Welcome Guest [Log In] [Register]
Add Reply
Spells & Incantations!; For those with the talent to use them
Topic Started: Apr 11 2013, 11:04 PM (66 Views)
Jenamore
The Bawss
[ * ]
Below is a list of spells that the College will teach every mage for a price. These however are not the only spells available! Mages are free to combine their respective colleges to create new spells on their own (such as using Air and Water to make Ice!). There is also a whole separate "College", called the College of Shadows*, that has it's own separate list of spells and abilities as well.

Each of these spells is at its base, and as a mage grows in power, it is easy to believe his basic magic skills would grow as well, (Waterwhispers, for instance, could become a permanent passive ability rather than a spell that needs casting). Also, as stated above, not only can these be combined with other spells to make new ones, but they can also be changed or warped to another purpose depending on the mage's abilities. Within reason, feel free to mix, match, and maim the spells to your liking, however any magical types that aren't listed should be PMed to a staff member to read over first, just to make sure it's Dragonlands kosher. I don't think anyone will be denied on that note, but it's always nice to check first.

The College also puts a heavy emphasis on what they define as "practical magic", or magic that can be used in everyday life. Offensive magic is not taught in classes, and unless you find a teacher willing to secretly trained you or decide to pursue such art in your free time, it is not something most Apprentice mages would know, but surely something rowdy teenage mages might want to put their time into.

!!! This is not required, but it would be nice for mage characters to have a brief list of their spells and abilities on their character pages. =)

* The canon defines the College of Shadows as such, "This is not a legitimate Kasurian college, it is an underground movement in Drakoria. It is made up of the Schools of Necromancy, Shadows, and Corruption, headed up by the elitist School of Dark Bindings, whose members are Masters in one or more of the other Schools. Individuals who possess "Shadow" Mage abilities do tend to be loosely affiliated because of intricate networks of loyalty. Vengeance is a passion amongst these mages. They will avenge a minion or ally's death as a matter of pride. Those that do not play "The Game of Shadows" are very vulnerable and must hide most carefully. Wild Talents of THESE abilities face severe prejudice amongst Elemental Mages. They are likely to be exiled and imprisoned. Shadow Mages slay Wild Talents out of hand unless they know they can be controlled. They do not particularly want the competition." This is just a brief note on the College for now, and I will go into it more deeply later. For the moment, these types of mages will be exceedingly rare. I am not restricting anything for the moment, but if there becomes too many I may have to.

Mage Sight
The canon defines Mage Sight as, "Before, during, and after magic use, an image is left in the air all around the Mage that anyone with Mage Sight can see." I am going to go a step further with this, and say that Mages can see the aura of all other mages. It is also color coded, so you will also know the other's element if you pay close attention to said aura. It will be visible as a small flicker of color around the furre when they aren't actively doing magical things. This flicker will grow bigger depending on the amount of energy being expelled. I would say it is entirely possible for everyone's aura to appear differently, but that it isn't nearly so easy to detect who did what spell should someone inspect the scene later. It takes a great deal of control and concentration to limit your aura. Sadly this will also make it harder for those of you who want to play a Dark Mage, as their aura will be muddled. I imagine that practicing another element will help this though, and concentrating on limiting passive use of magic in their daily life. It is to be noted, however, that the flicker can only be seen just above the furre line, and so it is possible to hide one's passive aura with clothing.


Casting

Canon talks briefly about the nature of casting, "Magic in the world of the Dragonlands works by visualizing symbols, generically together called "Tokens", in a specific sequence and juxtaposition. Concentration then energizes the construct.

Valid tokens are: hand gestures in the air, runes, talismans (objects), or cards. The training of an apprentice consists of memorizing each "token" and the valid ways known to produce an effect.

Training also usually includes the ethical use of spells and the many possible consequences of a mishap.Mages tend to know quite a bit about mages throughout history.

Once a Mage has learned a system, that becomes their most comfortable method of spellcasting. It is not possible to perform a dodge or other defensive maneuver while casting a spell.

Choose your Mage's favored casting method:
Gestures, Talismans, Runes, or Cards. Choose a method to be the Mage's 2nd favorite. Choose a method at which they are least capable. One method will elude them entirely."

CASTING METHODS

A) Gestures (slow) - This requires no tools, but if the Mage is interrupted (by an actual combat attack, not merely by being hit by a pebble), they lose their concentration and must begin anew. Gesture casting takes two full turns of preparation during which the Mage can not move or take other actions, and a third turn in which the effect occurs.

B) Talismans (medium) - These are items at least as large as a typical furre's palm that must be touched to be activated. Talismanic magic is not interrupted by an attack. Talismanic magic takes only one full turn of preparation, and a second turn for the actual directing of the effect. If runes are tattooed or scarified onto a living furre, they technically become Talismans; they must be exposed for use in casting.

C) Runes (fast) - This requires some kind of writing tools. It requires the completion of an inscription, some kind of glyph, scroll or book. Rune casting takes one full turn during which the Mage can not move or take other actions. The advantage is that the spell can be pre-prepared, even by someone else. The down-side is that the chance for failure is greater. The magical investment that occurs while setting down runes fades after a while.

D) Cards (varies) - Mages who use these are known as "Cartomancers". Cartomancers work by creating (or possibly capturing) Elementals and placing them into a dormant form that looks much like an elaborate playing card. This is the most unpredictable power-- a Card entity can be anything from mostly-mindless to fully intelligent. These entities can be killed in the service of their master/mistress. They may also have quirks, weaknesses, and goals of their own. Once bound as a card, they may not, however, hold motives
secret from their owner. There is also one more possible weakness: some Cartomancers get so attached to their card-friends that they no longer wish to risk them in battle or other dangerous situation.


Keep In Mind (regarding PREPS)
: I am not a big fan of long preps, and since this is going to be a dream generally full of sparkly mage people, I would like to keep things simple. This does not count for combat magic, however, I regard everday magic as very easy to cast. For instance, a Master in Air shouldn't need to do three preps/posts to do Freshen. It is very believable they'd be able to cool it in one. That being said, I am not opposed to even an Apprentice do it in two so long as no one you are RPing with objects. If your spell isn't going to effect anyone, I don't find it is necessary at all to prep to do the big things, one post or two should suffice. However, in combat it is going to function abit differently. An agreement between the RPers will also generally trump this, but please keep your casting simple and concise so as not to clutter the post with too many things.
Offline Profile Quote Post Goto Top
 
Jenamore
The Bawss
[ * ]
College of Element Spells

THE SCHOOL OF EARTH MAGIC
"Earth magic is associated with minerals but also with household crafts and chores. Earth magery is practical and, well, "down to earth"."

APPRENTICE
Mudslip - When they try to move, the ground beneath the target will momentarily becomes so slick that they slip.
Bladesharp - Magically sharpen a metal tool.
Unsoil - cleanse dirt from all over a 3' cube of stuff (of clothes for example).
Elemental Fae Affinity (Earth) - Something about the Mage makes it more pleasant for Earth Elementals to be around. They are more likely to listen to respect, and help this furre. Earth Mages receive a buff to earth-related abilities when a friendly Earth Elemental is present, and vice-versa.
Earthwhispers - The Mage can communicate at a very very simple level with creatures that spend a large part of their time underground: snakes, WatchWyrms, Burrowing Owls, etc. (Invertebrates do not understand Earthwhispers.)

JOURNEYFURRE
Disrupt Earth Spell - The mage can attempt to block the proper forming of an Earth spell from up to 24' away.
Refresh - This causes the subject to feel less tired, replacing the need to sleep for one sleep cycle.
Boneset - Specifically for healing broken bones, this causes even nasty complex fractures to be undone painlessly, in a matter of hours.
Prospect - Detect gems in a 6' cube up to 6' away.
Stonewalk - Pass through up to 10' rock as if walking or falling through glue.
Refine - Half a pound of metal can be extracted from the appropriate ore.

MASTER
Earthbind - Cause rock to swiftly encase a Furre's paws in a crystal crust. It takes 2 minutes to free them. Requires rock beneath the target to start with.
Stoneshift - Temporarily turn 6 cubic feet of stone to warm liquid rock (like wet glue for a few minutes). After it hardens, the stone is soft, like perlite or foamy chalk.
Coldsmith - Metal can be forged without a fire. Note that this still requires a hammer and anvil for making a sword, etc.
Bladewarp - Metal up to 24' away can be turned to the consistency of wet leather. The spell will eventually wear off but weapons such as swords will be ruined.
Crystalcraft - Make beautiful items of softened quartz, using tools as if sculpting clay or plasticine. Crystal knives and crystal swords are possible, but they are not durable enough for parrying or penetrating armor.


THE SCHOOL OF AIR MAGIC
"Air Magic has to do with wind and weather but it also has to do with thoughts. Gliding and hovering but not true flight are possible, too."

APPRENTICE
Freshen - Cools a room for three hours. If performed in an enclosed space, air will remain oxygenated, albeit stale for that length of time.
Waft - Lift a very light item such as a single piece of paper or a feather and move it up to 6'.
Odor - This is a subtle ability that gets better with practice. The caster can simulate a particular scent, faintly, in the air around them.
Airwhispers -The Mage can communicateat a very very simple level with creatures that spend a large part of their time in the air: birds, Scarhawks, etc. (Invertebrates do not understand Airwhispers.)
Elemental Fae Affinity (Air) - Something about the Mage makes it more pleasant for Air Elementals to be around. They are more likely to listen to respect, and help this furre. Air Mages receive a buff to air-related abilities when a friendly Air Elemental is present, and vice-versa.

JOURNEYFURRE
Disrupt Air Spell- The mage can attempt to block the proper forming of an Air spell from up to 24' away.
Glide- fall for up to a minute. You can move the same distance horizontally as you moved vertically.
Windswift- You can run at 2X the usual rate due to a gentle push from behind.
Suffocate- For three minutes, the victim can draw breath yet they are still suffocating. (This is the
opposite of the Waterbreaghing spell.) Cast at a range of touch, it does not kill the victim but if they attempt to fight under its influence, they hyperventilate and pass out.
Zephyrtalk - One breath's worth of words is whispered and heard by someone up to a mile away, as if it were being whispered in their ear.
Calm - The mage can calm the mind of another and even temporarily block a phobia. The target feels soothed and is better able to concentrate for an hour.

MASTER
Windstorm - A wild chaos of winds makes vision and breathing very difficult for all but the caster. Combat and spellcasting both become impossible, and communicating is reduced to loud yelling.
Soar - The mage falls but goes twice their horizontal distance as they fell downwards.
Lift - A neat dust-devil lifts or lowers the mage, as they please. This does not confer flight, it merely grants the mage a change in altitude. In combination with Glide, the Air mage can travel up to a mile effortlessly in five minutes. With Soar, the mage can travel two miles in that time.


THE SCHOOL OF FIRE MAGIC
"Fire Magic is concerned with energies, lightning and life force as well as fire. By manipulating that, amazing effects can be accomplished with living plants."

APPRENTICE
Firestart - As if lighting a match. This ability requires touching the substance to be lit.
Harden - Turn light weak wood into something as heavy and strong as teak or ebony. (This is usually how stakes for use on Vampfurres are made...)
Woodmend - This ability was originally used to get living branches to grow together, but is also usable on cut wood. With a bit of practice, this ability can be used to cause a wooden handle to grow around other tool parts, or seal a leak in a wooden bucket, etc.
Firewhispers - The Mage can communicate at a very very simple level with creatures that spend a large part of their time near (or in) lava, creatures that can breath fire, or spend time in hot places: Volcano lizards, Dragonmounts, etc. (Invertebrates do not understand Fire whispers.)
Elemental Fae Affinity (Fire) - Something about the Mage makes it more pleasant for Fire Elementals to be around. They are more likely to listen to respect, and help this furre. Fire Mages receive a buff to fire-related abilities when a friendly Fire Elemental is present, and vice-versa.
JOURNEYFURRE
Disrupt Fire Spell - The mage can attempt to block the proper forming of a Fire spell from up to 24' away.
Gardenglory - Make a 6'X6' area of foliage burst into rich blooming within the hour. "Herbaceous" plants only; not usable on "woody" plants, i.e. trees.
Treeshape - Living wood is grown to the caster's wishes. The results are somewhat crude and rough, and can be used to make something the size of a chair. This takes about ten minutes. Fine details can not be done with Treeshaping, however.
Dispel Zombie - This spell disrupts a magical lichen that has invaded the zombie body, and the corpse falls to pieces. It can be cast from up to 24' away. The interaction causes a flash of daylight that will give any nearby Vampfurres a painful sunburn if they are within 2 tiles of the target.

MASTER
Call Lightning - This is strictly an outdoor ability. By connecting with the roots underground, the mage can call down lightning from the sky, even from a clear sky, to strike a target up to 24' away.
Firewalk - The caster is immune to damage from fire for up to an hour, even breathing dangerous, burning sulfurous air. In this way they can even enter the lava of a volcano.
Thornwall - A seed of some kind of thorny plant is thrown down, and, in the course of three turns, becomes a fence 12' X 12' X 12'. Can only be done outdoors.
Woodmastery -A whole tree's mass can be reshaped over the course of an hour. Fine artistic detail can be added by a skilled practitioner.


THE SCHOOL OF WATER MAGIC
"In addition to being about water and chemistry, this kind of magic also has to do with health and emotions. Incidentally, the College of Water teaches its initiates sign-language."

APPRENTICE
Compress - Causes a wound to stop bleeding, and hurt much less. The wound must be covered with some kind of moist dressing.
Sweetwater - Purifies a cup of water, making it safe and delicious to drink.
Soothe Beast - This spell causes an animal that is agitated or even angry to be quieted. It does not make the animal more inclined to tolerate the caster, it is only like a mild sedative. A faint sound like rippling water accompanies this spell.
Waterwhispers -The Mage can communicate at a very very simple level with creatures that spend a large part of their time near (or in) water: fish, turtles, swimming snakes, etc. (Invertebrates do not understand Water whispers.) This also permits magical speech with other Waterwhisperers.
Detect Bogblort - Bogblorts have been such a pain in the butt over the past century that there is a spell to detect them.
Banish Bogblort -This spell is constructed to be specific to that individual Bogblort. It causes the Bogblort to flee until they are at least 100 miles away from the site of the spell!
Elemental Fae Affinity (Water) - Something about the Mage makes it more pleasant for Water Elementals to be around. They are more likely to listen to respect, and help this furre. Water Mages receive a buff to water-related abilities when a friendly Water Elemental is present, and vice-versa.

JOURNEYFURRE
Healing Waters - The mage pours water with herbs over the wound to heal it. Note that this does not set broken bones, and will cause them to heal askew if used first!
Disrupt Water Spell - The mage can attempt to block the proper forming of a Water spell from up to 24' away.
Waterbreathing - This lasts three hours. The furre still can't speak underwater.
Raindance - This spell doesn't actually require any sort of dancing, but it is traditional that the village in need of rain split the cost of the mage's fee by throwing a dance and calling for donations. A light drizzle follows, lasting several days.

MASTER
Font - A spring of water appears, lasting three hours. This must be done outdoors, and cannot be done where the ground is solid rock. It does, however, work in the desert.
Rise Up - Up to 300 gallons of water moves in a large mass, up to 12' tall and 12' wide. The mage can get it to flow slowly forty-five degrees uphill but it cannot "climb" a cliff or flow up the side of a house. Control lasts between a minute (for difficult maneuvering such as combat) and fifteen minutes (for simple maneuvering such as watering a field).
Cleanse - The effects of a disease are washed away. (If the victim was struck by the spell Plague, this spell will restore their fur.)


THE SCHOOL OF ESSENCE MAGIC
"This college's spells utilize the subjects' blood. Members of this College must first master another element, which is then used in conjunction with Essence magics. Mages not in very good standing with all the other colleges are not permitted to be trained in this field. Unlike the other colleges, it does not have an apprenticeship program, nor are there Wild Talents in Essence." * This will also be a limited School, as you must be very old, and a complete Master in your respective element to use these spells. It is not restricted, just keep in mind these mages are very old and very rare, but if they were anywhere, they'd be in the College!


JOURNEYFURRE
Disrupt Essence Spell- The mage can attempt to block the proper forming of an Essence spell from up to 24' away.
Heartbond - (req. Air Mastery) Two furres' essences are joined giving them the ability of mind-speech with each other. If a third furre is Heartbonded to the second, they do not enter a "chat channel" but instead have a separate link. * I am going to tweak this so that they are only able to feel emotions or very, very basic sentences, as I wish mind speech to be reserved for wyrmmes and part-wyrmmes.
Heart Tree - (req. Earth Mastery) A subject's aging process is halted so long as a specific oak remains healthy. The tree must be adorned with runes via Woodmending.
Heart Blade - (req. Earth Master) A subject's essence is linked to a specific metal weapon. So long as the wielder lives, the weapon is unbreakable-- and can even resist the ravages of the Drakorian anti-metal effect.
Summon - (req. Air Mastery) A subject is compelled to come to the mage's presence within 3 days. The subject will take every possible action short of suicide-- including killing a friend or relative-- to answer a Summons. After three days, a Summons dissipates.
Beastbond (any but Dragonmount) - (req. any other Mastery) The Pet and Master/Mistress are made one in a ritual requiring the blood of each.
Beastbond (Dragonmount) - (req. any other Mastery) The bonding ability of the Dragonmount is locked and only with the performance of their secret melody can a mage perform this ritual. * This is a melody from Drakoria, and not many Essence mages would be able to perform it. Dragonmounts however, are trained in Malgrave, so atleast one (if only one) Essence mage would know it.

MASTER
Banish - (req. Air Mastery) One subject is permanently compelled to stay away from a location. They cannot come within half a mile of it.
Ward - (req. Fire Mastery) A type of subject is unable to enter a location no larger than 240'X240'. Legitimate Wards are as follows: Vampfurres, Lycanthians, Faeriefurres, Wyrmmes, Phoenixes, Gryffes. Blood of an appropriate subject must be used-- and that individual is unaffected by the Ward.
Resurrection - (req. Water Mastery) Water from a shrine to a good Prime is poured into the mouth of the deceased. This can only be done once per victim.

Edited by Jenamore, Apr 12 2013, 09:50 PM.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Free Forums with no limits on posts or members.
« Previous Topic · Magical Information · Next Topic »
Add Reply

Theme created by Lokyr of the ZetaBoard Theme Zone.