Snowdrift [Taigakai]
Jun 6, 2021 8:59:04 GMT -8
Post by Taigakai Shikotsu-Kriita'al on Jun 6, 2021 8:59:04 GMT -8
[Premade Spells]
Spell name: Elemental Ward
Spell Main Element: Arcane-Spell Sub Elements: Varied
Affinity Strength: 1
Function: All mages should learn to make a shield with their magic. This shield allows them to block some attacks and deflect projectiles. Depending on the element, they can also deal elemental damages to the opposing mage by expanding and bursting the ward. Doing so means the caster would need to recast it to continue deflecting attacks, but bursting it allows for them to move while the enemy is guarding or staggered.
Affinity - Ward Duration - Burst Damage Multiplier
1 - 5 turns (-2 from critical dmg) - 1x
4 - 10 turns (-4 from critical dmg) - 2x
7 - 15 turns (-6 from criical dmg) - 3x
Availability: Open
Spell name: Windchill
Spell Main Element: Water
-Spell Sub Elements: Wind
Affinity Strength: 6
Function: A contrast to extreme heat is an extreme cold. The mage chills the air around them, and it can be sped up as the mage expends more mana into the spell. Mages capable of heating or cooling are as well as water mages are immune to the effects. Fire mages are immune if they can outlast the caster in question. At the maximal end of the spell, most targets would be asleep, and those woefully aware can only watch as their bodies crystallize under ice.
Posts Total - Cold Level - Mana to Increase Cold Level
5 - Misty Breath - 10
10 - Shivering - 20
15 - Violent Shivering - 40
20 - Pseudo-heat - 60
25 - Cold-induced Sleep - 100
30 - Frozen flesh
Availability: Open
Spell Main Element: Water
-Spell Sub Elements: Wind
Affinity Strength: 6
Function: A contrast to extreme heat is an extreme cold. The mage chills the air around them, and it can be sped up as the mage expends more mana into the spell. Mages capable of heating or cooling are as well as water mages are immune to the effects. Fire mages are immune if they can outlast the caster in question. At the maximal end of the spell, most targets would be asleep, and those woefully aware can only watch as their bodies crystallize under ice.
Posts Total - Cold Level - Mana to Increase Cold Level
5 - Misty Breath - 10
10 - Shivering - 20
15 - Violent Shivering - 40
20 - Pseudo-heat - 60
25 - Cold-induced Sleep - 100
30 - Frozen flesh
Availability: Open
Spell name: Avalanche
Spell Main Element: Water
-Spell Sub Elements: Ice
Affinity Strength: 7
Function: Caster may expend magic to create a tidal wave of ice and snow, rushing towards the target at an exceptional rate and carrying enough force to batter and crush any target unlucky enough to be caught in its path. Mana drains continuously, draining 10 per round this spell is kept active. Fire mages may try to combat the rushing snow with fire magic of equal affinity on their own, or if accompanied by several other fire mages. Those with little to no resistance against cold might become frozen or have slowed movement.
Availability: Open
Spell Main Element: Water
-Spell Sub Elements: Ice
Affinity Strength: 7
Function: Caster may expend magic to create a tidal wave of ice and snow, rushing towards the target at an exceptional rate and carrying enough force to batter and crush any target unlucky enough to be caught in its path. Mana drains continuously, draining 10 per round this spell is kept active. Fire mages may try to combat the rushing snow with fire magic of equal affinity on their own, or if accompanied by several other fire mages. Those with little to no resistance against cold might become frozen or have slowed movement.
Availability: Open
Spell name: Magnetic Arts: Attraction
Spell Main Element: Metal
-Spell Sub Elements: Lightning
Affinity Strength: 1
Function: Mages of lightning and metal have learned that conductive metals can be used like magnets, allowing them to use electric wavelengths in the metal to attract it towards them. The higher affinity means they can emit a stronger attraction field around them, making magnetic items fly towards them faster and through certain objects if need be.
Affinity - Attraction Strength
1 - Penetrates paper
4 - Penetrated cloth
7 - Penetrates
10 - Penetrates stone
Availability: Open
Spell name: Magnetic Arts: Repulsion
Spell Main Element: Metal
-Spell Sub Elements: Lightning
Affinity Strength: 1
Function: Mages of lightning and metal have learned that conductive metals can be used like magnets, allowing them to use electric wavelengths in the metal to repulse it away from them. The higher affinity means they can emit a stronger repulsion field around them, making magnetic items fly away from them faster and through certain objects if need be.
Affinity - Repulsion Strength
1 - Penetrates paper
4 - Penetrated cloth
7 - Penetrates
10 - Penetrates stone
Availability: Open
Spell name: Control Rods
Spell Main Element: Metal
-Spell Sub Elements: Lightning
Affinity Strength: 3
Function: The caster flings or impales conductive rods into the target in any size they desire. Smaller rods are easier to hide, but require a larger amount embedded in flesh to do much while larger rods are easier to control and can be used in smaller amounts. The rods are charged with electrical impulses and make lightning and magnetic metals attract to the target faster. Additionally, due to the electric impulses in the rods, it may cause areas with rods in them to twitch spaztically.
Affinity - Amount of Effect
1 - Minor muscle spasms (hands)
4 - Muscle spasms (arms/legs), minor burns
7 - Full body shock, torso contractions, burns
10 - Full body shock, major burns
Availability: Open
Spell name: Lightning Threads
Spell Main Element: Lightning
-Spell Sub Elements:
Affinity Strength: 1
Function: A spell that casts thinned out bolts of lightning, not for the intent to harm directly but control objects remotely. The user can take magnetic items and throw them around as if it was attached to string, applying an additional electricity stun if they strike a target. This spell can be cast multiple times at once, applying an additional thread on each finger with a maximum based on their affinity. It costs an additional 5 mana to keep the spell going, regardless of how many threads are active.
Unless the other persons involved are immune to lightning in some way, the threads can electrocute anyone that touches them. Attempting to move through the threads or break them will act like a string with glue on it and will instead stick onto the other person until the caster untangles the thread or recasts it. In liquid environments, it may be harder to use the threads as they spread across the surface of the liquid as a thin sheet of electricity..
Affinity - Threads created
1 - 5
4 - 10
7 - 15
10 -20
Availability: Open
Spell name: Crude Metal
Spell Main Element: Metal
-Spell Sub Elements: --
Affinity Strength: 1
Function: Though the metal created with this form is incredibly brittle and can be melted to make a more refined metal ingot, these crude metals have their own uses as quickly made sheets and shards that can splinter into smaller and sharper pieces that can shred a target. It’s a basic spell that most metal mages learn very early as a start to refine their abilities and the properties of the metals they tamper with.
Availability: Open
Spell name: Metal Shard Storm
Spell Main Element: Metal
-Spell Sub Elements: Lightning, Earth
Affinity Strength: 3
Function: With the acts of splintering metals into fine particles, a swarm of metal flecks razes across surfaces and leaves gashes into them while grinding harder surfaces down and lacerating softer ones. The spell can be used in combination with lightning or fire magic to inflict burns and stuns as well as electrifying targets or surfaces that conduct electricity. It takes an additional 5 mana per round to keep the storm going.
Availability: Open
Spell Main Element: Lightning
-Spell Sub Elements:
Affinity Strength: 1
Function: A spell that casts thinned out bolts of lightning, not for the intent to harm directly but control objects remotely. The user can take magnetic items and throw them around as if it was attached to string, applying an additional electricity stun if they strike a target. This spell can be cast multiple times at once, applying an additional thread on each finger with a maximum based on their affinity. It costs an additional 5 mana to keep the spell going, regardless of how many threads are active.
Unless the other persons involved are immune to lightning in some way, the threads can electrocute anyone that touches them. Attempting to move through the threads or break them will act like a string with glue on it and will instead stick onto the other person until the caster untangles the thread or recasts it. In liquid environments, it may be harder to use the threads as they spread across the surface of the liquid as a thin sheet of electricity..
Affinity - Threads created
1 - 5
4 - 10
7 - 15
10 -20
Availability: Open
Spell name: Crude Metal
Spell Main Element: Metal
-Spell Sub Elements: --
Affinity Strength: 1
Function: Though the metal created with this form is incredibly brittle and can be melted to make a more refined metal ingot, these crude metals have their own uses as quickly made sheets and shards that can splinter into smaller and sharper pieces that can shred a target. It’s a basic spell that most metal mages learn very early as a start to refine their abilities and the properties of the metals they tamper with.
Availability: Open
Spell name: Metal Shard Storm
Spell Main Element: Metal
-Spell Sub Elements: Lightning, Earth
Affinity Strength: 3
Function: With the acts of splintering metals into fine particles, a swarm of metal flecks razes across surfaces and leaves gashes into them while grinding harder surfaces down and lacerating softer ones. The spell can be used in combination with lightning or fire magic to inflict burns and stuns as well as electrifying targets or surfaces that conduct electricity. It takes an additional 5 mana per round to keep the storm going.
Availability: Open