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Post by Riku on Sept 30, 2019 18:59:32 GMT -6
Apologies if any of these already exist.
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Alchemical Fusion Cost: 3MP each of Fire, Water, Earth, and Air Description: A portion of each of the more natural magics glow as a respectively colorful mote of light. All four spin in a circle, fusing together into the color representation of the intended divine element. The “magic-compound” degrades back into its four original elemental versions after twenty-four hours - if not already used. Effect: Grants 5MP of the caster’s choice of a single divine magic type for 24 hours.
Alchemical Decomposition Cost: 9MP total of Light, Dark, Order, and/or Chaos Description: A significant portion of the more divine magics glow as a respectively colorful mote of light. A single or up to all four divine elements can be used, and spin in a circle, fusing together and then splitting into the color representation of the four natural elements. The “magic-compounds” reconfigure back into their original elemental version(s) after twenty-four hours - if not already used. Effect: Grants 1MP each of Fire, Water, Earth, and Air magic type for 24 hours.
Hollow Hand Cost: 1 Hollow MP Description: Ever find yourself just one hand short of something? Or do you ever need to do something simple across the room but you don’t want to get off the couch? The Hollow Hand can help with that! Effect: Briefly conjures an ethereal-looking but quite-physical hand to do one quick task for the caster. The Hand can not ever do harm to anyone, nor can it take damage in the place of its master.
Hollow Helper * Cost: 5 Hollow MP Description: Just like you wouldn’t hire a gardener to work the whole day just to trim one bush, you wouldn’t contract a Servant just for one measly (or limitedly complicated) job. Do you need the dishes washed or the yard mowed? A Hollow Hand wouldn’t do the trick, but a Hollow Helper definitely would! Whatever the task, an appropriately specialized Helper will appear to get it done. Effect: Conjures an appropriate Helper to help the caster with one specific job. Disappears after either six hours or the completion of it’s designated responsibility - whichever comes first. The Helper can not ever do harm to anyone, nor can it take damage in the place of its master.
Hollow Servant * Cost: 10 Hollow MP Description: Everyone loves to be pampered - but not everyone has the lover to massage their shoulders or the money to hire a chef. A sort of ‘contract’ can be made, however, that allows the caster to sort of ‘conjure’ the perfect servant for them. The caster’s needs and desires are subconsciously and automatically infused into the spell at its origin, and structured into the contract. Do you need a cook? A physical trainer? Someone to wash your dishes? Or perhaps just someone to listen to your problems...? Whatever it is, your laziest dreams will come true with this spell. Complete with a personality that best fits you and your life. Do you prefer your butlers sassy? Or your maids sexy? No problem! Just sign the conjured contract, and every twenty-four hours you will automatically trade a certain amount of magic for the help you desire - until intentionally dismissed. Effect: Grants the caster a personalized devoted and talented servant who will do anything for them for 24 hours. The Servant can not ever do harm to anyone, nor can it take damage in the place of its master.
Hollow Boyfriend/Girlfriend Cost: 3 Hollow MP Description: Does your mom keep whining about how you never date? Are you having a fancy double date with your boss? Do you need to make your ex jealous? Or perhaps, scare off potential creeps who keep hitting on you in the bar? A Hollow Boyfriend or Girlfriend will help you with any of those issues. Automatically taking the physical form of whatever the caster subconsciously was imagining, the Conjured would keep them company for a few hours. Long enough for lunch with relatives. It will play the part perfectly according to the need. Effect: Grants the caster a significant other of their liking to keep their arm warm for up to two hours. The Conjured can not ever do harm to anyone, nor can it take damage in the place of its master. It will not perform anything that would be ‘inappropriate in public’.
(*cough cough* Perhaps a servant can help with that.)
* - Helpers and Servants performing official tasks with rewards (like training or jobs) must still be fully role-played like normal.
Instrument Master Cost: 6 Order MP Description: Do you have a song stick in your head? Do you want to impress a hot date? Do you have a dusty banjo in your closet you never learned to play? This spell gives a temporary mastery over any instrument. However, after a certain amount of time you’ll go from a natural rockstar back to a tone-deaf loser.....okay, well maybe not a loser - but you definitely won’t play the same. Effect: Caster gains mastery over one specific type of instrument for 24 hours. Each type of instrument must be taken separately. Nothing learned will be remembered, whether in mind or muscle-memory. Does not improve non-magical skill over time.
Symphony Conductor Cost: 8 Order MP Description: Do you ever want to break out into song, but the song in your heart doesn’t quite have lyrics or a notated chord structure yet? What good would knowing how to play an instrument if you don’t know what to play? Without any musical or instrumental knowledge, this spell allows the caster to translate their finished masterpiece in their head into the audible world with the wave of a finger - preferably in tempo. Effect: Caster can conjure whatever sounds they please.
Humanize Familiar Cost: 5 Hollow MP Description: Turn your familiar into a humanoid temporarily. They will be ‘Humanish’ (human looking with animal features), rather than ‘Mammalian’ (animal looking with human posture/features). The humanoid is still limited by their intelligence, so a familiar with three cunning affected by this spell would not be able to speak or comprehend most things. It would simply look humanoid, stand upright and have thumbs. An ‘idiot’. However, a sentient familiar would be able to live as a humanoid while the spell was in effect....although that doesn’t mean it particularly likes being misshapen. Also any statistically advantageous features like wings or comprehensive tails would vanish. Things like flying and breathing fire don’t work while this spell is in effect. They’re literally humanoid, like a character - and ‘limited’ as such. Effect: Turns the caster’s familiar into a humanoid for a few hours.
Share Magic Cost: 1 or more MP Description: The caster sends a small glowing orb to the target that gifts them the intended MP. This can be done all at once for as much MP as the caster can and is willing to spare. Useful when trying to cast spells of multiple elements, or when someone has run out of magic for the day. Useless on people or creatures who don’t already know spells of that element. Effect: Gives the target 1MP per 1MP spent of that element for 24 hours. The recipient must know how to use any spells they try to cast.
Stretch Bond Cost: 5 Permanent MP Description: Stretch the bond that connects a Mage with their familiar across all of space to no longer require them to stay close to survive. Effect: Permanently sacrifice 5MP, which will forever on be useless. In return, the caster’s familiar is no longer bound to a distance limit.
Arcane Power Cost: 9 Permanent MP Description: The caster empties an entire greater node of its magic, and in return imbues a creature with whichever stat they choose. Effect: Permanently sacrifice an entire greater node, which will forever on be useless. In return, a single creature permanently gains +1 to either Stamina, Strength, Resistance, Dexterity, or Mentality.
Restore Sense Cost: Cost: 9 Permanent MP Description: The caster empties an entire greater node of its magic, and in return restores a sense they had lost or never had. Effect: Permanently sacrifice an entire greater node, which will forever on be useless. In return, the caster permanently loses the status of either Mute, Deaf, or Blind. These senses can still be temporarily taken by other spells.
Detach Node Cost: 9 Permanent MP Description: A horrific and extremely painful spell that is only done if the caster is very sure. This cannot be undone, and the cost is great. The caster betrays their own element, ripping the node out of their core that has given them magical bounty for so long. Effect: The swallowed node will be ripped out of the caster, destroyed in the process. Permanently sacrifice an entire node, which will forever on be useless. If the swallowed node had less than 9MP, another node must be used to make up for the remaining to total 9MP. This spell only works on Elementals who have swallowed a node. The inherited spells will be forgotten just as they were once magically ‘learned’. The resistance will be lost. Every benefit of swallowing the node will be lost, and the node (and 9MP total) will be gone. However, now the caster can tap into new nodes...or swallow another one.
Become Elemental Cost: 9 Permanent MP Description: The caster fuses themselves with a node to become an Elemental, similar to the traditional swallowing, but they don’t gain MP or learn spells...In fact, fusing with the element fully takes up the Greater Node in the process. Fortunately, they can still tap into other nodes, and now they have a resistance. Effect: Permanently sacrifice an entire greater node, which will forever on be useless. In return, the caster becomes an Elemental of that element. Similar to swallowing a node, they are physically altered and gain the appropriate resistance - however, they do not gain any MP and they do not learn any spells. They can still tap into nodes.
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Post by Renathan on Nov 14, 2019 15:31:25 GMT -6
Rip Reality Cost: 5 Chaos MP Description: The user focuses their chaos magic to rip a hole in reality; like electrons moving from space to space without occupying the space between; the user and one individual (foe or ally) can choose to follow them into the void... Effect: A pitch black tear rips into reality, connecting for an instant this space in time with the next. Roll a d100. If a 50-99 is rolled, the user is able to teleport to a specific place in space during this time; no matter how far away as long as they have seen it before. If a 100 is rolled, the user is transported as per a 50-99, and gains 5 chaos MP back. If a 10-49 is rolled, the user is transported to a random place, during this time (chosen by moderators). If a 2-9 is rolled, the user is transported into a 'bad situation' and either back or forward in time (chosen by moderators). If a 1 is rolled, the user automatically takes their stamina in damage (unaffected by resistance). In addition, in any case; the single other individual on the battlefield (friend or foe) that has the most dexterity can choose to 'follow' the caster before the roll is made for effect... A big gamble, since the individual would suffer whatever fate befell the user.
Artful Tear in Reality Cost: 10 Chaos MP Description: The user focuses their chaos magic to gently slice a hole in reality. Like electrons moving from space to space without occupying the space between; the user and one individual (ally) is dragged into the void with them. Effect: A pitch black tear is cut into reality, connecting for an instant this space in time with the next. Roll a d100. If a 30-95 is rolled, the user is able to teleport to a specific place in space during this time; no matter how far away as long as they have seen it before. If a 96-100 is rolled, the user is transported as per a 30-95, and gains 5 chaos MP back. If a 10-29 is rolled, the user is transported to a random place, during this time (chosen by moderators). If a 1-9 is rolled, the user is transported into a 'bad situation' and either back or forward in time (Chosen by moderators). This also drags exactly 1 ally wherever the user has gone.
Chaotic Return Cost: 10 Chaos MP Description: The user focuses their chaos magic and begs to return to their time and space. Perhaps chaos will smile upon them today? Effect: Flip a coin, if heads, the user is returned to the Labs City in 'this day and age' (the one all the characters on the site are supposed to be in). If tails, no more chaos magic can be used that day, and you have to wait until the next day to try again to return home.) In addition, the individual that followed the user into this situation (regardless of whether foe or ally) also is forced to return upon this spell working. Even if they are dead (their body will transport).
Panicked Sacrifice Cost: 6 Chaos MP Description: An ally has fallen or will fall soon, and the chaotic individual calls upon the entropy of the universe to let them trade somehow. Effect: The user is transported directly in front of an ally that would have been 'knocked down' by an attack made this turn or the turn before it. The user takes 100% of the damage and effects that would have been caused to the ally; regardless of where the damage/effects would have come from, or what the damage/effects were (disregarding the effects of all attacks/abilities that might keep it from happening). This happens regardless of turn order; as if the user had already been there when the attack/effect went off.
Entropic Sacrifice Cost: 15 Chaos MP Description: An ally has fallen or will fall soon, and the chaotic individual calls upon the entropy of the universe to let them trade; but they have a plan! A true child of chaos. Effect: The user is transported directly in front of an ally that would have been 'knocked down' by an attack made this turn or the turn before it. The user takes 50% of the damage and none of the effects that would have been caused to the ally, and the ally remains unharmed. This effect happens regardless of where the damage/effects would have come from, or what the damage/effects were (disregarding the effects of all attacks/abilities that might keep it from happening). This happens regardless of turn order; as if the user had already been there when the attack/effect went off. In addition, the user may use one non-magical attack or defensive option at this point without being acted upon otherwise (IE: the foe would get no chance to defend)- this attack/defensive option goes off even if the user would have been killed or knocked down. If the user would have been killed, the user dies directly after their attack/defensive option is complete. IF the user would have been knocked down, the user is knocked down directly after their attack/defensive option is complete.
Leafy Dance Cost: 4 Wind MP Description: The user dances, and a wind with leaves blowing on it conjures up to dazzle the foe. Effect: A single foe loses two turns; can only be used once per battle.
Dance of Autumn Cost: 7 Wind MP Description: The user dances a fancy dance, and a wind with leaves blowing on it conjures up to dazzle all foes. Effect: All foes within ten feet of the caster lose two turns; can only be used once per battle.
Jack-Frost Cost: 3 Wind MP, 2 Water MP Description: Conjures a frosty wind to nip at the foe. Effect: All foes within ten feet of the caster take 2 wind, and 2 cold damage.
Bolster Cost: 3 Hollow MP Description: The caster expends some of their own magic to bolster a single ally's magic. Effect: A single ally's spells deal double damage or effect for the next three turns. During the time, the caster cannot perform any magic.
Lay Bare Cost: 4 Wind MP Description: A wind blows by, cleansing and restoring all on the battlefield. Effect: All status conditions, status effects, stat boosts/drains, and damage over time that was caused by a move or ability are wiped from all within 20 feet for the caster. This does not effect any of those things that are caused by items, or by magic. If the foe uses a drain, damage over time, status condition or effect after this spell hits, then it takes effect again. However, the foe's abilities that effect stats drains or boosts do not take effect against until the end of the battle.
Freezing Breath Cost: 5 Wind MP, 3 Water MP Description: A great frosty breath is exuded from the caster's mouth or hands. Effect: The caster uses Breath of Winter, as per the move.
Burning Breath Cost: 5 wind MP, 3 Fire MP Description: A great fiery breath is exuded from the caster's mouth or hands. Effect: The caster uses Breathe Fire, as per the move.
On the Wind Cost: 5 Wind MP Description: A slight breeze washes up over the user, and with it information of the future. Effect: The user automatically dodges the next two attacking moves from opponents (up to and only two with one use). If used outside of battle, allows for one re-roll of a bad event per use- and can only be used outside of battle once per day.
A Little Birdie Cost: 3 Wind MP Description: Using their magic, a caster is able to communicate with those past through bird omens. Effect: Cannot be used in battle; outside of battle, the user can speak with the dead for 24 hours by whispering on the wind at night, and then watching for bird omens in the daytime.
Shredding Wind Cost: 6 Wind MP Description: A harsh wind is exuded from the body of the caster, towards one enemy. Effect: Deals 4 flat nonresistable wind damage to one opponent, and inflicts the bleed status on said foe.
Escape on the Wind Cost: 2 Wind MP Description: A friendly wind picks up the user and allows escape, though who knows where the winds blow? Effect: The caster is pulled up into the air and removed from the battlefield a mile in their choice of initial direction, but otherwise no choice in where they go.
Scathing Blast Cost: 2 Wind MP, 1 Fire Mp, 1 Earth MP Description: The winds of a hot desert day are conjured by the caster. Effect: All enemies within twenty feet of the caster are hit with a slicing wind attack that is hot and sandy. All enemies are afflicted with the 'Bleed' status, and flip a coin for each. If heads, the foe takes 1 Wind, and 1 Fire damage. If tails, the foe now has 1/2 accuracy for the next turn.
Remove Breath Cost: 5 Wind MP Description: The caster can use their mastery over the wind to take the foe's breath away. Effect: Deals 2 stamina worth of damage each turn for three turns. During this, the foe can only attempt to get away; flip a coin. If heads, the foe breaks out of the spell. IF tails, the effect continues. The maximum number of turns that the opponent can be trapped is 5, but the user cannot do anything else during that time period or the spell automatically breaks.
Sandstorm Cost: 5 Wind MP, 1 Earth MP Description: The caster performs a quick dance, conjuring up a sandstorm! Effect: Deals 3 Wind Damage to all opponents within ten feet of the caster. In addition, all foes struck have 1/2 accuracy for the next turn. If any of the foes struck have earth resistance or immunity the 1/2 accuracy does not affect them.
Chaos Storm Cost: 5 Wind MP, 1 Chaos MP Description: The caster performs a quick chaotic dance, conjuring up a flash storm! Effect: Deals 3 Wind Damage to all opponents within ten feet of the caster. In additions, all foes struck skip their next turn. If any of the foes struck have electric resistance or immunity the turn skip does not affect them.
Ripcord Dance Cost: 5 Wind MP Description: The caster strikes at the foe with a windy barrage dependent on their agile dance! Effect: Deals as much nonresistable flat wind damage to a single foe as the user has dexterity by conjuring a slice of wind.
Wind-like Agility Cost: 3 Wind MP Description: The caster calls upon their wind magic to add to their, or a friend's dexterity. Effect: The user, or an ally gains 3 dexterity for the next 3 turns.
Whipping Rebuke Cost: 4 Wind MP Description: The caster pushes the foe away with a windy rebuke. Effect: Pushes all foes away from the caster, it will take 2 turns for them to return within melee striking distance. Any move effected by Stone Skin cannot strike the caster during this time, but other moves will take effect/can strike the user and/or the foes.
Emberwhirl Cost: 6 Wind MP, 2 Fire MP Description: A whirlwind of fire erupts around a foe, trapping them. Effect: A single foe is trapped in a whirlwind for 3 turns. On the first turn, they lose the turn, and take 2 wind damage and 1 fire damage. On the next turn, flip a coin (if heads, the foe escapes and can attack - if tails the foe takes another 1 fire damage and loses their turn.). On the last turn, flip a coin (if heads, the foe escapes and can attack - if tails the foe takes 1 last fire damage and loses their turn.) Then, if the foe is not freed already, they are now free.
Rapid Storm Cost: 3 Wind MP, 2 Chaos MP Description: A strange storm is called, striking foes with a barrage of the elements. Effect: All foes take 3 wind damage immediately. In addition, all foes on the field must flip a coin. If heads, they take 2 electric damage. If tails, they lose their turn.
Enraged Storm Cost: 7 Wind MP, 4 Chaos MP Description: A huge storm is called, striking foes with a barrage of the elements. Effect: All foes take 4 Wind damage immediately. In addition, all foes on the field must flip a coin. If heads, they take 4 electric damage. If tails, they lose two turns.
Baleful Storm Cost: 10 Wind MP, 5 Chaos MP Description: A huge storm is called, dealing lots of damage. Effect: All foes take 7 Wind damage immediately. In addition, all foes on the field must flip a coin. If heads, they take 5 electric damage. If tails, they lose two turns and have 1/2 accuracy on the next two attacks afterwards.
Desecration Pyre Cost: 2 Dark MP, 2 Fire MP, 2 Chaos MP Description: The caster Stomps once, and from the caster's feet erupts a desecrating pyre that hits all within ten feet of the caster. Effect: Deals 2 Fire and 2 Shadow damage to all within ten feet of the caster, except for the caster. This damage is negated for anything with Shadow Immunity or Fire Immunity, as well as anyone who has swallowed a dark, fire, or chaos node.
Soulflare Cost: 4 Fire MP Description: The caster can call a flame from within their heart; and deal damage with the spectral thing. Effect: Deals as much fire damage to one target as the caster has mentality. This can only be used once per battle.
Stoke Cost: 5 Fire MP Description: The caster 'stokes the spiritual flames' of another, boosting their conviction and power in a fiery flash. Effect: A single target gets +1 to all of it's stats for the next 3 turns.
Enrage Cost: 5 Fire MP Description: The caster invokes a fiery rage in another, making them fight with more fervor. Effect: A single target gains the effects of Bloodthirsty regardless of whether any enemy is below the stamina usually required for it to proc for three turns.
Cauterize Cost: 2 Fire MP Description: The caster uses a gentle bit of flame to cauterize a wound. It hurts! Effect: A single target loses the 'bleeding' status effect and takes -1 stamina damage. The stamina damage is negated if they have four or more resistance, or if they have fire resistance or fire immunity.
Purify with Flame Cost: 12 Fire MP Description: The caster has a fiery conviction to destroy their enemies, and to heal their comrades' afflictions. Effect: Deals 7 Fire damage to enemies all within ten feet of the caster, and for those within twenty feet of the caster (but outside the ten feet radius) it deals 4 Fire damage. In addition, any friendly targets within twenty feet of the caster are healed of all status effects (this includes but is not limited to Bleeding, Curses, Poisons, Acids, Venoms, practically all Damage Over Time Effects, and status drains that are not Intimidation.) This does not give stamina, however.
Sticky Ooze Cost: 2 Dark MP, 2 Chaos MP Description: The caster is suddenly covered in slime. It is temporary, and smells pretty good? Effect: The caster gains the ability Slime, and Sweet Scent: (flavor of food here) for the next 3 turns.
A Trick and A Treat Cost: 3 Dark MP Description: The foe is blasted with candy that exudes dark energy. After hitting a foe (or not) the candy is scattered and can be eaten. It is delicious! Effect: A single foe takes 2 Shadow Damage. The candy can be picked up after the battle and eaten, if all the candy is eaten by one individual they regain 1 Stamina.
Tomfoolery Cost: 4 Dark MP Description: A bit of dark energy seeps from the feet of the caster, and everywhere it goes enemies shake. Effect: 3 Shadow Damage to all enemies within 10 ft of the caster. Those with shadow weakness take an additional 1 Cold damage instead of twice the shadow damage.
Trickery Cost: 8 Dark MP Description: A horrible dark blast seeps from the feet of the caster, and everywhere it goes enemies shudder and some collapse. Effect: 5 Shadow Damage to all enemies within 20 ft of the caster. Those with shadow weakness take an additional 2 Cold damage instead of twice the shadow damage.
Pandemonium Cost: 5 Chaos MP, 5 Dark MP Description: A ripple of chaos erupts from the feet of the caster, and everywhere it goes pandemonium ensues. Effect: Deals 3 Shadow Damage to all enemies within 20 ft of the caster. In addition, 2 electrical damage is dealt. Those with either Shadow or Electrical Weakness take anadditional 2 Acid Damage instead of twice of either damage type.
Haunting Blast Cost: 10 Dark MP Description: On the first turn, the user poofs into a puff of tricky smoke, and in the second turn- a powerful blast of dark energy is aimed at the foe. Effect: This Turn, Spook is used as per the move. On the second turn, a single foe takes 7 shadow damage.
Bad Penny Cost: 1 Hollow MP Description: Ever lost that thingamabob in your house or somewhere? This spell will bring it to you! Effect: If you currently own an item, and you have lost it, you may use this spell to make it 'turn up' like a bad penny. Basically, the item may have been lost far from you, but this spell will make it show up within your sight 'right in front of your face' at the nearest convenience. This could also be used to creep your neighbors out if you use it on their trash or a token that looks like it spells doom but really doesn't... This doesn't work for magical items at all, or crystals or nodes for that matter.
Entropy Cost: 5 Chaos MP Description: A chaotic attack that has chances of doing quite a few things, all of which take the form of floating twinkling constellations in the user's hands/mouth. Effect: Roll a d4. If one and four are rolled, all opponents lose 1 round to the pretty lights. If two is rolled, the user's immediate party all regains three health a piece. If three is rolled, the opponent's entire party takes 2 psychic damage a piece.
Animate Utility Cost: 4 Hollow MP Description: Ever wanted to have your broom clean your house for you by itself? Ever wanted to entertain your pet by having the toy 'play' for you? Use of this utility spell allows for just that! Effect: For 24 hours, a single non-statted item will 'interact' in a specific way. IE: A plush will play with your pet, a bucket will tip to feed your pets at certain intervals, or your broom will clean your home. This does not confer stats to any item, and will not allow for the harm of any living being larger than a shrew.
Crystallize Cost: 5 Earth MP, 5 Order MP Description: The user chooses a friendly target or a target owned by the caster and turns them into crystal for a single day. Effect: For the next 24 hours, a single pet target ally is 'turned into crystal', and gains Immobile and Impermeable. They cannot use any of their active moves/abilities at this time. The creature is still awake, but cannot choose to do anything. Some passive abilities, like Telepathy, can still be used. This is usually used for protection purposes. This spell will also thankfully work on creatures that have had their loyalty stolen via a spell, as long as you own the creature in question!
Natural Blessing Cost: 3 Earth MP, 2 Light MP Description: The user casts this spell on their garden, making their natural produce quite a bit more effective! Effect: For the next 5 posts, IF you would roll to get a garden loot that is NOT a pocketpet, the yield is doubled. This does nothing if you don't, in fact, roll a non-pocketpet garden loot! This can only be used once every 25 garden posts regardless of 'days'- so even if your MP refills, you can't use this again until the 25 posts have passed. The 25 posts starts on the first post you mention this spell being used (please put it at the bottom of your post).
Blighty Curse Cost: 3 Earth MP, 2 Shadow MP Description: The user casts a spell on their garden, and it makes their produce grow blighty for any pocketpets trying to eat them! Effect: For the next 5 posts, IF you would roll to get a garden pocketpet loot, any pocketpet roll you receive is instead converted to a produce loot of any other kind instead. This can only be used once every 30 garden posts regardless of 'days'- so even if your MP refills, you can't use this again until the 30 posts have passed. The 30 posts starts on the first post you mention this spell being used (please put it at the bottom of your post).
Leyline Whisperer Cost: 5 Hollow MP Description: The user casts a spell on theirself while in the mansion, calling to them the gifts of the mansion's strange fugue. Effect: For the next 5 posts, IF you would roll to get a 'collectible' at the mansion, an extra collectible is given at that time, up to only one. This can only be used once every 20 mansion posts regardless of 'days'- so even if your MP refills, you can't use this again until the 20 posts have passed. The 20 posts starts on the first post you mention this spell being used (please put it at the bottom of your post).
Glimmer's Boon Cost: 20 Hollow MP Description: A very lucky creature feels more comfortable in the mines than in the above-land for a small amount of time! Effect: For the next 25 posts from the start of using this spell, a single pet (your choice) becomes a mining familiar in effect only. However, this can only be used once every 50 posts in the mines, regardless of 'days'- so even if your MP refills, you can't use this again until the 50 posts have passed! The 50 posts starts on the first post you mention this spell being used (please put it at the bottom of your post).
Plushify! Cost: 5 Hollow MP Description: A very ... unfortunate creature is turned into a plushie for a day. How terrifying? Effect: Can only be cast on a 'friendly' pet target. The ally is temporarily turned into a plush toy for the entirety of 24 hours. The plush weighs 5 lbs, and has the following stats (Sta: 1, Str: 0, Res: 0, Dex: 0, Mentality: (same as it had been before)). The toy is still alive and can think, but is trapped and cannot move on it's own. The plush can continue to use psychic moves, magic, or anything that doesn't require a mouth/movement, but cannot use anything else for this time period. It is good for moving the animal around without arousing suspicion, perhaps? Animate Toy spells cannot be used on this 'plushified' pet.
Dessertify! Cost: 2 Hollow MP Description: Small, inconsequential items are turned into snacks of the dessert variety. And once they are eaten, they are gone! Effect: Can only be cast on unimportant, small items that are not alive. These turn into 1 single ration of character-edible candy or other desert for a character, but are not good for pets... The item is permanently gone after eating it, so maybe it is best not to Dessertify key items?
Phantomize! Cost: 7 Hollow MP Description: The caster suddenly melds into the substances around them, to escape an enemy? Effect: The user uses Intangible body as per the move; but this can only be used once per day.
Glim Blast Cost: 10 Hollow MP Description: Strange Fae magic is called upon, and a request is made. Suddenly, the opponent is barraged by small amounts of damage! Effect: Deals 1 Damage of each element to the opponent consecutively until each element has had damage done to the opponent from Glim Blast this turn. If the opponent has a resistance or immunity to an element, then the single damage of that type is removed. If the opponent has a weakness to an element, that damage is doubled to 2 damage. All of the damage is otherwise nonresistable and flat.
Trick Blast Cost: 2 Chaos MP, 2 Dark MP, 2 Light MP, 2 Order MP, 2 Hollow MP Description: While drawing in the mystical forces of divine magic, the user uses a spell to make a mighty mental attack, using the opponent's strength against them! Effect: Deals Damage equal to the User's Mentality + the Foe's Strength to one foe, who then resists the damage using their own (the foe's) mentality. The damage dealt is considered to be a completely Random elemental damage.
Fae Blast Cost: 15 Hollow MP Description: Strange Fae magic is called upon, and a request is made. Suddenly, a blast of random element is produced! Effect: Deals 10 Damage of a randomized element to the opponent in the form of Nonresistable Flat Damage. This damage can be halved by a matching elemental resistance, or reduced to 0 by a matching elemental immunity. In addition, this elemental damage is considered magical, meaning that magical resistance will effect it.
Wild Blast Cost: 10 Hollow MP Description: The spirit of the land is called upon, and a request is made. Suddenly, a blast of elemental damage is produced mimicking the current season! Effect: Deals 5 Damage that is simultaneously the two elements that are supported by the current on-site official season. This damage is noneresistable and flat, being halved (rounded up) only by a matching elemental resistance, or reduced to 0 by a matching elemental immunity. BOTH of the elements must be resisted or the pet must be immune to both in order to change the damage. If the foe is weak to either one, it deals double damage regardless of the other. (Winter: 'Cold and Light', Spring: 'Water and Wind', Summer: 'Fire and Earth', Fall: 'Shadow and Psychic.)
High Court Boon Cost: 5 Light MP Description: Strange Fae magic is called upon, and a request is made. Suddenly, the user seems to glow and flash! Effect: The caster gains Bioluminescence for the current turn, which fades after the opponent's first attack after this. Then upon the next turn after the user is attacked, Flash is used, as per the move, taking up the user's turn do so.
Unseelie Call Cost: 2 Dark MP Description: Strange Fae magic is called upon, and a request is made. Suddenly, an ear-splitting screech is emitted! Effect: Screech is used, as per the move.
Yokai's Trick Cost: 2 Dark MP Description: Strange magic is called upon, and a request is made. Suddenly, the user poofs into a puff of smoke, startling the opponent! Effect: Spook is used, as per the move.
Eerie Lick Cost: 1 Dark MP, 1 Hollow MP Description: The user licks the foe, temporarily paralyzing them sometimes... Effect: Flip a coin, if it is heads the opponent is fine. If tails, the opponent has it's dexterity drop to 0 for two turns. If the opponent is not effected by the Eerie lick (in the event of a heads), then the user's dexterity is currently 0 on the turn this is used instead.
Blast of Fright Cost: 4 Dark MP Description: A blast of fright rips through the opponent, giving them only a single chance to keep from being terrified. Effect: Flip a coin, if heads the opponent is fine. If tails, the opponent has it's mentality drop to 0 for two turns, unless it has shadow resistance or immunity (if so, this is nullified). If the opponent has shadow weakness, the opponent's mentality drops to 0 for two turns without a coin flip.
Nightlight Cost: 5 Dark MP Description: The user, though dark is nature, has decided to push the advantage of blinding light against their opponent's nature. Effect: The caster gains Bioluminescence for the current turn, which fades after the opponent's first attack after this. Then upon the next turn after the user is attacked, Flash is used, as per the move, taking up the user's turn to do so.
Foxtrot Cost: 15 Hollow MP Description: When used for the day, it allows an owner to meld minds with a single pet of their choosing, with heavy restrictions. Effect: The user moves their consciousness and senses, for 24 hours, into that of a specific pet. The owner can only switch into a pet they own, and only one that has 100+ loyalty to the owner. The master's body is left behind and remains 'asleep' for the entire day. At this point, the owner's consciousness is trapped in the pet's body for a day, with the pet still IN the body as well. Both the owner and the pet have control over the body during this time- and can fight the owner. In addition, the owner cannot use any magic during this time period. Remember that the owner cannot do anything the pet couldn't do before this, including speak, and the owner still retain's their usual intelligence during this time. As you can imagine, upon waking, the owner's body is tired as if it wasn't sleeping, is even more hungry than usual, and probably requires extra care to make sure that it stays healthy for a while. Can only be used once a week!
Maw Money Cost: 10 Hollow MP Description: The user uses their magic to pretend that they have more money than they actually do... This may upset a shopkeeper if used too much! Effect: The user gets x1 free barter with a shopkeeper as long as they have barter ranks as well, and only up to the credits they'd get with a barter. If this is used any more than once a month, the shopkeeper will 'catch on' to the fake credits and ban you from their shop permanently!
Spirit Festival Cost: 10 Hollow MP Description: The user uses their magic to lay to rest any 'undead' creature, at least for 24 hours. Effect: A single creature with Eidolon Endeavor, or Blessing of Shadows, is forced to 'sleep' for 24 hours. For some reason, they are not able to be harmed during that 24 hours, though, as they seem to be encased in a magical protective barrier.
Maw Penny's Curse Cost: 4 Hollow MP Description: The user uses a single lowly credit and their own magic to force a strange affliction on an opponent temporarily. Effect: For the next two turns, the opponent now has a 'Faerie Fault' with a specific constructive substance (IE: Specific Metals, Wood, or Ceramics, etc.), typically of a weapon's construction.
Strange Dance Cost: 4 Hollow MP Description: The user performs a strange magical dance that enthralls the opponent- even if blind, temporarily forcing them not to attack. Effect: For the next two turns, a single foe has their dexterity reduced to 0.
Dullahan's Boon Cost: 8 Dark MP Description: The user requests assistance from strange fae magic- for a small amount of time, they are blessed as if part of the undead! Effect: For the remainder of the battle, the creature is considered to have Eidolon Endeavor, but they also have x4 Light Weakness. This overrides any light immunity or resistance they had before. Outside of battle, this upsets the giver- resulting in just the x4 Light Weakness for 24 hours instead!
Crone's Boon Cost: 8 Hollow MP Description: The user requests assistance from strange fae magic- they are allowed a single smaller spell that they wouldn't normally have the wisdom to perform, as if helped to do so! Effect: Choose a single spell from any elemental or divine list that costs 4 or less MP. This spell becomes that spell instead.
Stroke of Unnatural Genius Cost: 15 Hollow MP Description: The user requests assistance from strange fae magic- they are allowed a single really grand spell that they wouldn't normally have the wisdom to perform, as if helped to do so! Effect: Choose as single spell from any elemental or divine list that costs 8 or less MP. This spell becomes that spell instead.
Gwyllion's Boon Cost: 8 Dark MP Description: The user requests assistance from strange fae magic- for a small amount of time, they are blessed as if having limited precognition! Effect: Can only be used on the first turn of a battle. The creature is considered to have Refined Senses for the rest of the battle, but they also have x4 Light Weakness. This overrides any light immunity or resistance they had before. Outside of battle, this upsets the giver- resulting in just the x4 Light Weakness for 24 hours instead!
Selkie's Boon Cost: 8 Water MP Description: The user requests assistance to keep from drowning. They are suddenly helped right along! Effect: Can only be used outside of battle. The user gains Amphibious for 24 hours, but they will lose 1 Stamina for every 8 hours spent outside of the water while this is in effect. If used outside of water, this will upset the giver- resulting in just the 1 Stamina loss for every 8 hours spent outside of the water for 24 hours instead!
Sidhe's Boon Cost: 8 Earth MP Description: The user requests assistance while in the forest. They are suddenly helped right along! Effect: Can only be used while in a 'Forest' setting. For the next 24 hours, you gain Forest Dweller and Chlorophyll. However, you also gain x4 Fire Weakness during that duration. If used outside of a forest, this will upset the giver- resulting in just the x4 Fire Weakness for 24 hours instead!
Pixie Gift Cost: 5 Hollow MP Description: A blessing is asked for, and suddenly the user is blessed in the light of a lantern's glow. Effect: For the remainder of the battle, the creature gains Light Resistance. If they already had Light Resistance, they gain Light Immunity instead. This does not work outside of battle and will instead aggravate the giver; resulting in Light Weakness for 24 hours.
Ouphe Gift Cost: 5 Hollow MP Description: A blessing is asked for, and suddenly the user is blessed with a comforting shade. Effect: For the remainder of the battle, the creature gains Shadow Resistance. If they already had Shadow Resistance, they gain Shadow Immunity instead. This does not work outside of battle and will instead aggravate the giver; resulting in Shadow Weakness for 24 hours.
Undyne Gift Cost: 5 Hollow MP Description: A blessing is asked for, and suddenly the user is blessed in the salt of a sea-sprayed stone. Effect: For the remainder of the battle, the creature gains Water Resistance. If they already had Water Resistance, they gain Water Immunity instead. This does not work outside of battle and will instead aggravate the giver; resulting in Water Weakness for 24 hours.
Dwarven Gift Cost: 5 Hollow MP Description: A blessing is asked for, and suddenly the user is blessed in the ring of a sacred hammer. Effect: For the remainder of the battle, the creature gains Earth Resistance. If they already had Earth Resistance, they gain Earth Immunity instead. This does not work outside of battle and will instead aggravate the giver; resulting in Earth Weakness for 24 hours.
Salamander Gift Cost: 5 Hollow MP Description: A blessing is asked for, and suddenly the user is blessed in the hearth of a sacred cinder. Effect: For the remainder of the battle, the creature gains Fire Resistance. If they already had Fire Resistance, they gain Fire Immunity instead. This does not work outside of battle and will instead aggravate the giver; resulting in Fire Weakness for 24 hours.
Sylvan Gift Cost: 5 Hollow MP Description: A blessing is asked for, and suddenly the user is blessed by the four winds. Effect: For the remainder of the battle, the creature gains Wind Resistance. If they already had Wind Resistance, they gain Wind Immunity instead. This does not work outside of battle and will instead aggravate the giver; resulting in Wind Weakness for 24 hours.
Valkyrie Gift Cost: 10 Wind MP Description: A blessing is asked for in the heat of battle, and suddenly the user is blessed with huge wings. Effect: For the remainder of the battle, the creature gains Fly and is sent into the air to do so. They do gain the dexterity bonus that Fly would normally give. However, they also have x4 Lightning Weakness and x4 Ice Weakness for the duration of this flight. This does not work outside of battle and will instead aggravate the giver; resulting in regular Electrical Weakness and regular Ice Weakness for 24 hours instead.
Plague Doctor's Gift Cost: 5 Chaos MP Description: A blessing is asked for in a time of need, and suddenly the user is blessed with an uncanny resilience, and an uncanny openness to ideas. Effect: For 24 hours, the creature gains Immunity to any plague, curse, illness, venom, poison, or acid. However, they gain x4 Psychic Weakness for the entire 24 hours, leaving them heavily open to suggestion... What kind of a blessing is this?
Witch's Gift Cost: 15 Hollow MP Description: A strange blessing that seems more curse than boon, is it worth it to you? Effect: This is a one time ever use spell. Whatever MP is used to cast it, is permanently lost and can never refill again. This basically sucks the energy out of nodes permanently, and must be documented! HOWEVER, from here on out you may have a single familiar that is power level 3 or less, under the regular familiar rules. Was this worth that heavy a loss? Many would disagree.
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Post by Fiera Ferella on Dec 14, 2019 17:49:56 GMT -6
Name: Slime Shot Cost: 2 Water MP Description: Oh, that’s gross. At least it’ll slow your foes down? Effect: Reduces an enemy’ dexterity by 2.
Name: Draining Beam Cost: 5 Hollow MP Description: A strange light shines from nowhere, and suddenly you feel very, very tired. Effect: Reduces an opponent’s strength by 5.
Name: Party Lights Cost: 3 Light MP Description: Bright, beautiful lights flash everywhere in a strobing effect. Effect: The chance of an opponent’s move making contact is reduced by 75% for one turn, 50% for the next, and 25% for the third before this spell wears off.
Name: Clear Mind Cost: 3 Order MP Description: You breathe out, your mind clears, and all of your thoughts become sharper than before. Effect: Attacks that would make you miss a turn have no effect for 3 turns.
Name: Swift Step Cost: 4 Wind MP Description: The wind carries you a little further with each step, put you literally one step ahead of your foes! Effect: Lets you or anyone you choose go first for 5 turns, regardless of dexterity.
Name: Flame Aegis Cost: 4 Fire MP Description: A firey glow surrounds you, and all cold melts away. Effect: Grants the user cold immunity for 4 turns.
Name: Shadow Puppet Cost: 4 Shadow MP Description: You project shapes along the wall, which suddenly become a lot less two dimensional and harmless than usual... Effect: Does 3 flat damage per turn for 2 turns, which is doubled if any light element attacks have been used in the fight so far.
Name: Soothing Song Cost: 3 Wind MP Description: You play a soothing tune, whether on instrument or from your lips, and your opponents feel a lot calmer than before. Effect: All opponents in the fight lose 3 strength. This effect lasts until damage is done to them.
Name: Boxing Rocks Cost: 1 Earth MP Description: You surround your fists with some pebbles- its not a lot, but it’ll certainly make your blows sting more! Effect: Increase your strength by 1 until the end of the fight.
Name: Reset Cost: 8 Order MP Description: You snap your fingers, and suddenly the flow of mana returns to normal, as if the spells were never cast. Effect: All multi-turn effects of spells currently in play are cancelled (ex. Being asleep for multiple turns, lasting stat reductions, continually damaging effects, etc.). MP is not reset.
Name: Double Take Cost: 8 Chaos MP Description: Your opponent’s body twitches and spasms before repeating the exact same action as before, whether they like it or not. Effect: Your opponent repeats the same action they did last turn, regardless of whether it was an attack that can only be used once per battle or is already in effect (ex. Screech, fly).
Name: Seed Shooter Cost: 2 Earth MP Description: You launch volley after volley of sharp, painful seeds at your opponent. Effect: Make 5 attack rolls. The number that succeed is the number of flat damage done.
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