|
Post by Trippy Hare on May 20, 2006 16:21:29 GMT -5
Within the pages of this most sacred tome lie all of the known magical spells in the world of Eshathar. This is where approved spells will appear, for all who are able to wield the power of magic to use as they see fit.
Remember, until a spell appears here, it is not approved...and does not exist for characters to use.
|
|
|
Post by Trippy Hare on Jun 26, 2006 23:18:51 GMT -5
ELVEN FLASH BURST Created by: FyaPaladin
Effect: This dazzling feat of Arcane Art been passed down through generation after generation of the Elven community, for many centuries prior to the War of Oblivion. Originally thought to be made by the Elven warrior mage known as Helios. Extending outwards from the palm of the user, this spell causes random flares of light to explode in the immediate vicinity; the effect of which being a dazzling lightshow that causes momentary blindness and, for those unfortunate enough to have a random flare form on their skin/pelt, an intense burning sensation. This spell doesn’t differentiate between friend and foe so the utmost caution should be employed when using said spell. In the hands of an experienced elf (or a highly experienced mage) this spell can grow in intensity and distance, extending outwards from the user in ALL directions without affecting them. Modus Operandi: The user must move both of their hands in a circular motion over their head, from their left hip to their right. Then, returning their left hand in a closed fist to their left hip making sure their elbow is tucked in; the right hand is simultaneously extended out in front of the user whilst reciting the incantation ‘Helios Inflamarae (pronounced He-li-os In-flam-ar-rae).’ Incorrect pronunciation and movement results in a no show of the spell’s desired effect. Difficulty: This spell is exclusive to pure blood Elves (i.e. half elves are unlikely to know the existence of this spell let alone wield it properly). However that isn’t to say that non-elves can’t use this spell, though it is limited to mages of very high power who make the pilgrimage to Bishal, the Elven traveller city; and are taught the spell by one of the village elders. However, as nearly all the races know, to befriend an elf who would be willing to take you to Bishal is no easy feat.
Base Damage: (2+Spirit)d4 Spirit Cost: 4 Sanity Cost: 1
|
|
|
Post by Trippy Hare on Jun 26, 2006 23:19:20 GMT -5
NATURAL COVER Created by: FyaPaladin
Effect: Depending on the user’s location, the spell has a wide and varying range of effects. In basic terms, the spell causes a barrier to be formed between the user and their assailant, comprising of natural resources only, i.e. no walls of impenetrable metal between your character and others (thank you very much). The barrier is formed from the most abundant natural resource around; if the user was in a forest then obviously trees and vines would be used to create said barrier, if in the mountains then rocks will be used, by the sea then water etc. etc. Modus Operandi: By reciting the incantation Terra Restrictus, the user begins to invoke the spell in to existence. The next stage is to indicate whereabouts the barrier should be formed; for inexperienced acolytes this requires the use of a wand or other apparatus to indicate the spell’s general direction. However higher-level magic users can perform this spell without the aid of a wand, simply by a wave of their hand or (for the extremely powerful) a simple glance with their eyes. Difficulty: This spell is simple to learn but very hard to master effectively in combat. Low level acolytes will find the spell takes long to establish anywhere near a decent barrier between their assailant and themselves, finding it far easier to perform this spell while stationary; whereas more adept magic wielders will be able to create decent defences in a shorter amount of time, even whilst still mobile.
|
|
|
Post by Trippy Hare on Jun 26, 2006 23:19:46 GMT -5
ARCANE BOLT Created by: voodookyle
Effect: Once cast, immediately afterward whichever hand was used to invoke begins glowing with a thin, crackling white, luminous aura. A large shard of unknown material, similar to ice, shoots from around the palm. Each bolt is ivory in appearance, and has a separate corona surrounding it. When fired, Arcane Bolts have a similar resemblance to comets in miniature, complete with luminous, glowing 'tails'. These bolts do not pierce or cut, but rather, act as blunt force impacts. The force is great enough to stun, or even knock over, but rarely to kill. Modus Operandi: The hand is most often used in directing an Arcane Bolt forward, though any spell caster must be careful to keep his aim at whatever he wants struck. The bolts themselves do not differentiate between friend and foe, so concentration and focus on the part of the caster is vital. Casting requires a simple incantation of "Fenris Manracle", as well as some sort of focus, usually a wand or specially-prepared glove, though very skilled mages may conjur them with a mere thought. Difficulty: Despite its relative simplicity, Arcane Bolt is not a spell used by the most learned of mages. Often overlooked in favor of more powerful spells, Arcane Bolt is frequently used by mages-in-training. The potency of the spell also increases with a mage's knowledge of the arcane...making Arcane Bolt a potentially serious threat. Only recently has this spell been discovered and added to the Grimoirum, as it had existed for untold years as a familial tradition. Only with the death of the patriarch who devised it, has word of Arcane Bolt been passed on, and written into this prestigious tome.
Base Damage: 6 Spirit Cost: 2 Sanity Cost: 0
|
|
|
Post by Trippy Hare on Jul 30, 2006 2:45:56 GMT -5
WIND RIDER created by: Trippy Hare
Effect: Behold, the power to fly is no longer out of our grasp! With a chant, the spellcaster is lifted about six feet into the air, and carried by strong gusts of wind in the direction of his choosing. The distance he covers depends on how powerful a spell was cast. Modus Operandi: The spellcaster must focus on the location to which they wish to travel, or the direction, picturing themselves in that location or moving in the chosen direction. Once they can clearly picture doing so in their minds, the incantation "Levus Vientus" must be spoken, the louder the better. If cast incorrectly, or the caster was not concentrating hard enough, the spell will have a lessened effect, or none at all. Difficulty: Wind Rider is a fairly simple spell, and can be taught to the most inexperienced acolytes. Though nearly all magic users can cast it, only the most experienced can effectively use it as a means of travel. In most cases, it is used to circumvent obstacles (such as floating over rocks or streams).
|
|
|
Post by Trippy Hare on Sept 30, 2006 16:47:34 GMT -5
REVERSE DETECTION Created by: voodookyle
Effect: Reverse Detection is a spell that can only function when used in conjunction with some type of magical scrying/locating/detecting device, no matter what exactly it looks like. Upon invoking the magical properties of a scrying/locating/detecting item, latent magical energies within it reach out to an already specified target. This is slightly imprecise with larger and bulkier items, perhaps a tall mirror or heavy stone bowl, since they can't make large movements, only show general directions. Tinier things, like amulets, traditionally point almost directly. Range apparently plays no part in Reverse Detection. Modus Operandi: For this spell you need to have a magical scrying/locating/detecting device that’s recently had a target or found whatever it’s been created for. To cast Reverse Detection the caster needs physical contact with what’s being used and say the words ‘Noitceted esrever,’ ironically just the spell’s name backwards. Right afterwards the spell begins, and will continue to do so until the contact has been severed or the caster reverses the invoke words. Difficulty: Creating a magical scrying/locating/detecting device is not the work of amateurs, but casting this spell can be done with anyone that has even an ounce of magical power with them. It works with the already existing magic so little more is needed. The tiny sliver of supplied magic activates the latent energies in whatever’s being uses and causes the motions.
|
|
|
Post by Trippy Hare on Oct 11, 2006 20:41:34 GMT -5
NATURE'S FURY Created by: fyapaladin
Effect: This is a very hard spell to learn but one that is very valuable to master. This spell enables the user to gain a heightened state of inner focus; thus allowing mind, body, spirit and nature to function as one. The result is an pseudo-explosive discharge of mental, physical, spiritual and natural energy when the user connects with physical attacks and/or projectile weaponry. Though there is no actual explosion immediately following the strikes, the displacement of the target makes it appear like they have been struck by an explosive charge. This is a powerful yet draining spell, one that requires the utmost focus and concentration. So far only two people outside of the elders of Bishal have learned this technique, the first being Helios and the latter... Tuon Jahdo. Modus Operandi: The MO for this technique may be straight forward to explain but hard to do in situations where this spell would be valuable. The user must focus their internal energies until the mind, body and spirit are one, only then should they mentally call out to Livrelei Of-the-Stars to give them guidance and strength. This whole process may take a couple of minutes to twenty, but the end result outwardly will be a soft glow to their eyes, inwardly there would be a single moment of total clarity where the user could feel everything before it being quickly and cruelly taken from them. Difficulty: This is a particularly draining and powerful spell, one that very few are able to learn. Some due to the fact that they aren't inclined to use magic to fight physically, others because they are not full blooded elves. Of the few that still remain, this spell takes either years of light training with the elders to master, or a very intense fortnight of training to even preform properly. This spell is not for the faint-hearted.
Base Damage: (Spirit+Strength+Dex)d6 Spirit Cost: 10 Sanity Cost: 8
|
|
|
Post by Trippy Hare on Oct 13, 2006 4:10:57 GMT -5
SUMMON CLONE Created by: Trippy Hare
Effect: Using a great deal of spiritual energy, the mage can extract a portion of his own soul, giving it substance from any available material. This clone is exactly like the mage in every way, same skills, same attributes, even the same clothing. However, the Clone is much easier to destroy, and if its HP falls to 0, it disintegrates. Modus Operandi: The mage must first sacrifice 2 Wisdom, which he will gain back if the Clone dies. Then, using a combination of wide, circular arm motions and the incantation "Pyrus, Aeros, Terra, Aqua, Vivi", each of which has a specific motion that must be performed in synch with the word. A bluish haze will appear, then slowly take on the semblance of the mage. Difficulty: This spell is so simple that even novices can perform it...but it is difficult to perform well. Failure to perform the spell properly will result in a fragment of the mage's soul being permanently destroyed if the Clone dies. Spirit Cost: 10 Sanity Cost: 10 Requires Necromancy skill.
|
|
|
Post by Trippy Hare on Oct 13, 2006 4:15:37 GMT -5
SUMMON SHADOW ELEMENTAL Created by: Trippy Hare
Effect: Out of the depths of any patch of darkness comes a shadow given life. It is insubstantial enough that conventional attacks cannot injure it, yet it is solid enough to wreak havoc upon its enemies. This Elemental is weak to bright lights, and can only remain in existence for a maximum of 48 hours. Modus Operandi: The mage must simply place their hand, palm downward, on a shadow, that must be larger than their hand. Once this is done, the mage must simply think, or say, the incantation "Vivia!" and flex the hand touching shadow while at the same time mimicking grabbing ahold of something with their other hand. The Shadow will come to life, healing itself by absorbing other shadows even as it attacks its enemies. Difficulty: This spell is beyond the reach of most mages, only those who have dabbled in Necromancy can pull it of. It is, in effect, a weaker form of Necromancy, and is often the first step in mastering the dark arts. COLOSSEUM ONLY: Shadow Elemental has HP equal to caster's Wisdom, +1 for all other creatures/player-characters/Legends/Hunter-Killer bosses currently in the Colosseum. Shadow Elemental's Strength and Dexterity are both equal to (caster's Wisdom)d8. Shadow elemental can attack any target regardless of range, and can teleport from shadow to shadow. Shadow Elemental can only be damaged with magic spells, enhancements, or poison effects. Shadow Elemental takes no regular damage from any attack. Shadow elemental lasts 2 days.
Spirit Cost: 10 Sanity Cost: 10 Caster must sacrifice 8 Karma to cast this spell. Requires Necromancy skill.
|
|
|
Post by Trippy Hare on Oct 13, 2006 4:29:28 GMT -5
OCCULT MASTERY Created by: Trippy Hare
Effect: Necromantic spells, though powerful, do not usually last very long. Having an army of skeletons that crumble to dust in a day or two does the necromancer little good. Through research, practice, and eventually mastery over the occult, the Necromancer can keep his summoned minions alive indefinitely: or at least until they are killed. Duration for all Summon spells are ignored for remainder of battle. Modus Operandi: This skill takes time, patience, practice, and a great deal of effort to obtain: as such, it is available only to Gladiators, and only those gladiators who have the Occult Proficiency and Necromancy skills. Once those skills are obtained, the caster simply utters the incantation "Nuovo Ordo Corpus Vivi", and sacrifices 2 HP, and the Occult Mastery will take effect for the remainder of the battle. Difficulty: This spell is impossible to all but the most learned Necromancer, and very very few of any race can become Necromancers while they are still alive. Even then, the Necromancer must be highly skilled in his craft, and have had much practice and time to hone it. This spell also requires a small HP sacrifice, and it cannot be cast if the mage lacks the HP necessary to sacrifice.
Spirit Cost: 7 Sanity Cost: 12 Must also sacrifice 2 HP. Requires Necromancy skill.
|
|
|
Post by Trippy Hare on Oct 13, 2006 10:08:13 GMT -5
SUMMON SKELETON WARRIOR Created by: Trippy Hare
Effect: Rather self-explanatory, this spell summons forth the skeletal corpse of a warrior to fight for the caster. It does not require a fresh corpse to be cast, as any bony residue or remains in the soil will rise to perform the will of the caster. Skeletal warrior counts as a minion with all Attributes equal to the caster's Sanity AFTER casting the spell. This skeletal warrior lasts for 3 days. Skeletal warriors are immune to poison, fear, and stun effects. If a Skeletal warrior's HP falls to 0 or less, it dies. Modus Operandi: Summoning and controlling an undead servant is more in the mind than any motions of the body. You will see the necromancer's eyes glow a pale yellow, but that is the only outward sign of what he is doing. Mentally, he must reach out with his mind to sense the trace energies of something that has died, then reach out with his spirit to ensnare the dead creature's soul, then implant his mind and will into the empty body. It is extremely taxing to perform such a feat. Difficulty: Though by far the easiest necromantic spell to cast, it is still extremely difficult, and causes a great deal of mental and spiritual fatigue. Only a char with the skills "Necromancy", "Occult Proficiency", and "Iron Will" can cast it.
Spirit Cost: 9 Sanity Cost: 7
|
|
|
Post by Trippy Hare on Oct 16, 2006 0:12:19 GMT -5
IMMOBILIZATION Created by: VecaVjestica
Effect: Any moving object or creature affected by this spell instantly becomes immobile, other than the basic functions of living creatures such as breathing, blinking, blood-flow, etc. Modus Operandi: A very simple, but effective spell - the only thing the spell-caster has to do is say the words "Nema Micanja" in an authoritative tone (the volume of the voice is irrelevant, only the manner in which the spell-words are said) while being in physical contact with the victim (touching the victim with the full surface of his or her palm minimum). There is also a counter-spell that ends the effect of this spell. It is normally used by those of greater skill to remove the spell off of their victim once it is no longer necessary. It only works when it is cast by the one who cast the Immobilization Spell. The spell-caster has to say the word "Nazad" while touching its victim (just like with the original spell). Difficulty: This spell can be cast by anyone who is arcane, but the time the victim of the spell will remain immobile depends on the level of skill of the one who casts it - the higher the level, the longer the effect. The time-span can go from one minute to several hours.
|
|
|
Post by Trippy Hare on Oct 25, 2006 8:28:34 GMT -5
UNCONTROLLED INTANGIBILITY Created by: voodookyle
Effect: This rather poorly named spell was created by Kallias early on in his life, as a way to test his skills as a spell caster. It works perfectly fine, of course, though he never did like the only name he could come up with. A struck target will be temporarily unable to interact with the material world in any way. Things will pass through them, and they can't do anything to non-affected objects. Two separate targets which have been made intangible can, theoretically, touch each other...though Kallias has never experimented. The target also slowly rises off the ground, passing through anything and everything in there path. After that the target will be randomly and completely restored to there normal form. Reforming within something else usually causes severe ill effects, which can include death. Modus Operandi: Uncontrolled Intangibility is fairly easy to cast, though it has a particular flare you usually don't see in the spells Kallias later made. With an elaborate hand twirl and the correct spoken arcane phrase, it takes effect, temporarily draining the spell caster of a small amount of his power and making him unable to cast anything else for a very short time. Difficulty: It may be in the Grimoirum, but Kallias is the only one, to his knowledge, that's ever actually employed it in a situation effectively. Often times other people find themselves messing one little detail up and completely fouling the entire spell up or phasing only one half of someone/thing, which can get messy.
|
|
|
Post by Trippy Hare on Nov 21, 2006 15:45:12 GMT -5
EGRESS Created by voodookyle
Player Name: Kyle
Character Name: Kallias
Effect: Upon being cast a door appears, the look changes upon whatever surroundings are about. There also must be something solid nearby for it to temporarily replace, casting Egress high up in mid-air would be pointless. Egress connects the conjured door with any other pre-existing door within a certain range. When the Caster steps through both doors, the spell is broken and the conjured door vanishes. Egress can link to virtually any door, sometimes one which might put you in an even worse situation. The range is fairly wide: egress can feasibly deliver a caster from the heart of a medium-sized city to its outskirts in one trip, though it should be noted that which door one exits upon cannot be determined. Modus Operandi: To cast Egress the spell caster must use some object to create a square-like shape on the surface he’d like the door to appear upon. This effigy does not necessarily determine where the conjured door will appear, it may appear on any solid surface within about 10 yards of the Caster (including ceilings). The mystical incantation ‘latrop nepo’ must be uttered while the spell caster’s hand is in roughly the dead center of the drawn effigy. When removed, a perfect handprint made of light will remain behind, and then the door will appear wherever it chooses. Difficulty: Egress is defiantly not for beginners, there have been bad cases where an apprentice’s spell gets cut off halfway and they become trapped between planes of reality. Often used as a last resort, the exit door can occasionally lead to a worse scenario than the one being fled. Though comical to observe, Egress is still dangerous, and should not be attempted by novices.
|
|
|
Post by Trippy Hare on Jul 18, 2009 6:11:38 GMT -5
INNER DEMON Created by: Deva 'Sturm' Belepheriel
Effect: Only those possessing of Stygg bloodlines can truly unleash this spell. The user's form changes, into the demonic progenitor whose genes they carry. Truly, a frightening thing to behold. +5 STAM, +5 STR, -4 WIS, -3 DEX.
Modus Operandi: All one must do is focus on his true Stygian Great One form, then say....Unleash. Those who lack the bloodline of a Great One cannot use it. Those who lack a daemonic progenitor would be foolish to try.
Difficulty: Since it's ingrained into one's very being, the spell isn't difficult to perform- provided one has the correct lineage.
Spirit Cost: 6 Sanity Cost: 4
|
|