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PostSubject: Common Spells   Common Spells Icon_minitimeThu Jul 30, 2009 6:27 pm

Hey, I had another idea and it won't leave me alone. We have the mechanics of magic all worked out, but how about the spells? I'm seeing a gap here, so let's fill it. Put in all your crazy magic spells! Keep it fun, and magical. The point is that it defies what little physics Felarya has. But don't be over the top. Wizards in Felarya don't have a Nuke Spell. Remember that most spell casters design their spells to combat others of their own species first. Only once they get to Felarya do they begin to realize the threat of giant predators. So Pred killing spells are likely few and far between.

As always, I'll start things off!

For the purpose of spell casters, since they have many and varied names, I'll just be calling them Wizards.

I'll also probably take a few posts to get ideas up, and then I'll fill them in later with assistance. So post any and all ideas you have.

I'll warn you. This is going to be a bit long. It'll be amusing though, hopefully

A general format to use.

Magic Categories Mostly provided for you.

Magic subsets A lot provided, but feel free to make more

Magic spells Few provided, be creative! lol!


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PostSubject: Re: Common Spells   Common Spells Icon_minitimeThu Jul 30, 2009 6:31 pm

Energy Manipulation

Offensive Evocation

Offensive Evocation spells are usually balls, rays or beams of Primary Elements, excluding heart.

Offensive Evocation is probably the most primary and brutish, yet exceedingly popular, form of magic in all of Felaryal. Despite its popularity, or perhaps because of it, many fastidious and elder Wizards often try to push measures to outlaw Offensive Evocation, or as they put it, "sensoar" it. This has lead to an equally vociferous group of young Wizards, the Anti-Sensoarship League, who feel that all sensoarship is immoral.


Rays

Earth Ray
The most common Earth-aligned magic spell, this projects a beam of sharp gravel at a foe. The stronger the sorcerer evoking the power, the larger and more dangerous the stones, though the effect rarely goes beyond the strength of a good solid rock to the temple (enough to kill somethings, but nothing fancy).

Ice Ray
As Fire is to Heat, such is the Ice Ray to the ineffective (some would say suspiciously man-friendly) Water Ray. Capable of dealing minor damage to foes, a strong enough Ice wizard can deal lethal damage to weaker foes.

Fire Ray
Easily the most respected of the energy rays, the Fire ray projects a beam of heat at an enemy. Useful at weaker levels for heating up small spaces or boiling delicate tea, a strong Wizard's fire ray can be an effective deadly weapon and a tool for hours of enjoyable pyrophiliac fun.

Death Ray
Oddly enough, not that deadly. Often used by the darkest of Wizards, Death Rays can cause mild irritation around the mouth and nose.

Fanastro's Suddenly Uncomfortable Socks
Rumor has it that renowned Wizard Fanastro the Pretty Snazzy created this spell to pass the time while visiting other lands. The spell causes the target's socks (or other similar footwear, the spell isn't all that picky) to become oddly uncomfortable. It causes no real damage to target or clothing other than the unsettling feeling that their sock is 'twisted up' and 'doesn't fit quite right.'
Note that this spell has no effect on people wearing stiletto heels, cheaply-made moccasins, or flip-flop sandals. It also has no effect on most of the denizen's of Felarya, as they don't wear footwear, and many don't actually have feet. Fanastro died mere moments after coming through to Felarya.
Many scholars have theorized that Fanastro the Pretty Snazzy was actually kind of a loser.

Beams

Air Beam
The Air Beam creates a slight gust of air in whatever direction you point, sufficient enough to knock any small bird off its course. In addition, this spell can be used to throw dirt into the eyes of an unsuspecting enemy, blow papers right out of the hands of unwary paper-handlers, and instantly extinguish candles. You can use this to provide a fast-flowing column of bubbles when underwater, attempt to blow something small that is flying towards you away from you, or move a balloon of some kind. This spell can do virtually anything you'd expect of a slight gust of wind. At higher levels, this beam of pure air can blow any bird off its course, create a small, localized dust storm, or blow papers out of the most closely held hands, as well as extinguishing flames of all kinds.

Water Beam
The Water Beam creates a large amount of water, traveling quickly and forcefully towards a target. While at lower levels it's generally worthless against enemies (and at higher levels is still among the least powerful of the offensive beams), it is still useful for getting things wet: Fires one wishes to put out, plants one wishes to grow, flimsy clothing on women one wishes to see cling, etc.

Ice Beam
Sure as Water bows before the almighty glory of Ice, so does the pathetic, some would say vaguely feminine, Water Beam lie prostate and subservient before the glory of the Ice Beam. It freezes large-scale objects and can cause frost burn like a mofo. Another example of Ice's uncontested superiority against Water.

Fire Beam
The Fire beam projects a constant steam of flame energy at a target; while a fleeting exposure does minimal damage, and is not nearly as surgical as a Fire Ray, a fire beam is nonetheless a powerful weapon when turned against a dryad or other mainly-stationary targets.

Wood Beam
An ostensibly dangerous Wood or Life attack spell, the wood beam creates a sudden log to strike a foe. At all but the strongest levels, a wood beam creates what can best be described as a blunt, not-especially-forcefully-thrown miniature quarterstaff. Strong levels can create much-more-dangerous logs. After the attack is successful, the logs can be gathered for firewood or some such.

Beam Beam
A beam made up entirely of a beam made up entirely of a Beam Beam.

Bean Beam
Despite the obvious jokes able to be made at the expense of the Life wizards who use it, the Bean Beam simulates the effect of being beaned about the head by a good punch. Not especially lethal, but disorienting.

Bam Beam
An Air Magic Spell, the Bam Beam causes whatever it strikes to make a loud BAM! noise. Useful for frightening the easily-startled.

Crescent Beam
Illuminating with the burning cold of enchanted moonlight the Crescent Beam sears with efficacious force; while an Ice Beam might be able to freeze the blade of a sword a Crescent Beam will shear it right off. Generally this is considered the more useful of the two effects. Militaristic Fairies use this spell often.


Balls

Ball of Fire
A Ball of Fire is a wizard's equivalent of the ubiquitous ability to hurl a ball of flame. While technically weaker than a Fire Beam, a ball of fire does not require constant application to reach its greatest potential.

Ball Of Ice
Preferred by Wizards who say "Water Beam is for Sissies!". Sends a projectile of hard packed, ice-cold ice at a hard velocity straight at whatever you want to send it at. Doesn't freeze things on impact but cause concussions, shattered teeth and broken bones. It's generally weaker than Ball of Stone, which does the same thing but causes more damage due to its compact structure and considerable hardness. Ice Wizards, of course, fervently deny this and usually respond to those who make such a claim by beaning them in the head with a Ball of Ice.

Ball Lightning
This shocking evocation has caused many an uncomfortable wizard to squirm in his seat after an unexpected discharge. Ball Lightning is simply a concentrated ball of static energy which swirls around its caster shooting out white arcs at anyone who comes too close. Many wizards visualize it as exploding from their rod or staff, where it then orbits the head before splattering into their foes.
Although it is not an especially powerful evocation, having it smack an opponent in the face is enough to put them off balance and a well-aimed shot in the eye can cause a temporary, stinging blindness which affords the wizard ample time to ready his more powerful weapon.

Great Ball of Fire
A "sequel" of sorts to the Fire wizard's favored Ball of Fire spell, the Great Ball of Fire creates a massive version of a ball of fire, dealing considerable damage to many victims.
Perhaps the best description of its power was given in the diaries of Grand General "The Killer" Jher Ililoous, whose convoy once came under attack by hostile Fire-wielders, and who was so rattled by the experience that he immediately returned to the home front, citing a mental breakdown:
It shook my nerves and it rattled my brain;
That fireball drives a man insane.
It broke my will! Oh what a thrill,
Goodness, gracious! Great balls of fire!
-Diary of Jher Ililoous

Balls of Steel
When you have to fend off multiple enemies in a large open area, having Balls of Steel helps a lot. This somewhat complicated Earth spell creates a number of fist-sized steel balls and sets them spinning at great speed around the caster. Anyone approaching him is likely to suffer one or more painful and potentially lethal impacts with the balls.
This impressive spell has some major drawbacks. First of all, the balls can hit nearby trees, walls, or innocent bystanders, sometimes bouncing off such surfaces and inflicting more damage elsewhere. And should the caster lose concentration for some reason, the orbits of the balls may become unstable, causing them to hit each other and/or fly off in random directions and/or hit the caster. Under such adverse conditions you need Balls of Steel to even consider fighting.

Beam Ball
This spell shoots a concentrated ball of Beam at an opponent. While this spell is difficult to understand, let alone say, it is a useful attack as it combines the concentrated power of a beam with the manipulability of a ball.


Rends


Water Rend
Rips the water out of things. Just as painful as it sounds, unfortunately the spell must always be kept at the back of the grimoire where wizards inevitably soak it beyond legibility.


Blood Rend
Rips the blood right out of a person's veins. This spell is seldom used however as it is more difficult to use, and slightly less deadly then Water Rend. However while Water Rend admittedly does look cool (the subject is reduced to dust) blood rend is much more dramatic and often used as a scare tactic. I mean which would scare you more? Finding a wet carpet and a pile of dust, or finding the walls and ceiling soaked in gallons of blood with a withered corpse lying nearby?


Missile

Magic Missile
The simplest of all spells. A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.


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PostSubject: Re: Common Spells   Common Spells Icon_minitimeThu Jul 30, 2009 6:34 pm

Still under Energy Manipulation

Healing Evocation

One of the more usefully categories of spells. Sadly they are not very popular because many believe it's more fun to burn/blow up/shred/smash things then to fix them. Healing spells use the secondary element Life, often in conjunction with the Biological Elements.

Known healing spells


Cauterize Wound

This is actuality not really healing so much as Fire Wizards setting people on fire and claiming to be trying to help.


Empathy Noise

While any genuine healing properties are dubious, this spell immediately relieves the subject of their pain. This spell is very easy to learn, but can only be used by Female Wizard.


Flesh Mend

Repairs physically injured flesh by realigning it and seamlessly closing it back up. Tends to hurt much more then the injury itself. Primarily used on flesh wounds.


Revive

Brings the subject back from a state of isn't-really-dead-but-injured-enough-to-seem-that-way. Also referred to as Mostly dead.


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PostSubject: Re: Common Spells   Common Spells Icon_minitimeThu Jul 30, 2009 6:37 pm

Manifestation and Summoning Spells

Wall Manifestation

Wall Manifestation is a powerful form of magic often used in a less than careful fashion, and was stumbled upon much by accident. Apprentice Wizards are given to rash spellcasting, with sometimes unfortunate results- one of which is often a large pile of something. This has been refined into an actual area of Magic, collectively known as Wall Manifestation, several notable examples of which are detailed below. Though a wall can be created in whatever fashion and description the Sorcerer's desires with adequate spell preparation, certain specific spells brought a more lively flair to the creation of Walls, though unfortunately the most common use of Wall Manifestation today is simple construction.

The more skilled and familiar the Sorcerer is with a particular spell or element, the more capable he or she is in the art of Wall Manifestation, not only exceeding usual upper limits on size, but also, the limits on complexity of internal and external configuration. The ability to refine the very constitution of the walls is a great talent. For example, Great Wall of Gravel can be manipulated to Great Wall of Sand, which is more impact absorbent and could be used to, say, catch allies that have been made airborne. On that note, an advanced spell caster will also be able to summon a wall in certain positions and ranges, such as a cube formation to entrap an enemy, or a sharp peak that spikes from below the target (ouch). Apprenticeships in Wall Manifestation can last over 10 years easily, but once completed, the powers and capabilities are only limited to the Wizard's imagination and strategy.


Summoning Spells

Those spells are used to summon things. Duh. Summon spells can permanently be bonded with small objects, creating Summon Tokens.


Calling

These spells cannot actually summon an object, they merely order the object to come to the user. This is rarely useful unless the object is sentient and able ot hear, so many people simply use levitation instead.


Object Creation


Ritual of Corporeality

The magic of summoning demons, ghosts, or other such creatures, and binding them to this plane for however long. These have a terrible tendency to backfire, usually resulting in the Summoner being devoured. As such, this type of magic is banned withing most cities.


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PostSubject: Re: Common Spells   Common Spells Icon_minitimeThu Jul 30, 2009 6:37 pm

Protective Spells

Alignment and Religious

Anti-Magic

Banishing

Cantrip

Mystic Route


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PostSubject: Re: Common Spells   Common Spells Icon_minitimeThu Jul 30, 2009 6:39 pm

Knowledge and Prediction

Space Sorcery

Time Sorcery

ESP (Existential Preception)

Voidial Divination

Epicial Divination

Sometimes known as Fate Magic


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PostSubject: Re: Common Spells   Common Spells Icon_minitimeThu Jul 30, 2009 6:39 pm

Appearance Changing Spells

Disguise

Size

Makes something bigger or smaller, depending on the will of the caster. Although even the weakest fairies can use this magic to great effect, for other species it is quite hard to master.

Focused Size

A weaker, but more difficult to cast version of Size, this spell causes only part of something to change size. Banned after an incident that should never be discussed outside of erotic Fan Fiction. Commonly referred to as the spell of overcompensation.

Unchewto

Transforms -- or, more commonly, unchews -- any food object that's been previously chewed into its original shape. It's actually not quite as useful with most of the predators in Felarya swallowing their prey whole, but there have been documented cases of it being used to great effect!


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PostSubject: Re: Common Spells   Common Spells Icon_minitimeThu Jul 30, 2009 6:39 pm

Sense Deceiving

Disappearance

To make something appear to disappear

Figmentation

To make something appear as something else


Malahite wrote:


Magical Saturation: Imagine how one gets wet with fluids. Water drips from clothes, foul smelling fluids will cause the person to carry the scent for days unless washed thoroughly, etc. Now imagine it with the aura one presents as a magic-caster. This spell is quite handy for deceiving magic sensing creatures into attacking less valuable targets, or intimidating someone into believing you're deadlier than you look. The reverse of this spell masks one's magical signature - a mage may mimic the most magically blunt person. Both of these spells are relatively short lasting, especially when in their opposite (a magically saturated person will quickly "dry" in a low-magic area). Furthermore, the masking of one's signature is instantly ruined whence a spell is cast.

Scramble: The image one receives via scrying or unnatural senses is distorted, or only partial. These can be applied on a personal level to make person identification difficult the more defined one looks, or across an area to give an off sense of the place (for instance: You may find a library that holds a tome of power, but the scrying could point you in the wrong wing, bookshelf, level, etc). Is more effective the less experience one has with the target person / area, as well as the more subtle the changes (for another instance - swapping your grey hair for your black beard).

False Scenery: Comes in two varieties - scrying, and personal. Only the most specialized of Sense-Deceiving Magics can combine both.

Scrying: As the name says, it gives a false set of terrain. You may look over the forest and miss a village that is made to look like a grove of trees. This obviously does not work in person, seeing as you can just touch out and realize these woods are not real. However, the magical after-touch is extremely light - it would not work if any mage who looked could tell something was wrong. It also only works for Scrying of a magical sort - technological or personal investigation will show none of the false scenery.

Personal
: This terrain looks and perhaps even feels like it is actually there. Often times this is combined with charms to purposely mislead someone. There is a stronger magical touch here, though due to the illusional nature one must be searching actively to find it. A casual glance by a mage may reveal nothing, but if they actively believe something is wrong and investigate thoroughly, they may have the secret exposed. Magical scrying, however, will completely ignore this terrain - when looking solely through magical sources (or, for instance, being a completely magical being such as an Elemental), one would see an outline of the illusion overtop the true features, the truth easily distinguish able from the false. When combined with misleading charms, this may be used to convincingly send Predators around villages, caverns, Villas, etc.


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PostSubject: Re: Common Spells   Common Spells Icon_minitimeThu Jul 30, 2009 6:40 pm

Enchantment

Hypnosis

Object Enchantment


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PostSubject: Re: Common Spells   Common Spells Icon_minitimeThu Jul 30, 2009 8:01 pm

Sense Deceiving

Magical Saturation: Imagine how one gets wet with fluids. Water drips from clothes, foul smelling fluids will cause the person to carry the scent for days unless washed thoroughly, etc. Now imagine it with the aura one presents as a magic-caster. This spell is quite handy for deceiving magic sensing creatures into attacking less valuable targets, or intimidating someone into believing you're deadlier than you look. The reverse of this spell masks one's magical signature - a mage may mimic the most magically blunt person. Both of these spells are relatively short lasting, especially when in their opposite (a magically saturated person will quickly "dry" in a low-magic area). Furthermore, the masking of one's signature is instantly ruined whence a spell is cast.

Scramble: The image one receives via scrying or unnatural senses is distorted, or only partial. These can be applied on a personal level to make person identification difficult the more defined one looks, or across an area to give an off sense of the place (for instance: You may find a library that holds a tome of power, but the scrying could point you in the wrong wing, bookshelf, level, etc). Is more effective the less experience one has with the target person / area, as well as the more subtle the changes (for another instance - swapping your grey hair for your black beard).

False Scenery: Comes in two varieties - scrying, and personal. Only the most specialized of Sense-Deceiving Magics can combine both.

Scrying: As the name says, it gives a false set of terrain. You may look over the forest and miss a village that is made to look like a grove of trees. This obviously does not work in person, seeing as you can just touch out and realize these woods are not real. However, the magical after-touch is extremely light - it would not work if any mage who looked could tell something was wrong. It also only works for Scrying of a magical sort - technological or personal investigation will show none of the false scenery.

Personal: This terrain looks and perhaps even feels like it is actually there. Often times this is combined with charms to purposely mislead someone. There is a stronger magical touch here, though due to the illusional nature one must be searching actively to find it. A casual glance by a mage may reveal nothing, but if they actively believe something is wrong and investigate thoroughly, they may have the secret exposed. Magical scrying, however, will completely ignore this terrain - when looking solely through magical sources (or, for instance, being a completely magical being such as an Elemental), one would see an outline of the illusion overtop the true features, the truth easily distinguish able from the false. When combined with misleading charms, this may be used to convincingly send Predators around villages, caverns, Villas, etc.
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PostSubject: Re: Common Spells   Common Spells Icon_minitimeThu Jul 30, 2009 8:05 pm

Those are some really good ones Mal. I especially like the False Scenery spells. Once again, you've impressed me.

I've run myself dry for now. But I'll add good ones like that to the different magic categories I have up.
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PostSubject: Re: Common Spells   Common Spells Icon_minitimeThu Jul 30, 2009 8:29 pm

Energy Manipulation

Offensive Evocation

Rays

Power Word: Kill. Is comparable to being punched in the soul. By an angry Giant. Needless to say, is quite fatal. And quite rare for all but the most powerful of wizards or those who are not afraid of the number eight. EDIT: Image

Power Word: "Kill". It'll still kill you dead as dead can be. For all of five seconds. Is quite popular amongst theatre.
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PostSubject: Re: Common Spells   Common Spells Icon_minitimeSat Aug 01, 2009 7:07 pm

Energy Manipulation

Offensive Evocation

Rays

Saltspray: A derivement of the Earth Ray. To a human, a fairly harmless spray of salt crystal granules. It was originally a condiment spell, but in Felarya has been weaponized specifically as a deterrent to one of the only predators it could be harmful for: slug girls. This makes earth magic users a surprisingly valuable commodity to have with you in such areas as Chidokai forest.
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PostSubject: Re: Common Spells   Common Spells Icon_minitimeSat Aug 01, 2009 8:17 pm

This is a neat topic that I'll have to look into. What would be cool is if it could be organized into some sort of standardized spell book.

I have a question relating - how much does one's affinity for an element affect their range of spells? This seems to be more an issue for predators, who are bound to an element, wether obviously or not, but does the same go for little species? Will there be some people just naturally better at fire magic and weaker at the rest, or for ice magic?
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PostSubject: Re: Common Spells   Common Spells Icon_minitimeSat Aug 01, 2009 8:26 pm

Liquify

A water spell that turns the caster into water. While seemingly pointless, it's usefulness can be seen when being grabbed by a predator, the victim disappearing, leaving behind a pile of soaked clothes and a patch of damp ground. Once the spell is reversed, the water that is the caster pulls together. Strong will is required to hold the spell for long periods of time.

Advanced Liquify

This is essentially the same spell as Liquify, except that the caster can, like elementals, retain their human shape and form. This allows them to move and interact while still being pretty much immune to physical attacks and grabbing. This usually increases the chance of escape. It also gives the user more control over their water form, so this version is safer and more reliable in general.

Fog

A very basic water spell. It makes fog. Good for concealment, but the unskilled will probably end up confusing themselves just as much as their enemies.


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PostSubject: Re: Common Spells   Common Spells Icon_minitimeSat Aug 01, 2009 8:41 pm

Jætte_Troll wrote:
I have a question relating - how much does one's affinity for an element affect their range of spells? This seems to be more an issue for predators, who are bound to an element, wether obviously or not, but does the same go for little species? Will there be some people just naturally better at fire magic and weaker at the rest, or for ice magic?
Never was much of a fan for natural affinities, but I'd assume they're technically all buffs and no penalties if it's natural - penalties shouldn't show up until you have a natural weakness or it comes to actual time spent learning spells. For instance: a spellcaster focusing in healing spells would probably be weaker in offensive magic due to spending less time learning such). I don't see why someone who's naturally good at casting Fire Spells should be bad at casting an illusionary wall, unless of course they were naturally bad at learning illusion spells.

Like the Liquify spells, but the first one could be very dangerous to the caster. Nothing quite like materializing in a tight rocky wall or small pipeline.

Fog spell gives an idea, though:

Knowledge and Prediction (Or would this be sense-deceiving?)

Improved Sight

The user can see clear as day in a cone-shaped path directly from each eye - the point of the cone centered on each pupil. This spell allows one to view through fog as though it were not there, darkness as though there were some source of illumination, etc. It does not allow one to have X-Ray vision. The more obscured the vision, the shorter the range (in light fog or a moonlit field, you may be able to see a hundred yards out clearly. In dense fog that normally obscures even your hand, you might see ten or twenty yards). The strength of this spell is solely improved by the amount of energy pumped into it - a minimal energy casting for a Neera is just as strong as a minimal energy casting for a Succubi.
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PostSubject: Re: Common Spells   Common Spells Icon_minitimeSat Aug 01, 2009 10:20 pm

I know I'm probably formatting this post wrong, but:

Basic water spell: Cold Water

Essentially it just splashes several gallons of ice water on the target. Doesn't seem like much, but better mages can hurl quite a lot of cold liquid at once. It finds its main utility in snapping allies out of trances- mostly boob-related.

The only thing it can conceivably do to a predator is annoy them for a second or so, however.
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PostSubject: Re: Common Spells   Common Spells Icon_minitimeSat Aug 01, 2009 11:10 pm

Okay, you sort of forced me into this one now.

X-Ray Vision

This spell gives you X-Ray vision, though not improving one's sight. At novice levels, this spell can be fairly useless and disorientating, as almost everything will appear to be see through. Careful training allows it to be focused on one object or area and to a certain depth, making it a good tool for checking the next room for traps or ogling women in the streets of Negav.
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Reptillian
Master cartographer
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PostSubject: Re: Common Spells   Common Spells Icon_minitimeSat Jan 16, 2010 5:04 pm

Jet feets: a supportive fire spell that makes your feet shoot out a jet of flames with every step, making you run faster and with a lesser physical burden. (warning: shoes should be removed before using this spell... or new shoes will be neccessary^^')
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Archmage_Bael
Mara's snack
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PostSubject: Re: Common Spells   Common Spells Icon_minitimeSat Jan 16, 2010 5:19 pm

(forgot about this thread o.o)

detection:

This spell is very useful, when combating someone with a wide variety of spells, and it saturates the area in mist, dirt, or anything that prevents decent sight. It also helps one figure out where a spell is coming from.

ex: turning water in the air into mist, and preventing sight, and the ability to see where a spell is coming from. If you use detection, you will be able to see the most dense magical spots outlined, most of the time this ends up being the spell caster. In some situations one can deceive people, and higher levels of detection magic can combat that problem as well.
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Malahite
Cog in the Machine
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PostSubject: Re: Common Spells   Common Spells Icon_minitimeSat Jan 16, 2010 6:24 pm

Enhanced Anatomy: Just like the Giant Predators and your favorite comic character, now you too can violate the basic physical limitations of your body! This spell does not directly influence the body / remove the necessity of intact vital organs - it's caster cannot suddenly absorb bullets like a slab of steel - but it does provide protection against detrimental elements from other spells / equipment. For example, a steak through the heart is still fatal to the caster. However, the muscles in your arms & legs can now handle much greater stress than once before, allowing them to properly utilize abilities enhancing such fields. Your body cannot handle being crushed by great weights, but similarly is able to survive a Growth spell cast upon it without collapsing inward or being insufficient in oxygen transfer.

Needless to say, this spell has led to much improved versions of many spells, such as Haste, Enlarge, Shrink, Slow, Giant Strength, Polymorph...
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JohnDoe
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PostSubject: Re: Common Spells   Common Spells Icon_minitimeSun Jan 17, 2010 10:58 pm

Some Electricity spells.

Lightning Bolt-Summons a lightning bolt, about what you'd expect.

Chain Lighting-Chain lighting, a bolt of lighting that circuits through multiple targets at once, damaging. Wizards are encouraged to practice to make sure that they don't end up being the target f one of their own spells. Smaller versions work well against swarms of mosquitos

Drain-Instead of zapping an opponent why not just drain them of all their energy? After all, spells, weapons, armor, none of its any good if your central nervous system shuts down.

Electric Death-Like watching moths fly into a bug zappers, only the moths are people.
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Tuc135
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PostSubject: Re: Common Spells   Common Spells Icon_minitimeWed Feb 03, 2010 9:32 pm

Some common magic runes, and a couple not so common ones.

Runic Magic
Runic magic is a category of magic unto itself, focused on the carving or drawing of magical symbols to achieve a variety of effects. These symbols magically draw in ambient energy and transform it into another sort, either releasing it immediately or storing it and releasing it later, with the proper trigger. These triggers are many and varied, ranging from spoken command words, touching, Runes of Command, or even one’s proximity to the rune. Runic magic, though sometimes limited, has one significant advantage. It draws no energy from the caster, or requires any innate ability to use. Manufacturing runes requires an indepth knowledge of the magical natures of the various energies, but once made, the rune will function normally no matter who uses it.

Rune of Fire
Rune of heat would be a more apt name, as this rune does not produce fire, unless there is something that can be burned in contact with it. This rune draws on the natural ambient magical energy of felarya, and releases it as heat. The amount of heat produced is constant, and depends on how skillfully the rune is made. Though fairly useless in combat, This rune has many domestic applications, lighting candles and campfires for example. Additionally, the dridder Myrah found a way to make an oven by using the rune of heat, getting around it’s static nature. She carved the rune on two closely fitting stone tiles. When she wants a cooler oven temperature, she nudges the tiles apart, distorting the rune and making it less effective and producing less heat.

Rune of Blasting
This is similar to the rune of heat, except instead of continually releasing heat, it stores it up. By the time it has absorbed and stored a week’s worth of energy, the rune is a deadly weapon. When the heat is released, it superheats the air producing an explosion from the rapidly expanding air and making a noise like thunder. In addition to its application in mining, these runes are often carved onto sling stones, and can be used to great effect in fighting. The best carved runes of Blasting, once it has charged for a week’s time, can seriously injure even a giant naga. Naturally, great care must be taken to prevent accidental triggering.

Rune of Frost
This rune produces it’s desired effect in a slightly different way than the rune of heat. It draws in heat energy and changes it into something else. Often light. Well carved Runes of Frost can reach sub artic temperatures, and will quickly form a layer of ice. Many use this rune to make magical refrigerators and ice boxes, or air conditioning during the hotter months. Additionally, these runes have uses in firefighting.

Rune of light
One of the more basic runes, and a good one to learn rune carving. This rune draws in the ambient magical energy and changes it into light. This rune in it’s simplest form makes a soft white glow and is useful for making magical lamps and light fixtures. In it’s most complex form, these runes can create convincing realistic images, impossible to distinguish from the real thing by vision alone. These advanced runes of light are often called runes of Illusion.

Rune of poison
Another misnomer, as the oft called rune of poison actually releases radiation. However, the less technologically inclined civilizations where this rune was made didn’t know this. All they know is that an arrowhead carved with this rune caused, upon piercing a foe, fatigue, headaches, dizziness, disorientation, and most importantly to those dealing with giant predators, severe nausea and vomiting. These effects are life savers to the prey species, as it can take the fight, and appetite, out of a naga, provided the prey can stay alive long enough for symptoms to kick in. This is one of the store and trigger runes, and thanks to the felaryan healing effect, it is rarely fatal in the long run

There are actual runes of poison being researched that can create actual toxic substances, but these are much more complex and difficult to carve.

Rune of Preservation.
It is unknown how the rune of preservation works, though the more technologically inclined suspect that this rune releases radiation in a continual low dose. If true, this dosage is too low to harm most life, even without the felaryan healing effect. But whatever the cause, the effect is apparent. A rune of Preservation will prevent bacteria and fungi from growing near it. As such, it is often used to preserve food for long periods of time and is often carved on jars and other containers.

Rune of healing
This rune is a must for any adventurer or traveler in the wilderness. This rune draws in ambient energy, and changes it into magical energy mimicking the natural felaryan healing effect. This can either be in a gradual, constant effect which speeds overall healing by a fraction, or the store and trigger effect, which, after a week of storing, can heal almost any rune save for death itself.

Rune of lightning
One of the more combat oriented runes. This rune stores up energy and converts it into electrical energy. This rune often bears a proximity trigger, and will strike anyone who gets too close with a powerful bolt of lightning. If the rune has been charging for a long time, this can easily be fatal to a man. Even a predator would get severe burns.

This rune is often used for assassination as well. One particular assassin carved this rune to trigger upon exposure to light, and hid it in his victim’s chest of drawers. Upon being opened, the rune was hit by light, and promptly fried the unfortunate mark.

Rune of Devastation
This rune is largely regarded as a myth. It is reported that a crazed mage seeking the ultimate power found the secrets to this rune. Upon completion of the rune, though, his tower, and several miles of the surrounding countryside were reduced to a massive crater. Any magician worth his robe would scoff at the notion, citing that how could the rune be known, if it destroyed every magic user who carved it.

However, a few of the more advanced civilizations have been looking into the possibility seriously, hypothesizing that this rune was able to cause atomic reactions, and seeking it for a potentially perpetual energy source.
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PostSubject: Re: Common Spells   Common Spells Icon_minitime

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