LeDocteur

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Jul 9th, 2013
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  1. <TIL - UNCONVENTIONAL MAGIC LIST - UNUSED>
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  4.  
  5. -Metal-
  6. Metal is a magic all about status buffs and standing alone; it also tends to be more counterproductive toward group work, since all the spells under its name only work on the user. In terms of what it is represented by, that’s a bit more difficult; there is often a grey aura about the user when the spells are cast, but it is more often identifiable by a non magic related toughness to the user’s skin and body.
  7.  
  8. Spell List:
  9.  
  10. -Iron Defense: Buff magic; increases a Metal user’s already high defense by 2x.
  11.  
  12. -Blade Edge: This spell is for the user’s weapon, sharpening it to increase the damage by 2x.
  13.  
  14. -Magnetism: This spell allows for ranged attacks when combined with a metal weapon, allowing the caster to essentially wield the pieces of metal as long as their concentration isn’t interrupted.
  15.  
  16. -Steel Defense: Level up of Iron Defense; triples the user’s defense for a short while.
  17.  
  18. -Lithium Touch: Turns the user’s hands to pure Lithium, meaning that they burn the skin of anyone they touch thanks to water in their skin.
  19.  
  20. -Blade Soul: Level up of Blade Edge; the user absorbs their weapon and, for a short time, can channel the cutting energy throughout their body.
  21.  
  22. -Ferrum Somes: Latin for ‘Iron Body’; the user’s body is turned completely into living metal. Magic is completely drained but they gain strength and are nigh impervious to physical attacks; but only for five minutes. Afterwards, they are unable to move without severe pain and are essentially defenseless.
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  25.  
  26. -Soul-
  27. Soul Magic is special as in that it draws upon the energy that creates and sustains living beings, much like Blood Magic. However, it doesn't need any physical tether such as blood to do so. Rather, it calls upon the energy of a being's soul , either tethered (living) or untethered (dead), to provide offensive and defensive abilities, plus supportive measures. Unlike Blood magic, Soul magic is effective against inorganic creatures. It's color is coorobborated with a bluish-green color, while it's symbol is based around the Shift Glyph from Legacy of Kain: Soul Reaver.
  28.  
  29. Spell List:
  30.  
  31. -Soul Echo: Using this, the caster is able to give a untethered soul a physical form, which can therefore attack in accordance of the caster's will. If either the caster or the Soul Echo is damaged too severely, the echo will fade away.
  32.  
  33. -Soul Sap: The user casts this and draws upon the soul of another, tethered or untethered, to heal from attacks. If done to a tethered soul, it can be either partially or fully drained. If partially drained, it leaves part a of the soul which can be regenerated with time. If it's fully drained, the body becomes a lifeless husk. If done to an untethered soul, the whole soul is used, at which point any consciousness attached to it is stripped.
  34.  
  35. -Soul Buffer: Calling upon untethered souls, the user creates a buffer field which dampens damage upon the user. The more souls used for the buffer, the more damage is reduced.
  36.  
  37. -Spirit Fusion: One of the more powerful techniques, this allows the user to literally fuse his/her soul with another to create a new character that has a combination of the souls' looks and thought. The effect is generally a temporary measure, usually running out after 2 hours or at the behest of the souls. However, the effect can be lengthened, which could result in a permanent Spirit Fusion. This ability can be used with up to 5 souls, including the caster's soul.
  38.  
  39. -Spirit Strike: Calling upon untethered souls, the caster channels their energy into a single fixed point. The user can then convert that energy into a number of forms, whether it be a ball or beam of energy, a sword composed of the combined souls, or an aura surrounding an attacking limb which increases its strength.
  40.  
  41. -Spectral Projection: One of the riskier abilities, the user's soul literally discards its body in order to wander ahead and scout. The user is not officially dead, but rather is partaking in an out-of-body experience. The soul is essentially invisible and untouchable, except for those who can willingly sense and attack wandering spirits. If the user's physical body is attacked, it forces the projection to return, or if it's too far away, ends up being severed from the projection, basically leaving the body as a lifeless lump of meat.
  42.  
  43. -Soul Legion: The most powerful Soul Magic spell, this literally calls upon each and every untethered soul that is bound to the user and within the area. Doing so causes the caster to vanish, only to be replaced with physical forms containing the formerly untethered souls. These souls are guided by the caster, who resides in the Spectral Realm. These souls then attack any foe that lay in their path. While the most powerful, it also has the greatest risk. The more souls that are used, the greater the chance that the caster may stay within the Spectral Realm.
  44.  
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  46.  
  47. -Blight-
  48. The energy of the dying and the diseased, Blight is the purest manifestation of death that one can find in the world of the living. It holds a connection to Darkness and Poison with a minor connection to Fire; ironically, it also holds a connection to Earth and Metal as well. Some theorize there is a connection to Chaos, but no one is sure. In terms of representation, a black glow and the smell of decay always accompany the casting of a Blight spell.
  49.  
  50. Spell List:
  51.  
  52. -Sicken: The target of this spell is stricken with illness, blurring their vision and all around weakening the body itself. This will wear off in time.
  53.  
  54. -Bloodborne: Some of the blood of the target becomes rotten, causing pain and inflicting damage.
  55.  
  56. -Curse: The caster uses half their magic to taint the very earth, increasing the power of all Blight spells.
  57.  
  58. -Seep: A portion of the target’s life force is drained into the caster, healing them while damaging the target.
  59.  
  60. -Infect: Strikes the target with a magical disease; damaging and weakening them to the point where they can barely stand, but causing any one, including the caster themselves, to become infected as well if the touch them.
  61.  
  62. -Drought: Water is taken from a large area and any and all within that area; weakening them and dealing minor fire damage.
  63.  
  64. -Plague: The caster generates a magical disease that is then spread throughout the area; infecting all but the most resistant to deal damage while making them almost too weak to defend themselves.
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  67.  
  68. -Glass-
  69. Of all the combination magics, Glass is among the most unusual of them; combining earth and fire, yet keeping little in terms what defined them. It is all about stopping magic or confusing opponents; with little in the way of directly attacking someone. Strangely, though its power seems to lack a physical manifestation, a Glass Magic user’s eyes seem to always lose all color whenever a spell is cast.
  70.  
  71. Spell List:
  72.  
  73. -Scatter: The caster summons thin strips of glass in the air around them, diffusing the light and messing with the perception of enemies.
  74.  
  75. -Refraction: The caster is surrounded by a barrier that bounces away all magic targeting them, though there’s no way of controlling what, or who, it is bounced to.
  76.  
  77. -Shards: A small number of razor sharp shards of glass are conjured and flung at a target; dealing moderate damage.
  78.  
  79. -Prism: Level up of Scatter; this spell summons small prisms around the caster, sending rainbow colored lights out to dazzle enemies.
  80.  
  81. -Diffusion: The caster is surrounded by a small field of magic that causes them to become nearly transparent; but attacking will negate the effect.
  82.  
  83. -Reflection: Level up of Refraction; the caster is surrounded by a barrier that bounces all spells back to their caster.
  84.  
  85. -Mirage: The caster summons an illusionary copy that moves as if in a mirror; the copy can not interact physically.
  86.  
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  88.  
  89. -Reflect-
  90. The magic of defense, Reflect is all about stopping and redirecting your opponent’s attacks. Not having an elemental affinity, reflect takes the form of a barrier that forms around the target; though, what these barriers do tends to vary. This magic is highly unusual, as it is almost completely incapable of normal attacks; being primarily counter attack.
  91.  
  92. Spell List:
  93.  
  94. -Reflect: The base spell of this series, it does exactly what its name implies; reflecting an attack back at the attacker.
  95.  
  96. -Intercept: This spell works on enemy magic, redirecting it away from its target and toward the caster; either to protect allies or prevent enemies from healing.
  97.  
  98. -Repulse: The caster forms a solid barrier around their self and expands it violently.
  99.  
  100. -Reflera: Level up of Reflect; this spell bounces attacks back at 1.5x damage.
  101.  
  102. -Redirect: This lets you bounce magic away from the intended target to one of your choosing.
  103.  
  104. -Repel: A distance version of Repulse, creating a barrier at a distance and expanding it; comparable strength to Repulse.
  105.  
  106. -Reflega: The highest spell; this bounces attacks back at 2.5x their strength.
  107.  
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  109.  
  110.  
  111. -Earthshine- (Sorin's magic)
  112. Like Stardust is a Midnight Blue cloud with sparkles of light within it, Earthshine is represented by a glow of light that gives off smoke as it shines. It's one of those perfect, yet seperate, mixtures of light and darkness; though it leans more toward the light side of things.
  113.  
  114. Spell List:
  115.  
  116. -Eclipse: Reflect-like spell; a Grey, semi-transparent barrier surrounds the caster and blocks any attacks. It then redirects the energy back at 2x the damage in the Dark Element.
  117.  
  118. -Aurora: Light element spell; a multicolored vortex that is draws enemies into it for moderate damage.
  119.  
  120. -Full Moon: Cure Spell; supernatural moonlight shines on the user and his allies, expends all magic.
  121.  
  122. -Moonfire: Bolt of light magic falls on target and then deals minor damage over time.
  123.  
  124. -Atmospheric Haze: The caster is surrounded by a translucent barrier that distorts their image; make their position difficult to pin down. Magic can still connect, but they are difficult to hit with physical attacks.
  125.  
  126. -Enrise: The caster makes a fist with one of their hands held up diagonally across their chest. Then, by swinging it out in front of them, a gust of powerful winds are thrown at the opponent, sending them flying.
  127.  
  128. -Parallax: The magic is channeled into the user; allowing speed that, for just a second, allows the user to be in two places at once.
  129.  
  130. -Bishop's Ring: A magic-proof sphere appears around a target. Nothing magical can get in or out as long as the spell is consciously active.
  131.  
  132. -Cataclysm: The user summons light energy into their weapon and stabs into the target as dark energy flows in blade; resulting in an Ultima level explosion. Consumes all Magic and damages the user as well as any allies near the target.
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  135.  
  136. -Darkness- (Not DARKNESS)
  137. Pure Dark Magic, in the most literal of senses. It is magic born of darkness itself and can only be used by someone whose Heart is touched by Darkness. Because of this, the user often has a minor to moderate connection to the Heartless while- at the same time- seems to attract them at an above average rate. It is a very dangerous magic to use, but also very powerful with an emphasis on offense in almost all its spells. A minor ability related to this is the ability to see in the dark, but this is completely passive.
  138.  
  139. Spell List:
  140.  
  141. -Pitch Black: The user coats themselves in a faint layer of Darkness that cancels all light reflected off them, effectively turning them invisible.
  142.  
  143. -Obscure: Casts a barrier of darkness around the eyes of a target, blinding them for a short time.
  144.  
  145. -Sharpened Shadows: The caster coats their weapon(s) in solidified shadows; the blades are literally supernaturally sharpened to the point that they are 2.5x as damaging.
  146.  
  147. -Shadowed Soul: The user can cast this spell to either absorb the excess darkness from a fading Heartless to heal themselves, or to absorb the energy from dark element attacks to restore their magic. If the latter is used, they are still damaged by the attacks.
  148.  
  149. -Shadow Armor: The user now coats themselves in a suit of armor made of pure shadow; movement and speed are impaired, but their defense is severely increased and even their attack gets a bonus.
  150.  
  151. -Sentient Shadow: Life is breathed into the caster’s shadow, summoning an ally of equal strength and skill to the caster. This continuously depletes the user’s magic and the shadow will revert when the magic runs out. Magic restoring items aren’t as effective while this is in effect.
  152.  
  153. -Darkest Abyss: This spell summons a portion of the World of Darkness into the Realm of Light; within that area, light ceases to exist and Heartless attack without fear of much retaliation. The summoned portion will return after a few minutes, leaving behind some of the low level Heartless in the process.
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  156.  
  157. -Earth-
  158. Quite literally the manipulation of the element of earth. Quite possibly the strongest and most abundant of the elements, not many things can stop earth magic dead in its tracks. It is known to overpower many things. Earth magic is both an offensive and defensive magic and does not limit itself to one or other. It is quiet possible a user could use any of the spells for both those purposes. Such magic is weak to Water magic, but strong against Ice.
  159.  
  160. Spell List:
  161.  
  162. -Terrakinesis: The most basic spell that has great potential. This spell can take a little bit of magic or a lot of magic depending on how much earth the user wants to seize control of. The user can pull a pebble from the ground with almost no effort but something like a boulder the size of the user’s body would require more mana and concentration. The purpose of this spell is take control of pieces of earth and use them mainly for offense purposes.
  163.  
  164. -Rock Armor: The User incases themselves in a armor of pure stone for protection from assault. The armor is incredibly durable and almost acts like a suit of medieval armor. It is possible to anchor the armor directly into the ground so the user can become immovable. Movement with the Rock Armor is possible but the user would be significantly slower then their normal speed.
  165.  
  166. -Genesis: The user draws upon the energy within the earth and around them to heal themselves. Some areas will not yield the same amount of energy as others. The user would get more energy in a forested area then say a desert because the spell draws partly from plant life around the user. It should be noted that it is possible to kill nearby plant life if the user draws to much energy from it.
  167.  
  168. -Mole: The user digs underground with earth magic to conceal themselves and to move uninhibited by possible obstacles above ground. It is possible to take others underground with you but the safety of them is not guaranteed. It is also possible to drag an enemy partially underground to effectively trap them in place.
  169.  
  170. -Earth Sense: This is partly an expansion to Mole but is not limited to just underground. This allows the user to sense nearby friends or foes it works excellent when underground and you can not see what is going on above you.
  171.  
  172. -Medusa’s Stare: The user focuses an immense amount of earth magic energy into their eyes and if focused properly it can turn things or possibly people to stone temporarily. It is possible someone could use there own magic to resist the turn to stone, or that the user of this spell does not put enough into it to actually petrify the target.
  173.  
  174. -Earthquake: A pretty straight forward spell that does exactly as the name entails. It should be noted that this spell should never be used while the user is underground unless they have a suicide wish. This spell’s intensity varies based on how much energy is put into it. It is possible it could be just a little shake or a massive shake that can be felt across an entire world. The shake can also cause different amounts of damage based on how much energy is put into it. This spell will harm friends and foes alike and should be used lightly.
  175.  
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  177.  
  178. -Technomancy (Technology Magic)- <GONNA MODIFY THIS ONE LATER>
  179. Technomancy is the magic capably of communicate and overall control technology. This magic it's represented as a light blue electrified aura around the user's body. Any piece of technology that is being controlled will glow with a color representative of the caster.
  180.  
  181. Spell List:
  182.  
  183. -Tech-Link: This spells allow you to communicate with machines. It's duration depends on many factors: the proximity of the user with the machine, how long can the user maintain the link (it consumes magic with time) and the willingness of both spellcaster and machine.
  184.  
  185. -EMP Wave: As it name implies, it launches an electro magnetic wave which can shut down machinery which come into contact with. It's effects only last for a while.
  186.  
  187. -Tech-Transformation: This allows it's user to transform any piece of machinery into a new machine, whatever it's a weapon, armor or some other item. The complexity and usefulness of the machine created depends of the materials available to transform.
  188.  
  189. -Hijack: This allow someone to take control of machinery. If AIs are involving, it's successfulness depends on the will of the user against the AI. The controlled machinery's colors will change to fit the user when controlled.
  190.  
  191. -EMP Overload: The caster created a powerful electromagnetic area which causes machinery inside to overcharge with energy and ether deactivate or explode. This spell drains most of it's user's energy, leaving it vulnerable for a couple of minutes.
  192.  
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  194.  
  195. -Corrosion-
  196. Corrosion is the counterpoint magic to Metal; and, as if to demonstrate this, the only person that it will never affect is the caster. It’s a class of magic all about weakening an opponent’s powers and abilities; making those who wield it rather dangerous if underestimated. Its manifestation is slightly odd; as there is no glow for it, only a faint smell of decay and rust whenever one of its spells is cast.
  197.  
  198. Spell List:
  199.  
  200. -Oxidation: Dulls an opponent’s weapon, lowering their physical attack to ¾ their normal.
  201.  
  202. -Decay: The opposite of a Regen spell; slowly saps away health from the target.
  203.  
  204. -Galvanization: Draws power from target, usually an opponent, and transfers it to another target, always an ally. Does not work on the caster.
  205.  
  206. -Hypoxia: Offensive spell; turns the carbon dioxide that people breathe out into carbon monoxide, effectively making drawing a breath ever more difficult and dangerous.
  207.  
  208. -Rust: Level up of Oxidation; extremely dulls an opponent’s weapon, lowering their attack to ½.
  209.  
  210. -Sepsis: Leveled up Hypoxia; causes severe pain to a target and drains them of magic.
  211.  
  212. -Redox: Fully leveled Rust; forces the target’s weapon to vanish against their will and prevents it from being resummoned for several minutes.
  213.  
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  215.  
  216. Time Magic:
  217.  
  218. Time Magic does not, in fact, directly control time, but the user's and opponent's perception of time. For instance, making time appear faster to an opponent, therefore making the user appear incredibly fast. Because of this, users of Time Magic are not capable of actual time travel and the like. In this sense, it's a situation of 'your mind makes it real'; time may not have actually changed, but because it appears so in every conceivable way to the victim, their body tries to compensate without their control. In addition, while no spell in this set does damage to health directly, every spell does a moderate damage to MP, and also has several passive spells that always function for a user of this magic: any object the user or victim is holding reacts to Time Magic in the same way a spell affects them, meaning that an object will be slowed down with them if Slow is used on the owner, enhanced reflexes for the user, and psychometry; the ability to discern the past history of any object they touch. Time Magic is weak to its elemental counterpart, space magics, which include forces like gravity, but not to teleportation. However, it is not particularly strong against any element, but characters that rely on speed will have a difficult time fighting an opponent equipped with Time Magic. This type ban be separated into three segments: acceleration, deceleration, and reversal. Time Magic manifests as several ethereal, spinning clocks of all varieties floating behind the user.
  219.  
  220. Fast:
  221. - Haste: The user temporarily speeds up time for themselves, making them appear to move incredibly fast to others.
  222. - Age Blast: A spell that causes a target's muscles to temporarily atrophy, causing great fatigue and strain, and makes their physical attacks weaker.
  223. - Age Bomb: An upgrade of Age Blast. It has the same effect, but effects an area around the user.
  224.  
  225. Slow/Stop:
  226. - Slow: Causes time to slow around a single target, making them incredibly slow to those around them.
  227. - Paralysis: A weak time-stopping spell, which can cause one or several targets to become paralyzed, but conscious of passing time, unable to interact in any way in powers, abilities, or movements.
  228. - Stop: An upgrade of Paralysis, this pauses a single target in time completely, halting their perception of it and their body and allowing for free damage that will be felt upon the end of the spell.
  229. - Chronal Muffle: Lowers the mental capability to cast spells, making those used weaker, and stronger variants impossible for a short time.
  230.  
  231. Rewind:
  232. - Unwound: By utilizing a localized time reversal effect, the area of a wound or status effect is rewound in time to before it took place, with more mana for more time gone back. The physical representation of this spell is a white glow, so bright that it seems hotter than the sun, but without any physical harm. This spell can also only temporarily heal if used partway, resulting in a possible re-wounding in the case of opening, and then closing scars. Also, this does not work on mental ailments, only physical ones such as poison or paralysis, in addition to wounds or unconsciousness.
  233.  
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