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.Annick.
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Apr 24 2010, 07:58 PM
Post #1
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The Mastaaaa
- Posts:
- 369
- Group:
- Admin
- Member
- #1
- Joined:
- Jun 7, 2008
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Reminder: A spellbook is needed to use all of the below spells.
| Fire |
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| Icon | Name | Description | Price
|  | Transformation: Fire Demon | The caster transforms into a lesser fire demon. | $550
|  | Inferno | The caster forms a dome of fire around him/her, dealing damage to any enemies in the area. | $500
|  | Enchantment: Fire | The Caster enchants a weapon with fire magic, causing the weapon to deal fire damage. | $150
|  | Heat Wave | The Caster instills in the target the feeling of being entirely on fire. This is done by touching the target. | $250
|  | Summon: Fire Demon | The Caster summons a fire demon. Far stronger than a fire sprite. | $500
|  | Summon: Fire Sprite | The Caster summons a Fire Sprite pet. This pet acts freely, but obeys it's master. | $400
|  | Fireball | The caster hurls a small ball of fire at the target. | $150
|  | Pyre | Creates a fairly small, hot cyclone that tosses around enemies and mildly burns the skin | $300
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| Water |
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| Icon | Name | Description | Price
|  | Tsunami | The caster summons a giant tsunami wave that wipes out opposition in it's path. Deals extra damage to fire-based enemies. | $450
|  | Water Wall | Coats its user or an indicated target in a veil of water, and it allows for air breathing users of this spell to still breathe (no water in the nose). The spell can protect against fire attacks. However, water has to be in direct contact with the indicated target of this spell, or else it won't work. | $250
|  | Playful Tides | Allows the caster to control the currents around as he or she wishes, and is very helpful for swimming or sailing. Drains energy at a fairly low rate, but the spell can't whip up huge waves or anything like that. | $150
|  | Call of the Waves | Allows the caster to summon fish from nearby bodies of water. This can make fishing easier, but can also allow the summoning of bigger, more dangerous aquatic creatures. However, in order for this spell to work, the caster must be directly near a body of water or within it. | $300
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| Ice |
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| Icon | Name | Description | Price
|  | Enchantment: Ice | The Caster Enchants a weapon with Ice magic, causing the weapon to deal frost damage. | $150
|  | Frostsicles | If the caster targets an enemy, they hurl three frost blades at the target. Each blade does as much damage as Frost Shard. | $250
|  | Ice Shield | The caster puts a shield made of ice around the caster or a targeted ally. Protects against Ice Magic and Piercing weapons. | $300
|  | Frost Shard | The Caster shoots a sharp piece of ice at a target. | $150
|  | Homing Frost Shard | The Caster shoots a sharp piece of ice that hones in on the target. | $250
|  | Ice Lance | The Caster hurls a lance made of ice at a target. Does more damage than Frost Shard. Feels cold to the touch. | $200
|  | Freezing Touch | Anything the caster touches turns to ice. | $250
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| Electricity |
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| Icon | Name | Description | Price
|  | Lighting Storm | Summons a raging storm of lightning down on the target and the surrounding area for 10 yards. | $200
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 | Spark | Allows the caster to retain a small amount of electricity within their body for short periods of time. If the caster touches another, they will issue a shock. These shocks vary in intensity, from merely a prick to those strong enough to knock out their opponent. | $200
|  | Lightning Bolt | Allows the caster to harness the power of lightning during a thunderstorm or while the Lightning Storm spell is active. The caster can then direct these controlled bolts of lighting at any target they wish. | $55
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| Earth |
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| Icon | Name | Description | Price
|  | Mend | Cures diseases of plants and can restore a plant that is close to death. | $150
|  | Quicksands | Creates pits of sinking sand in an area its caster indicates (by sight). Great for traps! Only two moderately sized pits can be created at once. | $200
|  | Sap | Grants the caster the ability to pull energy from surrounding plants in their immediate vicinity. The energy pulled can aid them in spellcasting or provide the driving force for a weapon swing. However, if overused this draining of energy will sap all of the plants' life, and cause them to die. The caster will feel their deaths - this causes severe pain and ends the spell. | $250
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| Air |
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| Icon | Name | Description | Price
|  | Swift Flight | Causes energy to leave the caster's body in the form of powerful wind. If manipulated correctly, it can be used to levitate for very short periods. Inexperienced casters may have trouble controlling this spell. | $200
|  | Storm Spin | Capable of turning storms away. The more powerful the caster, the bigger the storm they'll be able to turn. An experienced caster may be capable of turning cyclones! | $400
|  | Bend Air | Allows its user to hold wind in their hand as if it were tangible for a short time. This allows the caster to put wind into containers, throw it around or weld blades or arrows infused with the power of the wind. | $150
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| Dark |
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| Icon | Name | Description | Price
|  | Shadow Veil | Cloaks everything in shadow for a minute or so, allowing only the caster to see. Overuse of this spell at one time can cause its user to have the inability to see in the light temporarily. | $250
|  | Shadow Skip | Allows its caster to jump from shadow to shadow invisibly for a time. The caster can still be attacked, but it's difficult to land a hit due to the speed the spell provides. This spell is made useless if another spell caster uses "Displace Shadow." | $300
|  | Shadow Sword | Creates a dark sword formed of the caster's evil intentions. The sword's strength depends on the malevolence of its user, and can potentially be a very powerful weapon, but will dissipate after a few good swings. | $250
|  | Piercing Rain | Creates a series of five sharp, shadow daggers that launch themselves at a foe at the will of the caster. These aren't incredibly fast and don't hit very hard, but they're difficult to see unless you're looking for it and can be great for sneak attacks. | $150
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Note: If your character possesses any dark spells, they may not use light spells.
| Light |
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| Icon | Name | Description | Price
|  | Enhanced Light | Doubles the strength of the effects of another light spell used immediately afterward. | $150
|  | Soothe | The caster chants a mystic, ancient verse, calming any and all emotions in those that hear it. | $200
|  | Lunar Lance | Concentrates the power of the sun into a hot, laser-like beam capable of melting the coldest ice, blinding enemies, or even cooking! Not so great for hurting enemies since it's fairly small and not too piercing, though it can burn skin. | $250
|  | Sunlit Seal | Capable of sealing away dark creatures or evil intentions. The evil can be made neutral, evil entities locked away for long periods of time... however, it's an advanced spell, and only the best caster is capable of sealing darkness for any good amount of time. Is also very limited... only one seal can be active at one time. | $500
|  | Displace Shadow | The caster magically drains all shadows from a given area, making their surroundings so bright that it hurts most others' eyes. | $300
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 | Supernova | A one-time, powerful explosion of light. Rays of light from this explosion do not harm the caster, but can greatly damage foes of the darkness. | $400
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Note: If your character possesses any light spells, they may not use dark spells.
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