Magic Compendium
LAST EDIT: Jul 2, 2022 4:07:34 GMT by Josh
Magic Compendium
POSTED ON Jul 27, 2019 22:51:39 GMT
Post by Josh on Jul 27, 2019 22:51:39 GMT
[attr="class","header"]din magic
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[attr="class","section"]INITIATE
Flammable Fingertips • The user is able to conjure a small flame on their fingertips, great for lighting candles or minorly flammable material.
Dirt Clump • Magically pulls up a clump of dirt from the ground the size of the palm of your hand or smaller. You must throw this dirt clump manually.
Project Heat • Projects magic to provide heat of a chosen temperature to an object. Can be used from a short distance.
Shape Stone • Carves a stone to the caster’s desire.
Pyro Puppet • Allows the caster to slightly manipulate the shape of a lit flame. A fun magic trick for the kids.
[attr="class","section"]NOVICE
Burning Shot • This spell allows the caster to form orbs of fire in their hands and launch them at their opponents. They can either be shot from the palm, mouth, or thrown. Can be charged for more power but doing this takes time.
Conjure Stones • The caster summons stones from the earth below and can fire them towards their enemies. Further charging can gather more stones to batter foes with or clump together to make a larger stone.
Din's Touch • Can set weapons or parts of the body aflame, or make them as hard and durable as rock. The user will not be harmed by their own flames. This effect is indefinite but will feed on the user's energy until it is cancelled.
Searing Snap • The user snaps their fingers, causing a small burst of flames to erupt at a location of their choice, so long as the user can see it.
Relic of Din • The user projects an invisible rune attuned with fire or earth magic onto the ground nearby. When an enemy steps on it, it explodes into either a blast of fire or a series of rocks shooting upwards. Handle with caution. Has a three turn cooldown.
Stone Prison • The caster projects an invisible rune onto the ground that when stepped on, causes a rock formation to form around the opponent, trapping them for a turn. Has a three turn cooldown.
[attr="class","section"]APPRENTICE
Warm Embrace • A warmth overwhelms the subject as the user's magic heals their wounds. Can be used on self or others. The stronger the healing, the more energy it takes.
Din’s Fire • The user is able to project their pyrokinetic energy into a blast of fire that radiates around the user. It has a three turn cooldown. Range can be improved with practice.
Gauntlets of Stone • Upon casting this spell, conjured stones will cover the caster’s arms from their hands to their elbow to increase unarmed melee damage. The shape of the gauntlets can be determined by the user. Lasts for two turns, then crumbles into dust. Cooldown is two turns.
Smith Shift • The caster is capable of slightly changing the shape of steel upon contact. A fine tool for blacksmiths. This takes time and is not recommended for combat. Not as good as a forge, best used for small adjustments.
Flamethrower • Allows the user to fire streams of flame from their palms or mouth. Can be held indefinitely but drains the user's energy quickly.
Nature's Gift • Nature Power allows the user to draw energy from trees and other plants in a pinch, and can transfer the energy to themselves or others.
[attr="class","section"]ADEPT
Trial By Fire • The user's body is cloaked in flames, scorching hot to all but the user. Commonly used in melee combat. Lasts three rounds, but afterwards requires three more before it can be used again.
Vestments of Stone • The user conjures an array of stones that form around them, making them less susceptible to damage for three turns. Increased melee damage from the gauntlets and greaves. Once the spell wears off, it is subject to a three turn cooldown.
Gleeok Blast • The user unleashes a blast that while painless, will stun the opponent for a round. Has a five round cooldown.
Din’s Blessing • The user is able to speed the growth of plant life, from crops to flowers without adverse effects.
[attr="class","section"]EXPERT
Strength Of Titans • An adrenaline rush of sorts, as what feels like the strength of legendary titans flows through one's body. Strength Of Titans temporarily increases the attack power and focus of the caster for three turns, though the user is temporarily weakened and tired when it wears off. Can only be used once per thread.
Dinraal’s Breath • The expert exudes a forceful blast of roaring fire from their mouth that incinerates dry material and blows apart weak structures. May push targets back and set them alight. May incite fear in weaker-willed monsters or creatures. Subject to a four turn cooldown.
Din’s Ballista • The user conjures a ballista launcher from the ground which fires fire-infused stone ballistae. When the ballistae strikes a target, it has a chance to set the target on fire or explode on contact. The ballistae are magically created to a maximum of ten.
Firestorm • The caster launches an explosive fireball into the air. Upon detonation, it spreads into a group of smaller fireballs that rain upon their opponents.
Earthen Upheaval • Stomping the ground, the caster can unearth the ground between them and their opponents, tripping them up. This causes the terrain to become difficult to tread and slows movement speed.
LAST EDIT: Jul 3, 2022 20:12:59 GMT by Fish
Magic Compendium
POSTED ON Jul 2, 2022 4:08:27 GMT
Post by Josh on Jul 2, 2022 4:08:27 GMT
[attr="class","header"]nayru magic
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[attr="class","section"]INITIATE
Purify Water • Creates pure drinking water from a previously undrinkable source, such as stagnant or highly saline bodies of water. Removes harmful minerals that would otherwise make the water undrinkable. Affects a gallon of water per usage.
Ice Mist • The initiate casts a small cold mist from their hand that is capable of creating frost. If concentrated, the caster may freeze a gallon of water within an hour. The user may also use this mist to cool themselves by emanating it from every pore in their body.
Water Magnet • Causes water to magically fly toward the user and stick to their skin for whatever purpose.
Dry Out • The caster is able to instantly dry out small objects and clothing if they are wet.
Form Snowball • The user pulls water from the air and freezes it into a palm-size snowball, or manipulates existing snow into one. This snowball can be continually grown in size over time with additional energy until the user can either no longer carry it or it reaches their height in diameter, whichever comes first.
[Credit: Magnere]
[attr="class","section"]NOVICE
Water Orb • The power of water is formed into an orb that can be fired from the palm, or thrown as a projectile. Can be charged for more power.
Icy Shot • A chunk of brittle ice is conjured out of thin air, and may be fired from the palm or thrown as a projectile. The ice shatters upon impact. May be charged to pack more ice.
Gift of Nayru • The user cloaks their weapon or the surface of their skin in ice. The blunt attack power of the weapon is increased, but the spell will wear off if enough damage is taken to the weapon. This effect is indefinite once casted, and lasts until the ice is shattered.
Ankle Flood • The caster causes a fount of water to burst from the ground and gush for ten turns. If cast in an enclosed room, may raise water level up by a foot. Does nothing to inhibit movement, but can hide runes beneath it or prepare for water-based attacks.
Ice Trap• The caster creates a floor of ice that may cause enemies to slip, though it has other uses as well. Has a 3 turn cooldown.
Flash Freeze • Freeze a small amount of water near the caster into solid ice. It cannot freeze an entire lake, but enough to create a 4x4 platform that may be climbed onto.
[attr="class","section"]APPRENTICE
Shabom-Boom • Generates a high-pressure bubble of water that may be sent in the direction one desires. Upon impact, the bubble explodes with great force that throws the target off their feet.
Chilling Refreshment • A gentle chill radiates throughout one’s allies as their wounds are healed. The user can also heal themselves.
Cyrogonal Strike • This allows for the user to manifest spikes of solid ice before sending them flying at their foes.
Icy Wind • Allows the user to create a frozen gale that emanates from their palms. Can be held indefinitely but drains the user's energy quickly. Builds frost when concentrated on a target and slows their movement significantly.
Wall of Ice • The user creates a large barrier encased in summoned ice. The ice can be broken through with enough power, or with fire. Spell is subject to a 5 turn cooldown.
[attr="class","section"]ADEPT
Faithful Gush • A chosen patch of ground erupts with a forceful, high-pressure geyser of hot water that throws targets into the air. This water is undrinkable and may burn skin if in direct contact.
Hydro Cannon • The user is able to launch a torrent of water from their hands or mouth, effectively becoming a walking hose. Can push targets and will drench them. Can be used indefinitely but drains energy quickly.
Morpha's Tendril • The user may turn one of their arms into a watery tentacle reminiscent of the beast of legend Morpha, and either use them as a whip or to grab their foes. The tentacle will last three rounds, and will require five rounds after it wears off before it can be used again.
Nayru's Love • Blessed with Nayru's protection, the user is able to create a transparent barrier around themselves that will reduce the effects of all attacks on them for three turns. Has a four turn cooldown once it expires.
[attr="class","section"]EXPERT
Song of Storms • Using an instrument as a catalyst, the user summons a great tempest to rain water upon the field. This tempest will persist for five turns or until unsummoned and is subject to a five turn cooldown.
Raging Rapids • Causes any standing water to stir with great force for up to five turns. Water levels up to three feet will knock down unsteady targets. Can only be used once per thread.
Hydrophobic State • This spell allows the caster to create a skin-tight barrier around themselves and others. While it does not protect against damage, the barrier protects those effected from getting wet. This works in rain, and even works underwater, allowing for them to swim underwater without getting wet or impairing their vision. Continuous use drains the user's stamina though, especially if used on multiple subjects at once.
Naydra’s Breath • The expert exudes a forceful blast of roaring winter from their mouth that instantly freezes drenched material and blows apart weak structures. May push targets back and freeze them. May incite fear in weaker-willed monsters or creatures. Subject to a four turn cooldown.
Liquify • The user's body temporarily takes liquid properties, making it difficult to hit with physical attacks, and can pass through surfaces such as grates. The state lasts three turns, and requires five more of cooldown once it expires before it can be used again.
Mist Guise • The user summons a mist that changes the appearance and physiology of the user, allowing them to hide their true identity entirely. Requires a significant amount of magic to perform, but will last until the caster enters combat.
LAST EDIT: Oct 18, 2023 19:56:57 GMT by Fish
Magic Compendium
POSTED ON Jul 2, 2022 4:08:42 GMT
Post by Josh on Jul 2, 2022 4:08:42 GMT
[attr="class","header"]farore magic
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[attr="class","section"]INITIATE
Push Wind • Causes the wind to be blown a certain way at a certain strength. May be used to push a small sailboat, blow out a candle, or push the leaf of a book.
Minor Spark • Send a jolt of electricity through your fingers into a target. May light a fire, cause sudden, minor discomfort, or jumpstart a mechanism.
Throw Voice • Makes the caster’s voice emanate from a different location within their vision.
Air Dry • Speed up the drying of a wet object.
Feather Fall • Allows the user to fall slower at the expense of being blown by the wind.
Eternal Bloom • The user can channel their magic to artificially preserve a plant or flower. While it will no longer grow or produce any nutrients or resources, it will not wilt. Perfect for making decorations.
Green Thumb • A simple spell in which the user places their hand on the ground and causes grass and flowers to bloom around them regardless whether or there's any fertile soil nearby. If used by a Deku Scrub, this spell can also be used to grow a Deku Flower if they find themselves suddenly needing to take flight. Can be used indefinitely, but drains energy quickly.
Thorn Stride• The user temporarily imbues themselves with magic, encouraging plants to bend out of the way of their movement. Effectively allowing an individual to walk through dangerous areas without harm, or through areas that are typically blocked by plant life. The plants bend back after a few moments, although the amount they shift is depending on the plant itself. While vines might completely recoil, old and ancient trees might just have their roots be slightly less of a tripping hazard. This effect can be used indefinitely, but will drain energy over time.
[attr="class","section"]NOVICE
Wind Orb • Gusts of wind form an orb that can be fired from the palm or thrown as a projectile.
Shock Bolt • Sparks charge in the palm of the wielder, turning into a bolt of electricity that can be fired quickly.
Blessing of the Wind • This spell will give weapons the properties of wind. Weapons that are swung can create miniature tornadoes, while those that are thrown (Such as the Boomerang) are capable of taking a small twister with them until the weapon hits something. This effect is indefinite but will feed on the user's energy until it is cancelled.
Gale Boost • The user conjures a miniature twister underneath them or an ally, launching themselves into the air.
Rune of Cyclone • The caster creates an invisible rune on the ground that, when stepped on, sprouts a miniature tornado that may carry off a target for a short time. Has a cooldown of three turns.
Electrotrap • The caster creates an invisible rune on the ground that, when stepped on, causes an electric shock to run through their body, stunning them for a short time. Has a cooldown of three turns.
Splinter Shot • Small but sharp splinters made of wood are launched at an opponent. Can be charged for more power.
Vine Tendril • A thick vine grows in the user's hand, which they can use as a whip to either strike the opponent or latch onto a part of their body to limit their movement. Only one vine can be summoned at a time, and it will shrivel away after 5 turns.
Deku Tree's Gift • The user's weapon or limb is wrapped with thorny vines (in the case of the latter, they're arranged in a way that ensures that the limb won't be stabbed by their own thorns). In addition to increasing the damage due to the sharp thorns, any successful hits to the opponent will also afflict the opponent with a natural venom that slowly damages them over the next 3 posts. This effect is indefinite but will feed on the user's energy until it is cancelled. The vines can also be burned away with fire.
[attr="class","section"]APPRENTICE
Fresh Breeze • A cool, refreshing breeze passes over the target or the user as their wounds are healed.
Protective Gales • The user summons winds that exude on all sides of the caster, blowing away at those who would try to approach for three turns. Once the spell wears off, the spell is subject to a three turn cooldown. The winds grow even stronger in an already windy environment.
Lightning Snap • With the snap of their fingers, the caster will cause lightning to explosively discharge on a location. Can be aimed at any distance within 30m of the user's vision. Causes metal objects to be charged.
Electric Gauntlet • The caster channels electricity into their hands or weapon. While harmless to the user, those struck by a physical blow from the user will receive a nasty shock. Lasts for three turns followed by a three turn cooldown.
Tenacious Gust • The mage is able to simulate strong winds, fired from the palms. These winds can blow enemies back, or be used to solve puzzles. Can be held indefinitely but drains the user's energy quickly.
Natural Salve • A sticky medicinal sap is applied to the target's body, which eliminates pain and heals all wounds. The user can also heal themselves.
Arborous Lance • A rune is placed on the ground. Should someone step on it, a large spike made of wood will suddenly burst from the ground to strike them. Despite the implications of its name, it's not sharp enough to actually impale anyone, but getting hit by it will still be very painful. May only be used once every 3 turns.
Summon Deku Baba • As the name implies, this spell allows the user to summon a Deku Baba. Once summoned, the Deku Baba will lunge at the nearest enemy and try to bite them. It will remain on the field until it's slain, which can easily be done so by slicing through its vine-like stalk, or by simply burning it with fire. Only one Deku Baba can be summoned at a time, and once it's been slain, this spell requires a cooldown of 4 turns before it can be used again.
Invigorate • Allows the user to breathe new life into a damaged or wilted plant, be it a flower or tree, restoring it to when it was at the prime of its growth cycle.
Poison Bottle • Allows the user to take a bottle filled with any kind of liquid (whether it be a potion or simple water) and turn it poisonous. If anyone drinks it or gets it splashed on them, they will be poisoned, and slowly take damage over the next 5 turns. Has no effect on any actual bodies of water or an empty bottle.
[attr="class","section"]ADEPT
Banshee’s Cry • User unleashes a deafening, stunning cry that may affect anyone within 30m of the user's position. Causes those in the vicinity to flinch and be temporarily hard of hearing for two turns. Nullified by earplugs or those who are already deafened.
Farore's Judgement • The caster becomes capable of continuously surging electricity from their fingers at an opponent. Can be held indefinitely but drains the user's energy quickly.
Revitalizing Jolt • A small but potent jolt of electricity that, rather than harming the target, can be used to wake someone up from a deep sleep or bring them back to consciousness if they've been knocked out. Can only be used once on the same person in a single thread and risks severe damage to the target if attempted repeatedly.
Static Shock • The mage can choose to positively charge three targets with sparks that draw electricity. When the link has been made, the user can unleash a shock of electricity that bounces between all three targets, and zaps whatever units stand in the path of the charged targets.
Thorn Bastion • The user summons a mass of thick, spiky vines that mesh together to form a thick, ten-foot wall. Coming into direct contact with this wall is quite painful due to the many sharp thorns, though it can easily be burned away with fire. The spell requires a 5 turn cooldown after use.
Petal Dance • This allows for the user, if they're in an area with a lot of flowers, to send a barrage of razor-sharp petals at the opponent. While each individual petal is fairly weak, there's a lot of them so the damage adds up very quickly.
Stimulate Growth • This spell allows the user to increase the size of any nearby plants, up to double their normal size. The plant(s) in question will shrink back to their normal size after about an hour. If the caster is a Deku Scrub, they may even use this on themselves, though this particular use of the spell will only last for 4 turns.
[attr="class","section"]EXPERT
Blades of Farore • A wind of invisible blades is blown across the field, indiscriminately cutting everything in its path. Be careful of using this spell near allies. Subject to a two turn cooldown.
Gale Runner • The user creates small-but-potent bursts of wind from their legs as they run, which propels them even further and allows them to run at much higher speeds than they would normally be capable of. Lasts for 3 turns, then has 3 more of cooldown once it wears off.
Halting Vortex • The user summons a powerful whirlwind that surrounds an enemy and traps them in place for 2 turns. Even if the enemy is heavily armored and/or incredibly powerful, the winds are too strong to push through with brute force. Has a cooldown of 4 turns.
Magnetism • The user channels electricity into either their hands or feet in a unique way, creating a magnetic force that grants different effects depending on where it's focused. Can choose one of the following effects; regardless of which one you choose, it lasts for 5 turns, and both cannot be used at the same time:
- Magnetize their hands, allowing them to either attract metallic objects toward them so long as its small and/or light enough to fit in their hands, or launch a similarly sized metal object out of their hand at a high speed to attack an opponent.
- Magnetize their feet, allowing you to scale any kind of metallic surface regardless of how sheer or steep it is. Can also be used to anchor yourself to the ground so long as there's at least some metal (natural or otherwise) on or in the ground beneath you.
Farosh’s Breath • The expert exudes a forceful blast of thunderous electricity from their mouth that shocks enemies and blows apart weak structures. May push targets back and stun them for two turns. May incite fear in weaker-willed monsters or creatures. Subject to a four turn cooldown.
Magic Bean • The user creates a special bean pod and plants it into the ground. Within seconds, large leaves will grow and fuse together, creating a hovering platform and allowing limited flight. Though it doesn't move very fast, this platform can travel fairly high into the air. The platform will shrivel away after 4 turns, and this spell will have a cooldown of another 4 turns once this happens.
Farore’s Wind • The user teleports 10 feet from where they were standing in any direction. If charged up uninhibited, the user can teleport up to 20 feet. Target location must be visible to the user, and cannot be blocked by solid matter. Causes a burst of wind after teleportation. Cooldown for 4 turns.
LAST EDIT: Jul 3, 2022 15:46:39 GMT by Josh
Magic Compendium
POSTED ON Jul 2, 2022 4:09:01 GMT
Post by Josh on Jul 2, 2022 4:09:01 GMT
[attr="class","header"]hylia magic
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[attr="class","section"]INITIATE
Project Thoughts • Project your thoughts into a person or creature. If two individuals know this spell, they may converse with their minds. Cannot read a person’s thoughts.
Holy Glow • The surface of the caster’s skin emits a light that pierces through darkness, and discourages small monsters influenced by darkness from attacking them. This does not work on a monster that is naturally hostile.
Mend Object • Light begins to restore a damaged or rusted object to its former glory. Does not work on organic objects. Takes time and energy to restore objects fully, with larger objects or ones that require more mending being more costly on time and stamina.
Deflect Light • The user is capable of deflecting light with a part of their body or an object.
Light Pointer • A concentrated, laser-like light is generated from the tip of the caster’s finger. Does no damage, but can be used to point people to things or get their attention. Range of 1 Mile.
[attr="class","section"]NOVICE
Sphere of Light • The spirits of light are formed into an orb, which can be fired from the palm or thrown. Can be charged for more power. Additionally, the caster can cause the orb to hover indefinitely above their head, follow their movements and illuminate surfaces around them, essentially serving as a makeshift torch.
Hallowed Arms • The user endows a holy light capable of banishing malignant darkness upon an inanimate object, spell, or weapon. The effect is indefinite, but drains the user’s energy. Elements imbued with light have a glow about them and become effective in banishing evil.
Shield of Faith • A defensive shield is produced out of light and becomes affixed to a part of the user. Lasts for three turns before dissipating and must cool down for two.
Inspire • Using holy words, the caster can inspire a single target and boost their power by a little bit.
Ward Undead • The caster’s face suddenly glows with the terrifying power of holy light that is capable of scaring off undead. Subject to a three turn cooldown.
Sage’s Chains • Casts a rune on the ground that causes physical chains of light to immobilize a target’s limbs for two turns. May be used once every three turns.
Martyr's Gift • The user sacrifices a solid chunk of their energy to empower another with a temporary boost in power for two rounds.
[attr="class","section"]APPRENTICE
Healing Gaze • A healing light washes over the target as their wounds are healed. The user can also heal themselves.
Blinding Flash • The mage casts an invisible rune onto the ground, that when stepped on flashes a bright light that blinds the foe momentarily, similar to the Deku Nut. Can only be used once every three turns.
Eye of the Beamos • The user concentrates their energy into a searing beam of light. Depletes the user’s energy quickly. May be cast from hands or eyes.
Star of Hylia • The user creates a weighty sphere that explodes into a bright, forceful explosion. The explosion causes force and will push targets from its impact point.
Shield of the Faithful Paladin • The user generates a large, hefty shield of pure holy light that defends the user and anyone standing behind them from most attacks. May be used in tandem with Shield of Faith for additional coverage. Lasts for five rounds, but must cooldown for four.
Holy Bolts • Forms small orbs of light formed into a piercing shape that may be fired on command. These bolts track a target, but may be deflected.
Examination • The user emits a trace amount of blue-colored magic from their hands that sends visual information to the their mind in an x-ray-like fashion. When used on a creature or inanimate object, it displays interior layers according to where the appendage is placed. However, the caster ought to know some background information in order to comprehend or parse what they intend to see (i.e. a physician familiar with the human body). In simpler terms, it is useful for detecting injuries, ailments and other things, so long as one knows what they're looking for.
Light Beacon The user places a light rune on a nearby surface, which then shoots up a narrow beam of illumination that can be seen from miles away. Useful for requesting aid or marking a position for a short period of time. The color of the light can be changed to the discretion of the user. The rune will continue to drain magic from the user until the spell is undone.
[attr="class","section"]ADEPT
Blade of Evil's Bane • When casted, the user's weapons glow with a hot and bright light. The surface of these weapons are white hot to the touch, and can deal incredible damage to enemies that specialize in dark elements. The weapon will also emit a great deal of light, making for an emergency torch if necessary. This effect is indefinite but will feed on the user's energy until it is cancelled.
Solar Flare • This allows the user to project a large and very bright flash of light that will blind the opponent temporarily, and can be used quickly. Good for offense, or for retreating. Must be the only spell used by the caster in that round. Has a cool down of five rounds before it can be used again.
Champion of Light • The power of light flows through the user, granting them added physical strength for the next turn.
Smite • The user taps into the power of light to launch a blast of holy energy at the foe. Especially effective against monsters and beings of darkness.
Martyr’s Embrace• A warm light covers the caster and their allies to restore energy and stamina at the expense of their own. May only be used once per thread as it exhausts the user to the point of near-incapacitation.
Sanctuary of Peace• A zone of holy light is formed, and prevents those inside of it from attacking one another. If a character desires to attack, their limbs are restrained.
[attr="class","section"]EXPERT
Optical Illusion • An orb of light refraction encapsulates the user and anyone within their reach, and causes them to be invisible for three turns. Shadows cannot locate the user and any individuals hidden within the orb.
Dispel • The user is capable of dispelling shadowy illusions or seeing things that are hidden. The spell is very strenuous, especially with continued use. Once used, it cannot be used again without rest.
Avatar of Hylia • A strong spirit of light manifests behind the user, and either defends them against attacks for two rounds, or attacks a target with a series of holy strikes. Subject to a three turn cooldown once it expires.
Spectrum Beam • A diamond of light absorbs all color and emits a beam of white, searing light that cuts through flesh and turns evil to ash. May be used again after a three turn cooldown.
LAST EDIT: Jul 3, 2022 19:38:14 GMT by Josh
Magic Compendium
POSTED ON Jul 2, 2022 4:09:17 GMT
Post by Josh on Jul 2, 2022 4:09:17 GMT
[attr="class","header"]demise magic
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[attr="class","section"]INITIATE
Light Snuff • Causes the shadows to reach out and extinguish a small natural light source. Must be strengthened in order to snuff out stronger light sources. Does not affect Hylia light sources.
Shadow Eyes • See into the dark with proper vision for thirty feet. May be switched on and off at will, but expends energy quickly.
Shadow Grab • Cause a part of your shadow to independently move and manipulate small items within reach.
Dark Shutout • Pull a veil of darkness over your eyes and ears to quiet the world around you and enjoy a peaceful silence. Great if you need some shut-eye in the middle of the day!
Unnerving Pull • At the behest of the caster, pulls a small object from a distance of ten feet.
[attr="class","section"]NOVICE
Dark Orb • The caster is able to summon orbs imbued with darkness, and fire them at their opposition. Can be charged for more power.
Impish Trickery • This spell will allow the caster to turn a single, inanimate object invisible to all but the user. This effect is indefinite but will feed on the user's energy until it is cancelled. A neat party trick, or a way to hide something from inquiring minds.
Corrupting Dark • The user infuses spells from other schools with the dark power of Demise, both for themselves and allies. Does not work on Hylia magic.
Influence Small Creature • Dominate the will of a small creature to submit to you. You may possess the creature for a short while after influencing them, at least 30 seconds.
Leech Energy • The user pulls vitality or energy out of living creatures on a small scale to replenish themselves.
Pocket Void • The user’s shadow expands out and begins to remove unwanted objects from the immediate vicinity by causing them to sink into their shadow. The items received are stored in a pocket void. Use of this spell in shopping and military areas is prohibited by a nationwide law. Maximum carry limit is 50 pounds.
Rune of the Floormaster • The user casts a rune on a surface that, when stepped on, causes a long arm to sprout from the ground and hold the foe in place. Can only be used once every three turns, and restriction only lasts for a turn.
[attr="class","section"]APPRENTICE
Cold Respite • The target feels a shiver down their spine as their wounds knit together. The user can also heal themselves. Requires that the user concentrate in order to mend larger wounds.
Dark Blast • A launched Dark Orb explodes to create a series of smaller dark orbs to launch within a short range. The trajectory and method is up to the user. May be charged for more power, but doing so will increase the speed at which the orbs travel. Requires Dark Orb.
Dark Lance • The caster manifests dark energy into a singular point in the palm, compressing it to create a lance composed of physical darkness, which can be hurled or used to parry.
Devilish Trickery • Allows the caster to harness illusions, causing an opponent to hallucinate. While this can be held indefinitely, it will drain the user’s energy pool. Once it has been used and stopped, it cannot be used again without rest.
Shadow Hands • The user summons several floating hands of shadow, the size of their own. They can be used to pick up and move small objects, but cannot lift anything heavy nor can they be used offensively. They also cannot move more than a few feet from the user. Continuously drains magic the longer they are used, and the drain multiplies with each hand summoned.
[attr="class","section"]ADEPT
Influence of Demise • The adept brings out feelings of rage within themselves or a single target. If used on a creature, it can cause them to attack indiscriminately until the rage subsides. Hylia-blessed individuals or those with stronger wills will not be affected by this spell.
Reach of the Wallmaster • The caster summons a shadowy, disembodied hand the size of their own hand to perform one action. May be used to pull objects closer for use, strike, or choke something, to name a few ideas. If the user is strong enough, they may pull a human-sized target towards themselves.
Cry of the Redead • The user is able to unleash a high-pitched, blood-curdling scream that paralyzes surrounding targets within 10ft in fear and opens them to attack. Subject to a five turn cooldown. Will not affect a deaf or deafened individual.
Dark Fireworks • The user concentrates their magic into a sparking ball that radiates dark elemental electricity. Requires a few seconds to charge, but once fired will home in on the target and deal serious damage if it hits. Can be deflected back with enough power.
Blade of Evil’s Boon • The user summons a physical weapon made of pure malice in any shape desired by its caster. The weapon’s weight is based on its size and density.
Veil of Shadows • The user afflicts blindness to a target by veiling their vision in shadow. Subject to a five turn cooldown. Has no effect on something already blinded.
Dark Extinguisher • The user exudes a physical darkness that extinguishes lights within a 30 foot radius. It does not extinguish Hylia-generated lights, but instead covers the light effect for a few seconds.
[attr="class","section"]EXPERT
Shadow Veil • The user blends into the shadows making stealth much easier. Lasts for three rounds, and needs another three rounds of cooldown once it expires. Spell is cancelled if the user takes damage. Requires Impish Trickery.
Fist of the Wallmaster • The user conjures a larger shadowy disembodied hand to attack their target for a turn. May be used to pull larger objects closer for use, strike, or crush something, to name a few ideas. The Wallmaster can drag around weightier objects or individuals that are three times the user’s own weight. Requires Reach of the Wallmaster.
Grip of the Floormaster • The user is able to temporarily summon aid, calling a large demonic hand from a pool of darkness near a target. This hand will reach out within a ten foot radius for the caster’s target and grab hold of them, immobilizing them from attacks. Can only be used once per thread. Requires Rune of the Floormaster.
The Wrath of Demise • Augments a target’s physical power drastically, but with a price. Rage consumes the target’s mind and they lose a great deal of control over their body, causing them to rampage and attack without reason. Lasts five turns. Can only be used once per thread.
Shroud of Shadows • The user emits a shroud of shadow that blankets a field of battle in darkness for about 30 ft. Those who have sight in darkness can still see others trapped within. The shroud lasts five turns before dissipating. Requires Veil of Shadows.
Avatar of Shadow • The caster causes theirs or a target’s shadow to become a warrior of the dusk. The avatar fights for the caster, but mostly mirrors their movements rather than independently think for itself. Lasts for five turns or until defeated, and may only be used once per thread.
LAST EDIT: Nov 29, 2023 16:44:09 GMT by Josh