Post by Admin on Sept 22, 2013 3:10:35 GMT
SPELLS
~all characters may start with a single spell of their choosing,
as long as it's of their element.
~all purchased spells after that, are randomized.
~once a character has three spells of their own element,
they are permitted to purchase spells of outside elements
as long as it's of their element.
~all purchased spells after that, are randomized.
~once a character has three spells of their own element,
they are permitted to purchase spells of outside elements
Water Magic
Water
- Drops a small magical ball of water that splashes on top of one enemy.
MP:
Damage:
Blizzard
- Ice energy is called upon and is shot against at a target, shattering on impact.
MP:
Damage: and an additional on any targets that are hit by the shattering ice.
Holy Geyser
- The fountain of life is summoned in order to heal wounds of all allies.
MP:
Heal:
Earth Magic
Stone
- Drops one large magical stone, the size of a head, atop a target.
MP:
Damage:
Quake
- Causes an earthquake that will hit up to three enemies in the area.
MP:
Damage:
Oil
- Blasts out a short range stream of oil, any opponent caught in it will take increased fire damage and will begin to burn for 3 posts.
MP:
Fire Magic
Fire
- Shoots a ball of fire at one enemy.
MP:
Damage:
Dragon's Fury
- Fire energy is focused on the body of a caster or an ally. Physical damage is temporarily increased. This does not cost an action.
MP:
Effect: Double physical damage for a turn
Phoenix's Shine
- Fire energy is focused on the body of a caster or an ally. Physical and magical defense is temporarily increased. This does not cost an action.
MP:
Effect: Half damage taken for a turn
Wind Magic
Aero
- Sends a blast of wind at your target. Can knock them off balance.
MP:
Damage:
- Sends a blast of wind at your target. Can knock them off balance.
MP:
Damage:
Thunder
- Zaps one enemy with lightning from above. Will make the target malfunction if the enemy is a machine for the next post, and cause paralysis to humanoid targets.
MP:
Damage:
Effect: causes paralysis
Body of Wind
- Surrounds self or ally with a gust of magical wind. Increasing defenses and speed a bit.
MP:
Effect: halves physical damage taken and increases speed for a turn
Nature Magic
Thorny Trap
- Thorns grow out of the ground and wrap around the target's ankles. They dig in, making it difficult to move.
MP:
Damage:
Effect: causes slow
Flower
- Surrounds one target in pedals that try to slice and shred at them. Also may disrupt their vision.
Damage:
MP:
Effect: causes blind
Light Magic
Devotion
- Light energy surrounds an ally, or allies, to create a strong shield. While the ally will not take any damage from attacks directed at him or her, the one who cast the spell will receive it. It can end when the caster stops it or falls unconscious.
MP: 0
Effect: Takes damage for allies
Sacred Aura
- The target is bathed in a soft light, healing them slightly.
MP:
Amount Healed:
- Light energy surrounds an ally, or allies, to create a strong shield. While the ally will not take any damage from attacks directed at him or her, the one who cast the spell will receive it. It can end when the caster stops it or falls unconscious.
MP: 0
Effect: Takes damage for allies
Sacred Aura
- The target is bathed in a soft light, healing them slightly.
MP:
Amount Healed:
Dark Magic
Shade
- A dark shadow is cast over a single target, enveloping it in fear and darkness in the caster's next post.
MP:
Damage:
Orba *
- summon three orbs of darkness that can be shot into targets at the caster's discretion.
MP:
Damage: per orb
Bloodlink *
- envelop a target's body in darkness to take absorb their life force.
MP:
Damage:
Effect: damage dealt is healed onto the caster
MP:
Damage:
Orba *
- summon three orbs of darkness that can be shot into targets at the caster's discretion.
MP:
Damage: per orb
Bloodlink *
- envelop a target's body in darkness to take absorb their life force.
MP:
Damage:
Effect: damage dealt is healed onto the caster
Spirit Magic
Reflect
- A mirror of spiritual energy is placed in front of the caster. Any action made toward the caster is sent back to the source.
MP:
Effect: reflect any action made against the caster
Virtual *
- Create an aether copy of your weapon that floats around you, and can be controlled via telekinesis by the wielder. It may be either used to attack or defend, once it is used it vanishes.
MP:
Effect: can attack or defend up to of damage.
- A mirror of spiritual energy is placed in front of the caster. Any action made toward the caster is sent back to the source.
MP:
Effect: reflect any action made against the caster
Virtual *
- Create an aether copy of your weapon that floats around you, and can be controlled via telekinesis by the wielder. It may be either used to attack or defend, once it is used it vanishes.
MP:
Effect: can attack or defend up to of damage.
Time Magic
Stop
- Halt an enemy completely, not allowing them to take an action.
MP:
Effect: target is rendered unable to act for a turn
Haste
- Take an extra action. This does not cost an action.
MP:
Lasts until: The end of your turn.
- Halt an enemy completely, not allowing them to take an action.
MP:
Effect: target is rendered unable to act for a turn
Haste
- Take an extra action. This does not cost an action.
MP:
Lasts until: The end of your turn.
* indicates that the spell is not eligible for a starting spell