Open Source Spells
Sept 20, 2021 23:38:00 GMT -8
Post by swiftyuki on Sept 20, 2021 23:38:00 GMT -8
Spell name: Hybrid Arts: Electric Webbing
Spell Main Element: Metal, Lightning
-Spell Sub Elements: Water (for base)
Affinity Strength: 3
Function: The caster or casters that utilize metal or water as a base and lightning for the main attack, are able to cover a large section of ground with live electricity, forcing the area into an elemental hazard state. When using water as a base, there may need to be a refreshed layer to keep the spell going unlike with metal where it is continuous based on the lightning mage’s concentration and connection to a metal shard.
Earth mages and metal mages that use non-conductive metals can ignore this, as well as those with a rubber layer on their bodies.
Availability: Open
Spell name: Acidic Smog
Spell Main Element: Water
-Spell Sub Elements:
Affinity Strength: 3
Function: The user breathes out a cloud of smog that stings the nostrils and burns the lungs when inhaled. It remains airborne for a short duration before diluting in air or water. The caster can increase the intensity by continuously breathing the smog outwards and filling the area with it or by draining an additional 5 mana when casting. It works best in a closed environment but can be used out in the open. This spell can be deterred with wind spells, wards, or by general dilution if the concentration isn’t too thick.
Availability: Open
Spell name: Dream Spirit
Spell Main Element: Arcane
-Spell Sub Elements: Chaos, Life
Affinity Strength: 5
Function: The user contracts this spell with hallucinations or dreams of an animal they attune with. Upon the initial dream, things will feel cryptic until they realise the full connection to the creature in question. After realisation, when the user falls asleep, they will appear as the animal they connect to over their own sleeping body and will only change back when reunited with their body and upon waking.
While under this animalistic state, they will be able to speak with other creatures, namely those of like species, and gain their physical attributes. However, when taking damage in this form, the connective magic will reflect the wound on their true body that is asleep.
Availability: Open
Spell name: Cruor Fabrication
Spell Main Element: Blood
-Spell Sub Elements:
Affinity Strength: 5
Function: The user either takes their own blood or blood of a target and forces it out in a fountain of crimson, forming it into the shape of a weapon. The blood itself can remain liquid to shift forms into another weapon or item more suitable, but it is not without the strong scent of iron and dying blood cells and cannot be used stealthily.
Affinity - Blood Drain - Item size
5 - Limbs - Daggers
8 - Torso - Swords
10 - Full body - Broadswords
Availability: Open
Spell name: Disembodied Will
Spell Main Element: Life
-Spell Sub Elements: Undeath
Affinity Strength: 4
Function: Minced and lacerated to pieces, the user is able to forcibly expand what would be considered signs of minimal life post mortem by using the last bits of magic in their dying breath. So long as the body is animate and a necromancer OR life mage is around and capable of doing so, they can be revived but will be in a weakened state and require recovery before they are able to resume normal functionality.
When revived by a life mage, the body will have taken severe damage and attempts to reconnect and heal as much as possible. When revived by a necromancer, their soul will be housed in a separating vessel very similarly to as if they were completely dead and will likely be animate by contract with the necromancer.
Affinity - Ability to move - Rounds Active
4 - Twitching - 3
7 - Spasms - 5
10 - Full movement - 7
Availability: Open
Spell name: Arc Lightning
Spell Main Element: Lightning
-Spell Sub Elements:
Affinity Strength: 1
Function: The caster is able to grasp lightning, but not compact it in full as it uses the caster as a source and spreads out in a large and wild arc in a single direction. The lightning’s intensity and how concentrated it can get gains with affinity, strengthening the bolt the more compact the arc is instead of unleashing wild strands.
Availability: Open
Spell name: EMP Wave
Spell Main Element: Lightning
-Spell Sub Elements:
Affinity Strength: 6
Function: The user discharges a sudden wave of lightning in an outwards direction all around them. This can jam technology and electrocutes opponents, especially those shrouded in water or metal. The pulse itself can also inflict minor paralysis and shove back anyone close to the caster.
Availability: Open
Spell name: Elemental Whip
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into a whip of the element they wield. Upon using this whip, each lash will release a special effect. However, some of these effects will only work upon contact with their target.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Element - Elemental Effect (Per Attack)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns
FLORA: Can inflict poison, paralysis or sleep
LIGHT: Can inflict blindness
LIGHTNING: Can electrocute target
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues
WIND: Can knockback target
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Elemental Daggers
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into a dagger or series of daggers of the element they wield. Upon using these daggers, each stab will release a special effect. However, some of these effects will only work upon contact with their target. These daggers remain usable in the caster’s hand and can be dispelled when no longer in use, but will explode upon contact with a surface when thrown. It will cost 5 mana per additional dagger with up to 10 daggers available at a time.
Element - Elemental Effect (When Thrown)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness, creates a small pool of darkness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns, creates a sudden burst of flame
FLORA: Creates a small bundle of living vines
LIGHT: Can inflict blindness, creates a small burst of light
LIGHTNING: Can electrocute target, creates a small burst of lightning
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues, creates spots of ice
WIND: Can knockback target, creates a sudden burst of wind
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Elemental Blade
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into a blade of the element they wield. Upon using these daggers, each slash will release a special effect. However, some of these effects will only work upon contact with their target.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Element - Elemental Effect (Per Attack)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns
FLORA: Can inflict poison, paralysis or sleep
LIGHT: Can inflict blindness
LIGHTNING: Can electrocute target
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues
WIND: Can knockback target
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Elemental Shield
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into a shield of the element they wield. Upon using the shield, it can absorb a spell of the same element if the spell is weaker than the shield or be used as a general elemental ward. Additionally, the shield can be used for blunt force attacks at point blank.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Element - Elemental Effect (Per Attack)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns
FLORA: Can inflict poison, paralysis or sleep
LIGHT: Can inflict blindness
LIGHTNING: Can electrocute target
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues
WIND: Can knockback target
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Elemental Armour
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into armour of the element they wield. Upon using the armour, it can absorb a spell of the same element if the spell is weaker than the armour or be used as a general elemental ward.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Availability: Open
Spell name: Elemental Gauntlets
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into gauntlets of the element they wield. Upon using the armour, it can absorb a spell of the same element if the spell is weaker than them or be used as a general elemental ward on their arms. Additionally, this can bolster straight hand-to-hand attacks with elemental damages from the gauntlets.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Element - Elemental Effect (Per Attack)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns
FLORA: Can inflict poison, paralysis or sleep
LIGHT: Can inflict blindness
LIGHTNING: Can electrocute target
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues
WIND: Can knockback target
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Elemental Greaves
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into greaves of the element they wield. Upon using the armour, it can absorb a spell of the same element if the spell is weaker than them or be used as a general elemental ward on their arms. Additionally, this can bolster straight hand-to-hand attacks with elemental damages from the greaves.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Element - Elemental Effect (Per Attack)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns
FLORA: Can inflict poison, paralysis or sleep
LIGHT: Can inflict blindness
LIGHTNING: Can electrocute target
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues
WIND: Can knockback target
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Elemental Claws
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into a pair of large claws of the element they wield. Upon using these claws, each slash will release a special effect. However, some of these effects will only work upon contact with their target.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Element - Elemental Effect (Per Attack)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns
FLORA: Can inflict poison, paralysis or sleep
LIGHT: Can inflict blindness
LIGHTNING: Can electrocute target
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues
WIND: Can knockback target
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Vector Arms
Spell Main Element: Arcane
-Spell Sub Elements:
Affinity Strength: 7
Function: The user can create arms with arcane magic, nearly invisible in appearance. These arms are not restricted by joints and are incredibly flexible with an average number and reach based on affinity. These arms can cut cleanly through surfaces, utilizing raw mana and shaping it into a sharp edge to do so. These arms are capable of blocking several attacks to protect the user as well, wrapping around them in a protective barrier.
These arms can stay up at an additional cost of 5 mana per round, 10 if the user’s arms are struck, and can be dispelled by the user’s will.
Affinity - Max Number of Arms - Max Reach (ft)
7 - 2 - 5’
8 - 4 - 10’
9 - 8 - 15’
10 - 16 - 20’
Availability: Open
Spell name: Prismatic Array
Spell Main Element: Earth
-Spell Sub Elements: Glass
Affinity Strength: 3
Function:
Availability: Open
Spell Main Element: Metal, Lightning
-Spell Sub Elements: Water (for base)
Affinity Strength: 3
Function: The caster or casters that utilize metal or water as a base and lightning for the main attack, are able to cover a large section of ground with live electricity, forcing the area into an elemental hazard state. When using water as a base, there may need to be a refreshed layer to keep the spell going unlike with metal where it is continuous based on the lightning mage’s concentration and connection to a metal shard.
Earth mages and metal mages that use non-conductive metals can ignore this, as well as those with a rubber layer on their bodies.
Availability: Open
Spell name: Acidic Smog
Spell Main Element: Water
-Spell Sub Elements:
Affinity Strength: 3
Function: The user breathes out a cloud of smog that stings the nostrils and burns the lungs when inhaled. It remains airborne for a short duration before diluting in air or water. The caster can increase the intensity by continuously breathing the smog outwards and filling the area with it or by draining an additional 5 mana when casting. It works best in a closed environment but can be used out in the open. This spell can be deterred with wind spells, wards, or by general dilution if the concentration isn’t too thick.
Availability: Open
Spell name: Dream Spirit
Spell Main Element: Arcane
-Spell Sub Elements: Chaos, Life
Affinity Strength: 5
Function: The user contracts this spell with hallucinations or dreams of an animal they attune with. Upon the initial dream, things will feel cryptic until they realise the full connection to the creature in question. After realisation, when the user falls asleep, they will appear as the animal they connect to over their own sleeping body and will only change back when reunited with their body and upon waking.
While under this animalistic state, they will be able to speak with other creatures, namely those of like species, and gain their physical attributes. However, when taking damage in this form, the connective magic will reflect the wound on their true body that is asleep.
Availability: Open
Spell name: Cruor Fabrication
Spell Main Element: Blood
-Spell Sub Elements:
Affinity Strength: 5
Function: The user either takes their own blood or blood of a target and forces it out in a fountain of crimson, forming it into the shape of a weapon. The blood itself can remain liquid to shift forms into another weapon or item more suitable, but it is not without the strong scent of iron and dying blood cells and cannot be used stealthily.
Affinity - Blood Drain - Item size
5 - Limbs - Daggers
8 - Torso - Swords
10 - Full body - Broadswords
Availability: Open
Spell name: Disembodied Will
Spell Main Element: Life
-Spell Sub Elements: Undeath
Affinity Strength: 4
Function: Minced and lacerated to pieces, the user is able to forcibly expand what would be considered signs of minimal life post mortem by using the last bits of magic in their dying breath. So long as the body is animate and a necromancer OR life mage is around and capable of doing so, they can be revived but will be in a weakened state and require recovery before they are able to resume normal functionality.
When revived by a life mage, the body will have taken severe damage and attempts to reconnect and heal as much as possible. When revived by a necromancer, their soul will be housed in a separating vessel very similarly to as if they were completely dead and will likely be animate by contract with the necromancer.
Affinity - Ability to move - Rounds Active
4 - Twitching - 3
7 - Spasms - 5
10 - Full movement - 7
Availability: Open
Spell name: Arc Lightning
Spell Main Element: Lightning
-Spell Sub Elements:
Affinity Strength: 1
Function: The caster is able to grasp lightning, but not compact it in full as it uses the caster as a source and spreads out in a large and wild arc in a single direction. The lightning’s intensity and how concentrated it can get gains with affinity, strengthening the bolt the more compact the arc is instead of unleashing wild strands.
Availability: Open
Spell name: EMP Wave
Spell Main Element: Lightning
-Spell Sub Elements:
Affinity Strength: 6
Function: The user discharges a sudden wave of lightning in an outwards direction all around them. This can jam technology and electrocutes opponents, especially those shrouded in water or metal. The pulse itself can also inflict minor paralysis and shove back anyone close to the caster.
Availability: Open
Spell name: Elemental Whip
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into a whip of the element they wield. Upon using this whip, each lash will release a special effect. However, some of these effects will only work upon contact with their target.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Element - Elemental Effect (Per Attack)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns
FLORA: Can inflict poison, paralysis or sleep
LIGHT: Can inflict blindness
LIGHTNING: Can electrocute target
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues
WIND: Can knockback target
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Elemental Daggers
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into a dagger or series of daggers of the element they wield. Upon using these daggers, each stab will release a special effect. However, some of these effects will only work upon contact with their target. These daggers remain usable in the caster’s hand and can be dispelled when no longer in use, but will explode upon contact with a surface when thrown. It will cost 5 mana per additional dagger with up to 10 daggers available at a time.
Element - Elemental Effect (When Thrown)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness, creates a small pool of darkness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns, creates a sudden burst of flame
FLORA: Creates a small bundle of living vines
LIGHT: Can inflict blindness, creates a small burst of light
LIGHTNING: Can electrocute target, creates a small burst of lightning
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues, creates spots of ice
WIND: Can knockback target, creates a sudden burst of wind
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Elemental Blade
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into a blade of the element they wield. Upon using these daggers, each slash will release a special effect. However, some of these effects will only work upon contact with their target.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Element - Elemental Effect (Per Attack)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns
FLORA: Can inflict poison, paralysis or sleep
LIGHT: Can inflict blindness
LIGHTNING: Can electrocute target
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues
WIND: Can knockback target
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Elemental Shield
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into a shield of the element they wield. Upon using the shield, it can absorb a spell of the same element if the spell is weaker than the shield or be used as a general elemental ward. Additionally, the shield can be used for blunt force attacks at point blank.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Element - Elemental Effect (Per Attack)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns
FLORA: Can inflict poison, paralysis or sleep
LIGHT: Can inflict blindness
LIGHTNING: Can electrocute target
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues
WIND: Can knockback target
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Elemental Armour
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into armour of the element they wield. Upon using the armour, it can absorb a spell of the same element if the spell is weaker than the armour or be used as a general elemental ward.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Availability: Open
Spell name: Elemental Gauntlets
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into gauntlets of the element they wield. Upon using the armour, it can absorb a spell of the same element if the spell is weaker than them or be used as a general elemental ward on their arms. Additionally, this can bolster straight hand-to-hand attacks with elemental damages from the gauntlets.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Element - Elemental Effect (Per Attack)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns
FLORA: Can inflict poison, paralysis or sleep
LIGHT: Can inflict blindness
LIGHTNING: Can electrocute target
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues
WIND: Can knockback target
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Elemental Greaves
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into greaves of the element they wield. Upon using the armour, it can absorb a spell of the same element if the spell is weaker than them or be used as a general elemental ward on their arms. Additionally, this can bolster straight hand-to-hand attacks with elemental damages from the greaves.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Element - Elemental Effect (Per Attack)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns
FLORA: Can inflict poison, paralysis or sleep
LIGHT: Can inflict blindness
LIGHTNING: Can electrocute target
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues
WIND: Can knockback target
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Elemental Claws
Spell Main Element: Arcane
-Spell Sub Elements: Varied
Affinity Strength: 5
Function: The caster molds their mana into a pair of large claws of the element they wield. Upon using these claws, each slash will release a special effect. However, some of these effects will only work upon contact with their target.
This spell can be dispelled by the caster, overwhelmed by an opposing element and broken, or worn off from a number of turns.
Affin - Rounds Active
5 - 5
8 - 7
10 - 9
Element - Elemental Effect (Per Attack)
ARCANA: Releases psychic bullets
CHAOS: Can cause hysteria
DARKNESS: Can inflict blindness
EARTH: Releases crystal shards or small rocks
FIRE: Inflicts burns
FLORA: Can inflict poison, paralysis or sleep
LIGHT: Can inflict blindness
LIGHTNING: Can electrocute target
METAL: Releases metal shards
WATER: Can place ice around attacked area and cause mobility issues
WIND: Can knockback target
GLASS: Releases shards of glass
PLASMA: Can inflict burns and latches onto target
ECLIPSE: Swaps between light and dark elements, inflicting doubled damage after initial strike
MAGMA: Can inflict burns and melt armour
METEORMANCY: Unleashes ice and lightning in random order
KRIITA’AL: Tags targets with metal snow
AMARI: Releases crystals connected with a thread of lightning
Availability: Open
Spell name: Vector Arms
Spell Main Element: Arcane
-Spell Sub Elements:
Affinity Strength: 7
Function: The user can create arms with arcane magic, nearly invisible in appearance. These arms are not restricted by joints and are incredibly flexible with an average number and reach based on affinity. These arms can cut cleanly through surfaces, utilizing raw mana and shaping it into a sharp edge to do so. These arms are capable of blocking several attacks to protect the user as well, wrapping around them in a protective barrier.
These arms can stay up at an additional cost of 5 mana per round, 10 if the user’s arms are struck, and can be dispelled by the user’s will.
Affinity - Max Number of Arms - Max Reach (ft)
7 - 2 - 5’
8 - 4 - 10’
9 - 8 - 15’
10 - 16 - 20’
Availability: Open
Spell name: Prismatic Array
Spell Main Element: Earth
-Spell Sub Elements: Glass
Affinity Strength: 3
Function:
Availability: Open