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Post by Torin DeInnes on May 19, 2008 9:59:51 GMT -5
These are the current spells available. - You must either learn these in class or have taken the courses for them as a student if you are an adult.
- Advanced and Masters spells require admin approval to know, and some spells need specific permission to be cast as well.
- General use spells may be assumed known, at the level your character is at.
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Post by Thaumaturgy International on May 22, 2008 16:30:27 GMT -5
General Use:[/i][/size]
Level 1:[/b]
Flag - Makes a fiery x in the air, gives off very little light and no heat, but cannot be put out with water. Lasts until dispelled.
Lock/Key - Locks or unlocks a door or container. You need to be much more powerful than the caster of the lock spell (or BE the caster) to unlock it, and it can also unlock non-magical locks. The object being locked doesn't require a locking mechanism for the spell to work.
Sense Aura - Get a basic read of target’s magical aura, and a read on any magical residue in the area. Also reveals if the target is a natural caster.
Level 2:
Light - Creates a ball of light that floats in front of the caster's vessel. This will deal a small amount of damage, akin to receiving a shock from an electrical socket, and is also good for seeing in the dark.
Silence - With the simple cast of a spell, you've instantly got a room that's better soundproofed than a recording studio, Anyone trying to listen in will only hear a barely audible rendition of their least favorite song.
Level 3:
Call - Cast the spell and hold your hand to your head like a phone. Voila, instant means of communication! The receiver of the call will hear a ringing come from their vessel, fully customizable. The cell phone companies wouldn't be happy about this one!
Cancel - Sends out waves of magical energy to offset any current magical energy, thus resulting in a nulling effect. Effectiveness depends on the powers of the casters.
Retrieve - Summons inanimate object. Will not work if the path isn't clear. Generally can be used to summon an object up to the size of a beach ball from a distance of about a mile, but more powerful casters may breach these limits.
Level 4:[/b]
Helping Hand - Allows the caster to manipulate an object as if with a third arm, can be used to operate additional weapons, etc. Only affects inanimate objects.
Reflect - Creates a wall that bounces spells back at the caster, doesn't work for really powerful spells. The bounced spell is less powerful than the original. Does nothing to physical objects.
Level 5:
Advanced:
Avenge - Like Reflect, except only works for a certain spell, which must be specified by the caster. If the selected spell hits this barrier, it will bounce back to the target, but instead of being weakened, will be even stronger.
Masters:
Spirit Travel - Caster's 'spirit' leaves their body to go somewhere else. The body is vulnerable and unprotected, and generally goes limp. The spirit is invisible and can go where the body can not, but it cannot affect any solid objects. There is a high danger of the body being possessed while using this spell.[/color]
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Post by Thaumaturgy International on May 22, 2008 16:30:46 GMT -5
Defensive:[/size]
Level 1:
Earthworks - Creates a permanent physical barricade of earth directly in front of the caster that can sustain a few hits. It does not require concentration to maintain and will block most spells and all physical hits, but doesn't move with the caster.
Heal - Takes care of small cuts, scrapes, rashes, and bruises.
Purify - Removes toxins from substance, such as purifying dirty water.
Level 2:
Mend - Heals large lacerations, heavier burns, mends broken bones.
Shield - This creates a magical shield of a size relative to the caster's power directly at the end of the caster's vessel (or hands for natural casters). It lasts as long as the caster focuses and puts energy into it. The larger the shield, the more energy and focus needed. This shield offers stronger protection than both forcefield and force wall, but only protects from one direction.
Level 3:
Cure - Restores body to healthy state from illnesses such as poison and disease, as well as status curses.
Force Wall - A bubble of force offering 360 degrees of protection rapidly expands from the caster. I will propel any objects within its radius outwards as well as blocking any physical attacks from coming in. It does not protect from magic. The size of the bubble is dependent on the caster's abilities.
Graniteskin - Body becomes more resilient to physical attacks. Offers no protection from magical attacks.
Level 4:
Mystic Strands - Colored beams of light interfere with incoming projectile attacks, such as arrows, bullets, and missile spells, disrupting their flight path. Will not interfere with movement.
Regenerate - Increases recovery rate for target.
Renew - Target returns to full health, wounds and injuries are recovered by causing an increase to metabolism. Subject is exhausted to the point of unconsciousness after this treatment, due to body burning a lot of energy to speed up the healing process.
Level 5:[/b]
Dawn Charm - A charm on the person that prevents the negative effects of one curse. It is impossible to tell with the naked eye if a person has been affected by this charm. This charm may be overridden by a much more powerful caster, but unless activated will last forever.
Forcefield - A forcefield appears around the caster that lasts as long as the caster concentrates. The forcefield prevents spells and physical objects from coming in or from going out. Can be large for more accomplished casters. The larger the field, the more energy and focus needed. A key difference from force wall is that this blocks spells, and will not push objects away but will encompass them as well as the caster.
Stabilize - Stops fatal injuries in range of caster. Wounds will not bleed, poisons will be temporarily halted. Requires immense concentration, caster can neither move nor act while spell is active and the spell is very taxing.
Advanced:
All Recover - All living creatures within 30 feet from the caster benefit from the effects of a "Regeneration" spell. Caster must maintain concentration and remain still to keep spell active.
Vitality - Can revive the target if they have been dead for less then three turns/five minutes minutes. The brain and heart must be fully intact for the spell to function. This spell does NOT fix the cause of death, so a revived target may still bleed to death again if the wound is not patched.
Masters:[/b]
Hallow - Purifies corrupted ground, such as ground cursed by necromancy or damaged by physical spells. The area this spell has been cast upon will become akin to holy ground for a short time, and creatures with aversions to light may be weakened while there. This will also give slight healing effects to those in the area and purify stagnant bodies of water.[/color]
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Post by Thaumaturgy International on May 22, 2008 16:31:07 GMT -5
Charms:[/i]
Level 1:[/size]
Mimic - Gives the caster ability to mimic people's voices and other sounds.
Snowstep - Allows the caster to walk on the surface of snow without falling through, or to walk on ice without slipping.
Ward Rain - Prevents rain or small jets of water from affecting caster. Submersion and puddles are not affected.
Level 2:[/b]
Aquajog - Allows you to walk on the surface of water, as long as you keep moving. Can not be cast while actually in the water.
Blur - Makes the casters image seem blurred and distorted to the point of near-invisibility.
Sharpen - Can use magic to give a 'point' to otherwise blunt objects. The point is magical, not physical in nature. This spell will also counter Dull, returning a physical point to a magically blunted weapon.
Level 3:[/size]
Cold Feet - Allows the caster to walk on coals and other hot surfaces. Caster must be barefoot.
Haste - Target's speed and agility is greatly increased.
Luck - Things just happen a certain way for the target. Remember, there are two kinds of luck: good and bad. (If used to bestow bad luck, the spell is treated as a curse, it only needs to be learned once though.)
Level 4:
Conceal - The caster will not leave any physical trace; i.e., footprints, fingerprints, hair, scent.
Find Air - Allows the target to breathe where they may normally not be able to; for example, under water, in a noxious gas, in a cloud of smoke, etc. If there is absolutely no oxygen in the air, i.e., in a vaccuum, then the spell will not work.
Perfect Image - Charmed person appears physically attractive to the opposite sex. This spell does not change their personality, merely the disposition the opposite sex will have with them should they judge them on looks alone.
Tongues - Causes caster to understand and communicate in any spoken language.
Level 5:[/b]
Craft - Construction (not inventing) takes one half the time as normal. The caster must still know and be able to craft the item in question. This can also be used to help with solving physical puzzles, such as a rubiks cube.
Embolden - Allies near the caster become motivated and courageous. Helps offset fear and nightmare effects.
Luna’s Light - Duplicates the light of the full moon to the state of the week of a full moon. Caster must either concentrate to sustain this spell, or let it last on its own for about half an hour.
Advanced:[/b]
Alter Self - Caster can assume a form they have seen before. Can not create new forms. Caster can model themselves after a fictional character or a picture though. Their form is only an illusion, however, and they will not gain the strengths or weaknesses of the subject.
Masters:
Freeze Time - Removes caster from time for 10 seconds. They can act but cannot affect anyone else until time has resumed. Things such as shooting bullets and casting projectile spells will not work during this time.[/color]
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Post by Thaumaturgy International on May 22, 2008 16:31:25 GMT -5
Curses:[/i][/size]
Level 1:
Blind - Magical darkness will cover a target's eyes and blind them, but night vision penetrates this cover. This spell lasts for about an hour.
Dull - Edged weapon wears away and becomes blunted. Will also counter Sharpen, removing magical points from dull surfaces.
Slumber - Puts target to sleep for short period of time.
Level 2:
Enfeeble - Target becomes forgetful and loses all but the most basic intelligence. Lasts only a few minutes or one turn.
Mudpit - Turns solid ground into a muddy pit, impeding the movement of anyone in the area. Is also good for instant mud-wrestling arenas. This spell's effect is permanent unless dispelled.
Nauseate - Causes the target to become sick and dizzy.
Level 3:[/b]
Anti-Gravity - Temporarily cancels out gravity around target, causing them to float in the air. Movement is difficult.
Shadow Stitch - Pins a person’s shadow down, preventing them from moving until the shadow is dispelled. This spell lasts until removed by light or the caster.
Slow - Slows down one target to half speed.
Level 4:[/b]
Hallucinate - Causes illusion of the casters choice. Only one target will be affected. Illusion lasts as long as the caster maintains it.
Leech - Makes target fatigued to restore power and endurance to the caster.
Poison - Poisons the target. May be used on a weapon or directly on a person, but it requires touch contact. A poisoned person will not die if untreated, but the poison will cause nausea, headaches, and fainting, or at higher levels, paralysis.
Rubber Limb - Temporarily makes one of the targets limbs limp, as if it had no bone structure. Lasts an hour unless reversed.
Level 5:[/b]
Cloud Cover - Dense clouds form and cover the target's mouth and nose, cutting off their breathing. May cause the target to pass out, but will not kill. The clouds may be dispelled in a variety of ways.
Glacial Touch - On contact, the area on the target that was touched becomes frozen, both dealing damage and rendering it unusable. Will thaw out on its own, or may be counteracted.
Labyrinth - Makes an otherwise simply landscape become a maze of illusion and confusion. The changes are so convincing the body acts as if they are physical, but they end with the spell. The spell lasts about half an hour.
Advanced:
Inflame - Causes already existing wound to become infected and inflamed, as well as making old wounds flare up again.
Multiply Pain - Doubles the pain received for a short duration. Physical damage is not increased.
Nightmare - Fills the targets mind with their greatest fear. This can cause long-term psychological damage. Caster is not necessarily aware of what this fear is.
Masters:
Crush - Shatters the bones of the target's arms, legs, feet, and hands, causing immense pain and immobility. Has no outwardly visible effects. Does not break the spine or the skull. You must have moderator and roleplayer permission to use this spell.[/color]
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Post by Thaumaturgy International on May 22, 2008 16:31:41 GMT -5
Offensive:[/b][/i]
Level 1:[/b]
Holy Arrow - Shoots an arrow of pure light at the target; will cause a small amount of damage to a normal person, but causes extra damage to those with a light sensitivity.
Root - Roots and rocks grab the targets feet to immobilize them. They will remain until destroyed.
Zap Tap - Touch attack to shock the target electrically. The strength of the shock is variable. It had many different uses; and a quick thinker will put it to good use.
Level 2:
Fire Arrow - Simple arrow of flame, basic projectile.
Ice Javelin - Floating blades of ice form and are aimed at the casters will.
Wind Blade - Pressurize air shoots toward the target, cuts like a sharp knife.
Level 3:[/b]
Fireball - Ball of fire shoots toward and explodes where caster desires, harming nearby creatures and structures.
Ice Burst - Water in the air crystallizes into fragments of ice to slice into the target.
Sunlance - Blast of sunlight hits the enemy. This will not instantly kill a vampire, but it will paralyze and blind creatures with severe light sensitivity.
Level 4:
Blaze - Intense, uninterrupted fire erupts from caster's vessel, can be maintained for a 'flame thrower' effect.
Flood - Blast of water flows forth and knock down anyone in it's path.
Sonic Burst - Burst of sound waves erupts from caster hitting everything in a cone-shaped area. This does minimal physical damage, but will shatter glass and damage ear drums, and if a powerful enough caster uses it, it can crack solid objects.
Spikes - Creates two foot spikes on the surface the spell is casted upon. Permanent.
Level 5:
Bolt - Straight line of lightning that comes from the casters vessel and continues until it hits something it cannot break.
Laser - Variable beam of pure light that can burn and bore through objects. Can be held by maintaining concentration and holding aim stationary.
Magic Missile - Multi-colored beam of light. Deals minimal damage, but anyone struck by it can be affected by one of the following spells: Slumber, Feeble Mind, Rubber Limb, Slow, Queasy, Blind, Inflame. Gaia will randomly determine which effect is enacted.
Advanced:[/size]
Erupt - Ground the caster designates errupts in a shower of fire and rock.
Harrow - Large blast of pure magical energy comes from caster. Less damaging then Martyr but only causes the caster to be drained, not unconscious.
Hurricane - High level winds fill the area, blowing things about and causing general turmoil. The caster is not immune to these winds. Dissipates after a few minutes.
Masters:
Corrupt Dimension - Causes space and time to become damaged in the immediate area. Generally, it causes the ground to break up, but its exact effects are unknown. It is a very dangerous spell to cast.
Martyr - A huge blast of pure magical energy hits the target, severely damaging and/or killing them. Forces the caster into unconscious state. You must have moderator and roleplayer permission to use this spell.[/color]
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Post by Thaumaturgy International on May 22, 2008 16:31:53 GMT -5
Necromantic:
Level 3:
Animate Bones - Animate dead bones to attack or perform other tasks.
Level 4:[/b]
Decay - Causes target to decay at a rapid rate. This affects undead very highly, but will also work on live targets.
Haunt - Malevolent spirits in the area swarm and fill the target with a sense of helplessness and terror. In particularly haunted areas the subject may become paralyzed with fear and helplessness, but it does no real physical damage.
Impale - Summons three huge spears from undead titans that gore the enemy from three sides. It can be dodged quite easily if the target is able to move.
Level 5:
Animate Blood - Can cause the blood in someone's body to resist and battle against the veins, causing serious internal damage. This spell lasts only as long as the caster concentrates on it. This spell cannot kill, but can knock someone unconscious.
Soul Sear - This is an attack on the target's very soul. It does no physical damage, but will cause intense, sometimes crippling pain, and can cause long term side effects like depression.
Advanced:
Desecrate - Fills an area with negative energy. Any corpses in the area will rise as zombies, ghosts, or animated skeletons naturally. Permanent unless dispelled.
Masters:
Dominate Mind - On touch, caster may take full control of the target. While touch does not need to be maintained for the spell to hold its effect, the caster must use their entire concentration on the spell, and can not move, defend themself, or maintain any other spells that require constant concentration. You must have moderator and roleplayer permission to use this spell.
Zombify - Brings target back to life - as a zombie. You must have moderator and roleplayer permission to use this spell.
(Note: These are available to AIC members only and are outlawed by TI)[/color]
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