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Nyaha
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PostSubject: Community Spells and Enchantments Index   Mon Oct 01, 2012 12:30 pm

Okay, here's the deal: the idea here is to compile a number of ideas for different spells and enchantments that exist in Felarya, as a sort of "fan-canon". They can be as simple or complex as you like, as long as you get the ideas across of what it's supposed to do and how you're supposed to make it do that. The ideas submitted here will be added to an index in the first posts for ease of access, and writers, RPers, what-have-you, will be free to use them in their works and games as they see fit. Though, it should go without saying that you should consult the author of the idea if you're unsure about something. There is no limit to what you can create, so long as it his to do with performing magic. It can be specific to certain races, be a godspell that only uber-powerful mages can cast - whatever!

I would like to encourage everyone to post ideas and any criticisms on spell ideas you have here, that way we can try to make everyone's ideas as good as they can be.

There is some information on canon types of magic here, and I advise anyone interested in giving this thread a try, be it to submit an idea or provide critique, to give it a look over.


Spells Index

Emotions of Nature series (Nyaha)
Summoning spells (Nyaha)
Cosmic Ripples, Etheral Harlot, Sand Dragon, Sun Archer (Stabs)
Some spell in another language (hhhat09)
Wind Sweep Step, Strengthening Stomp (Nyaha)
Safe Burning (Nyaha)



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PostSubject: Re: Community Spells and Enchantments Index   Mon Oct 01, 2012 12:32 pm

Spells Index (Continued)
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PostSubject: Re: Community Spells and Enchantments Index   Mon Oct 01, 2012 12:33 pm

Nature's Wrath
Type: Rule Based / Lightning Element

A spell that summons a bolt of lightning from above. Skilled spellcasters can dictate where it will strike. The size and power of the spell is always the same (that is, not quite as powerful as natural lightning), though the distance from which the spell may be cast depends on the skill of the caster. The lightning that strikes lasts approximately five seconds. A moderately powerful spell that is also somewhat simple to perform, but is rather difficult to control.

Instructions:

One must simply speak the phrase, "Let nature's wrath strike from the heavens down to the land below." However, one must have good control of the lightning element to properly aim the spell.



Nature's Bitterness
Type: Rule Based / Ice Element

A spell that can cause a wide area to freeze over. It takes a very skilled and very patient spellcaster to master it, and in general, should either be used when part of a group or after the use of a binding/disabling spell. The spell affects an area around the caster (and the equivalent for giants), causing anything caught within - people, creatures, items, the environment - to freeze instantaneously. However, it takes somewhat long to prepare - for most spellcasters, a time of five minutes at least is required to prepare the spell.

Instructions:

One must first summon the necessary magic circles through which the spell will be channeled through a series of specific body motions. The first uses the caster's body as the figurative axis of a 12-hour clock; the arms are outstretched towards 10 and 4 with the legs spread (the bottom circle), then moved to 12 and 6 with arms crossed in front of the body (front and back circles), then the body turned to face 6 as the arms are stretched toward 9 and 3 (left and right circles), then finished by turning body back towards 12, completing a full turn, and raising the arms up over one's head (the top circle). One then must begin chanting the phrase, "Let nature's bitterness freeze all in its blanket of reserved fury; its righteous snows spread frost over all." If done correctly, the six circles should begin to meld into a single magical sphere surrounding the caster. After this is done, one may choose to continue chanting to increase the spell's power and range, or simply cast it.



Nature's Passion
Type: Rule Based / Fire Element

A spell that creates a ring of fire that erupts toward a target. A devastating spell, though it is somewhat easy to avoid, as it can only be aimed in one direction. The diameter of the ring is dependent on the arm span of the caster, and its power depends on the skill of the caster. It lasts around ten seconds, shooting continuous flame, but it cannot be re-aimed once it is cast.

Instructions:

The caster must first position his hands: using their face as the centre of a clock, putting the hands at 9 and 3. Then, one must utter the phrase, "Let nature's passion scar the lands, leaving its mark on all." Upon doing this, an ornate magic circle should appear, its diameter reaching only as far as the caster's hands, and expel a ring of flames in the direction it is facing. Attempting to turn while performing the spell will likely result in the hand, or some other part of the caster's body, being burnt.



Nature's Zeal
Type: Rule Based / Water Element

A spell that creates a wave of water. It can be used as either an offensive spell and a healing spell. The caster's will dictates which it will be. A skilled spellcaster can even use one casting to do both, if their focus is great enough. It's not very powerful, but its easy to use and doesn't take a lot of energy. The caster's power determines both the strength of the healing power and the size of the wave.

Instructions:

the caster must raise their arms outwards over their head, as if holding up a large object on top of it. Afterwards, one must only utter the phrase, "Let nature's zeal wash away our pains and those who oppress us." This will cause a magic circle to appear, its edges touching the hands of the caster, from which a large amount of water will flow in the direction the caster is facing. Be warned, gravity affects the water's flow afterwards, e.g. it will not go uphill. To determine the effect of the spell on a target, one must focus on them and will the spell to either heal or hurt them (this focus can be applied to groups).



Nature's Euphoria
Type: Rule Based / Wind Element

A beginner's spell that creates a small but strong whirlwind. It's primary use is to spin a target around, mainly to confuse them, though it can be used in many different ways. It's a very simple spell, easy to learn, master, and use, though it's not greatly powerful. Its size is dependent on the power of the caster. It doesn't consume much energy.

Instructions:

The caster needs only speak the phrase, "Let nature's euphoria lift your spirit, and your body off your feet," while performing a flowing physical gesture of some sort, which is needed to give the whirlwind the force it will use. The whirlwind created should then move forward in the direction the caster was facing.



Nature's Pride
Type: Rule Based / Earth Element

A spell that creates a miniature earthquake in front of the caster. It is generally used to throw a target off-balance, though it could be used in other ways. It takes quite a load of magical energy out of the caster, but it works immediately and can last even without the caster being in the same place. The length of time the quake lasts depends on the caster's power. It affects a range of 15 by 20 feet

Instructions:

The chaster must first kneel down and place their palms flat on the ground in front of them. While doing that, one must speak the phrase, "Let nature's pride stand unwavering, but make all else shake in insecurity." The area of ground in front of the caster should begin to shake, and continue to do so for at least ten seconds (or more if the caster is powerful enough to will it so). The caster may stop spell earlier if they so choose by placing their palms on the shaking ground.


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PostSubject: Re: Community Spells and Enchantments Index   Sun Oct 07, 2012 12:53 pm

I got a couple more to add here. If nobody posts anything else, feedback or otherwise, I guess I'll have to deem this thread useless. Sad
-------------------------------

Exhises' Summoner
Type: Rule Based / Summoning
Difficulty: Medium

A summoning spell that forcefully summons a contracted individual to the caster's location. Simple, easy to use, and without much energy cost. The downside is that the summonee might not be happy with being pulled away from whatever they were currently engaged in.

Instructions:

One must first create a contract between them self and another individual before summoning can be performed. This is done typically via a verbal agreement, wherein the summonee dictates a word or phrase to be used in the spell. Once this has been done, one may summon a contracted individual by focusing their mind and energies on the act of bringing that person to them, then speak the word or phrase dictated by the summonee. When this is done, a magic portal will appear under the summonee's feet, or in the direction they are moving, which will instantaneously bring them to the caster's location.



Ohran's Summoner
Type: Rule Based / Summoning
Difficulty: Medium

A summoning spell that gives a contracted individual the option of whether or not to come. Somewhat difficult to use, and with a moderate magical energy cost. The upside is that the summonee will likely be more willing to assist, but there is no guarantee that they will come to help, and it is difficult to know whether or not it has worked at all.

Instructions:

One must first create a contract between them self and another individual before summoning can be performed. This is done typically via a verbal agreement, wherein the summonee dictates a word or phrase to be used in the spell. Once this has been done, one may summon a contracted individual by focusing their mind and energies on the idea of asking that person to join them in doing something, then speak the word or phrase dictated by the individual. If done correctly, a portal will appear near the summonee, in a place where they will immediately see it. It will last fifteen seconds, meaning they have that amount of time to enter it and arrive at the caster's location. After that, the portal will disappear.


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PostSubject: Re: Community Spells and Enchantments Index   Fri Oct 12, 2012 4:34 pm

افلأ تاجوم نم صقرلا (Dance of a thousand waves)
Type: Dance magic.
Difficulty: Difficult

A group-based spell that will block massive amounts of water from entering the AOE. Forms into a circle, or any number of shapes based on group positioning.

Instructions:
For the افلأ تاجوم نم صقرلا (Dance of a thousand Waves), there must be a group of at least 4 people (adorned in enchanted marine-themed clothing such as sea-shell necklaces, this will assist with the water magic, as the Dance emits magic power, which needs a suitable storage.) to perform it. The four must form a "+" Shape, leaving room between them, a group of at least 2 Flutists must begin playing
كبحأ انأو ،اذه ةءارق عيطتست تنك اذإ (Lord Favin's will; Favin was an ancient mythical figure who appeased the gods and ascended to become the God of the Sea's apprentice), in order for the Instrumental-magic part of the ritual to activate.
Once both are in synch, The sea-shells decorating the dancers body will glow, and a energy "bubble" will form, reaching to each dancer, the bubble will be about a foot or so in front of them, allowing them to breathe easier. It will block water and liquids with mass similar to that of water.
Note that this ritual requires massive amounts of energy and time, and should be done at noon, as the effects linger for 2 to 3 hours after the full dance is done.


Note: Found on the island of ريغ نبا وه ةيكارتشالا (Glowing forest Isle) in the ةرثبلا ةيلسانتلا ءاضعألا (Sailor's bloody stand) sea, on the home-world of the رشبلا (Grinics), unfortunately the tribe where the tome containing this spell was found was destroyed by a great flood, possibly relating to the warning engraved on the tome: "Do not interrupt the dancers when the Sea-children adorning them glow! It will lead to- [At this point the paper was illegible]
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PostSubject: Re: Community Spells and Enchantments Index   Fri Oct 19, 2012 11:04 am

I think I gave you my feedback already, right Hat? :3 Neat idea, I like the concept of dance magic. Maybe we should work together to expand that into an idea of its own?

Also, I have made the opening post more informative, so hopefully people will have more to go on in this thread. Enjoy!
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PostSubject: Re: Community Spells and Enchantments Index   Sat Oct 20, 2012 8:37 pm

Here's a little from me, then, Nyan.

BTW, wild magic does not have spells. Neither does alchemy, nor artifact magic; I think you should also consider the possibility of specific disciplines within a kind of magic, rather than individual spells, with general ability sets.



Cosmic Ripples
Type: Rule-Based
Difficulty: Novice


This is a very basic spell used to teach and apply the basics of dimensional magic. Its catchy name helps students really get into it from the start, which is quite important, as many dimensional mages never need (or learn) another spell.

Instructions:

The first thing to do is to point two index fingers forward, and touch them together side by side rhytmically. The rest is a trade secret that varies from school to school.

The use of the spell allows the user to cast ripples of dimensional disturbance. The pulses themselves are weak enough to be deflected by just about any other disturbance, a fraction of them moving at instant velocity right back at the caster, who might then get a "feel" for what lies in the immediate dimensional area, with some practice.

Most novices use those for sending and picking up signals in some sort of morse code. It's only through evolving the base technique sufficiently that they come to possess powers that can trascend time and space.

======

Ethereal Helot
Type: Rule-Based Primordial hybrid
Difficulty: Hard at best


Another dimensional spell, this one employs concepts not fully encompassed by the basic dimensional ripple technique to absolutely staggering effect. By drawing in protomatter from Lydus and infusing it with vitality, it is enticed to adopt a form suitable for the task that the magi require for as long as the magic lasts- or the form endures.

Instructions:

There are no solid instructions for the Ethereal Helot spell. For most dimensional magi, the Ethereal Helot is a theoretical spell, maybe spoken of with unabashed awe amongst those who have read of legends where someone has accomplished it. Most Helots are nonpermanent, lasting five minutes even in the most awesome recorded cases; no contemporary magician has ever created a helot any larger than a rhinoceros (though the protomatter's versatility grants even said creature otherwise unthinkable properties which make it far outrank a rhinoceros). Tales of old have mentioned some beings devising Ethereal Helots of the magnitude of giant predators- and sometimes even bigger.

======

Sand Dragon
Type: Primordial
Difficulty: Easy or harder


By using this spell, the magician draws on the soil to swell upwards in a tide of sand. Aside from the obvious effect of creating sand, this spell is also good at creating signals on the ground, burying some plants, and in some cases, reducing the available traction for any footed creature in the area. Depending on the magician's level of control and power, the area may extend five feet, ten feet, twenty feet, though hundreds of feet are possible in theory.

Instructions:

The wielder will need to be in direct contact with the ground, for starters, preferably with their palms on it. From there, it's a matter of push and pull, pushing the impurities in the soil downwards, and the silica upwards, so that it bursts right out.

======

Sun Archer
Type: Thaumaturgy
Difficulty: Easy


A favourite of Othemite priests, this spell gives a man the power to use the Sun in order to harm their enemies.

Instructions:

First, the caster's scalp at the top of their head must be shaved smooth and polished to a mirror finish, preferably waxed. Then a pact with an angel of Oth is made, which will involve never covering the top of said head. From that point on, the top of the head of the Othemite priest will act as a focusing device for sunlight, weaponizing the bald spot whenever under direct sunlight.

It takes but an angry face from the priest to fire powerful lasers from their cue ball; while the ray varies from priest to priest, most of them have terrible aiming but tremendous power, capable of setting fire to buildings and flashing water to steam. A single baldy with lasers is deadly enough; the priesthood of Oth's tremendous numbers, which they fear not bringing to bear to their enemies, have allowed them to conquer innumerable worlds with the power of their cue balls.

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PostSubject: Re: Community Spells and Enchantments Index   Sat Oct 20, 2012 9:26 pm

Stabs wrote:


Sun Archer
Type: Thaumaturgy
Difficulty: Easy


A favourite of Othemite priests, this spell gives a man the power to use the Sun in order to harm their enemies.

Instructions:

First, the caster's scalp at the top of their head must be shaved smooth and polished to a mirror finish, preferably waxed. Then a pact with an angel of Oth is made, which will involve never covering the top of said head. From that point on, the top of the head of the Othemite priest will act as a focusing device for sunlight, weaponizing the bald spot whenever under direct sunlight.

It takes but an angry face from the priest to fire powerful lasers from their cue ball; while the ray varies from priest to priest, most of them have terrible aiming but tremendous power, capable of setting fire to buildings and flashing water to steam. A single baldy with lasers is deadly enough; the priesthood of Oth's tremendous numbers, which they fear not bringing to bear to their enemies, have allowed them to conquer innumerable worlds with the power of their cue balls.

This has to be the single most awesome/ humorous spell in the universe! Shocked Ironic as I was just thinking about making an Othemite priest OC but was stumped about how their magic would work. Now I think I see. cheers Think you'll do anymore?
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PostSubject: Re: Community Spells and Enchantments Index   Sun Oct 21, 2012 9:55 am

Thanks for the kind words. Can try to make more, but can't make promises.

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PostSubject: Re: Community Spells and Enchantments Index   Mon Oct 22, 2012 9:43 am

Forgive me for before, I was really self-centred. Your feedback first. DX

I'll be honest, I don't understand the first two. I can't understand what it is exactly they're supposed to do, what use they'd be, or how they'd fit into a story. Maybe I just need them explained to me. Sorry. D:

The Sand Dragon spell not only sounds cool, but makes a lot of sense, and is versatile to boot. I think you captured the essence of a good spell right there, and I'd love to add it to the index if nobody else has anything to say about it. ^.^

The Sun Archer spell is hilarious, but in it's own way, awesome. I can also see a lot of situations involving Othemites getting angry and unwilling letting loose a ray blast and wrecking a room. However, that could be seen as a particular drawback to the spell that could make it too unreliable to be widely used, or even exist at all. Just something to consider.

What did you mean by, "specific disciplines within a kind of magic, rather than individual spells, with general ability sets"?
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PostSubject: Re: Community Spells and Enchantments Index   Mon Oct 22, 2012 3:15 pm

The first spell was meant to be some sort of dowsing rod for dimensional disturbance.

The second spell was meant to be something on the vein of summon monster- except without anything specific being summoned, rather a lump of protoplasm that just plays pretend it is a monster. It allows summoned monsters without any teleportation ever happening.

======

Thanks for the kind words.

======

If you please, Nyaha, here's what I've got to say. The words to your nature's spells are way too long, and might get way too repetitive, specially if you intended for the spells to be used more than once per story. I'd also wonder why are they rule-based when they're nature's anything- and the presence of circles limits some of their uses to places where those have been set up. The variety's nice, but that's about it.

Exhises' and Ohran's summons are kind of... I don't know. I don't think you should throw the ability to go back and forth just by having two contracts with two contacts between two different places an easy ranking. Getting places is half the fun.

I'm also not sure about the difficulty rating, but I'm really tired now, so don't ask me to provide a better alternative, m'kay?

Finally, what I meant by disciplines, rather than spells, is kind of... you probably haven't seen the manga. Anyway, I was thinking that some kinds of magic just do things, they don't have spells. Innate magic comes to mind; there's no spell for belching fire, or for making rhymes that curse babies with the ability to go comatose if they ever get a papercut, or for making a Sword of Honesty, a Shield of Virtue, and an Armor of Valor, or whatever they last did in Disney. So let's consider magic that doesn't involve spells, but rather the ability to do a number of things.

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PostSubject: Re: Community Spells and Enchantments Index   Mon Oct 22, 2012 4:40 pm

Thank you for explaining those to me. The Cosmic Ripples suddenly seems super useful, though you might need to elaborate on the second spell, such as how one goes about becoming able to do a spell like that. Otherwise I'm not sure how useful it'd be in a story.

The thing about repetitive verses is that, once you've written them once, you can reference them whenever you want. It isn't necessary to dialogue the verse each time. I'm not convinced that they're a problem. I don't get what you mean by 'places where those have been set up'. The magic circles don't need to be placed beforehand, they're constructs created by the caster through which they channel their magic. Though I admit, I may have included them for the sake of making them more interesting to describe/imagine. They might not be necessary, but at the same time, I think they're cool and might need a little more convincing to remove them. DX

I'll consider upping the difficulty for the summoners, I guess? I'm not sure what I should be doing there.

For those kinds of magics, I was kinda' thinking of just letting those be here. This was meant to be just for the kinds of magics that do have spells. I can't think of a way to do what you're asking me to do, so you'd have to demonstrate that.



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PostSubject: Re: Community Spells and Enchantments Index   Tue Oct 30, 2012 4:31 pm

Nyaha wrote:
Thank you for explaining those to me. The Cosmic Ripples suddenly seems super useful, though you might need to elaborate on the second spell, such as how one goes about becoming able to do a spell like that. Otherwise I'm not sure how useful it'd be in a story.
Understood. No, it's probably not very useful- it was more meant to awe than to be useful.

Nyaha wrote:
The thing about repetitive verses is that, once you've written them once, you can reference them whenever you want. It isn't necessary to dialogue the verse each time. I'm not convinced that they're a problem. I don't get what you mean by 'places where those have been set up'. The magic circles don't need to be placed beforehand, they're constructs created by the caster through which they channel their magic. Though I admit, I may have included them for the sake of making them more interesting to describe/imagine. They might not be necessary, but at the same time, I think they're cool and might need a little more convincing to remove them. DX
'salright, okay. Ze circles don't need to be set, they be fireworks... then I'm ok with it, I jess.

Nyaha wrote:
I'll consider upping the difficulty for the summoners, I guess? I'm not sure what I should be doing there.
Story of my life Razz

Nyaha wrote:
For those kinds of magics, I was kinda' thinking of just letting those be here. This was meant to be just for the kinds of magics that do have spells. I can't think of a way to do what you're asking me to do, so you'd have to demonstrate that.
Just wanted to let you know that. Not thinking you've had any kind of magic do something it was not supposed to do yet.

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PostSubject: Re: Community Spells and Enchantments Index   Fri Nov 09, 2012 3:39 pm

If nobody objects, I'd like to go ahead and add my Nature's Emotion series, Cosmic Ripples, and Sand Dragon spells to the index.

EDIT: The aforementioned spells have been added to the index. ^_^ Thanks a bunch to Stabs and Hat for contributing and for giving feedback. Anyone else have anything?
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PostSubject: Re: Community Spells and Enchantments Index   Wed Nov 14, 2012 1:00 pm

Name: Wind Sweep Step
Type: Dance Magic
Difficulty: Novice

A dance magic spell that allows the caster to create sweeps of blowing wind in whatever direction they are facing. The faster one performs the dance, the faster and more powerful the winds will be. It doesn't take long to evoke its effects, at least compared to some other dance spells.

Instructions:

The dance involves the sweeping motions of both arms diagonally downward across one's body from side to side. Lead with the arm on the side you are swinging towards and make sure both palms are facing the direction you are swinging in. With each sweep of the arms, a step is to be taken in the same direction at the same time. The windy effect should occur after the first three steps if done correctly. Repeat the motions continuously for as long as you wish the effect to remain active. Be sure to use a steady rhythm while performing the dance, otherwise the speed and power of the wind will fluctuate and become less effective.


Name: Strengthening Stomp
Type: Dance Magic
Difficulty: Easy

A dance magic spell that allows the caster to increase the physical strength of themselves or those around them. The spell's power is partly measured by the distance from the caster to the intended target(s) and the amount of magical energy contained within the caster. It can take effect on multiple targets at once, however, the power of the spell to decreases for each target strengthened at once.

Instructions:

The caster must create a steady rhythm that follows the beat one-one-two three-two-four. The beats in blue are to be created by stomping one's feet. The ones in red may be created by clapping hands, with the use of a drum, etc. The rhythm must be repeated at least four times in a row for the spell to take effect. Extra repetitions will increase the spell's power.
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PostSubject: Re: Community Spells and Enchantments Index   Mon Nov 19, 2012 7:53 pm

Both of these are good spells. You may want to make the Wind Sweep Step have a different range of difficult, ranging from novice to whatever difficult might be. The reason for this is that one could, theoretically, use the spell to cause major affects. Let me take an example from the D&D Dungeon Master's guide. The party manages to get a vorpal sword (a weapon that has the chance of automatically beheading the people it hits) because the wizard used a Gust of Wind spell to knock the villain carrying it off a high enough cliff to kill said villain.

You see what I'm saying? Create a strong enough wind in just the right place and you can cause anything from people falling off cliffs to an avalanche. The stronger your wind, the harder the dance should be, not just the faster. :3



The Strengthening Stomp seems perfectly fine to me. So nothing needs to be changed there. :3
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PostSubject: Re: Community Spells and Enchantments Index   Tue Nov 20, 2012 2:48 pm

It's a good idea. But how would I make it harder? Add in more movements of some sort? :/ I mean, I tried doing the dance myself in what little space and with as much carefulness as I had, so to me it seems like it would be pretty hard to dance fast enough to make it, like, knock over a tree or something. O.o Any suggestions?
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PostSubject: Re: Community Spells and Enchantments Index   Tue Nov 20, 2012 4:35 pm

I would suggest adding in extra movements and speed. So to knock over a tree could really only be done by a master.
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PostSubject: Re: Community Spells and Enchantments Index   Tue Nov 20, 2012 5:24 pm

Speaking of masters, Stabs suggested changing the 'difficulty' thing to something else. I was thinking maybe mastery level? Like, what the lowest level of mastery of a certain field you have to have to be able to do the spell? Or is that too complicated?
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PostSubject: Re: Community Spells and Enchantments Index   Sun Dec 30, 2012 12:38 pm

Okay, I'm making some changes to the Index Threads. Instead of ideas only being added once they've been judged as good enough, which I think now is a terrible way to do it and it makes people not want to try because of the pressure and it suuuuuuuuuuuuuuuuuuuuuuucks, I'm going to leave it more open-ended, and the ideas will be added to the index for ease-of-access only. That way, everyone can decide for themselves whether an idea is good enough or not to be used! Very Happy Which I think will work much better. Hope you all enjoy posting more ideas!
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PostSubject: Re: Community Spells and Enchantments Index   Sun Dec 30, 2012 1:12 pm

Nyaha wrote:
Okay, I'm making some changes to the Index Threads. Instead of ideas only being added once they've been judged as good enough, which I think now is a terrible way to do it and it makes people not want to try because of the pressure and it suuuuuuuuuuuuuuuuuuuuuuucks, I'm going to leave it more open-ended, and the ideas will be added to the index for ease-of-access only. That way, everyone can decide for themselves whether an idea is good enough or not to be used! Very Happy Which I think will work much better. Hope you all enjoy posting more ideas!

That's not a bad idea man! O.O That way you can acess any spell anyone made and it's easier to find. Nyaha for the win?
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PostSubject: Re: Community Spells and Enchantments Index   Sat Feb 02, 2013 1:18 pm

Safe Burning

This is a technique used by many who practice abilities with fire: fire mages, pyrokinetics, etc. It is performed by setting an object or substance aflame, e.g. a piece of wood, hair, cloth - and then keeping it burning without causing damage to what is being burned. This is usually done by substituting the fuel for the fire being burned with magic energies, or by separating the flame from the fuel and keeping it burning with the power of one's mind, in pyrokinetics' cases. The purpose for doing this is usually to create a dangerous flaming weapon or distraction using something one would not want to lose, or without losing the original effect of the object being burned. In cases where the object can cut or has the potential to deliver a heavy blunt force, Safe Burning can increase the lethality of the object greatly.
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PostSubject: Re: Community Spells and Enchantments Index   Thu Apr 03, 2014 7:26 pm

So, I have two ideas for some psion abilities, one of which I've posted before. I'm reposting it here to see if it gets more critiques. ^_^;;;

Viskinesis: The ability to manipulate and redirect forms of energy through the body and into another object or substance. this is almost purely a combat technique.

More Info:
 

------------
The name is pending on this one...it basically means Body Manipulation

Corpuskinesis: The ability to manipulate one's own body to speed it up or slow it down.

More info:
 
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