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Keeper of the Realms
Joined: Aug 2005 Gender: Female  Posts: 1,168 Location: In the Realms
|  | List of Spells « Thread Started on Oct 13, 2005, 1:45am » | |
All spells cannot be cast by simply waving a hand. Each uses a spellweave, which is a design that is sealed by a symbol, most of the time the symbol of the element. The spell is usually drawn by a finger, or a hand, sometimes by a foot for those who use spelldancing as a technique. Staffs, glaives, and other weapons can also be used to draw a spellweave, if the weapon has been blessed or spelled with this ability. The more advanced the spell, the more intricate it is. It can be drawn on the hand, the ground, in the air, or on an object (used for blessing, cursing, and granting objects powers.) If a healing spell is used, the spellweave is drawn on the injured person.
Spells from previous levels can still be used by higher levels, so a caster can decide on the level of the spell depending on the need at that moment. You wouldn't use Tides of Obariun to put out a small fire, or Emberglow to attack an Archdemon, so choose carefully.
Magical Class
Level One:
Magelight - Creates an orb of illuminating light that floats above the caster's hand in the color of their element (The more powerful the caster, the more brilliant the light will be, as well as the light's duration. Experienced casters may manipulate the light to areas beyond their hands.)
Shield - A small, weak protective shield of the caster's elemental color (In similarity to the magelight, the shield increases in strength, duration, and size as a caster progresses in magical proficiency.)
Heal – A basic healing technique useful for shallow wounds and slight bruises.
Basic Attack Spells: Emberglow - A small blast of fire that erupts from the caster's fingertips Smokescreen – Forms a cloud of thick, obscuring smoke; holds effect over a fairly large area Splash - A small burst of water that erupts from the caster's fingertips Aqua Mist – Forms a heavy curtain of obscuring mist; holds effect over a fairly large area Lightning - A small bolt of electricity that bursts from the caster's fingertips Blinding Light – A brilliant emittance of light that will cause a temporary lack of sight Vines - Thorned tendrils entrap an enemy and hinder movement Barkskin – Creates a hard, bark-like 'skin' around the caster for protection; a temporary effect
Level Two:
Fire: Heatstrike - Channeling heat from within the earth, the resulting surge causes a minor tremor beneath a desired target Ring of Faeros - A fiery ring surrounds a desired target Blastfire - A more potently damage-dealing form of Emberglow, with a larger blast Blinding Haze – Forms a cloud of blinding ashes over a target
Water: Waterspout - A pillar of water surrounds and collapses upon a given target Icespark - Ice temporarily entraps a given target or area, disabling movement or creating a barrier Tears of Burden – Forms an area of hindrance from water vapor; targets of this spell are said to move as if underwater
Earth: Earthsong - A more advanced healing technique mastered by all healers of the magical trade; heals moderate wounds and bruises. Vineslash - Large thorn-ridden vines erupt from the earth around a given target in the form of an attack Earthshake - Creates a violent tremor Thorn Blade – Thorn-covered tendrils encircle the caster's arm to extend in a medium, blade-type weapon
Air: Windshriek - A violent explosion of wind that will knock down a given target Thunderstrike - A powerful bolt of lightning that strikes from above a desired target Lightning Blade – A chosen weapon is now imbued with the elemental powers of lightning
Level 3:
Fire: Tauron’s Fury - Forms multiple orbs of flame; may target more than one enemy Inferno - A column of searing flame encircles a given target Bolt Flare - A great spout of flame that erupts from the caster's palm
Water: Tideflash - Creates a large wave; can be used to douse fires Glacial Defend - Creates a thick wall of ice Shards of Fury - Hundreds of ice shards relentlessly batter at given target
Earth: Lorriana's Blessing - An advanced healing technique rarely used by mages; heals major wounds and relieves the effects of most status ailments Abyss - A draining technique that splits the earth to create a large crevasse beneath a desired area Verdant Aid - Compels the surrounding plant life to hinder or ensnare a given target Cleansing Arc - An advanced healing technique that arcs from target to target in even distribution; not potent, but relieves the effects of most status ailments
Air: Stormfury - The equivalent of a minor thunderstorm rains lightning and heavy winds upon a desired target Chains of Lightning - Glowing chains of lightning bind a desired target; caster may choose to channel currents through these chains Gale - Creates a powerful current of air that may lift loose objects and carry them towards a given target as projectiles, as well as knock a target over Thunderdisk - A glowing disk of lightning becomes a usable projectile that may be controlled by the caster's will; experienced mages may choose to ride upon these disks for short periods of time to hover over otherwise impassable terrain
Level 4:
Fire: Dragonsbreath - A massive blast of fire that reaches white-hot temperatures; very dangerous to use unless careful control is used Firebane - Creates a spiraling column of flame that may be controlled by the caster's will Ashen Darkness - Darkens the skies of a given area with smoke and hot, raining ash; moderate effect region
Water: Tides of Obariun - Creates a circular area of surging waters; destroys everything within the given region Riptide - Creates a strong current that banishes targets away from the caster Undertow - Creates a circular area of effect, entrapping targets in an expansive column of water; drowns enemies
Earth: Aelvir’s Wrath - Massive thorned vines burst from the earth in a given region; creates strong tremors Wildcall - Summons entities of the land to fight alongside the caster; is more effective in the use of a summoner or shaman Ereshkigal - Mighty, pointed stone spires emerge from the ground to pierce the enemy and create a wall of obstacle.
Air: Talsie’s Tempest – Biting winds and massive bolts of lightning create a devastating area of effect around the caster; may or may not strike party members Blessed Wind - Boosts the speed and agility of a desired target Thunder Mine – A heavily-concentrated orb of lightning; creates a destructive explosion upon impact Dire Bolt – A mana-draining spell that may be used to strike targets from long distances; summons a massive thunderbolt
Advanced (Denotes levels higher than 4)
Fire: Soleipyr - A white flame surrounds a given target, slowly sapping energy from the target to the caster Destruction - Creates spiraling columns of flame that wreak mass destruction over a large area Faeros' Spite - Borrowing power from the God of the Flame himself, the caster projects a wide beam of white-hot flame (Faeros must be a patron deity in order to use this technique)
Water:
Earth: [i]
Air: [i]
Combination Spells [i]In cases where mages of different elements attack in unison, they may or may not choose to combine their powers to form more powerful spells of more than one element.
However, as different elements are not as compatible with some as they are with others, they are not often combined without previous knowledge and experience. For this sake, it is not recommended that you combine with other mages unless you are Level Three or higher.
The following are a few commonly combined spells that are nearly fail-proof. Elements required for the spells are listed; the number of casters required equals the number of elements listed.
Tempest - (Water|Air) Creates a storm with lashing winds, lightning, and lancing sleet that will hinder and strike the enemy Burst Chasm - (Earth|Fire) A large fault splits the earth beneath a target, fountaining flames and molten rock Mud Slide - (Earth|Water) Turns the ground in an area into mud; may create a mire if used on flat land or a slide when used on slanted terrain Firespout - (Fire|Air) Creates a large tornado of flame; large area of effect Meteor - (Earth|Fire|Air) A massive boulder of flame may be controlled to strike a target from long distances Steamsear - (Water|Fire|Air) Condenses and heats the vapor in the air about a targeted area to a boiling temperature; a cruel technique with a moderate area of effect
Religious Class
Level 1: Clarity Ray - Dispels all darkness with a beam of light Bless - Heals small wounds, can give strength and energy to those in battle Courage - Lifts the person’s soul, giving them courage and the will to go on Guidance - Summons a faelyr, a small being of light that can guide the caster where they need to go Light Shield - Casts a small shield of light to protect against darkness and other dark attacks (the higher the level, the more powerful it is)
Level 2: Cleansing Arc - A healing move that arcs from person to person, allowing the energy to be more evenly distributed amoungst them. Gift of Rianys - A more advanced blessing that can be used to heal and strengthen more than one person Condemn - More effective when used against Dark Mages, this saps the strength and focus of opponents for a short period of time Seeking Illumination - Illuminates the area for a short period of time
Level 3: Blessing of the Moons - A powerful blessing that heals all members in a party of small to medium wounds, gives courage and strength Redemption - Removes the effects of spells cast by an opponent Revalation - Reveals the purest light in exsistance, concentrated into an offensive form. Makes a powerful barrier against anything. Nothing may leave or enter. Light of Deprivation - A light that smites the unworthy, sapping away their magical strength and removing any additonal benefits they may have. Can also cause harm. Advent - Calls forth an immense amount of light magic and focuses it in a circle around foes, then detonates, giving off rightous light magic to defeat the impure.
Level 4:
Druid Spells
Call - Summons creatures of Nature, size and power depending on the level of the caster Spite - A form of a curse, weakens an enemy's strength for a period of time Vortex - Creates a whirlwind powered by Earth magic that can hurt and knock an enemy down Nature's Boon - The caster asks, through an incantation, plants or trees to aid them, describing the help they need. Higher levels can do so without speaking. Featherstrike - Energy in the forms of sharp-edged feathers strikes at the opponent Word of Binding - Vines burst from the ground to bind the enemy. Vine Whip - Spiked vines lash the enemy Silvermist - A heavy fog settles around the caster and oponnent, blinding them. Revive - This spell uses the energy from the user and borrows energy from the plants, trees, and the ground around the caster in order to heal. Leaf Daggers - This spell causes leaves around the caster to become as sharp as steel. The caster can then controls the leaves as where it moves and how it affects people (if it will cut them or not). (Adv)Forestblast - The druid who uses this move can channel the energy from the forest around him/her and send it toward a certain target. (Adv)Dire Cry - A cry that is terrible and fearsome to hear, it strikes fear into the heart of those who hear it.
Shaman Spells Life of the Earth - Vines attach to a person, slowly healing the wounds with the nuturing energy of the earth. Shield - Depending on the element they choose, creates a shield from either ground, air or stone. Windspite - Winds lashes at the enemy, draining their energy and throwing off their concentration Confusion - Confuses the enemy Blessed Revival - Grants strength and stamina to whoever the spell is cast on Heal - The same as a healer's spell, strength depending on the level Hearthstrike - Causes the ground to shift suddenly, like a small earthquake. Seeing Eye - Allows the caster to see far away places Fury Sweep - Energy lashes out at the opponent Fireball - A ball of fire strikes the enemy Call for Strength - Borrows strength from the energy within the caster's surroundings Hasten - Grants the caster speed
Dark Spells
(NOTE: None of these spells use actual darkness (the substance), only darkness meaning the absence of light. Actual darkness can only be controlled by VERY high levels, and is dangerous to even go near)
Level 1: Curse - A basic attack that will knock an opponent down, momentarily paralyzing them. Shadowflash - A small blast of darkness that swirls about the opponent's limbs, momentarily binding them. DarkShield - A basic shield spell, very weak.
Level 2: Hate Storm - Raises all negitive emotions in the affected person. Can cause many negitive side effects, such as attacknig ones foes. Good for disrupting orginaized groups. Dark Cloud - Creates a cloud of shadow that is impossible to see through. Fades momentarily. Iceblast - Freezes an opponent for a short amount of time in black ice. Darkflame - Similar to the mages' Fireball, only with a dark orb of flame Medium Shield - Creates a stronger shield than a basic shield.
Level 3: Basic Summon - Summons Darkhands, small demons that obey mindlessly. Void of Chaos - Splits the ground to form a pit to catch enemies Seal of Scyros - Can control the minds of weaker beings for a short time, very draining on the caster Midnight Pulse - Uses the dark energy to sap away the life from everything in an area. The stronger the caster, the wider the area of effect and the more rapidly it drains life Shroud - Allows the caster to merge with shadows momentarily, hiding/and or using them to move Darkwave - With a wave of the caster's arm, depending on the angle, a cutting wave of darkness spreads
Level 4: Mind Assualt(Adv) - Disrupts spells, and sucks away mystic power, leaving a target unable to cast spells for a short period of time. Spiegel - Mirrors and reflects a negative spell as a counter attack Glepnir - A darkened storm attacks the chosen target(s) Ring of Shadows - A circular blast of dark energy that is most effective when surrounded Path of Darkness - A blast that blows back enemies, setting them aflame with dark flames
Level 5: Essence of Darkness - A cloud of darkness that blinds and paralyzes the enemy
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