Open Source Spells
Aug 8, 2018 1:06:40 GMT -8
Post by swiftyuki on Aug 8, 2018 1:06:40 GMT -8
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.
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.
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. They have similar elemental capabilities as golems, just not as strong as they appear as a 'lesser creature'.
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: Terrain Alteration
Spell Main Element: Arcane
-Spell Sub Elements: Fire, Water, Wind, Earth, Lightning, Metal, Flora, Shadow, Light, Chaos,
Affinity Strength: 7
Function: The caster performs a spell, unleashing mana around them in a large area and modifying the local area with magic and turning it into an environment more suitable for them based on their main elements. The area now changed provides them with conditions and resources to manipulate that would otherwise might not be there in such a large amount. Combinations of this spell can happen with multiple mages in one sitting, changing the environment totally into a strange hybrid but cannot form multiple conditions from one mage. This spell uses up 5 mana per post after it has been activated to keep going.
Availability: Open
Spell name: Mana Leech
Spell Main Element: Arcane
-Spell Sub Elements: Chaos
Affinity Strength: 5
Function: The caster tags their target at a close range, grabbing onto their mana stored in the body and ripping a chunk to replenish themselves. Stronger arcane mages are capable of taking larger amounts of mana per strike. If the mage’s mana is already full, it will not add over their cap.
Affinity - Mana taken (points)
5 - 10
6 - 20
7 - 30
8 - 40
9 - 50
10 - 60
Availability: Open
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.
Affinity - Shape
1-3 - Small creatures
4-6 - Medium Creatures
7-9 - Large Creatures
10 - Behemoths
Availability: Open
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
Spell name: Soul Tug
Spell Main Element: Death
-Spell Sub Elements: Life
Affinity Strength: 1 at base
Function: The caster reaches out and grasps onto another's soul, tugging on it. Mages with a higher affinity can actually pull the souls, forcing the bodies to fly towards the caster. In special cases, high affinity death mages can pull the soul out of the body, making the body fly past with the soul in the caster's hand.
Affinity - Tug feel
1 - Light tugging
4 - Pull forcing walk
7 - Flying towards caster
10 - Soul partially out of body
Availability: Open
Spell name: Soul Punch
Spell Main Element: Death
-Spell Sub Elements: Life
Affinity Strength: 3
Function: A mage within the domains of life or death is able to tamper with souls within reason. The caster throws a punch towards the target. Although the punch itself may not seem like it does anything at first, but the effects show up afterwards, scaling up with the affinity of the mage.
Affinity - Punch Effect
3 - Internal damage fracturing ribs
6 - Organs disrupted
9 - Torso destroyed
10 - Soul almost out of body
Availability: Open
Spell name: Spoil
Spell Main Element: Plague
-Spell Sub Elements: Death
Affinity Strength: 1
Function: Instead of inflicting illness directly to a living target, the caster attempts to spoil edible items in a form of decay that inflicts illness when digested in attempts to render the target disabled and easier to kill. The severity of the spoiled food increases with higher affinity.
Availability: Open
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
Spell Name: Flame Volley
Spell Main Element: Fire
Spell Sub Elements: N/A
Affinity Strength: 4
Function: The caster fires off a mass of 10 projectiles in a frenzy, each being able to ignite flammable objects if not snuffed out (clothing, straw, etc.). Not very accurate.
Availability: Open.
Spell Name: Singe
Spell Main Element: Fire
Spell Sub Elements: N/A
Affinity Strength: 1
Function: The caster coats their hands in flames, attacking their target. If it connects, it can deal moderate Fire damage, and can ignite flammable objects. Close range.
Availability: Open
Spell name: Firebolt
Spell Main Element: Fire
-Spell Sub Elements:
Affinity Strength: 3
Function: The user casts a ball of fire the flies in a single direction towards a target. If it lands, it inflicts fire damage and can ignite objects that are flammable.
Availability: Open
Spell name: Ignite
Spell Main Element: Fire
-Spell Sub Elements:
Affinity Strength: 1
Function: The user snaps their fingers, sending a small flame towards an explosive item or a flammable item to alter the environment and deal AoE damage wherever the ignition has happened.
Availability: Open
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
Spell name: Shatter
Spell Main Element: Earth
-Spell Sub Elements:
Affinity Strength: 5
Function: The user stomps on the ground, cracking the earth below and sending shards of stone flying upwards from the force planted in. The earth below begins to cave in and dent down in the ground.
Availability: Open
Spell name: Facet Armour
Spell Main Element: Earth
-Spell Sub Elements:
Affinity Strength: 4 at base
Function: The user manipulates earth around them, compressing it into a fine crystal, and molding it into armour against their body. The crystal has a more refined lattice and makes it tougher to break if the affinity to earth is higher.
Affinity - Refinement - Hit Points
4 - Basic Lattice - 10
7 - Polished Lattice - 20
10 - Perfect Lattice - 40
Availability: Open -
Spell name: Transmute
Spell Main Element: Earth
-Spell Sub Elements: Metal, Arcane
Affinity Strength: 4 at base
Function: The caster can change the property of an earthen object into something else. Earth mages can use this to turn stone into crystal, with increased affinity allowing for crystals to become more refined and increasing in hardness. For metal mages, the metal can be altered and changed into more precious metals.
Affinity - Transmutation levels (Earth|Metal)
4 - Basic Lattice - Iron
5 - Refined Lattice - Steel
6 - Intermediate Lattice - Titanium
7 - Polished Lattice - Tungsten
8 - Advanced Lattice - Arcane Gold
9 - Complex Lattice - Arcane Silver
10 - Perfect Lattice - Arcane Platinum
Availability: Open
Spell name: Stone Wall
Spell Main Element: Earth
-Spell Sub Elements:
Affinity Strength: 1
Function: A basic earth spell all earth mages learn early where they can manipulate the earth and harden dirt into stone, driving it out of the ground to offset enemies or to protect one's self and their allies.
Availability: Open
Spell name: Stone Spire
Spell Main Element: Earth
-Spell Sub Elements:
Affinity Strength: 1
Function: Another basic spell, the user can force hardened stone out of the ground in a large spike to impale or knock a target off their feet. These spires can also be lifted out of the ground and thrown via magic or enhanced strength
Availability: Open
Spell name: Geode Rupture
Spell Main Element: Earth
-Spell Sub Elements:
Affinity Strength: 3
Function: The user channels their energy into the earth, sending crystalline shards sprouting out of the ground and puncturing ground targets. Earth mages of higher affinity can charge the crystals with a lodestone to deal additional elemental damages.
Availability: Open
Spell name: Lodestone Effect
Spell Main Element: Earth
-Spell Sub Elements: Arcane
Affinity Strength: 5
Function: The mage charges mana through a crystal vessel, activating its potential elemental properties. The crystal’s colour reveals what element it would be and glows from within when active. The more mana pumped into these crystals, the more powerful their effects are, but too much mana can make the crystals unstable and explode with raw magic.
Crystals affected - Mana cost (base) - Mana cost (volatile)
1 - 10 - 20
5 - 50 - 100
10 - 100 - 200
15 - 150 - 300
20 - 200 - 400
Availability: Open
Spell name: Detect Life
Spell Main Element: Life
-Spell Sub Elements: Death
Affinity Strength: 1
Function: The user casts a spell that sends a soft energy around them, marking all sources of life around them.
Availability: Open
Spell name: Cold Reading
Spell Main Element: Life
-Spell Sub Elements: War
Affinity Strength: 4
Function: A hard skill to learn, one focuses their attention to the smallest of details on the selected target reading into their emotional and mental states. This gives them insight on the person's wants, needs, strengths, and weaknesses. In regards to creatures, it allows the user to understand the physical and mental condition of the creature.
Availability: Open
Spell name: Infect
Spell Main Element: Plague
-Spell Sub Elements: Death, Life
Affinity Strength: 3 at base
Function: A mutated form of life that takes more life than gives, the caster aims a corrupt life energy to a target with an open wound to infect it. The stronger the affinity for life or death, the stronger the infection is to the victim. Death mages can combine this with decay to buff the effects of infect or vice versa. To speed infection, the caster spends 5 mana per post as long as they are still concentrating on the target.
Availability: Open
Spell name: Heal
Spell Main Element: Life
-Spell Sub Elements:
Affinity Strength: 1
Function: A basic life spell, the caster’s hands glow with life magic that can then heal wounds. The affinity of the life mage tells what degree of damage they can heal upon themselves or others. While mages with a lesser affinity can still attempt to heal damages that higher affinity mages can do easily, it will take much longer for it to work.
Affinity - Wound Severity Healed
1 - Light Cuts, Scratches
4 - Moderate lacerations, Burns
7 - Deep Cuts, Broken Bones
10 - Organ Damage, Severely Damaged Bodies
Availability: Open
Spell name: Life Steal
Spell Main Element: Life
-Spell Sub Elements: Death
Affinity Strength: 5
Function: The caster is capable of stealing life forces from enemies they hit with a melee attack. It can only restore the user’s health, continuous damage attacks will still lower health over time until the effects end or if the user is cured. The amount of affinity for the user will determine how much health is received. This spell can gain a negative effect if the user uses plague magic, corrupting health stolen and dealing damage to the caster instead.
Affinity - Health Taken (points)
5 - 20
6 - 30
7 - 40
8 - 50
9 - 60
10 - 70
Availability: Open
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
Spell name: Spark
Spell Main Element: Lightning
-Spell Sub Elements:
Affinity Strength: 1
Function: The caster holds their hand out to unleash sparks of lightning from their fingertips. The lightning itself cant be directed at a specific target, but more in a general direction towards the target unless the target has magnetic metals on them.
Availability: Open
Spell name: Strikedown
Spell Main Element: Lightning
-Spell Sub Elements:
Affinity Strength: 4
Function: The user channels their magic and focuses on a target for lightning to come from the sky and strike onto the enemy. Lightning it more guaranteed to strike an opponent wearing conductive metals, are airborne, or are in high places compared to the caster.
Availability: Open
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. They have similar elemental capabilities as golems, just not as strong as they appear as a 'lesser creature'.
Familiars 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: Terrain Alteration
Spell Main Element: Arcane
-Spell Sub Elements: Fire, Water, Wind, Earth, Lightning, Metal, Flora, Shadow, Light, Chaos,
Affinity Strength: 7
Function: The caster performs a spell, unleashing mana around them in a large area and modifying the local area with magic and turning it into an environment more suitable for them based on their main elements. The area now changed provides them with conditions and resources to manipulate that would otherwise might not be there in such a large amount. Combinations of this spell can happen with multiple mages in one sitting, changing the environment totally into a strange hybrid but cannot form multiple conditions from one mage. This spell uses up 5 mana per post after it has been activated to keep going.
Availability: Open
Spell name: Mana Leech
Spell Main Element: Arcane
-Spell Sub Elements: Chaos
Affinity Strength: 5
Function: The caster tags their target at a close range, grabbing onto their mana stored in the body and ripping a chunk to replenish themselves. Stronger arcane mages are capable of taking larger amounts of mana per strike. If the mage’s mana is already full, it will not add over their cap.
Affinity - Mana taken (points)
5 - 10
6 - 20
7 - 30
8 - 40
9 - 50
10 - 60
Availability: Open
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 Shapeshifters
Affinity - Shape
1-3 - Small creatures
4-6 - Medium Creatures
7-9 - Large Creatures
10 - Behemoths
Availability: Open
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
Spell name: Soul Tug
Spell Main Element: Death
-Spell Sub Elements: Life
Affinity Strength: 1 at base
Function: The caster reaches out and grasps onto another's soul, tugging on it. Mages with a higher affinity can actually pull the souls, forcing the bodies to fly towards the caster. In special cases, high affinity death mages can pull the soul out of the body, making the body fly past with the soul in the caster's hand.
Affinity - Tug feel
1 - Light tugging
4 - Pull forcing walk
7 - Flying towards caster
10 - Soul partially out of body
Availability: Open
Spell name: Soul Punch
Spell Main Element: Death
-Spell Sub Elements: Life
Affinity Strength: 3
Function: A mage within the domains of life or death is able to tamper with souls within reason. The caster throws a punch towards the target. Although the punch itself may not seem like it does anything at first, but the effects show up afterwards, scaling up with the affinity of the mage.
Affinity - Punch Effect
3 - Internal damage fracturing ribs
6 - Organs disrupted
9 - Torso destroyed
10 - Soul almost out of body
Availability: Open
Spell name: Spoil
Spell Main Element: Plague
-Spell Sub Elements: Death
Affinity Strength: 1
Function: Instead of inflicting illness directly to a living target, the caster attempts to spoil edible items in a form of decay that inflicts illness when digested in attempts to render the target disabled and easier to kill. The severity of the spoiled food increases with higher affinity.
Availability: Open
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
Spell Name: Flame Volley
Spell Main Element: Fire
Spell Sub Elements: N/A
Affinity Strength: 4
Function: The caster fires off a mass of 10 projectiles in a frenzy, each being able to ignite flammable objects if not snuffed out (clothing, straw, etc.). Not very accurate.
Availability: Open.
Spell Name: Singe
Spell Main Element: Fire
Spell Sub Elements: N/A
Affinity Strength: 1
Function: The caster coats their hands in flames, attacking their target. If it connects, it can deal moderate Fire damage, and can ignite flammable objects. Close range.
Availability: Open
Spell name: Firebolt
Spell Main Element: Fire
-Spell Sub Elements:
Affinity Strength: 3
Function: The user casts a ball of fire the flies in a single direction towards a target. If it lands, it inflicts fire damage and can ignite objects that are flammable.
Availability: Open
Spell name: Ignite
Spell Main Element: Fire
-Spell Sub Elements:
Affinity Strength: 1
Function: The user snaps their fingers, sending a small flame towards an explosive item or a flammable item to alter the environment and deal AoE damage wherever the ignition has happened.
Availability: Open
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
Spell name: Shatter
Spell Main Element: Earth
-Spell Sub Elements:
Affinity Strength: 5
Function: The user stomps on the ground, cracking the earth below and sending shards of stone flying upwards from the force planted in. The earth below begins to cave in and dent down in the ground.
Availability: Open
Spell name: Facet Armour
Spell Main Element: Earth
-Spell Sub Elements:
Affinity Strength: 4 at base
Function: The user manipulates earth around them, compressing it into a fine crystal, and molding it into armour against their body. The crystal has a more refined lattice and makes it tougher to break if the affinity to earth is higher.
Affinity - Refinement - Hit Points
4 - Basic Lattice - 10
7 - Polished Lattice - 20
10 - Perfect Lattice - 40
Availability: Open -
Spell name: Transmute
Spell Main Element: Earth
-Spell Sub Elements: Metal, Arcane
Affinity Strength: 4 at base
Function: The caster can change the property of an earthen object into something else. Earth mages can use this to turn stone into crystal, with increased affinity allowing for crystals to become more refined and increasing in hardness. For metal mages, the metal can be altered and changed into more precious metals.
Affinity - Transmutation levels (Earth|Metal)
4 - Basic Lattice - Iron
5 - Refined Lattice - Steel
6 - Intermediate Lattice - Titanium
7 - Polished Lattice - Tungsten
8 - Advanced Lattice - Arcane Gold
9 - Complex Lattice - Arcane Silver
10 - Perfect Lattice - Arcane Platinum
Availability: Open
Spell name: Stone Wall
Spell Main Element: Earth
-Spell Sub Elements:
Affinity Strength: 1
Function: A basic earth spell all earth mages learn early where they can manipulate the earth and harden dirt into stone, driving it out of the ground to offset enemies or to protect one's self and their allies.
Availability: Open
Spell name: Stone Spire
Spell Main Element: Earth
-Spell Sub Elements:
Affinity Strength: 1
Function: Another basic spell, the user can force hardened stone out of the ground in a large spike to impale or knock a target off their feet. These spires can also be lifted out of the ground and thrown via magic or enhanced strength
Availability: Open
Spell name: Geode Rupture
Spell Main Element: Earth
-Spell Sub Elements:
Affinity Strength: 3
Function: The user channels their energy into the earth, sending crystalline shards sprouting out of the ground and puncturing ground targets. Earth mages of higher affinity can charge the crystals with a lodestone to deal additional elemental damages.
Availability: Open
Spell name: Lodestone Effect
Spell Main Element: Earth
-Spell Sub Elements: Arcane
Affinity Strength: 5
Function: The mage charges mana through a crystal vessel, activating its potential elemental properties. The crystal’s colour reveals what element it would be and glows from within when active. The more mana pumped into these crystals, the more powerful their effects are, but too much mana can make the crystals unstable and explode with raw magic.
Crystals affected - Mana cost (base) - Mana cost (volatile)
1 - 10 - 20
5 - 50 - 100
10 - 100 - 200
15 - 150 - 300
20 - 200 - 400
Availability: Open
Spell name: Detect Life
Spell Main Element: Life
-Spell Sub Elements: Death
Affinity Strength: 1
Function: The user casts a spell that sends a soft energy around them, marking all sources of life around them.
Availability: Open
Spell name: Cold Reading
Spell Main Element: Life
-Spell Sub Elements: War
Affinity Strength: 4
Function: A hard skill to learn, one focuses their attention to the smallest of details on the selected target reading into their emotional and mental states. This gives them insight on the person's wants, needs, strengths, and weaknesses. In regards to creatures, it allows the user to understand the physical and mental condition of the creature.
Availability: Open
Spell name: Infect
Spell Main Element: Plague
-Spell Sub Elements: Death, Life
Affinity Strength: 3 at base
Function: A mutated form of life that takes more life than gives, the caster aims a corrupt life energy to a target with an open wound to infect it. The stronger the affinity for life or death, the stronger the infection is to the victim. Death mages can combine this with decay to buff the effects of infect or vice versa. To speed infection, the caster spends 5 mana per post as long as they are still concentrating on the target.
Availability: Open
Spell name: Heal
Spell Main Element: Life
-Spell Sub Elements:
Affinity Strength: 1
Function: A basic life spell, the caster’s hands glow with life magic that can then heal wounds. The affinity of the life mage tells what degree of damage they can heal upon themselves or others. While mages with a lesser affinity can still attempt to heal damages that higher affinity mages can do easily, it will take much longer for it to work.
Affinity - Wound Severity Healed
1 - Light Cuts, Scratches
4 - Moderate lacerations, Burns
7 - Deep Cuts, Broken Bones
10 - Organ Damage, Severely Damaged Bodies
Availability: Open
Spell name: Life Steal
Spell Main Element: Life
-Spell Sub Elements: Death
Affinity Strength: 5
Function: The caster is capable of stealing life forces from enemies they hit with a melee attack. It can only restore the user’s health, continuous damage attacks will still lower health over time until the effects end or if the user is cured. The amount of affinity for the user will determine how much health is received. This spell can gain a negative effect if the user uses plague magic, corrupting health stolen and dealing damage to the caster instead.
Affinity - Health Taken (points)
5 - 20
6 - 30
7 - 40
8 - 50
9 - 60
10 - 70
Availability: Open
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
Spell name: Spark
Spell Main Element: Lightning
-Spell Sub Elements:
Affinity Strength: 1
Function: The caster holds their hand out to unleash sparks of lightning from their fingertips. The lightning itself cant be directed at a specific target, but more in a general direction towards the target unless the target has magnetic metals on them.
Availability: Open
Spell name: Strikedown
Spell Main Element: Lightning
-Spell Sub Elements:
Affinity Strength: 4
Function: The user channels their magic and focuses on a target for lightning to come from the sky and strike onto the enemy. Lightning it more guaranteed to strike an opponent wearing conductive metals, are airborne, or are in high places compared to the caster.
Availability: Open