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Author | Topic: Rules on Spells (Read 159 times) |
Ormaline Elven; Wizardess member is offline
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Joined: Aug 2007 Gender: Male  Posts: 102 Location: UK Karma: 0 |  | Rules on Spells « Thread Started on Aug 26, 2007, 1:08pm » | |
Be aware some spells are made up.
Barbarian
Beginner Spells
Advanced Hearing: The user can hear more clearly through doors, walls and such.
Rage: The user becomes stronger. At the end of the rage, you become drained of energy.
Reinforced Blade: The user’s weapon becomes stronger, allowing it to deal more damage.
Uncanny Dodge: The user is harder to hit.
Medium Spells
Frenzy: As rage, but the user’s hit points increase until the end of the battle. User is still drained of energy at the end of frenzy.
Reduction: The user becomes tougher, reducing damage dealt to them.
Set Aflame: The user can light a torch with fire. They are unable to light anything else other than wood.
Stare Down: The user fixes eyes with one opponent, causing paralysis
Expert Spells:
Intimidation: Cause fear in others. May cause paralysis.
Mighty Frenzy: As Frenzy, but the user is not drained of energy.
Quake: The user can hit the floor with their weapon to cause a minor quake causing their enemy to fall to the floor.
War Cry: The user scream into the air making enemies fall to the floor in pain. Nearby allies may hear.
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Ormaline Elven; Wizardess member is offline
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Joined: Aug 2007 Gender: Male  Posts: 102 Location: UK Karma: 0 |  | Re: Rules on Spells « Reply #1 on Aug 26, 2007, 2:01pm » | |
Bard
Beginner Spells
Enchant: The user sets this music to function for an ally. The ally gains strength.
Fascinate: The user can sing/play to an enemy, causing them to stop all actions. The trance is broken if they stop singing/playing.
Listening Coin: The user has two coins, one of which picks up noise around it. The other, when put next to the user’s ear, emit’s the noise picked up by the first.
Lullaby: The user can sing/play to cause an enemy to fall asleep. It takes a while to work, and the enemy awakens if the user stops singing/playing.
Medium Spells: Call instrument: The user can call their instrument to their hand. 70% chance of working.
Confusion: Confused an enemy, making it easier to trick them.
Love Song: The user can play a song to seduce the listener.
Medium Illusion: The user creates an illusion of their choice. 70% chance of fooling anyone who sees it.
Expert Spell:
Hypnosis: The user has control over the subject for a short period of time.
Inspire Heroics: As ‘Enchant’, but user may affect multiple allies, plus grants greater strength.
Sonic Wave: The user can knock over multiple enemies by using an instrument only.
Vision Spell: The user can see into the near future, although someone else may modify this vision with their own Vision Spell.
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Ormaline Elven; Wizardess member is offline
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Joined: Aug 2007 Gender: Male  Posts: 102 Location: UK Karma: 0 |  | Re: Rules on Spells « Reply #2 on Aug 26, 2007, 2:20pm » | |
Cleric
Beginner Spells Holy Touch: The user heals wounds an ally may have.
Blinding Light/Pure Darkness: The user emits rays of light/darkness to blind an enemy.
Chant: The user can chant from an ancient scroll releasing it's power.
Protect: The user calls upon their god to protect an ally from attack.
Medium Spells Mental Touch: The user can heal an ally from distance by using their mind.
Bless: The user can bless water to turn it to holy water which can heal poisoning.
Seek Evil: The user can sense if evil is present at an altar or holy object.
Expert Spells Vanquish: The user can vanquish all evil enemies, even dragons.
Holy Prayer: The user and companions are immortal for a certain period of time.
Possession: The user can let themselves be possessed by their God.
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Ormaline Elven; Wizardess member is offline
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Joined: Aug 2007 Gender: Male  Posts: 102 Location: UK Karma: 0 |  | Re: Rules on Spells « Reply #3 on Aug 26, 2007, 2:31pm » | |
Fighter&Paladin
Beginner Spells Fighter - Leadership: The user has leadership over others.
Paladin - Shielded Light: The user's shield shines bright to blind enemies and lead the way.
Enforced Blade: Makes the users weapon, no matter what it is, as strong as steel.
Advanced Hearing: The user can hear through walls and doors and such.
Medium Spells Call weapon: The user can call their weapon to their hand. 70% chance of working.
Light Torch: The user can light a torch with fire. They are unable to light anything else other than wood.
Summon the Strength: The user is able to carry or throw heavy/large objects.
Expert Spells Flexibility: The user can jump high and bend easily.
Light Sword: The user can inflame their sword in fire.
Strong Fist: The user can swing a fatal blow at an enemy.
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Ormaline Elven; Wizardess member is offline
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Joined: Aug 2007 Gender: Male  Posts: 102 Location: UK Karma: 0 |  | Re: Rules on Spells « Reply #4 on Aug 26, 2007, 2:48pm » | |
Ranger
Beginner Spells Stealthily Movement: The user can move swiftly and go unheard.
Natures Core: The user is significantly stronger if foliage is near.
One with the Trees: The user can conceal themselves in and around a forest.
Medium Spells inflames Arrow: The users arrows are set on fire.
Advanced Hearing: The user can hear through walls and doors and such.
Call weapon: The user can call their weapon to their hand. 70% chance of working.
Expert Spells Flexibility: The user can jump high and bend easily.
Elven Rangers - Call the Animals: The user can call an animal to assist in a battle. Maybe not always be a bear. May be a deer.
Senses: Passive Spell: The user can sense evil and traps.
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Ormaline Elven; Wizardess member is offline
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Joined: Aug 2007 Gender: Male  Posts: 102 Location: UK Karma: 0 |  | Re: Rules on Spells « Reply #5 on Aug 26, 2007, 3:02pm » | |
Rouge
Beginner Spells Unlock: The user can unlock a door or chest.
Pinch: The user can steal with 60% of the victim not noticing.
Speed: The user can move quickly. But not on a unbelievable supernatural scale.
Medium Spells Call weapon: The user can call their weapon to their hand. 70% chance of working.
Conjure Dagger: The user can conjure a dagger to their hand.
Expert Spells Steal: The user can steal with a 80% with the victim not noticing.
Persuasion: The user can persuade others to do their bidding. Not hypnosis.
Strong Fist: The user can swing a fatal blow at an enemy.
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Ormaline Elven; Wizardess member is offline
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Joined: Aug 2007 Gender: Male  Posts: 102 Location: UK Karma: 0 |  | Re: Rules on Spells « Reply #6 on Aug 26, 2007, 3:18pm » | |
Sorcerer
Beginner Spells Flare: The user can blind an enemy for a certain amount of time.
Visible Flame: The user can cause the enemy to believe that a flame is visible, keeping the enemy away.
Trickster: The user can make a foolish yet amusing object appear. for instance: banana skin, bucket of water...
Telepathy: The user can read an enemy or allies mind and speak to it.
Reveal the Unseen: The user can reveal invisible objects.
Mighty Wall: The user trick the enemy into believe there is a wall in front of them.
Disguise Self: The user can disguise themselves as someone else. The user must have seen and spoken to the person for it to work.
Medium Spells Call weapon: The user can call their weapon to their hand. 70% chance of working.
Magic Missile: The user can fire a simple magic energy missile from their weapon or hand.
Truthful Wall: The user can create a wall instantly. A real one.
Break Enchantment: The user can break a curse, hex or enchantment.
Expert Spells
Banishment: The user can banish an enemy to the depths of space.
Deflect: The user can deflect any spell back at the source.
Thoughtless: The user can wipe the memory of an enemy. [With permission of the enemy player]
Vision Spell: The user can see into the future. Though an enemy mage could influence the vision to make it untrue.
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Ormaline Elven; Wizardess member is offline
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Joined: Aug 2007 Gender: Male  Posts: 102 Location: UK Karma: 0 |  | Re: Rules on Spells « Reply #7 on Sept 3, 2007, 1:29pm » | |
Warlock
Beginner Spells Flare: The user can blind an enemy for a certain amount of time.
Energy Ball: The user can create and propel an energy ball using lighting. [Must be used outside]
Inflame: The user can inflame an object that is flammable.
Telepathy: The user can read an enemy or allies mind and speak to it.
Reinforced Blade: The user’s weapon becomes stronger, allowing it to deal more damage.
Mighty Wall: The user trick the enemy into believe there is a wall in front of them.
Magic Missile: The user can fire a simple magic energy missile from their weapon or hand.
Medium Spells Call weapon: The user can call their weapon to their hand. 70% chance of working.
Cult Markings: The user's cult markings glow and cause the user to be stronger.
Lighting Bolt: The user can send a lighting bolt at an enemy. Stronger than Energy Ball.
Finger of Death: The user can kill one enemy instantly. [May not be used often]
Expert Spells
Earthly Explosion: The user can explode an object/wall/door.
Deflect: The user can deflect any spell back at the source.
Earthquake: The user can cause an earthquake to destroy a building or army.
Vision Spell: The user can see into the future. Though an enemy mage could influence the vision to make it untrue.
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Ormaline Elven; Wizardess member is offline
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Joined: Aug 2007 Gender: Male  Posts: 102 Location: UK Karma: 0 |  | Re: Rules on Spells « Reply #8 on Sept 3, 2007, 1:39pm » | |
Wizard
Beginner Spells Flare: The user can blind an enemy for a certain amount of time.
Call object: The user can call an object to hand. Not a weapon. A book or scroll.
Inflame: The user can inflame an object that is flammable.
Telepathy: The user can read an enemy or allies mind and speak to it.
Guild Power: The user and other wizards can combine their powers together.
Magic Missile: The user can fire a simple magic energy missile from their weapon or hand.
Medium Spells Call weapon: The user can call their weapon to their hand. 70% chance of working.
Aquatic Control: The user can manipulate water to their means.
Finger of Death: The user can kill one enemy instantly. [May not be used often]
Expert Spells
Earthly Explosion: The user can explode an object/wall/door.
Deflect: The user can deflect any spell back at the source.
Earthquake: The user can cause an earthquake to destroy a building or army.
Vision Spell: The user can see into the future. Though an enemy mage could influence the vision to make it untrue.
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