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Posted: Thu Aug 07, 2008 4:41 pm
Aekea will take 4th place [so we have to give you spell ideas or do we learn them as the book reveals more of its self cause i have a spell idea] ]can we post yet[ my spell idea is for the hipogriff/griffens out there to be able to hold there wings out and shot solid metal or other elemental infuesed versons of their feathers like thowing knives from there wings at a foe with compleat controle of how they move to the foe Well, make a spell for it...
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Posted: Thu Aug 07, 2008 6:54 pm
This is just a crappy rhyme I made up to supposedly release our hidden magical potential that everybody has but can't access. It's called "Potential Spell" unoriginally enough.
Magic forces here preside release the powers trapped inside.
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Posted: Thu Aug 07, 2008 11:15 pm
(This is a spell that is involved with my character's history. It a spell that make it so you can control animals you cast it on, and it you are going to die, the animal dies instead. It's a vary difficult spell, ask me more if you need to.)
Oh may this creature of the (earth, sky or sea) join me on this journey which is called life. I will feed, care, and respect thee in trade for you loyalty. In this world, and the next!
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Posted: Fri Aug 08, 2008 10:18 am
feather strom: for anthro tars the molting feathers on there wings turn to steal as they are fired as thorwing knives at a target
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Aekea will take 4th place
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Posted: Fri Aug 08, 2008 12:56 pm
A fire setting spell:
This [name of what your lighting] that lay before me, set ablaze I command thee.
Stupid I know. I couldn't think of good rhyming words.
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Posted: Fri Aug 08, 2008 5:47 pm
My character have powers over water magic, which also incorporates some healing spells. Here are a few:
"Waters in my body flow, bring forth memories from long ago." This spell allows clarity of vague memories of the target's life, but only can reveal images or sounds, not both. Also takes a mild toll on the target's mental health, causing a headache from the forced strain of the brain.
"Moisture in life around, pull together without a sound. Grant me an elixir of life, the natural cure to physical strife." This allows the user to draw moisture from plants and air around them into their hands, but can harm the environment. Therefore, it is taught to be used only in emergencies. Centaur that use this spell in any other situation are heavily looked down upon, seeing as their culture and beliefs are based on respect for nature.
"Harm inflicted upon the soul, mend this wounded creature whole." Specifically for those who may have been mentally poisoned or brainwashed. Rarely used, except for cases of dire emergencies on the battlefield or in the medic's tent. Specifically used to calm the mind of one that has gone mad from stress of battle or illnesses. It cannot fully heal a creature of their mental ailment, but allows a delay before hope is completely lost so more intensive treatment is possible.
"Flesh is torn by knife or arrow, flow deep to heal the marrow." A spell to speed the healing of a broken bone and seal up any bleeding caused by a deep gouge. Useful in villages, but cannot heal immediately. Must have a source of water outside the target's body for this spell. (Such as a pouch or bucket of water, or a river or lake.)
"Blindness caused by battle with others or self, bring back sight to this ones health." If a target is blind from a recent battle or a recent illness, this spell will allow the eyes to slowly heal themselves. You also need a source for water for this spell. Can only be safely used once per target--it starts a natural healing process. Anything more can harm the eyes. This cannot help those blind from birth or an illness or battle long ago. (Anything over 5 years cannot be healed by this spell.) Certified medics use this spell to improve the eyesight of warriors before battle, as they know the amount of water to use so as not to overdo the spell and harm the fighter.
"Small wound pains thee, heal the body, set nerves free." This is a general spell for small wounds, such as small cuts, scrapes, bee stings, etc. Cannot heal bruises--there must be an opening in hte skin from the wound. Can heal more than one wound at once, but only up to five at a time. Must have a source of water. Target heals up quickly, but must lie still in bed for between an hour or six. (Depending on number of wounds healed.) Too much movement may undo the spell, and if the spell is used by anyone but a trained medic, can accidentally release water into the bloodstream, causing illness or death. Rarely used, as there are herbal lotions to heal such wounds without a risk.
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I'm sure I can come up with more, but that's what I have so far. It's all based upon my character's abilities and training.
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