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Flare
Mar 4, 2020 11:34:41 GMT -6
Post by Flare on Mar 4, 2020 11:34:41 GMT -6
Flare's Magic
basic earth node, swallowed 25MP
Skills to Magic Magical Awareness Feel the Node
Creature Magic:
Draconic Magic:
Ivalo has 6 intelligence, but no innate magic or breath. 12mp? x.20
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Flare
Aug 15, 2020 11:19:45 GMT -6
Post by Flare on Aug 15, 2020 11:19:45 GMT -6
Earth Spells (multielement spells only castable if I have a familiar)
Blossom Cost: 1 Earth MP Description: Causes a small "fist-full" of green sprigs and flowers to spring forth from the earth beneath the caster's hand or feet. Effect: No effect in battle.
Summon the Bumblebees Cost: 1 Earth MP Description: Who better to pollinate then the bumblebee’s themselves? Caster can summon a small swarm of these insects to help out in their garden. Yet should they summon them in battle, the caster can direct the bumblebee’s attention to the opponent and swarm right up at the foe’s face. Blocking their sight and making an annoying buzz sound that can be quite distracting, lets hope for your opponent's sake they don’t want to sting! Effect: Flip a coin, if Heads the bumblebee’s block the opponent’s sight for one turn, giving the opponent 1/2 accuracy for all attacks. If Tails, does 1 Physical Damage before dispersing.
Wall of Sand Cost: 5 Earth MP Description: You could really use a breather from all those ranged attacks, best to create some cover for it! Effect: Summon a straight sand wall of two meters in length and one and half meter tall with a depth of half a meter to hide behind. It even has on the casters side protrusions for hands and feet to climb on! This sand wall has 10 Stamina, and 15 Resistance with Earth Resistance and Water Weakness. The wall lasts for three rounds in battle as it will then lose cohesion and crumble or until destroyed. So long as the opponent is on the opposite side of the wall it can protect the caster from attacks temporarily, better hope the opponent doesn’t decide to walk around it! Outside of battle lasts for two hours.
Pebble Shield Cost: 3 Earth MP Description: A shield of small stones is raised between you and your foe. Effect: Has a 100% chance of absorbing 2 points of damage. Anything more breaks through the shield and makes contact.
Stone Shield Cost: 4 Earth MP Description: A shield of solid rock is raised between you and your foe. Effect: Has 100% chance of block up to 4 points of damage. Anything more breaks through the shield and makes contact.
Stalacstrike Cost: 3 Earth MP Description: Spikes of rock coming shooting up through the ground, impaling everything in their way. Effect: Does 2 Earth damage to all opponents in a straight line from the attack.
Cleanse Cost: 1 Earth MP Description: Despite the fancy name, it just gets the dirt off your clothes and body. Useful if you're too lazy to drag your stuff to the laundromat. Not useful if you want to actually smell good. Effect: No effect in battle.
Ensare Cost: 2 Earth MP Description: Small vines rapidly sproud from the earth and entangle whatever they're next to. They're relatively weak, and don't last long. Effect: The target is trapped and cannot move, causing them to skip a turn with all melee-related attacks, moves, or abilities. Long-range abilities (such as breathe fire) still function, as they do not require moving to do.
Summon Thornling Cost: 2 Earth MP Description: A tiny "walking vine" covered in thorns rapidly sprouts from the ground, attacking whoever the caster commands it to. Directly after the attack, the thornling burrows it's way back underground just as quickly as it came. Effect: 2 Earth damage to one target.
Summon Tree Cost: 10 Earth MP Description: A huge tree is summoned forth from the earth, maturing in a matter of seconds! The tree lasts until it dies of "natural" death. Only one tree can be summoned per month in this way. Effect: If tree is summoned to appear on the spot a target is standing, they'll be tossed into the air or impaled on a branch! 6 Earth damage is taken to said target.
Gift of Sand Cost: 6 Earth MP Description: The target of this spell recieves the "gift of sand", allowing it to swim through sand as though it were water. While the creature is blessed with the gift of stone, it's body becomes hardened and rough to the touch. Effect: Temporarily grants the target the ability "Sand Swim" - lasts for 3 turns. When the effect ends, the one with the gift is pushed back on top of the earth at rapid speed.. essentially, the earth "spits it out".
Gift of Wood Cost: 6 Earth MP Description: The target of this spell recieves the "gift of wood", allowing it to absorb energy from the sun as the plants do. When the target is blessed with the gift of wood, it's skin or fur takes on a very slight green or brown tint. Effect: Temporarily grants the target the ability "Chlorophyll" AND "Forest Dweller" - lasts for 3 turns.
Circle of Earth Cost: 5 Earth MP Description: A ring of swirling leaves and petals surrounds the caster (and perhaps friends that are within' touch distance of the caster), protecting them from earth-related attacks entirely, and cutting all who attempt to harm them. Effect: Lasts 3 turns. Caster cannot leave the circle, or the effect ends. Grants Earth Immunity to all within' the circle. Any who attempt to enter the circle recieve 4 points in earth damage.
Angry Pebbles Cost: 2 Earth MP Description: The user can pick up and throw a stone - which is immediately enchanted with the magic of the earth. It never misses, and it hurts when it hits... The stone however, cannot weight more than a golf-ball would. Effect: 1 Earth Damage to one target.
Aura of Earth Cost: 3 Earth MP Description: The user surrounds the target's spirit and aura with the chosen element, protecting it for a small amount of time from the chosen element. This is a minor, softly-glowing protection - and not as strong as an elemental shield. Effect: Gives temporary earth resistance to target, lasts 3 turns.
Sheild of Earth Cost: 6 Earth MP Description: The user surrounds the target's spirit and aura with the chosen element, protecting it for a small amount of time from the chosen element. Any time damage from that element would be taken, the aura flares up in a bright light, shielding the protected entirely from the chosen element. Effect: Gives temporary earth immunity to target, lasts 3 turns.
Ball of Earth's Fury Cost: 4 Earth MP Description: The user places their hands together, and slowly pulls them appart, forming from the threads that materialize there a tight swirling ball of it's chosen element. Once the ball has reached the size of a melon, the user hurls it at their foe, causing devistating elemental damage to it. This missile seeks out it's foe, and rarely misses. Effect: 4 Earth Damage to one target.
Tremor Cost: 3 Earth MP Description: Caster summons a minor tremor that can causes everyone in the area to easily loose balance Effect: Dexterity of all creatures (not flying) on the battleground is cut by 1/2 for one turn; doesn't affect caster.
Quake Cost: 5 Earth MP Description: Caster summons a quake that causes the terrain to break up and knock everything around, along with the creatures on it. Effect: Dexterity of all creatures (not flying) on the battleground is cut by 1/2 for one turn; doesn't affect caster. Causes 3 earth damage to all effected creatures.
Summon Staff Cost: 3 Earth MP Description: The caster summons a gnarled staff made of wood, which materializes into the caster's hand. This item counts as a "staff" weapon, but dissapears after one hour. Effect: *see description*
Lava Pool Cost: 4 Fire MP, 2 Earth MP Description: This caster can create a 5 foot diameter, 3 feet deep 'pool' of molten rock on any surface on the ground. Contact with a 'hot spot' will result in 3rd degree burning. Luckily, the ground "glows" red for a single turn before it melts, so most creatures are smart enough to move out of the way. Effect: Caster creates one "lava pool". Takes one turn to cast. Lasts three tunrs after it is cast. Anyone/anything that comes in contact will receive 2 Fire damage and 2 Earth damage.
Stone Body Cost: 4 Earth MP, 2 Hollow MP Description: Caster can cast this on themselves, another person, or another creature. This causes their body to become as tough as stone. Effect: The affected will have their Resistance doubled. While the target has "stone body", it has Electrical Immunity, and Water Weakness. The target cannot swim while effected by Stone Body. This lasts for 3 turns.
Stone Skin Cost: 3 Earth MP Description: Caster can cast this on themselves, another person, or another creature. This causes their body to become as tough as stone. Effect: The affected gains +3 resistance. This lasts for 3 turns.
Petrify Cost: 12 Earth MP Description: The caster's target is encased by a prison if solid stone, trapping the poor victim solid for a short time. Effect: 6 Earth damage. The effected creature is removed from combat. Effect ends if the petrification prison is broken. The Petrification has 1 health, and 8 resistance.
Barren Cost: 3 Fire MP, 3 Earth MP Description: Creates a barren plain of dry earth for on day. Land turns back to how it was after 24 hours. Effect: Creates an area that increases the damage of all fire magic by 50% and earth magic by 100%
Dust Storm Cost: 4 Wind MP, 2 Earth MP Description: A wall of magical dust and sand rolls onto the field, making it hard to see and causing irritation while possibly burying the tiniest of creatures. Effect: All attacks in the next two turns have 50% accuracy. Does not apply to those with blindness or echolocation. Anything with actual, physical, non-robotic eyes takes 1 earth damage, as well as any creature attempting to use an attack that requires opening one's mouth, for the next two turns. Creatures less than a foot tall become buried and immobile on the second turn, for the duration of that turn.
Locust Swarm Cost: 3 Earth MP, 2 Chaos MP Description: Summons a swarm of hungry locusts to devastate crops and cause overall trouble. Effect: Locusts devour the plant-based food and crops in the area, and crawl over meat, tainting it, if they can get to it. Destroys plant-based spells and does 3 earth damage to plant creatures.
Magma Armor Cost: 2 Fire MP, 2 Earth MP Description: Call forth the blood of the land to cover you in a suit of hardened magma. Effect: Gain immunity to Fire and Earth attacks but lose 1 point of dexterity when you use this spell.
Summon Earthen Guardian Cost: 6 earth MP Description: The grounds cracks and quakes as a creature not entirely of this world appears from below the ground. The creature seems to be made entirely of rock and soil with malevolent glowing green eyes. It curls it's arms about you as if it is a sort of guardian to block your from your opponent's onslaught. Effect: Last 2 turns, while in effect the caster gains immunity to earth based attacks and receives +4 resistance.
Fertile Ground Cost: 2 Earth MP Description: Makes the ground fertile, thus making growing various plants much, much easier and faster. Effects up to 6 square feet of land. Effect: No effect in combat
Fissure Cost: 8 Earth MP Description: The ground shakes and trembles, tearing a hole in the earth. An opponent caught up in the quaking ground takes damage from falling into the newly formed crack. Effect: Does 5 Earth Damage a single target.
Earth Sprite Cost: 8 Earth MP Description: You summon a single earth sprite to aid you in battle! The cute little creature, appearing as a glowing fae no bigger than your fist, loyally obeys your every command until it dies or fades away when the magic of the spell has ended. Effect: Summons 1 creature (6 Sta, 0 Str, 2 Resist, 6 Dex, 6 Ment) to fight with you for 3 turns. It can attack for 1 earth damage per turn or obey simple commands.
Earth Spikes Cost: 5 Earth MP Description: Summons 10 random pillars of stone to shoot up from the ground. Effect:Roll a regular die. For every even number, deal 1 earth damage.
Desert Casket Cost: 4 Earth MP Description: Your opponent is completely engulfed in sand, suffocating them, and knocking the unconcious. Effect: Does 1 Physical Damage. Your opponent also loses their next turn.
Desert Burial Cost: 8 Earth MP Description: You crush you opponent in sand, almost breaking every bone in their body. Often used in combination with 'Desert Casket'. Effect: Does 4 Earth Damage. If Desert Casket was used before this spell, then this spell does 10 Earth Damage instead.
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).
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Flare
Aug 15, 2020 11:20:38 GMT -6
Post by Flare on Aug 15, 2020 11:20:38 GMT -6
Hollow Spells
Fairy Circle Cost: 5 Hollow MP Description: A mysterious circle of mushrooms springs up from the ground around the caster. Giggling whispers can be heard when you come near... Effect: Creates a 10 foot circle. Restores 2 points of stamina to any allies in the circle when cast, and removes two points of mentality to any opponents that enter (or are otherwise moved into) the circle.
Grow Big! Cost: 4 Hollow MP Description: Sometimes with small objects it can be handy to actually have them grow bigger. That bird house over there? That’s my temporal home, watch this! Effect: Casting this spell on an object can make them by the casters will grow up to six times in size, smaller than six times is possible, but sadly no bigger than that. Objects will also increase in weight. In battle for each increase you will need to cast each time and the size increase becomes irregular as its harder to focus, the objects won't be able to become twice the size with each time it is used but the caster can still cast on one piece six times before it has no effect on it anymore. When cast on a weapon there size increases by ten centimeter and there is a bigger chance that the object will break or become more unwieldy to use. Giving the target who uses the weapon a -1 chance to attack or defend for each time the spell is cast to increase the size. And any armor piece it is cast on will have there size increasing every two centimeters to become more lose and easier to fall off the body by ten percent each time it happens to that particular piece. Roll a d10 each round to see if it happens for every armor piece it is cast on. Outside of battle the spell last for twelve hours or until dismissed.
"Gift" of Floating Cost: 5 Hollow MP Description: Your opponent suddenly begins to float, becoming light as a feather and rising above the ground! Shame they can't control it, and are stuck wheeling around in mid air. Effect: The opponent gains the ability "Float" for 3 turns, but cannot control their movement and loses 3 agility. Opponent suffers no damage on returning to the ground.
Sounds of Life Cost: 5 Hollow MP Description: When before there was only a maddening silence, you can now actually hear what is going on around you. Effect: User can cast it on themselves or another target. Negates the trait or ability ‘Deaf’ for three turns in battle. Can only affect those who are ‘Deaf’. Outside of battle works for 15 minutes.
Sight for the Blind! Cost: 5 Hollow MP Description: Darkness might be all you’ve ever known, but that’s sure to change now! Effect: User can cast it on themselves or another target. Negates the trait or ability ‘Blind’ for three turns in battle, and allows the target in question to see again with the same sight that their race naturally possesses. Can only affect those who are ‘Blind’. Outside of battle works for 15 minutes.
Roar of Defiance Cost: 3 Hollow MP Description: You know some of those predatory species are on the top of the food chain, and they make it known loudly to their prey. Freezing them in place. Yet, with this spell, you can imitate them! Effect: Caster only needs to open their mouth, and the sound of a “Roar” from some unknown or known species is heard loud and clear, causing the opponent to skip it's next turn in battle.
Mystique Cost: 2 Hollow MP Description: Do you dare know what happens in the great beyond? Effect: No effect in battle, allows the user to communicate with the afterlife for a brief time.
Arcane Arrow Cost: 4 Hollow MP Description: Sends a single white, ethereal arrow whistling toward the target, piercing them as a normal arrow would. This arrow however, is made of pure magic, and will not ever miss. Effect: 2 Physical Damage to one target.
Focus Cost: 3 Hollow MP Description: Focuses your magic into a single object, allowing it's power to be temporarily boosted. And it glows faintly, to boot! This is used to commonly infuse things such as your first, foot, or weapon. Effect: Choose a physical "weapon" (fist, foot, fang, sword, etc). This "weapon" does 2x it's normal damage on the next turn.
Teleport Minor Cost: 3 Hollow MP Description: Allows the caster to teleport themselves (including their clothing) up to 6 yards in any direction. They cannot teleport themselves into an object (such as a wall), and must be able to see where they are teleporting to. Effect: *see description*
Teleport Major Cost: 6 Hollow MP Description: Allows the caster to teleport themselves (including their clothing), and one other person or creature up to 1 mile in any direction. They cannot teleport themselves into an object (such as a wall), and must have seen (in the past) the place they are teleporting to, or be able to see it currently. Effect: *see description*
Mass Teleport Cost: 12 Hollow MP Description: Allows the caster to teleport up to 6 creatures or people up to 10 miles in any direction. They cannot teleport themselves into an object (such as a wall), and must have seen (in the past) the place they are teleporting to, or be able to see it currently. Effect: *see description*
Foresight Cost: 6 Hollow MP Description: Caster will be able to briefly predict the future. Effect: In battle, the caster will be able to dodge all physical attacks of the opponent the next turn. They will also be able to dodge all magic attacks, unless it's one that is 'unavoidable' like a lightning bolt. Outside of battle, the caster can predict the next 'major' event, like an on-coming storm, or an encounter with a wild creature.
Isolate Mind Cost: 3 Hollow MP Description: The target's mind is magically shielded from others, but though this defends them from mental assaults, it also keeps them from using certain attacks as well. Effect: One target gains psychic immunity for the next three turns, but they cannot use psychic attacks during this time, either. All the target's empathetic links or telepathy are also rendered useless for the time this spell is in effect.
Recycle Energy Cost: 3 Hollow MP Description: Takes the energy from an unconscious or dead creature or humanoid and uses it to enhance the caster's own power. Generally looked down upon greatly by those mages who consider themselves to be 'good people'. Effect: May only be used on a target whose stamina is 0 or lower. Takes 2 stamina from the target (doing further damage to them) and allows the caster to gain 1 strength or resistance (they choose) point for the battle's duration.
Arcane Blast Cost: 10 Hallow MP Description: A huge explosion rips at everything within 15 feet, including the caster. Usually used as a "last resort" for desperate mages. Effect: Effects ALL creatures and players on the battlefield, including the caster. Each target will receive damage equal to the total of 2 10-sided dice rolled. Each target gets it's own "roll". (so each target takes anywhere from 2 to 20 damage).
Summon Illusion Cost: 5 hollow MP Description: The user sends forth an illusion, being in whatever form they choose (bat, snake, cute little bunny, ect). Effect: Illusion taunts or distracts the foe for three turns, causing them to loose 1/4th their dexterity. Illusion can never actually hurt the opponent, just make them more susceptible to attacks.
Pressurize Cost: 3 Hollow MP Description: First you can't breathe, then you can't move, and finally it feels as if you're being constricted. it's as if you have been thrown into the deepest reaches of the ocean and now you can feel yourself being crushed. Don't worry it won't hurt for too long... if you're lucky. Effect: 2 physical damage
Clone Cost: 6 Hollow MP Description: Are you here? Or possibly there? With this spell you are able to make a clone of yourself out of magic. This will confuse your opponents greatly as they won't know which one you are until they land a hit. Though the clone can't physically attack they'll take the heat off of you while you work up your next move. Effect: All attacks against you have 1/2 accuracy. Lasts for three turns.
Mass Clone Cost: 12 Hollow MP Description: Are you here? Or possibly there? With this spell you are able to make five clones of yourself out of magic. This will confuse your opponents greatly as they won't know which one you are until they land a hit. Though the clone can't physically attack they'll take the heat off of you while you work up your next move. Effect: All attacks against you have 1/6th accuracy. Lasts for three turns.
Strengthen Cost: 4 Hollow MP Description: Every muscle in your body seems to be fueled by an unexplained energy. You feel as if you could crush boulders, moves mountains, and most of all you feel as if you could destroy your opponent. Effect: +2 strength for two turns
Tech Bane Cost: 8 hollow MP Description: The caster summons an aura which blocks and jams all technology in the area. They cannot be found on a radar, if they are near any sort of electronic device it will stop working. Even robots seem to go haywire when the caster draws near. Effect: Disables robots in battle -See description-
Bullet Rush Cost: 6 Hollow MP Description: The caster's skin seems to take on an unusual metallic quality as they rush towards their opponent slamming into them with force comparative to that of a speeding bullet. Effect: 4 physical damage
Eye of the Falcon Cost: 2 Hollow MP Description: By using this spell you seem to be able to see farther and you're more accurate with your attacks to boot! Your eyes even seem to change when you use this spell looking slightly reminiscent of a falcon's, pretty nifty. Effect: In every day use it grants the caster a form of higher vision so to speak. In battle it doubles your accuracy. Lasts for either one hour, or three turns in battle.
Loved Cost: 1 Hollow MP Description: The caster sends small cartoonish hearts towards someone they admire, or someone they wish to taunt. Either way it's a nice gesture to let someone know that you love them, even if they want to tear your throat out. Effect: No effect in battle, but it's cute right?
Dream Walk Cost: 8 Hollow MP Description: Have you ever been curious as to what your best friend, or your favorite pet might be dreaming? Simply cast this spell and find out, but there could be repercussions. After all not everyone wants their privacy invaded during their most intimate dreams! Effect: Not used in battle -see description-
Push Cost: 2 Hollow MP Description: You seem o be able to use a telekinetic power to push things away from yourself. It is rumored you can even deflect bullets, well that is if you're skilled enough to do so and practice quite a bit. Effect: Allows caster to move objects outside of battle, when used in battle it causes 1 physical damage to target.
Voice Cost: 1 Hollow MP Description: Everyone has at one point or another wanted to sound like someone else, whether it be out of necessity or just for a prank using this spell will allow you to do do. The spell is not limited to voices you can also copy animal calls, bird song, the tolling of a large bell. The possibilities are endless. Effect: No effect in battle, -See description-
Shout Cost: 1 Hollow MP Description: Whatever noise comes out of your mouth next, it's very very loud. You can be easily heard by anyone within' a mile radius. Really, a mile! Effect: No effect in battle, -See description-
Create Shurikens Cost: 5 Hollow MP Description: Three small throwing stars magically appear with a puff of smoke. They can be thrown (physically), and are completely tangible. Effect: Summons Item (shuriken), which disapears after one hour, or until they are thrown and make contact with an enemies' body.
Blind Cost: 10 Hollow MP Description: The user can cause the opponent to become blind for four turns. Effect: The opponent gains the trait 'Blind' for four turns.
Deafen Cost: 5 Hollow MP Description: The user can cause the opponent to become deaf for four turns. Effect: The opponent gains the trait "Deaf" for four turns.
Silence Cost: 5 Hollow MP Description: The user can cause the opponent to become mute for four turns. Effect: The opponent gains the trait "Mute" for four turns.
Slow Cost: 7 Hollow MP Description: The user can cause the opponent to become slower and more sluggish for four turns. Effect: The opponent looses 1/2 their "speed" for four turns. In addition to this, the opponent looses 1/4th their dexterity for four turns.
Weaken Cost: 12 Hollow MP Description: The user can cause the opponent to become weak and more vulnerable for four turns. Effect: The opponent looses 1/4th their strength and 1/4th their resistance for four turns.
Twisting Heart Cost: 7 Hollow MP Description: The user can temporarily divert a Golem's devotion from its owner to the caster. Effect: The user temporarily switches a Golem’s “one” from the owner to itself. This lasts three turns, and can only effect the Golems of the element the caster chooses - but he can cast this spell many times to choose additional elements. This is the only spell that can effect a creature with the “heart of the guardian” ability
Enchant Rope Cost: 4 Hollow MP Description: If there is a rope available, the user can enchant it to dance and weave like a serpent, becoming errect in the air. If somebody knew how to climb a rope, they could surely use it to get to any height they desired.. if the rope was long enough of course. Though you may want to climb quickly, for after five minutes, the rope becomes limp again! Effect: *no effect in battle*
Shining Key Cost: 3 Hollow MP Description: The User creates a shining 'skeleton' key that unlocks a great sum of gates, doors, and padlocks. Can only be used once. Does not open Magically Sealed Objects. Effect: *no effect in battle*
Spectral Key Cost: 6 Hollow MP Description: The User creates a spectral 'skeleton' key that unlocks anything. Can only be used once. It even unlocks magically sealed objects! Effect: *no effect in battle*
Conjure Food Cost: 5 Hollow MP Description: The user conjures up to 1/2 pound of edible food. The food may take on any form or flavor, and does provide nourishment. Effect: *no effect in battle*
Hover Disk Cost: 3 Hollow MP Description: An invisible disk appears, allowing the caster to get on top of it and hover in what seems to be thin air! Effect: Allows the user to 'levitate' - as per the move for up to three turns, or 1/2 hour out of battle.
Protective Bubble Cost: 7 Hollow MP Description: A large protective bubble appears around the caster. This bubble, though beautiful, appears to have un-natural strength, and protects the user until it "pops" on it's own accord. Effect: Prevents all damage (but not secondary effects) of all attacks on the user for the next two turns. The user cannot attack (but can use moves/abilities that have non-damaging effects) during that time.
Endure Cost: 2 Hollow MP Description: Bless one creature with extra endurance for the duration of the battle. Effect: Target receives +1 stamina until the end of the battle.
Empower Cost: 2 Hollow MP Description: Bless one creature with extra power for the duration of the battle. Effect: Target receives +1 strength until the end of the battle.
Defend Cost: 2 Hollow MP Description: Bless one creature with extra defense for the duration of the battle. Effect: Target receives +1 resistance until the end of the battle.
Quicken Cost: 2 Hollow MP Description: Bless one creature with extra speed for the duration of the battle. Effect: Target receives +1 dexterity until the end of the battle.
Bless Cost: 2 Hollow MP Description: Bless one creature with extra magic power for the duration of the battle. Effect: Target receives +1 mentality until the end of the battle.
Scry Cost: 3 Hollow MP Description: You leave you body behind, leaving it vulnerable, and get to go off as a spirit. You can use this spell to explore places you plan on infiltrating, or use it to check up on you pets at home while in the beyond without actually leaving, though you can't interact with any physical beings. Effect: *no effect in battle*
Magic Shield Cost: 3 Hollow MP Description: You create a magic, impenetrable shield in-front of your hand. The shield is only visible when something hits it. The shield is twice the width of your hand, and twice the length. Effect: Creates a shield with 10 resistance that will protect you from damage for two turns. The effect ends immediately if the shield is "broken" by receiving damage equal to or greater than 10.
Growth Cost: 7 Hollow MP Description: This spell can be used on the Caster, an ally, or a pet. The target doubles in size, and in strength. Effect: The target's Size, Stamina, and Strength double, but their Dexterity is cut in half. This spell lasts 10 minutes.
Shrink Cost: 7 Hollow MP Description: You cast a spell on a target, causing them to shrink to 1/4 their normal size, weakening them. Effect: Your target is shrunk to half their normal size. Their Stamina and Strength is cut in half, but their Dexterity is doubled. This spell lasts 10 minutes.
Animate Toy Minor Cost: 8 Hollow MP Description: If you have a small plushy with you it can help you out in battle with this spell, or serve as a temporarily playmate for a couple of hours, how neat! Effect: Casting this spell on a small plushy whose species is designed for land dwellers (walking on two or four legs) gives the toy a resembles to life by looking just a tad more real then one would expect and gains a mental link to the one who casted the spell. It follows a preset of moves designed in battle, or if commanded to play with your pet, does exactly that! It even makes cute sounds that doesn’t make any sense! In battle toy has 3 Stamina, 0 Strength, 2 Resistance, 7 Dexterity, 3 Mentality and uses the moves Dodge and Snitch to inconvenience your opponent for three rounds in battle or until the toy is destroyed before time runs out. If the spell is cast on a plushy designed after water-dwellers such as a fish it has the same preset of moves but its stats are changed due to soaking up the water and becomes 3 Stamina, 0 Strength, 4 Resistance, 5 Dexterity and 3 Mentality. Outside of battle last for three hours.
Animate Toy Major Cost: 15 Hollow MP Description: If you have an extra large toy with you it can help you out in battle with this spell, or serve as a temporarily playmate for a couple of hours, how neat! Effect: Casting this spell on a large plushy whose species is designed for land dwellers (walking on two or four legs) gives the toy a resembles to life by looking just a tad more real than one would expect and gains a mental link to the one who casted the spell. It follows a preset of moves designed in battle, or if commanded to play with your pet, does exactly that! It even makes cute sounds that doesn’t make any sense! In battle toy has 5 Stamina, 0 Strength, 5 Resistance, 7 Dexterity, 3 Mentality and uses the moves Dodge and Holy Shield to help defend the caster against their opponent for three rounds in battle or until the toy is destroyed before time runs out. If the spell is cast on a plushy designed after water-dwellers such as a Plaithor it has the same preset of moves but its stats are changed due to soaking up the water and becomes 5 Stamina, 0 Strength, 7 Resistance, 5 Dexterity and 3 Mentality. Outside of battle last for four 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 (uncomplicated) 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.
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.
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.
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.
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).
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.
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.)
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!
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.
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.
A Wolf among Sheep Cost: 15 Hollow MP Description: Whatever happened to cause creatures around you to fear your presence, at least with this spell you’ll be able to hide its presence from them for a couple of hours, and actually get things done the way you’re hoping for. Effect: Caster uses this spell on themselves to shield their aura and thus their trait ‘The Thing’ for eight hours, allows them to work with creatures not their own for a while without scaring them into a catatonic state just by being near them. No effect in battle. No effect on skill points costing less then what it normally is.
Cloud of Imagination Cost: 1 Hollow MP Description: When speech is impossible, when forming a sign language is impossible, there is still always a way. Effect: A white cloud forms above the being’s head that can when focused on it clearly, will display the being’s thought in how they normally think. It could be the words of their own language (or any other secondary script language so long as they know it well), it could maybe event be in pictures that they use in their mind to think. Whatever the case may be, it will still rely on others to know the language or be able to decipher the pictures in order to get what the being is saying to them. Spell lasts until dismissed.
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 2.
Name: Reset Cost: 8 Hollow 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 Hollow 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).
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.
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