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 Magic Lore: Spells

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Caihlem
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PostSubject: Magic Lore: Spells   Mon 7 Apr - 16:57

Once you choose a Branch, you automatically learn all the spells of the Branch Magic, including the Common Magic if these are not already known. Some spells will, however, require a certain level in the sense of the Stamina required to launch the spell.
Spells can also be affected by some objects. These objects are far and few, and their description explains in detail what their effects are



Nature Magic Spells
Common Magic
  • Flare
    The most basic Fire Magic. It consists of increasing dramatically the heat within a givin object. This increase in heat will ignite flamable objects. It will also give weapons an equivalent of +3
    In combat, this spell costs 2 stamina per object and each turn used. A spell caster can choose to end this spell when wanted
  • Mist Walking
    The most basic form of Water Magic. This spell alows the caster to float over water. If used it combat, this spell will cost 1 Stamina per turn and can be activated at the start of the combat without needing to launch it
  • Push
    The elemantary form of Wind Magic. Seers use this spell to move small objects within close range. This allows them to reach items, as well as throw them from a distance. In combat, this spell costs 1 Stamina.
  • Fury of Khalius
    The most powerful Nature Magic spell, availiable only to tose who've mastered the three branches: Fire, Water and Wind. This attack causes a massive storm of Hail while burning the grounds. It lasts 6 turns and causes a magical attack of 5 times the caster's Mana while allowing the opponent to strike only after. This spell costs 120 Stamina


Branch Magic: Fire
  • Burn
    A piercing fire attack. The spell caster casts rays of fire from a given point and directs them as wished towards the target. This spell deals the character's mana in magical damage and costs 1 Stamina
  • FireBall
    The spell caster concentrates the magic around him to form a small fireball within his palm. Higher level spell casters can through a series of these at a leser cost. Each fireball cause a magical hit of twice the mana of the spell caster. The first fireball costs 5 Stamina, the ones following it in chain each cost 2
  • Heatwave
    This spell can target up to two players, although it'llreduce the damage done by half. It deals 3 times the players mana and costs 10 stamina
  • Explosion
    The most devastative Fire Magic on the known world. The spell caster concentrates all the magical energy around him to create a large burning explosion. All units are effect by this, excluding the spell caster. This attack causes a magical damage of 5 times the mana of the spell caster and costs 60 Stamina


Branch Magic: Water
  • Vaporise
    An intricate water magic. This allows the practionner to transform his own body into a semi mist form, nullifying all physical blows. This blocks him(her) from dealing any either. This spell has a price of 5 Stamina per Turn
  • Deflection
    This piece of art, developped over many years, allows the caster to deflect any magical attack aimed at him. Increased consentration will even allow the user to deflect the attack back towards the offender. This spell costs 6 Stamina, and an added 4 if used to its full extent.
  • Ice Shard
    One of the rare offensive spells of this branch. This attack inflicts a magical attack of 3 times the caster's Mana and costs 7 Stamina
  • Cold Silence
    The ultimate Water Magic spell. The user concentrates all the magic around him(her) to cause all opponents to freeze in a large radius. This spell causes all opponents to freeze, blocking all mouvements for 4 turns and costs 80 Stamina


Branch Magic: Wind
  • Double Time
    This basic spell is a highly appreciated trick amongst Seers. It immobilises the caster for one turn and allows him to strike twice, consecutively, the next round. This spell costs 5 Stamina
  • Whirlwind
    A powerful gust which deals the players Mana in physical damage and causes the target to immoblise for one turn. This spell costs 5 Stamina
  • Disarm
    An intricate spell used to literally blow the opponents off guard and disarm them. This spell can target up to three opponents and causes them to loose all weapons and objects equipped. This spell costs 10 Stamina
  • Storm
    The ultimate Wind Magic spell. The spell caster concentrates all the magic around him(her) to cause a powerful storm within a large radius. This spell lasts for 5 turns and deals 3 times the spell casters Mana in physical damage per turn and costs 50 Stamina




Divine Magic
Common
  • Heal
    The simplest form of Purity Magic. This healing spell can regenerate up to 40 H.P for a cost of 4 Stamina. Users of Purity Magic can use Wish instead, which heals up to 80 H.P for 10 Stamina
  • Instinct
    Metagmagic infused, this spell acts as a sixth sense and warns of impending danger. In combat, this allows to know the opponent(s)'s level before engaging the combat. This spell has no casting cost
  • Electrify
    The basic form of Lightening Magic. This spell allows the spell caster to use small electric shocks. In combat, it can be used to make a weapon unleash a Lightning spell upon contact, provided the spell cost had been payed. In combat, this spell costs 5 Stamina per turn used
  • Fury of Temisthra
    The most powerful Divine Magic spell, availiable only to tose who've mastered the three branches: Purity, MetaMagic and Thunder. This spell transforms it's wielder into a Divine Being immune to all magical attacks for 8 turns, and can be cast for 120 Stamina. The spell caster will fall unconscious after retransforming into a human.


Branch Magic: Purity
  • Heal
    The simplest form of Purity Magic. This healing spell can regenerate up to 40 H.P for a cost of 4 Stamina. Users of Purity Magic can use Wish instead, which heals up to 80 H.P for 10 Stamina
  • Vigor
    This spell is a variant of Wish, but allows the target to regain Stamina rather than H.P. For a cost of 5 Stamina, the target regains 20 Stamina
  • Barrier
    This spell, which comes under too forms, creates a magical barrier around the target which screens him(her) from damage for 5 turns. The first form, energy barrier, reduces physical damages by half for 10 Stamina. The second form, light barrier, screens magical attacks by half for 20 Stamina
  • Peace
    A widely used spell by priests. It allows the caster to block an opponents magical ressources for 3 turns, and can be cast for 30 Stamina
  • Circle of Protection
    The ultimate form of Purity Magic. Withing a large radius, all allied units gain 10 in resistance and heal 5 H.P per turn. This spell can be cast for 10 Stamina, then 5 to keep activated each turn


Branch Magic: MetaMagic
Note: All these spells are transformations. They can be launched simultaneously, except the last, provided the price in Stamina is paid. The animal chosen for the transformation depends solely on the caster's will provided it accepts the spell's description
  • Tranformation 1
    This spell allows the user to transform into any animal that increases his(her) strength by 5. This transformation lasts 5 turns and has a cost of 10 Stamina
  • Transformation 2
    This spell allows the user to transform into any animal that increases his(her) defense by 5. This transformation lasts 5 turns and has a cost of 10 Stamina
  • Transformation 3
    This spell will transform any target into a magical creature, increasing his(her) Mana and Resistance by 10 each. This spell, which lasts 5 turns, has a Stamina cost of 30
  • Divine Being Transformation
    This is the ultimate form of MetaMagic. This spell transforms the caster into a Divine Being, adding 20 to his(her) Stamina, and 30 to Mana & Resistance. However, the caster will fall unconscios upon detransformation. This spell can be cast for 40 and lasts 4 turns


Branch Magic: Lightning
  • Bolt
    A small spell which deals the caster's Mana in magical damage for 1 Stamina
  • Thunder
    This intricate spell summones a lightening bolt from the heavens to strike the opponent. This spell causes a magical attack of 3 times the player's Mana. It can be cast for 7 Stamina.
  • Plasma Rays
    This spell, which is used by many who spread faith, can target up to 3 opponents, without reducing the damage caused. This spell causes a magical attack of twice the caster's Mana and costs 10 Stamina
  • Flash Back
    This s the ultimate form of Lightning Magic. This spell allows the caster to call forth 5 spells previously used and to launch them all, provided their respectif cost are all filled. This spell costs 10 Stamina




Dark Magic
Common
  • The Eye
    The basis of Summoning Magic. This spell acts as a sixth sense and is used by those in divination. This spell allows the wielder to see and communiate with spirits and creatures of in a different dimension. In combat this spell grants the wielder control over all summoned beings. If two players have this, the stronger player suceeds. This spell is automatically activated for no cost
  • Extinguish
    The first Lore Magic, this spell allows the spell caster to cancel all Common Magic level spells around him(her) in order to distabilize his(her) opponents. IN combat, the spell can be cast for 6 Stamina
  • Mind Read
    Although this spell is Common Magic, few have the will power to manage to use it. However, when mastered, it grants the user the ability to see into the thoughts of the chosen target. The ability to use this in combat has been lost over the ages
  • Fury of Sharmina
    The most powerful Dark Magic spell, availiable only to tose who've mastered the two branches: Summoning-Lore. However, none alive have ever seen or heard if. Although it is known that this spell exists, non can wield it...


Summoning
These spells all create allies. These allies can be used (or disposed) during the players combat phase, after his own attacks
  • Ghouls
    This basic spell has been used many times before. This spell allows the caster to call forth ghouls of 20 strength, defense and H.P. This spell can be cast for 3 Stamina for the first, then 5 per ghoul
  • Phantom
    This spell allows the caster to call forth a phantom to aid him. The phantom counts as a magical entity of half the casters magic and resistance, as well as having 50 H.P. This spell can be cast for 5 Stamina
  • Necromancy
    This spell has been officially banned and most text books do not speak of it. This spell creates a body of human form with half the stats of the caster. Unless there's a nearby victim, the body thus created is a Forgotten One. If there is a victime, the body is created along his(her) standards of appearence and spell castin ability. This spell can be cast for 15 H.P and 30 Stamina
  • Distortion of Life
    This is the ultimate Summoning spell. This spell causes all summoned creatures to merge together, forming one large mass. Their characteristics are all associated. This spell can be ast for 80 Stamina


Lore
  • Smog
    This basic spell causes a vile smog which poisons all those who're targetted. The poison deals 5 H.P damage for 5 turns and can be used for 10 Stamina
  • Death Bullet
    This spell causes an attack of 3 times the players Mana. The attack is physical or magical depending on the opponents weaker stat. This spell ca be launched for 10 Stamina
  • Life Drain
    This spell has more than once detemined the oucast of a battle. This spell cause a magical attack of twice the casters Mana. The H.P lost in this way is regainedby the caster. This spell can be launched for 10 Stamina
  • Annihilation
    The ultimate form of Lore Magic. This spell causes a shockwavewhich deals 3 times the players Mana in magical damage but also renders any further magic useless for the rest of the match. This spell can be launched for 50 Stamina


Last edited by Caihlem on Fri 11 Apr - 14:26; edited 15 times in total
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Caihlem
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PostSubject: Abreviated Version   Wed 9 Apr - 22:00

Legend:
Common Magic
Branch Magic


Nature
> Flare
+3 Strength to weapons, 2 Stamina per Object each turn
> Mist Walk
3 Stamina per turn, quick launch, walk on water
> Push
1 Stamina, move small objects
> Fury of Khalius Only for masters of Fire-Water-Wind
Mana x5 - magical, 6 turns, immoblize opponent, 120 Stamina

Fire
> Flare
+3 Strength to weapons, 2 Stamina per Object each turn
> Burn
Mana - magical, 1 Stamina
> Fire Ball
Mana x2 - magical, 5 Stamina (2 per extra)
> Heat Wave
Mana x3 - magical, 10 Stamina, 2 targets reduced
> Explosion
Mana x5 - magical, 60 Stamina

Water
> Mist Walk
3 Stamina per turn, quick launch, walk on water
> Vaporise
Nullify physical damage dealt/received, 5 Stamina per turn,
> Deflection
Deflect attack - 7 Stamina // Send back attack - 10 Stamina
> Ice Shard
Mana x3 - magical, 7 Stamina
> Cold Silence
Freeze all for 4 turns, 80 Stamina

Wind
> Push
1 Stamina, move small objects
> Double Time
turn1: block, turn2: double attack, 5 Stamina
> Whirlwind
Mana - physical, immobilize, 5 Stamina
> Disarm
3 targets, unequip, 10 Stamina
> Storm
Mana x3 - physical, 5 turns, 50 Stamina


Divine
> Heal
40 H.P, 5 Stamina
> Instinct
> Electrify
Ligtning Magic in weapon, 5 Stamina per turn
> Fury of Temisthra Only for masters of Purity-MetaMagic-Lightening
No magical damage, 8 turns, 120 Stamina, K.O after

Purity
> Heal
+40 H.P, 5 Stamina
=> Wish 80 H.P, 10 Stamina
> Vigor
+20 Stamina, 5 Stamina
> Barrier
- Energy Barrier: Half physical damage, 5 turns, 10 Stamina
- Light Barrier: Half magical amage, 5 turns, 20 Stamina
> Peace
Immobilize Mana, 3 turns, 30 Stamina
> Circle of protection
+10 resistance allies, +5 H.P per turn, 10 Stamina, 5 Stamina per turn

MetaMagic
> Instinct
> Transform 1
+5 Strength, 5 turs, 10 Stamina
> Transform 2
+5 Defense, 5 turns, 10 Stamina
> Transform 3
+10 Mana, +10 Resistance, 5 turns, 30 Stamina
> Divine Being Transformation
+20 Stamina, +30 Mana, +30 Resistance, 4 turns, 40 Stamina, K.O after

Lightening
> Electrify
Ligtning Magic in weapon, 5 Stamina per turn
> Bolt
Mana - magical, 1 Stamina
> Thunder
Mana x3 - magical, 7 Stamina
> Plasma Rays
Mana x2 - magical, 3 targets, 10 Stamina
> Flash Back
Reuse 5 used spells at once using Stamina, 10 Stamina


Dark
> The Eye
control over summoned
> Extinguish
nullify all Common Magic, 6 Stamina
> Mind read
> Fury of Sharmina Only for masters of Summoning-Lore

Summoning
> The Eye
control over summoned
> Ghoul
1 Ghoul: 20 Strength - Defense - H.P, 3 Stamina (5 per extra)
> Phantom
1 Phantom: half caster Magic - Resistance, 50 H.P, 5 Stamina
> Necromancy
1 false human: half caster stats, -15 H.P & 30 Stamina
> Distortion of life
merge all summoned together, 80 Stamina

Lore
> Extinguish
Nullify all Common Magic, 6 Stamina
> Smog
poison all for 5 turns (5 H.P per turn), 10 Stamina
> Death Bullet
3x Mana - magical OR physical, 10 Stamina
> Life Drain
2x Mana - magical, retreive H.P, 10 Stamina
> Annihilation
3x Mana - magical, no more magic after (all), 50 Stamina


Last edited by Caihlem on Fri 11 Apr - 14:26; edited 7 times in total
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PostSubject: Re: Magic Lore: Spells   Thu 10 Apr - 14:38

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