Spells and Abilities

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Spells and Abilities

Post  The Dark King on Sat Feb 04, 2012 8:04 pm

Okay, this is the place to read spells for all those who aren't staff. This list will be modified as games progress, and staff will get the first peek at new spells and abilities.

Please note that these spells have just been copied and pasted.


Last edited by The Dark King on Thu Feb 16, 2012 9:31 pm; edited 1 time in total

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Water

Post  The Dark King on Thu Feb 16, 2012 9:27 pm

Note: user does NOT have to use the best level if acquired.


Drain water (D)

Description: drains water from a living thing (or nonliving)

1st level = Touch and Suck water out of person in 30 seconds leave half dead
2nd level = Touch and Suck water out of person immediately and turns him to dust
3rd level = From three meters Suck water out of person in 30 seconds leave half dead
4th level = From three meters Suck water out of person immediately and turns him to dust
5th level = can BRING water from a nearby body of water with a radius of 3 kilometers.


Exploding sphere (P)

Description: Compress water into small sphere by taking humidity out of surroundings and self. Shoot it very fast at opponent, while keeping it compressed, water expands with tremendous force inside the person making them literally explode from the inside out.

1st level = half a meter radius
2nd level = three meter radius
3rd level = two spheres
4th level = transformed to ice
5th level = three spheres
6th level = transformed to ice

Hydrokinesis/Cryokinesis (low viscosity compound) (K)

1st level = Manipulate 1
2nd level = Manipulate 2 liters
3rd level = Manipulate 5 liters
4th level = Manipulate 10 liters
5th level = Manipulate 20 liters
6th level = Manipulate 50 liters


Water out of thin air (requires some level of moisture in air, works best after rain works worst in a desert) (O)

1st level = five fingertips
2nd level = ten fingertips
3rd level = one hand
4th level = two hands
5th level = one arm
6th level = two arms



Shoot Water (S)

1st level = fingertip hard impact water bullet (damage)
2nd level = fingertip ice shards (damage and frostbite)
3rd level = finger sized very sharp water needle (damage)
4th level = finger sized ice shards (damage and internal frostbite)

Water whip (G)

1st level = short whip
2nd level = long whip
3rd level = sliding whip (whip that once entangled can slide and move)
4th level = icy whip (all other properties plus half frozen)

Frostbite (F)

Description: same as skyrim

1st level = same as skyrim
2nd level = blast freezes target in 30 seconds
3rd level = blast freezes target in 10 seconds
4th level = blast freezes target in 5 seconds

Hypothermia (T)

Description: touch only, works on animate and inanimate objects including water

1st level = freezes target in 10 seconds
2nd level = freezes target in 5 seconds
3rd level = freezes target instantly

Ice spike (I)

Description: creates an ice spike that rises through the ground in the desired place.

1st level = one small spike
2nd level = two small spikes
3rd level = three small spikes
3rd level = one large spike
3rd level = two large spikes
4th level = three large spikes
5th level = one massive spike
6th level = Ice torture (target is encased in a box of ice and then run through 20 times with large jabbing spikes, then is crushed under a pillar of ice that runs two kilometers up)

Conjure Rain (R)

1st level = creates mild shower
2nd level = creates thunder shower
3rd level = creates hailstorm
5th level = creates ice flower snow (any particle of snow that touches a living thing will turn into a sharp ice crystal ten times it’s size

Summon Comet (C)

1st level = summons a comet that impacts in the desired location
2nd level = summons two comets
3rd level = summons three comets
4th level = summons four comets
5th level = summons five comets

Ice/water Prison (J)

Description: restrains with ice/water (encase or

1st level = ice spreads from ground and/or mages hands to hold the target with several ice limbs
2nd level = water spreads from ground and/or mages hands to hold the target with several water limbs
3rd level = square box of ice
4th level = square water prison (doesn’t shatter with bullets, it slows them)
5th level = tight ice body prison
6th level = tight water prison (drowns person)
7th level = tight water prison with ice encasing around it

Summon Water/Ice creature (Z)

1st level = cat sized
2nd level = large dog sized
3rd level = cow sized
4th level = horse sized
5th level = elephant sized
6th level = beyond

Water form (M)

1st level = makes your body’s cells half water allowing you to merge/heal physical cuts in ten seconds
2nd level = turns your body temporarily into unshapeable water, making you immune to physical damage for 30 seconds
3rd level = makes you into water you can shape
4th level = 60 seconds
5th level = can add to the water to make body larger, water falls off as if you were wet once you turn back


Animate Water (A)

Description: animates water, to obey your will.

1st level = small slug, obeys a single command that cannot be cancelled
2nd level = medium slug that does the same as above but can be cancelled
3rd level = large slug that obeys two commands, can be cancelled
4th level = humanoid water figure that obeys 10 commands, can be cancelled.
5th level = make a clone out of water that obeys your will entirely



Create ice/water wall (W)

Description: summons a wall of water or ice at a specified place. (stationary or moving depending on the level)

1st level = summons a wall of ice 1 meter thick, 3 meters tall, and 10 meters wide.
2nd level = same as above but with water that sucks in things and doesn’t let them go. (until spell is gone)
3rd level = ice wall that has spikes on it
4th level = water has several “arms” that will grab things
5th level = ice wall with spike that moves at a desired location
6th level = water wall like above that moves at a desired location
7th level = launch a small tsunami or avalanche

Protective Circle (N)

1st level = circle wall of ice materializes around you, it has spikes pointing outwards
2nd level = circle of water that has arms that push people away
3rd level = sphere of ice with spikes
4th level = sphere of water with arms


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Fire

Post  The Dark King on Thu Feb 16, 2012 9:27 pm

Flames: Creates flames within 10 feet of caster.

1st level = Create flames within 10 feet of caster
2nd level =Increased incendiary capabilities
3rd level= Create flames within 10 meters of caster
4th level = Flames spread twice as fast
5th level = Flames cannot be extinguished by normal means


Fireball: Creates an exploding ball of fire.

1st level = 2 meter diameter blast radius
2nd level = 5 meter diameter blast radius
3rd level = Flames are twice as hot
4th level = 10 meter diameter blast radius
5th level = Creates tower of flame on impact
6th level = 100 meter diameter blast radius

Wall of Flame: Creates a wall of flame where caster specifies.

1st level = Creates 2m x 2m x 0.5 m wall
2nd level = Wall can move as directed by caster
3rd level = Wall reduces foes to ash, but doesn't harm team members

Flame Blast: Caster creates a cone of fire from their fingertips.

1st level = Flames reach out 5 meters, but cone is 1 meter wide at the widest point
2nd level= Flames reach out 7.5 meters, but cone is 1 meter wide at the widest point
3rd level= Flames reach out 10 meters, but cone is 2 meters wide at the widest point
4th level= Flames reach out 12.5 meters, but cone is 2 meters wide at the widest point
5th level= Flames reach out 15 meters, but cone is 3 meters wide at the widest point
6th level= Flames reach out 20 meters, and cone is 5 meters wide at the widest point

Molten Return: Turns target solid to molten equivalent liquid. Ex. Rock to Lava

1st level= Transmute 1 cubic meter solid to equal mass liquid
2nd level= Transmute 2.5 cubic meter solid to equal mass liquid
3rd level= Transmute 4 cubic meter solid to equal mass liquid
4th level= Transmute 5.5 cubic meter solid to equal mass liquid
5th level= Transmute 10 cubic meter solid to equal mass liquid

Extinguish: Quench target inanimate, non-magical heat source.

1st level = Target within 3 meters is extinguished
2nd level = Target within 5 meters is extinguished
3rd level = Target within 10 meters is extinguished
4th level = Target within 15 meters is extinguished
5th level = Extinguish now works on magical heat sources

Flare Burst: Target non-magical open fire explodes into a blast of flame.

1st level = Can detonate target at up to 10 meters, explosion has 2 meter diameter
2nd level = Can detonate target at up to 15 meters, explosion has a 3 meter diameter
3rd level = Upon detonation, fiery arrows are added to blast of fire
4th level = Arrows are twice the size
5th level = Arrows become spears of fire
6th level = Can detonate magical fires

Molten Shot: Shoots a sphere of molten material like a bullet. (requires Molten material)

1st level = Sphere is 2 cm in diameter, range is 25 meters
2nd level = Sphere is 3 cm in diameter, range is 30 meters
3rd level = Sphere is 4 cm in diameter, range is 35 meters
4th level = Sphere is 5 cm in diameter, range is 40 meters
5th level = Can create up to 10 spheres at a time
6th level = Can shoot up to 10 spheres at a time

Summon Fire Familiar: Summons a familiar made out of fire, may be hostile, will stay until banished or "killed."

1st level = Familiar takes the shape of a fox
2nd level = Familiar take the shape of a snake
3rd level = Familiar takes the shape of a wolf
4th level = Familiar takes the shape of an eagle
5th level = Summons a Phoenix

Burning Chains: Creates chains of fire that bind the target until the chains break or the caster undoes the spell.

1st level = Chains can be broken with moderate effort
2nd level = Chains can be broken with moderate to high effort
3rd level = Chains can be broken with high effort
4th level = Chains can hold all but the strongest of foes
5th level = Chains can no longer be extinguished(not broken) by anyone but the caster

Meteor Storm: Summons a meteor to land where the caster designates. The meteor liquifies the ground in a (10 meter times the diameter of the meteor) diameter. They travel at 50 meters per second, and have a range of as far as the caster's line of sight. The ground that is liquified instantly becomes molten, and the surrounding air becomes too poisonous to breathe.

1st level = Summons one meteor with a diameter of 1 meter
2nd level = Summons two meteors with a diameter of 1 meter each
3rd level = Summons three meteors with a diameter of 1 meter each
4th level = Summons four meteors with a diameter of 1 meter each
5th level = Diameter of the meteors is doubled
6th level = Meteors arrive at their destination ten times faster

Inferno: Sets a large area in the caster's line of sight on fire. This area is determined by the caster. The flames burn at 1400 degrees Celsius.

1st level = Area is 10 meters by 10 meters
2nd level = Area is 15 meters by 15 meters
3rd level = Area is 20 meters by 20 meter
4th level = Area can be whatever shape the caster wants BUT it cannot exceed the maximum size of the largest square area the caster can use
5th level = Flames burn at 2500 degrees Celsius
6th level = Area is 50 meters by 50 meters

Fire Walk: Allows the caster to move through any non-magical fire source to another non-magical fire source that they know of. They are not harmed in this process.

1st level = Can move to any fire source within 10 meters
2nd level = Can move to any fire source within 20 meters
3rd level = Can move to any fire source within 30 meters
4th level = Can move to any fire source within 40 meters
5th level = Can move to any fire source within 50 meters
6th level = Can move through magical fire as well as regular fire

Smoke Cloud: Creates a cloud of smoke from the caster's mouth.

1st level = Cloud is 2 meters by 2 meters by 2 meters
2nd level = Cloud is 2.5 meters by 2.5 meters by 2.5 meters
3rd level = Cloud is 3 meters by 3 meters by 3 meters
4th level = Cloud now contains poisonous gas
5th level = Cloud now contains ash, which causes harm to anything that breathes it in
6th level = Ash can be detonated at any time by the caster to create an explosion

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Force/Wind

Post  The Dark King on Thu Feb 16, 2012 9:28 pm

Force magic is a way of controlling the primal energies of the universe in a a form of movement. Wind magic is a means to control the winds across the planet's surface.

Telekinesis: Using mental energies, the caster is able to move the world around them. Note: enemies are treated as one object, so they can't be ripped apart. Also, the radius for telekinesis is 5 metres around the caster. That means that anything within 5 m of the caster can be moved. Any object that the caster moves outside the radius continues to move as the amount of force applied to it allows, or accelerate at 100 m/s/s, up to a maximum VELOCITY (yes, velocity) of 500 m/s, whichever comes first. Please note that on over-shots (rolling 6 or more without the over-shot negation,) it can exceed that speed. This can cause a sonic boom, should the object move fast enough. This means that if you accelerate a steel ball bearing, the maximum velocity would be 500 m/s. If you were able to lift 1000 kg, the maximum velocity would be 500 m/s if you were to accelerate it. This DOES NOT mean that you can apply 100N of force to a 10 gram object and accelerate it to 10 km/s. The GM will dictate what you can, and can't move, but the force of gravity in Newtons is 9.8 newtons of force pushing DOWN on a 1 kg object. So, to counteract gravity, you would have to LIFT said object with 9.8 newtons, multiplied by the weight of the object in kilograms, not pounds. This DOES NOT mean that the item would be rising, merely that it would instead not be affected by gravity. Please note that all projectiles are still affected by gravity, and will drop over a large distance, they are also affected by air currents, as well as any object that obstructs its path. This is just a brief explanation of how telekinesis works. If you don't understand, the GM will dictate what you can and can't move, but seriously, just use common sense.

1st level = Can move objects with 100 newtons of force
2nd level = Can move objects with 200 newtons of force
3rd level = Can manipulate up to 10 objects at a time
4th level = Can move objects with 400 newtons of force
5th level = Can move objects with 800 newtons of force
6th level = Can move objects with 1600 newtons of force
7th level = Can move objects with 3200 newtons of force
8th level = Can move objects with 6400 newtons of force
9th level = Can move objects with 12800 newtons of force
10th level = Can manipulate up to 20 objects at a time
Level 11 and higher = Can move objects with twice the amount of newtons as the previous level BUT to get to the next level also requires double the amount of experience to get to the previous level (ex: to get level 11 requires you get twice the amount of experience needed to get level 10.) Yes, this can mean ripping buildings out of the ground and throwing them at your foes.

Crushing Prison: Creates an ever-shrinking telekenetic prison that crushes the object or person confined in it. Range is within 100 meters of caster.

1st level = Prison is 2 meters by 2 meters by 2 meters and can be broken by other magic from inside
2nd level = Prison is 3 meters by 3 meters by 3 meters and can be broken by other magic from inside
3rd level = Prison is 3 meters by 3 meters by 3 meters and can only be broken by force magic from the inside
4th level = Prison is 3 meters by 3 meters by 3 meters and cannot be broken
5th level = Prison is 4 meters by 4 meters by 4 meters and cannot be broken
6th level = Can cast up to 3 prisons at once

Pull: Pulls the target towards the caster.

1st level = Has a range of 10 meters and a speed of 10 meters per second
2nd level = Has a range of 15 meters and a speed of 15 meters per second
3rd level = Has a range of 25 meters and a speed of 25 meters per second
4th level = Has a range of 40 meters and a speed of 40 meters per second
5th level = Has a range of 60 meters and a speed of 60 meters per second
6th level = Has a range of 100 meters and a speed of 100 meters per second

Hurricane: Creates a hurricane that covers a large area. Wind gusts start at 100 km/h. Torrential rain also accompanies the hurricane.

1st level = Hurricane covers an area of one square kilometer
2nd level = Hurricane covers an area of 2 square kilometers
3rd level = Wind speed becomes 150 km/h
4th level = Hurricane also produces hailstones with a diameter of half a centimeter
5th level = Hailstones are now 1 cm in diameter
6th level = Hailstones are now 2 cm in diameter

Air Cutter:Creates a directional blade of air the slices anything in the way of the blade.

1st level = Blade is 1 meter long, and possesses the same cutting power as a rusty sword
2nd level = Blade is 1.5 meters long, and possesses the same cutting power as a newly-forged sword
3rd level = Blade is 2 meters long, and possesses the same cutting power as a honed sword
4th level = Blade is 2.5 meters long, and has the same cutting power as a honed katana
5th level = Blade is 5 times faster
6th level = Blade is 3 meters long, and can cut through any unenchanted object

Breath of Death: Creates a cloud that disassembles anything caught in it at an atomic level. This does not include the caster. This spell can be detected by other magic.

1st level = Cloud is 2 meters by 2 meter by 2 meters, and has colour, odor, and tastes like sulphur
2nd level = Cloud is 3 meters by 3 meters by 3 meters, and still has all properties of the previous level
3rd level = Cloud no longer tastes like sulphur
4th level = Cloud is 5 meters by 5 meters by 5 meters, and possesses all properties of the third level variant
5th level = Cloud no longer has an odor
6th level = Cloud no longer has any colour

Vacuum: Sucks all the air out of a given area. That air is then able to be used by the caster for other air spells. This process takes less time each level.

1st level = Sucks all the air out of a 1 meter by 1 meter by 1 meter cube. This takes 2 seconds.
2nd level = Sucks all the air out of a 1.5 meter by 1.5 meter by 1.5 meter cube. This takes 1.5 seconds.
3rd level = Sucks all the air out of a 2 meter by 2 meter by 2 meter cube. This takes 1 second.
4th level = Sucks all the air out of a 3 meter by 3 meter by 3 meter cube. This takes .5 of a second
5th level = Sucks all the air out of a 5 meter by 5 meter by 5 meter cube. This happens instantly
6th level = Sucks all the air out of a 20 meter by 20 meter by 20 meter cube. This happens instantly.

Blast: Creates a sphere of telekinetic energy that explodes. Causes a pressure wave that can incapacitate or kill. Range is 30 meters. Starts off with a straight trajectory.

1st level = Blast is lethal at 2 meters away from the explosion. Blast incapacitates up to 10 meters away. The closer you are, the more damage you take.
2nd level = Blast is lethal at 3 meters away from the explosion. Blast incapacitates up to 12 meters away. The closer you are, the more damage you take.
3rd level = Blast strength is twice as strong as previous. Can now deflect slow moving projectiles and throw small objects around.
4th level = Blasts can now be thrown in an arc, and the caster can change their direction one time in the air.
5th level = Blast wave is now 5 times stronger. Can deflect faster moving projectiles, and throw around larger objects.
6th level = Blast wave is 10 times as strong as the previous level. Blast wave can now throw around people, and small vehicles.

Wall of Force: Creates a wall of telekinetic force in front of the caster. Can only stop small projectiles, like bullets, initially.

1st level = Wall is 2 meters by 2 meters, and can be placed like a piece of sheet metal.
2nd level = Wall is 3 meters by 3 meters, and can be placed like sheet metal
3rd level = Wall can now stop larger projectiles like spears
4th level = Wall can now stop even larger projectiles like cannonballs
5th level = Wall can "catch" projectiles and launch them back at their origin
6th level = More than one wall can be placed at a time

Shove: The caster collects telekinetic energy around their fist, then punches forward, releasing this force in a concentrated shock wave.

1st level = Shove pushes with a force of 2000 newtons, shock wave is 1 meter in diameter
2nd level = Shove pushes with a force of 4000 newtons, shock wave is 1.5 meters in diameter
3rd level = Shove pushes with a force of 8000 newtons, shock wave is 2 meters in diameter
4th level = Shove pushes with a force of 8000 newtons, shock wave can now be focused to increase pushing force. If the shock wave is 0.25 meters in diameter, Shove would have a force of 64000 newtons. The translation of force to size is the larger the shock wave, the smaller the number of newtons
5th level = Shove can deflect projectiles
6th level = Shove can kill instead of move, if the caster chooses it to

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Miscellaneous

Post  The Dark King on Thu Feb 16, 2012 9:29 pm

Miscellaneous spells are spells that aren't part of the main groups. however, they have been divided into their smaller categories.



Entropy (this is a reorganization of The Dark King's spells. although a few were added.

This is a very strange type of magic. it encompasses things such as chance, randomness and order. the balancing and unbalancing of the universe's forces and/or matter. the rearranging of things to contain more or less information and usable energy


There/Not There: Randomly changes the probability that an object exist both physically and visually. Example: Player one casts There/Not There on a room. The room contains 2 treasure boxes, a table, and a pile of gold coins. There are 3 players in total. Player 1 might SEE the table, but NOT be able to feel the table (visible, but intangible.) Player 2 might NOT see the tabel, AND might not be able to feel the table. Player 3 might be able to SEE, and FEEL the table. Every time the object leaves a person's line of sight, the object might change (ex: visible might become invisible.) Please note that this spell will affect weaponry, but not enchanted weaponry or clothing.

1st level = Area affected is 5 meters by 5 meters by 5 meters, lasts for 10 minutes
2nd level = Area is 7.5 meters by 7.5 meters by 7.5 meters, lasts for 15 minutes
3rd level = Area is 10 meters by 10 meters by 10 meters, lasts for 20 minutes
4th level = Area is 12.5 meters by 12.5 meters by 12.5 meters, lasts for 30 minutes
5th level = Area is 15 meters by 15 meters by 15 meters, lasts for 40 minutes
6th level = Spell can only be stopped by the caster's choice, or by anti-magic artifacts



Wildfire: Creates rainbow coloured flames that mimic any spell the caster has a vague understanding of. The flames can also be used for enchanting. The enchantments created with these flames cannot be created any other way. The caster can also create objects from these flames. The objects have no weight, and are far stronger than conventional materials. These objects do decay in a matter of hours though.

1st level = Objects last for 4 hours, and flames create a weaker version of the spell in mind
2nd level = Objects last for 5 hours, and flames create a weaker version of the spell in mind
3rd level = Objects last for 6 hours, and flames create a perfect copy of the spell, strength and all
4th level = Objects last for 7 hours, and flames create a perfect copy of the spell, strength and all
5th level = Objects last for 8 hours, and flames create a perfect copy of the spell, strength and all
6th level = Objects last for 9 hours, and flames create a more powerful version of the spell in mind



Healing: Allows the caster to heal the wounds of themself and other, but only one at a time.

1st level = Fixes minor fractures and minor cuts
2nd level = Fixes fractures and cuts
3rd level = Fixes torn muscles
4th level = Heals burns and freezing
5th level = Heals internal damage
6th level = Can re-attach lost limbs



Hidden Eyes: Increases the caster's perception.

1st level = Caster's field of vision is 180 degrees
2nd level = Caster's field of vision is 270 degrees
3rd level = Caster's field of vision is 360 degrees
4th level = Caster becomes aware of minor changes in the environment
5th level = Caster becomes aware of day to day changes in the envirorment(i.e. weather, leaves turning that sort of thing)
6th level = Caster becomes aware of minor life such as wild life
7th level = Caster becomes aware of life
8th level = Caster becomes aware of more than one thing at a time up to three
9th level = Caster becomes aware of cloaked objects
10th level = Caster becomes aware of cloaked life
Level 11 and above = past this level it just increases the number of things at the same time you become aware of.



Destroy: Creates a cube of energy that disassembles anything that touches the surface of it at the molecular level. Cube can be placed by the caster, and will remain for 10 seconds after it is placed, then it will fade away. The cube is not affected by gravity. It does no affect magical objects.

1st level = Cube is .5 meters by .5 meters by .5 meters. Can be placed up to 10 meters away
2nd level = Cube is 1 meter by 1 meter by 1 meter. Can be placed up to 20 meters away
3rd level = Cube disassembles anything inside it as well as anything that touches the surface
4th level = Caster can now move the cube after it is placed
5th level = Cube absorbs any other magic used on it
6th level = Cube has an aura of destruction around it. This breaks down anything inside the aura at a slower rate than the cube breaks it down



Revitalize: Caster translates magical energy into physical energy, and sends that energy into another person. This does not fix broken bones, stop bleeding, or provide any form of healing. All it does is remove exhaustion from another person, or allow them to fight despite their injuries.

1st level = Caster spends energy to give half that amount to the target
2nd level = Caster spends energy to give 2/3 that amount to the target
3rd level = Caster spends energy to give 75% of that amount of energy to the target
4th level = Caster spends energy to give the same amount of energy to the target
5th level = Caster spends energy to give twice that amount to the target
6th level = Caster can send energy to more than one person at a time, maintaining the same ratio FOR EACH PERSON



Taboo: Caster chooses a word. If the target of the spell says that word, they suffer ill effects according to the level of the spell. The caster can choose to change between effects. The word is only valid within for 10 minutes after the spell is cast. All of these effects can be removed by the caster, including death, if the caster chooses. This includes if anyone dies from the effect of the death taboo. Does not effect the caster. The area of the spell is a 25 meter radius around the caster. The radius is dynamic.

1st level = Target feels warm, blood pressure increases, and they have minor trouble breathing
2nd level = Target feels light-headed, becomes dizzy, and has slightly muffled vision.
3rd level = Target experiences slowed reflexes, lessened strength, and has trouble standing
4th level = Target experiences paralysis in the legs, blurred vision, and weakness in the arms
5th level = Target is paralyzed fully, fully blinded, and has greatly decreased pain threshold
6th level = Target dies instantly




Hive Mind: Links the minds of targets. Can be used for long distance communication. Caster can unlink the minds at any time. Caster can include themselves in the link. The thoughts of anyone who is linked are hidden, unless the person wants to express their thoughts to all who are linked.

1st level = Can link minds for up to 2 hours, up to 4 minds at once
2nd level = Can link minds for up to 3 hours, up to 5 minds at once
3rd level = Can link minds for up to 4 hours, up to 6 minds at once
4th level = Can link minds for up to 5 hours, up to 7 minds at once
5th level = Can link minds for up to 6 hours, up to 8 minds at once
6th level = Can link minds for up to 10 hours, up to 20 minds at once



Create Food: Caster transmutes nearby unenchanted solid matter into some form of food. The caster has control over what is generated, but results may vary. As the spell becomes stronger, the food replenishes more energy, and uses less energy to cast.

1st level = Caster changes a 1 meter by 1 meter by 1 meter cube of matter into the equivalent mass of food in mind
2nd level = Caster can create drinks as well
3rd level = Caster can create more than 1 food at a time
4th level = Caster can now transmute liquids into food
5th level = Caster can perfectly replicate any food that they have ever eaten
6th level = Caster can transmute 2 meters by 2 meters by 2 meters of matter at a time




2D 3D 4D: turns 3 dimensional objects or 4 dimensional into 2 dimensional objects and either into 4 dimensional objects and back

1st level = object changes for 10 minutes
2nd level = object changes for 20 minutes
3rd level = object changes for 40 minutes
4th level = object changes for 1 hour 20 minutes(80 minutes)
5th level = object changes forever




Cosmic

These are spells that deal with the electromagnetic spectrum and other types of wave fields. it covers spells from sound to light and darkness to radiation.



Silence: Cancels all spells in target area. Does not work on enchanted objects. Effect is for that instant only (ex: if Wall of Fire was cast in this area, silence would destroy the spell. Any other magic cast in this area after silence has worn off happens like it normally would.)

1st level = Area is 1 meter by 1 meter by 1 meter
2nd level = Area is 2 meters by 2 meters by 2 meters
3rd level = Area is 4 meters by 4 meters by 4 meters
4th level = Area is 7 meters by 7 meters by 7 meters
5th level = Caster's spells are unaffected
6th level = Area lasts for 2 minutes



Cloak: Hides the caster under a cloak of darkness. This spell is near useless in brightly lit areas, on account of the contrast between the darkness cloak, and the area around them. In combat, the spell will work, but they are more likely to be spotted, due to the nature of combat. The duration of the spell is based on the caster's concentration.

1st level = Caster is 50% less likely to be spotted
2nd level = Caster is 75% less likely to be spotted
3rd level = Caster now moves silently as well as being cloaked
4th level = Caster can apply the cloak to others as well as them-self
5th level = Caster can cloak projectiles as well as them self. This includes the silent effect
6th level = Caster is now invisible. The caster's body distorts the air like a mirage



Hallucination: the opponents mind starts seeing hallicunations of things that scare them things that controlled them some time in their life etc...

1st level = shadows in the corner of the opponents vission
2nd level = sounds, smells, tastes, feelings begin to accompany the shadows
3rd level = starts to have a multiturn effect 3-7 turns depending on the opponents skills and immunity to magic
4th level = hallicunations become more solid and vived
5th level = hallicunations begin to play with your sainity for that turn
6th level = hallicunations begin to play with your sainity for more than one turn 3-7
7th level = hallicunations become absolute unrelenting and makes you completely insain for up to 10 turns




Requiem: Caster creates magical cords thinner than spider silk. These cords twist around the target, and constrict it until it is cut to pieces. At the conclusion of the spell, the cords all join together. The spell was named because of the motions that the caster goes through. They look like they are conducting a symphony. The level of the spell dictates the strength of the cords. These cords can also be used to hold other objects like swords, or can be used to seal off a room.

1st level = Cords can withstand 1000 newtons of force without breaking
2nd level = Cords can withstand 2000 newtons of force without breaking
3rd level = Cords can withstand 4000 newtons of force without breaking
4th level = Cords can withstand 8000 newtons of force without breaking
5th level = Cords cannot be destroyed by any other magic
6th level = Cords cannot be broken by any amount of force



Dark Penance: Out of any shadows within the cast area, the caster can call upon blades made of darkness to pierce any enemies who are near them.

1st level = Spears do minor damage and the area of the spell is a radius of 3 meters.
2nd level = Spears do medium damage and the area of the spell is a radius of 3 meters.
3rd level = Spears do medium damage and the area of the spell is a radius of 4 meters.
4th level = Spears do major damage and the area of the spell is a radius of 4 meters.
5th level = Spears do major damage and the area of the spell is a radius of 5 meters.
6th level = Spears leave a trace of shadow that will slowly eat away at the target. the shadow can only be treated by magic, and is very difficult to get rid of.


Light Beam: A powerful beam of super bright and super hot light that melts away at anything in its path.

1st level = beam is 10 centimeters thick and can melt a cube 10 cm3 in 4 seconds
2nd level = beam is 15 centimeters thick and can melt a cube 10 cm3 in 3 seconds
3rd level = beam is 20 centimeters thick and can melt a cube 10 cm3 in 2 seconds
4th level = beam is 30 centimeters thick and can melt a cube 10 cm3 in 1 seconds
5th level = beam is 40 centimeters thick and can melt a cube 10 cm3 in .25 seconds
6th level = beam is 50 centimeters thick and can melt a cube 10 cm3 in .1 seconds


Forbidden Shadow Bind: Several shadows of varying size and shape come out from any nearby natural shadows that restrain the target with a force of 2000 Newtons.

1st level = The Shadows take the form of hands and will grab and wrap around the target's limbs. (500 Newtons.)
2nd level = The target will be wrapped completely in a thin layer of shadow fabric that will stick close to their body. it can cause suffocation to the target (1000 Newtons)
3rd level = The shadows take the form of black burning chains (flames are also black) that cause minor burns. (3000 Newtons)
4th level = All of the above are combined as well as well as 100 shadow bolts are stabbed into the shadow causing serious injury as well as muscle restraint (4500 Newtons plus chance of suffocation and burning damage.
5th level = all of the above plus target is encased in a coffin of darkness that triples the weight of anything inside.(4500 Newtons plus chance of suffocation and burning damage, as well as serious movement restraint.
6th level = All of the above plus a coma is induced into the target once the spell is completely full.

Shadow PuppetSmall Shadowmaterial strings erupt from nearby shadows intertwining themselves with the target. the caster can then move and bend the filaments at will, causing a puppet effect.

1st level = Strings can be broken with magic and have the durability of fishline string.
2nd level = Strings can be broken with magic and have the durability of nycrim wire.
3rd level = Strings can be broken with magic and have the durability of steel wire.
4th level = strings cannot be broken with magic and have the durability of steel wire.
5th level = strings cannot be broken with magic and have the durability of diamond
6th level = strings cannot be broken with magic and have the durability of carbon nanotubes.

Illumination creates a ball of light.
ball follows you
ball can be shot
ball can blind
ball can banish undead
ball can destroy shadowmaterial

(more can be added to the misc spells. as well as new subcategories)


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Earth

Post  The Dark King on Fri Feb 17, 2012 7:37 pm

Earth spells center on using solid materials around the caster to damage foes or create new landscape. Spells can only really be used effectively when the caster is standing on solid ground, or otherwise near a large deposit of solid matter. Spells will dictate what solids can be used for each individual spell.

Terra Fist: This particular spell affects a 1m radius around the living thing it is cast upon. It must be cast on a limb of something to take affect, it then cause a sort of replica of the limb to rise out of the ground when the thing it is cast upon wishes it. This earthen limb will mimic the movement of the limb the spell has been cast upon.

Level 1: The limb is the size of the limb the spell has been cast upon in a radius of 3ft
Level 2: The limb is now 1.5x the size of the limb spell has been cast upon and area of affect is now a 4ft. radius
Level 3: Can now affect 2 limbs at the same time and are now 2x the size of the limbs that spell has been cast upon and has a 6ft. area of affect
Level 4: Limbs are now 2.5x the size of limbs that spell has been cast upon and a 8ft. radius of affect
Level 5: Limbs are now 3x the size of limbs that spell has been cast upon and have a 10ft. area of affect
Level 6: Limbs are now 4x the size of limbs that spell has been cast upon and have a 14ft. area of affect.

More to come soon.

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Re: Spells and Abilities

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