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Book of Spells

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DestinyHQ
Vice Captain

PostPosted: Sat Jun 10, 2006 9:59 pm


Enchantments


These enchanments cost one turn, last three turns, and can NOT be cast on yourself.

Ebon Talons - (Buff) Target ally's weapon becomes tempered with +3 earth damage.

Water Trident - (Buff) Target ally's weapon becomes tempered with +3 water damage.

Swallow Tail - (Buff) Target ally's weapon becomes tempered with +3 air damage.

Lightning Fang - (Buff) Target ally's weapon becomes tempered with +3 lightning damage.

Lick of Flame - (Buff) Target ally's weapon becomes tempered with +3 fire damage.

Ice Claw - (Buff) Target ally's weapon becomes tempered with +3 ice damage.

The Lady's Favor - (Buff) Generally a woman/female's spell (though not restricted to soley females). Target ally recieves +2 health regeneration.

Fire of the Gods - (Buff) Target ally's armor is tempered with +3 resistance versus fire attacks.

Stone Skin - (Buff) Target ally's armor is tempered with +3 resistance versus earth attacks.
 
PostPosted: Sat Jun 10, 2006 10:00 pm


Conjurations


 

DestinyHQ
Vice Captain


DestinyHQ
Vice Captain

PostPosted: Sat Jun 10, 2006 10:01 pm


Transmutations

 
PostPosted: Sat Jun 10, 2006 10:03 pm


Abjurations


 

DestinyHQ
Vice Captain


DestinyHQ
Vice Captain

PostPosted: Sat Jun 10, 2006 10:05 pm


Divinations


 
PostPosted: Sat Jun 10, 2006 10:07 pm


Evocations


All summoning spells cost you one turn.

Geomancy (spells that vary based on the terrain)
Bibliotech - Summons a spirit whilst standing near a place that contains written information. While this spirit remains, all spells involving doing magical damage hit for +3 more damage. Spirit dies after 3 turns.

Ashes to Ashes - Summon a spirit while standing on or near things that are burning or in ash. While this spirit remains all fire related spells are enhanced for +3 damage. Spirit dies after 3 turns.

Pyrotech - Summon a fire spirit. While spirit remains, it casts ranged fireballs dealing +2 damage per turn at single target enemy. Spirit dies after 3 turns. Must be standing on or near anything wooden or flammable.

Burning Sands - Summon an earth spirit while standing on or near sand. While spirit remains, all earth related spells are enhanced for +3 damage. Spirit dies after 3 turns.

Devilry (spells that control demons)

Angelics (spells that control healing spirits)
 

DestinyHQ
Vice Captain


DestinyHQ
Vice Captain

PostPosted: Sat Jun 10, 2006 10:08 pm


Necromancy


Flesh (fresh corpses or living body related spells)
Bile Shrapnel - Explode target fresh corpse, rendering target enemy unresurrectable for 3 turns (it takes time to find your buddy's bits!) all adjacent enemies take 10 damage and are poisoned (-2 HP degeneration) for 2 turns.

What's Cooking? - Ignite target animated corpse, sending it running towards target enemy. Enemy and all adjacent enemies suffer 10 damage.

Abominable - Merge up to three fresh corpses to create a super undead minion that adds +3 damage per turn on target enemy. Target corpses (if allies) cannot be ressurected for 5 turns.

Bone (Non-flesh related spells)
Nightmare Mount - Animates equine bones, that may or may not be from the same individual horse. Used as a temporary mount, nightmares dismantle themselves at daybreak. They are considerably weaker than living horses, but are fast and lightweight and can carry a single individual or light bags.

Roll Them Bones - (Enchantment) If you have the first strike you can sacrifice it as preparation for this spell. On opponent's second strike you have added bone armor one a single piece of armor. Enchantment ends after strike is made to that piece of armor.

Hell Hound - Animate miscellaneous canine bones to create a temporary tracking hound. Hound dismantles itself at daybreak or if its bones are destroyed. Immune to illusions and have extraordinary night vision. Its considerably weaker than living canines, but swifter and attacks are also swift but weak.

Blood (Health related spells)
Drink Me - (Heal Other Spell) Heals only allies, this spell will not work on yourself. Sacrifice health that equals how much your ally is healed.

Cold Revenge - (Hex Spell) Sacrifice 10% current health. The next time opponent uses a healing item it has -10% effectiveness.

Peel Me Off the Ceiling - (Hex Spell) Sacrifice 10% current health. Target corpse is cursed, the next time the dead's ally tries to resurrect it that ally's HP is reduced by 30% of current HP.

Walking Time Bomb - (Hex Spell) Sacrifice 10% current health. If target enemy dies, partied allies have 3 turns to resurrect him or he explodes and delivers 10 damage to all your adjacent foes.

Poison the Well - (Hex Spell) Sacrifice 50% current health. ALL target enemy's carried healing items have -50% effectiveness for 2 turns.

Wake the Dead - (Resurrection Spell) Sacrifice 20%, resurrecting target ally with 10% HP and 5% SP.

It BURNS!!! - (Hex Spell) Sacrifice 30% current health. Send a seeking ball of noxious poison at a target enemy, if it hits target enemy is poisioned and leaves a trail of melted decaying flesh. Target enemy suffers -3 health degeneration per turn until the poison is cured. Cures are the only thing that removes this hex.

Assault and Battery - (Enchantment) Sacrifice 20% health. Target ally recieves +2 magic regeneration for 3 turns.
 
PostPosted: Sat Jun 10, 2006 10:10 pm


Illusions


Definition: The creation of things and sensations unreal. Preys on the weak minded or those who leave themselves vulernable to mind trickery.

Illusionary Hero - Creates a false apparition that mimics caster's every move but from any specified location. The illusion is lost after it is struck by anything material as the illusion itself is not.

Beast of Burden - Convinces opponents that they are heavier than they actually are, causing them to move slower than normal. Duration depends on skill.

Chills Up Your Spine - Triggers fight or flight response in opponents, though exact response varies from opponent to opponent.

Stop Hitting Yourself - For a specified time, half of the physical damage you recieve it reflected back at your opponent.

Conjure Boogeyman - Not a true spirit, but the belief that something is "watching" you. Invokes paranoia and preys upon the superstitious, at peak fear point it creates a false apparition that will appear as a magnified version of what each individual fears most.
 

DestinyHQ
Vice Captain


DestinyHQ
Vice Captain

PostPosted: Sat Jun 10, 2006 10:13 pm


Universal


Smoke and Mirrors - A "false illusion", in other words a kind of magic where opponent or person expects one reaction and instead gets another. This is used as a diversion and buys time to create a seperate spell. This is usually a pre-emptive spell in preparation for the larger one. It's "just for show", creating a very showy dazzling display of sparks and light and sometimes noise used to divert attention. It can also be used seperately while you make an escape.

Symbol of Peace - (Enchanment) For one turn, all physical damage on yourself is reduced by 50%. While this enchantment is on you, you move 50% slower than normal.
 
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