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    Open Source Spells

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    swiftyuki
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    Join date : 2012-09-29
    Location : Pantheon Princess

    Open Source Spells

    Post by swiftyuki on Mon Sep 18, 2017 1:33 am

    The following spells are open for public use, and will include all connected elements and an affinity rating scaled from 1 to 10. Anyone may contribute to this list. Duplicates are not allowed.

    Wip

    Arcane:

    Spell name: Enchant [Basic]
    Spell Main Element: Arcane
    -Spell Sub Elements: Chaos, War
    Affinity Strength: 1
    Function: The user utilizes raw essences of a particular element and stores it within an item to give the item an additional effect when in use. Weaponry can be enchanted with basic elemental functions of shock, frost, and burn damages.
    Availability: Open

    Spell name: Enchant [Intermediate]
    Spell Main Element: Arcane
    -Spell Sub Elements: Chaos, War
    Affinity Strength: 4
    Function: The user utilizes raw essences of a particular element and stores it within an item to give the item an additional effect when in use. Weaponry can be enchanted with 'blessed' abilities from patron gods, a specific ability received from the god in question. Talismans and charms can be minor buff or debuffing of luck, attack, defense, or elemental enhancement or resistance.
    Availability: Open

    Spell name: Enchant [Advanced]
    Spell Main Element: Arcane
    -Spell Sub Elements: Chaos, War
    Affinity Strength: 7
    Function: The user utilizes raw essences of a particular element and stores it within an item to give the item an additional effect when in use. Weaponry can be enchanted with intermediate elemental functions of light, toxin, and life steal. Talismans and charms can be formed with advanced seals that deal with boosting or debuffing luck, attack, defense, or elemental enhancement or resistance. Inhibition seals can also be created. However with these talismans and charms, there is one debuff for every buff applied.
    Availability: Open

    Spell name: Golem Construct
    Spell Main Element: Arcane
    -Spell Sub Elements: [Varied]
    Affinity Strength: 5 (at base)
    Function: The user can cast magic on a series of objects or elemental resource to create a golem. Depending on the user's home element and material used, the golems have various abilities they can use within their limited spectrum. The golems are typically used to aid in tasks or combat, but can also serve as a personal guardian.
    Golems and Abilities:

    ARCANA: Increased sentience and intelligence
    BLOOD: Instill fear through the scent of blood
    DARKNESS: Accompanied shadow travel, shadow trapping
    EARTH: Blending of surroundings, burrowing
    FIRE: Flame and magma production, temperature increase
    FLORA: Minute floramancy, able to wither or flourish local flora
    LIGHT: Light generation, explosive capabilities
    LIGHTNING: Increased speed, explosive capabilities
    METAL: Magnetism/Conductivity
    NECRO: Agglomerative formations
    WATER: Melting into a puddle to remain hidden
    -ICE: Frost generation and temperature dropping
    WIND: Gathering of small objects
    WAR: Temporal Combat Aide
    Availability: Open

    Spell name: Elemental Familiar
    Spell Main Element: Arcane
    -Spell Sub Elements: Varied
    Affinity Strength: 7
    Function: An advanced form of arcane magic, the user can create a familiar of their respective element to fight alongside them. The forms can vary from that of animalistic creatures to a person.
    Availability: Open
    Chaos:
    Spell name: Shape-shifting
    Spell Main Element: Chaos
    -Spell Sub Elements: Arcane
    Affinity Strength: 9 (Shapeshifter species bypass)
    Function: Either by successful transmutation of flesh to an element, spellcasting upon oneself to become a shapeshifter, or being of shapeshifting lineage, the mage is able to change forms to a wide variety of creatures. Mages who are not shapeshifters by blood are limited to creatures roughly the size of elephants.

    For Shapeshifter Species:

    Affinity - Shape
    1-3 - Small creatures
    4-6 - Medium Creatures
    7-9 - Large Creatures
    10 - Behemoths
    Availability: Open
    Dark:

    Spell name: Shadow Travel
    Spell Main Element: Dark
    -Spell Sub Elements: --
    Affinity Strength: 3
    Function: Allows a shadow mage to step into shadows and navigate through the darkness, exiting another shadow elsewhere. This aids in quick escapes or simple ease of travel.
    Availability: Open

    Spell name: Shadow Tendril
    Spell Main Element: Shadow
    -Spell Sub Elements: --
    Affinity Strength: 1
    Function: The user can manipulate the darkness around them, forcing it off surfaces into a highly dexterous tendril that acts like a tentacle.
    Availability: Open
    Fire:
    Spell name: Flame
    Spell Main Element: Fire
    -Spell Sub Elements: --
    Affinity Strength: 1
    Function: A basic flame flickering across one's palm, this is typically the first spell a pyromage would learn.
    Availability: Open
    Earth:

    Spell name: Quake
    Spell Main Element: Earth
    -Spell Sub Elements:--
    Affinity Strength: 3 (at base)
    Function: Most Terramages know how the ground moves and how to move the ground. Either with use of stomping or sheer force of will and magic, does the mage then make the ground around them quiver violently. The range of this attack increases with greater affinity.

    Affinity - Range (Diameter)
    1-3 - 5m
    4-6 - 10m
    7-9 - 15m
    10 - 20m
    Availability: Open
    Light:

    Spell name: Illuminate
    Spell Main Element: Light
    -Spell Sub Elements:--
    Affinity Strength: 1
    Function: Using light in its most natural state as an intangible source, the photonmages are able to cast light as beams or orbs within a certain distance from themselves. These can be used to illuminate darkened regions or simply blind someone for some amount of time.
    Availability: Open

    Spell name: Self-Illumination
    Spell Main Element: Light
    -Spell Sub Elements:--
    Affinity Strength: 1
    Function: Light mages possess an internal ability to create light off their own bodies. This can be used to make them beautiful and in a sense more desirable but also used to blind someone within close proximity of their person.
    Availability: Open

    Spell name: Photo-construct
    Spell Main Element: Light
    -Spell Sub Elements:--
    Affinity Strength: 3
    Function: Altering light into something more physically tangible, it is a bare bones use of photomancy. These panes have strength limitations in proportion to affinity, but are able to protect someone or hold quite a bit of weight.
    Availability: Open

    Spell name: Explosive Luminous Orb
    Spell Main Element: Light
    -Spell Sub Elements: Fire
    Affinity Strength: 5
    Function: When gathering enough light, it eventually becomes a destructive force capable of inflicting damage. The user can create a dense orb of light and send it to travel in a direction or bounce off walls and then detonate it, inflicting burns to those unaccustomed to intense light.
    Availability: Open

    Spell name: Animated Photo-construct
    Spell Main Element: Light
    -Spell Sub Elements:--
    Affinity Strength: 6
    Function: A slightly more advanced use of Photo-constructs, these are moveable by the user and can be used as a form of weapon like flying daggers or lances and can travel with the photonmage rather than stay in one spot.
    Availability: Open
    Lightning:
    Metal:
    Sound:
    Technology:
    Water:

    Spell name: Hydromanipulation
    Spell Main Element: Water
    -Spell Sub Elements:--
    Affinity Strength: 1
    Function: The most basic use of water is to only tamper with it in its natural state as a liquid. The mages are able to change the shape of water to anything suitable for the situation like a tendril, a bubble, or even a pool.
    Availability: Open

    Spell name: Steam Manipulation
    Spell Main Element: Water
    -Spell Sub Elements: Fire
    Affinity Strength: 2
    Function: The ability to use a liquid in any given state is a practice that water mages tend to learn as much as possible. Heated liquids and the steam given off tend to be easier to use than that of ice, however. Because steam can be gathered and condensed into a liquid, hydromages have no problem manipulating them as if it was regular water.
    Availability: Open

    Spell name: Scald
    Spell Main Element: Water
    -Spell Sub Elements: Fire
    Affinity Strength:2
    Function: An oddity within the water element, although common, the user is capable of superheating water to the point where it begins to boil. Those who do not have a method around heat can receive a burn.
    Availability: Open

    Spell name: Freeze
    Spell Main Element: Water
    -Spell Sub Elements: Ice
    Affinity Strength: 4
    Function: The mage is capable of altering water's property from a liquid state to a solid. The difficulty in freezing a liquid is subject to its properties and may require a higher affinity for liquids and liquid-like substances such as plasmids and gels.
    Availability: Open

    Spell name: Cryo-manipulation
    Spell Main Element: Water
    -Spell Sub Elements: Ice
    Affinity Strength: 4
    Function: This is the main ability to control and manipulate liquids in their frozen state. Cryomages are capable of changing the physical appearance of ice, altering the shape to something best suited for the situation like icicles for attacking or a dense cloud of particulate snowflakes for hiding.
    Availability: Open

    Spell name: Water Teleport
    Spell Main Element: Water
    -Spell Sub Elements: --
    Affinity Strength: 7
    Function: When near a deep enough body of water one can submerge themselves completely in, the user can focus on another place with another body of water equivalent or greater than the one they are currently in to go to. This is a method of fast travel and requires a great deal of concentration to shift oneself to a completely different area.
    Availability: open
    War:
    Wind:

    Spell name: Gust
    Spell Main Element: Wind
    -Spell Sub Elements:--
    Affinity Strength: 1
    Function: A burst of wind is generated, sending objects and light-weight enemies back. Additional strength behind such a burst is proportional to the affinity strength.
    Availability: Open

    Spell name: Twister
    Spell Main Element: Wind
    -Spell Sub Elements: Sky
    Affinity Strength: 3 (at base)
    Function: The user twists the air, either by moving along in a spiral fashion themselves or forcing the air into a tight vortex on its own, creating a twister. The strength of the spell is proportional to that of the affinity strength.

    Affinity - Twister Type
    1-3 - Dust Devil
    4-6 - Tornado
    7-9 - Super-cell Tornado
    10 - Hypercane
    Availability: Open


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