Ranks of magic
Valdeinz Serxelin
Posted: Jan 7 2007, 01:32 AM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Adept - Adepts are the novices of magic, usuallly apprentices to more powerful sorcerers. They can only cast the most rudimentary of spells. Adept level spells are simple manifestations of their elements such as small bolts of harmful energy.

Caster - casters are the rank and file of magic, able to call on stronger spells than adepts but not enough to be truly noteworthy. Caster level spells can call forth shields and more lasting manifestations of their elements.

Sorcerer - Sorcerers are among the best spellcasters around. They are usually the teachers to lower ranked magic users. Sorcerer level spells can affect large areas or create permanent manifestations of their elements.

Master- Masters are few and far between, representing the heights of magical training. Their spells can influence weather, affect larger areas or multiple targets.

Scion - the appearance of a scion is usually a sign of huge upheavals. These beings have attained heights that take both hard work and immense natural affinity. A scion's magic can devastate entire cities with their power.



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Valdeinz Serxelin
Posted: Jan 7 2007, 01:54 AM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Fire Magic

Adept level fire spells

1. Ignite - this spell causes a small flame to appear in the caster's hand. Useful for igniting objects. It can be used in combat by touching an enemy to deal some minor burns. The flame also sheds light like a torch

ME: 2.
Range: Self

2. Bolt of flame - this spell creates a crossbow bolt-shaped flame and then hurls it at the target.

ME: 3
Range: 20 meters

3. Warmth - causes the area around the caster to heat up considerably. This spell can negate the effects of cold weather (not a snowstorm) or make hot atmosphere even worse.

ME: 2
Range: 30 meter radius area centered on the caster

Caster level fire spells

1. Firebolts - causes multiple bolts of flame to appear and hurls it at the target. The bolts are as big as javelins and deal more damage.

ME: 5 for 2 bolts +3 for each additional bolt.
Range: 30 meters

2. Fire shield - creates a thin shield of flames around the caster to protect him from cold attacks. The shield will negate water spells cast by attackers with INT 4 or below. It will reduce the effect of water spells made by attackers with INT 5-6. It will not affect spells cast with INT 7 or higher. These flames will also burn any melee attacker.

ME: 8 +2 per post
Range: Self

3. Flame blade- causes a sword shaped flame to erupt from the casters hand. It is not actually solid but will cut and burn targets.

ME: 8 +1 per post
Range: Self

Sorcerer level fire spells

1. Fireball - this infamous spell sends forth a fist sized globe of fire at the target that will explode into an inferno to consume every flammable thing within the area.

ME: 15
Range: 40 meters
Effect: 15 meter radius.

2. Greater Fireshield - similar to fireshield but the flames burn hotter to provide better protection and damage. It will negate water spells with INT 6 and below. It will lessen the damage from INT 7-8 water spells.

ME: 15 +3 per post
Range: Self

3. Fire lance - this spell creates a single lance-shaped bolt of white-hot fire and hurls it at the target. The lance will not burst once it hits something but will retain its shape and burn until it is lodged somewhere. It can melt steel and stone.

ME: 15
Range: 40 meters

Master level fire spells

1. Conflargation - This spell causes massive sheets of flame to repeatedly cover the area.

ME: 30
Range: 200 meters
Effect: 50 meter radius area centered on the target.

2. Superior fireshield - more effective than greater fireshield. It will negate water spells of INT 8 or below. It will reduce the damage from INT 9-10.

ME: 30 +5 per post

3. Firestrike - this spell creates a barrage of fire lances and hurls them at the target.

ME: 25 for 3 Fire lances +5 for each additional lance created

Fire Scions - Fire scions are recognizable by their red auras and flaming eyes. They are accompanied by an aura that ignites combustible items and causes immense heat.

Scion level spells

1. Rain of Fire- this spell causes fire to rain from the sky in the form of tongues of flame rather than raindrops. They slowly burn everything within twenty kilometers over a period of 2 days.

ME: 100
Range: 5 kilometers

2. Grand Fireball - this is similar to fireball but has a radius of 3 kilometers. The blast will level and destroy even the toughest buildings.

ME: 110
Range: 5 kilometers

3. Volcano birth - this spell takes days to complete. When the casting begins, a small hole will open up on the ground, it will spew chunks of hot rock and superheated gasses. As the casting progresses, the hole will widen and rise until, at the end of the casting time, a volcano will emerge.

ME: 120
Range: 5 kilometers


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Valdeinz Serxelin
Posted: Jan 18 2007, 04:47 AM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Earth Magic

Adept level spells

1. Stone bullets - This spell creates 2 fist-sized stones out of mid air and hurls them at a target. Additional ME can be spent to create more. The stones will crumble away after they have been fired.

ME cost: 2 +2 for each additional bullet
Range: 20 meters.

2. Sandburst - This spell causes a small explosion of sand in front of the target, creating a temporary cloud of obscuring particles that may get into the eyes.

ME cost: 2
Range: 20 meters.
Effect: 1/2 meter radius burst of sand centered on the target.

3. Soften earth - this spell causes the ground beneath the target to soften into a mud-like consistency, slowing or even trapping them where they stand. This spell only works on earth or stone ground.

ME cost: 2
Range: 25 meters
Effect: 2 meter radius circle of mud centered on the target.

Caster level spells

1. Sandblast - this spell causes a large spray of searing hot sand to strike the target. The sand is sprayed with abrasive force and is as hot as desert sand. It will scrape and burn the target at the same time.

ME cost: 5
Range: 25 meters

2. Sandskin - this spell causes a thin layer of sand to form over the caster's skin to provide some protection against physical blows.Sandskin will absorb physical attacks made with STR 4 or lower. It will reduce damage from physical attacks made with STR 5-6. It has no effect on higher STR attacls.

ME cost: 8 +2 per post.
Range: Self

3. FIst o' stone - this spell causes a large shard of rock to burst from the ground and fly towards the target's midriff. The rock is twice as large as a man's head and vaguely shaped like a fist. This spell only works on earthen or stone ground.

ME cost: 8
Range: 30 meters

Sorcerer level spells

1. Sand Armor - this spell is similar to sandskin but the layer of sand is thicker to provide better protection. It will absorb attacks made with STR 6 or lower. It will reduce the damage from STR 7-8 attacks.

ME cost: 15+3 per post.
Range: self

2. Tremor - this spell gives the ground around the caster a good shaking. Anyone in the area of effect with a DEX 3 or less is knocked down. HIgher DEX characters are simply forced to spend time keeping their balance. Lightly constructed structures may take damage but stronger buildings are unaffected. This spell has a chance to cause a landslide in a mountainous area.

ME cost: 15
Range: Self
Effect: 40 meter radius.

3. Stone spikes - this spell causes several large spikes to burst from the ground to strike the target. The spikes are as long as spears but three times as thick.

ME cost: 15 for the first 2 spikes + 3 for each additional spike.
Range: 50 meters

Master level spells

1. Earthquake - this spell causes a massive tremor within the area, creating a large chasm to split the area into two. The shaking will knock down anyone with a DEX of 6 or less. Characters with 3 DEX or lower are at risk of falling into the 30 foot deep chasm. This spell will cause landslides or avalanches in the mountains or a massive wave if cast at sea. This spell will destroy light to medium structures and severely damages fortified ones.

ME cost: 40
Range: Self
Effect: 100 meter radius area centered on caster.

2. Sand shield - this spell creates a large amount of mobile sand to surround the caster. The sand will try to deflect any attack made against the caster. It can create walls of sand thick enough to deflect sword strikes. The caster can use this in conjunction with Sand Armor. Sand shield will absorb attacks made with 5 STR or less. It will reduce damage from STR 6-10. Any attack whose damage is reduced by sand shield will have its STR value reduced by half when determining its effectiveness against Sand Armor.

ME cost: 30 +5 per post.
Range: Self

3. Petrify - this spell will turn any target with a CON less than 4 to completely turn into stone. Targets with higher CONs are only partially petrified and the calcification occuring within them causes severe pain.

ME cost: 30
Range: 30 meters.

Earth Scions - an earth scion is recognizable by the rocky texture of his/her grayish skin and immense physical form. They project an aura that petrifies any living thing in within them with a CON of 2 or less. Living things with higher CONs are slowed within this area.

Scion level spells.

1. Upheaval - this terrible spell causes the earth within the area to heave and shake. The land itself will splinter and create deep chasms in random places. The shaking will knock down anyone with a DEX less than 12. The spell will destroy all but the toughest structures and will severely damage those that remain. A tsunami will automatically form at sea while a mountainous area will create gigantic landslides, if not the collapse of the mountain itself.

ME cost: 100
Range: Self
Effect: 20 kilometer radius centered on the caster.

2. Meteor - this spell creates a chunk of earth the size of a hill several kilometers above the ground and drops it on the target. The impact will devastate the area around the target.

ME cost 110
Range: 5 kilometers
Effect: Impact radius of 3 kilometers.

3. Raise Island - this spell must be cast within a body of water no more than 2 kilometers deep. This spell raises the earth underneath the ocean to create a new land mass.

ME cost: 120
Range: 5 kilometers
Effect: 2 kilometer radius land mass.


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Valdeinz Serxelin
Posted: Jan 18 2007, 05:38 AM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Water Magic

Adept level spells

1. Conjure water - this spell simply conjures a volume of water. The caster may choose to conjure it in mid air to create a sizeable splash of water to rain on the area or to create it within a container.

ME cost: 2 for the first 3 liters +2 per additional liter.

2. Ice shards - this spell freezes a shard of ice from the air and hurls it at the target.

ME cost: 2
Range: 20 meters

3. Chill area - this spell lowers the temperature of the surrounding area, lowering the effects of hot environments or simply making a cold situation worse.

ME cost: 2
Range: 30 meter radius around the caster.

Caster level spells

1. Ice bolts - this spell freezes multiple shards of ice, each the size of a javelin, from the air and hurls them at the target.

ME cost: 5 for 2 shards +3 for each shard.
Range: 30 meters

2. Frost shield - this spell creates a layer of frost around the caster to act as protection against fire attacks. It will negate fire spells made with 4 INT or less. It will reduce the damage of fire spells made with 5-6 INT. It has no effect on higher INT spells. The frost will also freeze any melee attacker who strikes it causing damage and numbness.

ME cost: 8 +2 per post
Range: Self

3. Frost blast - this spell causes a powerful blast of cold to strike the target. The blast billows from the caster's open palm and strikes everything in its cone-shaped path until it reaches the target. Anyone hit is subject to freezing and damage.

ME cost: 8
Range: 10 meters

Sorcerer level spells

1. Cone of Cold - this spell is similar to frost blast but the cone is much larger and the frost is much colder. Targets with DEX less than 3 are frozen to the spot until they break free or the ice melts. Targets with DEX 3 or higher are still slowed by the numbing effects of the cold.

ME cost: 15
Range: 30 meter cone

2. Greater Frost shield - this spell is similar to frost shield but the frost is colder so the protection and damage caused is much more effective. It will negate fire spells made with INT 6 or less. It will lessen the damage from INT 7-8 spells.

ME cost: 15+3 per post
Range: Self

3. Rainstorm - this spell gathers a large amount of clouds in an area and causes it to rain heavily in the area around the caster for half an hour.

ME cost: 20
Range: Self
Effect: 1 kilometer radius area around the caster.

Master level spells

1. Superior Frost shield - this spell is similar to Greater Frost shield but the intensity of the cold is much greater. Melee attackers with a CON of less than 5 will be frozen on the spot after making their attack. The shield will negate fire spells made with 8 INT or less. It will reduce damage from INT 9-10 fire spells.

ME cost: 30 +5 per post
Range: Self

2. Ice storm - this spell freezes hundreds of ice shards from the atmosphere and pelts a large area with them.

ME cost: 30
Range: 100 meters
Effect: 30 meter radius area.

3. Geyser - this spell calls for a massive burst of water from a small portal created by the caster. It may be placed on the ground or in mid air and the direction of the burst must be stated. Once direction is given, a powerful torrent of water will spray forth from the portal for a duration. There is enough volume to fill a small lake.

ME cost: 35
Range: 100 meters
Effect: A jet of water reaching up to 50 meters.

Water scions - Water scions are recognizable by the tinge of frost around their hair and eyebrows. They project a terrible aura of freezing cold.

Scion level spells

1. Dire Winter - this spell calls forth a terrible howling blizzard that storms the land. Everything in the storm's area is pelted by powerful winds at freezing temparatures. The cold freezes moisture in the air and creates snow and hail. The storm is also mobile and will move according to the caster's will.

ME cost: 100
Range: 10 kilometers
Effect: 5 kilometer radius storm.

2. Deluge - this spell creates a tremendous amount of water which rises up like a tsunami to swallow everything in its path.

ME cost: 110
Range: 5 kilometers
Effect: 2 kilometer-high wall of water

3. Judgment Rain - this spell causes heavy rains in an area that last for thirty days. The caster may then re apply the spell to keep it raining. The rains will slowly flood an area until it is covered completely.

ME cost: 100
Range: 5 kilometers
Effect: 5 kilometer radius area.


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Valdeinz Serxelin
Posted: Jan 18 2007, 07:23 AM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Wind Magic

Adept level spells

1. Gust of Wind - this spell creates a quick puff wind capable of knocking over a small child or a vase.

ME: 2
Range: 30 meters

2. Light slash - this spell uses air pressure to cut through flesh with the power of a dagger.

ME: 2
Range: 30 meters

3. Breeze - this spell simply stirs up the air currents to start a breeze. It lasts for two hours.

ME: 2 +1 per extra hour
Range: 40 meter radius area around caster

Caster level spells

1. Slash - this spell uses air pressure to leave a larger cut on the target as if he/she was attacked by a long sword. The spell can slash repeatedly.

ME: 5 +2 per additional slash
Range: 40 meters

2. Windwall - this spell creates a barrier of spinning winds around the caster. The barrier will deflect ranged physical attacks made with STR 6 or lower STR. It will deflect melee attacks with STR 2 or lower. It will reduce damage from ranged physical attacks made with STR 7-8 and melee physical attacks made with STR 3-4. Melee attackers whose attacks are deflected are immediately pushed back by the wind.

ME: 8 +2 per post
Range: Self

3. Windblast- this spell is similar to gust of wind but the blast it creates will knock down anyone with a STR of 3 or less. It also affects a larger area.

ME: 8
Range: 40 meters
Effect: 10 meter radius area.

Sorcerer level spells

1. Shred - this spell causes a small whirlwind around the target. The air pressure from the whirlwind will leave dozens of cuts or even completely shred the target.

ME: 15
Range: 40 meters

2. Windstorm - this spell stirs violent winds around the area. The winds will knock down anyone with a STR of 6 or less and will pressure characters with higher STR. It will put out most fires and send everything into disarray. Archery and the like is extremely difficult during a windstorm.

ME: 15 +5 per post R
Range: Self
Effect: 30 foot radius around the caster

3. Greater Windwall - this spell is similar to wind wall but the winds are much more powerful. The winds will deflect ranged attacks made with STR 8 or lower and reduce damage from ranged attacks made with 9-10. They will deflect melee physical attacks made by characters with STR less than or equal to 4 and reduce STR 5-6 melee attacks. Melee attackers will also get slashed as equivalent of the caster level spell.

ME: 15 + 3 per post.
Range: Self

Master level spells

1. Superior WindWall - this spell is a much stronger version of Greater Windwall. It will deflect ranged attacks made with STR 10 or lower and reduce damage from ranged attacks with STR 11-2. It will also deflect any physical attack made by a character of 6 STR or less and reduce damage from STR 7-8 STR melee attacks..

ME: 30 +5 per post
Range: Self

2. Whirlwind - this spell creates a tornado with a height of over 20 meters. Its violent winds will devastate everything in its path as long as the caster concentrates. The caster may direct the whirlwind to where he/she wants it to go. It will suck up anyone with a STR of 5 or less and will start shredding them once they are inside.

ME: 35 +5 per post
Range: 40 meters

3. Windsmash - this spell creates a puff of wind so strong that it will knock over any character with a STR less than 10. It will fling such characters for over 20 meters before depositing them somewhere. It fling even carts and horses.

ME: 30
Range: 50 meters

Wind Scions - wind scions are recognizable by their very pale skin and the sky blue tinge in their eyes. They are always at the center of a windstorm.

Scion level spells

1. Tornado - this spell summons a massive tornado over a kilometer high with tremendous windspeeds. The tornado will shred everything in its path and will move as the scion wishes it to but will naturally dissipate after half an hour.

ME: 100
Range: 5 kilometers

2. Slash storm - this spell will create hundreds of air pressure cuts that will burst forth from the caster and slash everything within a 2 kilometer radius.

ME: 110
Range: Self

3. Hurl to the sky - this spell will create a burst of wind to pick up up to 5 targets and hurl them into the sky up to a distance of 10 kilometers. Only a character with a STR of 13 or more can resist this gust.

ME: 100
Range: 100 meters


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Valdeinz Serxelin
Posted: Jan 19 2007, 11:52 AM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Lightning Magic

Adept level spells

1. Spark bolt - this spell creates a small globe of electricity in mid-air and hurls it against the target for a good shock.

ME: 2
Range: 30 meters

2. Shocking touch - this spell encases the caster's hand in crackling electricity. Anyone touched will be shocked.

ME: 2 +1 per post
Range: Self

3. Magnetize - this spell charges a metal object no bigger than a man's fist with electricity to make it act like a magnet.

ME: 2 +1 per post
Range: Touch

Caster level spells

1. Stinging Shock - this spell causes an arc of electricity to erupt from the caster's hand and strike a single target. The arc will then jump to another single target for less damage. After two targets, the spell ends.

ME: 5
Range: 40 meters

2. Numbing Shock - this spell sends an arc of electricity to strike at the target's nerves. It will reduce the target's DEX by 1 and deal some damage.

ME: 7
Range: 30 meters

3. Static Shield - this spell creates a coruscating layer of electricity around the caster. The shield will deflect physical attacks made with STR 4 or less provided that the attacks are made with something mostly metal. The shield will not reduce the damage from attacks that come through. The shield will also absorb lightning spells made with INT 4 or less. It will reduce the damage from lightning spells made with INT 5-6. Higher INT attacks are not affected. Melee attackers also suffer from a shock when they strike the shield.

ME: 8 +2 per post
Range: Self

Sorcerer level spells

1. Lightning bolt - this infamous lightning spell will create a 30 meter-long bolt of lightning that will streak from the caster's pointed finger. Everything in the bolt's path will be severely shocked by the powerful current.

ME: 15
Range: 30 meters

2. Greater Static shield - this spell is similar to static shield but the electrical charges are stronger and will repel larger weapons as well as causing more damage. The shield will deflect physical attacks made with STR 6 or lower. It will absorb lightning spells made with 6 INT or lower as well reduce damage from INT 7-8 spells.

ME: 15 +3 per post
Range: Self

3. Call lightning - this spell can only be cast outdoors during stormy weather. It will call forth large bolts of electricity from the sky to strike singular targets. Only one bolt can be called per post.

ME: 15
Range: 50 meters

Master level spells

1. Chain lightning - this spell fires a massive lightning bolt that explodes from the caster's fingers. It will electrocute a single target and then, from there, will jump to a nearby target to shock that target as well. Each jump will deal less damage than the preceding one. The spell will only jump if there is a target within 30 meters of the current target. It will jump up to eight times. If there is no available target, the spell ends. The caster may choose where the bolt will jump.

ME: 30
Range: 50 meters

2. Superior Static shield - this spell is similar to Greater static shield but with far stronger charges. It will deflect STR 8 or lower physical attacks. It will also absorb INT 8 or lower lightning spells and will reduce damage taken from INT 9-10 lightning spells.

ME: 30+5 per post.
Range: Self

3. Lightning Storm - this spell can only be used outdoors and only during inclement weather. It will call forth massive blasts of lightning from the sky to strike singular targets where they stand. At the casting of the spell, 3 bolts will be called down. The caster may call down multiple bolts at a time.

ME: 35 +10 per additional bolt.
Range: 100 meters.

Lightning Scions - Lightning scions tend to have wild hair and glowing blue-white eyes. Their skin often crackle with static electrical charges.

Scion level spells

1. Fury like unto heavenly wrath - this terrible spell calls forth a single stroke of pure white lightning from the sky. This bolt is a massive charge of electricity and it will vaporize even a 300 meter tall mass of rock, leaving only a charred crater of where the target was. The thunder clap that will result from this spell will radiate outward from the initial target and flatten any structure within a kilometer radius.

ME: 100
Range: Line of sight

2. Storm of the Ages - this spell will call forth a mighty lightning storm to cover everything in a 10 kilometer radius in black storm clouds. The lightning storm is accompanied by torrential rain. Every few minutes, a hundred lightning bolts will strike random locations over the entire area. Powerful winds also accompany this storm. The storm will last 2 hours.

ME: 110 +30 for each additional hour.
Range: Self
Effect: 10 kilometer radius centered on caster.

3. Lightning Sphere - this spell will conjure a crackling ball of pure electricity that will hover in mid-air. Every post, the sphere will fire three chain lightnings at any target mentally specified by the caster. The sphere will last for five posts.

ME: 100 +30 for each additional post
Range: 60 meters.


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Valdeinz Serxelin
Posted: Jan 20 2007, 09:06 AM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Poison Magic

Adept Level spells - Adept level poisons are negated if the target has a CON of 5 or higher.

1. Weakening poison - this spell causes the caster's fingers to glow a pale, purplish light. Anyone touched will be poisoned, temporarily losing 1 STR on their first post with the poison. The post after that, they lose another 1 STR for a total loss of 2.

ME: 2
Range: Touch

2. Numbing poison - this spell causes the caster's fingers to glow a pale, yellowish light. Anyone touched will be poisoned, temporarily losing 1 DEX on their first post with the poison. The post after that, they lose another 1 DEX for a total loss of 2.

ME: 2
Range: Touch

3. Nauseating Touch - this spell causes the caster's fingers to glow a pale green. Anyone touched will be poisoned, causing them to gag and retch in place. Those who have just eaten will vomit. The poison lasts two posts.

ME: 2
Range: Touch

Caster level spells - Caster level poisons are negated if the target has a CON of 8 or higher.

1. Stinging Darts - this spell will create two poisonous darts in mid-air and hurl them at a single target. The darts deal little damage physically but the poison in them will hurt. Each dart will deal temporarily subtract 1 STR or DEX (Designated by caster) from the target.

ME: 5 + 4 for an additional dart.
Range: 30 meters

2. Envenomed edge - this spell will automatically coat a sword, axe or spearhead with potent venom. After it has been envenomed, the sword's poison will temporarily subtract 1 STR or DEX for each hit. The poison lasts for 8 posts. This will also work with arrows but will only envenom 20 at a time.

ME: 5
Range: Touch

3. Blood claws - this spell will cause the caster's fingernails to lengthen and harden into 4 inch claws. The extensions are not actually part of the nails but hardened venom. Wounds caused by these blood-red nails bleed incessantly until the poison is neutralized.

ME: 5 +1 per post
Range: Self

Sorcerer level spells - Sorcerer level poisons are negated if the target has a CON of 11 or higher.

1. Cloud of Vile Gas - this spell will conjure a large cloud of purple poisonous gas in an area. The gas is actually a combination of two poisons, a contact poison and an inhalant. Anyone touching the gas will suffer the temporary loss of 2 STR, 2 DEX and 2 CON. Repeated touching does not stack. Anyone inhaling the gas will suffer the temporary loss of another 2 STR, 2 DEX and 2 CON. Continued inhalation per post will cause the poison to stack. The poison cloud will stay until dispersed by wind or until it naturally dissipates, which takes about 1 hour.

ME: 18
Range: 40 meters
Effect: 10-meter radius cloud of poison.

2. Blinding burst - this spell will cause a sudden burst of poisonous gas in the area. Anyone caught in the blast will be blinded by the poison for two hours.

ME: 15
Range: 40 meters
Effect: 5 meter radius cloud of poison.

3. Wretched stench - this spell will create an enormous cloud of putrid green gas. Anyone breathing the gas will experience a terrible, nauseating stink. The gas is a mild poison, temporarily subtracting 2 from the victim's CON but the stench is so horrid that they will virtually collapse, choking and gagging from the smell. Victims with 3 or less CON will actually faint from the smell and will not recover until brought out. The stench will also cling to clothes, resulting in an unpleasant odor for those wearing them. The stink from the clothes is mild enough to have no effect other than its unpleasant smell.

ME: 15
Range: 60 meters
Effect: 20-meter radius cloud of stinking odors.

4. Venom spit - this spell will conjure a stream of sizzling poison that will shoot out from the caster's palm and splash on the target. The poison is corrosive, eating through even leather and steel. It does not harm stone. It will melt flesh and poison it at the same time, leaving burns and temporarily subtracting 2 from the target's CON.

ME: 16
Range: 20 meters

Master level spells - Master level poisons are negated if the target has a CON of 15 or higher.

1. Fog of Death - this spell conjures a mass of green, roiling fog to billow into existence. The fog is highly corrosive and will begin to melt anything within it. In addition, it is a contact poison, temporarily subtracting 3 CON from the victims. For every post they remain there, they will continue to lose 1 CON. The corrosion does not affect stone.

ME: 30
Range: 100 meters
Effect: 40 meter radius cloud of green fog.

2. Penetrate resistance - this spell shoots out a single poison-tipped needle at the target. The poison will weaken the target's resistance to poison, temporarily subtracting 2 CON. This spell works regardless of how high the target's CON is.

ME: 25
Range: 30 meters

3. Clutch of Death - this powerful spell will conjure deadly poison within the target's system itself. The poison will immediately take effect, temporarily subtracting 5 CON from the victim per post.

ME: 35
Range: 50 meters

Poison scions - poison scions are recognizable through the noxious green vapor exuded by their pores. Their eyes are also discolored with either a green or purple tinge. Their toxic auras will slowly kill any living creature in the area.

Scion level spells

1. Venomous rain - this spell will conjure vile green clouds over a large area. Shortly after, it will begin to rain poison. Anyone caught in the rain will begin losing 3 STR, DEX and CON per post of exposure. The rain is also mildly acidic, slowly breaking down everything. This spell will destroy forests worth of vegetation. The poison will also mix with the soil, preventing anything from ever growing there again. It will taint exposed water and anyone drinking it will discover that the poison is deadlier ingested than when touched. They will suffer a temporary loss of 5 CON. The rain will last two hours.

ME: 100 +20 per additional hour.
Range: 5 kilometers
Effect: 10 kilometer radius area.

2. Volatile poison - this spell will create an extremely deadly poison within the target. Anyone affected will lose 8 CON per post. Should the victim die, he/she will explode into a cloud of Volatile poison. Anyone who inhales this poison will also be subject to this spell. The cloud has a radius of 15 meters.

ME: 110
Range: 100 meters.

3. Poison Nova - this spell will cause an explosion of poisonous gas to radiate from the caster, poisoning everything caught in it. The poison will automatically slay anyone with CON 3 or less. Those with higher CON will temporarily lose 5 CON.

ME: 110
Range: Self
Effect: 2 kilometer radius area centered on caster.


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Valdeinz Serxelin
Posted: Jan 21 2007, 08:34 AM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Steel Magic

The steel guardian - anyone who can, at least, cast Adept level steel spells can create a Steel guardian. A steel guardian is a spherical device the size and shape of a basketball. It generally hovers beside its creator. It can rise or fall any time but it must move 1/2 a meter to make a 180 degree turn. It can follow simple commands such as "Attack" or "Stay" but cannot follow complex commands such as "Guard this spot and attack the first female merfolk you see". It has a single "eye" at its center which it uses to detect its surroundings. It can communicate with is creator and can recall what it has seen in simple terms. Its steel shell is quite frail and will not be able to sustain repeated blows even by someone with a STR of 3 or less.

When a steel guardian is first created, the creator must invest 1 point of INT on it. The point of INT is lost so long as the steel guardian is functioning. If the steel guardian is destroyed or deactivated, the INT returns. It can be upgraded by Caster level spells or higher.

If a steel guardian is destroyed rather than deactivated, it will explode in a shower of sparks. The sudden feedback will seriously traumatize the creator's psyche resulting in the temporary loss of 7 INT. The points will return at a rate of 1 per day. If it is deactivated, the point of INT invested on it will return without feedback.

A steel guardian can be commanded to self-destruct. If it does, it will explode and shower a 10 meter radius area with shrapnel. The INT invested will return with only 4 INT worth of feedback.

It takes 1 week to create a steel guardian.

Adept level spells

1. Conjure lesser weapons and armor - this spell will create a small hand-held weapon such as a dagger or a short sword. Other weapons can created but they must be the equivalent of those mentioned and must be made completely out of metal. It can create bucklers or most faerie-sized equipment. This spell can create 10 steel arrow or bolt heads. Created items disappear after one day or when destroyed. The spell will create only 1 item per casting.

ME: 2

2. Ironblast - this spell creates a shower of iron fillings to blast a single target. The fillings can temporarily blind a target if they get into the eyes. They are sprayed strong enough to scrape flesh.

ME: 2

3. Lesser summon guardian - this spell will summon the caster's steel guardian to his/her side. It will only work if the guardian is a 300 meters away or closer.

ME: 2

4. Repair minor damagep - this spell will repair small cracks and nicks on a steel object, including the steel guardian.

ME: 2

Caster level spells

1. Conjure weapons and armor - this spell will create a simple weapon of up to large size. It can create two-handed swords, large shields, plate armor and the like. It cannot create giant swords or plate barding. Created items disappear after 1 day. The spell will only create 1 item per casting. It will create 50 arrow or bolt heads.

ME: 5

2. Armorskin - this spell coats the caster's skin with a thin layer of steel to provide added protection against physical blows. It will deflect the physical attacks made by anyone with a STR of 3 or less. It will lessen the damage done by those with a STR of 4-6. It is ineffective against higher STRs.

ME: 5 +1 per post

3. Guardian upgrade I - this spell will grant the caster's guardian a layer of armor plating the equivalent of armorskin. It will also grant it a front blade the size of a dagger which it can retract or extend anytime. The guardian can attack by ramming the blade into enemies. The upgrade is permanent but must be recast if the guardian is destroyed.

ME: 15

4. Repair item - this spell will repair cracks up to 10 centimeters long and 3 centimeters wide on a steel object including the steel guardian.

Sorcerer level spells

1. Conjure mechanized weapons - this spell will allow the caster to create mechanical weapons such as guns. The caster must be familiar with how such weapons are created. It can create such weapons even the size of a cannon. Conjured items last 1 day.

ME: 15

2. Greater armorskin - this spell is similar to armorskin but will grant much better protection. It will deflect any physical attack made by anyone with STR of 6 or lower. It will lessen the damage of attacks by anyone with a STR of 7-10. Against higher STRs it is ineffective.

ME: 15 +2 per post

3. Guardian upgrade II - this spell will provide your steel guardian with the following upgrades;

a. Its ramming blade will lengthen to the equivalent of a longsword
b. It will acquire a buzzsaw weapon which can cut through wood and softer materials.
c. Its maneuverability will increase to allow it to make full 180 degree turns without having to move.
d. Its armor plating will thicken to that of greater armorskin.

ME: 40

4. Metal restoration - this spell will repair any damage to any steel object up to the size of a catapult. Multiple castings can repair any metal object. It will fully restore even a destroyed steel guardian but not the damage caused by feedback.

ME: 20

Master level spells

1. Superior steel conjuration - this spell can conjure any object up to the size of a catapult. The object must be made completely made of metal. If it is a complex mechanical object, the caster must understand how such items are made. Conjured items last for 1 day.

ME: 30

2. Guardian upgrade III - this spell will provide the caster's steel guardian with the following benefits.

a. It will be granted a humanoid body. The main body will essentially become the head of a humanoid guardian. Since it has arms, it can wield human-sized weapons such as swords, axes and evem guns. It has a STR and DEX equal to half the owner's INT.

b. It can cast Caster level or lower spells you know. It will consume its owner's ME as it does.

c. Its intelligence will increase to allow it to follow complex commands.

d. It will be given armor equivalent to Superior Armorskin

ME: 50

3. Superior armorskin - this spell is similar to greater armorskin but provides much more protection. It will deflect any physical attack made by anyone with a STR of 10 or less. It will lessen the damage of any attack by those with higher STR.

ME: 30 +5 per post

4. Flesh to Iron - this spell is similar to Petrify but will turn a person into an iron statue rather than a stone one.

ME: 30
Range: 30 meters



Steel scions - a steel scion is recognizable by the grayish hue in their skin and eyes. Their aura is a strange grayish haze that slowly transforms organic things around them into steel.

Scion level spells

1. Steel Colossus - this spell will place the scion's steel guardian inside the core of an enormous steel humanoid. The colossus is over 300 meters tall and can be equipped with whatever technology the scion has at his/her disposal. A steel colossus is considered to have a STR of 50. It is resistant to spells and is immune to natural forces of entropy.

ME: 150

2. Shrapnel Storm - this spell will cause a titanic barrage of shrapnel to explode from the caster and shred everything in its path.

ME: 100
Range: Self
Effect: 3 kilometer radius area centered on caster.

3. Supreme steel conjuration - this spell is similar to Superior steel conjuration but conjured items are permanent.

ME: 100


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Valdeinz Serxelin
Posted: Jan 22 2007, 06:05 AM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Light Magic

Adept level spells

1. Searing ray - this spell will fire a thin ray of light from the caster's finger tip, searing the flesh of its target.

ME: 2
Range: 25 meters

2. Illuminate - this spell creates a glowing ball of light that sheds the same amount of light as a torch. The caster can move it about about as he/she pleases. It cannot move farther than 10 meters from the caster.

ME: 2 +1/2 per post

3. Low light vision - this spell grants the caster's eyes the ability to see during conditions where there is little light such as having to rely on moon or starlight or a single torch. Low light vision allows the caster to see four times as far as a normal human can during such conditions.

ME: 2 +1 per post.

Caster level spells

1. Searing beam - this spell will fire a beam of light, around two centimeters thick, from the caster's outstretched palm. It will severely burn anything it strikes.

ME: 5
Range: 35 meters

2. Resplendent aura - this spell will cause the caster to glow with bright light, radiating clear illumination up to 30 meters away. In addition to the light, the spell will cause Shadowy spells of up to caster level targeting the caster to dissipate harmlessly. The light will also dispel any illusion of up to caster level that relies on vision.

ME: 8 +2 per post
Range: Self
Effect: 30 meter radius centered on caster

3. Lightflash - this spell will cause a sudden burst of light to strike the target's eyes, temporarily blinding him/her for 2 posts due to overexposure.

ME: 5
Range: 30 meters

Sorcerer level spells

1. Searing blast - this spell will fire a powerful beam of searing light, over a decimeter in thickness, at a single target.

ME: 15
Range: 45 meters

2. Radiant Aura - this spell will cause the caster to shine with brilliant light, clearly illuminating everything in a 60 meter radius. It will dissipate shadowy spells of and dispel visual illusions of up to sorcerer level.

ME: 17+3 per post
Range: self

3. Sword of brilliance - this spell creates a blade of pure light on the caster's hand. The sword will cut easily even through steel and is virtually weightless. It will also sear anything it cuts.

ME: 17 +3 per post.
Range: Self

Master level spells

1. Brilliant explosion - this spell causes a sudden explosion of light centered on the target. The explosion severely burns anyone struck and blinds them temporarily for 3 posts.

ME: 30
Range: 50 meters
Effect: 20 meter radius explosion of light

2. Blinding radiance - this spell will cause the caster to shine with incredible radiance. Anyone directly looking at the caster will be blinded for as long as he/she is staring and then 3 posts after that. It will dissipate shadow spells and dispel visual illusions of up to master level. It will also clearly illuminate everything up to 100 meters away.

ME: 30 +5 per post
Range: Self
Effect: 100 meter radius centered on the caster

3. Light strike array - this spell will cause a barrage of light beams to strike everything in a wide area.

ME: 35
Range: 100 meters
Effect: 30 meter radius centered on target.

Light scions - a light scion's eyes glow like twin suns and his/her skin is also suffused with light. They constantly glow as if permanently affected by blinding radiance.

Scion level spells

1. Blinding Glory - This spell causes the scion to shine with light so strong that he/she is visible kilometers away. The light will blind anyone within 1 kilometer even if they close their eyes first. It will blind anyone directly viewing it from beyond 1 kilometer but within the spell's range. It will dispel any visual illusion, dissipate any shadow spell even up to scion level. It will burn all enemies within the area but will not harm allies as designated by the caster.

ME: 100 +20 per post
Range: Self
Effect: 5 kilometer radius centered on caster.

2. Pillar of radiance - this spell will call forth a pillar of light from the heavens. Its base is an area with a 100 meter radius. It will utterly disintegrate anything it comes into contact with including up to 1 kilometer of the ground it strikes as the caster chooses. The caster can move the pillar about. It can move at the speed of 15 kilometers per hour.

ME: 110 +30 per post
Range: 1 kilometer
Effect: 100 meter radius base pillar of light

3. Hail of lightbeams - this spell is similar to Light strike array but it will cause a massive barrage of light beams to rain on a larger area. The light beams are the equivalent of a searing blast each.

ME: 100
Range: 2 kilometers
Effect: 200 meter radius area centered on the caster.


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Valdeinz Serxelin
Posted: Jan 23 2007, 02:08 PM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Shadow Magic

Adept level spells

1. Lesser bolt of darkness - this spell creates a small, skull-shaped bolt of darkness and fires it at the target. If the skull hits, it will be absorbed by the flesh and cause sickening pain. The flesh affected will temporarily turn purplish black.

ME: 2
Range: 25 meters

2. Darkness - this spell drains light from the area, plunging it in darkness. Characters who can see in the dark can still see in this spell. Darkness contradicts the spell "Illuminate" if the spell is cast on the orb of light, the caster with the higher INT will win. If their INTs are equal, the spells cancel each other out.

ME: 2
Range: 30 meters
Effect: 10 meter radius area

3. Darkvision - this spell converts the medium the caster's eyes use from light to darkness. The caster can see perfectly in darkness but any form of light will be a hindrance.

ME: 2
Range: self

Caster level spells

1. Bolt of Darkness - this spell will create a skull-shaped bolt of darkness the size of an actual human skull. It will inflict intense pain on any living thing it strikes.

ME: 5
Range: 30 meters

2. Deeper Darkness - this spell saturates the area with shadow. Since this is the presence of the actual element and not merely the absence of light, even those who can normally see in darkness (except those with Darkvision) cannot see here. Deeper darkness also dampens sound and masks odors due to elemental saturation. If cast directly on someone using "Resplendent Aura", Deeper Darkness will contradict it.

ME: 8 +1 per post
Range: 50 meters
Effect: 30 meter radius area.

3. Shadow Corruption - this spell will infect the target with shadow energy, causing wracking pains throughout his/her body. The pain will continue so long as the caster maintains the spell.

ME: 8 +3 per post
Range: Touch

Sorcerer level spells

1. Greater bolt of darkness- this spell will create a skull of pure darkness the size of a man to strike the target.

ME: 15
Range: 40 meters

2. Choking Darkness - this spell will saturate an area with shadow. It will plunge the place into utter darkness that cannot be penetrated by anything other than Darkvision. It will contradict "Radiant Aura". The shadow in this area is so thick that anyone inside will slowly choke to death unless they can get out.

ME: 17 +3 per post
Range: 100 meters
Effect: 60 meter radius darkness

3. Summon Wraiths - this spell will summon a wraith, a sentient shred of pure shadow ripped from the great darkness of the Core of Shadow. The wraith will obey the caster for the duration of the spell and will vanish once it ends or it is dissipated or dispelled. A wraith is incorporeal and can fly. Its touch inflicts severe pain like a touch of shadow corruption for a post.

ME: 20 +3 per post
Range: 30 meters

Master level spells

1. Volley of Darkness bolts - this spell will bombard an area with bolts of darkness, devastating the people inside it.

ME: 30
Range: 60 meters
Effect: 30 meter radius

2. Damning Darkness - this spell will engulf an area in pure darkness. People caught in the area are utterly unable to see save for Darkvision. Their senses of smell and hearing are also dampened. The potent shadow in the darkness will eat through their flesh, causing extreme pain. Anyone who dies in damning darkness will automatically rise as a wraith under the control of the caster. The wraith will only serve for one post before disappearing. Damning Darkness will contradict "Blinding Radiance".

ME: 35
Range: 100 meters
Effect: 50 meter radius

3. Curse of undeath - this spell will infect the target with shadow energy. The target will temporarily lose 5 CON per post until either dead or the curse is dispelled or cured. If the target is killed, it will rise as an undead minion of the caster. The minion will serve until destroyed. A Shadow mage can have a number of minions equal to half his INT.

ME: 40
Range: 50 meters

Shadow scions - a shadow scion is recognizable by the cloak of darkness that always surrounds him/her. Their eyes have disappeared into inky pools of darkness.

Scion level spells

1. Plague of Undead - this spell will infect the entire area with shadow energy, all available corpses will rise as undead. The shadow is so potent that it will infect anyone killed by the initial undead or anyone who dies in the area by any means. The undead are not under the control of the scion but they will not attack him/her.

ME: 100
Range: Self
Effect: 5 kilometer radius centered on caster

2. Blighted Darkness - this spell will plunge an entire landscape in utter darkness. The darkness is impenetrable to any sight save the scion's. It will contradict "Blinding Glory". Anyone in the area will start losing 3 CON per post until dead. Those who die will rise as uncontrolled wraiths.

ME: 110
Range: 5 kilometers
Effect: 3 kilometer radius area

3. Hail of Darkness bolts - this spell is similar to Volley of Darkness bolts but will affect a larger area and the bolts are the size of a Bolt of Greater Darkness.

ME: 100
Range: Sight
Effect: 200 meter radius area.


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Ky Lixiss
Posted: Jan 24 2007, 09:09 AM


C/SPC Yoyo Specialist


Group: Moderators
Posts: 29
Member No.: 25
Joined: 13-January 07



Time and Space Magic

Adept level Time spells

1. Knowledge - allows appraisal and stock knowledge of olden or ancient items.


ME: 5
Range: Self

2. Matter Summoning - The caster can summon a previously created object from sheer willpower to use at an opponent. While it is being cast, the matter may be flung through the movement of hands to impale or stab an opponent.


ME: 10
Range: 20 meters to throw, no-bounds with summoning

3. Growth - this spell allows something to achieve growth to an adult. Usable only on plants.

ME: 5
Range: Target.


Caster level Time spells

1. Futuresight - Allows the character to tap into the future and see ONE major detail or TWO significant but not very important details of a certain time.

ME: 10
Range: Self

2. Stop Attack - once the person puts up his or her hand, the attack will be halted. It is a sort of barrier; the time stops the moment you try to hit the spellcaster, but it resumes if you release.

ME: 5, usable only for one post, next cast will have a +2 if it's directly after first cast
Range: Self

3. Still Spell - once someone throws a homing, or a projectile spell at the caster, the spell stops in mid-air and fizzles into nothingness.

ME: 8
Range: Self

Sorcerer Level Spells

1. Space Shaking - allows the caster to create a small orb of great energy taken from time, to throw at the enemy. Once the enemy feels it, the enemy will see "his life flash before his eyes," rendering him helpless for one (1) post.

ME: 15
Range: ONE target, 50 meters

2. Alter Reality - To alter the fabric of reality on one designated area of a one meter radius; allowing it to be made into a personal rip into a pocket dimension the person may choose to enter; usually, the five foot radius will automatically be summoned into this pocket dimension. Those who create these can fashion the dimensions into their own free will.

ME: 30
Range: One Meter

3. Alter Magic - To suddenly alter a magic spell and throw it back to an enemy; it will always backfire as space energy, whatever you do.

ME: 20
Range: One target, five meters

Master Level Spells

1. Genesis - In a fifty meter radius, all living beings will cease to move. It will stay for one post, unless the character wills it to cease. Genesis is dangerous, however, to the caster, as there are chances where a part of the caster will cease to move. If the character cannot move their lips, then until their magical energies drain will the effect stay.

ME: 30+10 ME per post
Range: Fifty Meters

2. Matter Exploitation - To exploit the object’s being in a subatomic level, creating a totally different object all-in-all. The object to be created is subjective to the original object’s size and also the object’s elements. You cannot create a knife out of a piece of chalk. You can, however, create a dagger out of thousands of needles.

ME: 20 ME
Range: Two Hundred Meters

3. Space Matter - The character rips a character's life force; allowing deterioration to take place. Everything taken will appear as 'space matter', which means they are sent to the pocket plane.

ME: 35 ME
Range: One target, ten meters

4. Guardian - Time guards one area; no one will find its entrance except if the caster wills it so.

ME: 50 ME
Range: Fifty Meters

5. Mass Teleportation - teleports a set amount of people (maximum 10) to one area.

ME: 10 per person.
Range: five meter radius

6. Expulsion - expels energy from the body to disrupt all spells in real time.

ME: 75 ME
Range: One Kilometer

Time Scions - Time Scions can be noticed by their wisdomful eyes blackened around its edge, like an eyeline, and their bodies exhude age, even if they are young. They speak as if they have an echo after each word is spoken, and they always seem to be experienced in all endeavors.

Scion Level Spells

1. Time Stop - stops time for two posts. [one for the spell to be casted, another for the attack done after]

ME: 110 + 20 per exceeding one post
Range: Thirty.

2. Horrid Wilting - All plants and animals near the area where the charm is casted will automatically deteriorate; time is faster there than anywhere else. Once a person steps into the horrid wilting, they will suffer continuously for one post.

ME: 110
Range: Ten meters

3. World Wonder - It only works once the moon is at its fullest, shining down on the spot where the caster is. The caster will pull the space around the sun and the moon, causing the energies and the objects in them to suddenly disperse from the main body and strike at the earth.

ME: 150
Range: Four kilometers.


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Kylie Lixiss
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Valdeinz Serxelin
Posted: Jan 29 2007, 04:29 AM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Healing Magic

Adept level spells

1. Lesser Heal - this spell will heal simple wounds such as scraped knees, shallow cuts and small bruises. It will not restore lost blood or cure the infection that might result. It will also heal first degree burns.

ME: 2
Range: Touch

2. Slow poison - this spell will delay the effects of a poison for an hour, provided that the recipient remains still and resting. The ME cost is continuous and the caster must be touching the recipient at all times. The spell will end if the caster stops touching the recipient.

ME: 2 +2 per hour of delay with no activity +5 per half hour of delay with activity.
Range: 2

3. Regulate body temperature - this spell will slightly lower the body temperature of the target if it is too high or raise it if it is too low by up to 5 degrees celsius.

ME: 2 +2 per degree celsius adjusted
Range: 2

Caster level spells

1.Heal - this spell will heal a wound up to the length of an arm and up to two inches deep. It will not restore any lost blood or prevent the infection. It will also heal second degree burns and minor frostbite.

ME: 5
Range: Touch

2. Cure poisons and diseases - this spell will remove one poison or one disease from the target. This spell will only affect normal diseases and poisons. It cannot be used to cure poisons caused by Poison magic for example.

ME: 5
Range: Touch


3. Purify food and drink - this spell will render any substance clear of poison. If cast on muddy water, it will cause the dirt to settle and leave clean water on top. If cast on poison, it will cause the substance to become inert.

ME: 5
Range: 10 meters

Sorcerer level spells

1. Mass Heal - this spell will subject everyone within the area to a heal spell. The caster may choose who the spell affects and can exclude people who are still inside the area.

ME: 15
Range: Self
Effect: 30 meter radius burst centered on caster

2. Greater Heal - this spell will close even fatal wounds provided that the subject has not yet died from massive blood loss, organ damage, infection, etc. It will heal even third degree burns or severe frostbite. Greater heal will also cleanse any poison or disease regardless of magical nature or not provided that the healer's level is equal to the poison mage's level.

ME: 25
Range: Touch

3. Restoration - this spell will regenerate lost body parts. If the cut off part is placed near the stump at the casting of the spell, it will instantly be connected. If not, the regeneration will take four hours. This spell will not bring back the dead. While it will reconnect a severed head to its neck, it will not resurrect people. Restoration will immediately bring back lost stat points due to poisons or diseases. Restoration will also halt any continuous damage caused by spells from the Shadow element. It will remove magically-caused insanity, blindness, deafness, muteness and curses provided the healer has a higher level of casting than the one who caused the effects. Restoration cannot restore a body that has been completely destroyed such as one that has been vaporized, reduced to ashes, melted, etc.

ME: 20
Range: Touch

Master level spell

1. Mass Greater Heal - this spell will subject everyone within the area to a greater heal spell. Otherwise it is the same with Mass Heal.

ME: 35
Range: Self
Effect: 30 meter radius burst centered on caster.

2. Resurrection - this spell will bring the dead back to life. The spell has several limitations however. First, the body must be intact, if limbs are missing, the dead person will revive without those limbs. The spell will not work if vital body parts are missing or there is nothing left such as a body that has been burnt to a cinder. A person who does not want to be resurrected cannot be resurrected. The spell only works on someone who has died recently (three days is the latest).

ME: 40
Range: Touch

3. Seed of Healing - this spell imbue the target with a special enchantment that will immediately cast Greater Heal on the target once a certain condition is met. The caster may specify what the condition is. Typical conditions are "Cast Greater Heal if target suffers a fatal wound". The seed of healing will last up to one week. The recipient of a Seed of Healing cannot recieve another one while a seed of healing is still in effect.

ME: 35
Range: Touch

Healing scions - healing scions are recognized by the gentle white light suffusing their skin and shining through their eyes. They project an aura that slowly heals those around them.

Scion level spells

1. True Resurrection - this spell will wholly revive the dead even without the body. The spell will work if the caster knows the name of the target and has a picture or a fragment of the corpse. A bit of ash or a severed finger will suffice. The person may be dead for up to three years. This spell will still not revive people who do not wish to be revived. True Resurrection will not work if the target's soul is somehow trapped or destroyed by a powerful spell or something similar.

ME: 100

2. Great Sanctuary - this spell will cause a great burst of healing to explode from the caster. Everyone within the area is subjected to a Greater Heal and a Restoration spell.

ME: 120
Range: Self
Effect: 3 kilometer radius burst centered on the caster.

3. Incarnate - this spell will infuse an inanimate object with life turning it into a living, sentient being. Rocks, fires and pools of water will become elementals, trees will become treants etc. When this spell is cast on a massive amount of matter such as the earth, the sky, a sea or a gigantic flame, it will only cause up to twenty cubic meters of the substance to come to life.

ME: 100
Range: 100 meters



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Valdeinz Serxelin
Posted: Feb 8 2007, 08:16 AM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Protection Magic

Adept level spells

1. Minor physical barrier - this spell will create a transparent barrier of force to surround the target in a sphere. The barrier will deflect the physical attacks of anyone with a STR of 2 or less. It will reduce the damage from attacks made by attackers with STR 3-4. It has no effect on higher STR attackers. The barrier will last for ten minutes. Only up to two people can be given a barrier by one protection mage.

ME: 2
Range: 10 meters

2. Minor magical barrier - this spell will create a transparent barrier of force to surround the target in a sphere. The barrier will deflect spells cast by anyone with an INT of 2 or less. It will reduce damage done by spells made by attackers with INT 3-5. It has no effect on higher INT attackers or on spells that do not deal damage. The barrier will last ten minutes. Only two people can be given a barrier by one protection mage.

ME: 2
Range: 10 meters

3. Force shield - this spell will create a translucent disc of force on the caster's forearm. The disc functions as a shield but it has no weight. It is as hard as steel. The shield will last ten minutes.

ME: 2 +1 per additional 10 minutes.

Caster level spells

1. Lesser physical barrier - this spell is similar to minor physical barrier but it will deflect attacks made by attackers up to 4 STR and will reduce damage from STR 5-6 attacks.

ME: 5
Range: 10 meters.

2. Lesser magical barrier - this spell is similar to minor magical barrier but it will deflect spells made by casters up to 4 INT and will reduce damage from INT 5-6 attacks.

ME: 5
Range: 10 meters

3. Repel - this spell will cause a sudden burst of force to push back anyone standing close to the caster. Anyone in range will suddenly be pushed back by ten meters if they have STR 3 or less. STR 4-6 targets are only pushed back by five meters. Higher STR people are not affected.

ME: 5
Range: Self

Sorcerer level spells

1. Physical Barrier - this spell is similar to lesser physical barrier but it will deflect physical attacks made by attackers up to 7 STR and will reduce damage from STR 8-9 attacks.

ME: 15
Range: 10 meters

2. Magical Barrier - this spell is similar to lesser magical barrier but it will deflect spells made by casters up to 7 INT and will reduce damage from INT 8-9 spells.

ME: 15
Range: 10 meters

3. Hold - this spell will encase a target in a shell composed of small force shields to block all bodily movement. The target is effectively paralyzed but cannot be harmed either until the force shields are removed. Anyone with a STR of 10 or greater can break through the hold.

ME: 15
Range: 20 meters

Master level spells

1. Greater Physical barrier - this spell is similar to physical barrier but it will deflect physical attacks made by attackers up to 10 STR and will reduce damage from STR 11-14 attacks.

ME: 30
Range: 10 meters

2. Greater Magical barrier - this spell is similar to magical barrier but it will deflect spells made by casters up to 10 INT and will reduce damage from INT 11-14 attacks.

ME: 30
Range: 10 meters

3. Physical Mirror - this spell creates a sphere of physical repulsion force around the target. Any physical attack made against the sphere immediately affects the attacker instead. The spell will end after 5 attacks are reflected or the caster stops paying the ME cost per post. The caster may choose which attacks are reflected or allowed through.

ME: 30 +10 per post
Range: 10 meters

4. Reflect - this spell creates a sphere of magical replusion force around the target. Any spell cast against the sphere immediately affects the caster instead. The spell will end after reflecting 5 spells or the caster stops paying the ME cost per post. The caster may choose which spells are reflected or allowed through.

ME: 30 +10 per post
Range: 10 meters

5. Anti-magic field - this spell covers the area with nullifying magic. Within the area, no magical effect functions. Spells cast will fail, active spells brought into the field will be suppressed until taken out of the field. Magical items brought into the field become inert. The field will last 10 minutes. The caster is also affected by anti-magic field.

ME: 30 +10 per additional 10 minutes
Range: Self
Effect: 10 meter radius area of anti magic centered on the caster.

Protection scions - a protection scion can be recognized by the reflective sheen around his/her skin.

Scion level spells

1. End to Strife - this spell will suffuse an area with powerful protection magics. Anyone who makes a physical attack in the area is immediately blundgeoned by a force equal to the force he/she used to make the attack. Anyone casting a harmful spell in the area will find the spell immediately reflecting towards him/her. End to strife lasts up to 1 day.

ME: 100 +30 per additional day
Range: Self
Effect: 3 kilometer radius area around the caster.

2. Ultimate shield - this spell will cover the target with a spherical barrier that will absorb all physical and magical attacks. Only one person can be protected by Ultimate shield at any given time.

ME: 100 +25 per post
Range: 10 meters.

3. Supreme Replusion - this spell will create a powerful burst of force that will push back everyone in the spell's area. Targets with STR less than 8 are pushed back by 2 kilometers. Those with STR 8-14 are pushed back by 1 kilometer. 15 STR and higher people are still pushed back by 500 meters. The scion may choose who gets repelled and ignored.

ME: 120
Range: Self
Effect: 5 kilometer radius burst centered on the caster.


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Valdeinz Serxelin
Posted: Feb 11 2007, 12:01 AM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Illusion Magic

Adept level spells

1. Glibness - this spell will mask any physical signs of lying. It will make it appear that the target's heart rate appears normal, it will mask rapid blinking and smoothen any vocal signs. For short, it will cause the target to become a very effective liar, boosting CHA for these purposes by 4.

ME: 2

2. Disguise - this spell alters some of the target's physical features such as hair color, eye color, nose size and shape, etc. It can increase or decrease height by up to ten centimeters. The disguise spell boosts your CHA by 4 when opposed by someone's WIS to see through your disguise.

ME: 2

3. Silent Image - this spell creates a single image of a person or object. The image can be programmed to perform up to three actions and will repeat them over and over for the duration of the spell. The image does not include sound. It is intangible and anyone touching the image will recognize it as an illusion at once. The silent image cannot interact with other people.

ME: 2

4. False sounds - this spell will produce a sound up to as loud as two average humans shouting. The caster can make the sound come from anything within range.

ME: 2
Range: 30 meters

Caster level spells

1. Mirror image - this spell will create false images of the caster next him/her. The images disappear if struck and cannot attack anyone. They copy everything the caster does and will move with the caster at all times. Up to a total of 8 images can be created.

ME: 5 for the first image +2 for each additional image.
Range: Self

2. Lesser invisibility - this spell will render the target invisible. The target can still be smelled, heard and detected by other means. If the target attacks someone or casts any spell, the spell automatically ends. A character may oppose the target's DEX with his/her WIS to see if he/she can detect the target by some other sense. The invisibility lasts ten minutes.

ME: 8 +2 per additional 5 minutes..
Range: Touch

3. Improved Image - this spell is similar to silent image but the illusion can now make sounds. It can talk and can be programmed to do certain activities and interact with people. It still cannot be touched.

ME: 5

4. Illusory terrain - this spell creates false images of walls, rocks, trees, etc. The images are intangible and anyone who touches them will find their bodies simply pass through.

Sorcerer level spells

1. Mislead - this spell has two effects that occur simultaneously. It makes the caster invisible as per the lesser invisibility spell and at the same time it creates an illusory double of the caster to make it appear that nothing had happened. The caster may move away once the illusion has been created and can concentrate to make the illusion move.

ME: 15
Range: Self

2. Invisibility - this spell will render the target invisible. It will also suppress the target's scent and dampen the sounds he/she makes. This added effect grants +4 to the target's DEX when opposed by someone's WIS to see if he/she is detected.

ME: 15 +4 per additional 5 minutes.
Range: Touch

3. Improved Mirror Image - this spell is similar to mirror image but the images can now move in different directions as the caster wills them.

ME: 15 for the first three images +3 for each additional image up to a total of 8.
Range: Self

4. Tangible image - this spell is similar to improved image but the illusion now feels solid and can interact better with people. The illusion can follow complex programming. This spell can also create partially tangible terrain. If someone sees the spells as illusions, they will be able to pass through them with no problem.

ME: 15

5. False elements - this spell will duplicate any spell of caster level or lower. However the spell is only 20% real and anyone realizing that they are only illusions will suffer only that small percentage of any damage or effect. Those who believe the spell, however will suffer full effect as if they were really hit by that spell.

ME: The ME cost of the duplicated spell +8
Range: The range of the duplicated spell
Effect: the effect of the duplicated spell.

6. Phantasm - this spell will conjure a horrible image drawn from the subconscious of the target worst fears. This illusion will then start attacking the target, inspiring great fear. Only the target can see the phantasm, anyone else can only see a hazy image. If the illusion actually touches the target and his/her WIS is less than 3, the target dies from horror.

ME: 15

Master level spells

1. Improved Invisibility - this spell is similar to Invisibility but the spell will no longer immediately end if the target attacks or casts a spell.

ME: 30 +5 per additional 5 minutes.

2. Greater false elements - this spell is similar to False elements but it will copy up to Sorcerer level spells or lower. The spells are 40% real.

ME: The ME cost of the duplicated spell +15
Range: The range of the duplicated spell
Effect: The effect of the duplicated spell

3. Mass invisibility - this spell will cause everyone in the area to become invisible as per the Invisibility spell. The caster may choose who is affected or not.

ME: 30
Range: Self
Effect: 20 meter radius burst centered on caster.

Illusion scions - illusion scions can look like anything but have no actual form. Having attained a union with the core of Illusion element, illusion scions have forsaken their true forms. Anyone who pierces all the illusions of a scion will find nothing at the center of it all. While they have no true form, illusion scions are still tangible and can be attacked physically. They have no auras.

Scion level spells

1. Lord of Nightmares - this spell taps into the subconscious of all the targets within the area and causes the scion to take on the form of a manifestation of all their worst fears. Anyone who sees this terrifying vision with a WIS of 8 or less will immediately die from the supernatural horror revealed. Those with higher WIS are still terribly frightened of the sight and will flee in terror.

ME: 100
Range: Self
Effect: 100 meter radius circle centered on caster.

2. Microcosm - this spell will pinch the target's senses and send them into a world of complete illusion. For the target, it appears as if he/she had been sent into an alternate world but in reality, the target simply falls into an unconscious state, expressing emotions and talking as the person in the false world is doing. Eventually the target will die of starvation. The spell is permanent and can only be removed by casting Microcosm again or using a powerful dispelling spell.

ME: 100
Range: 100 meters

3. Supreme false elements - this spell will duplicate any elemental spell of master level or lower. The spells are 80% real.

ME: The ME cost of the duplicated spell +30
Range: The range of the duplicated spell
Effect: the effect of the duplicated spell


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Valdeinz Serxelin
Posted: Feb 15 2007, 07:07 AM





Group: Moderators
Posts: 46
Member No.: 7
Joined: 6-January 07



Mind Magic

Adept level spells

1. Mindspeak - this spell allows the caster to project his/her thoughts into the minds of anyone within range. The recievers cannot send their own thoughts to the caster.

ME: 2
Range: 50 meters

2. Mind thrust - this spell drives a bolt of psychic force into the mind of the target, causing head pains.

ME: 2
Range: 30 meters

3. Lesser mindlink - this spell establishes a telepathic link between the caster and the target. They may communicate with each other so long as they are within two kilometers of each other. A single mind mage can have a mindlink to only one person at a time. The effect is permanent until either dismissed by the caster or by establishing a mindlink with another target. To cast lesser mindlink on a character, the caster must be touching him/her on the forehead.

ME: 5
Range: 2 kilometers

Caster level spells

1. Mind stab - this spell delivers a violent, psychic stab at the target's mind, causing severe pain.

ME: 7
Range: 30 meters

2. Mind shield - this spell sheathes the target's mind in a layer of protective psychic energy. Mind shield protects the target from harmful psychic attacks, It will deflect psychic attacks of an attacker with an INT of 4 or less and will lessen the damage from INT 5-6 psychic attacks. It has no effect on INT 7 or higher spells. Mind shield will also prevent mind reading and mind control by casters of lower rank than the one who cast mind shield.

ME: 8 +2 per post
Range: Touch

3. Mindlink - this spell is similar to lesser mindlink but has a greater range. Casting Mindlink will supersede the effects of lesser mindlink.

ME: 15
Range: 5 kilometers

Sorcerer level spells

1. Mind blast - this infamous spell causes a wave of rippling psychic energy to explode in an area and strike multiple targets in front of the caster. Anyone struck is subjected to a violent psychic attack that temporarily stuns him/her and causes mental pain.

ME: 15
Range: 40 meters
Effect: 20 meter radius explosion centered on target.

2. Greater Mindshield - this spell is similar to Mindshield but will deflect psychic attacks of INT 6 ot lower and will lessen the damage of psychic attacks of INT 7-8.

ME: 15 +3 per post
Range: Touch

3. Greater Mindlink - this spell is similar to Mindlink but not only is the range greater, up to two greater mindlinks can be active at any given time. Greater Mindlink supersedes the effects of Mindlink.

ME: 25
Range: 10 kilometers

4. Mindburn - this spell disrupts the flow of ME within the targets mind, burning 25 ME from his/her reserves.

ME: 15
Range: 30 meters

Master level spells

1. Mind control - among the most feared mind spells, Mind control allows the caster to gain control of the target's mind. Once the spell succeeds, the target immediately falls unconscious, allowing the caster to manipulate the body by telling the mind how to move it. For Mind Control to work, the caster must oppose the CHA of the character with his/her INT. If the INT is higher, then mind control is succesful. The spell has several limitations.

- The target will not obey suicidal commands. The subconscious will violently protest against such an act, causing the spell to immeidatelty end. The only exemption is when the target is suicidal in the first place.

- Acts severely contrary to the target's nature such as forcing a peaceful person to suddenly go on a violent killing spree allows the target a second chance at resisting the control with a CHA opposition with a +2 bonus.

- Mind control does not give the controller access to the target's thoughts and memories.

- The mind controller must concentrate on control at all times. If concetration is halted for any reason, the spell will end. While concentrating, the caster is immobile and defenseless.

ME: 30 +5 per post
Range: 35 meters

2. Superior Mindshield - this spell is similar to Greater Mindshield but will deflect psychic attacks of INT 8 or lower. It will lessen the damage from psychic attacks of INT 9-10.

ME: 30 +5 per post

3. Confidante - this spell is similar to Greater Mindlink but, in addition to the link, the caster may use the senses of anyone linked to him/her. The caster will then be able to see through the target's eyes, hear through the target's ears, etc. The range is also unlimited provided the caster and the targets are still in the same world.

ME: 45
Range: Infinite

Psychic scions - a psychic scion is completely nondescript save for his/her glowing eyes. Psychic scions give off an aura of mental static which causes people with INTs less than 4 to start losing 1 ME per minute of staying in the place. Those with higher INT are unaffected. People within the mental static can hear a faint buzzing sound in their heads.

Scion level spells

1. Dominate mind - this spell is similar to mindcontrol but eliminates some of the limitations of the spell.

- The target can be given a suicidal command but the command will be resisted with a CHA bonus of +6.

- Commands contrary to the target's nature do not recieve CHA bonuses when they cause resistance.

- The scion can move about and defend him/herself while using Mind dominate. He/she may not cast other spells, however.

- The scion has access to the target's thoughts and memories.

ME: 100
Range: 100 meters

2. Mindshatter - this spell causes a rupture within the ME reserves of the target. The target's ME is immediately reduced by 150. The lost ME will then cause a powerful feedback on the target that causes devastating mental damage.

ME: 100
Range: 100 meters

3, Mass Hysteria - this spell will cause an irrational fear to creep into the minds of everyone within the spell's area, sending them into a panic. The scion may determined what the fear stems from. The reactions of the terrrified populate will depend on the nature of the fear.

ME: 100
Range: 5 kilometers
Area: 3 kilometer radius burst centered on target.


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