Post by Void on Feb 29, 2016 19:48:55 GMT -6
~Evocation~
Fire
Ember Flash- Channeling energy into ones hands a small burst of embers are expel from the users finger tips. This spell must use both hands aimed at one target. One post cool down.Fire Skill- Novice, 1 mana
Fingers of Flames- Snapping ones fingers a small flame is generated on the persons thumb acting as a torch, allowing them to see only but a few feet around them. No cool down.
Fire Skill- Novice, 1 mana per post active
Sparks of Breath- A spit fire of twelve embers are fired from the users mouth and can travel a short distance before fading away. Two post cooldown.
Fire Skill- Novice, 1 mana
Mini Nova- Pooling energy into the user chest they are able to give off a minor explosion dealing damage to themselves as well anything within arms reach. Four post cool down.
Fire Skill- Novice, 2 mana
Vols Touch- By rubbing ones palms together rapidly the caster can create sparks and eventually a small fire which will cover the wielder’s hand but not burn them. This can be used to start campfires quickly, or coat one’s fists in fire for added damage in a strike.
One post cool down.
Fire Skill- Novice, 1 mana per post active, or one man per use
Water
Trickle- The users creates a spurt of water from the palm of their hand towards their directed target. Can be fired from both hands at two different targets. One post cooldown.Water Skill- Novice, 1 mana
Steam - By rubbing ones hands together rapidly the wielder can rapidly boil water when touched creating a stack of steam. This can be used to cook food rapidly, burn foes, cleanse tainted water for drinking. One post cool down.
Water Skill- Novice, 1 mana
Water Orbs - Channeling water into a spherical shape they can create three orbs which can be thrown at targets. They can be used to douse nearby flames, and soak targets. Water orbs will keep their form until the end of the thread, if they are dropped or hit a target they will automatically break. One post cool down.
Water Skill- Novice, 1 mana
Water Lash - Generating a thin, wispy strain of water the user is able to strike out with the aqua cord like a whip. The whip can be used for two posts before it disappears. Two post cool down.
Water Skill- Novice, 2 mana
Bubble - A small flurry of bubbles shoot out from the users hands, useful for distractions. Two post cool down.
Water Skill- Novice, 1 mana
Gilly - Allows the user to breath underwater for as long as their mana holds out. Two post cool down.
Water Skill- Novice, 1 mana per post
Aqua Barrier - Creates a unmovable water shield before the user shielding them from arrows and other small projectiles though is weak to close melee attacks, until the shield is destroyed or canceled out it drains one mana per post.
Water Skill- Novice, 1 mana
Energy
Flashlight - Holding their hand up above their head the wielder is capable of creating a bright light which they can use to see in a cave, or at night without a torch. Like a torch however this light can be seen by anyone leaving the wielder vulnerable as their hand is above their head. Once the users hands drop, or they run out of mana the spell will cancel. No cool down.Energy Skill- Novice, 1 mana per post
Flash Bang - By throwing their arms out wide and slapping their hands together in front of their body the wielder can create an instantaneous white hot flash of light capable of blinding an opponent. This is blinding effect is applied to both the user and the target leaving them blind for one post. Three post cool down.
Energy Skill- Novice, 2 mana
Messenger’s Light - The wielder can write a message on their hand and it will appear before their target written in light. The wielder must know the exact location they wish their message to go and the location must be nearby. The message is also visible to anyone so they can be intercepted and generates light. No cool down.
Energy Skill- Novice, 1 mana
Thief's Light - The wielder can infuse light into just one finger offering them barely enough light to see their next step in the dark and leaving them oblivious to any nearby threats. This light is much dimmer and easier to conceal compared to flashlight but can still be seen or noticed by observant enemies. Lasts until canceled.
Energy Skill- Novice, 1 mana
Static shock - With a running start energy is built in the users body till enough is channeled for a burst of electricity, once the charge is completed the next thing they touch the electrical discharge will strike them. One post cool down.
Energy Skill- Novice, 1 mana
Spark Shower - Charging energy into both hands the user can fire small bolts of electricity at a target. Two post cool down.
Energy Skill- Novice, 2 mana
Jolt - Channeling energy into ones legs they are able to increase their speed dramatically and dash away in one direction for a few feet, the movement is hazardous leaving the person to possibly stumble when the spell fades. Three post cool down.
Energy Skill- Novice, 2 mana
Volt - Channeling energy into ones legs they are able to increase its strength allowing them to easily jump over low walls (6ft) with little effort. One post cool down.
Energy Skill- Novice, 1 mana.
Inferior Magnetism - Activating this generates a weak magnetic field on the user which pulls in any small metal object that is nearby less than a pound. The field lasts until canceled or the user runs out of mana.
Energy Skill- Novice, 1 mana per post
Air
Blow - By taking a deep breath and exhaling it forcefully with the application of will the wielder can create a very powerful narrow gust of air only as long as the wielder continues to exhale. Two post cool down.
Air Skill- Novice, 1 mana
Suck - Releasing all the air from ones lungs and then inhaling heavily they are able to pull an object towards them no heavier than a pound. Two post cool down.
Air Skill- Novice, 1 mana
Clearing Winds - A magical gust of winds can remove elemental vision impairing effects directly in front of the user. This does not remove blinding effects if the user is already afflicted. Two post cool down.
Air Skill- Novice, 2 mana
Gale Punch - Spiraling winds around the users hand gives a single punch a kick of wind behind it sending most people tumbling away from its winds. One post cool down.
Air Skill- Novice, 1 mana
Lifting Winds - Filling ones body with winds they are able to float six feet off the ground for a single post; while under the effect of Lifting Winds the person is not flying but merely floating above the spot where they were standing. If they are struck the effect will cancel out. Three post cool down.
Air Skill- Novice, 2 mana
Feather - Removing all doubt from mind and giving ones self over to the air their body mass is reduced to a fraction that it once was. This is a meditative stance and anything which breaks it also causes the spell to cancel out. This spell lasts until its canceled out or the user runs out of mana.
Air Skill- Novice, 1 mana per post
Ice
Freezing Touch - Able to freeze small nearby sources of water with a mere touch of the hand. No cool down.Ice Skill- Novice, 1 mana
Snowball - Able to conjure six, apple sized, snowballs at one time that can be thrown to create distractions or soak clothes. One post cool down.
Ice Skill- Novice, 1 mana
Powder Puff - A blast of snow fires out from the users hand which can temporarily disorient a person, each arm can be aimed at separate targets or the same to double the effect. Two post cool down.
Ice Skill- Novice, 1 mana
Shard - Pulling energy from the surrounding air the caster can produce a long ice shard, useful as a projectile or frail melee weapon. Two post cool down.
Ice Skill- Novice, 1 mana
Numbing Touch - For one post all damage inflicted on the user causes no pain, mostly used as a last resort, or when a great strain must be under gone. While numbed the users hands cannot move leaving them without the use of their weapons but spells can still be used as long as they don't require movement of any sort. Cannot be used in the same thread with another pain fading spell. One use per thread.
Ice Skill- Novice, 2 mana
Shard Shower - Using nearby ice or snow the caster throws tiny ice particles at their target causing various small wounds across their body. Two post cool down.
Ice Skill- Novice, 2 mana
Nature
Leaves of Fury - Failing ones arms around in a hazardous fashion they can tear leaves from nearby trees creating a whirlwind of green allowing for quick distractions and superficial wounds to a target. Two post cool down.Nature Skill- Novice, 2 mana
Rooted - Roots entangle around the users legs making them unable to move for the duration of the spell. Once ensnared the user will generate an additional point of mana each post. The mana generated cannot exceed the users maximum mana or it will inflict great pain and the spell will cancel out. Four post cool down.
Nature Skill- Novice, 2 mana
Root Snare - Tearing roots from the ground creates a small maze of knotting roots beneath, or in front of a person. If caught in the snare the person is bound in place for one post. Two post cool down.
Nature Skill- Novice, 2 mana
Bark Armor - Covering everything but the face the user is encased in bark which aids in defensive capabilities, being light weight it is best against arrows and other small projectiles. Once the spell is canceled or heavily damaged the armor will fall apart. Two post cool down.
Nature Skill- Novice, 1 mana
Camo - Casting this on an item will render it into a shrub, or plant allowing it to blend into the surroundings for five posts. While in this state its nearly impossible to tell it part from the rest of the fauna though the caster can see it for what the item really is. One post cool down.
Nature Skill- Novice, 1 mana
Wood Craft - Using nearby sources of timber a person can magically alter it into various small objects such as wooden tools, boxes, and make shift shivs or clubs. No cool down.
Nature Skill- Novice, 1 mana
Thorn Whip- User reaches to the ground pulling forth a four foot long whip of thorns. They use it to strike out quickly at their target. The whip however quickly deteriorates and dissolves. Lasts for one post. One post cool down.
Nature Skill- Novice, 1 mana *(Credit for this spell goes to Beltane. Thanks for the suggestion!)
Earth
Dust - A sweep of a persons arms kicks up a pillar of dirt before them which can hide movements, confuse enemies and possibly blind unprepared targets. Two post cool down.Earth Skill- Novice, 2 mana
Clay Craft - Pulling minerals in the nearby earth a person can craft items from clay such as pots, bricks and anything else they can think of; these items will remain as soft clay unless heated. No cool down.
Earth Skill- Novice, 1 mana
Pocket Sand - Seeming to pull sand out of thin air it is tossed into the targets face which can temporarily blind them or at least distract them. Two post cool down.
Earth Skill- Novice, 2 mana
Dirt Defense - Stealing minerals from the surrounding ground the user is coated in a fine layer of hardened dirt adding to their defenses; can be exited while still keeping its form. This dirt armor lasts until it falls part or is canceled out by the user. Two post cool down
Earth Skill- Novice, 1 mana
Hucking - Tossing ones arm forward in a throwing movement small rocks, pebbles and whatever small earthen objects in the ground as sent flying towards their directed target. One post cool down.
Earth Skill- Novice, 1 mana
Solid Fists - Slamming ones fists into the ground magical energies attract iron particles which envelope around the person's hands giving their punches more impact. While Solid Fists is activated the caster cannot use other weapons, cast spells which use hands movement, or pick up items. Solid Fists last until canceled or they shatter after repeated use. Two post cool down.
Earth Skill- Novice, 1 mana
~Enhancement~
Imbuing
Inspire - The wielder can inflict whatever feeling they desire in another as long as both parties are willing for two posts. Giving ones courage to another who is frighten or giving joy to another who has none, the side effect is that the user will be drained of whatever emotion they gave leaving them a sobbing mess or an rage filled being. The effect reverts back to normal once the spell wears off. Two post cool down.Imbuing Skill- Novice, 2 mana
Life's Kiss - Granting an object a small portion of the users life force they can give it temporary life and control its movements less the object is magical in nature. Small portion= Two one post, Medium amount= Three posts, Large amount= Four posts. No cool down.
Imbuing Skill- Novice, mana varies
Elemental Weapon - This spell allows the user to pick a element they can already use and grant its abilities to a weapon adding flames, water, electricity to a single attack, results will vary. The stronger the users elemental power the stronger the effect is. Novice-1 mana, Journeymen-2 mana, Expert- 3 mana, Master- 4 mana. This effect lasts for the length of the thread or until its canceled, if the Imbued weapon is destroyed or drooped from the users grip the effect wears off. No cool down.
Imbuing Skill- Novice, mana varies
Commanding Tongue - Throwing your will on a very weak minded person or a weak animal a one word command can be given and will be followed through by the target. Target must be within line of sight. Two post cool down.
Imbuing Skill- Novice, 1 mana
Protector - Throwing your will on another any damage they take for one post is reverted onto the user of this spell, if the hit is a critical Protector's effect is canceled. Three post cool down.
Imbuing Skill- Novice, 2 mana
Augmentation
False Growth - This technique can be used to make any the person grow double in size, however they will not increase in mass, so while larger they are just as strong and brittle as before. This effect lasts until its is canceled or the user runs out of mana. One post cool down.Augmentation Skill- Novice, 1 mana per post
Flinging Fist - Rearing up for a solid punch the user can stretch their arm twice as far as normal giving a longer range than a normal punch. One post cool down.
Augmentation Skill- Novice, 1 mana
Styling - The user, at will, can change the style and color of their hair. This change lasts until the user cancels it out. No cool down.
Augmentation Skill- Novice, 1 mana
Bestial - Focusing mana in the hands the users finger tips will be replaced with sharp claws which make melee attacks all the more deadly; if the person already has claws/talons its size is doubled. This change lasts until the user cancels it or runs out of mana. Two post cool down.
Augmentation Skill- Novice, 1 mana per post
Amphibious - Gills grow on the persons neck allowing them to breath easily under water. The change lasts until the user cancels it or runs out of mana. Two post cool down.
Augmentation Skill- Novice, 1 mana
Chameleon - The users skin changes rapidly to blend into that of the environment, to do this the persons mind must be calm and their body unmoving. Once the person moves or concentration is broken the spell will cancel. This change lasts until the user cancels it, runs out of mana or is broken. Three post cool down.
Augmentation Skill- Novice, 1 mana
Toepad- The user's finger tips morph into pads which increase their gripping ability, allowing them to climb surface with greater ease. Toepad lasts until the user cancels it or runs out of mana. One post cool down.
Augmentation Skill- Novice, 1 mana per post
(Credit to Obsidian)
~Psionic~
Telekinesis
Magical Fist - A seemingly invisible hand is controlled by the user and is able to deliver attacks from a distance greater than the users normal reach. The further the target is away the more mana this spell uses. Magical fist cannot cast spells nor can it hold/lift items. Magical fist can be summoned for the appropriate mana though not used until need be. Two post cool down.1-10 Feet 1 mana
11-20 Feet 2 mana
Telekinesis Skill- Novice, mana varies
Invisible Force - A wave of psychic energy flows from the users hands pushing back a single nearby target, this energy can be reversed as well to pull objects towards the target but once a direction has been picked it cannot be reversed unless the spell is used again. The distance the object travels arrives depending on its weight, as a feather would travel much further than a stone. Two post cool down.
Telekinesis Skill- Novice, 1 mana
Levitation - Channeling ones thoughts they are able to lift themselves a few feet from the ground and be able to move at a slow pace for a short time. One mana per post active, any hits directly taken will cancel Levitation out. Three post cool down.
Telekinesis Skill- Novice, 1 mana
Light Grip - The users is able to lift light objects no heavier than a pound around their nearby area, i.e, keys. documents, vials. No cool down.
Telekinesis Skill- Novice, 1 mana per post
Faded Screen - An almost transparent barrier appears before the user protecting them from ranged attacks, though works poorly against melee attacks. Two post cool down.
Telekinesis Skill- Novice, 1 mana per post
Telepathy
Soul Scan - When used upon a person the caster can sense the persons affliction with good or evil within (-50) to 50 of rep. If the number is within those ranges they will know if they are more good or evil, anything greater than those ranges it is unknown. One post cool down.Telepathy Skill- Novice, 1 mana
New Eyes - Selecting another the user is able to see through their eyes for a few seconds. This spell can only be used on those of weak minds or those whose concentration is focused else where; the target must also be in line of sight. Two post cool down.
Telepathy Skill- Novice, 1 mana
The Calling - Creating a single commanding word the user links with their steed and is able to call it to where ever they are. The word only works for one mount, if another mount or mounts are owed each will have to be assigned their own command word. Two post cool down.
Telepathy Skill- Novice, 1 mana
Quick Note - The caster is able to send a short message of no more than five words (And no you cannot leave spaces out to avoid this) to a single person within line of sight. One post cool down.
Telepathy Skill- Novice, 1 mana
Penny Thought - The caster is able to glance into a willing persons mind and read the last thought they had, the person must be in line of sight for this to work. One post cool down.
Telepathy Skill- Novice, 1 mana
Conjuration
Fazing Wall - A magical wall appears before the caster giving off an aura of an actual, physical item that few can tell isn't solid. The wall is great for concealing a person, and stopping people in their tracks. Once struck the wall will dissipate into nothing. Lasts until canceled or the users mana is deleted. Conjuration Skill- Novice, 1 mana per post
Mini- Ghoul - A thing of nightmares... at least it would be if it wasn't two feet tall. A ghoul appears at the casters side, slow and not to bright the Ghoul will do its best to follow whatever command its master gives it. Every summoner has their own unique Ghoul. Once destroyed, or de-summoned the Ghoul can be called upon once again after the cool down period. Four post cool down.
Conjuration Skill- Novice, 1 mana
Mirage - Altering the perspective nature of another eyes the caster can make what seems to be a far off object in the distance; such as buildings body of water, items or people, though any person formed will unable unable to move or speak. The mirage will last until canceled or revealed to be fake upon closer inspection. Two post cool down.
Conjuration Skill- Novice, 1 mana per post
Shroud - A thick, mystical fog will envelop a targets head causing them to lose vision for one post, this effects only one person and can only be seen by the caster and the target. Three post cool down.
Conjuration Skill- Novice, 2 mana
False Cover - A small poorly constructed covering is formed over the user that blends in with the surroundings. From some distance the illusion is prefect but upon closer examination it can easily be told apart. Lasts until canceled or the users mana is depleted. One post cool down.
Conjuration Skill- Novice, 1 mana per post
Illusionary Gifts - An object appears in the casters hand which all nearby can clearly see, though it is nothing more than a mental trick. The item created will last through out the thread until the spell is canceled out or until the illusion is broken, i.e, another trying to touch it. One post cool down.
Conjuration Skill- Novice, 1 mana
Item Storage - Creating small black vortex before the caster it can store an unlimited amount of items but they must be smaller than an apple. The vortex will remain open for four posts before it will desummon. Two post cool down.
Conjuration Skill- Novice, 1 mana