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Xialya
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PostSubject: Magic   2008-03-24, 7:49 am

**MAGIC**

[I need help for spells and spell names, if you got some ideas, please share Smile ]

- At the beginning of the game, you won't be able to use magic.
- In order to become a Spellcaster, you will need to find a teacher and follow the training.
- The training may be different, depending of the form of magic you want to study and the area.
- You will be required to purchase spellbooks (your first one is usually offered by your beloved teacher or school)
- You will have to write your spells in these books
- Divine Magic , Common Magic, and Song Spell casters don't need spellbooks.

/Rules/
Spellcraft is the Skill used for casting spells. Divine Magic casters use Theology instead of Spellcraft, and Song Spell casters use Perform/Spellcraft
Intelligence gives a bonus to cast spells. Divine Magic casters use Willpower instead of Intelligence, and Song Spell casters Charisma instead.
Casting Time: Variable, often the spell level.
Duration: Specific. SL= Skill /10
The DR modifier of your armor applies on your casting rolls.
Area Modifier: Some areas give a positive or negative modifier
Magical Resistance: Caster's Willpower - Target's Willpower (Modifiers may apply)
Difficulty: 10 + (Spell Level *5) (This difficulty also applies on your Stealth Casting check rolls)
Divine Magic casters and Song Spell casters can't stealth cast.
Language: Language Skill the spell has been written in + 20 + (Spell Level *10)

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Xialya
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PostSubject: Re: Magic   2008-09-01, 6:09 am

*SHADOW MAGIC*
Shadow Magic is a dark path to follow. Created centuries ago by the evil Fir'Elnihn, its powers require the consumption of souls.

Skill Requirement:
Spellcraft >= 30%
Spells Requirement:
Souls
- You can only take a soul from a dead body (that possesses a Soul) within 1 minute after the death occurs, and standing within 3 meters from the corpse.
- The number of Souls you possess is displayed under your Status.
- If a living being loses its Soul, it becomes permanently dead, and can be raised as Undead. (Sometimes a vengeful spirit will be created if no one takes the Soul of a killed creature) (On certain lands, the dead bodies raise as Undeads)
- Possessing Souls guards you from Perma Death, it costs 10 Souls in exchange of yours.
Item Requirement:
None
Related Commands:
/dm capturesoul

Spell List:

Burn The Soul
Level 1
Target Creature possessing a Soul
Cost 1 Soul
Casting Time 1
Range 15 meters
Duration Instant
Effect Target loses 2HPs

Summon Skeleton
Level 1
Target Area
Cost 2 Soul
Casting Time 2
Range 30 meters
Duration 1 minute * SL
Effect The caster summons a skeleton.

Immortality
Level 6
Target Self
Cost 1000 Souls
Casting Time 60
Range None
Duration Instant
Effect The caster becomes one of the Immortals.

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PostSubject: Re: Magic   2008-09-01, 6:10 am

*BLOOD MAGIC*
Blood Magic is an ancient form of magic, made of rituals where blood is shed in important quantity. Its casters may also use their own blood, or the blood of someone else, in order to cast spells apart of the rituals.
They also practice sacrifices, which grant great powers.

Skill Requirement:
Spellcraft >= 15%
Spells Requirement:
Blood
- Spells require a certain quantity of Blood, powerfull spells would require a river of blood...fortunately, a sacrifice grants this power.
- Blood have different efficiency depending of its source.
- You can damage yourself and take Blood if you are running out of Blood
- Braxae Blood is very powerful.
Item Requirement:
None to cast spells, but you would need some to collect blood or perform sacrifices
Related Commands:


Spell List:

Cauldron of Blood
Level 6
Target Creature [Must have blood and being mortal]
Cost 6 Blood
Casting Time 7
Range 10 meters
Duration Instant
Effect Target explodes, leaving nothing but bones and bloody mess [Permadeath]

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PostSubject: Re: Magic   2008-09-01, 6:10 am

*DIVINE MAGIC*
Most of the deities turn their eyes on the mortals who pray them with fervour. These are granted a special link between them and their deity that enables them to cast spells.
Each deity grants its own spells.

Skill Requirement:
Theology >= 40%
Spellcraft >= 5%
Spells Requirement:
Faith
- Your Faith is displayed under your Status
- Your Faith level is equal to Theology /2
- You need to pray on a Holy Ground consecrated to your deity in order to regenerate your Faith at a rate of 1 per minute.
- If you choose to pray on a Holy Ground consecrated to another deity, [you can't pray your chosen deity on such ground anyway] you will be given the choice to switch to the deity whom the Holy Ground is consecrated to. If you do so, you will lose your powers and your Faith will decrease to -30.
- You won't lose Faith on a Holy Ground consecrated to your deity while casting spells, however you still need to have enough Faith to cast the spell. Plus, the difficulty to cast spells will decrease by 5.
Casting spells on a Holy Ground consecrated to another deity than yours will cost you twice the Faith normally required. Also, the difficulty to cast spells will increase by 10.
Item Requirement:
Sacred Symbol
Related Commands:
/dm pray
/dm spray

Spell List:

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PostSubject: Re: Magic   2008-09-01, 6:11 am

*HIGH MAGIC*
Created long time ago by the Elnihn, this is the original magic, along with the Divine Magic, from which the others magics were created.
This magic possesses a wide range of spells, some are very similar to spells from other kind of magics.
Each single spell has its own trigger, some of them even require the consumption of souls and blood.

Skill Requirement:
Spellcraft >= 40%
Spells Requirement:
Each spell has its own trigger.
Item Requirement:
Spell components
Related Commands:


Spell List:

Create Mud Golem
Level 2
Target Item
Spell Components A mud statue and a handful of earth.
Casting Time 20
Range 20 meters
Duration Permanent
Effect The caster creates a mud golem. The spell must be targeted to the mud statue placed on the ground.

Magic Portal
Level 4
Target Area
Spell Components Coming soon
Casting Time 15
Range 5 meters
Duration 2 minutes * SL
Effect The caster creates a portal that leads to another portal. Anyone can use the portal to travel from one to another. The portals will appear at the targeted area and at a memorized location.

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PostSubject: Re: Magic   2008-09-01, 6:12 am

*ELEMENTAL MAGIC*
Divided into 4 Collegia: Earth, Water, Fire, and Air.
This form of magic has found many practitioners among the Human people.
Earth spells are mainly enhancements for the body.
Water spells grant powers of healing.
Fire spells are destructive.
Air spells are turned onto the spirit and mind.

Skill Requirement:
Spellcraft >= 10%
Spells Requirement:
Specific
- During your training, and after the choice of your Collegia, you will be confronted to a Test, this will determine your level of Elemental Communion
- This level will hardly raise
- You will have to perform the Ritual of Elemental Communion at the beginning of each day in order to regain your full potential.
Item Requirement:
Collegia Staff
- During your training as an Elemental spellcaster, you will be required to chose a Collegia and craft a Staff depending of your Collegia
- Your Collegia Staff is unique and only you can use it
- You need to wield it in order to cast Collegia spells, besides of the spells requirements.
Notes:
- Elemental spellcasters are immune to the damage of their Collegia's Element.
Related Commands:


Spell List:
*Collegia of Earth

Mass Petrification
Level 5
Target Area
Cost Weaken your Link with Earth by 5
Casting Time 5
Range 40 meters
Duration 1 minute * SL
Effect All targets within a 6 meters radius are petrified for the duration of the spell.

Mass Slow
Level 3
Target Area
Cost Weaken your Link with Earth by 3
Casting Time 3
Range 30 meters
Duration 30 seconds * SL
Effect All targets within a 6 meters radius have their movement speed decreased by 50%.

Petrification
Level 3
Target Creature
Cost Weaken your Link with Earth by 3
Casting Time 3
Range 40 meters
Duration 1 minute * SL
Effect The target is petrified for the duration of the spell.

Slow
Level 1
Target Creature
Cost Weaken your Link with Earth by 1
Casting Time 1
Range 30 meters
Duration 30 seconds * SL
Effect The target's movement speed is decreased by 50%.

Summon Minor Earth Elemental
Level 1
Target Area
Cost Weaken your Link with Earth by 2
Casting Time 2
Range 30 meters
Duration 1 minute * SL
Effect The caster summons a Minor Earth Elemental.

Stonewall
Level 3
Target Area
Cost Weaken your Link with Earth by 3
Casting Time 3
Range 20 meters
Duration 1min*SL
Effect A wall made of stone arises from the ground

Summon Earth Elemental
Level 3
Target Area
Cost Weaken your Link with Earth by 4
Casting Time 4
Range 30 meters
Duration 1 minute * SL
Effect The caster summons a Earth Elemental.

Summon Greater Earth Elemental
Level 5
Target Area
Cost Weaken your Link with Earth by 6
Casting Time 6
Range 30 meters
Duration 1 minute * SL
Effect The caster summons a Greater Earth Elemental.

*Collegia of Water

Summon Minor Water Elemental
Level 1
Target Area
Cost Weaken your Link with Water by 2
Casting Time 2
Range 30 meters
Duration 1 minute * SL
Effect The caster summons a Minor Water Elemental.

Summon Water Elemental
Level 3
Target Area
Cost Weaken your Link with Water by 4
Casting Time 4
Range 30 meters
Duration 1 minute * SL
Effect The caster summons a Water Elemental.

Summon Greater Water Elemental
Level 5
Target Area
Cost Weaken your Link with Water by 6
Casting Time 6
Range 30 meters
Duration 1 minute * SL
Effect The caster summons a Greater Water Elemental.

*Collegia of Fire

Fireball
Level 2
Target Area
Cost Weaken your Link with Fire by 2
Casting Time 2
Range 50 meters
Duration Inst
Effect A fireball hits the targeted area, damaging for 15HPs everything within a 6 meters radius. Flammable things might ignite.

Summon Minor Fire Elemental
Level 1
Target Area
Cost Weaken your Link with Fire by 2
Casting Time 2
Range 30 meters
Duration 1 minute * SL
Effect The caster summons a Minor Fire Elemental.

Summon Fire Elemental
Level 3
Target Area
Cost Weaken your Link with Fire by 4
Casting Time 4
Range 30 meters
Duration 1 minute * SL
Effect The caster summons a Fire Elemental.

Summon Greater Fire Elemental
Level 5
Target Area
Cost Weaken your Link with Fire by 6
Casting Time 6
Range 30 meters
Duration 1 minute * SL
Effect The caster summons a Greater Fire Elemental.

*Collegia of Air

Mass Teleportation
Level 6
Target None
Cost Weaken your Link with Air by 6
Casting Time 6
Range None
Duration Inst
Effect The caster and all creatures in a 6 meters radius are instantly ported to the memorized area when the trigger word is pronounced.
The caster needs to memorize a trigger word before casting the spell. The caster's location and trigger word will then be stored.
When the caster wants to initiate the teleportation, she must pronounce the trigger word.

Summon Minor Air Elemental
Level 1
Target Area
Cost Weaken your Link with Air by 2
Casting Time 2
Range 30 meters
Duration 1 minute * SL
Effect The caster summons a Minor Air Elemental.

Summon Air Elemental
Level 3
Target Area
Cost Weaken your Link with Air by 4
Casting Time 4
Range 30 meters
Duration 1 minute * SL
Effect The caster summons a Air Elemental.

Summon Greater Air Elemental
Level 5
Target Area
Cost Weaken your Link with Air by 6
Casting Time 6
Range 30 meters
Duration 1 minute * SL
Effect The caster summons a Greater Air Elemental.

Swift Travel
Level 2
Target Area
Cost Weaken your Link with Air by 2
Casting Time 2
Range As far as the eye can see
Duration Inst
Effect The caster is instantly ported to the targeted area.

Teleportation
Level 4
Target None
Cost Weaken your Link with Air by 4
Casting Time 4
Range None
Duration Inst
Effect The caster is instantly ported to the memorized area when the trigger word is pronounced.
The caster needs to memorize a trigger word before casting the spell. The caster's location and trigger word will then be stored.
When the caster wants to teleport herself, she must pronounce the trigger word and will instantly be ported to the stored location.

Mass Teleportation
Level 6
Target None
Cost Weaken your Link with Air by 6
Casting Time 6
Range None
Duration Inst
Effect The caster and all creatures in a 6 meters radius are instantly ported to the memorized area when the trigger word is pronounced.
The caster needs to memorize a trigger word before casting the spell. The caster's location and trigger word will then be stored.
When the caster wants to initiate the teleportation, she must pronounce the trigger word.

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PostSubject: Re: Magic   2008-09-01, 6:13 am

*COMMON MAGIC*
In each single living being burns an inner energy. This energy is called Mana. Everyone is able to use this, not only to cast spells, but also to perform high skilled martial techniques and much more.
Common Magic is not as powerful as the other form of magics, but it only requires Mana to cast spells.

Skill Requirement:
Spellcraft >= 10%
Spells Requirement:
Mana
Item Requirement:
None
Related Commands:


Spell List:

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PostSubject: Re: Magic   2009-01-18, 9:30 am

*SONG SPELL*
Song Spell is a kind of magic taking shape from songs and tunes, and is as old as music.
Everyone isn't just able to use this magic playing tunes with an instrument. One must be taught how to comprehend the link between notes and magic taking shape from them.
Once it is done, there is no limit to the use of Song Spell as it requires nothing else than playing a music instrument.
To cast a spell, the performer must properly play the tune matching the spell's.

Skill Requirement:
Spellcraft >= 40%
Spells Requirement:
/
Item Requirement:
A music instrument able to play the notes required by the spell.
Related Commands:


Spell List:

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