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Jul 3, 2012 6:59 PM
#1

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The purpose of this list is to provide some selection for you guys who think that making up your own spells is too much of a hassle, or if you think you don't know enough to make your own spells in the first place.

Fire Spells
The element of Fire is known as 'normal'. Its portfolio involves consumption, heat, entropy, fuels, energy transfer and thermodynamics. One of fire's known sub-elements is Heat.

FireBall
Increases temperature in the oxygen molecules within the caster's grasp until it ignites. Can be thrown to a distance of up to 5m before dissipating. Causes 2nd-3rd degree burns. Its destructive capacity can be compared to throwing a live torch at somebody.

A one-line spell common to most fire magi. Some older families have stabilized it to the level of Single Action in their Crests.

Plamya Pika
Russian for 'Flame Lance'. Functions by the user pointing his finger at a target, then manipulates the air between the finger point and the target into a clear path of oxygen. The tip ignites the oxygen pathway, creating a 'lance' of fire that quickly travels towards the target with great force, setting them on fire. Essentially has the same effects as an incendiary rifle round.

A three-line spell that is taught at intermediate levels, older families with this in their Crests have stabilized it to the level of One-Liner. Due to its principle, it is more easily used by magi with affinity to both Fire and Wind.

Flumen Infernalis
Latin for 'River of Hell', the spell is not so much a thaumaturgical version of Greek Fire as it is the thaumaturgical inspiration of Greek Fire. A variety of fire that not only is water resistant but in fact hydrophilic, attempting to counter this attack with water spells is complete idiocy, as wetting it will only make it burn harder. Causes 4th degree burns on targets, if not downright burning them to a crisp. It is a creeping fire that initially manifests as a fireball the size of a marble. Once it strikes a flammable surface, it will spread relentlessly, impervious to liquids and wind. It is best countered with smothering.

A two-verse spell that is taught at the more advanced levels, older families with this in their Crests have stabilized it to the level of Four-Liner. Affinity to Water is not a requirement for this spell, nor does it improve its capabilities.

Dwfrufel
Welsh for 'Firewater', this spell literally turns water, H2O, into fire, through thermolysis. Simply put, the targeted water molecules are superheated, instantaneously decomposing them into hydrogen and oxygen, both of which are highly combustible. For water, thermolysis occurs at 2500 Celsius. As such, once the water molecules split, all it takes to light them up is a single spark, which is also part of the process. Depending on how much hydrogen and oxygen are present, the explosion can be anything from small, to catastrophic. The water used may be vapor in the air, ice, or any liquid water within casting range.

A three-verse spell that is taught near the end of a Clock Tower degree, older families with this in their Crests have stabilized it to the level of Seven-Liner. Affinity to Water or Wind is not necessary in casting this.

Heliocaminus
Greek for 'Solar Furnace', it concentrates great levels of sunlight within an area onto a single target area the size of a cooking pot, similar to a magnifying glass. The 'laser beam' itself lasts for three seconds before dissipating, with temperatures reaching 3500 degrees Celsius. In modern scientific practice, machinery based on the "Solar Furnace" principle are used for varying purposes, including, at the highest temperatures, to create nanomaterials such as carbon nanotubes or zinc nanoparticles.

It should be noted that the beam will not come from the caster himself, rather at an angle, from wherever the sun happens to be at the moment. The caster's part is merely concentrating the sunlight from a certain area relative to the target's position. As such, it is possible to hide in the shade. Preferably a VERY heat-resistant shade, as a beam at 3500 degrees Celsius will melt through even Tungsten. Even if it doesn't melt your cover, you'll be cooked by convection anyway.

This brings up the second obvious property, that is, the limitations. The spell cannot be used at night, and its power is diminished by cloudy days, moreso rainy days, as the area of concentration is set to a certain diameter.

A four-verse spell, only the best of fire magi can learn and use this without creating a mess. Also, since the Age of Gods, it has declined in its power and flexibility, as it was originally capable of harnessing decreased sunlight during cloudy or rainy weather, as well as making use of moonlight (which is just reflected sunlight anyway) at night. The lack of High Speed Divine Words in modern magi also gives it a much longer casting time, negating its original purpose as a rapid-fire spell.




Stop. Calm yourself. You're an idiot.
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Jul 3, 2012 7:08 PM
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Water Spells
The element of Water. Its portfolio involves flows, forms, cycles, combinations and manipulations. One of its known sub-elements is Ice.

Lifesblood
A spell that absorbs water molecules in the air to create a more cohesive form to use as raw spell fodder. With enough time and raw matter it is possible to create large bodies of water.

Originally created as a spell for filtration of water and raw material finding, it has recently been found to have the ability to increase its power and efficiency tenfold with merely half the prana that would be required for ten individual spells. If one liter of water would cost two prana, two liters would cost three and so on. The required prana expended thus greatly decreases, making it and incredbly efficient ability while being cheap.

As many water spells require a catalyst in the form of a body of water, it has become an essential ability in guaranteeing the new found offensive capabilities of water magi. It can also be used to purify common water by decomposing the molecules and then reforming them. The spell can also be used to manipulate small bodies of water into various shapes and easily store the production results. A skilled Magus can also decompose already established shapes such as ice and create new water out of it, thus recycling materials nearly endlessly.

Freezing Lance
Low damage e prana costing, Freezing Spear is a ranged attack mostly useful for quick jabs or low key assassination works. Being weak, it leaves few traces as the condensed and frozen water simply melts on impact after the prana composing its shape disappears. As a result, being hit by one simply looks as if someone dropped a bucket of water on the target. As the spear is not completely made of ice as the prana infused into it keeps it partially flowing, it is also not so lethal and mostly inflicts blunt wounds. Its low speed keeps it from being more used but it is a common and easy to produce magic widely used.

It was initially developed as a counter to long range attacks that water mages could not defend themselves against as many water magi are more healers than attackers by trade. Its ease of use guaranteed its filtering through most common ranks of magi society and it is still a staple spell for most beginner mages that is widely used even by more advanced ranks. It can be fired in rapid succession as well.

Ice Daggers
A short ranged multi target spell mostly used for self-defense. It condenses the air surrounding the user and propels it forward at high speed multiple times. Weak but effective at self-defense and short ranged combat. Each dagger is typically weak but as multiple waves can be fired, this is of little consequence. Initially developed as need to stammer more close range opponents, it was quickly discovered that the spell possessed great innate offensive potential for its ability to multiply into waves of daggers. Far more lethal than it's spiritual predecessor, the Freezing Lance, few Magi use this spell with such effectiveness. For those who have mastered high speed chanting, it is an incredibly powerful weapon that increases its speed with each wave, guaranteeing more penetration and damage as daggers multiply along the prana cost. Absolutely deadly against non-magic armour, it remains a staple and an example of water derived offensive magic and its hidden potentials.

Rushing Tide
Uses a large source of water to summon high pressures capable of crushing bodies.

A complex water manipulation spell that simulates the depth of a sea using high speed water rotation and prana. Literally a whirlpool that crushes its opponents. Requires the caster to have access to a large body of water but once created the Tide can move to shore by way of the infused prana. Range and effect depend of how much prana is infused. A spell developed to counter the need for a large area room control. Initially it was developed to simply trap its opponents using the water current as a chain of sorts. It was quickly discovered that using prana to control the tides and currents would assure a multiplication of its effective power.

By circulating this prana at high speed, the increase in water pressure becomes so large that one could even crush a car into pieces and compact it as if a junk crusher. A spell more brutal and cruel than most as most targets are trapped and in pain for a while before the pressure becomes high enough. Once it reaches human lethal levels the pressure skyrockets to nearly uncontrollable levels that may make it unpredictable in use. Its high power is offset by the need of a large source of water to initiate it. Its volatile nature does not need much in the way of prana to quickly expand, making it deadly and cheap for a mage who wishes to absolutely destroy a target with ease. Unsurprisingly popular with killers of high pedigree or with the use of traps.

Wall of Ice
Creates a mural of prana infused ice. The ice gradually encroaches on an opponent and traps him into its walls. As they are infused with prana, the water molecules composing the ice are incredibly resistant to all elements. Its effect creates a sub-zero fatal temperature after a few seconds of entrapment and saps vitality and prana every few seconds from all opponents in the vicinity. An incredibly complex and huge costing spell that is incredibly deadlier the better magus an opponent is. The chill effect it creates homes into its target's prana and will continuously sap it until the target leaves the area. If a target has no prana it will simply suffer the effects of the cold barrage. It is a cruel and absolutely almighty spell that saps the living will of anyone in the vicinity but the caster.

Stop. Calm yourself. You're an idiot.
Jul 3, 2012 7:17 PM
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Wind Magic
The element of Wind is known to be 'noble'. ts portfolio covers air, kinetic forces, static energy, free energy and directed movement. One of its known sub-elements is Lightning.

Bolt
Bolt uses prana to alter the atmosphere in an area, making it highly conductive. The user can then zap a target with an electrical bolt equivalent to being hit by a fifty kilowatt high-voltage cable. Wind magi tend to jokingly refer to it as 'Generic Lightning Bolt'.

A one-line spell common to most wind magi with lightning affinity. Some older families have stabilized it to the level of Single Action in their Crests.

Razor Gale
Prana is used to manipulate the atmosphere into a vacuum that can julienne a target quite effectively in a barrage of 'sharp' gusts capable of cutting through kevlar, leather, wood, and most 'light' materials. Each barrage consists of 7 gusts. During the initial casting, it's possible to contribute an additional Prana to the spell, which will cycle the air and allow the user to cast it again in a single action manner. The result is a quicker follow-up of barrages that can potentially end up with a target shredded to bits, assuming the caster has enough prana to keep up the attack.

A three-line spell that is taught at intermediate levels, older families with this in their Crests have stabilized it to the level of One-Liner.

Chain Lightning
A specialized form of lightning bolt that remains excited after the first strike. Charged with prana, it jumps to another target after hitting its first target. The number of jumps is determined by the amount of prana invested in the spell. Hence, Chain Lightning can hit up to 5 targets in one casting, assuming that each target is within 10m of the last. The damage is comparable to 250 kilowatts for each jump.

A two-verse spell that is taught at the more advanced levels, older families with this in their Crests have stabilized it to the level of Four-Liner. Affinity to Lightning improves the spell's destructive power.

Perunić
1 Megawatt lightning twister. Conjures up a miniature vortex with a highly unstable core that randomly generates lightning bolts at up to 1 megawatt of power. The tornado is mobile, but remains pinned to a center of force, limiting its movement to a radius of 5m. This puts it off more as a defensive measure, a powerful deterrent to keep enemies at bay. The spell is designed to last for approximately two minutes, more than enough time for its user to finish casting a ten-count incantation.

A three-verse spell, Perunić is taught at the end of undergraduate courses. The older families that have stabilized this in their Crests have cut the casting by two lines.

Tempest
multitude of atmospheric distortions caused by focused prana. The result is a powerful and oppressive attack consisting of between six and a dozen miniature tornadoes, each with a cutting edge that can slice through steel like a hot knife through butter. After casting, it is possible to direct the paths of the twisters, allowing for superior tactical flexibility. The tornadoes dissipate in 15 seconds.

A four-verse spell that only the most elite wind magi are capable of effectively handling. So far, only the Barthomeloi have been able to fully master this spell. Stabilized versions in most Crests have cut it down to three verses, while it is said that the Barthomeloi are capable of casting it at a much faster rate.

Stop. Calm yourself. You're an idiot.
Jul 3, 2012 7:28 PM
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Earth Spells
Earth element spells relate to grounding, cultivation of energy and energy embedding. Known sub-elements: Metal.

Petrification
A type of Magecraft that only few modern magi possess. This spell encases the target in solid stone, for a brief period of time. The amount of time a targets spends encased depends on the amount of Prana channeled it the spell.

It is a four-line spell, that allows requires the to keep visual contact during casting.

Stop. Calm yourself. You're an idiot.
Jul 4, 2012 1:50 PM
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Mystic Eyes
Mystic Eyes grant the power to interfere with the outer world. Acquisition of Mytics Eyes happen when there is some sort of mutation in the Magic Circuits, located in the area around one's eyes.

Binding
The most common type of Mystic Eyes, it casts a suggestion spell that cripples the target upon eye contact. Weakness is that the user becomes vunerable to similiar eye contact-based effects during the moment of casting.

Effects can be negated by running prana through the Magic Circuits.

Charm
Casts a spell that distorts the target's perception, so that they see the caster as someone of great sex appeal. It seemingly only works against members of the opposite sex.

Distortion
Creates an Axis of revolution in a certain area of space. A variation of it, Refraction, allows one to change the trajectory of flying objects.

Enchantment
Allows the casting of high-level hypnosis. Weakness is that it takes take to plant the hypnopic suggestion, and the caster must keep eye contact in order to cast.

Illusion
Casts simple illusion spells on a target.

Whisper
Allows for Simple Hypnotic suggestions.

Pure
Known also as Eyes of Purity, they are the ability to see which normally cannot be seen. They are a somewhat weaker form of Mystic Eyes.

Others

Compulsion

Contract

Flame

Jinx
ChotgoriinJul 4, 2012 1:55 PM

Stop. Calm yourself. You're an idiot.
Jul 4, 2012 2:16 PM
#6

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Curses


Gandr
A simple curse that originated from Scandinavia. It decreases the physical health of the target. Because the curse, when properly said, is released from the caster's index finger and the target must be within the field of vision to be aimed at, it is dubbed Gandr Shot. A Gandr with so much prana concentrated into it that it becomes capable of physical interference is called a Fin Shot.

Geis
The practice of establishing a Geis is forming a curse over a target, that imposes a mustical restriction over one's action with the consent of both parties. It is something that cannot be used readily as it is one of the worst curses.

An example of a Geis is as follows:

"Contract used by Emiya Kiritsugu
Binding magecraft: Target – Emiya Kiritsugu
The Crests of the Emiya family hereby command: Provided that the following conditions are met, this oath shall become a commandment and bind the target without exception.

Oath:
To the fifth head of the Emiya house, Kiritsugu, son of Noritaka: regarding both Kayneth Archibald El-Melloi and Sola-Ui Nuada-Re Sophia-Ri, all intentions and actions to kill and harm shall be forbidden for all eternity.

Conditions:
Use up all the Command Seals, and let the Servant finish himself. "

Stop. Calm yourself. You're an idiot.
Jul 4, 2012 2:39 PM
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Runes

A type of Magecraft that originated in the old Scandinavia, symbols that once inscribed automatically realize mysteries accordingly with the meaning that they represent. Possessing mechanics similar to the Thaumaturgical Crests, their usage is unpopular within the Mage's Association. It is possible to affect a target with a Rune inscribed at distance, but the rate of success is low with the target that possesses Magic Circuits due the effect of Resistance. In this case, the Rune must be inscribed directly onto the body.

Stop. Calm yourself. You're an idiot.
Jul 5, 2012 11:26 AM
#8

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Healing Magic
Magic used to heal and mend Injuries. It works by channeling Prana into the body, and accelerating the Bodie's natural healing properties. Healing Magic is known to be extremely painful for the Patient, as accelerating the healing process puts great strain on the body.

Stop. Calm yourself. You're an idiot.
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