|
|
|
|
|
|
|
|
|
Posted: Wed Dec 07, 2005 6:44 pm
As your fey progresses in skill and power, certain spells will become avalible to them for casting. Each skill has a magical requirement that must be met in order to cast the spell successfully. A fey may attempt to cast spells beyond their ability of course, just as a inexperienced rollerskater may choose to wobble their way out into the speeding rink. Be awarethough! There can be dire concequences to casting spells beyond your ken! These consequences may come in various forms. (You may decide some things that directly affect your fey, but be aware the ever watchful eye of LC may swoop in and cause a alteration to your Fey's stats in response to the practice of spells beyond your fey's taught ability)
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Dec 07, 2005 6:48 pm
Green Spells
First Level Spells Requirements: Green Magic Stat 5 Meliorate: The simplest of healing magics. This spell will instantly regenerate small scrapes, cuts, and bruises. It even has the power to stop nosebleeds and ease headaches. Bulwark: When cast a shimmering half shell of pastel blue colored light protrudes like a shield from the tip of the casters wand. This minor shilding spell has the power to deflect minor physical objects. Such as rain, snow, falling leaves, thrown pebbles, and the like. It should be noted that things larger then a fist will easily pass through the Bulwark and it does not protect against any form of magic.
Second Level Spells Requirements: Green Magic Stat 15 Antitoxin: In order to cast this spell a cup with clean water must be used. Passing ones wand around the rim of the cup will cause the liquid inside the cup to glow faintly. All one needs to do is drop a small bit of the poison source into the cup and the water will instantly change color to become a antitoxin. This cure only works on non-fatal types and amounts of poisons. The result takes about a hour or so to completely cure the individual. Hex Repell: This quick cast spell momentarily alters the aura of the target. Their aura, for a 30 second period, nullifies a single low level curse or hex placed upon the person. It can be cast in advance to thwart a attempt to use a low level curse upon the target, but only by 30 seconds.
Third Level Spells Requirements: Green Magic Stat 30 ------: (moderate level physical protection) ------:
Fourth Level Spells Requirements: Green Magic Stat 45 ------: (Moderate healing spell) ------: (Moderate curse deflection/reversal)
Fifth Level Spells Requirements: Green Magic Stat 60 ------:(Moderate ) ------:
Sixth Level Spells Requirements: Green Magic Stat 70 ------: (Major Non-magical-illness curing) ------: (Major physical protection)
Seventh Level Spells Requirements: Green Magic Stat 100 ------ sad Major Wound Healing and Poison Purging)------ sad Major curse sheilding/reversal)
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Dec 07, 2005 6:51 pm
Fortune Spells
First Level Spells Requirements: Fortune Magic Stat 5 Espy: To cast this spell some form of focus must be used. (Crystal ball, bowl, or mirror) This spell allows the caster to see a glimpse of where some object is located. Be it hidden, lost, or stolen. The glimpse exsists for only a few seconds, and quickly fades out. If the object is under a magical hide spell then nothing more then a grey mist appears. The caster must be familar with the object, have something that is a part of or belongs to the object, or have someone who is familar with the object aid in the spell. (Usually the holding of the scrying device while focusing on the object to be glimpsed) Augury: This spell can be cast upon oneself or a willing target. When the subject of the spell goes to sleep, their dreams will hold flickers of events that may happen the next day. Forwarnings of accidents, nudges of 'what should' be done to gain a favorable turn out and so on. These dreams never pertain to anything of major importance. Such as avoiding death, answers to questions the individual wouldn't normally know, or the winning numbers of the next days jack pot
Second Level Spells Requirements: Fortune Magic Stat 15 ------:------:
Third Level Spells Requirements: Fortune Magic Stat 30 ------:------:
Fourth Level Spells Requirements: Fortune Magic Stat 45 ------:------:
Fifth Level Spells Requirements: Fortune Magic Stat 60 ------:------:
Sixth Level Spells Requirements: Fortune Magic Stat 70 ------:------:
Seventh Level Spells Requirements: Fortune Magic Stat 100 ------:------:
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Dec 07, 2005 6:52 pm
Moon Spells
First Level Spells Requirements: Moon Magic Stat Minor Aberration: This spell allows the caster to alter the appearence of any one subject. The glamour is minor, and lasts only for a hour. It can not change the weight or shape of a object. (Example: Making a piece of white paper look pink, making a round grey stone look like a round ruby, making ones hair turn from black to green). This spell does not actually change the object, but rather gives it the appearence of being changed. Surrogate Aha: Normally a pendalum only answers yes and no questions that pertain to the asker personally. When this spell is cast on a pendalum of crystal, it allows the caster to ask yes or no questions about another person. In order to use this spell something of a strong personal nature must be used. (Example: A ring the subject normally wears, a drop of their blood, a scrap from their diary)
Second Level Spells Requirements: Moon Magic Stat ------:------:
Third Level Spells Requirements: Moon Magic Stat ------:------:
Fourth Level Spells Requirements: Moon Magic Stat ------:------:
Fifth Level Spells Requirements: Moon Magic Stat ------:------:
Sixth Level Spells Requirements: Moon Magic Stat ------:------:
Seventh Level Spells Requirements: Moon Magic Stat ------:------:
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Dec 07, 2005 6:56 pm
Sun Spells
First Level Spells Requirements: Sun Magic Stat Dynamism Draft: When this brew is drank, it is roughly the equivilant of drinking 5 pots of extra caffinated cuppachino...without the possible side effect of your heart bursting out through your chest. This potion fills the imbiber with a burst of energy that lasts approximately 2 hours. During this time they are completely unware of how weary they truely are, but once the potion wears off a bed best be near by because they won't be standing too much longer. Timing is the key component to mixing this potion. It requires to be made at dawn while the sun is rising and completed as the sun finishes it's rise (No earlier and no later) and it must be stirred by a pheonix feather. Eros Oscillate: This enchantment works only once, and only reveals it's effects to the caster itself. It must be cast upon some form of small token, and given to the subject in question. If the subject has feelings of love for the caster, then when the token is accepted by the subject it will glow to the casters eyes only. This spell works only as a Yes or No sort of device, mixed or confused feelings will show up as a No answer. Small crushes or budding interest will show up as a No answer. Anything other then real love itself will come up as a No answer.
Second Level Spells Requirements: Sun Magic Stat ------:------:
Third Level Spells Requirements: Sun Magic Stat ------:------:
Fourth Level Spells Requirements: Sun Magic Stat ------:------:
Fifth Level Spells Requirements: Sun Magic Stat ------:------:
Sixth Level Spells Requirements: Sun Magic Stat ------:------:
Seventh Level Spells Requirements: Sun Magic Stat ------:------:
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Dec 07, 2005 6:58 pm
Star Spells
First Level Spells Requirements: Star Magic Stat ------: This spell can only be cast upon oneself, or a willing target. When cast, it opens the heart of the target for a short period of time, allowing them to feel the surface emotions of subjects within 5 ft of them as well as know the source of the emotion. The spell lasts a total of 2 minutes, and during this time the target can not distinguish between their emotions and those they are senseing. With overwhelming or strong emotions they may even be moved to act upon the emotions they are feeling (Example: Love for another may influence the fey to kiss that person loved, hatred of a person may move them to lash out with a punch at the hated target). Individuals with magical protections or well guarded thoughts/feels will not give off anything to be sensed. ------:
Second Level Spells Requirements: Star Magic Stat ------:------:
Third Level Spells Requirements: Star Magic Stat ------:------:
Fourth Level Spells Requirements: Star Magic Stat ------:------:
Fifth Level Spells Requirements: Star Magic Stat ------:------:
Sixth Level Spells Requirements: Star Magic Stat ------:------:
Seventh Level Spells Requirements: Star Magic Stat ------:------:
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 08, 2005 11:21 am
Soul Spells
First Level Spells Requirements: Soul Magic Stat 5 Minor Invoke: This spell allows the caster to summon up the ghost of some minor creature. Usually vermin or insects. In order to cast this spell the caster must have some part of the remains of the creature first. The ghost can understand only simple commands and only exsists for a hours duration. It can comminucate with it's summoner or anyone the summoner instructs it to, but only in a faint whisper that can sometimes be hard to hear. Minor ghosts can not interact with the physical plane at all. Minor Animation: When cast, this spell allows the fey to animate the corpse of either a small rodent or insect. The spell remains in place, only as long as the caster continues to concentrate on the corpse. Once the caster's concentration is broken or stops, the corpse flops back into lifelessness. This spell requires a corpse that is still more or less intact.
Second Level Spells Requirements: Soul Magic Stat 15 ------:------:
Third Level Spells Requirements: Soul Magic Stat , Teen Stage ------:------:
Fourth Level Spells Requirements: Soul Magic Stat , Teen Stage ------:------:
Fifth Level Spells Requirements: Soul Magic Stat , Adult Stage ------:------:
Sixth Level Spells Requirements: Soul Magic Stat , Adult Stage ------:------:
Seventh Level Spells Requirements: Soul Magic Stat , Adult Stage ------:------:
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 08, 2005 11:25 am
Elemental Spells
First Level Spells Requirements: Elemental Magic Stat 5 Bantam Element: The summoning of a miniature elemental no larger then a finger's length. This creature can only understand simple-worded commands such as 'Stop, Go Left, Pick-up Pencil'. They also communicate in simple worded manners with sentences usually no longer then five words. It should be noted that only the summoner can understand the Bantams speech. The creature will exist for no longer then a hour, afterwhich it will vansih. Bantams are easily destroyed as well, exposure to their counter elemental eradicates them instantly. Fire to Water, Earth to Air, Shadow to Light. ------:
Second Level Spells Requirements: Elemental Magic Stat ------:------:
Third Level Spells Requirements: Elemental Magic Stat ------:------:
Fourth Level Spells Requirements: Elemental Magic Stat ------:------:
Fifth Level Spells Requirements: Elemental Magic Stat ------:------:
Sixth Level Spells Requirements: Elemental Magic Stat ------:------:
Seventh Level Spells Requirements: Elemental Magic Stat ------:------:
|
 |
 |
|
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|