the less damage the Spell will do to each entity.
                     ▪ Unique effects (such as Paralysis or Spell Attraction) are not divided, and are instead duplicated across all struck targets.
                     ▪ Electro Spells are particularly damaging to single targets, and those with unique effects are able to affect large groups of enemies.

                 ▬ Electro Spells that strike wet targets have a high chance of temporarily paralysing the target.
                     ▪ Unless the Spell otherwise states, the average amount of time paralysis will last in a fight is a few seconds.

                 ▬ Electro Spells can be nullified if they strike a material that acts as an earth conduit.
                     ▪ Particular Geo Spells may erect a lightning-rod-like structure that attracts electricity for the purposes of nullifying it by dispersing it into
                       the ground.
                     ▪ The presence of moisture will often not be enough for the Electro Spell to travel around an earth conduit; electricity seeks the path of
                       least resistance, after all.


             Spell List
                 Click on a Spell's Name to see the full description of that Spell.

User Image ᴅɪsᴄʜᴀʀɢᴇ | ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ | ᴘʀɪᴍᴀʀʏ ᴇʟᴇᴍᴇɴᴛ ᴏɴʟʏ
 Causes a discharge of electrical energy on any object or surface up to 400m away, within the caster's view.

User Image sᴘᴀʀᴋsᴛʀɪᴋᴇ | ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ
 Fires a small electric bolt from the caster's hands or feet immediately upon cast. Can travel up to 5m.

User Image ʙᴏʟᴛ sɴᴀʀᴇ | ʀᴀɴᴋ ᴇ | ᴏғғᴇɴsɪᴠᴇ sᴘᴇʟʟ
 Lays a trap on a surface within 10m of the caster. When an entity passes close to it, several small bolts of lightning strike the target from
                     the surface. Can be cast on a surface close to a target and triggered instantly.




             User Image ᴅᴇɴᴅʀᴏ
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             Spell Behavior
                 Unless a Spell specifies otherwise, the following explains the behavior of all Dendro Spells:

                 ▬ Dendro Spells that generate or stimulate plant life require the presence of moisture, light and earth.
                     ▪ There are notable exceptions; some Dendro Spells may make use of mushroom plant life and therefore require no light, or hydroponic
                       plant life and therefore require no earth, or desert plant life that comes with its own water source when generated, and therefore require
                       no water.
                     ▪ In most cases, the earth must be soil of sufficient quality that at least something would naturally grow in it. There are exceptions that
                       can grow on bare rock or in sand, however.
                     ▪ Dendro Spells will sometimes mention specific conditions under which their plant life can grow.

                 ▬ Plant life created by Dendro Spells can benefit greatly from the effects of Hydro Spells.
                     ▪ Unless the Spell specifies otherwise, the environment must be temperate (not too hot or too cold) for Dendro plant life to be stimulated
                       by Hydro Spells.
                     ▪ Dendro Spells that generate or stimulate plant life can create much more of it -- between 2x and 3x as much -- or stimulate it much
                       faster than normal, when under the effects of some Hydro Spells.

                 ▬ Plant life created by Dendro Spells are particularly vulnerable to fire.
                     ▪ Plant life created by Dendro Spells burn faster than regular plants; a small plant could turn to ash in a matter of moments if fed to
                       enough fire.
                     ▪ There are notable exceptions; some Dendro Spells create fire-resistant plants, however they'll usually have an alternate weakness.




             User Image ᴀɴᴇᴍᴏ
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             Spell Behavior
                 Unless a Spell specifies otherwise, the following explains the behavior of all Anemo Spells:

                 ▬ Anemo Spells can create breathable air out of nothing.
                     ▪ There must be enough space present to create the air in question, though a fair amount of air can be contained in a sealed space before
                       it becomes too pressurized to be safe for living things. Anemo Spells could easily inflate balloons or otherwise fill sealed spaces that can
                       expand due to the air's presence.
                     ▪ Anemo Spells that create breathable air could extinguish small fires simply by blowing them out by force, but particularly big fires
                       may instead grow much larger due to the addition of more fuel.
                     ▪ Anemo Spells can be used underwater, though the air that is generated will quickly rise upwards with immense force. Anemo Spells that
                       form a projectile of air may stray from their intended path and arc upwards towards the water's surface.
                     ▪ Anemo Spells can be used in a total vacuum, though the air will quickly spread out over a wide area due to negative pressure differential,
                       and the Spell may have minimal effect.

                 ▬ Anemo Spells can dry out wet entities with ease.
                     ▪ Pyro Spells can dry out wet entities over time by evaporating moisture, but Anemo Spells blow the moisture away altogether.




             User Image ɢᴇᴏ
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             Spell Behavior
                 Unless a Spell specifies otherwise, the following explains the behavior of all Geo Spells:

                 ▬ Geo Spells cannot create Geo materials (e.g. stone, earth, soil, etc) out of nothing.
                     ▪ All Geo materials that are used by Geo Spells must already be present in the environment.
                     ▪ Some Geo Spells specifically require the presence of Stone, Sand or Soil, though others can make do with dust particles.
                     ▪ Being far from land could pose a particular challenge to Geo Spell users, for example if they find themselves on a ship in the middle of the
                       ocean. Creative minds may still find traces of Geo materials somewhere, however.

                 ▬ Geo materials are exceptionally resistant to the effects of Pyro Spells and Electro Spells.
                     ▪ Stone is particularly resistant to heat, though sand could eventually turn to glass, and soil could burn with a dim flame and produce
                       harmful smoke.
                     ▪ Stone, sand and soil are particularly resistant to electricity, however if moisture is present, the electricity could pass around the Geo
                       material with ease.
                     ▪ Particular Geo Spells could attract Electro Spells for the purpose of nullifying them. View the Geo Spell in question to check.
                     ▪ Stone can form an effective shield to block Anemo Spells, though Sand or Soil may only reduce the force before being blown aside.

                 ▬ Geo Spells can benefit Dendro Spells, or disadvantage them.
                     ▪ Dendro Spells often require earth to generate plant life. Geo Spells could deliver the appropriate material to where a Dendro Spell is
                       intended to be used.
                     ▪ Conversely, Geo Spells can remove the appropriate materials that Dendro Spells may require to function.
                     ▪ Geo Spells could use Geo materials to crush plant life, though crushing plant life is less effective than simply burning it with Pyro Spells.
                       The plant life could survive being crushed and grow through and around the Geo materials.

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PostPosted: Tue Jan 05, 2021 11:17 pm


                 ᴘʏʀᴏ
                         ᴇʟᴇᴄᴛʀᴏ | ᴅɪsɪɴᴛᴇɢʀᴀᴛᴇ ᴍᴀɢɪᴄ
                         ᴀɴᴇᴍᴏ | ᴇxᴘʟᴏsɪᴏɴ ᴍᴀɢɪᴄ
                         ɢᴇᴏ | ʟᴀᴠᴀ ᴍᴀɢɪᴄ
                         ʜʏᴅʀᴏ
                         ᴄʀʏᴏ
                         ᴅᴇɴᴅʀᴏ

                 ʜʏᴅʀᴏ
                         ᴄʀʏᴏ | ғʀᴇᴇᴢᴇ-ʀᴇᴀᴄʜ ᴍᴀɢɪᴄ
                         ᴇʟᴇᴄᴛʀᴏ | ᴇʟᴇᴄᴛʀᴏ-ᴡᴇʙ ᴍᴀɢɪᴄ
                         ᴅᴇɴᴅʀᴏ | sʏɴᴛʜᴇsɪs ᴍᴀɢɪᴄ
                         ᴘʏʀᴏ
                         ᴀɴᴇᴍᴏ
                         ɢᴇᴏ

                 ᴄʀʏᴏ
                         ʜʏᴅʀᴏ | ғʀᴇᴇᴢᴇ-ʀᴇᴀᴄʜ ᴍᴀɢɪᴄ
                         ᴀɴᴇᴍᴏ | ʙʟɪᴢᴢᴀʀᴅ ᴍᴀɢɪᴄ
                         ɢᴇᴏ | ʙᴀʀʀɪᴇʀ ᴍᴀɢɪᴄ
                         ᴘʏʀᴏ
                         ᴇʟᴇᴄᴛʀᴏ
                         ᴅᴇɴᴅʀᴏ

                 ᴇʟᴇᴄᴛʀᴏ
                         ᴘʏʀᴏ | ᴅɪsɪɴᴛᴇɢʀᴀᴛᴇ ᴍᴀɢɪᴄ
                         ʜʏᴅʀᴏ | ᴇʟᴇᴄᴛʀᴏ-ᴡᴇʙ ᴍᴀɢɪᴄ
                         ᴅᴇɴᴅʀᴏ | ᴏᴠᴇʀɢʀᴏᴡᴛʜ ᴍᴀɢɪᴄ
                         ᴄʀʏᴏ
                         ᴀɴᴇᴍᴏ
                         ɢᴇᴏ

                 ᴅᴇɴᴅʀᴏ
                         ʜʏᴅʀᴏ | sʏɴᴛʜᴇsɪs ᴍᴀɢɪᴄ
                         ᴇʟᴇᴄᴛʀᴏ | ᴏᴠᴇʀɢʀᴏᴡᴛʜ ᴍᴀɢɪᴄ
                         ɢᴇᴏ | ᴛᴇʀʀᴀ ᴍᴀɢɪᴄ
                         ᴘʏʀᴏ
                         ᴄʀʏᴏ
                         ᴀɴᴇᴍᴏ

                 ᴀɴᴇᴍᴏ
                         ᴘʏʀᴏ | ᴇxᴘʟᴏsɪᴏɴ ᴍᴀɢɪᴄ
                         ᴄʀʏᴏ | ʙʟɪᴢᴢᴀʀᴅ ᴍᴀɢɪᴄ
                         ɢᴇᴏ | ᴋɪɴᴇsɪs ᴍᴀɢɪᴄ
                         ʜʏᴅʀᴏ
                         ᴅᴇɴᴅʀᴏ
                         ᴇʟᴇᴄᴛʀᴏ

                 ɢᴇᴏ
                         ᴘʏʀᴏ | ʟᴀᴠᴀ ᴍᴀɢɪᴄ
                         ᴄʀʏᴏ | ʙᴀʀʀɪᴇʀ ᴍᴀɢɪᴄ
                         ᴅᴇɴᴅʀᴏ | ᴛᴇʀʀᴀ ᴍᴀɢɪᴄ
                         ᴀɴᴇᴍᴏ | ᴋɪɴᴇsɪs ᴍᴀɢɪᴄ
                         ʜʏᴅʀᴏ
                         ᴇʟᴇᴄᴛʀᴏ



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          - Pyro Spells -

             Spell Behavior
             Unless otherwise specified in the Spell, all Pyro Spells adhere to the following rules:
               ▪ Pyro Spells that create a flame generate a lot of light, making stealth more difficult.
               ▪ Pyro Spells can be cast in any environment, even underwater or in a total vacuum, however in these conditions any flames they generate will only last an
                 instant, reducing the amount of heat they are able to generate per cast.

               Ignite | Level E Offensive Spell | Primary Element Only
                    Causes any material that the caster can see, within 400m / 0.25miles, to spark a small flame. Flammable materials can spread the flame, while
                    non-flammable materials will not. If the target of this spell is obscured in any way (including through light-warping phenomena like heatwaves,
                    invisibility spells, or transparent physical barriers like glass or water), the spell will not spark a flame on the target material. Can be cast on living
                    things, however most humanoids and beasts will only suffer a tiny singe to their skin or hair in this case. Can be used as a signal to allies, if it is cast
                    somewhere that they can also see, even if the target is non-flammable (as the spell will still spark a small flame, which then abruptly goes out).

               Ambush Flare | Level E Offensive Spell
                    Causes a small, hot eruption of flame to burst from the caster's hands or feet, which travels a very short distance (up to 0.5m / 1.6ft). The flame is
                    energetic and bright, able to ignite flammable materials or leave a small but painful burn on a held enemy's skin, but perhaps most useful of all is how
                    immediate the burst of flame is; it is useful as a sudden distraction or surprise attack. It can be paired with physical attacks like punches or kicks to inflict
                    fiery damage on an opponent, however it cannot be cast at range, only lasts one post, and cannot be cast on others. Clothing worn by the caster is not
                    damaged unless the caster wishes for it to be. The caster is unharmed by the flames, unless they wish to be.

               Warmth | Level E Status Spell
                    Causes a living thing's body temperature, or a target object's ambient temperature to rise. Can be cast on a target within 10m / 30ft, or on self. Useful for
                    helping a target keep warm in cold environments, or to help stabilise their body against temperature shock. Will not raise the target's body temperature to
                    dangerous levels or cause them to exhibit fever-like symptoms. Can be used to tire an enemy who is already in a hot environment or is dealing with the
                    heat of other spells or attacks. Can last for a minute or two when used offensively or on objects, or up to an hour when used defensively or to keep warm.
                    Will only warm; cannot be used to boil water or cause materials to become too hot to touch.

               Vigor | Level D Status Spell
                    Grants the target (within 10m / 30ft) increased physical energy, and the unmistakable feeling that they are brimming with vigor. Allows for more proficiency
                    in combat or situations requiring physical prowess. Once Vigor wears off though, the target will typically crash and suffer reduced physical energy for a
                    short time. Can help tired individuals feel energised for a short period. Lasts up to two minutes, after which point the target will suffer reduced physical
                    energy for one minute, or can last up to five minutes, after which point the target will suffer reduced physical energy for five minutes. Can be cast on
                    self, on allies, or on enemies.
                      - Care should be taken not to use this spell's effects unfairly. This spell does not allow godly feats to be performed; it simply affords a measurable increase to physical
                      energy. -

               Cauterize | Level D Healing Spell | Primary Element Only
                    Causes two of the caster's fingertips to exert a high temperature to an object on touch, with the intent to be used to sear wounds shut and prevent further
                    bleeding. The burning is painful on skin, and agony on wounds. Targets will typically require painkillers or to be unconscious, or they risk thrashing
                    about in response to the pain. Typically used to shut small wounds or long, thin cuts. Ineffective at closing very large wounds like impale wounds or
                    shredded masses of flesh, as the target will likely die of pain shock for having such a large area cauterized. Can be used to torture a target, be they
                    already wounded or not, but is more effective when used on an open wound. Can be used on inanimate objects that will react in some way to a hot touch.
                    From one inch away, the heat cannot be felt from the caster's fingertips, however the fingertips will exude a soft fiery glow all the same.

               Greater Cauterize | Level B Healing Spell | Primary Element Only
                    Causes one of the caster's hands to exert a high temperature to an object on touch, with the intent to be used to sear large wounds shut and prevent
                    further bleeding. The burning is painful on skin, and agony on wounds. Targets will typically require painkillers or to be unconscious, or they risk
                    thrashing about in response to the pain. Effective at closing very large wounds like impale wounds or shredded masses of flesh, though care should
                    be taken as the target will likely die of pain shock if a large enough area gets cauterized. Can be used to torture a target, be they already wounded or
                    not, but is more effective when used on an open wound. Can be used on inanimate objects that will react in some way to a hot touch. From one inch
                    away, the heat cannot be felt from the caster's hand, however the hand will exude a soft fiery glow all the same.

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          - Hydro Spells -

             Spell Behavior
             Unless otherwise specified in the Spell, all Hydro Spells adhere to the following rules:
               ▪ Hydro Spells are able to create water out of nothingness. The water can still evaporate rapidly in hot or dry environments, however.
               ▪ The water created by Hydro Spells behaves like normal water and can be used to fuel Cryo Spells or conduct Electro Spells.

               Splash | Level E Offensive Spell | Primary Element Only
                    Causes any material that the caster can see, within 400m / 0.25miles, to become drenched by a small amount of water. Materials that are on fire can be
                    put out, unless the water only serves to spread the propellant (e.g. oil), or it can help Electro or Cryo Elements connect with the target material and conduct
                    through it or freeze it. If the target of this spell is obscured in any way (including through light-warping phenomena like heatwaves, invisibility spells, or
                    transparent physical barriers like glass or water), the spell will not splash water on the target material. Can be cast on living things, however most humanoids
                    and beasts will only suffer a cold, wet splash on their skin.

               Volume Spring | Level D Support Spell
                    Causes a container held by the caster to fill with cool water created by this Spell. The water is almost pure, is drinkable, and is safe to come into contact with
                    wounds if necessary. The maximum amount of water that each cast can create is two litres. The water behaves like normal water and can fuel Cryo Spells,
                    conduct Electro Spells, or feed Dendro Spells. Two litres is considered enough to fuel two average Cryo Spells or Dendro Spells that consume water.

               Red Synthesis | Level D Healing Spell | Primary Element Only
                    Changes a small amount of water (up to one litre) into blood that carries the same DNA as and is compatible for transfusion into a humanoid target. Does
                    not transfuse the blood into the target, and can become contaminated if the water used is contaminated or if the resulting blood is exposed to contaminants.
                    Useful for slowly helping a patient recover lost blood, and can be cast multiple times to replenish large amounts of lost blood. While the blood is considered
                    healthy, it lacks valuable nutrients necessary for the proper repair of damaged flesh and organs. A patient who has lost a lot of blood will need to consume
                    nutrients if they wish to recover at a steady pace from their wounds.

               Fluid Healing | Level D Healing Spell | Primary Element Only
                    Allows the caster to transfer a small amount of water (approximately 0.5 litres) along the palms of their hands to the site of a wound, and expends the water
                    to repair damaged flesh over the course of approximately 30 seconds (roughly 2 Posts in combat). Effective on small bleeding wounds, long but thin cuts,
                    bruises and small impale wounds, but ineffective at healing broken bones or badly torn muscles, or at putting limbs back into their sockets, or reattaching
                    severed appendages. A skilled healer will arrange the patient's limbs and bones so they are in the correct places before casting this spell, then wrap and
                    brace / plaster any areas with broken bones so they can heal. Does not cause pain or discomfort to the target. Can be used on self. Can be used on any
                    target so long as the caster is able to touch the site of the wound with their hands. Does not create the water required for this spell, so the caster will first
                    need to acquire or create some water another way.

               Greater Fluid Healing | Level B Healing Spell | Primary Element Only
                    Allows the caster to transfer a medium amount of water (approximately 1.5 litres) along the palms of their hands to the site of a wound, and expends the
                    water to repair damaged flesh over the course of approximately 30 seconds (roughly 2 Posts in combat). Effective on most wounds, including impale wounds,
                    shredded flesh, badly torn muscles and cuts of various sizes, but cannot put limbs back in their sockets or reattach severed appendages. Can mend
                    broken bones somewhat, but they will remain brittle at the point where the bone fragments have been fused back together, risking a repeat of the break if
                    exposed to too much force. A skilled healer will arrange the patient's limbs and bones so they are in the correct places before casting this spell, then wrap
                    and brace / plaster any areas with broken bones so they can heal. Does not cause pain or discomfort to the target. Can be used on self. Can be used on
                    any target so long as the caster is able to touch the site of the wound with their hands. Does not create the water required for this spell, so the caster will
                    first need to acquire or create some water another way.

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          - Cryo Spells -

             Spell Behavior
             Unless otherwise specified in the Spell, all Cryo Spells adhere to the following rules:
               ▪ With a few exceptions, Cryo Spells that generate ice can only be cast in an environment containing moisture. Particularly hot or dry environments make it very
                 hard to use Cryo Spells. If the caster gains access to a small amount of water, they can use that water to fuel their Cryo Spells.
               ▪ Cryo Spells are more potent in environments containing lots of moisture, or low temperatures, like in bodies of water or in a snowy landscape. Cryo Spells that
                 create any form of ice will create much more of it in these locations (e.g. a Spell that creates one small pillar of ice may instead create three huge pillars).

               Icicle | Level D Offensive Spell
                    Fires a small shard of solid ice from the caster's hand, propelled at a high speed towards their target. The point of the shard is sharp, however the ice itself
                    is rather brittle and can be easy to break if met with an opposing force or solid object. The speed that the projectile travels at means it is capable of piercing
                    skin, but it cannot pierce bone or go all the way through a limb. The wound a direct hit can leave is very deep, and this offensive spell is useful for inflicting
                    small but heavily bleeding wounds on a target. Requires an atmosphere containing moisture to cast. In very hot or dry areas, no ice will form.

               Grasping Shard | Level D Offensive Spell
                    Causes a collection of icicles to form on the ground beneath a target within 20m / 65ft of the caster, intent on forming over their feet or any body part close
                    enough to the ground that they'd be unable to move if held in place. The icicles appear to form a set of abstract hands, which attempt to grab the target's
                    ankles or cover over their feet. If the target is laying on the ground, they can attempt to form over any part of their body. The ice is brittle and can be broken
                    with some force, but will often require a strike from a weapon or an ally to break; simply struggling will not be sufficient to break the ice's grasp. Requires
                    an atmosphere containing moisture to cast. In very hot or dry areas, no ice will form. Ineffective against targets that are off the ground by more than a few
                    inches, but can be cast on open ground to interrupt a target's landing and make them falter.

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          - Electro Spells -

             Spell Behavior
             Unless otherwise specified in the Spell, all Electro Spells adhere to the following rules:
               ▪ All Offensive Electro Spells that strike wet targets, targets in contact with highly conductive materials, or targets who are physically touching others, will
                 have their effects spread to those other entities. Damage gets divided amongst all struck entities, so the more entities a spell hits, the less damage
                 per entity it causes.
               ▪ All Offensive Electro Spells that strike wet targets or targets in contact with highly conductive materials have a high chance of paralyzing them for a period
                 of time. Unless the Spell otherwise specifies, the paralysis should last just a few moments (on average, one of the target's posts).
               ▪ All Electro Spells that generate a bolt of lightning will cause a loud, thundering noise, making stealth difficult. Some spells may specify a way to use them
                 so that no bolt gets generated, in which case the spell will be silent. Bolts only generate a little light.

               Sparkstrike | Level E Offensive Spell | Primary Element Only
                    Fires a small electric bolt from the caster's hands or feet, which can strike a target up to 5m / 16ft away. The bolt is quite immediate and can be useful
                    as a sudden distraction or surprise attack. When striking skin, the bolt can leave a small painful burn, but does almost nothing to electrocute the target
                    unless there are highly conductive materials touching them (e.g. metal armor, or if the target is wet). The force of the bolt is able to physically push a target
                    back a little, which can throw off an incoming attack of theirs or interrupt their movements. If striking a wet target, the target can be briefly paralysed by
                    electricity. If used on a target the caster is currently touching, no bolt will generate, but the target will still be struck with an electric force that can push
                    them back or briefly paralyze them.

               Lightning | Level D Offensive Spell
                    Causes a target up to 20m / 65ft away to be struck by a lightning bolt from the sky. The lightning takes a moment to travel from the sky to the ground,
                    and is wide enough to completely envelop a humanoid target and can vaporize thin or fragile materials around them, like cloth or paper. The target's
                    clothes can become damaged from the strike, but will typically not be completely destroyed. Requires a clear view of the sky above the target in order
                    to cast, and cannot be cast again for 3 of the caster's posts. Can risk advertising your or the target's position, or be used as a clear signal to others a
                    great distance away. The lightning itself is not as loud or as damaging as natural lightning can be, but can be especially harmful to wet enemies or
                    enemies in contact with highly conductive materials, who will also typically suffer from paralysis for a few moments after the strike. If the target is
                    currently benefiting from the effects of Status Spells, this Spell will destroy the effects of the most recently activated Status Spell on the target.

               Redirection | Level D Support Spell | Primary Element Only
                    Allows the caster to redirect incoming electricity to another target (including a target that will absorb the effect, like the ground) or nullify the electricity
                    they're currently being struck by. Can be cast on nearby allies (within 20m / 65ft of the caster) in order to protect them from electricity or nullify the
                    electricity they're currently being struck by. Does not offer lasting protection, and only lasts one post, after which time the target will be vulnerable to
                    electricity once again. If the target is suffering from the effect of an Electro Status Spell, each cast of this Spell will remove the last activated
                    negative effect.

               
                    

               
                    

               
                    

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          - Dendro Spells -

               

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          - Anemo Spells -

               

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          - Geo Spells -

               Infinity Wall | Level B Defensive Spell | Primary Element Only
                    Causes a large number of stone or sand particles from the ground to magnetise to just above the caster's skin, forming a microscopic defensive layer
                    of matter. The layer of matter is thin over exposed skin, and thick over skin that is covered by clothing. The thin layer protects against physical damage
                    by a small degree, helping to barely deflect attacks that would have left a small bruise, but can be pierced with some force. The thick layer protects
                    against physical damage quite well, defending against most attacks that would break bones or impale the body so that they instead leave painful bruises.
                    The Spell works much like a bullet-proof vest, offering impressive protection, but can still cause terrible bruising if struck with enough force. Can only be
                    cast on self. Causes the caster's body to weigh 40% more (which can make them sink in water or snow faster). The thick layer of matter can cover, at
                    most, 70% of the body, so even if the caster is covered head-to-toe with clothing, there will still be areas of their skin covered only by a thin layer.

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Siel Kosane
Captain

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