Hollow Spells Arcane Arrow 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.
Pressurize 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
Scry 3 Hollow MP Description: You leave you body behind, leaving it vunerable, 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*
Strengthen 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
Stretch Bond 5 Hollow MP (Permanent) 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.
Teleport Minor 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*
Earth Spells Angry Pebbles 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.
Ensare 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.
Fertile Ground 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
Stone Skin 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.
Wind Spells Featherweight 2 Wind MP Description: The target (usually the caster) becomes light as a feather on a breeze, allowing them to float to safety, no fear of death from falling - for a short period of time. Effect: The target (for 3 turns) does not take any damage from falling - regardless of height.
Headwind 2 Wind MP Description: Caster can summon strong wind that can easily knock back a person, and they must "fight" against it to move. Effect: Enemy's Dexterity is cut by 1/4 for one turn.
Tower of Wind 5 Wind MP Description: Summons 10 random pillars of wind to shoot up from the ground. Effect: Roll a regular die. For every even number, deal 1 wind damage.
Water Spells Aqua Binding 3 Water MP Description: A pool of water forms beneath the feet of the caster's foe and tendrils of water hold the foe in place restricting any movement. This effect lasts for two turns. Effect: -2 dexterity to opponent for two turns.
Create Water 2 Water MP Description: Summons forth a half-gallon of water, usually appearing as a floating sphere (which one can drink from), but often also appearing in or on a destination, such as in a bucket. Effect: Summons 1/2 gallon of drinking water. Can be used to douse small flames, or make things wet.
Drown 3 Water MP Description: The caster summons a large amount of water which envelopes the foe in a large spehere of water, depriving them of air. Due to the potential threat in using this move the spell can only be held for one attacking phase, though it is rumored that those who mean to kill can hold it for much longer. Effect: 3 water damage to the opponent. Lasts for one turn. If the caster wishes to keep the spell going (without breaking it), they may do so for an additional 6 MP. If they spend the extra 6 Water MP, it does an additional 6 water damage. On the third turn, if the caster wishes to keep it going even longer, they may do so for an additional 12 Water MP... at which point the victim's stamina is reduced to 0 (if it has not previously been reduced to 0 or below).
Freeze 1 Water MP Description: Caster can drop the temperature of up to one gallon of water, freezing it solid. Very handy for making ice-cubes, but not so handy in battle. Can be used for cooling down, keeping food fresh/drinks cold. Effect: This spell can be used in battle at the range of "touch". If the magic user touches the foe when casting this spell, it will do 1 point of cold damage.
Fire Spells Candle-Flame 1 Fire MP Description: Causes a small pea-sized flame to materialize from the caster's hands, extending no further than a foot away. It is great for starting fires, but not good for much else. Effect: No direct effect in battle, causes enough flame to light a candle or tinder.
Fireball 5 Fire MP Description: The caster summons a fireball between their hands (or in their mouth), and sends it hurling at the enemy, guaranteed to strike, and burn! Effect: 6 Fire Damage to one target.
Flare 2 Fire MP Description: Causes a small melon-sized fire to errupt from the caster's hands, extending no further than a foot away. It is great for starting fires, startling creatures, and searing the faces of people within' arm's reach. Effect: 2 Fire Damage to one target when cast at Melee range.
Insulate 1 Fire MP Description: Heading north? Feeling a bit chilly on a cold winter's night? Well then simply use this spell and you'll be perfectly toasty all day, or night, long. Next thing you know you'll laying in the snow, but you'll feel just like you're back home in front of the fire. Effect: No use in battle -See description-
Light Spells Dazzle Lights 1 Light MP Description: The caster creates many motes of prismatic colored light. They do nothing in battle, but it is a rather popular parlor trick among circus folk and small children, especially during the festival of lights. Children will often times try to chase them down as they exclaim 'Pretty lights! Pretty lights!'. Effect: No use in battle, see above.
Light (Minor) 1 Light MP Description: A small mote of light hovers over your shoulder, shedding a dim glow the equivalent of a lit candle on an area five meters in radius. Effect: No effect in battle. Mote lasts until it is dismissed.
Light of Day 2 Light MP Description: A bright mote of light hovers over your shoulder, providing bright illumination to an area ten meters in radius. If cast at night, it temporarily blinds anyone unprepared. Effect: No effect in daytime battle. In battles taking place at night, anyone unprepared loses 1 Dex for one turn. Alters the "battleground" to be daylight conditions; thus effecting creatures with Nightvision, etc. Creatures who have Light Immunity or use Echolocation (or any other creatures who do not rely on sight) are unaffected. Mote lasts for fifteen minutes, or until dismissed.
Major Healing 8 Light MP Description: A warm light envelops the target, closing their wounds and restoring their energy completely. This spell closes all major wounds, but is not capable of restoring parts that are completely severed. Effect: Restores all stamina of one target.
Ray of Light 5 Light MP Description: The user cast a ray of concentrated light from the palm of his hand striking the opponent with great force for beam of light. Effect: +4 light damage against the opponent.
Morgan: No one knows yet. But I did want to make it clear that the jar itself isn't used for lotine husbandry in any way. c:
Jun 5, 2020 4:24:19 GMT -6
Twilight-Claw: I'm only assuming that it does something similar like a Fungal Beast that infects a Leaf-scatter. (the one with moss and I think it was a pink flower growing on the head.)
Jun 5, 2020 4:18:34 GMT -6
Silver: I'll try it soon and we'll find out!
Jun 5, 2020 4:16:11 GMT -6
Silver: I don't think anyone knows yet!
Jun 5, 2020 4:16:05 GMT -6
Darky: What did the 'infection' do again?
Jun 5, 2020 4:14:43 GMT -6
Twilight-Claw: Thanks for this information, its really useful to know! <3
Jun 5, 2020 4:14:30 GMT -6
Morgan: The lolatic doesn't disappear after one use, and can be reused on the same lotine when it is allowed to 'infect' a lotine- to my knowledge.
Jun 5, 2020 1:41:37 GMT -6
Morgan: The only effect/thing that the jar can be used for is to open up into a lolatic. The jar itself has no use in lotine breedings.
Jun 5, 2020 1:39:52 GMT -6
Twilight-Claw: and the jar is then gone, if with the creature I am more guessing with this the creature doesn't disappear and it has unlimited use.
Jun 5, 2020 0:17:55 GMT -6
Twilight-Claw: Something else I am wondering about with the Lotine breeding is whether one would use the jar the Lolatic comes from in the breeding, or actually the creature itself. I'm assuming with it if its the jar, then it gives people only one shot in a breeding,
Jun 5, 2020 0:16:08 GMT -6
Twilight-Claw: Then using it in my rps is definitely just for the sake of rp's and not for anything additional.
Jun 5, 2020 0:12:17 GMT -6
Renathan: Fish are unlimited use once bought though. c:
Jun 4, 2020 22:31:17 GMT -6
Renathan: There's no additional effect for adding a fish to a magical berry in a lotine breeding. Magical Berry is kinda it's own thing. Adding a fish for roleplay value shouldn't hurt, but it has no effect when used on a magical berry lotine breeding.
Jun 4, 2020 22:27:14 GMT -6
Twilight-Claw: be just for the sake of rp, and perhaps seeing if it might lent a bigger chance to multiple offspring with unique pattern. X3
Jun 4, 2020 15:31:01 GMT -6
Twilight-Claw: I think your right on it being unlimited use yeah, although.. *cough* I only found out a couple hours after I started writing that I had yet to buy the fish in question so used the one you could get for free as a replacement, it still was meant to mostly
Jun 4, 2020 15:30:59 GMT -6
Riku: From what I loosely understand about the fish is that it isn't one-use, whereas the berry is. I feel like there wouldn't be any consequence of 'using' the fish...which I'd think just ooc wouldn't be counted for whatever rolls or whatever it is that it uses
Jun 3, 2020 14:14:30 GMT -6
Twilight-Claw: Thanks for that piece of info Ren! <3 | But would it be allowed for the flavor of the rp if the berry wasn't filling enough for the Lotine?
Jun 1, 2020 6:09:21 GMT -6
Renathan: There is no need to double up on a fish and a magical berry (doesn't change the effect of the berry at all) in a lotine breeding.
Jun 1, 2020 6:02:21 GMT -6
Twilight-Claw: Does anyone know if it is possible to combine both a magical berry and a fish in a Lotine breeding? Or is you can only choose one of them? (right now writing a Lotine breeding)
Jun 1, 2020 5:36:49 GMT -6
Twilight-Claw: I am still interested in trading it for a green drake.
Jun 1, 2020 0:31:33 GMT -6