SuperZack44

Magics

Nov 30th, 2016
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  1. The magics of Arenen!
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  3. Remember, the magic of Arenen is EXTREMELY unstable. And due to this fact users run the risk of being extremely drained, in neurological pain, or in some cases even dead.
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  5. Creation Magic: This is the magic that was brought forth by Relvar, in order to capture his first dungeon. In essence, it is the simplest magic of this world. One must simply focus their soul essence into a material form, taking on that which resonates with the creators deepest desire.
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  7. Healing magic: Heals shit. Duh.
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  9. Shockwave Magic: This magic is known as one of the most complex, by focusing ones soul essence into their palm, it is released as a physical wall that is sent forth to "blast" the target. The afflicted target is then sent backwards 1d50ft and takes 1d100 damage. These shockwaves are about fist-size, and as one becomes more proficient with it they can raise or lower the size. Some of the greatest mages have learned to use smaller shockwaves as literal bullets.
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  11. Level 1: Shockwave Fist; This is a simple but can be a powerful spell, the user gets a 1d100 damage roll upon contact with regular enemies.
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  13. Level 2: Shockwave wall; This spell allows the user to raise a sort of wall between themselves and an oncoming attack, lasting up to 3 rounds unless destroyed. This spell is mobile.
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  15. Level 3: Shockwave Whip; This spell is sent forth by a flick of the wrist, being halfway to a projectile the wave takes on the form of a razor-sharp bullwhip.
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  17. Level 4: Shockwave Bullet; This spell is the mastery of a shockwave fist, this can be launched in any way by the hand.
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  20. Time magic: This is a mental magic used by mages of the Istora Forest. By using their soul essence to create a field around them that makes them perceive time twice as fast, thus making their enemies appear as if they had been set to slow motion. This magic is highly unstable, and even in the most powerful mages case can only be used for two rounds before leaving the mage feeling completely drained and barely capable of motion.
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  22. Level 1: Time Slow; This allows for an eight foot bubble worth of time warp, this remains for 2 rounds or until broken by the user. This will also somewhat affect your nervous system after it ends depending on how long it is enacted for.
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  24. Level 2: Time slow; Reflex adjusment: While within the time bubble, the user is automatically 1.5x faster on evasion rolls.
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  26. Level 3: Time Healing; Essentially the user has now mastered time magic enough to be able to reverse small wounds to the state the flesh was in beforehand.
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  28. Level 4: Time Healing; Advanced: The user is now capable of reversing much more serious wounds.
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  30. Summoning Magic: This is the magic that was born with those that resonate with the creatures of the wild. These mages specialize in contracts with beasts. You must first "tame" your familiar through contact, and essentially beat it into submission. Once you have, that beast becomes your spell. Upon the making of a contract, a tattoo in the form of the animal of choice is formed upon one of the casters arm. This is the animals spirit. To summon the spirit one must apply their own blood to the symbol, thus giving the creatures spirit a substance to create a body. These spirit animals are quite easily controlled, as they share a brain with their master. A summoner can only hold 3 contracts at one time and may only summon one creature at a time. A creature must have less than Orcish intelligence to be subjected to a contract.
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  32. Level 1: Connection Spell; This allows the summoner to build a contract with the guardian animal of their choice. The guardian may be no bigger than a dire wolf.
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  34. Level 2: The summoner now has the ability to hold two contracts, or one large contract which is up to a dire bear. Only one creature may be summoned at once.
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  36. Level 3: Mind Link; The summoner is now able to link their thoughts with one of their guardians, Thus being able to control their movements as sort of a puppet.
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  38. Level 4: The summoner may now hold two large contracts, or four regular contracts.
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  40. Level 5: Multiple Summons; The summoner may now summon two contracts at a time.
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  42. Takeover Magic: This is essentially seen as bastardized summoning. Though being easy to learn and containing more raw power, Takeover magic is extrememly unstable. Once the takeover is initiated, the instincts of the contracted form bleed through into the mage's own thoughts. Making it hard to control and can leave permanent mental changes if the mage attempts to push the spell beyond its limits.
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  44. Level 1: Partial Takeover; The mage is capable of changing one limb, such as an arm or leg.
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  46. Level 2: Takeovers happen faster, so the mage may use takeovers off reflex.
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  48. Level 3: Imperfect Takeover; The mage may now takeover half of their bodies.
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  50. Level 4: Takeovers may now last 1d10 rounds.
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  52. Level 5: Full Takeover; The mage may now takeover their whole body.
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  54. Warlock:
  55. Warlocks are separated into different categories, each with their own specific powers.
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  57. Dark Summoner: A dark summoner is a warlock who is capable of summoning dark entities. These creatures are summoned forth from the darkest corners of the abyss, and if they become damaged in some way share the neural pain with their summoner counterpart. Not enough to kill said warlock, but enough to in some cases cause the warlock to lose consciousness and thus break the demons anchor to be manifested in this realm.
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  59. Dark Magician: These warlocks thrive at manipulating ones senses, being able to control one of an opponents senses at a time. Meaning they can blind their opponent through their Soul Essence, but at the same time their sight is intensified to the point where they can barely identify their surroundings. A dark magician can only control one opponents senses at a time, and only one out of the five senses at that. Having to return the targets senses if they wish to change targets or shift what sense is effected.
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  61. Bloodbound Warlock: This form of magic is extremely rare. The warlock can inflict a wound on themselves to create a spell, the power for these spells is scaled by the level of damage inflicted upon ones self. for example if you stab yourself in the leg with a dagger you can create a fireball the size of your fist. Which upon impact would generate a splash-damage explosion the size of your own torso.
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