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  1. <TIL - UNCONVENTIONAL MAGIC LIST - UNUSED>
  2. -------------------------------------
  3. -------------------------------------
  4.  
  5. -Stardust-
  6. Stardust appears as a midnight blue mist with countless sparkles of lights within its depths. As far as types are concerned, it's called a perfect, yet separate, mixture of Light and Darkness and seems to carry traits of both; it leans toward Darkness though. It appears related to the user's will or wishes; as the power fluctuates based on them
  7.  
  8. Spell List:(In order of acquisition)
  9.  
  10. -Star Storm: Whirlwind spell; lasts a few moments and seeks out enemies on its own.
  11.  
  12. -Star Blade: Cutting attack; slice wave that can be sent in just about any direction.
  13.  
  14. -Starlight: Healing spell; sparkles of light fall onto the target to heal wounds.
  15.  
  16. -Starfire: Flare of starlight that deals light-based damage and has minor area damage.
  17.  
  18. -Corona: Reflect barrier; blocks most attacks and reflects their damage 1.5x back, but can only be used three times in a row.
  19.  
  20. -Star Saber: Powered up version of Star Blade; increased range and damage
  21.  
  22. -Starbane: Weak black hole that sucks in enemies for damage.
  23.  
  24. -Polaris: Powered up Healing spell, affects all allies near caster.
  25.  
  26. -Supernova: Powered version of Starfire, larger area damage and deals both light AND dark damage.
  27.  
  28. -Pulsar: Powered up Star Storm, larger whirlwind with faster enemy seeking abilities.
  29.  
  30. -Accretion Disk: Most powerful version of Star Blade; a buzz saw like energy disk that has twice the original range and four times the power.
  31.  
  32. -Stellar Wind: Most powerful version of Pulsar; sucks up multiple enemies and deals high amounts of damage.
  33.  
  34. -Cosmos: At the cost of all magic, an extremely powerful spell may be directed at a single enemy for a massive amount of damage. Renders the user defenseless for several moments.
  35.  
  36. -------------------------------------
  37.  
  38. -Thunder-
  39. The final of the trio of elemental forces; Thunder is a much most difficult to focus magic, more useful for crowd control purposes than a precise strike. Almost all the spells have area effects associated with them and will hit multiple targets; there is also a small danger of friendly fire if not used carefully. Thunder magic is weak to Earth magic but is both strong against and strengthened by Water magic.
  40.  
  41. Spell List:
  42.  
  43. -Thunder: The base spell for this magic, it calls down a bolt of lightning on a target while dealing 0.75x area damage.
  44.  
  45. -Defib: Healing spell; sends a pulse of electrical energy through the body to align the aura and speed healing.
  46.  
  47. -Thunder Wave: A wave of electricity emanates from the caster; dealing minor damage with a chance of paralyzing anyone within a ten foot radius. Friendly fire.
  48.  
  49. -Thundara: Level up of Thunder; calling down multiple bolts around the caster, friendly fire possible.
  50.  
  51. -Pulse: Level up of Thunder Wave, dealing moderate damage to anyone in a fifteen foot radius; friendly fire and a chance of paralyzing.
  52.  
  53. -Thunder Blade: The most precise spell of Thunder magic, this summons a massive bolt down on a single target but cannot be use to hit multiple targets.
  54.  
  55. -Thundaga: Highest level of Thudara; calls down bolts continuously for a full half minute with no discernable pattern, friendly fire is a major danger.
  56.  
  57. -Tempest: An explosion of electrical energy from the caster; deals massive amounts of damage to all enemies and allies within twenty-five feet of the caster.
  58.  
  59. ------------------------------------------
  60.  
  61. -Metal-
  62. 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.
  63.  
  64. Spell List:
  65.  
  66. -Iron Defense: Buff magic; increases a Metal user’s already high defense by 2x.
  67.  
  68. -Blade Edge: This spell is for the user’s weapon, sharpening it to increase the damage by 2x.
  69.  
  70. -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.
  71.  
  72. -Steel Defense: Level up of Iron Defense; triples the user’s defense for a short while.
  73.  
  74. -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.
  75.  
  76. -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.
  77.  
  78. -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.
  79.  
  80. ---------------------------------------------
  81.  
  82. -Magnet-
  83. Magnet comes from the natural magnetism inherent in certain metals and the worlds; it has no parent magic as it stems from a fundamental force of nature and bares little to no resemblance to almost every other magic. In terms of representative visual components, iridescent light not unlike an aurora accompanies every spell of this type.
  84.  
  85. Spell List:
  86.  
  87. -Magnet: The basic spell of this magic; it gathers enemies together and inflicts a small amount of non-elemental damage in the process.
  88.  
  89. -Polarity: The user casts a spell that will boost either their magic power or attack strength; at the cost of the other being severely drained.
  90.  
  91. -Hematite: A ring of iridescent energy appears around a target, aligning their own magnetic aura with the planet’s to heal them.
  92.  
  93. -Magnera: Level up of Magnet; drawing in larger enemies and inflicting even more damage to them.
  94.  
  95. -Diamagnetism: Essentially this is actually an anti-magnetism spell; the user casts an aura around them that makes it harder to attacks to hit them.
  96.  
  97. -Levitation: Another self spell, letting the caster hover and glide over the ground as if they were flying.
  98.  
  99. -Magnega: Highest level of magnet; drawing in even boss level enemies and dealing substantial amounts of damage.
  100.  
  101. -------------------------------
  102.  
  103. -Soul-
  104. 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.
  105.  
  106. Spell List:
  107.  
  108. -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.
  109.  
  110. -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.
  111.  
  112. -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.
  113.  
  114. -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.
  115.  
  116. -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.
  117.  
  118. -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.
  119.  
  120. -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.
  121. ------------------------------
  122.  
  123. -Fire-
  124. One of the elemental forces of Nature, Fire is an offensive based and mostly hard hitting type of magic; lacking even a healing spell. Useful for closely grouped enemies and fairly versatile in terms of long range or melee attacks with a slight favor toward the former; it suffers defensively, however. In terms of strengths and weaknesses; it is strong versus Blizzard, weak versus Water and is strengthened by Wind.
  125.  
  126. Spell List:
  127.  
  128. -Fire: The most basic of Fire spells; it merely conjures a ball of fire to be hurled at a target. Has minor area damage.
  129.  
  130. -Flaming Fists: The caster summons flames around their hands, adding damage to melee attacks and igniting their weapon(s) if held.
  131.  
  132. -Combustion: The caster channels magic into an object, causing it to burst into flames if held for longer than a few seconds.
  133.  
  134. -Fira: Level up of the Fire spell; it conjures a larger fireball that deals more direct damage and more area damage.
  135.  
  136. -Wall of Flames: The sole defensive spell in the list; this allows the caster to create a literal barrier of flames to block attacks from all but the strongest and most resistant enemies. Steadily drains magic for as long as it’s up.
  137.  
  138. -Pyrotechnics: A series of small explosions; though they only do minor damage, they will prevent most enemies from attacking.
  139.  
  140. -Firaga: The highest level of Fira; creates an explosion of flames that deals massive damage with significant area damage.
  141.  
  142. -Eruption: Level up of Combustion; the caster slams their hands on the ground and channels all their magic into it, causing what amounts to a volcano around them. Damages ally and enemy alike and consumes all magic for short time.
  143.  
  144. --------------------------------
  145.  
  146. -Water-
  147.  
  148. One of the basic elemental forces, water is not not to be underestimated. Like the element, this magic is flexible, capable of being used for both a strong offense and defense. It is represented in the caster by them being surrounded by a small, circling formation of water around them. This magic is strong against Fire, Sand, and Metal, but is weak against Electricity. When used in tandem with Ice and Electricity, it can strengthen them.
  149.  
  150. -- Water: A small sphere of water is thrown from the caster, impacting the target and doing a small amount of damage.
  151. -- Purity: The Caster summons water purer than the clearest spring; revitalizing the body and increasing stamina. (MP recharge and healing)
  152. -- Aquatic Shield: Water forms a barrier in one direction, fired from the hands or staff, doing more damage if cast from the latter.
  153. -- Watera: A sphere of water nearly as big as a person impacts a target, doing moderate damage.
  154. -- Whirlpool: A Magnet-like spell, a swirl of water occurring around the caster, drawing nearby targets in.
  155. -- Waterga: A sphere of water the size of two people in diameter swallows up the target, causing major water damage through an internal torrent.
  156. -- Waterfall: Heavy rain falls on the target, causing some water damage.
  157. -- Flash Flood: Waterfall upgrade. Water pours down on the target from the air and sides, causing moderate water damage and possibly knocking the target off his or her feet.
  158. -- Leviathan: Flash Flood upgrade. A massive tidal wave comes up behind the target, causing massive water damage, knockback, and possible friendly fire.
  159.  
  160. -------------------------------
  161.  
  162. -Blight-
  163. 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.
  164.  
  165. Spell List:
  166.  
  167. -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.
  168.  
  169. -Bloodborne: Some of the blood of the target becomes rotten, causing pain and inflicting damage.
  170.  
  171. -Curse: The caster uses half their magic to taint the very earth, increasing the power of all Blight spells.
  172.  
  173. -Seep: A portion of the target’s life force is drained into the caster, healing them while damaging the target.
  174.  
  175. -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.
  176.  
  177. -Drought: Water is taken from a large area and any and all within that area; weakening them and dealing minor fire damage.
  178.  
  179. -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.
  180.  
  181. -------------------------------------
  182.  
  183. -Glass-
  184. 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.
  185.  
  186. Spell List:
  187.  
  188. -Scatter: The caster summons thin strips of glass in the air around them, diffusing the light and messing with the perception of enemies.
  189.  
  190. -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.
  191.  
  192. -Shards: A small number of razor sharp shards of glass are conjured and flung at a target; dealing moderate damage.
  193.  
  194. -Prism: Level up of Scatter; this spell summons small prisms around the caster, sending rainbow colored lights out to dazzle enemies.
  195.  
  196. -Diffusion: The caster is surrounded by a small field of magic that causes them to become nearly transparent; but attacking will negate the effect.
  197.  
  198. -Reflection: Level up of Refraction; the caster is surrounded by a barrier that bounces all spells back to their caster.
  199.  
  200. -Mirage: The caster summons an illusionary copy that moves as if in a mirror; the copy can not interact physically.
  201.  
  202. -----------------------------------------
  203.  
  204. -Reflect-
  205. 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.
  206.  
  207. Spell List:
  208.  
  209. -Reflect: The base spell of this series, it does exactly what its name implies; reflecting an attack back at the attacker.
  210.  
  211. -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.
  212.  
  213. -Repulse: The caster forms a solid barrier around their self and expands it violently.
  214.  
  215. -Reflera: Level up of Reflect; this spell bounces attacks back at 1.5x damage.
  216.  
  217. -Redirect: This lets you bounce magic away from the intended target to one of your choosing.
  218.  
  219. -Repel: A distance version of Repulse, creating a barrier at a distance and expanding it; comparable strength to Repulse.
  220.  
  221. -Reflega: The highest spell; this bounces attacks back at 2.5x their strength.
  222.  
  223. -------------------------------------
  224.  
  225. -Solar-
  226. Solar is a magic that combines Light and Fire; but manages to keep them separate, unlike Lightning. It is also closer to the Fire end of the spectrum; in terms of both what it does, and how it does it. Solar is something that many would call a dangerously powerful magic, something that could very easily kill the caster if care is not taken with how it is wielded. Golden fire is the physical manifestation of this magic, and it often takes the form of a sphere if enough of it gathers.
  227.  
  228. Spell List:
  229.  
  230. -Ray: Base Spell of this magic; this summons a single, concussive beam of light from the caster’s hand.
  231.  
  232. -Facula: Status Spell; this generates a flash of light from that caster that temporarily blind all who look at them. Allies are not immune to this.
  233.  
  234. -Plasma: Base Spell; this is exactly what the name implies; the caster generates a small amount of Plasma. This acts as an incendiary grenade, tossing it for fire damage over a smaller area; allies are not immune to this.
  235.  
  236. -Ultraviolet: A leveled up version of the Ray spell; this spell alters the light emitted by the beam so that it now burns what it impacts slightly. The attack itself is not very powerful, but can cripple a target if used right.
  237.  
  238. -Prominence: Another leveled version of Ray; this spell switches to a mix of Light and Fire, and spreads it out over an area. It is very powerful, but allies can be hit by this.
  239.  
  240. -Disruption: A Cripple Spell; this generates a sort of solar storm that temporarily overloads the magic of everyone(including the caster and allies). It only lasts a short time, but no magic can be cast while it’s in effect and even most buffs will be cancelled out.
  241.  
  242. -Supernova: A leveled up version of Prominence; this conjures a miniature sun, which then expends all its energy at once in a violent explosion. This spell is incredibly powerful; it WILL hit any and all targets near it, as well as inflict heavy damage on the caster themselves. This spell is considered a last resort.
  243.  
  244. ---------------------------------------------
  245.  
  246. -Darkness- (Not DARKNESS)
  247. 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.
  248.  
  249. Spell List:
  250.  
  251. -Pitch Black: The user coats themselves in a faint layer of Darkness that cancels all light reflected off them, effectively turning them invisible.
  252.  
  253. -Obscure: Casts a barrier of darkness around the eyes of a target, blinding them for a short time.
  254.  
  255. -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.
  256.  
  257. -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.
  258.  
  259. -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.
  260.  
  261. -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.
  262.  
  263. -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.
  264.  
  265. --------------------------------------
  266.  
  267. -Earth-
  268. 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.
  269.  
  270. Spell List:
  271.  
  272. -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.
  273.  
  274. -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.
  275.  
  276. -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.
  277.  
  278. -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.
  279.  
  280. -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.
  281.  
  282. -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.
  283.  
  284. -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.
  285.  
  286. --------------------------------------------
  287.  
  288. -Technomancy (Technology Magic)- <GONNA MODIFY THIS ONE LATER>
  289. 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.
  290.  
  291. Spell List:
  292.  
  293. -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.
  294.  
  295. -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.
  296.  
  297. -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.
  298.  
  299. -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.
  300.  
  301. -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.
  302.  
  303. ------------------------------
  304.  
  305. -Static-
  306. Static is a rare type of magic that, compared to the vast majority of others, is significantly weaker. It’s a magic that needs a smart mind directing it to work out ways to use it effectively; or you will never be able to figure out ways to win. In terms of what it would be; it’s very close to Thunder magic and has a minor connection to Magnet magic.
  307.  
  308. Spell List:
  309.  
  310. -Spark: A weak jolt of electricity that does minor damage to a target.
  311.  
  312. -Frizz: An aura that affects someone’s hair; often ending up with it covering their eyes and impeding vision.
  313.  
  314. -Magnetize: The user’s weapon becomes magnetically charged and will stick to the first metal object it touches.
  315.  
  316. -Static Cling: Charges a small area with the same static cling that sticks clothing together, causing things to stick in place.
  317.  
  318. -Arc: A leveled up Spark Spell; this charges a weapon with electrical energy that will cause pain to anyone that tries to wield it.
  319.  
  320. -Wall Cling: An interesting spell that lets the caster cling to a wall; useful for getting the higher ground in a fight.
  321.  
  322. -Interference: A spell that turns any spell casting into a dangerous act; as the target is randomized.
  323.  
  324. -----------------------------------------------
  325.  
  326. -Corrosion-
  327. 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.
  328.  
  329. Spell List:
  330.  
  331. -Oxidation: Dulls an opponent’s weapon, lowering their physical attack to ¾ their normal.
  332.  
  333. -Decay: The opposite of a Regen spell; slowly saps away health from the target.
  334.  
  335. -Galvanization: Draws power from target, usually an opponent, and transfers it to another target, always an ally. Does not work on the caster.
  336.  
  337. -Hypoxia: Offensive spell; turns the carbon dioxide that people breathe out into carbon monoxide, effectively making drawing a breath ever more difficult and dangerous.
  338.  
  339. -Rust: Level up of Oxidation; extremely dulls an opponent’s weapon, lowering their attack to ½.
  340.  
  341. -Sepsis: Leveled up Hypoxia; causes severe pain to a target and drains them of magic.
  342.  
  343. -Redox: Fully leveled Rust; forces the target’s weapon to vanish against their will and prevents it from being resummoned for several minutes.
  344.  
  345. ----------------------------------------
  346.  
  347. -Air Magic-
  348.  
  349. -Aero: A sharp blade of wind that slices at a target, causing minor wind damage.
  350.  
  351. -Aerora: Many slashes of air cut a group of enemies, causing moderate wind damage.
  352.  
  353. -Aeroga: A sphere of air forms, encompassing a group and dealing massive air damage within.
  354.  
  355. -Air Bullet: Precision strike, a single blast of pure wind that causes an extreme amount of damage, but has zero splash damage at all.
  356.  
  357. -Jet Propulsion: Force wind back, launching oneself straight at a target at blinding speed for a tackle or lunge.
  358.  
  359. -Levitation: Capable of levitating oneself, or, given time to concentrate, others.
  360. -Flight: Can create and ride on winds.
  361.  
  362. -Choke: Create a vacuum around a single target's head, causing suffocation over time. Requires time and concentration to cast and hold.
  363.  
  364. -Tornado: An enormous tornado touches down and zips around the arena, throwing targets into the air and wrecking the environment, and causing a massive amount of air damage. Friendly fire.
  365.  
  366. ----------------------------------------------------
  367. ----------------------------------------------------
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