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- /Iron Coffin/
- Power: 10
- Volatility: 10
- Difficulty: 10
- Elements: Earth
- A rather basic and simplistic spell, Iron Coffin does exactly what the name implies. A rectangular coffin rises up and out of the ground. It can be used in various ways, from protecting someone, to trapping them, or even simply tripping them up so they'll fall in. Non-contact.
- /Deadly Implement/
- Power: 10
- Volatility: 25
- Difficulty: 15
- Elements: Earth
- The ability to create any basic weapon so long as it follows the laws of physics. While said weapons aren't flashy, a skilled user could easily press the advantage with a melee attack, breaking foes concentration. Can create basically anything, from an axe to a sword to a spear to a mace.
- /Iron Dust/
- Power: 10
- Volatility: 30
- Difficulty: 10
- Elements: Earth
- Probably one of the most basic abilities one could use, but effective none the less. The user summons a handful of iron dust and then proceeds to throw said dust at the enemy. Hurts like hell if you've got unprotected eyes, but basically useless against goggled opponents. Good for a surprise attack.
- /Forge Steel/
- Power: 20
- Volatility: 20
- Difficulty: 30
- Elements: Earth, Fire
- Combining both Pyromancy and Geomancy can lead to the creation of steel. Harder and stronger than iron, it can easily be an upgrade to other iron-based spells. The time and effort required increases, but it is quite worth it.
- /Will-o-Wisp/
- Power: 30-50
- Volatility: 25-50
- Difficulty: 25-50
- Elements: Fire
- Fire manipulation in its purest essence. Works best if you already have a flame to use. Oddly enough, produces strange blue flame. Use is varied, as one could make something as basic as a fireball, or create an entire flaming dragon to assault foes.
- /Pire Watcher/
- Power: 5
- Volatility: 10
- Difficulty: 25
- Elements: Fire
- Produces two to six small flames that hover in the air. Appearance varies from user to user, but most seem to look cute and non-threatening, with small happy faces. Uses for them can be either scouting or simply distracting an opponent. Keep in mind, they're still made of fire, so expect burns.
- /Burning Chariot/
- Power: 20
- Volatility: 20
- Difficulty: 45
- Elements: Fire
- Summon a flaming horse. Said flame does not burn the rider or riders. Can be used for transportation or a cavalry attack. Provided you actually know how to ride a horse, that is.
- /Infusion/
- Power: 25
- Volatility: 20
- Difficulty: 35
- Elements: Earth, Fire
- Creation of a flaming weapon. A fire surrounds an iron weapon, giving it stronger properties and the ability to shoot flames at will.
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