Spelling Bee [Any and All]
Apr 22, 2019 9:58:33 GMT -8
Post by [???] - Bahamut on Apr 22, 2019 9:58:33 GMT -8
War Domain Spells:
Passive:
Spell name:
The Itch
Spell Main Element:
War
-Spell Sub Elements:
N/A
Affinity Strength:
1
Function:
War Mages are usually pretty antsy, anxiety runs hard in the veins of someone that fights for a living and has magic that actively encourages it. Due to this they have a preternatural ability to sense danger coming and to get out of the way of ambushes and surprise attacks before they even occur. Due to this, a War Mage counts any concealment spell used against them as 2 affinity levels lower in regards to power and normal ambushes don't work on them.
Availability: Open
Spell name:
Allied Magicks - Shining Edge
Spell Main Element:
War(Spellblading)
-Spell Sub Elements:
Varies
Affinity Strength:
1
Function:
The most basic form of Spellblading and the basis for all other spells. The user charges their mana into their weapon and it doesn't actually need to be a bladed weapon at all. The weapon starts to glow softly with magical might and enables the weapon to strike magical defenses and intangible beings as well as being able to strike spells. Lastly the weapon becomes a magical focus and spells can be cast through it. This lasts for 1 round per affinity of the user(1 at 1 and 10 at 10) before the mana price needs to be paid again. This can be combined with other elements to add additional effects to the weapon.
Availability: Open
Spell name:
Allied Magicks - Howling Strike
Spell Main Element:
War(Spellblading)
-Spell Sub Elements:
Varies
Affinity Strength:
2
Function:
Charging their blade with mana, the user swings it forwards, sending out a large blade of magical power in a line in front of them. This carries the same properties as their weapon, meaning blunt weapons will crush, piercing weapons will punch holes in things and slicing weapons will cut targets open. If used alongside another element, it takes on the elemental properties as well, such as setting things on fire when used alongside fire. This blade reaches out 5 feet per affinity, starting at Affinity 2(So 5 feet at 2 up to 40 feet at 10). This spell can only be used while under the effect of Shining Edge.
Availability: Open
Spell name:
Hostile Magicks - Blind Strike
Spell Main Element:
War(Spellblading)
-Spell Sub Elements:
N/A
Affinity Strength:
2
Function:
A dangerous ability that is added onto a Spellblade's attacks while under the effect of Shining Edge. When any of their strikes hit an opponent, they can channel their magic into the strike to further enhance its abilities. When this occurs, the victim becomes blind for a number of rounds based on the user's affinity, starting at 1 round at 2 affinity and going up by 1 round for every 2 affinity the user has.
Availability: Open
Spell name:
Hostile Magicks - Lockdown Strike
Spell Main Element:
War(Spellblading)
-Spell Sub Elements:
N/A
Affinity Strength:
5
Function:
Following on from how Hostile Magicks work, the Lockdown Strike is one of the more dangerous versions. When someone is struck by the Spellblade's weapon while it is under the effects of Shining Edge or any attack that carries the properties of the weapon, Lockdown Strike can be activated. This causes the victim to suddenly be unable to move under their own power, their muscles no longer work but magical or alternate forms of movement still work. This lasts for 1 round at Affinity 5 going up to 3 Rounds at Affinity 9.
Availability: Open
Spell name:
Hostile Magicks - Gaol Strike
Spell Main Element:
War(Spellblading)
-Spell Sub Elements:
N/A
Affinity Strength:
8
Function:
One of the most dangerous Hostile Magicks strikes, the Gaol Strike is specifically designed to bring a fight down to physical abilities. When someone is struck by a weapon under the effect of Shining Edge or an attack holding the properties of such, the user can infuse the attack with the Gaol Strike. This causes the victim to lose access to a magical domain they possess unless they have affinity 10 whereupon it is only halved instead. Affinity 9 allows 2 magical domains to be lost and Affinity 10 causes 3 to be lost. The duration this lasts for is based on the affinity of the domain that is lost. This spell costs double the normal cost for a spell of its affinity.
Affinity - Duration Lost(Rounds)
1 - Until End of Topic
2 - 8
3 - 7
4 - 6
5 - 5
6 - 4
7 - 3
8 - 2
9 - 1
10 - N/A
Availability: Open
Spell name:
Allied Magicks - Passage of Arms
Spell Main Element: War(Spellblading)
-Spell Sub Elements: Varies
Affinity Strength: 8
Function: The Passage of Arms is not often seen due to its defensive nature but its power is immense when used correctly. This spell costs double normal mana to cast but when done, the user crouches and slams their weapon into the ground in front of them. Massive wings of glowing aether sprout from the weapon and fan out behind them, if used alongside another element, the wings take on the aesthetics of that element. The wings form an incredibly powerful shield, reducing any damage taken by the caster or anyone standing behind them. The reduction is based on the affinity of the user and the affinity used to cast the opposing spell, however, the user cannot attack or move while this is active.
Affinity of Offensive Spell - Damage Reduction(Affinity 9/10(%))
1 - 100/100/100
2 - 90/100/100
3 - 80/90/100
4 - 70/80/90
5 - 60/70/80
6 - 50/60/70
7 - 40/50/60
8 - 30/40/50
9 - 20/30/40
10 - 10/20/30
Availability: Open
Blood Domain Spells:
Passive:
Spell name:
Taste of Sanguine
Spell Main Element:
Blood
-Spell Sub Elements:
Life
Affinity Strength:
1
Function:
Haemomancers are the ones best able to tell what is wrong with blood or who blood belongs to. This passive allows a Haemomancer to take a taste of blood and instantly know if the person the blood belongs to has any illnesses or is poisoned and they are able to track that target. The tracking can only be used on one person at a time and once a different set of blood is tested, they lose the trail of the previous.
Availability: Open
Tech Domain Spells:
Passive:
Spell name:
Higher Learning
Spell Main Element:
Technology
-Spell Sub Elements:
N/A
Affinity Strength:
1
Function:
Those of the school of Technology are powerful but limited and are naturally incredibly intelligent. It seems that Technomancy naturally enhances the capabilities of the mage's mind. Due to this they are more readily able to complete puzzles, gaining an additional clue when it comes to puzzles and also reducing the training of any spells by 10% due to their greater intuitive understanding of magic and how it functions.
Availability:
Passive:
Spell name:
The Itch
Spell Main Element:
War
-Spell Sub Elements:
N/A
Affinity Strength:
1
Function:
War Mages are usually pretty antsy, anxiety runs hard in the veins of someone that fights for a living and has magic that actively encourages it. Due to this they have a preternatural ability to sense danger coming and to get out of the way of ambushes and surprise attacks before they even occur. Due to this, a War Mage counts any concealment spell used against them as 2 affinity levels lower in regards to power and normal ambushes don't work on them.
Availability: Open
Spell name:
Allied Magicks - Shining Edge
Spell Main Element:
War(Spellblading)
-Spell Sub Elements:
Varies
Affinity Strength:
1
Function:
The most basic form of Spellblading and the basis for all other spells. The user charges their mana into their weapon and it doesn't actually need to be a bladed weapon at all. The weapon starts to glow softly with magical might and enables the weapon to strike magical defenses and intangible beings as well as being able to strike spells. Lastly the weapon becomes a magical focus and spells can be cast through it. This lasts for 1 round per affinity of the user(1 at 1 and 10 at 10) before the mana price needs to be paid again. This can be combined with other elements to add additional effects to the weapon.
Availability: Open
Spell name:
Allied Magicks - Howling Strike
Spell Main Element:
War(Spellblading)
-Spell Sub Elements:
Varies
Affinity Strength:
2
Function:
Charging their blade with mana, the user swings it forwards, sending out a large blade of magical power in a line in front of them. This carries the same properties as their weapon, meaning blunt weapons will crush, piercing weapons will punch holes in things and slicing weapons will cut targets open. If used alongside another element, it takes on the elemental properties as well, such as setting things on fire when used alongside fire. This blade reaches out 5 feet per affinity, starting at Affinity 2(So 5 feet at 2 up to 40 feet at 10). This spell can only be used while under the effect of Shining Edge.
Availability: Open
Spell name:
Hostile Magicks - Blind Strike
Spell Main Element:
War(Spellblading)
-Spell Sub Elements:
N/A
Affinity Strength:
2
Function:
A dangerous ability that is added onto a Spellblade's attacks while under the effect of Shining Edge. When any of their strikes hit an opponent, they can channel their magic into the strike to further enhance its abilities. When this occurs, the victim becomes blind for a number of rounds based on the user's affinity, starting at 1 round at 2 affinity and going up by 1 round for every 2 affinity the user has.
Availability: Open
Spell name:
Hostile Magicks - Lockdown Strike
Spell Main Element:
War(Spellblading)
-Spell Sub Elements:
N/A
Affinity Strength:
5
Function:
Following on from how Hostile Magicks work, the Lockdown Strike is one of the more dangerous versions. When someone is struck by the Spellblade's weapon while it is under the effects of Shining Edge or any attack that carries the properties of the weapon, Lockdown Strike can be activated. This causes the victim to suddenly be unable to move under their own power, their muscles no longer work but magical or alternate forms of movement still work. This lasts for 1 round at Affinity 5 going up to 3 Rounds at Affinity 9.
Availability: Open
Spell name:
Hostile Magicks - Gaol Strike
Spell Main Element:
War(Spellblading)
-Spell Sub Elements:
N/A
Affinity Strength:
8
Function:
One of the most dangerous Hostile Magicks strikes, the Gaol Strike is specifically designed to bring a fight down to physical abilities. When someone is struck by a weapon under the effect of Shining Edge or an attack holding the properties of such, the user can infuse the attack with the Gaol Strike. This causes the victim to lose access to a magical domain they possess unless they have affinity 10 whereupon it is only halved instead. Affinity 9 allows 2 magical domains to be lost and Affinity 10 causes 3 to be lost. The duration this lasts for is based on the affinity of the domain that is lost. This spell costs double the normal cost for a spell of its affinity.
Affinity - Duration Lost(Rounds)
1 - Until End of Topic
2 - 8
3 - 7
4 - 6
5 - 5
6 - 4
7 - 3
8 - 2
9 - 1
10 - N/A
Availability: Open
Spell name:
Allied Magicks - Passage of Arms
Spell Main Element: War(Spellblading)
-Spell Sub Elements: Varies
Affinity Strength: 8
Function: The Passage of Arms is not often seen due to its defensive nature but its power is immense when used correctly. This spell costs double normal mana to cast but when done, the user crouches and slams their weapon into the ground in front of them. Massive wings of glowing aether sprout from the weapon and fan out behind them, if used alongside another element, the wings take on the aesthetics of that element. The wings form an incredibly powerful shield, reducing any damage taken by the caster or anyone standing behind them. The reduction is based on the affinity of the user and the affinity used to cast the opposing spell, however, the user cannot attack or move while this is active.
Affinity of Offensive Spell - Damage Reduction(Affinity 9/10(%))
1 - 100/100/100
2 - 90/100/100
3 - 80/90/100
4 - 70/80/90
5 - 60/70/80
6 - 50/60/70
7 - 40/50/60
8 - 30/40/50
9 - 20/30/40
10 - 10/20/30
Availability: Open
Blood Domain Spells:
Passive:
Spell name:
Taste of Sanguine
Spell Main Element:
Blood
-Spell Sub Elements:
Life
Affinity Strength:
1
Function:
Haemomancers are the ones best able to tell what is wrong with blood or who blood belongs to. This passive allows a Haemomancer to take a taste of blood and instantly know if the person the blood belongs to has any illnesses or is poisoned and they are able to track that target. The tracking can only be used on one person at a time and once a different set of blood is tested, they lose the trail of the previous.
Availability: Open
Tech Domain Spells:
Passive:
Spell name:
Higher Learning
Spell Main Element:
Technology
-Spell Sub Elements:
N/A
Affinity Strength:
1
Function:
Those of the school of Technology are powerful but limited and are naturally incredibly intelligent. It seems that Technomancy naturally enhances the capabilities of the mage's mind. Due to this they are more readily able to complete puzzles, gaining an additional clue when it comes to puzzles and also reducing the training of any spells by 10% due to their greater intuitive understanding of magic and how it functions.
Availability: