Latest topics
» Stellar Spirit Keys
Thu Sep 20, 2012 1:05 am by Plantsage

» Elemental List
Mon Jul 09, 2012 7:21 pm by Plantsage

» Custom Mage Classes
Sat Jun 30, 2012 9:31 pm by Plantsage

» Secondary Classes
Sat Jun 30, 2012 7:52 pm by Plantsage

» Rules for making spells.
Sat Jun 30, 2012 7:33 pm by Plantsage

» Golden Keys
Wed Mar 23, 2011 12:14 pm by Sebastian Michaelis

» Mage Classes
Sat Mar 12, 2011 10:43 pm by Bob Nukem

» List of Spells
Tue Mar 08, 2011 1:51 pm by Plantsage

» Sebastian Michaelis
Mon Mar 07, 2011 8:14 pm by Sebastian Michaelis

Navigation
 Portal
 Index
 Memberlist
 Profile
 FAQ
 Search
Affiliates
free forum


List of Spells

Go down

List of Spells

Post  Plantsage on Tue Mar 08, 2011 1:51 pm

ReQuip Spells

Spoiler:

Name: Store
Rank: D
Element: None
Type of Magic: Supplementary
Cool Down: 0 post
Description:
This magic stores an weapon or item in an alternate plane for later use. Can be used on Armor, Wands, Swords, Spears, and Guns.

Name: Requip
Rank: D
Element: None
Type of Magic: Supplementary
Cool Down: 4 post, -1 post for every rank above D
Description:
This magic exchanges a requip mages current weapon (or armor for Knight ReQuip mages) with another one from the deminsion in which they are stored.

Name: Infinite Single Strike
Rank: A
Element: None
Type of Magic: Attack
Cool Down: 10 post, -1 post for every rank above A
Description:
This spell calls forth every blade carried by the mage to strike at once for a finisher type of attack. This is only usable by Knight type Requip Mages.

Name: The Magicians Final Trick
Rank: A
Element: None
Type of Magic: Supplementary
Cool Down: 15, -1 post for every rank above A
Description:
This spell calls forth a Magician ReQuip mage's ultimate weapon weapon. A stave type weapon that holds the power of not one, but five seperate spells. This stave is physicaly draining on the user and can only be used for 5 post.

Name: Rapid Fire
Rank: A
Element: None
Type of Magic: Attack
Cool Down: 10, -1 post for every rank above A
Description:
This spell allows the gunmage to fire all there weapons as if they had automatics with no worry of reloading or need to pull the trigger repeatedly. The Pistol is capable of 2.5 Bullets per second, the riffle is set to 3 rounds per second, and the magnum is set to 4 rounds per second. This attack last for a single post and weapons can not be changed at this time. Only elemental effects are taken into account when firing rounds.

Stellar Spirit Spells

Spoiler:

Name: Spirit Calling
Rank: D
Element: None
Type of Magic: Supplementary
Cool Down: 3 Post, -1 post for every rank above D
Description:
This spell calls forth any contracted spirit to aide the summoner in combat. The user must recite an incantation, have the required key, and have previously constructed a contract. This spell cost MP to maintain per post.

Name: Geomateria
Rank: C
Element: Light
Type of Magic: Defensive
Cool Down: 8, -1 post for each Rank above C
Description:
This spell is one of the few that Stellar Spirit Mages learn. It summons a large sphere of green light to defend the Mage from any assualt as it totally surrounds the caster in the sphere. It calls for a short incantation:

Glance upon the Earth from the heavans,
O Tetrabiblos grant thy protection!



Name: Uranometria
Rank: A
Element: Light
Type of Magic: Attack
Cool Down: 10 Post, -1 post for every Rank above A
Description:
Uranometira is the ultimate Stellar Spirit Mage Spell, and one of the few they can use. It creates small star like orbs of light that assualt the foe. This spell must use the following activation for activation:

Survey the heavens, and open them wide...

Through the shining of all the stars of heaven,

Make thyself known unto me
O Tetrabiblos...

I am one with dominion over the stars...

Release thy aspect, a malevolent gate
O eighty-eight signs...

Shine!


Elemental Spells

Fire
Spoiler:

Name: Basic Flame Coloring
Rank: A
Element: Fire
Type of Magic: Supplementary
Cool Down: 0
Description:
This allows the mage to augment there fire spells with colored flames. They can only be colors from the visible spectrum. Fire mages DO NOT have to augment there spells and may instead use normal fire as they choose. Only ONE COLOR per mage.

Red: Red flames take on a much deeper hue, being almost blood red in color. Instead of burning a target, they are swallowed up into the body and inflict pain to all the nerves they com in contact with. They deal no physical damage.

Orange: Orange flames are orange in color. They are extremely odorous in scent, but what makes them even more unique is the fact that they are jelly like in composistion.

Yellow: Yellow flames flicker quickly and generate smaller attacks. However they move much faster than other flames, but burn out much quicker as well.

Green: Green flames are deep and leafy in color. Instead of dancing like normal fire, they seem to lash around violently. They deal cutting damage instead of burn damage.

Blue: Blue flames take on the color of ice and as such instead of burning, the cool. They cool objects so quickly that they tend to cause freezer burn on contact.

Indigo: Indigo flames are a deep purple color, bearing hints of deep blue. They can become tangible or intangible on the user's command, but they only deal minor burn Damage.

Violet: Violet flames are a bright purple color, as the name states, and are solid. They take on a physical aspect and are liken to a blunt weapon when they strike something.

Name: Flame Manipulation
Rank: A
Element: Fire
Type of Magic: Supplementary
Cool Down: 5 post
Description:
The user can manipulate flames that are already existing, even if they are conjured from an opponent. The flames can be manipulated as long as they burn and new flames aren't added to the ones being manipulated or 3 post go by. The cool down starts once the spell is ended.

Name: Advanced Flame Coloring
Rank: S
Element: Fire
Type of Magic: Supplementary
Cool Down: 0
Description:
This spell grants access to advanced flame colors, and even the ability to costomize. The mage can only have one color, not including the one color given from the previous coloring spell.
Advanced Colors Include, but are not limited too:

Gold Flames: Gold flames are the flames of restoration. Any flames cast in this color restore everything they touch. They also increase the cool down of all fire spells, except flame coloring spells, by 1 post if they are colored Gold.

White Flames White flames burn the hottest of all flames, rivaling the power of a God Slayer. They are capable of incenerating everything they touch into ashes in mere seconds.

Grey Flames: Grey flames are the flames of possesion and any other fire these flames touch turn grey and can be manipulated by the user without the use of the Flame Manipulation spell. Advanced colors resist this, and instead grey is treated as an equal level attack and can not posses Advanced colors. Objects that are designed to accept elemental augmentation that are attacked by this flame also fall under the user's control. Any basic colored flames retain there properties when taken control of. (i.e. A green flame taken over by grey
flames still has cutting power.)

Rainbow Flames: Rainbow flames contain all the colors of the rainbow. A user can choose two other flame colors from Basic Flame Coloring and use them as well as the one Basic Flame Color they already have, giving them three basic colors. When firing flames as the Rainbow color it takes on all the properties of the flames chosen, but increases cool downs of fire spells (Not including flame coloring spells) by 2 post. Flames can only be one color or all colors, not in between.

Water
Spoiler:

Name: Rain of the Marrow
Rank: B
Element: Water
Type of Magic: Supplementary
Cool Down:
Description:
The mage is capable of manipulating the weather around them. While this spell is active it constantly rains, but everypost they lose a sum of mana. The rain gives access to water for spells and to weaken fire. The rain covers a radius of one mile.

Name: Water Body
Rank: A
Element: Water
Type of Magic: Supplementary
Cool Down:
Description:
The person transforms their body into water making them impervious to physical damage of all types. If it is raining they can also instantly move within the radius of said rain. This spells major drawback is that it only last for 5 post and has a high mana cost.

Wind
Spoiler:

Name: Flight
Rank: A
Element: Wind
Type of Magic: Supplementary
Cool Down:
Description:
Um... You can fly. Cost mana per post to maintain.

Name: Storm Mail
Rank: A
Element: Water
Type of Magic: Supplementary
Cool Down:
Description:
The user creates a wind that constantly spins around them in an armor like form. It can deflect all physical attacks, but it only last 5 post and cost a large sum of mana to cast. The user can fire attacks from the Storm Mail.

Plantsage
Mage Council 1st Chair

Posts : 44
Join date : 2011-01-09

View user profile http://baishuu.forumotion.com

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum