The Library
Created | Updated Jun 29, 2006
Magic
Magic is the raw force of the cosmos, the raging, mysterious energy that binds reality together. Those with the faith to trust in this energy can manipulate it, and control it.
Just like for Chi and Psi, for each point of Soul stat you have, you have spell points equal to that. A low-level spell, like a streak of flame, would take up one spell point whereas a spell to call down a bolt of lighting might occupy two or three. So, a spell-caster with a soul of fifteen would be able to know fifteen level-one spells, five level three spells, or three level threes and six level ones. Very simple. The more powerful a spell, the higher spell point cost it will have.
In addition, you have a reserve spell book of twice that number of points. You can move spells from your current repetoir to the spell book and back, allowing you to customize your own abilities. Doing so takes one post.
When you choose to become a spellcaster, you will need to choose one primary element and one standard element (from the five spell elements, life, water, death, fire, and nature.). Spells under your primary element are the ones that come naturally to you, and as such, are lowered by one level. The spells under your standard element are spells that are fairly easy to use, and their cost doesn't change. The other three elements are of foreign make to you, and as a result cost one more level to use.
In addition, some spells may have a vocal component that needs to be spoken with it, and some have a physical component that needs to be done as well. If one of these components cannot be completed, the spell fizzles. It takes one post to say an encantation.
Also, when one has a (element) magic afinity, they can only draw spells from that element, unless they either possess a second afinity, or they possess the Magic Adept ability. If they possess a second afinity it will replace their standard magic slot1 but can still only draw from those two elements. If they are a Magic Adept, the magical spell selection is the same as it is otherwise, except that instead of being able to choose a primary, they are forced to use their afinity. If the character has two afinities and is a Magic Adept, then they must use their afinities in place of their primary and secondary, but still have the choice to use other elements at a penalty of plus one point to the spell cost.
As you walk through the great doors, you are greeted by rows and rows of bookshelves, each containing hundreds of books of magical spells. Here you can find some of the basic spells for your own use. Handily, the Library is split up into sections by spell element.
Life Spells
Blessing
(2) Removes the effects of a spell from the caster.
Blessed Reversal
(4) Absorbs one magic spell and its energy strengthens the caster.
Blinding Light
(2) Creates a burst of brilliant light from the caster, blinding anyone who looks at him when the spell is cast for 3 turns.
Charm
(4) Makes any NPC very amicable to the caster.
Cure
(2) Removes any disease or curse.
Physical Component: Must touch the target.
Deafening Voice
(2) Magnifies the target’s voice to epic proportions, enough to shake walls. Lasts for 10 posts.
Heal
Heals wounds, size depending on the level of spell.
Physical component: must touch the wound
(0): Heals a small wound, like a knife cut.
(2): Heals a medium wound, like a gunshot or a sword wound.
(4): Heals a severe wound, like a damaged vital organ.
Light Storm
(5) Beams of radiant light pour from the caster in all directions, dispelling illusions, darkness, and scorching any undead.
Mystrunner’s Divine Blessing
(5) Mystrunner, Patron Saint of Assassins, gives his blessing. The target gains the ability to see perfectly in the dark, and his movements make no sound. This lasts for 6 posts.
Requires an encantation.
Pacify
(3) Target NPC or Summoned creature loses the will to fight.
Remove Pain
(1) Removes pain from one source (a wound, a poison, a headache, a spell).
Shelter
(1) Creates an opaque circular barrier that can shelter the caster from light projectiles and the weather.
Sunburst
(3) Weakens the undead and the effects of Death spells. This lasts for 6 posts.
Water Spells
Absorb
(3) Absorbs a single energy-based attack (Lightning, Seekers, Death Energy, etc.).
Blizzard
(4) Creates a freezing blizzard with fierce winds that showers hailstones upon a target. Lasts for two posts.
Capsize
(4) Flips any ship to its side.
Float
(0) Target creature or object floats a few inches off the ground. Lasts for five posts.
Flight
(4) Any target gains the ability to fly. Lasts for 5 turns.2
Flood
(4) Any streams, rivers, or ponds in the area begin to overflow their banks. Lasts for 10 posts
Ice Blades
(6) Summons meter-wide bladed discs of ice that skim at the enemy. A maximum of three disks can be summoned at a time.
Ice Spear
(2) Launches a spear of hardended ice.
Invisibility
(6) Any target becomes invisible to the eye.3 Lasts for 5 turns.
Mist
(1) Conjures a thick mist that envelopes the area. Lasts for 6 posts. This effects the entire battlefield, including the castor.
Noxious Fumes
(1) Creates a cloud of nauseating and disorienting gas. Lasts for 2 posts.
Poison Bolt
(2) Launches a poison-tipped bolt.
Precognicent
(8) The caster has a dim perception of the next few minutes. Allowing the caster to better react to attacks
Rhanol's Storm of Fish
(0) Creates a short shower of freshwater carp.
Requires an incantation.
Slow
(4) Target creature or player moves much slower than usual. Lasts for two turns.
Submurge
(3) Forces a target under the water. Lasts for 2 turns. This spell requires that the target be in water.
Summon Water Elemental
(5) Summons a water elemental, bound to the caster's will.
Requires an incantation.
Teleport
(7) Transports caster to any place he has already been.
Unsummon
(4) Unsummons target summoned creature.
Wall of Water
(4) Cojures an 8-foot high wall of breaking water, up to 50 meters in length. It is all but impossible to swim through, for it would take several minutes to get to the other side. Lasts for 6 posts and does not require water to be present.
Physical component: caster must place both palms on ground.
Water Spout
(1) Conjures a powerful spout of water to erupt from below. Water Spout refering to a gyser as opposed to a tornado-like entity.
Whirlpool
(3) Conjures a swirling vortex of water in any ocean, sea, lake, river, pond or stream. Lasts 4 posts
Whirlwind
(3) Conjures a tornado that the caster can control. Lasts 4 posts.
Death Spells
Animate Dead
(5) Animates the corpse of any organism nearby, and is controlled by the caster. If no corpse is nearby, a skeleton is summoned. Once it is destroyed, it cannot be reanimated again.
Requires an incantation.
Afflict
(3) Infects the target with a nasty disease, which can last from 10-12 posts. Nothing life-threatening.
Banish
(5) Whisks any NPC or summoned creature away to the nether realms. Due to the high energy requirements of banishing a soul, this can only be cast on one target every 50 posts.
Physical Component: Castors Palm must be placed on target's body.
Bone Armour
Conjures different pieces of armour made from human bones. They are as strong as most steel.
- (1) Bone Helm.
- (1) Bone Gauntlets.
- (2) Bone Boots.
- (2) Bone Leggings.
- (3) Bone Breastplate.4
Bone Spear
(2) Conjures a spear made from human bones. (7/8/10)
Blind
(3) Inflicts blindness on a target for 4 posts.
Cause Pain
(4) Ignites excruciating pain in a target for 4 posts.
Choke
(2) Constricts the airways of target creature, making it hard to breath for 2 posts.
Consume Spirit
(5) Consumes the spirit of targeted NPC or summoned creature, which then strengthens the caster and weakening the target. Due to the energy required to separate body and soul, this can only be used every 20 posts.
Physical Component: Castors Palm must be placed on target's body.
Craxus' Blood Armour
(5) Summons blackened, blood-soaked steel plate armour.5 This armour, cooled from its forging in the blood of the innocent, can turn many blades and absorbs many low-level spells directed at its wearer (Levels 0-1). (12/14/17)
Requires an incantation.
Darkness
(2) A shroud of darkness settles over the area for 10 turns. This effects the entire battlefield, including the castor.
Death Bomb
(2) Calls down a two meter wide orb of explosive dark energy.
Requires an encantation and for the castor's arms to be raised above their head.
Drain Life
(5) Weakens the target slowly, strengthening the caster. This is considered a status effect, as such it can be countered with moves such as Center of Being.
Requires an encantation
Graspin Skeletal Hands
(5) Summons skeletal hands from the ground, which grasp and grab whatever is whithin their reach. They are not too sturdy, but have vice-like grips.
Paralyze
(4) Paralysis locks the muscles of the target for two turns.
Fire Spells
Energy Shield
(2) Creates an orb that surrounds the user. This can absorb magical, psi, and chi attacks. It will absorb one attack before failing. This spell requires time to recharge and takes one of the castor's posts to recharge after absorbing a magical, psi, or chi blow.
Fireball
Summons a whirling ball of explosive flame. It's size depends on its level.
Requires
an encantation and for the castor's arms to be raised above their head.
- (1) 1 Meter across
- (2) 3 Meters across
- (3) 5 Meters across
Fire Breath
(1) The caster can breath a thin, hot plume of flame. This ability lasts for four posts.
Flame Spray
(2) Flames roar from the casters's hands in a wide arc.
Flame Wall
(5) Summons a wall of roaring flame 8 meters high and extending up to 50 meters. Lasts for six posts.
Physical component: caster must place both palms on ground.
Flame Whip
(2) Summons a flame whip. (6/7/10)
HDS's Energy Net
(4) Launches a net of energy two meters across. This net ensnares and causes severe damage to whatever it traps.
Requires an encantation.
Lightning Bolt
(2) Calls down a bolt of lightning.
Meteor
(6) Calls down a rain of firery rocks from the heavens, decimating a wide area.
Physical Component: Hands must be held in the air.
Summon Fire Elemental
(5) Summons a fire elemental, bound to the caster's will.
Requires an encantation.
Warmth
(0) Warms a target to a comfortable level.
Physical Compontent: caster must be in contact with the target.
Nature Spells
Dominate
(3) The caster takes control of a NPC or summoned creature for five posts. When the spell ends, the animal becomes enraged and is prone to attacking the castor.
Grow
Causes one plant to grow at a faster rate, depending on what level the spell is.
- (1) Grows three years in under a minute.
- (3) Grows ten years in under a minute.
- (5) Grows twenty years in under a minute.
Hobble
(1) Gives the target a limp for two posts.
Naturalize
(2) Vines grow rampant over target machinery or bit of technology, miring it and then destroying it. This takes two turns to accomplish: one to mire the object and one to destroy it.6
Overrun
(3) Gives the target massive strength and the ability to climb walls. This lasts for four turns.
Refresh
(0) Removes weariness and fatigue from the target.
Regenerate
(3) The caster automatically regenerates moderate wounds. Lasts four posts.
Spider Web
(2) Ensnares a target in strong spider webs. It takes two posts to disentangle oneself.
Summon bear
(4) Summons a bear to fight under the owner's control.
Requires an encantation.
Summon Golem
Summons a golem under the caster's control. Its type depends on the level of spell.
Requires an encantation.
- (1) Summon straw golem.
- (2) Summon wood golem.
- (3) Summon stone golem.
- (4) Summon iron golem.
- (5) Summon steel golem.
- (6) Summon silver golem.
Summon Raven
(2) Summons a raven to fight under the owner's control.
Requires an encantation.
Summon Wasp
(1) Summons a fist-sized wasp to fight under the owner's control.
Requires an encantation.
Summon Wolf
(3) Summons a wolf to fight under the owner's control.
Requires an encantation.