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Author Roy
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« on: June 01, 2009, 03:54:42 am »


Eira.

A planet that has seen the rise and fall of great civilizations at least twice. Civilizations that were ended by wars and devestation. Wars that resulted in disasters, such as the arid badlands that cover much of the planet in an unlivable, barren wasteland. The remnants of these great civilizations remain, buried beneath land and sea, but much of today's people continue on, unwary of what once happened, and very well may again...

Currently, Eira is experiencing an era of peace. The last war was over fifty years ago.  However, there are many attacks from monsters, for which mercenaries and soldiers exist to fight. Though the Gaillardian Empire makes use of its own military might, other countries mostly rely on those from the Aserias. Aseria is an ancient Pomonian word whose meaning is closest to 'to gather strength together'. Though most Aseria graduates become part of their school's own guild, Gaillardia's Aseria graduates are sent to the imperial cities, where they are trained further before becoming part of the Gaillardian Army. When used in a formal context, the order of the wording is reversed, to fit ancient Pomonian; Adria Aseria becomes Aseria Adria.

There are two races, humans and merleons, who have been living in harmony for many millenia. Though the two species are seperate, they are capable of interbreeding with consistently healthy, fertile offspring. However, their lifestyles differ at the most basic levels, which prevents many relationships from forming, and prematurely ends most that do. The ratio of humans to merleons is roughly 1:1; there are just as many Merleons as humans, though humans predominantly populate areas surrounded by large amounts of land, and merleons predominantly populate beaches, and have the ability to live underwater, unlike humans. It is believed, however, that ancient humans had developed the technology that allowed them to build cities underwater, and that this is what lead to human and merleon contact.

Merleons are amphibious creatures with multitudes of tiny scales instead of skin in most places; they are capable of changing the color of their scales. Their eyes are capable of looking in many more directions than humans' are, and the sclera are a very dark hue of blue, but the iris may differ amongst them. They have long tails that are as long and wide as their legs and ends in a large fin, which assists them in swimming; Arms and legs have fins as well. They are capable of eating certain things that humans are not, as their bodies can absorp certain kind of poisons, and they are even better adapted to heat, thanks to their scales and their ability to produce less body heat at demand. Their arms have Seera, eyes hidden within the arm that are capable of moving to their palms and seeing the world around them in an entirely different spectrum. However, their bones are slightly more brittle than humans' are, making them more susceptible to physical damage, and though they are adapted to heat, they require far more water in their bodies than humans do. They have no body hair, and instead have fins on their head, which drop down in a way that resembles head hair. They have elongated, prehensile tongues as well, that can stretch up to five feet in length. They are capable of withstanding far more pressure than a human, allowing them to swim down deep to even the ocean floor. Their teeth are all sharp as well, as they have not made much a diet of plants, getting most of their nutrients from underwater lifeforms.

Hybrids have the tail and seera, as well as the ability to change their skin color. They have both hair and fins on their head, and the sclera of their eyes is a light blue. Their tongues can only reach two feet long, and they are less tolerant of heat. However, they are not as reliant on water, and their bones are as dense as a human's.

The level of technology is a mix of modernesque, medieval, and futuristic, with magic playing a key part in keeping things going. They have automobiles, air-vessels, and submarines for transportation, and computers. They have developed special armored suits for combat situations underwater, or in places with hostile conditions. These suits and other modern tech are incredibly hard and thus expensive to produce, however, and so remain rare in usage.  The people live in villages, towns, and there are a few metropolis-sized cities.

Adria Aseria, the prestigious academy and guild that governs itself, Adria Aseria is the only academy to also be a city state. Adria is mostly made up of one reality-defyingly humongous structure, large enough to be called its own island. It is surrounded by several other natural islands, all connected to the main structure by bridges and/or underwater pipe structures. The islands are hollowed out, and Adrians live both in and on them.

The interior of the Aseria varies. Though there are many classrooms and dorms, there are also large areas devoted to training grounds and other things. The exterior, on top of the city is home to farms and fisheries and ranches, as well as the townspeople who perform these more relaxed but very neccesary jobs. Off the shores are Merleon farmers and ranchers as well, who raise various sea faring creatures for human and merleon consumption, some of which humans had never heard of or seen of before merleons introduced them because of their habitat.

Adria gets students and teachers from all over the world, being one of the top renown and well rounded Aseria. It gets most of its clients from the Pomonia Kingdom and Pomonia Republic.

One would think that because of its location, it is predominantly populated by Merleons, but it has a fairly even ratio of humans to merleons because of its higly rated combat training program.

Pae Aseria, the Aseria closest to Holy Citadel Supak. This Aseria specializes in martial arts and honing the soul; they have developed special techniques that make use of an energy that is generated by the body, which they have come to call 'Haku', Ancient Supak for 'life energy' (the modern translation is snow, showing how the language has changed). Their experts in medicine are also masters of manipulating haku, in both humans and merleons, for positive and negative effects. Because Haku increases in strength and versatility with exercise and, their best mercenaries are melee oriented, with talent in manipulating Haku in various ways. They are not known for producing powerful mages, instead focusing on the charm aspects of magic. It is predominantly populated by Merleons thanks to its location.

Snowspring Aseria, the Aseria in the mountains of Jestaik. This academy, high up in the mountains, is known for producing various powerful mages. The main structure is that of large medieval castles, with magic mostly used for every convenience. They specialize in using magic in unorthodox ways, and as such they are capable of producing combat mages, magi whose magic are completely based around fighting, and whose mana is capable of boosting their physical power considerably, allowing them to fight on par with any other melee combatant. They are also capable of producing the extremely powerful mages whose offensive spells can tear asunder mountains. It is predominantly populated by humans because of its location.

Klive Academy, the academy that produces students for the Gaillardian army. Scholars become scientists of his majesty, and combat oriented students become soldiers and knights. This academy is one of the best funded, and as such can afford almost any teacher, making it one of the best well rounded as well. It is a major rival for Adria. Unlike the Aserias, Klive is only an academy and does not give out mercenary liscenses, instead sending its graduates to imperial cities for further training. It is predominantly populated by humans because of its location.

Zangal Aseria, the Aseria of the island continent. Zangal is best known for producing scholars instead of mercenaries, and almost all of its mercenaries are also scholars. Its graduates travel the world to learn, uncovering more of its secrets everyday. They are one of the main leaders and sponsors in the archaeological expeditions that seek to understand the ancient civilizations, the extent of their reach, and why they fell. It is evenly populated by humans and merleons despite its location, as aspiring scholars from across the world come to it to learn.

All Aseria have a similar ranking system, in which the students and achieve a liscence. Liscenses are magically self-updated, reflecting one's achievements. This is the system used by Aseria Adria:

-Beginners-

Student;Red - The beginner rank for all students, this is the lowest rank. It denotes that one has no training in combat, nor any formal education.

Student;Blue - The secondary beginner rank for all students, this denotes one has achieved a slightly higher level of either combat or formal education.

Student;Green - The tertiary beginner rank for all students, this is the last rank before one is considered capable of fighting in groups for self defense.
-Intermediates-

Student;Brass - A rank that denotes one has achieved an intermediate level of combat training. This is the level where serious combat training begins, and emphasis on formal education is reduced.
Student;Quartz - A rank that denotes one has achieved an intermediate level of formal education. This rank is the one given to those hoping to become scholars, scientists, or magicists, and is equal to Brass.

Student;Bronze - A rank that denotes one has achieved a higher level of combat training. Magic training begins, the student has picked a personal main weapon to begin training in use of.
Student;Amethyst - A rank that denotes one has achieved a higher level of formal education. A main subject is chosen by the student, from sciences, to math, to linguistics, to art, and others, but focus is not taken from others.

Student;Silver - A rank that denotes one has achieved some mastery with their chosen weapon. A sub weapon is introduced into training; this weapon is a secondary personal weapon such as a dagger or gun that serves as protection and is more easily concealed.
Student;Emerald - A rank that denotes one has achieved some mastery with their chosen subject. The student explores sub-topics within their main topic; within science is biology and astronomy, within art is painting and creative writing.

-Advanced-
NOTE:All students at the Advanced level no longer take tests to graduate, but must simply accumulate an amount of experience and achievements.

Student;Gold - A rank that denotes one has achieved mastery with their chosen weapons, magic, and style of fighting. The student is allowed to take part in missions from this point on. Gold level students are always to be lead by Liscensed Mercenaries on missions.
Student;Sapphire - A rank that denotes one has achieved mastery with their subject in formal education. The student is allowed to pursue their interests in their topics, and develop theories and have discussions with peers.

Student;Platinum - A rank that denotes one has experienced some amount of real combat. These students are allowed to take missions with other platinum students.
Student;Ruby - A rank that denotes one has spent a great deal of time working over their topics. Students are encouraged to travel the world and study with others who share their interests and topics, as well as learn from distant masters.

Student;Titanium - A rank that denotes one has much experience in combat. These students must lead a certain amount of missions with other platinum or titanium students to be elgible for a Mercenary Liscense.
Student;Diamond - A rank that shows one's dedication to their subject. These students are allowed to teach beginner students, as well as write papers and have forums with their peers. They are allowed to have their own experiments as well.

It is possible to have a mixed rank. A student who has an intermediate level of formal education and advanced level of combat might be denoted as:

Student;Platinum-Quartz

With the combat rank always primary and the scholarly rank always secondary.

The student's IDcard is updated to reflect rank. The rim of the card depends on the scholarly rank, while the majority of the face of the car depends on the combat rank. A scholar with no combat rank will have a white ID card with a rim depending on their scholarly achievements. A combat student will have a card whose rim is the same as the face.

Once a student has so much experience, they can apply for a liscense. Liscense ranks are a bit simpler. Unlike student ranks, these are considered seperate, so one must apply for a liscense in both and may at any time have a liscense in both.

Mercenary;Special - A liscense that has been given despite not officially meeting the requirements. These ranks are rare and given only in special circumstances. In time, they may be promoted to an E level rank, and treated as a regular mercenary.
Scholar;Special - A liscense that has been given despite not officially meeting the requirements. These ranks are rare and given only in special circumstances. In time, they may be promoted to an E level rank, and treated as a regular scholar.

Mercenary;E - A beginner mercenary, they are allowed to lead missions with students of gold level or higher from their own Aseria.
Scholar;E - A beginner scholar, who is allowed to lead sapphire or higher ranked students on field missions and in experiments.

Mercenary;D - A mecenary who has seen some intense battle. They are allowed to teach the specialized classes of intermediate students in their own Aseria.
Scholar;D - These scholars are allowed to teach the specialized classes of intermediate stuends in their own Aseria.

Mercenary;C - A mercenary whose experience is undeniable. Solo missions become available to C ranked mercenaries.
Scholar;C - A scholar that has reached a high level of knowledge. They often go on extended research trips in the field, or spend time working with their peers.

Mercenary;B - These mercenaries skills are acknowledged far and wide. They are allowed to teach and lead missions for students from any Aseria.
Scholar;B - Scholars whose wisdom in their field is acknoledged by many. They are trusted to teach scholarly students at every Aseria.

NOTE:A level and higher mercenaries or scholars may sometimes take apprentices, either from an Aseria or from some random city or town.

Mercenary;A - Higher level mercenaries, these are the ones whose skills and abilities are perfered. Mercenaries who have reached this level charge higher prices for their time and ability, and their reputations are known far and wide. Their level of combat ability is such that when two must fight one another, or they must fight with a monster of their level, they are given a wide berth.
Scholar;A - Some of the highest level scholars in the world, they are called to give lectures in various cities and Aseria.

Mercenary;S - Mercenaries whose level of combat ability has earned them fame far and wide. These are the ones whose skills begin to get into the unreal - witnesses have claimed to have witnessed S level melee mercenaries capable of running on water, and S level magi capable of large scale magicks which can tear apart mountains.
Scholar;S - These scholars are the ones whose books are read in Aserias and by those who can privately afford them. They are regarded as the top level in scholarly circles, and to disagree with one is usually considered heresy amongst the scholarly.

Mercenary;SS - These battle crazy fighters are amongst the strongest in the world, capable of ridiculous feats of power and speed. Few can claim to have reached this rank, and those who have, are respected the world over.
Scholar;SS - Scholars who simply love their subject, and do everything to learn more about it, sometimes building their own research facilities with unique tools that they themselves have devised. The nobility and rich folk pay to have them on hand for their knowledge.

Mercenary;SSS - The final rank of a mercenary. This is one who has achieved total mastery of their fighting skills, one whose fighting ability is unquestionably amongst the greatest the world has seen. Their skills are awe-inspiring to see, capable of wrending the landscape apart at will. The few SSS rank mercenaries have all been recorded in history, with various statues and idols erected in their honor.
Scholar;SSS - The final rank of a scholar, this is one who has been acknoledged as a true master of their subject. It is the SSS level scholars whose theories later become regarded as scientific laws, and whose works of art are reveled in by admirers for centuries. Aserias beg for such people to even make an appearance, and statues are made in their dedication.

Locations

Pomonia Kingdom - Home to the Pomonian Royalty and their subjects, Pomonia is one of the largest, most powerful and influential countries in the world, second only to Gaillardia.
  • Morea - The capital of Pomonia.
  • Adria Aseria, City State
- Adria Aseria, which assumed independence during the Pomonian Civil war that ended with the creation of the Pomonian Republic.

Pomonia Republic -
  • Valai City
- Capital


Gaillardian Empire -
  • Raksid, Imperial City - Home of the current Emperor.
  • Klive Academy
  • Zocet City
Jestaik Koloria -
  • Hokma
  • Snowspring Aseria
Caerasia -
  • Zangal Aseria
  • Bomglad City
  • Isan

Supak
-
  • Holy Citadel Supak
  • Pae Aseria
« Last Edit: October 25, 2009, 05:00:35 pm by Author Roy » Report Spam   Logged

[4/7/2013 6:01:19 PM] DMRoy: NEGATIVE FOUR TO ATTACK ROLLS
[4/7/2013 6:01:22 PM] DMRoy: THAT'S YOUR BENEFIT
[4/7/2013 6:01:50 PM] Luke Fon Fabre: That, uh, doesn't sound very... beneficial to me...
[4/7/2013 6:01:58 PM] DMRoy: NEGATIVE EIGHT TO ATTACK ROLLS
[4/7/2013 6:02:17 PM] DMRoy: I BET THAT NEGATIVE FOUR SOUNDS A LOT BETTER NOW
[4/7/2013 6:02:19 PM] DMRoy: DON'T IT
[4/7/2013 6:02:26 PM] Super High-School Level Lesbian: Super High-School Level Lesbian snorts
[4/7/2013 6:02:46 PM | Edited 6:02:47 PM] Luke Fon Fabre: Yes, can I go back to that?
[4/7/2013 6:03:50 PM] Super High-School Level Lesbian: NO
[4/7/2013 6:03:52 PM] DMRoy: NO

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Author Roy
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« Reply #1 on: June 01, 2009, 04:07:01 am »

Magic System.

Mana
An ethereal field of energy that permeates all of space. It can be manipulated by both sentient beings and other life forms into magical “spells” or for other effects. Unfortunately, the way it works, for those who are not descended from Mana users have a harder time mastering the use of Mana; even if they understand the theory behind a spell, this may stunt their ability to master spells, as their bodies are not used to harnessing pure Mana.

The following is a list of elements and the spells commonly associated with these elements. Spells are not limited to these, but these are the most well known and popularly used.

Eight Primary Elements

Fire

Flame Shoot – Anyone can use this spell with zero charge time. A low level fire spell that shoots two weak arrow shaped homing projectiles at the enemy from his staff. Level 1
Fireball – A spell that allows the user to send a number of small fireballs, usually two, but up to five. Stronger than Flame Shoot, but it does not have homing capabilities. Level 1
Melt Earth – This spell heats up the targeted solid object until it melts. It can be used to turn ice into water. Level 2
Blaze Wall – This spell allows the caster to create a wall of thick flames, as tall as they want and in any pattern they desire, depending on their magical strength. Level 3
Blazing Arrow – Allows the user to fire an arrow of flame from any bow or crossbow. Level 4
Heat Wave – The user sends out a pulse of pure heat from their hands. Effect 6
Explosion – This spell shoots a small rocket shaped projectile from the caster's hand, which explodes upon impact. Level 7
Extreme Heat – A much stronger version of Heat wave, this pulse is sent from the caster's entire body and could turn an icy sea into a boiling pot in seconds. Effect 8
Nova Flare – A spell that converts a large chunk of mana into a tiny star–like sphere that then goes nova. The explosion can be contained in an area that the caster decides. Level 12
Flame Guard – A barrier spell of the Fire element. It blocks other magic spells and absorbs fire element magic, but can be destroyed by enough magic or physical attacks.
Fire Seal – A spell that can be used on weapons to make them of the fire element.

Wind

Wind Arrow – A long arrow made up of wind that can pierce softer things easily, but will only smash into something hard. Level 1
Vacuum Blade – A mid level wind spell that sends air based vacuum projectiles at foes. Can cut through most materials that are not metal or naturally/magically reinforced. Level 2
Air Pressure – A spell that allows the caster to change the nearby air pressure. Effect 2
Whirlwind – Creates a funnel of wind that quickly moves through an area, without doing too much damage. Can be cast over water for a whirlpool. Level 3
Blade storm – A mixture of whirlwind and vacuum blades assaults the target. Level 4
Cyclone – Creates a cyclone that tears at its victims at intense speed and pressure. Varies in size and can be cast horizontally or vertically. Can be cast over a large amount of water or with a high level water spell for the fusion spell Maelstrom or with a high level fire spell for Blazing Tornado.
Pressure Blast – This spell sends out a column of compressed air that will smash into its target like a locomotive. If cast inside, Air Pressure must be cast directly beforehand, and the air must be compressed. Level 6
Guillotine – A single, powerful and speedy blade of wind flies down the caster’s chosen path. It can cleave through mountains. Level 10
Windy Guard – A barrier spell of the Wind element. It blocks other magic spells and absorbs wind element magic, but can be destroyed by enough magic or physical attacks.
Wind Seal – A spell that can be used on weapons to make them of the wind element.


Water

Aqua Blast – Fires a thin concentrated beam of water at a target with considerable force. Level 1
Water Spike – A burst of water gushes out of the caster’s hands and slams into the target. Level 2
Whirlpool – Creates a powerful whirlpool capable of sucking anything into it. Effect 3
Geyser – This spell causes water to rush up from beneath the ground with terrifying force. Level 4
Tempest – This spell summons clouds and a powerful rainstorm to bombard your foes. Effect 6
Tsunami – Summons a wave of varying sizes to crush foes or obstacles. Level 8
Water Cutter – The caster sends out a constant blast of water from their hand so strong that it can cut through hard, thick metals easily. Level 9
Savage Aqua Explosion – Converts a large amount of mana into water, which then explodes with enough force to destroy part of a castle. Level 10
Aqua Guard – A barrier spell of the water element. It blocks other magic spells and absorbs water element magic, but can be destroyed by enough magic or physical attacks.
Water Seal – A spell that can be used on weapons to make them of the water element.


Electric

Current – Runs an electrical current through the caster without harming them, rendering them dangerous to touch. Effect 1
Lightning – A simple lightning bolt is summoned to strike the foe, but is weaker than real lightning bolts. Level 1
Lightning Blast – A high concentration of electricity is gathered around the caster, before being blasted at their target. Level 4
Electric Lance – A spell creates a stable pike of electricity. The weapon can be thrown or swung at a foe like any other weapon, but will completely flow into the first thing it hits. Level 4
Thunder Dome – This spell creates a large dome of electrical energy that shocks everything inside for five long, agonizing seconds. Level 6
Plasma Storm – The air in a specific area is rapidly ionized, resulting in a cloud of plasma in the target area. Level 8
God Bolt – The caster's mana is translated into a gathering of thunderclouds. A single bolt, so powerful the earth itself shatters upon impact, strikes the target area. Level 10
Electric Guard –A barrier spell of the lightning element. It blocks other magic spells and absorbs lightning element magic, but can be destroyed by enough magic or physical attacks.
Electric Seal – A spell that can be used on weapons to make them of the electric element. The voltage is much higher than that of Current.


Ice

Icy Blitz – A fireball like spell that sends a blast of super cold energy capable of freezing the surface of whatever it touches. Level 1
Cold Arrow – The user creates a bow and arrow or spear of cold energy, and shoots/throws it at the target. Unlike Icy Blitz, it can actually pierce the target, and freeze it from the inside. Level 3
Freeze Surface – A spell that does exactly as it says and will completely freeze solid the surface of anything with traces of liquid in it. Level 3
Aurora wave –Fires a cold beam of energy from caster’s hands or catalyst at a single target. Level 3
Blizzard – The user summons a fierce, icy wind that reaches temperatures below zero. Level 5.
Solid Ice Explosion – The air around the target cools down very rapidly until ice starts to form in the air. The ice crystals then explode with growth into sharp needle–ridden ice formations. Level 8.
Zero - This spell reduces the temperature in a select area down to absolute zero. Level 13
Icy Guard – A barrier spell of the ice element. It blocks other magic spells and absorbs ice element magic, but can be destroyed by enough magic or physical attacks.
Freezing Seal – A spell that can be used on weapons to make them of the ice element.

Earth

Stone Crash – The caster’s mana is converted into small boulders that then bombard the target. Level 1
Stalagmite – This spell creates spikes of earthen material or the user's mana, and sends them out of the ground (walls and ceiling in a cave as well) to attack their target. Level 4
Pressure Rock – This spell allows the user to apply extreme pressure to a rock in order to change its properties. Effect 5
Earthquake – This spell causes a localized quake in the area that can have intense effects depending on the magnitude. More powerful mages are capable of applying it over larger distances; the best can shake the planet. Effect 5-15
Fissure – The Earth parts to swallow up your foes. Requires an intense level of concentration, mana, and charge time, and as such, is not practical without the element of surprise. It is always preceded by a small earthquake. Level 8
Earthen Guard – A barrier spell of the ice element. It blocks other magic spells and absorbs ice element magic, but can be destroyed by enough magic or physical attacks.
Earth Seal – A spell that can be used on weapons to make them of the earth element.

Light

Gentle Rays – The user can either create rays of light from their mana, or cast the spell on existing light to change the quality of the light. The light is imbued with mana and gains magical properties that can cleanse certain evils. However, it is not automatically used by holy people. Level 1
Phantasmagoria – A bright spell of rainbow colors that assaults the victim and locks them in a dream like state. Effect 3
Saint Spear – A spear of pure light appears in hand, and it can be thrown it at the enemy or swung like a weapon. Level 4
Wrath – This spell summon a purifying blast of pure white light. Its power is amplified by feelings of anger and vengeance, righteous or no. Level 6
Prism Flare – A bright ball of light is created from the user's mana, which proceeds to slowly float after a target before detonating with a myriad of light and colors. Level 10
Angelic Embrace - This spell bathes the target in light that heals wounds. It is one of the most powerful elemental healing spells. Effect 10.
White Guard – A barrier spell of the light element. It blocks other magic spells and absorbs light element magic, but can be destroyed by enough magic or physical attacks.
Light Seal – A spell that can be used on weapons to make them of the light element.

Darkness

Dark Force – This creates a black cloud of dark energy from the user's mana that can then be used to bombard the foe. Level 4
Hallucination – This spell warps the victim's brain, making them see, hear, and touch things that are not there. Effect 5
Shadow Bite – This spell creates a giant gaping maw from of darkness that leaps out of either the caster or darkness to crunch on its target. Level 6
Insanity Blast – The user pumps out an aura full of evil energy, then concentrates it into one spot and fires it like a laser at the target. Level 8
Oblivion – This spell causes an explosion of pure darkness. The effects can be devastating - being near the site of the explosion guarantees most weaker targets being destroyed outright. Level 10
Black Fire – This spell generates an evil, black fire that can burn anything, even normal fire. It burns the soul as well as the body. Level 12
Dark Coalesce – Ten large spheres of dark energy fly in from all sides and pulverize the target, then implode. The single target is filled with as much evil energy as an Oblivion explosion. It almost guarantees death, insanity, or corruption, no matter what the target is. Level 14
Black Guard – A barrier spell of the darkness element. It blocks other magic spells and absorbs darkness element magic, but can be destroyed by enough magic or physical attacks.
Dark Seal – A spell that can be used on weapons to make them of the dark element.

Four Secondary Elements

Plant

Growth – This spell stimulates the growth of plants. Effect 1
Poison Ivy – This spell turns the user's mana into Poisonous plants that attack a target. Level 1
Flower Burst – Causes a burst of flowers from the caster with widely varying effects, such as sleepiness, paralysis, and other things. Effect 1-4
Berserk Wood– Can turn plants into violent creatures, controllable only by the most powerful mages. Effect 5
Synthesis – Gives the caster the ability to make energy via photosynthesis, but has the side effect of making them green. Effect 6
Plant Guard –A barrier spell of the wood element. It blocks other magic spells and absorbs wood element magic, but can be destroyed by enough magic or physical attacks.
Poison Seal – A spell that gives weapons a poisoned edge. The effect of the poison depends on the caster's intent.

Metal

Metallic Wall – Converts Mana into a metal wall of the caster’s choice that can be used as a shield. Effect 2
Shrapnel Blast – A spell that does exactly as its name implies, and sends hunks of shrapnel flying at the target. The shrapnel can either be from nearby, created from the caster’s mana, or summoned from afar. Level 3
Extension – A spell that will increase the size of anything made of metal for a limited time. Effect 6
Rust Eater - This spell makes all types of metal that can rust, impervious to its effects. It has a limited effect. Effect 4
Wrecking Ball - The spell converts the caster's mana into a large metal ball of various sizes that then orbits around them, crashing into anything in its path. Level 2-8
Metallic Bend - The caster is able to control nearby metal, making it bend or warp to their desire. Effect 10
Metal Guard – A spell of the metal element. It works like Metallic Wall, and can block physical and magic attacks around the user. However, it has the same properties of normal metal which can be used against it or the caster.
Metal Seal –A spell that adds a metallic, molecular edge to any weapon or projectile.
Report Spam   Logged

[4/7/2013 6:01:19 PM] DMRoy: NEGATIVE FOUR TO ATTACK ROLLS
[4/7/2013 6:01:22 PM] DMRoy: THAT'S YOUR BENEFIT
[4/7/2013 6:01:50 PM] Luke Fon Fabre: That, uh, doesn't sound very... beneficial to me...
[4/7/2013 6:01:58 PM] DMRoy: NEGATIVE EIGHT TO ATTACK ROLLS
[4/7/2013 6:02:17 PM] DMRoy: I BET THAT NEGATIVE FOUR SOUNDS A LOT BETTER NOW
[4/7/2013 6:02:19 PM] DMRoy: DON'T IT
[4/7/2013 6:02:26 PM] Super High-School Level Lesbian: Super High-School Level Lesbian snorts
[4/7/2013 6:02:46 PM | Edited 6:02:47 PM] Luke Fon Fabre: Yes, can I go back to that?
[4/7/2013 6:03:50 PM] Super High-School Level Lesbian: NO
[4/7/2013 6:03:52 PM] DMRoy: NO
Author Roy
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Hero Member
*****

Legendary Status: 0
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Posts: 528

The dark angel returns...


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« Reply #2 on: June 01, 2009, 04:07:36 am »


Blood

Blood Absorption – The caster gains the ability to absorb blood through their skin. Effect 2
Crimson Needles – This spell takes any blood that is around and sends it flying at the target like small needles. Level 3
Clot – Spell that causes wounds to stop bleeding and scar very quickly. Effect 3
Blood Plus – Increases the body's ability to generate blood. However it uses up not only a large amount of mana, but the target's energy, and can kill the host. It can also be used to generate more blood than neccessary. Can not be used on undead, and a favorite of vampires. Effect 6
Blood Pull – This forces the blood of its target out through pores, effectively causing them to bleed all over their entire body. It works very slowly, but is extremely painful. Level 12
Blood Guard – This spell stops blood from leaving the body, even with huge gaping wounds.
Blood Seal – A spell that increases the amount of blood that a weapon can draw drastically.

Sound

Pulse - Sends out a weak sound pulse at varying frequencies. Useful for being found. Effect 1
Sonic Wave - Sends out a burst of sound in a single direction at a foe. Level 2
Lullaby - The song generated by this spell triggers certain brain activity and can make anyone who hears it fall asleep. Effect 5
Sonic Boom – A more powerful version of Sonic Wave, the sound waves burst out in every direction. Level 5
Supersonic Boom - This spell causes a thunderous blast of sound and pressure. Level 8
Focus Waves – This spell allows sound to travel within the confines of the caster's chosen path. Effect 8
Sonar - A spell that allows the caster to generate sound bursts and then make a three dimensional map in their mind based on the echo. Effect 9
Sound Guard - Creates a soundproofed area wherever the caster chooses.
Sound Seal - Makes weapons vibrate, generating a low hum.


Chaos Magic

Time

Temporal Haze – A spell that can change how time moves in a specific area, slowing it down or speeding it up.
Temporal Pause – A spell that halts the flow of time in a specific area. If powered enough, can stop the flow of time in the entire universe.
Time Guard – A spell that protects the target from being affected by the flow of time. It can be destroyed by both magic and physical attacks.

Space

Spatial Transfer – Teleportation spell that moves its caster from one space to another instantly, without actually moving.
Spatial Wrend – A spell that has the ability to bend and tear space.
Space Guard – A spell that will allow the target from being affected by space magic



Fusion Spells
Blazing Tornado – A cyclone that is fed a great amount of fire or high level fire magic will double in size and power. Level 4
Maelstrom – Creates an intensely destructive whirlpool of varying sizes. Level 5
Magma Drive – A combination spell of Melt Earth and Stalagmite. The caster must master both spells, or cast them simultaneously (or with another mage), and it summons a stalagmite that then spews molten magma at the target like a miniature volcano.
Mud Blast – A Fusion Spell, when Stone Crash or Stalagmite is cast over Aqua Blast or Water Spike, the mana is converted into a tough mud that will slam into the target and then harden.
Magnetic Force – A fusion spell that works by fusing a certain metal type spell with a lightning type spell.
Flashbang – A fusion of light and sound magic, this spell works by sending out a projectile that then explodes with bright light and a high frequency sound that simultaneously deafens and blinds whoever is near it for a short amount of time.
Water Pressure – If Air Pressure is cast over a Water Sphere or another body of water, it becomes Water Pressure. Effect 2
Water Pulse –
Organic Combustion – A fusion spell that works by fusing a certain blood type spell with explosion.
Displacement – A Time and Space fusion spell, it is also the most powerful attack spell, it can tear its target apart at the atomic level and spread them at different places and times around the universe. Level 15
Dimension Quake – Time and Space fusion that causes the dimensions to spill over into one another. Level 20



Neutral

Rock Breaker – A spell that causes rocks to shatter or explode.
Energy Explosion – The caster sends out a projectile of pure mana at the target, which then explodes on them violently and with great force.
Blast Circle – Causes an explosion in an isolated area, usually in the shape of a magic circle.
Chaotic Explosion – A stronger version of Energy Explosion, the blast radius is exponentially larger.
Chaotic Force – A gravity well.
Magic Shield – A basic spell that allows the user to summon a barrier of mana around them, reducing most damage from magic. Ineffective against physical attacks.
Neutral Seal – This spell neutralizes other seal spells.
Levitation – A spell that allows you to fly. Effect 2


White Magic
Effect and healing magic. A healing aspect can be applied to a certain element if the caster is proficient in that element for greater effect.


Healing Wind –
Reviving Flames –
Revitalizing Spring –
Charge –
Healing Stream -
Herbal Remedy –
Cell Regeneration -
Spell Break –
Rejuvenate –


General spells and magic – Other spells for uses other than attacking or healing.

Glow – Basic light spell. It makes a physical object glow with light; best used with transparent materials such as glass or crystalline rocks. Can be used on anything, from water to air or even people, but the less solid the material the more control the caster would need.
Levitation – An intermediate spell that allows the caster to control the target’s movement in three dimensions. The name comes from the fact that the target can defy gravity with this spell.
Water Float – A basic spell that allows the user to manipulate water. The name comes from the fact that the water can be set in any shape, and left hanging in the air. Great volumes of water can be moved just as easily as a puddle by this spell. The use of this spell is simple; for those not able to use levitate, greater volumes of floated water can be swam through or frozen to get to higher elevations.

Seals – A type of magic that has many functions. Seals can act as magical locks on an area or living thing, or change the attributes of something once applied. Magical tattoos or body paint are enchanted with certain types of sealing magic in order for them to achieve their effects. Fairies and Elves are experts in this type of magic, as the Mana their bodies produce is keyed to it.

Charms – The types of spells in this category generally have strange results and cause magical ailments or effects, such as covering someone in boils or transforming them. Fairies and Devils have bodies that seem to be made for these types of magic, and it comes easiest to them.

Seid – A certain type of magic that always has positive effects, such as renewing strength or stamina. It borders on being White Magic, but is distinct in its calming effects on the body and mind, where White Magic repairs only physical damage. Fairies and Angels tend to find this type of magic easier than the other races, as they have practiced it throughout the generations.

Magi–Technology – General machinery that relies on Mana as a powersource. Most Magitech can be powered either by Mana or electricity, but there are some that can only be powered by Mana.

Necromancy - This magic allows the caster to raise the dead by imbuing the bodies with mana and souls. They can recall souls from hell and the after life, but souls more powerful than theirs can take over their body. Necromancers are capable of becoming undead upon their own deaths, with certain enchantments in place.

Geomancy - This form of magic is a natural gift that people are born with and know how to use instinctively. It is basically an instinctual knowledge on nature magic. These people have varied control over plant magic, earth magic, and water magic. The cause of this is the fusing of an Earth, Water, or Plant Spirit fusing with the person's soul during gestation. The spirit may remain with the soul into the next life, or be naturally split away after death. It is possible to rip a spirit out of the person's soul, but this results in a gaping wound in the person's soul through which it eventually bleeds out, leaving their body a senseless mass of life.

Aeromancy - Like Geomancy, but a mixture of wind and lightning magic.

One in every three million lifeforms are born Geomancers (or manipulaters of other elements.) If it has a soul (which is guaranteed if it is 'alive') it can become a Geomancer.


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[4/7/2013 6:01:58 PM] DMRoy: NEGATIVE EIGHT TO ATTACK ROLLS
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