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Spells and Levels
Topic Started: Apr 13 2008, 11:16 PM (755 Views)
Abnormal-Child
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Spells and Levels

On Legend Makers there are 5 schools of magic. When joining the site and making a character you will have to assign points to different schools of magic in order to show how powerful your character will be in different schools of magic. Below I will be listing the different kinds of spells a character can cast at different levels.

Note: Void spell casters can make other school magic’s slightly more powerful when combining the void with a spell but this will result in the Void caster falling under added harm due to the effects of the Void.

*If you have any ideas for new types of spell, please Pm me the form below, fully filled out and you may be rewarded with points in order to make your character more powerful at magic.

Code:
 
[b] School of Magic:[/b]
[b] Name of spell:[/b]
[b] Level of spell:[/b]
[b] Description of spell:[/b]
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School of Fire Spells:

What has the School of Fire Magic got to offer?

The School of Fire Magic offers spells that draw upon the raw heat of fire and can add to the an enemies emotions, drawing the being into a fit of fury. Other spells can effect an enemies will to attack. The School of Fire Magic is mostly looked upon as a destructive force and often used by battle mages.

Number of spells: 25



Level 1: Blaze: Cast a small explosion of heat which may result in causing a small fire.

Light: Caster gains the ability to create a small orb of pure light, which can illuminate the sounding area.


Level 2:Singe: Spell caster can deal minor burns to a foe when making physical contact, the longer the touch, the more damage is inflicted.
Spell made by: Nafan Qualinesti

Burn Corpse: Spell Caster can induce an intense and searing flame on a corpse. This flame only affects corpses and lasts a short while before the corpse is entirely turned to ash.


Level 3:Fire Shield: Spell Caster gains the power to create a shield made of fire which can be used to deflect and inflict damage.

Fire Wall: Spell Caster gains the power to create a wall of fire that is as long as the length of a car. This wall of fire can be used to melt small incoming projectiles and inflict damage to those who ventures too close to it.
Spell made by: Nafan Qualinesti

Flare: A sudden explosion of fire in the air can be caused by the caster. The explosion can also affect the caster or anyone else nearby if used too close.
Spell made by: Nafan Qualinesti

Fire elemental: This spell summons an elemental of fire. The elemental can be used for anything the summoner wishes. However in a fight, a fire elemental isn’t very powerful but is resistant to normal weapon attacks due to it’s body mass is a fiery substance. On the counter part, the fire elemental is very weak to magical attacks.

The form of the elemental is not defined, meaning a elemental can take on any form the spell caster wishes.

Maintaining an elemental doesn’t take large amounts of concentration. So casting other spells is possible. However keeping the water elemental standing uses a large amount of the spell casters energy.
Spell made by: Eddie

Will-o'-wisp: Enables the Spell Caster to summon a small swarm of fiery orbs, which seek out and harass a determined target. It should be noted that without sufficient skill, this spell can be dangerous; The wisps are relatively autonomous, and may ignore the orders of the Caster and wander freely, starting fires wherever they eventually choose to land.
Spell made by: Joey North


Level 4:Heat Wave: Caster can produce a blast of heat to erupt from their body, causing close by enemy to either retreat or have to take a step back to avoid intense heat.

Searing heat: This spell allows the caster to heat up anything he/she wishes. Longer the spell is cast the higher the temperature. However contact must be made and maintained. So extremely temperatures would be unviable as the caster is also in contact with the object.
Spell made by: Eddie

Boil: Enables the user to quickly elevate the temperature of liquids to a boil. (Useful for those casters who enjoying cooking). Alternatively, targeting a living organism with this spell induces feverish effects, making them woozy, dehydrated, and less willing to engage in battle.
Spell made by: Joey North


Level 5:Rage: Spell caster becomes enraged and gains added strength and magical power but focus and logic is heavily dropped, causing caster to be a destructive yet clumsy force.

Bomb: Spell Caster ignites a magical bomb, that can be hurls at the Target. Explosion may take a few moment but results are destructive.

Shimmer: The caster’s skin heats to a white-hot glow, illuminating the surrounding area as well as making them dangerous to fight in physical combat. While this spell lasts, it also affords the user a slightly increased resistance to Ice and snow-based attacks from the Water School.
Spell made by: Joey North


Level 6:Sonic Seizure: Spell caster can cause horrific pain in foes head. Spell can only be used once in battle but can stop enemy spell cast from casting spell.

Demoralize: Spell caster gains the ability to demoralize his enemy so they will be less willing to attack and more likely to flee.


Level 7:Magna Burst: Spell caster causes Magna to burst from the ground onto the local battle field. The burst of Magna are unpredictable, so spell caster is also in harms way while this spell is being cast.


Level 8:Temporary Insanity: Spell caster can make enemy temporary go rouge and force the enemy to loose sight of who’s friend and who’s foe. This can lea to enemy striking other enemies.


Level 9:Incinerate: Spell caster envelops the Enemy with searing flames, quickly leading to enemies death. Spell should only be used if in direr situation.

Inferno elemental: This spell summons an elemental of fire. The elemental can be used for anything the summoner wishes. In a fight, a inferno elemental is very powerful and resistant to normal weapon attacks but on the counter part, the inferno elemental is very weak to magical attacks.

The form of the elemental is not defined, meaning a elemental can take on any form the spell caster wishes.

Maintaining an elemental takes a large amounts of concentration. So casting other spells is possible but difficult. However keeping the inferno elemental standing uses a large amount of the spell casters energy and if spell caster fails to keep control of elemental, the elemental will go rouge and destroy anything in it‘s path.
Spell made by: Eddie


Level 10:Meteor: Spell caster gains the ability to create some large molten mass in the skin which can be hurdled toward the earth at an extreme speed, resulting a heavy damage.

Note* Due to area affected by the falling Meteor, spell can not be cast toward foe at close quarters, otherwise meteor will deal heavy damage to caster as well.

Pillar of Destruction: The mastery spell of this school. This spell is unrivaled in it's destructive power. Although it requires a tremendous amount of power to use, the effects are devastating. The spell caster summons an inferno column of fire that burns at an extremely high temperature. Anything touched by the flames at the center will be vaporised, melted and destroyed. The heat eminating from the central column can set anything ablazed. The area of effect for this spell is very large. And the spell caster casting Pillar of Destruction must be at a safety distance of at least 50 meters. With the destructive power of this spell, it has only been known to have been used twice in the entire recorded history of magic. Once by Arch Mage Valentine and another a powerful unknown mage. The after effects of this spell is enormous, without the use of magic to help restore the environment, the after effects that can last for weeks, even years.
Spell made by: Nafan Qualinesti

Comet: An improved version of Meteor, comet causes a swarm of meteors to crash into an area indicated by the user. This spell can cause catastrophic damage, and is extremely deadly when used too close to the caster, or if the caster loses control of the spell.
Spell made by: Kite

Champion of the Inferno: This allows the caster to transform temporarily into an inferno elemental. They gain the power to control the very fires of hell(some say). They can shoot streams of flames and fire balls from their hands, as well as create large walls of flames. Their body becomes pure fire, affording protection from all but the most powerful spells, and incinerating any who come too close. However, this spell is very taxing on the body, and many casters collapse after the transformation expires.
Spell made by: Kite
Edited by Abnormal-Child, Dec 8 2008, 05:05 PM.
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School of Water Spells:

What has the School of Water Magic got to offer?

The School of Water Magic focuses mainly on water and frost spells as well as a ranger of counter spell abilities. The School of Water Magic is mostly used by those who wish to defend ones self from destructive forces like spells created in the School of Fire Magic.

Number of spells: 25



Level 1:Quenching Thirst: Create a small orb of water (can be thrown but little damage would be caused).

Healing Salve: Spell caster can cast a spell upon drinking giving some minor healing properties. Liquid can heal some minor internal damages and gives the consumer a added willingness to live.

Puddle Banter: For this spell, two spell casters must have one bowl of water each, a time to speak and have to cast the spell around the same time, other wise no connection will be made. Most people cast the spell around sunset. When casting this spell, each spell caster can see the other spell caster in the small bowl of water and also hear them. This is a easy way for water spell casters to commutate over great distances. One effect of this spell is that it draws on the water in the bowl. So the longer spell is cast, the more water will vanished until their isn’t any left and commutate will end. Water can not be added during the spell due to the ripple in the puddle disrupts the spell.


Level 2:Water Breather: Caster gains the ability to breath under water.

Snow Ball: Spell caster can create a freezing orb of ice, which can to thrown toward enemy causing damage.


Level 3:Counter Spell: Spell caster can cast a spell which neutralises the effects of an enemies spell (Can only be cast once in a battle)

Light Snow Fall: Caster chills the surrounding area and causes light snow fall. This can cause local fire spells to weaken and can slow the enemies movements.

Sleeping Potion: Spell caster can cast a spell over a drinkable liquid, giving the liquid the ability to draw the consumer into a deep sleep If ingested. Spell caster mush make contact with liquid in order to cast spell.

Water elemental: This spell summons an elemental of water. The elemental can be used for anything the summoner wishes. However in a fight, a water elemental isn’t very powerful but is resistant to normal weapon attacks due to it’s body mass is a liquid substance. On the counter part, the water elemental is very weak to magical attacks.

The form of the elemental is not defined, meaning a elemental can take on any form the spell caster wishes.

Maintaining an elemental doesn’t take large amounts of concentration. So casting other spells is possible. However keeping the water elemental standing uses a large amount of the spell casters energy.
Spell made by: Eddie


Level 4:Down Pour: Spell Caster can create a heavy down pour to break from the clouds, can destroy some Fire magic spells.

Telescopic Sight: Enables the user to bend the water in the air, and shape it into a lens, for viewing remote locations. This requires an understanding of the properties of both water and light refraction to properly utilize.
Spell made by: Joey North


Level 5:Costal Shift: Spell caster can move large bodies of water and create heavy waves in order to knock foe back. Spell can only be cast if large body of water is in the local area for use.

Water Prison: Water can be formed and surround a target, trapping them in a bubble of water. If not escaped, the target can eventually drown. Although it is water, the prison cannot be turned into ice. As the water is constantly moving, and will not freeze. Unless the caster is experienced enough to create glaciers...
Spell made by: Nafan Qualinesti


Level 6:Liquefy: Spell caster gains the ability to turn a solid mass into a liquid mass. Spell caster must touch object with both hands in order to perform spell.

Mist: Summons and instantly evaporates water into an enveloping fog, used to obscure and conceal parties (useful for quick getaways)
Spell made by: Joey North


Level 7:Water Striding: Spell caster gains the ability to walk on water. Spell can also to cast on fellow allies.

Flash Torrent: A concentrated stream of water is summoned by the caster, the torrent then rushes in very quickly, sweeping anything it touches away, far far away.
experienced enough to create glaciers...
Spell made by: Nafan Qualinesti


Level 8:Thunder Storm: Spell caster forms a heavy thunder storm in local area, which causes lack of vision due to heavy down pours, added electrical hazards from falling lightning and heavy winds, slowing all who are caught in the storm.

Frozen Coffin: Summoning water to encase a target, the spell caster can effectively freeze the water to trap the target in an icy prison. Death can be assured in more ways then one if one does not escape the clutches of this spell.
Spell made by: Nafan Qualinesti


Level 9:Purity: Spell casters spell will cause any undead in local area to retreat and all local allies will be cured of any Void magic effect.

Ice elemental: This spell summons an elemental of ice. The elemental can be used for anything the summoner wishes. In a fight, a lightning elemental is very powerful and resistant to normal weapon attacks but on the counter part, the elemental is very weak to magical attacks.

The form of the elemental is not defined, meaning a elemental can take on any form the spell caster wishes.

Maintaining an elemental takes a large amounts of concentration. So casting other spells is possible but difficult. However keeping the ice elemental standing uses a large amount of the spell casters energy and if spell caster fails to keep control of elemental, the elemental will go rouge and destroy anything in it‘s path.
Spell made by: Eddie


Level 10:Blizzard: The spell caster forces the surrounding area to drop well below freezing, brings forth a blizzard which lumbers sight and movement. Following this the enemy with begin to freeze over, limbs becoming encased in ice, ceasing movement of foe.

Note* effects of blizzard effect the spell caster, this may cause the spell caser to suffer from hyperthermia if not careful.

Blood Control: The mastery skill of the school of water. Those who study long and hard, with sufficient understanding of the human body and the power of water may yet find themselves able to manipulate blood. Those who can manipulate blood can effectively turn a living object with blood in them into their puppet. Although this is tiring work and concentration cannot be broken, this is a very powerful skill. Blood can be manipulated in many ways, once mastered, this skill can be extremely powerful. Because of the knowledge needed, no one alive is known to have the power of Blood Control. Even if they did discover how to control blood, no one will ever admit it for fear of reprecussions.
Spell made by: Nafan Qualinesti

Glacier of Might: This allows the caster to transform temporarily into an ice elemental. They gain the power to encase their foes in Ice, and can cause blizzards to rage at will, as well as create walls of ice for protection, and spear-like weapons from ice. Their body becomes pure ice, affording them protection from all but the most powerful spells, and freezing any who come too close. However, this spell is very taxing on the body, and many casters collapse after the transformation expires.
Spell made by: Kite
Edited by Abnormal-Child, Dec 8 2008, 05:06 PM.
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School of Earth Spells:

What has the School of Earth Magic got to offer?

The School of Earth Magic holds a close grip to nature seeing as most of the spells are directly linked with the soil and surrounding plant life local to the spell caster. The magic style has also close links to the animal world , as some spells give the ability to communicate with animals.

Number of spells: 25



Level 1:Minor Healing: Spell caster can heal minor harms to self or others (Bruises and scratches, can not heal damage boils and such suffered by Void casters).

Solid Foundations: The spell caster can cause the surrounding natural earth to harden if terrain is boggy or muddy, making travelling easier. This can also be used to stick people in the ground for a small amount of time if their boots or such were under the mud during the spell.


Level 2:Slow: Spell caster can cast a spell which causes the enemies movement to slow. The spell effects any part of the enemies body which is touching the ground. The earth itself grips the enemy more than normal, making walking and crawling far more difficult. This spell only lasts around a minute at a time.

Rooted: Spell Caster can bring surrounding plant life to life to restraint foe.

Stone Defense: With this spell, the caster can quickly bring up a barrier in front of them for defensive purposes. This barrier must be summoned where soil, rock, or earth is available. Although it is not a very strong barrier, it can defend against minor spells of Level 1 to 2 easily. Since it is summoned directly in front of the caster, their vision is obscured.
Spell made by: Nafan Qualinesti


Level 3:Animal Communication: Spell caster can cast a spell giving the ability to communicate with animals, level of response may vary depending on intelligences level of animal.

After Shock: Surrounding ground shakes violently and cracks, causing foe to loose balance. Effect of spell can also effect spell caster if to close to foe.

Earth elemental: This spell summons an elemental of earth. The elemental can be used for anything the summoner wishes. However in a fight, a earth elemental isn’t very powerful but is resistant to normal weapon attacks due to it’s body mass is a solid substance. On the counter part, the earth elemental is very weak to magical attacks.

The form of the elemental is not defined, meaning a elemental can take on any form the spell caster wishes.

Maintaining an elemental doesn’t take large amounts of concentration. So casting other spells is possible. However keeping the water elemental standing uses a large amount of the spell casters energy.
Spell made by: Eddie


Level 4:Small Shape Shift: Spell caster can shape shift into a animal between the size of a mouse to the size of a large house hold cat.

Anti Magic: Spell caster isn’t effected my any spell of low level (level 1 and 2)

Fertile Ground: Spell caster can create plant life in local near by using this spell.

Magnetic Field: The spell caster is able to manipulate magnetic fields around them, able to attract and repel metal objects to their will. Concentration is required and gestures is needed to moved them in the desired direction.
Spell made by: Nafan Qualinesti


Level 5:Ground Defence: Spell Caster gains the ability to solidify flesh in a rock like material, causing caster to gain the ability to with stand more damage

Resurrection: Spell caster can resurrect fallen ally, spell can only be caster within three minutes of allies death. Also this spell will need to be accompanied by some healing aids seeing as any harm done before death will not be healed by this spell.

Earth Phasing: Having sufficient knowledge of the earth, the spell caster is able to pass through earthen materials as if thin air. They are required to hold their breathe and move pass their obsticle as quickly as possible, lest they be stuck between the earth and be killed.
Spell made by: Nafan Qualinesti


Level 6:Sand Storm: Spell caster gains the ability to create a sand/ dirt storm in local area, which can cause damage eyes and limit vision.

Falling Timber: Spell caster can make surrounding planet life fall in direction of enemies.


Level 7:Shape Shifter: Spell caster can shape shift into any animal form.

Muscle Burst: Spell caster gains the ability to increase physical mass by double and become twice as strong. This only works for a total of an hour.

Earthen Body: Having known the workings of the Earth, they apply their power to their own body. This spell can allow the caster to have their body become "atuned" to the earth. Able to withstand earth based attacks and spells. Effectively protecting them from most weapons as metals are also earth based. This spell only works for small amounts of time and can only be cast twice a day.
Spell made by: Nafan Qualinesti


Level 8:Up Roar: Spell caster causes the ground in front to surge forwards and up toward enemy. This shift in the ground can cause to major damage to the surrounding landscape.


Level 9:Acid Cloud: Spell caster expless an Acidic gas from mouth surrounds the Target and causes burns and boils to form on foes skin.

Stone elemental: This spell summons an elemental of stone. The elemental can be used for anything the summoner wishes. In a fight, a lightning elemental is very powerful and resistant to normal weapon attacks but on the counter part, the elemental is very weak to magical attacks.

The form of the elemental is not defined, meaning a elemental can take on any form the spell caster wishes.

Maintaining an elemental takes a large amounts of concentration. So casting other spells is possible but difficult. However keeping the stone elemental standing uses a large amount of the spell casters energy and if spell caster fails to keep control of elemental, the elemental will go rouge and destroy anything in it‘s path.
Spell made by: Eddie


Level 10:World Shaking: The magnitude of this spell is enourmous, although not as destructive as the Pillar of Destruction from the school of fire, World Shaking can literally bring the world to its knees. Fulling focusing on this spell, and using the spell caster as the epic center, a large scaled earthquake is spread throughout the land. The after shock can even be felt as far as 5km away. The initial zone around the caster erupts and the landscape is distorted, shaping it with cravases, create small penisulas and hills, create valleys and can even make city walls fall. This spell affects anything and everything regardless, even the caster is affected. Since the caster cannot fully concentrate with all the shaking, the spell doesn't usually last very long to do enough damage. Maybe break a few buildings, crack the earth around enemies and friends. This spell has never been cast at it's fullest potential, if someone did try and succeed, the world would be shaking lose by it's foundations.

NOTE: This spell has massive after effects on the spell caster, leaving the cast weak and defenceless.
Spell made by: Nafan Qualinesti

Nature’s Fury: This allows the caster to transform temporarily into a Stone Elemental. They gain the power to cause small earthquakes, as well as causing plant life to attack their foes. They can raise mounds of earth to create walls, and can throw heavy rocks with ease. Their body becomes pure stone, affording them protection from all but the most powerful spells, and crushing any who come too close and are physically attacked. However, this spell is very taxing on the body, and many casters collapse after the transformation expires.
Spell made by: Kite
Edited by Abnormal-Child, Dec 8 2008, 05:07 PM.
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School of The Void Spells:

What has the School of The Void got to offer?

The School of the Void is a dangerous and illegal practice but it does have some interesting practices. The School of The Void focuses on death, poison and harm inflicting spells. Most of this kind of witch craft is said to be un holy.

Number of spells: 25



Level 1:Decay: Spell caster can cause organic (doesn't work on living being but can be used on someone after death on order to cause corpse to turn into simple dirt) material to decay and can make metals rust by touch when spell cast.

Smog: Spell Caster gains the ability to belch out a thick black smog like substances which can limit visibility and cause coughing fits.


Level 2:Venom Touch: Spell caster gains a venomous touch which can leave the victim weak and wary.

Corpse Drain: Spell caster gains the ability to draw energy from a corpse, giving the spell caster the ability to cast further spells. Also results of spell leave the spell cast feeling slightly numb, reducing feeling of present pain from spell casting.


Level 3:Temporary Blind: Spell caster can cast a spell upon a foe, causing loose of vision for a time.

Shrink of Dread: Spell caster gains ability to scream at a high frequency, which causes temporary deafness to surrounding foes. Spell also effects spell caster.

Shadow elemental: This spell summons an elemental of shadow. The elemental can be used for anything the summoner wishes. However in a fight, a shadow elemental isn’t very powerful but is resistant to normal weapon attacks due to it’s body mass is a fiery substance. On the counter part, the shadow elemental is very weak to magical attacks.

The form of the elemental is not defined, meaning a elemental can take on any form the spell caster wishes.

Maintaining an elemental doesn’t take large amounts of concentration. So casting other spells is possible. However keeping the water elemental standing uses a large amount of the spell casters energy.
Spell made by: Eddie


Level 4:Venom Darts: Spell caster gains the same powers as when casting Venom Touch, but it now able to strike others with a projectile force which gives the same effects.

Evil Eye:The Evil Eye is more of a genetic defect caused by tapping into the fourth level of void magic, rather than an actual spell. With it, the user can cause any person who comes into eye contact with them to experience a one minute( one post ) Illusion of their worst nightmare. However, the Evil Eye come swith a price; Should the user use it on a person who it has already been used on within the last twenty four hours, the spell is reversed; And if the user uses it more than three times in a 24 hour span ( one thread ) they may be trapped in an area of Void space for an indefenite amount of time.
Spell made by: Kite

Portal:With this spell, the user can create a portal as an easy means of transportation. However, this spell is very taxing on the body, and the portal may lead to dangerous areas( such as the bottom of the ocean ) if the user is too weary to control the spell properly.
Spell made by: Kite


Level 5:Shadow: Spell Caster can turn self into a shadow form in order to move un detected but can not cast offence spells or actions while in this form

Shadow Clones: Using shadows to create duplicates of the spell caster. These clones all have a mind link with each other, but the dominant mind resides within the original. A maxiam of 5 clones can be produced. Once a clone is stuck, the clone shadow vanishes.
Spell made by: Nafan Qualinesti


Level 6:Heart Falter: Spell caster causes the enemy to suffer extreme chest pain, attack can not kill but can cause temporary harm.

Weaken: Creates illusion of Enemies muscles rotting away which causes destress and the spell also leaves the victim weakened, which reducing melee damage.

Dread: Spell caster creates a area of pure darkness that causes Air Magic's uses flesh to burn for a number of seconds. Spell only lasts for a few seconds and can only be used a few times in a day. If this spell is used in the presents of a Void user, it can heal the effects of a holy spell.
Spell made by: Kite


Level 7:Human Shape Shifting: Spell Caster can change their appearance so he/she appearance like another human (Must of once had direct contact with that person in order to take their form)

Crushing Darkness: Darkness embraces its victim with this spell, the target will be surrounded by complete darkness, unable to use any of their senses. It gives them the apperance of the total void.
Spell made by: Nafan Qualinesti


Level 8:Death Bomb: Spell caster create a blast which flow from spell caster’s flesh. All local non living creature (doesn't effect animals or humans) are destroy in local area. This also effects plant life. Effects of this spell can create massive damage to enemy armour and destroy any cover in local area. Remember to think of the level of damage such a spell would do to a area. Avoid casting in cities unless you want half a building and stuff falling onto your character.


Level 9:Deaths Kiss: Spell caster can cast a spell, which fill’s foes lungs with toxic gas which result in which death. Spell can only be cast while embraced in open mouthed kiss.

Void elemental: This spell summons an elemental of fire. The elemental can be used for anything the summoner wishes. In a fight, a lightning elemental is very powerful and resistant to normal weapon attacks but on the counter part, the elemental is very weak to magical attacks.

The form of the elemental is not defined, meaning a elemental can take on any form the spell caster wishes.

Maintaining an elemental takes a large amounts of concentration. So casting other spells is possible but difficult. However keeping the void elemental standing uses a large amount of the spell casters energy and if spell caster fails to keep control of elemental, the elemental will go rouge and destroy anything in it‘s path.
Spell made by: Eddie


Level 10: Necromancy: Spell Caster can revive someone from the grave. Effects of spell has a number of negative effects such as, victim whom spell is cast upon looses ability to take pleasure in life, un able to sleep, eat, drink but positive effects are victim gains an extra 5 ability points in Void Magic but loses ability in all other Magic schools.

*Note: Victim can not live off of food and drink but much kill others in order to steal their soul essence. This results in Victim keeping their human appearance and stops the rotting effects. Also the Victim can not die unless spell caster is slain (Slaying of caster can not be preformed by undead victim) or victim is stuck down by a powerful spell.

Into the Void: Spell caster can gain a second life. This spell can is rarely ever preformed for it needs a willing sacrifice (Other players character) In order to perform the spell, the caster must cut victims throat and taste the blood of the victim but the victim but be fully willing, if victim had any shadow of doubt, spell will not work. . If spell is successes, spell caster will gain a second life as said before. This means spell caster can survive something fatal. If Spell caster has not been healed within 1 day, another life will be taken if spell caster has more than one, others wise death will follow.

Eternal Darkness: Eternal Darkness is the mastery spell of the school of void magic. This spell might sound simple, but the complexities it involves is unrivaled. Some believe this spell is only a myth, as mastering it will require a second life... This sinister spell does not focus on open destruction, it eliminates the core of someone, their soul. Where the soul is an eternal light that burns within a living being, Eternal Darkness surrounds that light with darkness. Without the light of a soul, the body of the soul falls into a coma, they become a puppet for the spell caster. They are unable to think, only follow the exact order of the spell caster. The spell caster can use their magic to send only one order to the puppet, and one order only. It must be phrased precisely, or else their actions might not be what the spell caster is after. Eternal Darkness is a spell that is undetectable. Even if someone believes the spell is not a myth, and believe a puppet is under the influence of Eternal Darkness, they cannot reverse the process because they cannot locate a puppet's soul to free them from the dark cover that is the spell. It is rumored that under the school of air, a Holy spell resides that is able to counter this mythical void spell. The name and how to perform it had been lost in the ages.
Spell made by: Nafan Qualinesti

Hell Dimension: A truelly evil spell, this allows the user to create an alternate 'pocket dimension', where they can trap a person or group of people as they please. However, this spell requires 'creation' energy; The life-span of the user is reduced depending on the size and duration of the Pocket Universe they create. However, the user may trade their entire life force to creat a permanent, inescapable prison for whomsoever they may choose.

NOTE: Promision from other user must be given before spell can be cast and a member of staff must also be informed about the event to make sure no powerplaying is taking place.
Spell made by: Kite

Demon of the Darkness: This allows the caster to temporarily transform into a void elemental. They control the very essence of the void, using it to crush their foes, create mass amounts of clones, and fill the area with toxic fumes. Their body becomes a toxic gas, though solid, affording them protection from all but the most powerful spells, and poisoning/suffocating any who come too close. However, this spell is very taxing on the body, and many casters collapse after the transformation expires.
*WARNING* This spell drains the casters life force. Use with EXTREME caution.
Spell made by: Kite
Edited by Abnormal-Child, Dec 8 2008, 05:08 PM.
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School of Air Spells:

What has the School of Air Magic got to offer?

The School of Air Magic offers spells which can create a range of different effect. Most Air spells are directly related to the wind and soothing mental effect. Air magic has also been directly linked to holy magic and has been made the official school of magic for most religious orders.

Number of spells: 26



Level 1:Calming Effect: Caster can produce a calming effect which can lower aggression or uneasiness in the surrounding area.

Breeze: A rush of wind created by the spell caster, not a very strong wind, but enough to sway very light objects that are already brought up by natural wind in the direction of their choosing.
Spell made by: Nafan Qualinesti

Flash Step: A very basic Air spell, this allows the user to move as quick as a flash of light for one step. However, repeatedly using this spell can be very draining on the body.
Spell made by: Kite


Level 2:Gale: Spell Caster creates a strong gale of wind which can be aimed upon another. It is not strong enough to pick up objects, but enough to stagger or even knock down light targets.
Spell made by: Nafan Qualinesti


Level 3:Lighting Bolt: Caster can fire off an onslaught of lightning bolts against an enemy (bolts can burn caster from time to time).

Air elemental: This spell summons an elemental of air. The elemental can be used for anything the summoner wishes. However in a fight, a air elemental isn’t very powerful but is resistant to normal weapon attacks due to it’s body mass is a gas substance. On the counter part, the air elemental is very weak to magical attacks.

The form of the elemental is not defined, meaning a elemental can take on any form the spell caster wishes.

Maintaining an elemental doesn’t take large amounts of concentration. So casting other spells is possible. However keeping the water elemental standing uses a large amount of the spell casters energy.
Spell made by: Eddie

Wind’s Voice: Enables the user to carry a message upon the wind across distant lands, to a specific target or targets. The magnitude of the distance and specificity of targets depends on the skill of the caster. (Truly skilled users can manipulate this spell to carry a whisper into a friend’s ear from many miles away.)
Spell made by: Joey North


Level 4:Haste: Spell Caster can perform a spell which give the ability to move faster.

Sweeping Winds: Spell caster create a strong wind, which picks up small objects like rocks and planet life and launches it in enemies direction.

Lull: Creates a heaviness in the air, a feeling of overwhelming serenity that lessens anger and aggression and promotes restfulness. (A stronger version of Calming effect and the spell of choice for insomniacs)
Spell made by: Joey North

Whiplash: Allows the user to bend and sharpen the wind, to the point that contact with the focus point of the spell produces a laceration to the enemy, similar to the lash of a whip. (Skilled casters have shown greater acuity, sharpening the focus point to the similitude of a blade-like edge.) A warning, that this spell is fairly taxing to the user, and continued use may result in fainting or exhaustion (and subsequent vulnerability).
Spell made by: Joey North


Level 5:Levitation: Spell caster can float and move slowly throw the air.

Cyclone Armor: Spiralling winds envelope the caster's body, allowing them to deflect small incoming projectiles off their body and reduce the damage of incoming hits. Although any spells higher then Level 5 will automatically by pass this.
Spell made by: Nafan Qualinesti


Level 6:Holy: Spell caster creates a blinding light that causes Void Magic's uses flesh to burn for a number of seconds. Spell only lasts for a few seconds and can only be used a few times in a day.

Choir: The Spell caster can bend the air to create sound; the variety and creativity of the sound is dependent on the skill and emotional investment of the user; the product could be anything, from an angelic choir, to a haunting melody, a sorrowful refrain, or even a deafening shriek. The latter of which makes it useful in battle, as a powerful enough shriek can startle, temporarily disorient, and otherwise dissuade would-be attackers.
Spell made by: Joey North


Level 7: Floating Shield: The Spell caster can cast a spell which produces a invisible force which deflects some projectile objects.

Chain Lightning: The spell caster summons a stroke of lightning bolt that jumps to nearby targets. This is a very dangerous skill to use, those who do not understand the nature of lightning cannot control Chain Lightning. Without control, the lightning bolt will jump randomly, striking anything that conducts electricity. It does not matter friend or foe, or even the caster themselves. With sufficient control, the lightning can jump according to the will of the spell caster.
Spell made by: Nafan Qualinesti

Cloud Calling: With patient concentration, and sufficient understanding of ‘The Great Aerial Ocean’ and it movements, A caster using this spell can subtly alter the course of the clouds in the sky, thereby affecting the weather. (Able to draw in or rebel storms, gather clouds together to produce shade, etc.)
Spell made by: Joey North


Level 8:Dust Devil: Spell cast against the ability to create a strong dust devil (small tornado) which can pick up local objects people and throw them though the air at high speeds.

Holy Armor: A golden aura envelope the caster's body, allowing them to become immune to all void spells Level 5 and below. Any spells Level 5 or above will instantly bypass this effect.
Spell made by: Nafan Qualinesti


Level 9:Respite: Spell casters spell causes enemies to be unable to attack the caster, with physical or magical attacks. After casting spell, spell caster should quickly search for cover due to massive lack in energy due to spell.

Lightning elemental: This spell summons an elemental of Lightning. The elemental can be used for anything the summoner wishes. In a fight, a lightning elemental is very powerful and resistant to normal weapon attacks but on the counter part, the elemental is very weak to magical attacks.

The form of the elemental is not defined, meaning a elemental can take on any form the spell caster wishes.

Maintaining an elemental takes a large amounts of concentration. So casting other spells is possible but difficult. However keeping the lightning elemental standing uses a large amount of the spell casters energy and if spell caster fails to keep control of elemental, the elemental will go rouge and destroy anything in it‘s path.
Spell made by: Eddie

Tornado:Creates a powerful tornado that destroys and absorbs everything in it's wake, including the caster if he/she loses control of the spell. This spell causes a a wake of destruction to be left in the path of the tornado. Be thoughtful of environment, seeing as objects being pulled toward the tornado may also strike the caster is in the way.
Spell made by: Kite


Level 10:Flight: Spell Caster gains the ability to take flight and move freely though the air

Note* Major effects on the surrounding area when casting spell, air becomes very thin in local area, meaning spell caster will rapidly have to move in order to refill his/her lungs with breathable air. Also spell caster should be reminded, a higher a person goes, the thinner the air becomes.

Sanctuary: Mastery spell of this school, it allows the caster to meditate, while generating a field around them. This field is impassible by all once it is in place. Air prevents physical objects from entering or exiting. Holy will strike damage into any Void magic, even summons created by Void. Lightning will help prevent other spells of other schools from breaching. Unless another level 10 spells is enacted upon Sanctuary, or many Level 9 spells cast on it at once, this field is unbreachable. This cannot be sustained long, as the air inside is taken away at a rapid rate, as well as quickly tiring due to maintaining such a spell.
Spell made by: Nafan Qualinesti

Lightning Lord: This allows the caster to transform themselves temporarily into a lightning elemental. They gain the power to control the raw force of lightning itself, sending bolts of it at their enemies. Their body becomes pure lightning, affording them great speed and protection from all but the most powerful spells, and electrocuting any who come close. However, this spell is very taxing on the body, and many casters collapse after the transformation expires.
Spell made by: Kite
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