This is the first game I am doing. I will do Skies of Valor next. But for right now Schools of magic.
The setting is Arcadia. A school built in the middle of a multi-verse. Where magic capable beings are taken there to hone in their powers. Which ever it may be at the end, as long they are not a threat to the School.
Below is the Spell list, Races and so forth. RPGs fleshed out that way. If you wanna make new spells and stuff, just message me. I tried hard for variety.
Spells. Schools of Magic.
1: Hypno Beam: Usable by stare or hand gestures. Makes target do user's will, if it was successful.
2: Charm of Evil Detection: Makes a aura of fourty feet. Able to tell when something evil is in your zone, as a alert.
3: Power Sphere: A simple burst of energy that is the size of a basket ball. A good spell for new students.
4: Wave Slice: Able to cut through things with pure mana direction. This spell is reserved only for Green and upward belts.
6: Flight: Able to fly for a limited amount of time.
7: Heal: Use to heal someone of really painful wounds.
8: Disable; Destroys charms of enemy target.
9: Teleport: Able to move from one point, to another.
10: Mass Teleport: Now up to six people can be teleported at once.
11: Atlas Might: Super charge how strong the caster. For two turns.
12: Ghost Touch: Go through walls and floors, and can physicaly attack ghosts/etherals.
13: Regeneration: Constant surge of hp recovery, for a limited time. Can regrow lost limbs and such with said spell.
14: Aura Armor: Musters up energy cast that covers the user. Becoming more tough and such.
15: Harm: Inflict a horredous amount of damage with one touch.
16: Bolt: Fire out a quick bolt/missile of energy.
17: Giant Growth: Turns the target into a giant. Lasts for a day.
18: Shrink Ray: If it works, target is changed, into being really small.
19: Polymorph Other: Able to change target into animals.
20: Polymorph Self; Turn yourself into a animal of choice. Even one to make up in one's head.
22: Blade Roll: Roll like a ball and cut those in the way.
23: Power Blow: Next attack does tripple the normal damage.
24: After Image: A fancy dodge by using speed/magic to attack the wrong "magican."
25: Mighty Meteor: Teleports in a high flying meteor in the target's direction. Avaible at Red Cape.
26: Mental Prison: Target is trapped in their own mind, under the influence of the illusion. One must make a strong willpower roll to get out of said spell.
27: Familiar: A helper for the caster, depends on level and character type.
28 Bowel Disruptor: Make the target use the bathroom on themselves. For comedy sake.
29: Daylight: Used to clear darkness, and hated by vampires everywhere.
30: Animate: Making inanimate objects, capable of movement based on the whim of the user.
33:Blast: A powerful beam of energy from palms of caster. Usable to all classes, grows more powerful with each cape power up.
34: Wall Walker: Able to scale up surfaces with ease.
35: Bend: Able to move space and time to take caster from starting point, towards desired location.
36: Cloak of Chaos: Cannot be scryed for next fourty eight hours.
37: Pull: Use a gesture and focus to pull a item towards ones hand, also can/could disarm a target.
38: Alarm: Triggers when a hostile actions occurs. Alert only to user.
39: Cloud Body: Turn thy body into a smoke cloud, able to fly and fit through almost any opening.
40: Frog's Tongue: The casters tongue is now huge, able to use it to attack, or grab with.
41: Restoration: Able to repair a inanimate object, size is up to a bridge.
42: Implosion: Great force that crushes the whole body of the target. With messy results. Blue cape level to use.
43: Scry: Need a clear surface, spy in on someone, must know face and name.
44: Baneful teleport: Teleport target to rip them, in a spatial time attack.
45: Creeping Doom: Summon a mass of swarming insects to engulf the target with bites and stings.
46: Absorb: Melee attack, if target dies, gain one half the targets vitaity. That lasts for five turns.
47: Blade Barrier: Make a force field, of whriling blades. Damages up close enemies.
48: Dominate: Mind control subject if it works.
49: Weather Control: Able to alter the weather, works out doors only.
50: Time Regression: Uses a time loop, as to "redo" the previous scene.
51: Time Acceleration: Slo mo physics, you move at normal rate, while everyone else is slow. Lasts for two scenes.
52: Slow: Cast on target, they slow down.
53: Flesh to Stone: Turn living target into a statue.
54:Stone to Flesh: Able to turn person normal again.
55: Disintergate: A beam comes out of the pointed finger of caster, if a major success, the target is reduced to dust.
56: Flare: A blinding burst of light. To blind/daze the target.
57: Anti Magic field: Prevents mages lower than caster level.
59: Hand of the Titan: Mana construct hand, meant to punch, grab, slam, or crush target.
60: Energy Blade: Focus mana into hands, and a weapon comes out of the energy, it goes away after the battle is over.
61: Mass Growth: Whole team gets hit with giant growth.
62: Invisible: Turn invisible. Wears off if act. As long one just moves, it stays.
63: Mass Invisible: Whole team has invisible.
64: Mana Burn: Hurts a target base on how much mana is in their mana pool. Burns out mana, need to replish it.
90: Maze: If connects target is trapped in a maze.
93: Duplicate: Able to make a clone of one's self.
94: Meteor Rain: Unleash a flurry of small meteorites that port in from the sky. Out doors is only way to set it up. Also only avaible at Black Cape.
100: Polymorph object: Turn a object into a living, breathing animal.
102: Eye Blaster: Able ot project rays from one's own eyes.
104: Psionic Burn: Makes a flame that burns the mind, not the body, but tricks the body into believing it be on fire. Very painful.
105: Shatter: Breaks target object. If successful
106: Energy Missiles: Rapid bursts of energy. In missile form, stronger level, more comes out, at rapid burst.
107: Blur: Disrupts image of the user, so likely to dodge.
108: Jump: Able to jump as far as you can see.
109: Barrier: Makes a wall of stone, fire, or ice. Design to block off travel.
110: Hydra Arms: Arms become a mass of slithering snakes. That bite to grab on to things. Lasts for four turns or if player turns it off.
111: Cleanse: Clean self off magically, who needs dry cleaners now?
112: Mental Fortess: Protects against mental attacks. Harder to mind control and such.
113: Battle Precog: A boost towards combat. Seeing into the future and such. (Think seconds, not hours.)
220: Copy: Able to do a spell one has witnessed. Lasts for a day.
221: Restore Limb: Should one lose a limb, this spell will restore it back into place. A common spell for the healer types.
222: Divide Power: Hit the target, divides power level by two.
223: Triple: Lasts whole battle, When on it does this. Capable of casting three spells in one turn, either same spell or diffrent spells. Your choice.
224: Quad Damage: Cast, lose turn. Next turn, the attack if hit does four times as much damage.
Magic Potions! (So far.)
1: Love potion; Works only for a full twenty four hours, the one who drinks must see the one who brewed it, to work.
2: Napalm: Portable flame gel.
3: Wife's Tears: Nulls most curses/poisons.
4: Barkskin: Drink, get a bonus def stat, for the next two hours (Game time.)
5: Elixr: Healing drink.
6: Drink of Diguise: Become a perfect copy of someone you know, lasts for three hours.
7: Metamorphsis: Change into a creature of one's nightmares.
8: Giant Brew: Like Enlarge, but potion.
9: Alchemy wings: Drink and gain wings, that can fly. For six hours.
10: Vanish Gel: Makes you invisible for up to five hours.
11: Witches Brew: Poison, causes paraylze.
12: Mana Potion: Pure liquid mana, helps regain mana/magic power.
These spells are for certain classes. They still count being in the big book, but well only said class has the access to said spells.
Musica:
65: Soothing Song: Kinda like cure, but through song. (Get hp back.)
66: Deep Blue: Makes target too sad to fight back.
67: Inspiring Song: Bonus to whole team.
68: Charming Notes: Charms animal and demi human targets.
69: Death Note: If works target destroys itself.
102: Cry of Destruction: A high pitch cry meant to tear the target to bits. The ultimate musica attack spell.
Dracomancer:
70: Dragon Egg: First summon in Dragon School, hatches into a baby dragon, which can grow with time to more fearsome dragon.
71: Scales of the Dragon: Scaly growths, which is pretty much armor.
72: Claw of the Dragon: Turns arms into massive talons.
73: Breath Weapon: Able to copy a dragon's breath attack.
74: Half Dragon Form: One becomes a half dragon, with wings, claws, tail, and still humanoid in shape. Amps stats. Pretty much change back at will.
75: Dragon Form: Full on dragon form. Has a time limit of two days, or stop focus.
76: Imperial Dragon's Pearl: Fire ball from the Dragon King, summoned to do big damage.
Techno Mage:
58: Octo Blast: Fires eight beams at once, for multi targets or to hit one target eight times. Note this is a Techno Mage spell. Due to tech being involved.
77: Gatling Blaster: A gun, rapid burst of fire power.
78: Smart Bombs: Flying bombs that hits. Does explosive damage.
79: Vibration Field: A force field for deflecting damage.
80: Ion Burst: A fearsome beam meant to reduced targets to basic elements.
81: Scanner: Able to find out what the target is/make up of target. Science style.
82: Power Armor: After declaring spell, the Power armor covers the caster, supreme armor, that also powers up stats.
258: *New* Technomage Spell: Rail Gun:
The caster uses one's nanites and sheer will to make a massive gun that has four shots. Each projectile is faster than the speed of sound, so really hard to dodge. And naturaly it is lethal damage should one get hit.
Botanist: Plant magic!!
83: Solar Charge; Able to tap into sun light, to gain vitality and recharge their power.
84: Solar attack: Able to tap into the power stored into a awesome attack.
85: Binding Vines: If works out, target cannot move.
86: Briar attack: Able to grow out attack, crushing and spiney thorns, oww.
87: Poison spines: Like briars, but with poison.
88: Monstrous growth: Conjure up a giant, hungry, predatory plant.
89: Fruit of Life: Grow plants that replish HP, and Mana.
103: Control Plants: Able to control the motion, growth of plants.
Alchemist: Like wise.
95:Create Homunculus: Able to create a homunculus. It is a tough process.
96: Create Chimera: The results depend on which animals are in the process.
97: Transmutate: Able to transform one object into something else.
98: Manfiest Construct: Able to make a construct to aid the situation.
99: Hand of Destruction: A disruptive force field made of sheer power, it disrupts target, tearing it apart from the basic components of the target. And it can be messy.
Geomancer: Yet another to work out.
No spells pre say, Rather a ability, that morphs the background scenery, especially around the target. Also the Geomancer is immune to enviromental hazards, like drowning, high pressures, or intense heat.
Paper/Ink Magic: Painters can access this with time.
114: Tele-Rune: Teleport by steping on one tele page, and end up on the second one.
115: Living Art: Makes paintings leap from the paper and to the real world.
116: A world within a World: Project one's self into the painting, into the "world" of the picture.
117: Onigami: Fold paper into shapes, that serve a magical purpose
118: Paper Control; Able to control paper, density and such as well.
119: Black Shower: Cover target in ink, blinding them and such.
120: Soul's Picture: One makes a picture. The subject will be immune to aging, but it also reflects on the person's soul.
121: Ink control: Able to control the ink without brush.
122: Dissolving Jet: Paint that burns/causes things to melt.
Element relations:
Fire beats air, loses to water.
Water beats Fire, Earth beats water.
Earth beats water, loses to lighting.
Wind beats lighting, lose to fire.
Lighting beats earth, wind defeats lighting.
Elemental Spells on the Spell list!
Fire:
Basic Fire:
32: Fire Bomb: Fires out a tiny trace of fire, when it hits the target zone, it erupts into a nasty fire explosion.
123: Fire Ball: A projectile that hits a single target, full of fire burst.
124: Flame Weapon: Enchanted Fire. Can combine with anything, even guns.
Combust: Advanced form of Fire. Conjure intense flames. Only liquids can calm down said flames.
125: Combust: Create a invisible fire bomb, that clings to the target.
126: Fire Storm: Multiple combustions at once.
127: Fire Wall: Make a wall of firey death.
175: Heat Ray: A beam of force, that catches things on fire.
Steam: Super heated water.
128: Sauna from Hell: Bending one's eyes as the steam makes sight blurry. Traped in a sauna from Hell.
129: Steam Blast: A hit from steam, needless to say that hurts.
130: Boil Water: Touch the target in question, such as a body of water, or a person. Great heat generates then. Cooking up what is caught in there.
Poison: Corrupt the air with microbes that grow from extreme heat.
131: Dark Cloud: Makes a thick smog to choke the life out of the target.
132: Deadly Rain: Makes droplets of poison, that enter the body through the skin. Works as a disease.
133: Poison Claws: Generate poison element from bare fingers/hands. Melee spell.
Plasma: Super heated energy, it does two types of damage. Physical and neural/brain/nerve damage.
134: Plasma Burst: A projectile of plasma force, designed to do damage.
135: Fist of the Sun: A melee attack invoking plasma element.
136: Plasma Cage: With basic hand gestures. Rapid energy is unleashed. A full on plasma assault.
Lava: Controling the molten earth through sheer will power.
137: Lava Spike: Sends out a meteor of molten rock directly at target.
138: Lava Flow: Generates lava ,that oozes onto the battle field, really hurts if touching it (Unless a fire element, or heat is good for you.)
139: Pyroclasm: Replicas a voclano's blast. Complete with lava rain.
Wind:
Basic:
140: Nimbus: Make a riding cloud, faster than flight.
141: Gust: A burst of air to up lift things or deflect projectiles
142: Torando: Make a vortex of air to suck up the target.
Sound:
143: Destruction Notes; Makes a vibrating burst of air that wipes out targets in area of use.
144: Sound Control: Use on self or in scene, trick enemy into following "ghosted' Sounds.
145: Disruption Note: A area effect spell, targets the ears, to loosen balance and such.
Shadow:
92:Shadow Bird: A bird of prey made of darkness, if hits the target explodes into clinging muck, to stun and bind the target.
146: Shadow Creep: Making shadows to well hide really good. Can move with shadow.
147: Engulf: Target is engulfed in shadows. Crushing them with time.
148: Constructs; Make devices from shadow.
Light:
149: Shine: Brightens up the area, also damages vampies and shades.
150: Hologram: Trick target with a light construct.
151: Spiral Blast: A spiraling light beam that punches through objects/beings. Really nasty attack.
Phase: Able to walk through matter, or affect inard things.
152: Walk through walls: Just as the name says, able to walk through walls or mold downward through ceilings. Lasts whole day.
153: Phase out: Next attack, declare, and enemy cannot strike. Unless using area of effect or heat related attacks.
154: Surgeon's Help: Able to fix target by phasing hands in and feeling out problem, once found, treat.
Flight: Granting flight by use of generated thermals.
155: Flying Carpe;t Able to make a inanimate object into a flying device. Lasts for one day.
156: Jet burst: The thermals of Flight school can be used as a weapon.
157: Soaring attack: Swoop in like a Hawk to take out a target.
Water: Basic life giving element.
Basic:
159: Hydrate: The user does not die from dehyradition.
160: Splash: Big water attack.
161: Construct: Make useful constructs from water.
213: Liquid Bullet; A projectile of water, hits like a bullet.
Liquids:
162: De=Tox: Defeat poison.
163: Blood Shift: Able to harm or heal target by controling flow of blood.
164: Surge: Control nearby fluids, even from the air, for a water attack.
Ice:
165: Ice Missiles: Rapid deployment of ice. Hit and freeze.
166: Ice Storm: A burst of cold.
167: Ice Age: A area effect, lots of chilling/coldness.
Diamond:
168: Diamond Missiles: Shards of Diamond to shred targets.
169: Diamond Armor: Add more armor.
170: Diamond Prison: Trap target in diamond cage.
Acid:
171: Acid Splash: A wave gesture, acid forms from the air. Acid wash of chemical burns.
172: Acid Cloud: A aura of acidic wind surronds caster, burning those up close.
173: Acid Spear: Hurl a acid spear.
Mist:
174: Image manfiest: Trick target wih mist.
175: Shimmer: Reflecting light, make one harder to hit.
176: Obscure: Conceal from prying eyes
Earth: The power at one's feet.
Basic:
177: Boulder Ride: Able to ride on a boulder.
178: Earth Armor: Thick stones conceal the body.
179: Earthquake: Shake the ground.
Metal:
180: Odama: Make a massive ball of metal.
181: Living Iron: Cover head to toe in armor. Lasts for six hours. Does not hinder user.
182: Animate metal: Able to move/shift metals.
Mud:
183: Mud clones: Up to six clones, half stength of orignal.
184: Mud Ball: Big time sphere of earth, to smash into target.
185: Quick Sand: Affects target. Able to be safe, or swallow.
Glass:
186: Shard Twister: Cyclone made of sharp glass.
187: Glass Cannon: Literally, fires off one blast, then collapses.
188: Mirror Force; Deflect a enemy spell with said mirror.
Explosions:
189: Explode: Make lighting charged particles with dust/ash in the air. For a great boom effect.
190: Wing Bomber; Makes constructs of bats, exploding bats. Made from clay.
191: Blast tools: Make living clay constructs, that go boom when you declare it.
214: Land Mine: Able to explode any piece of ground that he in turn sees. Great ot trip up the enemies.
Sand:
192: De-Hydrate: Sucks up target's water.
193: Sand Control: Bend sand to you every whim.
194: Sand stars: Make ninja stars of sand, hurl at target.
Lighting:
Basic:
31: Lighting Bolt: Fires out a bolt of lighting from the finger tips. Elemental power, thunder school.
195: Ball Lighting: Hurl a basketball size lighting sphere to target.
196: Lighting stab: Weapon fused with energy.
Magnetics:
197: Metal Control: Like Metal school.
198: Shield: A really powerful force field.
199: Radiant Power; Able to access the energy spectrum when powers are concerned.
Gravity:
200: Repulse: knock target away.
201: Lift: lifts up target.
202: Crush: Crushes target.
276: Pin to the Ground: Literally pin target to the ground, unable to have them moving away. Making a nice target.
Storm:
203: Perfect Storm: Makes lots of electric damage.
204: Call Lighting: Makes a storm cloud, multi bursts of lighting.
205: Vortex Beast: A animal of electric force, at one's command.
Radiation:
206: Radiation Blast: A heat beam that yields horrific damage to targets.
207: Blight: Nuclear aura, burns//melts things on contact.
208: Rad Away; Reverse/treat radiation damage.
Shock:
209: Shock: A quick volt throught the air.
210: Shock Web: A web of eletric foce. Tangle up and fry.
211: Electric Spark: Melee Now has lighting.
Heaven Spells; From Divinantion magic.
21: Divine Light: Brings a dead ally back to life.
91: Bless; Say a simple prayer, get bonus results.
217: Celestial Fire: Heavenly flames, that smite the wicked and empower the true of hearts. It rains so must be outside to use.
218: Sacred Power; Able to make anything holy. (Just not demonic stuff though.) Like making holy water, or tools.
219: Aegis Shield: One of the strongest defense spells avaible. Breast plate of Zeus.
Demonology: The only true "evil" Magic. Naturaly as the describtion.
101: Corpse Explosion: Take a corpse laying on battle field, and ingite it for a gory, painful explosion.
158: Servitor: A pot, full of frogs, lizards and snakes. With time only one survivor. That survivor gets enchanted into a large servant, bond to caster's will.
212: Mind Rot: Target loses out on three spells when targeted.
215: Devil Armor: Get encasted in mean set of armor.
216: Hungry Palms: Now able to feed off what the hand touches. That includes lesser projectiles of magic
The next thing for the Spell Book is "Lores." Lores are knowledge in dealing with a situation. One can master up to 8 Lores, then no more lore classes.
Will process in the future.
1-12: Weapon Lores. Become better at actual study and training. Boosts up weapon use and abilities/attacks.
13: Defense: Become tougher to injury.
14: Beasts; Bonus vs Wild Beasts.
15: Bugs; Capable of killing bugs at faster rate.
16: Doctor Lore; Capable of healing without magic..
17: Undead Lore; How to deal with them undead folk.
18: Demon Lore: To hunt down and destroy demons.
19: Dragon Lore; Help in hunting down dragons.
20: Humanoid Lore; Know where to strike against humanoids.
21: Out Door Survival: So as to live off the land.
22: Lore of Names; BIG boost in Summoning magic.
23: Giant Lore; To hurt them giants.
24: Lore of Language: Able to speak, read and understand said languages.
25: Chemist; Do a really good job with potions.
26: Lore of Elements: Make Elemental magic stronger.
27: Lore of Transmutation: Helps in transmutating spells.
28: Lore of Time: Helps with time magic.
29: Bow and Arrow Lore:
30: Two handed sword lore.
Hex School! Below are Hex Magics. Designed to disable, and weaken the enemy target.
225: Rune Stone: Spell captures target, user rolls die. 1 die, 6 sides. Each number something different happens. Higer the number, more powerful the result.
226: Curse: Like Bless, it makes it more difficult for enemy.
227: Mute: Target unable to talk.
228: Hold: Target in question cannot move.
229: Baneful Polymorph: Disfigure target.
230: Ball of Light: Six colors spiraling out. Each effect depends on the color.
1: White: Blinds
2: Red: Fire.
3:Yellow: Stuns
4: Green: Knock out.
5:Blue: Frozen.
6: Black: Chance of instant death.
241: Blind: Sight is taken, making it hard unless can be healed/treated right away.
242: Mana Sap: Takes enemy mana and adds to self.
271: Hexfire: Fires out Black flame that damages and reduces defense value.
"Mighty" Magic.: Only avaible to Black Capes and upward. Get a super awe inspiring attack based on your element.
Fire: Megido: Named for the last battle of Apocalypse. It is a massive fire ball bullet with swarms of more fire balls. Kinda like the planet Saturn, in terms of looks, just on fire.
Wind: High Pressure: Display massive control of wind, so much it can topple buildings and such.
Lightning: Heaven's Wrath: A big, bad display of the weather, a mighty bolt of lighting, bigger than a torando.
Earth: Hungry Earth: Ground opens up,to have targets fall in, then shuts.
Water: Milky Way: Actual river forms from the sky in direction the caster wishes to get smitten, by the celesital river.
Note the Mighty Spells are hidden spells, hence they do not have a rank in the Book of Spells.
231: Astral Seed: A fragment of your being, should you die the seed grows into a new you, with memories and such.
Illusions: The art of tricking the mind.
232: Phantom Noise: Make sound that has no body, to trick or tease the enemy.
233: Creeping Shadow: Tricks the target into believing their blind.
234: Decoy: A copy in place to confuse enemy.
235: Shimmering Veil: Diguise the whole team.
236: Diguise: Look like someone else.
237: False Wall: To trick those you do not wish to see.
238: False Death: Make everyone believe your dead.
239: Slick Trick: Out smart others. It performs the right trick to defeat correct senses.
240: World of Peace: If takes affect the target experinces great joy, for their minds, they are in their version of Heaven. While in reality exposed to attack.
Forbidden Magic: They are labeled due to past experince.
5: Nail to the Sky: A forbidden spell, but can be found and used. Target is propeled into the sky, at the point of space and sky. Trapped there unless have magic flight, otherwise stuck there. Til death. Also teleport cancels out spell, or a team mate could save target.
241: Nuclear Release; Strongest of Radiation spells yet banned, Due to sheer damage, kills caster and radiates Anti Particles for years.
242: Finger of Death: Death with a finger poke. Banned for obvious reasons.
243: Time Travel: Die to all the possible things that could happen. Out of the forbidden, this is the most serious, as far as GM/ST to take into account.
244: Giant Spiral Release: Banned due to sheer amount of damage, to caster, possible team mates and the enviroment. This move is one of the most powerful "energy" attacks around.
245: Radiant Howl: It is akin to the above spell. Except not a spiraling ball of energy. Oh no the user eats some of his own life force, and expels it with his mana, making a massive beam of potent strength. It is also the fastest forbidden move to hit said targets.
246: Mind Stab: Melee contact, attack is aimed for the head, if connects, it fries the target's mind, causing horrindous damage to the mind. And lose memory to boot.
270: Deathbolt: Really hurts target or insant kill, depends on target.
Edit: More spells.
247: Ray of Enfeeblement: If beam hits target, they lose track of their mind. So unable to make next spell in means of counter attack.
248: Massive Arms: It alters the weapon's size to huge, but same weight as before.
249: Worm Hole: Make a tunnel in time space, walk in one end, out the other that fast. Time space catapults you in this spell.
250: Kinetic Control: Must be Red Cape or above to get knowledge of this spell. Basically able to control the flow of energy as long as it is on. (Six turns.)
251: Pebble to Boulder: Toss said stone after announcing the spell. Said pebble becomes a 6 ton boulder ready to smash the target.
252: Safe Time: Target or caster displaces from a attack, making it a dodge. Great defensive spell.
253: Telepathy: Able to talk to anyone or thing with mind. Also read thoughts as well.
254: Euphora: Causes enemy/target to fall in love with caster. Lasts for two turns. Happy thoughts overall.
255: Hornet Dance: A cloud of hornets come out, however they are flying fire bombs, which in turn roast the target(s) with fire, as the bugs go boom.
256: Bomb Clone: Make a clone, should it hit target or gets hit, a big explosion results.
257: Animate: Able to take control of which does not move, allowing it to do so.
259: Magic Mouth; Placed on a door, wall, chest, etc. It only opens if the user allows it, or solves riddle/gain items to "feed" the mouth. If one tries to get past the Mouth by any other means it attacks with a spell of the user's list of spells.
260: Protection against Missiles: Protects against magic and mundane missile attacks, lasts for three turns.
261: Protection Sphere: Makes a large bubble around the PC and friends, the bubble soaks up any and all magic attacks. As it lasts for two turns.
262: Recharge: Makes a field of mana, step inside and get mana batteries get re-charged. The effect applies only to those "friend" or "teammate' to the caster.
263: Charm: If works on target, target will fight for caster's side for a full battle.
264: Dimensional Gate; Opens a hole into time space, once within a means to a "short cut" of desired location.
265: Hole:A opening in space time shows up, out of one's hand, the target gets pulled to pieces, depending on the aim.
266: Mind Blast: A burst of negative feelings, fired from the fore head. Note worthy it depends on the user, as to the power.
267: Element Fusion: Combines ones element of choice and fuses that to the weapon he/she is holding.
268: Shape Shifting: Allows one to take shapes. Unlike Polymorph, for that changes into animals. Shape Shift means other beings and parts of the body into things. Animus start with it for free, due to race value.
269: Force Sphere; A sphere of energy that shields the user while in motion. Becoming a walking/running wall of force. (Attempt trampling pretty much.)
Final Spells I will make up, the rest? Message me your ideas.
New Notice: Caught myself having two spells that have summons. That's no good. So new spell.
272: Summon: Only works if you have a pact with mythical beings, uses said pact to summon up one of the creatures to appear to fight for you. Also Summoner's special spell. Can summon more than one, and extra bonus pre summon.
273: Sphere of Truth: Handy device that can tell lies, it does so, makes a spooky bit of noise. To show it can tell the lie.
274: Force Shout: A yell that makes a invisible sphere of force. TO knock away targets, does hurt.
277: The path: Able ot predict enemy moves twice a battle.
278: Super Form: Super version of character for three scenes.
Edit: Had to edit spells. And decided to make more.
Classes
1: Duelist: A full out martial arts master of War,. Steel and mana!
2: Sword Saint: A sword slinger who has great skill with blade. Able to "trigger" up to 2 bonus powers. (Only two though, and not mastered at the same time.)
3: Shaman: Channeler with guardain spirits, max is 3, lots of options.
4: Dracomancer: One who can channel the power of dragons.
5: Musica: One who uses magic by instruments, even their voices.
6: Alchemist: Applied Science to magic.
7: Botanist: One who uses plant magic.
8: Geomancer: One who conmmands the enviroment.
9: Painter: Able to use living paint inks, with precision to draw out magic.
10: Elementalist:: One who extra talents toward elemental magic. Even can access the "Hybrid" elements.
I figure add more classes for fun..
11: Slayer: One who hunts down the enemy, and absorbs their life, copying their power. Useful to bring up a new trick.
12: Hunter: One who hunts down monsters and such. Their ability is to select which kind of enemy he favors against.
13: Mover: One who moves things with one's mind. NOTICE: They have Telekinesis.
14: Techno Mage: One who comes from a high tech world. Where magic and mana work together. Techno Mages have their own style of magic. And can access "Arsenal Gear." Which is basicly really big guns..
15: Summoner: Just as a Elementist focus is Elements, the Summoner does that well with summons. Either a Contract with summon or capture creature in a "Seal Rune" and from there summon said creature. Please note Summons are not invincible. They can die like any other critter. Depends on what the summon is.
FINAL CLASS!!!!
16: Mask: Magic users who have totem masks, the power is in the masks. As time goes on, the stronger Mask users get. They are fighters, much like Duelists, but have triggers (2 max) Just like a Sword Saint. So a solid mix of the two.
Races
NPC Race; Sprites: They are small. At 3'8 to 4'5. They clean up rooms and such when the room owner is not in. So yeah, a magic clean up crew. They also love to party and drink tonics.
PC Races:
Human: The Obvious race. No big time weakness noir strength. Basic race to start out.
Elf: Magic pointy eared folk. They have more mana, and well cannot be resurrected if die.
Chou: Take the body of a monkey, skin and head of a frog, and size of a human. That is what a Chou is. They start off with two free spells. Jump, and Frog's tongue. Their weakness is getting dry, that will siphon their hp. (So best element for Chous is the water one. For that reason.)
Notice: ^That is Magics version. The Sphere/Space War/Super Power Chou are *way* more scary looking.
Furon: Picture a race of people akin to Mewtwo. In a variety of different colors. Aside from having a tail, the main strength of Furons is their ability to adapt. They get to pick one element their immune to. And bonus with certain spells.
Breed: Grown humans with tails. They are not Chimeras, for they have their humanity, and not homuncli for they have a stable form. Breeds have better stats than humans, they usually end up being duelists. But can do decently in other fields.
There are three forms of Breeds.
1: Main: Human, with a tail. Special ability is Power Up, that charges all spells by three.
2: Scalie; Have reptile features. Their special is Regeneration. They heal from wounds at the start of pain.
3: Wingly: Have wings. Have three forms. Human with wing, Secondly full human with bird features. The Last are gigantic birds of prey. That can carry team mates.
Edit:: New race.
Pooka: Spirits of nature. At 5'0. They are akin to brown to black to white bunnies. Due to the ears of a Bunny and snout of a Dog. They are unaging. Meaning time will not kill them. Only other stuff can. Like violence.
Darkling: Beings with red eyes and dark skin. They have large antenna and four arms. They are peaceful, unless threaten. Mouth is full of dagger like teeth. They are extremely agile.
Wolven: Shape shifters, man, wolf, or full were wolf. They have bad tempers and well have the smarts to cast magic.
Mantids: Bug people from the Emerald planes. Four arms, and powerful legs, Also have feelers. Secondary arms are around the back and shoulder. Toes are claws as well.
Instead of a hand, razor sharp blades are there.
Carbuncle: Green, Silver or Blue reptiles with precious gems on their head. Which is where heart and brain at. They stand from 4'11 to 6'0 depending on which universe they are from.
Animus: A race of shape shifters. They come in so many forms and surprises never sure if it is them.
Naga: Torso of a human, lower half of a snake.They are excellent at sneaking around and swimming. Also they are capable of casting magic
Studies
Studies are the actual classes for our young mages. Also each study has it's own brand of magic.
Below are the studies, students learn for 4 classes, for that extra edge. it would be noted that any cape below purple, can still explore.
As the school is MASSIVE and lots of things out there. Now on to class.
1: Defense against Dark Powers: Typical combat education that anyone should*REALLY* join in.
Notes; This class is to help you level up your cape. When you have purple cape, you can do real missions outside the school.
2: Magic math: Able to amp/alter things with math equations + magic. (Buffers and some de-buffers.)
Note: Learning magic that invovles math. Basic at that. Once all spells are learned, you graduate from this class.
3: Transmutation: Change things,even yourself.
Alchemist are strong in this magic. Using science, with mana to help the change.
4: Divination: Connect to Higher Planes of existence. note that if one picks this class, no Demonology. Infact said students will be arch rivals to the death.
If one takes this class, Cannot learn Demonology, if you have Demonology, you cannot take this class.
It is all about Divine forces from the higher planes. Also Scry and such.
5: Time: Able to post con, pre con and as you level up get "real" spells. Depends on level and study.
A really, REALLY tough class, As one is dealing with time, the fourth dimension. After learning all the spells you graduate from there.
6: Illusion: Able to trick one's enemy.
Pretty much design to confuse/control the enemy.
7:Elements: Able to channel one's element power. Elementist do really good in this class.
Once character has max of Advanced Elements, you graduate from the class.
8: Potions: Able to use correct items to make a potion, for drinking or tossing.
Graduate class when all potions are maxed out.
9: Lores: Pick up a talent, get bonus for kind of lores you study. (Make up a talent works good being this is a open world rpg.)
Can have up to eight lores. Then you graduate.
10: Demonology: Banned form the core books. There is only one who will teach it too. Will not be able to use Diviantion magic if pick Demonology.
11: Hex: De-powering magic. Designed to weaken the enemy. Have not been focus on Hexes yet. Will update, but yes, Magic to dispel or weaken target.
12: Power: Only avaible to Black Capes. The most powerful magics in the game. (Default spells that is.)
This is only for Black Capes.
13: Space: Dealing with Dimension and such things. A hard class to follow as it invovles space itself. After learning all space spells, you graduate.
14: Shop: Able to create lots of interesting things, with the right tools and parts.
Build one arifact. Then graduate from class. Can still stay over, to build some more.
Capes:
Capes from weakest to strongest.
1: White: Just starting out, three magics.
2: Yellow: Now six magics.
3:Brown: Nina spells.
4: Orange: Twelve.
5: Purple: 15 spells
6: Pink:18
7:Green: 21
8:Red: 24
9:Blue: 27
10: Black: Highest Student rank cape. 30.
11: Gold: A trainee to be a teacher at the school.
12: Silver: Rank of a teacher at the school.
Note: Just because they gain magic spells pre level up does not mean your struck with them. If you rp learning new magic, you will earn it. Takes some effort to earn it though.
Familiars:
Familiars: Just a list of some I have thought up of.
Snake: A small snake.
Lizard: Iguana sized pet.
Toad; A rather large toad.
Hawk: Big bird of prey.
Owl: Yet another bird, looks majestic.
Bat: Flying rodent, still a handy Familiar, as it does fly.
Raven: Tricky black bird.
Mantis: A favorite of martial artist.
Spider: Meant to scare, also helps owner in inspiration.
Rat: Rodent, can go about with stealth.
Cat: A smart feline.
Dog: A loyal canine.
Weasel: Speedy mammal.
Parrot: A talking bird.
Turtle: A small turtle. Not fast, but gains magic faster.
Fox: A crafty fox.
Rabbit: Cute bunny.
Monkey: Crafty ape.
Noted that all the Pets have magic powers of their own, in relation to the owner.
Item Familiars:
Sword; Flying sword, strikes at enemies.
Book: Fires out random magic spells at target.
Shield: Blocks attack so user is not harmed.
Magic Critters; Already have magic.
Fairy: Get your own fairy to help you out at times.
Salamander: A Newt, with burning aura/hot.
Dragonlite: A Cat sized flying lizard, with a energy breath weapon, and telepathy talk to the owner.
Item!
Totem: Equiped, it prevents you damaged by your own spells. (Handy at that.)
1: Power Gloves: Gives one super human strength.
2: Tablet of Fangs: Insane attack and speed go up, possessed by the beast in the tablet.
3: Vuclan Sphere: A ball of stone that fires out like a gun, your character's element decides the bullets, can super charge it for a big hit.
4: Winged Shoes: Pretty much there if one does not choose another reason to fly.
5: Shield Belt: Free auto force fields to protect the owner of a attack. No true ambush with this baby on.
6: Magic Wand: Handy in directing power for you, so all you have to do is cast, though it is the slowest cast rate. Also can customize your own wand based on what parts you have
Weapon Fu.
1: Swords: Sword Saint can only pick this or Two handed Swords. Also all other classes can pick it out too.
1: Sonic Stab: Really fast stab.
2: Element Blade; Embody your element with your sword.
3: Combo: Hits upto five times.
4: Up slash. Rise against the flying enemies.
5: X Slash: Make a x on the enemy.
6: Air Blade: Swing so hard, vacuum cuts target.
7: Vortex: Rapid energy assault that radiates from the sword.
8: Speed Demon: Super speed assault.
9: Pscyho Slasher: Almost a Pscyho Crusher, but with a sword for attacking.
10: Eruption Blade: Hit the ground so hard with your rage and makes a massive explosion of energy.
2: Spears: Using pikes/spears/etc.
1: Lunge: Deep stab motion.
2: X Slash: Slash twice with spear.
3: Impaler; Stab through target, literally.
4: Slam: Slam handle into ground really hard, knocks enemies away.
5: Critical; Chance to hit a vital spot for painful results.
6: 360 Strike: Enough said in fighting hordes of creatures.
7: Two for one; Toss spear, if hits pulling it out for more damage.
8: Leap: Classic leap attack.
9: Blade Wall; Flurry of spears,, so fast hear the air popping.
10: Destructive Wave: Takes full strength to use, one swing, anything in the way of it gets knocked away or goes boom.
3: Axes: How to chop good.
1: Chop: Basic attack.
2: Cleave; Attempt to cut target in half.
3: Yo Yo: Use magic to use axe like a yo yo of doom.
4: Item Split; Destroy item target is holding.
5: Head Splitter: Targets the head gear, if no head gear then head directly.
6:Whirl Wind Assault; Spining attack of doom.
7: Axe Torando: Super verison of the attack above.
8: Tree Chopper: Attack from Axe in question hurt double.
9: Gear Break: Aim at a topic of armor, if it, it is destroyed.
10: Splitter: Hack in two. Super form of Cleave.
4: Clubs: A blunt weapon.
1: Batter Up: Big swing to knock target back some.
2: Rush Beat: Combo of 6 hits.
3: Mug: Hit target, get money from target.
4: Leap Smash: Club someone after a great leap of faith.
5: Spiral Blast; A spiraling ray of light comes out of the club.
6: Beat Down: Picture back stab, but with a club. Sneak up, for some powerful bonus damage.
7: Theft: Hit target, steal item.
8: Smash: Hit the ground so hard a earthen explosion happens.
9: Giant Blow:A swing so hard, it hits like a giant.
10: Brain Mixer: Hits the target in the brain area many times.
5: Hammers: Bigger blunt weapon.
1: Batter Up: A full swing.
2:Mole Hunting: Hits the Earth really hard, meant to knock people off balance.
3: Smash: Leap into air, come down on target.
4: Stunner: Enough said.
5: Launcher; Knock target past the clouds.
6: Bone Breaker; + Critcal damage this turn.
7: Toss:The hammer goes flying and then it bounces back.
8: Past the Heavens; Juggle combo with the hammer.
9: Hammer the Nail: Rapid hammer attacks to one target.
10: Mass Destruction: The ultimate leap into the air and come down hammer first.
6: Staffs: handy conduct of power and melee weapon.
1: Staff strike;Basic move.
2: Staff Twirl: Counter attack
3:Spining Staff: 360 attakc vs mobs.
4: Staff Extend: Able to control length of the staff.
5: Whirl Stick: Trap stick art making a tini twister.
6: Element Force; Channel one's element into said weapon.
7: Flurry of Blows: Lots of attacks at once.
8: GIANT Staff: Now able to alter the staff further.
9: Sit Down!: Slam the staff so hard the energy of it knocks everyone's feet out, so they are sitting. Mostly a stunner/time buyer.
10: Mountain Breaker: The Staff evolves into a souped up version of itself.
7: Whips: A whip. Enough said.
1: Quick Slash: Quick attack with the whip.
2: Whip grab: Grabs target with whip.
3: Whip Toss: Like the above, instead of pulling on target you spin around and release the target, flying due to being thrown.
4: Element Infusion: Enough said. Element with the weapon.
5: Mirage Attack: Makes it seem there are three, when in reality only one.
6: Thousand Snaps: Hits target, a lot of times.
7: Spin around: Spin it up and down wise, as to not being mobbed by attackers.
8: Whip Crush: Like whip toss, just instead of tossing, drives the target into a wall, or on the ground/floor. Face first of course.
9: Thief's Snap: If it connects, steal a object from target.
10: Orochi: Whip imbued with such power and attack, the after images are of a great, horrible dragon of lore.
8: Bare hands/gaunlets::Basic kung fu.
1: Upper cut: A powerful upper cut that sends user and target into the sky.
2:Flurry of Blows: Either fists or feet. Either way fast attack.
3: Cannon Ball: Propel whole body forward, like a cannon ball, if hits enemy, target and user will be flying some.
4: Judo Toss: Take down, or toss enemy away.
5: Combo: A rapid sensations of multipe attacks.
6: Power Strike: A strike that is imbued with mana energy, result is big hurt.
7: Brain Bomber: Grabs hold of enemy and smashes them head first, into his friends, damage total affects first target and other targets.
8: Counter Attack: Just as it sounds, get hit, hit back.
9: Leap Kick: Soar high into the sky, and come down like a meteor, power legs hitting target and user bounces back to normal.
10: Heaven's Cannon: A great burst of energy and will power. It is akin to a Kame Hame Ha, in honesty folks.
9: Claws: Gloves with sharp talons.
1: Pounce; Jump on target, slashing away.
2: Blazen Cut: Move so fast it cuts with fire.
3: Beast Wave: Slash so hard, makes energy claws for slicing.
4: Claws of the Beast: Whirl Wind attack move.
5: Gut Flicker: Meant for critical damage.
6: Drill Claw: Hits hard, really hard. Aim is to impale, or disembowel the target.
7: Predator Strike: Able to launch self into the air, or downward from mid air.
8: Bounce; Jump on top of target and shred away. Able to jump to two extra targets after first pounce.
9: Ravage: The user becomes akin to a cloud of blades and such.
10:Shred the Earth:Cuts down, divides the land with the slash, so targets in the middle better move, or fall into the abyss.
10: Magic Ring.: For inspired combat magic.
1-10: No right or wrong here, makes constructs based on will power, and creativity.
11:Guns: Techno mage only.
1: Shot: Fire a single shot.
2: Machine Gun: Lots of shots.
3: Zoom: Make it more accurate.
4: Unload: Fire out whole"clip" In a attempt to wipe out the enemy.
5: Elemental Bullets: Enough said.
6: Flame Thrower: Lots of burning.
7: Arsenal Cube; Able to now equip Arsenal Cubes.
8: Spartan Ammo: Exploding bullets.
9: Ray: Light burst, to stun or blind.
10: Make Cube: Make your own Aresnal Cube.
12: Two handed Sword. The second choice of Sword Saint. Anyone else is a option.
1: Rushing Blade: Run, right into enemy ranks, non stop action here.
2: Swallow Slash: A cut that hits twice. Deep wounds.
3: Tri Strike: Hits target three times.
4:Leap Slash: Jump in the air, come down sword first.
5: Shock Wave: Hits target so hard, three more damage occur due ot sheer shock wave.
6: Vacuum Slice: A cut against the air, it draws in targets for further strikes.
7: Explosive Strike: Sword has magic into blade, connects and after slash, explosion takes effect.
8: Power Slash: Able to well, do best to cut enemy in half.
9: Viper Nest: Rapid after images as the sword play in question blitzes mostly slower targets. Hits around 16 times.
10: Dimensional Slash: Cut so hard it bends/tears time space.
13: Bow and Arrows:
1: Power Shot: Extra muscle for next hit.
2: Twin Shot: Hit two targets with one attack.
3: Fire Bomb Arrow: Fire arrow, runes on it make it go on to fire/explosions.
4: Infinte Volley: Never run out of arrow again.
5: Carpet Bombing: Rapid Volley of Fire Bomb arrows, coming on down.
6: Arrows of Silver Light: Stuns target if contacts.
7: Transmutate Arrow: A arrow with a alchemy symbol, if hit morphs into said rune.
8: Element Arrow: Use your element into next arrow shot.
9: Seeker: A shot that homes in and curves to reach for target.
10: Pin Cushion: Moving so fast making after images, of one arrowing the target, lots of arrows in use to one target.
14: Scythe: Death's trademark weapon.
1:Wild Slash: Simple slash.
2: Spining Slash: 360 attack
3: Reaper: Big time damage. Move around like a reaping wind.
4: Radiant Scythe: Shine blade, double damage vs undead.
5: Cripple Sweep: Full 360 degree strike, meant to slice off legs and such.
6: Elemental Chopper: Element with strike
7: Fear Aura: So scary it hurts targets around.
8: Be-Heading: Attempt at instant death.
9: Whirl Wind of Doom : Move amongst the enemy, shredding them with scythe blade.
10; Slayer: Hits most vunerable spot.
15: Daggers: For quick attacks. Picture small swords.
1: Quick Attack: Just as the label means.
2: Extreme slash: Hit target so hard, in reality hit twice.
3: Juggler: A combo that knocks target into the air, and keeps them there.
4: Rising Slash: Anti air attack. Against juggled or in flight.
5: Quick handed: Able to toss two dagges at once, for different targets.
6: Shift Claws: Use daggers like claws. For purpose of hitting.
7: Rain of Steel: Jump high into the sky, tossing lots of knives down to target(s)
8: Back Stab: Must be hitting form behind, it is a extremely, powerful attack.
9: Hornet's Nest: A rapid display of stabs and cuts. So fast it has after images.
10: Master Reaver: Rushes in so fast, once done the target has been hit numerous time per second. This attack is the ultimate strike, for daggers.
16: Ball and Chain: A favorite weapon of escaped crooks.
1: Strike: Grab hold of the ball and hit someone at point blank range.
2: Swing: Swings ball forward for a range/melee attack.
3: Reverse Swing: Attackslike a uppercut, great for anti air users.
4: Chain Hold: Coil chain around head/ neck. Swing around and slam head to ground.
5: Rapid Swings: Attackup to three times in a row.
6: 360 Swing: Spin ball and chain around, hitting all targets arounduser.
7: Orbit Smash: Swings ball high into the air, grabing chain with both hands, pulls, orbit smash target from above.
8: Bounce smash: Able to strikefive targets with impact of hits keeping the ball i nmid air.
9: Metal Twister: Like 360 spin, bt able to *move* while doing it.
10: Titan Throw:Leap into air, lots of spinnig and soon lets go, the ball, like a missile slams into the target, for lots of damage.
Magic Arrows: They come in many flavors.
Wind: Typical bolt, no armor blocks it, rather wind/water shields to guard.
Sand: makes sand useful in flying projects met to dehydrate target.
Lighting:
Light: The ultimate Arrow, for nothing blocks it.
Ice: If hits, freeze target in impact area.
Fire: Light the target on fire should it hit.
Dark: Strikes target, they are hurt and lose bravery.
Water: Able to generate it from the air, if humid enough, or nearby water. Great to put out fires, also pack a nice punch.
Notice: They are all not in order. Due to I thought them up in that order. Sorry for confusion.
Last edited by Chou Blaster on Wed Jun 27, 2012 8:35 pm; edited 9 times in total
The setting is Arcadia. A school built in the middle of a multi-verse. Where magic capable beings are taken there to hone in their powers. Which ever it may be at the end, as long they are not a threat to the School.
Below is the Spell list, Races and so forth. RPGs fleshed out that way. If you wanna make new spells and stuff, just message me. I tried hard for variety.
Spells. Schools of Magic.
1: Hypno Beam: Usable by stare or hand gestures. Makes target do user's will, if it was successful.
2: Charm of Evil Detection: Makes a aura of fourty feet. Able to tell when something evil is in your zone, as a alert.
3: Power Sphere: A simple burst of energy that is the size of a basket ball. A good spell for new students.
4: Wave Slice: Able to cut through things with pure mana direction. This spell is reserved only for Green and upward belts.
6: Flight: Able to fly for a limited amount of time.
7: Heal: Use to heal someone of really painful wounds.
8: Disable; Destroys charms of enemy target.
9: Teleport: Able to move from one point, to another.
10: Mass Teleport: Now up to six people can be teleported at once.
11: Atlas Might: Super charge how strong the caster. For two turns.
12: Ghost Touch: Go through walls and floors, and can physicaly attack ghosts/etherals.
13: Regeneration: Constant surge of hp recovery, for a limited time. Can regrow lost limbs and such with said spell.
14: Aura Armor: Musters up energy cast that covers the user. Becoming more tough and such.
15: Harm: Inflict a horredous amount of damage with one touch.
16: Bolt: Fire out a quick bolt/missile of energy.
17: Giant Growth: Turns the target into a giant. Lasts for a day.
18: Shrink Ray: If it works, target is changed, into being really small.
19: Polymorph Other: Able to change target into animals.
20: Polymorph Self; Turn yourself into a animal of choice. Even one to make up in one's head.
22: Blade Roll: Roll like a ball and cut those in the way.
23: Power Blow: Next attack does tripple the normal damage.
24: After Image: A fancy dodge by using speed/magic to attack the wrong "magican."
25: Mighty Meteor: Teleports in a high flying meteor in the target's direction. Avaible at Red Cape.
26: Mental Prison: Target is trapped in their own mind, under the influence of the illusion. One must make a strong willpower roll to get out of said spell.
27: Familiar: A helper for the caster, depends on level and character type.
28 Bowel Disruptor: Make the target use the bathroom on themselves. For comedy sake.
29: Daylight: Used to clear darkness, and hated by vampires everywhere.
30: Animate: Making inanimate objects, capable of movement based on the whim of the user.
33:Blast: A powerful beam of energy from palms of caster. Usable to all classes, grows more powerful with each cape power up.
34: Wall Walker: Able to scale up surfaces with ease.
35: Bend: Able to move space and time to take caster from starting point, towards desired location.
36: Cloak of Chaos: Cannot be scryed for next fourty eight hours.
37: Pull: Use a gesture and focus to pull a item towards ones hand, also can/could disarm a target.
38: Alarm: Triggers when a hostile actions occurs. Alert only to user.
39: Cloud Body: Turn thy body into a smoke cloud, able to fly and fit through almost any opening.
40: Frog's Tongue: The casters tongue is now huge, able to use it to attack, or grab with.
41: Restoration: Able to repair a inanimate object, size is up to a bridge.
42: Implosion: Great force that crushes the whole body of the target. With messy results. Blue cape level to use.
43: Scry: Need a clear surface, spy in on someone, must know face and name.
44: Baneful teleport: Teleport target to rip them, in a spatial time attack.
45: Creeping Doom: Summon a mass of swarming insects to engulf the target with bites and stings.
46: Absorb: Melee attack, if target dies, gain one half the targets vitaity. That lasts for five turns.
47: Blade Barrier: Make a force field, of whriling blades. Damages up close enemies.
48: Dominate: Mind control subject if it works.
49: Weather Control: Able to alter the weather, works out doors only.
50: Time Regression: Uses a time loop, as to "redo" the previous scene.
51: Time Acceleration: Slo mo physics, you move at normal rate, while everyone else is slow. Lasts for two scenes.
52: Slow: Cast on target, they slow down.
53: Flesh to Stone: Turn living target into a statue.
54:Stone to Flesh: Able to turn person normal again.
55: Disintergate: A beam comes out of the pointed finger of caster, if a major success, the target is reduced to dust.
56: Flare: A blinding burst of light. To blind/daze the target.
57: Anti Magic field: Prevents mages lower than caster level.
59: Hand of the Titan: Mana construct hand, meant to punch, grab, slam, or crush target.
60: Energy Blade: Focus mana into hands, and a weapon comes out of the energy, it goes away after the battle is over.
61: Mass Growth: Whole team gets hit with giant growth.
62: Invisible: Turn invisible. Wears off if act. As long one just moves, it stays.
63: Mass Invisible: Whole team has invisible.
64: Mana Burn: Hurts a target base on how much mana is in their mana pool. Burns out mana, need to replish it.
90: Maze: If connects target is trapped in a maze.
93: Duplicate: Able to make a clone of one's self.
94: Meteor Rain: Unleash a flurry of small meteorites that port in from the sky. Out doors is only way to set it up. Also only avaible at Black Cape.
100: Polymorph object: Turn a object into a living, breathing animal.
102: Eye Blaster: Able ot project rays from one's own eyes.
104: Psionic Burn: Makes a flame that burns the mind, not the body, but tricks the body into believing it be on fire. Very painful.
105: Shatter: Breaks target object. If successful
106: Energy Missiles: Rapid bursts of energy. In missile form, stronger level, more comes out, at rapid burst.
107: Blur: Disrupts image of the user, so likely to dodge.
108: Jump: Able to jump as far as you can see.
109: Barrier: Makes a wall of stone, fire, or ice. Design to block off travel.
110: Hydra Arms: Arms become a mass of slithering snakes. That bite to grab on to things. Lasts for four turns or if player turns it off.
111: Cleanse: Clean self off magically, who needs dry cleaners now?
112: Mental Fortess: Protects against mental attacks. Harder to mind control and such.
113: Battle Precog: A boost towards combat. Seeing into the future and such. (Think seconds, not hours.)
220: Copy: Able to do a spell one has witnessed. Lasts for a day.
221: Restore Limb: Should one lose a limb, this spell will restore it back into place. A common spell for the healer types.
222: Divide Power: Hit the target, divides power level by two.
223: Triple: Lasts whole battle, When on it does this. Capable of casting three spells in one turn, either same spell or diffrent spells. Your choice.
224: Quad Damage: Cast, lose turn. Next turn, the attack if hit does four times as much damage.
Magic Potions! (So far.)
1: Love potion; Works only for a full twenty four hours, the one who drinks must see the one who brewed it, to work.
2: Napalm: Portable flame gel.
3: Wife's Tears: Nulls most curses/poisons.
4: Barkskin: Drink, get a bonus def stat, for the next two hours (Game time.)
5: Elixr: Healing drink.
6: Drink of Diguise: Become a perfect copy of someone you know, lasts for three hours.
7: Metamorphsis: Change into a creature of one's nightmares.
8: Giant Brew: Like Enlarge, but potion.
9: Alchemy wings: Drink and gain wings, that can fly. For six hours.
10: Vanish Gel: Makes you invisible for up to five hours.
11: Witches Brew: Poison, causes paraylze.
12: Mana Potion: Pure liquid mana, helps regain mana/magic power.
These spells are for certain classes. They still count being in the big book, but well only said class has the access to said spells.
Musica:
65: Soothing Song: Kinda like cure, but through song. (Get hp back.)
66: Deep Blue: Makes target too sad to fight back.
67: Inspiring Song: Bonus to whole team.
68: Charming Notes: Charms animal and demi human targets.
69: Death Note: If works target destroys itself.
102: Cry of Destruction: A high pitch cry meant to tear the target to bits. The ultimate musica attack spell.
Dracomancer:
70: Dragon Egg: First summon in Dragon School, hatches into a baby dragon, which can grow with time to more fearsome dragon.
71: Scales of the Dragon: Scaly growths, which is pretty much armor.
72: Claw of the Dragon: Turns arms into massive talons.
73: Breath Weapon: Able to copy a dragon's breath attack.
74: Half Dragon Form: One becomes a half dragon, with wings, claws, tail, and still humanoid in shape. Amps stats. Pretty much change back at will.
75: Dragon Form: Full on dragon form. Has a time limit of two days, or stop focus.
76: Imperial Dragon's Pearl: Fire ball from the Dragon King, summoned to do big damage.
Techno Mage:
58: Octo Blast: Fires eight beams at once, for multi targets or to hit one target eight times. Note this is a Techno Mage spell. Due to tech being involved.
77: Gatling Blaster: A gun, rapid burst of fire power.
78: Smart Bombs: Flying bombs that hits. Does explosive damage.
79: Vibration Field: A force field for deflecting damage.
80: Ion Burst: A fearsome beam meant to reduced targets to basic elements.
81: Scanner: Able to find out what the target is/make up of target. Science style.
82: Power Armor: After declaring spell, the Power armor covers the caster, supreme armor, that also powers up stats.
258: *New* Technomage Spell: Rail Gun:
The caster uses one's nanites and sheer will to make a massive gun that has four shots. Each projectile is faster than the speed of sound, so really hard to dodge. And naturaly it is lethal damage should one get hit.
Botanist: Plant magic!!
83: Solar Charge; Able to tap into sun light, to gain vitality and recharge their power.
84: Solar attack: Able to tap into the power stored into a awesome attack.
85: Binding Vines: If works out, target cannot move.
86: Briar attack: Able to grow out attack, crushing and spiney thorns, oww.
87: Poison spines: Like briars, but with poison.
88: Monstrous growth: Conjure up a giant, hungry, predatory plant.
89: Fruit of Life: Grow plants that replish HP, and Mana.
103: Control Plants: Able to control the motion, growth of plants.
Alchemist: Like wise.
95:Create Homunculus: Able to create a homunculus. It is a tough process.
96: Create Chimera: The results depend on which animals are in the process.
97: Transmutate: Able to transform one object into something else.
98: Manfiest Construct: Able to make a construct to aid the situation.
99: Hand of Destruction: A disruptive force field made of sheer power, it disrupts target, tearing it apart from the basic components of the target. And it can be messy.
Geomancer: Yet another to work out.
No spells pre say, Rather a ability, that morphs the background scenery, especially around the target. Also the Geomancer is immune to enviromental hazards, like drowning, high pressures, or intense heat.
Paper/Ink Magic: Painters can access this with time.
114: Tele-Rune: Teleport by steping on one tele page, and end up on the second one.
115: Living Art: Makes paintings leap from the paper and to the real world.
116: A world within a World: Project one's self into the painting, into the "world" of the picture.
117: Onigami: Fold paper into shapes, that serve a magical purpose
118: Paper Control; Able to control paper, density and such as well.
119: Black Shower: Cover target in ink, blinding them and such.
120: Soul's Picture: One makes a picture. The subject will be immune to aging, but it also reflects on the person's soul.
121: Ink control: Able to control the ink without brush.
122: Dissolving Jet: Paint that burns/causes things to melt.
Element relations:
Fire beats air, loses to water.
Water beats Fire, Earth beats water.
Earth beats water, loses to lighting.
Wind beats lighting, lose to fire.
Lighting beats earth, wind defeats lighting.
Elemental Spells on the Spell list!
Fire:
Basic Fire:
32: Fire Bomb: Fires out a tiny trace of fire, when it hits the target zone, it erupts into a nasty fire explosion.
123: Fire Ball: A projectile that hits a single target, full of fire burst.
124: Flame Weapon: Enchanted Fire. Can combine with anything, even guns.
Combust: Advanced form of Fire. Conjure intense flames. Only liquids can calm down said flames.
125: Combust: Create a invisible fire bomb, that clings to the target.
126: Fire Storm: Multiple combustions at once.
127: Fire Wall: Make a wall of firey death.
175: Heat Ray: A beam of force, that catches things on fire.
Steam: Super heated water.
128: Sauna from Hell: Bending one's eyes as the steam makes sight blurry. Traped in a sauna from Hell.
129: Steam Blast: A hit from steam, needless to say that hurts.
130: Boil Water: Touch the target in question, such as a body of water, or a person. Great heat generates then. Cooking up what is caught in there.
Poison: Corrupt the air with microbes that grow from extreme heat.
131: Dark Cloud: Makes a thick smog to choke the life out of the target.
132: Deadly Rain: Makes droplets of poison, that enter the body through the skin. Works as a disease.
133: Poison Claws: Generate poison element from bare fingers/hands. Melee spell.
Plasma: Super heated energy, it does two types of damage. Physical and neural/brain/nerve damage.
134: Plasma Burst: A projectile of plasma force, designed to do damage.
135: Fist of the Sun: A melee attack invoking plasma element.
136: Plasma Cage: With basic hand gestures. Rapid energy is unleashed. A full on plasma assault.
Lava: Controling the molten earth through sheer will power.
137: Lava Spike: Sends out a meteor of molten rock directly at target.
138: Lava Flow: Generates lava ,that oozes onto the battle field, really hurts if touching it (Unless a fire element, or heat is good for you.)
139: Pyroclasm: Replicas a voclano's blast. Complete with lava rain.
Wind:
Basic:
140: Nimbus: Make a riding cloud, faster than flight.
141: Gust: A burst of air to up lift things or deflect projectiles
142: Torando: Make a vortex of air to suck up the target.
Sound:
143: Destruction Notes; Makes a vibrating burst of air that wipes out targets in area of use.
144: Sound Control: Use on self or in scene, trick enemy into following "ghosted' Sounds.
145: Disruption Note: A area effect spell, targets the ears, to loosen balance and such.
Shadow:
92:Shadow Bird: A bird of prey made of darkness, if hits the target explodes into clinging muck, to stun and bind the target.
146: Shadow Creep: Making shadows to well hide really good. Can move with shadow.
147: Engulf: Target is engulfed in shadows. Crushing them with time.
148: Constructs; Make devices from shadow.
Light:
149: Shine: Brightens up the area, also damages vampies and shades.
150: Hologram: Trick target with a light construct.
151: Spiral Blast: A spiraling light beam that punches through objects/beings. Really nasty attack.
Phase: Able to walk through matter, or affect inard things.
152: Walk through walls: Just as the name says, able to walk through walls or mold downward through ceilings. Lasts whole day.
153: Phase out: Next attack, declare, and enemy cannot strike. Unless using area of effect or heat related attacks.
154: Surgeon's Help: Able to fix target by phasing hands in and feeling out problem, once found, treat.
Flight: Granting flight by use of generated thermals.
155: Flying Carpe;t Able to make a inanimate object into a flying device. Lasts for one day.
156: Jet burst: The thermals of Flight school can be used as a weapon.
157: Soaring attack: Swoop in like a Hawk to take out a target.
Water: Basic life giving element.
Basic:
159: Hydrate: The user does not die from dehyradition.
160: Splash: Big water attack.
161: Construct: Make useful constructs from water.
213: Liquid Bullet; A projectile of water, hits like a bullet.
Liquids:
162: De=Tox: Defeat poison.
163: Blood Shift: Able to harm or heal target by controling flow of blood.
164: Surge: Control nearby fluids, even from the air, for a water attack.
Ice:
165: Ice Missiles: Rapid deployment of ice. Hit and freeze.
166: Ice Storm: A burst of cold.
167: Ice Age: A area effect, lots of chilling/coldness.
Diamond:
168: Diamond Missiles: Shards of Diamond to shred targets.
169: Diamond Armor: Add more armor.
170: Diamond Prison: Trap target in diamond cage.
Acid:
171: Acid Splash: A wave gesture, acid forms from the air. Acid wash of chemical burns.
172: Acid Cloud: A aura of acidic wind surronds caster, burning those up close.
173: Acid Spear: Hurl a acid spear.
Mist:
174: Image manfiest: Trick target wih mist.
175: Shimmer: Reflecting light, make one harder to hit.
176: Obscure: Conceal from prying eyes
Earth: The power at one's feet.
Basic:
177: Boulder Ride: Able to ride on a boulder.
178: Earth Armor: Thick stones conceal the body.
179: Earthquake: Shake the ground.
Metal:
180: Odama: Make a massive ball of metal.
181: Living Iron: Cover head to toe in armor. Lasts for six hours. Does not hinder user.
182: Animate metal: Able to move/shift metals.
Mud:
183: Mud clones: Up to six clones, half stength of orignal.
184: Mud Ball: Big time sphere of earth, to smash into target.
185: Quick Sand: Affects target. Able to be safe, or swallow.
Glass:
186: Shard Twister: Cyclone made of sharp glass.
187: Glass Cannon: Literally, fires off one blast, then collapses.
188: Mirror Force; Deflect a enemy spell with said mirror.
Explosions:
189: Explode: Make lighting charged particles with dust/ash in the air. For a great boom effect.
190: Wing Bomber; Makes constructs of bats, exploding bats. Made from clay.
191: Blast tools: Make living clay constructs, that go boom when you declare it.
214: Land Mine: Able to explode any piece of ground that he in turn sees. Great ot trip up the enemies.
Sand:
192: De-Hydrate: Sucks up target's water.
193: Sand Control: Bend sand to you every whim.
194: Sand stars: Make ninja stars of sand, hurl at target.
Lighting:
Basic:
31: Lighting Bolt: Fires out a bolt of lighting from the finger tips. Elemental power, thunder school.
195: Ball Lighting: Hurl a basketball size lighting sphere to target.
196: Lighting stab: Weapon fused with energy.
Magnetics:
197: Metal Control: Like Metal school.
198: Shield: A really powerful force field.
199: Radiant Power; Able to access the energy spectrum when powers are concerned.
Gravity:
200: Repulse: knock target away.
201: Lift: lifts up target.
202: Crush: Crushes target.
276: Pin to the Ground: Literally pin target to the ground, unable to have them moving away. Making a nice target.
Storm:
203: Perfect Storm: Makes lots of electric damage.
204: Call Lighting: Makes a storm cloud, multi bursts of lighting.
205: Vortex Beast: A animal of electric force, at one's command.
Radiation:
206: Radiation Blast: A heat beam that yields horrific damage to targets.
207: Blight: Nuclear aura, burns//melts things on contact.
208: Rad Away; Reverse/treat radiation damage.
Shock:
209: Shock: A quick volt throught the air.
210: Shock Web: A web of eletric foce. Tangle up and fry.
211: Electric Spark: Melee Now has lighting.
Heaven Spells; From Divinantion magic.
21: Divine Light: Brings a dead ally back to life.
91: Bless; Say a simple prayer, get bonus results.
217: Celestial Fire: Heavenly flames, that smite the wicked and empower the true of hearts. It rains so must be outside to use.
218: Sacred Power; Able to make anything holy. (Just not demonic stuff though.) Like making holy water, or tools.
219: Aegis Shield: One of the strongest defense spells avaible. Breast plate of Zeus.
Demonology: The only true "evil" Magic. Naturaly as the describtion.
101: Corpse Explosion: Take a corpse laying on battle field, and ingite it for a gory, painful explosion.
158: Servitor: A pot, full of frogs, lizards and snakes. With time only one survivor. That survivor gets enchanted into a large servant, bond to caster's will.
212: Mind Rot: Target loses out on three spells when targeted.
215: Devil Armor: Get encasted in mean set of armor.
216: Hungry Palms: Now able to feed off what the hand touches. That includes lesser projectiles of magic
The next thing for the Spell Book is "Lores." Lores are knowledge in dealing with a situation. One can master up to 8 Lores, then no more lore classes.
Will process in the future.
1-12: Weapon Lores. Become better at actual study and training. Boosts up weapon use and abilities/attacks.
13: Defense: Become tougher to injury.
14: Beasts; Bonus vs Wild Beasts.
15: Bugs; Capable of killing bugs at faster rate.
16: Doctor Lore; Capable of healing without magic..
17: Undead Lore; How to deal with them undead folk.
18: Demon Lore: To hunt down and destroy demons.
19: Dragon Lore; Help in hunting down dragons.
20: Humanoid Lore; Know where to strike against humanoids.
21: Out Door Survival: So as to live off the land.
22: Lore of Names; BIG boost in Summoning magic.
23: Giant Lore; To hurt them giants.
24: Lore of Language: Able to speak, read and understand said languages.
25: Chemist; Do a really good job with potions.
26: Lore of Elements: Make Elemental magic stronger.
27: Lore of Transmutation: Helps in transmutating spells.
28: Lore of Time: Helps with time magic.
29: Bow and Arrow Lore:
30: Two handed sword lore.
Hex School! Below are Hex Magics. Designed to disable, and weaken the enemy target.
225: Rune Stone: Spell captures target, user rolls die. 1 die, 6 sides. Each number something different happens. Higer the number, more powerful the result.
226: Curse: Like Bless, it makes it more difficult for enemy.
227: Mute: Target unable to talk.
228: Hold: Target in question cannot move.
229: Baneful Polymorph: Disfigure target.
230: Ball of Light: Six colors spiraling out. Each effect depends on the color.
1: White: Blinds
2: Red: Fire.
3:Yellow: Stuns
4: Green: Knock out.
5:Blue: Frozen.
6: Black: Chance of instant death.
241: Blind: Sight is taken, making it hard unless can be healed/treated right away.
242: Mana Sap: Takes enemy mana and adds to self.
271: Hexfire: Fires out Black flame that damages and reduces defense value.
"Mighty" Magic.: Only avaible to Black Capes and upward. Get a super awe inspiring attack based on your element.
Fire: Megido: Named for the last battle of Apocalypse. It is a massive fire ball bullet with swarms of more fire balls. Kinda like the planet Saturn, in terms of looks, just on fire.
Wind: High Pressure: Display massive control of wind, so much it can topple buildings and such.
Lightning: Heaven's Wrath: A big, bad display of the weather, a mighty bolt of lighting, bigger than a torando.
Earth: Hungry Earth: Ground opens up,to have targets fall in, then shuts.
Water: Milky Way: Actual river forms from the sky in direction the caster wishes to get smitten, by the celesital river.
Note the Mighty Spells are hidden spells, hence they do not have a rank in the Book of Spells.
231: Astral Seed: A fragment of your being, should you die the seed grows into a new you, with memories and such.
Illusions: The art of tricking the mind.
232: Phantom Noise: Make sound that has no body, to trick or tease the enemy.
233: Creeping Shadow: Tricks the target into believing their blind.
234: Decoy: A copy in place to confuse enemy.
235: Shimmering Veil: Diguise the whole team.
236: Diguise: Look like someone else.
237: False Wall: To trick those you do not wish to see.
238: False Death: Make everyone believe your dead.
239: Slick Trick: Out smart others. It performs the right trick to defeat correct senses.
240: World of Peace: If takes affect the target experinces great joy, for their minds, they are in their version of Heaven. While in reality exposed to attack.
Forbidden Magic: They are labeled due to past experince.
5: Nail to the Sky: A forbidden spell, but can be found and used. Target is propeled into the sky, at the point of space and sky. Trapped there unless have magic flight, otherwise stuck there. Til death. Also teleport cancels out spell, or a team mate could save target.
241: Nuclear Release; Strongest of Radiation spells yet banned, Due to sheer damage, kills caster and radiates Anti Particles for years.
242: Finger of Death: Death with a finger poke. Banned for obvious reasons.
243: Time Travel: Die to all the possible things that could happen. Out of the forbidden, this is the most serious, as far as GM/ST to take into account.
244: Giant Spiral Release: Banned due to sheer amount of damage, to caster, possible team mates and the enviroment. This move is one of the most powerful "energy" attacks around.
245: Radiant Howl: It is akin to the above spell. Except not a spiraling ball of energy. Oh no the user eats some of his own life force, and expels it with his mana, making a massive beam of potent strength. It is also the fastest forbidden move to hit said targets.
246: Mind Stab: Melee contact, attack is aimed for the head, if connects, it fries the target's mind, causing horrindous damage to the mind. And lose memory to boot.
270: Deathbolt: Really hurts target or insant kill, depends on target.
Edit: More spells.
247: Ray of Enfeeblement: If beam hits target, they lose track of their mind. So unable to make next spell in means of counter attack.
248: Massive Arms: It alters the weapon's size to huge, but same weight as before.
249: Worm Hole: Make a tunnel in time space, walk in one end, out the other that fast. Time space catapults you in this spell.
250: Kinetic Control: Must be Red Cape or above to get knowledge of this spell. Basically able to control the flow of energy as long as it is on. (Six turns.)
251: Pebble to Boulder: Toss said stone after announcing the spell. Said pebble becomes a 6 ton boulder ready to smash the target.
252: Safe Time: Target or caster displaces from a attack, making it a dodge. Great defensive spell.
253: Telepathy: Able to talk to anyone or thing with mind. Also read thoughts as well.
254: Euphora: Causes enemy/target to fall in love with caster. Lasts for two turns. Happy thoughts overall.
255: Hornet Dance: A cloud of hornets come out, however they are flying fire bombs, which in turn roast the target(s) with fire, as the bugs go boom.
256: Bomb Clone: Make a clone, should it hit target or gets hit, a big explosion results.
257: Animate: Able to take control of which does not move, allowing it to do so.
259: Magic Mouth; Placed on a door, wall, chest, etc. It only opens if the user allows it, or solves riddle/gain items to "feed" the mouth. If one tries to get past the Mouth by any other means it attacks with a spell of the user's list of spells.
260: Protection against Missiles: Protects against magic and mundane missile attacks, lasts for three turns.
261: Protection Sphere: Makes a large bubble around the PC and friends, the bubble soaks up any and all magic attacks. As it lasts for two turns.
262: Recharge: Makes a field of mana, step inside and get mana batteries get re-charged. The effect applies only to those "friend" or "teammate' to the caster.
263: Charm: If works on target, target will fight for caster's side for a full battle.
264: Dimensional Gate; Opens a hole into time space, once within a means to a "short cut" of desired location.
265: Hole:A opening in space time shows up, out of one's hand, the target gets pulled to pieces, depending on the aim.
266: Mind Blast: A burst of negative feelings, fired from the fore head. Note worthy it depends on the user, as to the power.
267: Element Fusion: Combines ones element of choice and fuses that to the weapon he/she is holding.
268: Shape Shifting: Allows one to take shapes. Unlike Polymorph, for that changes into animals. Shape Shift means other beings and parts of the body into things. Animus start with it for free, due to race value.
269: Force Sphere; A sphere of energy that shields the user while in motion. Becoming a walking/running wall of force. (Attempt trampling pretty much.)
Final Spells I will make up, the rest? Message me your ideas.
New Notice: Caught myself having two spells that have summons. That's no good. So new spell.
272: Summon: Only works if you have a pact with mythical beings, uses said pact to summon up one of the creatures to appear to fight for you. Also Summoner's special spell. Can summon more than one, and extra bonus pre summon.
273: Sphere of Truth: Handy device that can tell lies, it does so, makes a spooky bit of noise. To show it can tell the lie.
274: Force Shout: A yell that makes a invisible sphere of force. TO knock away targets, does hurt.
277: The path: Able ot predict enemy moves twice a battle.
278: Super Form: Super version of character for three scenes.
Edit: Had to edit spells. And decided to make more.
Classes
1: Duelist: A full out martial arts master of War,. Steel and mana!
2: Sword Saint: A sword slinger who has great skill with blade. Able to "trigger" up to 2 bonus powers. (Only two though, and not mastered at the same time.)
3: Shaman: Channeler with guardain spirits, max is 3, lots of options.
4: Dracomancer: One who can channel the power of dragons.
5: Musica: One who uses magic by instruments, even their voices.
6: Alchemist: Applied Science to magic.
7: Botanist: One who uses plant magic.
8: Geomancer: One who conmmands the enviroment.
9: Painter: Able to use living paint inks, with precision to draw out magic.
10: Elementalist:: One who extra talents toward elemental magic. Even can access the "Hybrid" elements.
I figure add more classes for fun..
11: Slayer: One who hunts down the enemy, and absorbs their life, copying their power. Useful to bring up a new trick.
12: Hunter: One who hunts down monsters and such. Their ability is to select which kind of enemy he favors against.
13: Mover: One who moves things with one's mind. NOTICE: They have Telekinesis.
14: Techno Mage: One who comes from a high tech world. Where magic and mana work together. Techno Mages have their own style of magic. And can access "Arsenal Gear." Which is basicly really big guns..
15: Summoner: Just as a Elementist focus is Elements, the Summoner does that well with summons. Either a Contract with summon or capture creature in a "Seal Rune" and from there summon said creature. Please note Summons are not invincible. They can die like any other critter. Depends on what the summon is.
FINAL CLASS!!!!
16: Mask: Magic users who have totem masks, the power is in the masks. As time goes on, the stronger Mask users get. They are fighters, much like Duelists, but have triggers (2 max) Just like a Sword Saint. So a solid mix of the two.
Races
NPC Race; Sprites: They are small. At 3'8 to 4'5. They clean up rooms and such when the room owner is not in. So yeah, a magic clean up crew. They also love to party and drink tonics.
PC Races:
Human: The Obvious race. No big time weakness noir strength. Basic race to start out.
Elf: Magic pointy eared folk. They have more mana, and well cannot be resurrected if die.
Chou: Take the body of a monkey, skin and head of a frog, and size of a human. That is what a Chou is. They start off with two free spells. Jump, and Frog's tongue. Their weakness is getting dry, that will siphon their hp. (So best element for Chous is the water one. For that reason.)
Notice: ^That is Magics version. The Sphere/Space War/Super Power Chou are *way* more scary looking.
Furon: Picture a race of people akin to Mewtwo. In a variety of different colors. Aside from having a tail, the main strength of Furons is their ability to adapt. They get to pick one element their immune to. And bonus with certain spells.
Breed: Grown humans with tails. They are not Chimeras, for they have their humanity, and not homuncli for they have a stable form. Breeds have better stats than humans, they usually end up being duelists. But can do decently in other fields.
There are three forms of Breeds.
1: Main: Human, with a tail. Special ability is Power Up, that charges all spells by three.
2: Scalie; Have reptile features. Their special is Regeneration. They heal from wounds at the start of pain.
3: Wingly: Have wings. Have three forms. Human with wing, Secondly full human with bird features. The Last are gigantic birds of prey. That can carry team mates.
Edit:: New race.
Pooka: Spirits of nature. At 5'0. They are akin to brown to black to white bunnies. Due to the ears of a Bunny and snout of a Dog. They are unaging. Meaning time will not kill them. Only other stuff can. Like violence.
Darkling: Beings with red eyes and dark skin. They have large antenna and four arms. They are peaceful, unless threaten. Mouth is full of dagger like teeth. They are extremely agile.
Wolven: Shape shifters, man, wolf, or full were wolf. They have bad tempers and well have the smarts to cast magic.
Mantids: Bug people from the Emerald planes. Four arms, and powerful legs, Also have feelers. Secondary arms are around the back and shoulder. Toes are claws as well.
Instead of a hand, razor sharp blades are there.
Carbuncle: Green, Silver or Blue reptiles with precious gems on their head. Which is where heart and brain at. They stand from 4'11 to 6'0 depending on which universe they are from.
Animus: A race of shape shifters. They come in so many forms and surprises never sure if it is them.
Naga: Torso of a human, lower half of a snake.They are excellent at sneaking around and swimming. Also they are capable of casting magic
Studies
Studies are the actual classes for our young mages. Also each study has it's own brand of magic.
Below are the studies, students learn for 4 classes, for that extra edge. it would be noted that any cape below purple, can still explore.
As the school is MASSIVE and lots of things out there. Now on to class.
1: Defense against Dark Powers: Typical combat education that anyone should*REALLY* join in.
Notes; This class is to help you level up your cape. When you have purple cape, you can do real missions outside the school.
2: Magic math: Able to amp/alter things with math equations + magic. (Buffers and some de-buffers.)
Note: Learning magic that invovles math. Basic at that. Once all spells are learned, you graduate from this class.
3: Transmutation: Change things,even yourself.
Alchemist are strong in this magic. Using science, with mana to help the change.
4: Divination: Connect to Higher Planes of existence. note that if one picks this class, no Demonology. Infact said students will be arch rivals to the death.
If one takes this class, Cannot learn Demonology, if you have Demonology, you cannot take this class.
It is all about Divine forces from the higher planes. Also Scry and such.
5: Time: Able to post con, pre con and as you level up get "real" spells. Depends on level and study.
A really, REALLY tough class, As one is dealing with time, the fourth dimension. After learning all the spells you graduate from there.
6: Illusion: Able to trick one's enemy.
Pretty much design to confuse/control the enemy.
7:Elements: Able to channel one's element power. Elementist do really good in this class.
Once character has max of Advanced Elements, you graduate from the class.
8: Potions: Able to use correct items to make a potion, for drinking or tossing.
Graduate class when all potions are maxed out.
9: Lores: Pick up a talent, get bonus for kind of lores you study. (Make up a talent works good being this is a open world rpg.)
Can have up to eight lores. Then you graduate.
10: Demonology: Banned form the core books. There is only one who will teach it too. Will not be able to use Diviantion magic if pick Demonology.
11: Hex: De-powering magic. Designed to weaken the enemy. Have not been focus on Hexes yet. Will update, but yes, Magic to dispel or weaken target.
12: Power: Only avaible to Black Capes. The most powerful magics in the game. (Default spells that is.)
This is only for Black Capes.
13: Space: Dealing with Dimension and such things. A hard class to follow as it invovles space itself. After learning all space spells, you graduate.
14: Shop: Able to create lots of interesting things, with the right tools and parts.
Build one arifact. Then graduate from class. Can still stay over, to build some more.
Capes:
Capes from weakest to strongest.
1: White: Just starting out, three magics.
2: Yellow: Now six magics.
3:Brown: Nina spells.
4: Orange: Twelve.
5: Purple: 15 spells
6: Pink:18
7:Green: 21
8:Red: 24
9:Blue: 27
10: Black: Highest Student rank cape. 30.
11: Gold: A trainee to be a teacher at the school.
12: Silver: Rank of a teacher at the school.
Note: Just because they gain magic spells pre level up does not mean your struck with them. If you rp learning new magic, you will earn it. Takes some effort to earn it though.
Familiars:
Familiars: Just a list of some I have thought up of.
Snake: A small snake.
Lizard: Iguana sized pet.
Toad; A rather large toad.
Hawk: Big bird of prey.
Owl: Yet another bird, looks majestic.
Bat: Flying rodent, still a handy Familiar, as it does fly.
Raven: Tricky black bird.
Mantis: A favorite of martial artist.
Spider: Meant to scare, also helps owner in inspiration.
Rat: Rodent, can go about with stealth.
Cat: A smart feline.
Dog: A loyal canine.
Weasel: Speedy mammal.
Parrot: A talking bird.
Turtle: A small turtle. Not fast, but gains magic faster.
Fox: A crafty fox.
Rabbit: Cute bunny.
Monkey: Crafty ape.
Noted that all the Pets have magic powers of their own, in relation to the owner.
Item Familiars:
Sword; Flying sword, strikes at enemies.
Book: Fires out random magic spells at target.
Shield: Blocks attack so user is not harmed.
Magic Critters; Already have magic.
Fairy: Get your own fairy to help you out at times.
Salamander: A Newt, with burning aura/hot.
Dragonlite: A Cat sized flying lizard, with a energy breath weapon, and telepathy talk to the owner.
Item!
Totem: Equiped, it prevents you damaged by your own spells. (Handy at that.)
1: Power Gloves: Gives one super human strength.
2: Tablet of Fangs: Insane attack and speed go up, possessed by the beast in the tablet.
3: Vuclan Sphere: A ball of stone that fires out like a gun, your character's element decides the bullets, can super charge it for a big hit.
4: Winged Shoes: Pretty much there if one does not choose another reason to fly.
5: Shield Belt: Free auto force fields to protect the owner of a attack. No true ambush with this baby on.
6: Magic Wand: Handy in directing power for you, so all you have to do is cast, though it is the slowest cast rate. Also can customize your own wand based on what parts you have
Weapon Fu.
1: Swords: Sword Saint can only pick this or Two handed Swords. Also all other classes can pick it out too.
1: Sonic Stab: Really fast stab.
2: Element Blade; Embody your element with your sword.
3: Combo: Hits upto five times.
4: Up slash. Rise against the flying enemies.
5: X Slash: Make a x on the enemy.
6: Air Blade: Swing so hard, vacuum cuts target.
7: Vortex: Rapid energy assault that radiates from the sword.
8: Speed Demon: Super speed assault.
9: Pscyho Slasher: Almost a Pscyho Crusher, but with a sword for attacking.
10: Eruption Blade: Hit the ground so hard with your rage and makes a massive explosion of energy.
2: Spears: Using pikes/spears/etc.
1: Lunge: Deep stab motion.
2: X Slash: Slash twice with spear.
3: Impaler; Stab through target, literally.
4: Slam: Slam handle into ground really hard, knocks enemies away.
5: Critical; Chance to hit a vital spot for painful results.
6: 360 Strike: Enough said in fighting hordes of creatures.
7: Two for one; Toss spear, if hits pulling it out for more damage.
8: Leap: Classic leap attack.
9: Blade Wall; Flurry of spears,, so fast hear the air popping.
10: Destructive Wave: Takes full strength to use, one swing, anything in the way of it gets knocked away or goes boom.
3: Axes: How to chop good.
1: Chop: Basic attack.
2: Cleave; Attempt to cut target in half.
3: Yo Yo: Use magic to use axe like a yo yo of doom.
4: Item Split; Destroy item target is holding.
5: Head Splitter: Targets the head gear, if no head gear then head directly.
6:Whirl Wind Assault; Spining attack of doom.
7: Axe Torando: Super verison of the attack above.
8: Tree Chopper: Attack from Axe in question hurt double.
9: Gear Break: Aim at a topic of armor, if it, it is destroyed.
10: Splitter: Hack in two. Super form of Cleave.
4: Clubs: A blunt weapon.
1: Batter Up: Big swing to knock target back some.
2: Rush Beat: Combo of 6 hits.
3: Mug: Hit target, get money from target.
4: Leap Smash: Club someone after a great leap of faith.
5: Spiral Blast; A spiraling ray of light comes out of the club.
6: Beat Down: Picture back stab, but with a club. Sneak up, for some powerful bonus damage.
7: Theft: Hit target, steal item.
8: Smash: Hit the ground so hard a earthen explosion happens.
9: Giant Blow:A swing so hard, it hits like a giant.
10: Brain Mixer: Hits the target in the brain area many times.
5: Hammers: Bigger blunt weapon.
1: Batter Up: A full swing.
2:Mole Hunting: Hits the Earth really hard, meant to knock people off balance.
3: Smash: Leap into air, come down on target.
4: Stunner: Enough said.
5: Launcher; Knock target past the clouds.
6: Bone Breaker; + Critcal damage this turn.
7: Toss:The hammer goes flying and then it bounces back.
8: Past the Heavens; Juggle combo with the hammer.
9: Hammer the Nail: Rapid hammer attacks to one target.
10: Mass Destruction: The ultimate leap into the air and come down hammer first.
6: Staffs: handy conduct of power and melee weapon.
1: Staff strike;Basic move.
2: Staff Twirl: Counter attack
3:Spining Staff: 360 attakc vs mobs.
4: Staff Extend: Able to control length of the staff.
5: Whirl Stick: Trap stick art making a tini twister.
6: Element Force; Channel one's element into said weapon.
7: Flurry of Blows: Lots of attacks at once.
8: GIANT Staff: Now able to alter the staff further.
9: Sit Down!: Slam the staff so hard the energy of it knocks everyone's feet out, so they are sitting. Mostly a stunner/time buyer.
10: Mountain Breaker: The Staff evolves into a souped up version of itself.
7: Whips: A whip. Enough said.
1: Quick Slash: Quick attack with the whip.
2: Whip grab: Grabs target with whip.
3: Whip Toss: Like the above, instead of pulling on target you spin around and release the target, flying due to being thrown.
4: Element Infusion: Enough said. Element with the weapon.
5: Mirage Attack: Makes it seem there are three, when in reality only one.
6: Thousand Snaps: Hits target, a lot of times.
7: Spin around: Spin it up and down wise, as to not being mobbed by attackers.
8: Whip Crush: Like whip toss, just instead of tossing, drives the target into a wall, or on the ground/floor. Face first of course.
9: Thief's Snap: If it connects, steal a object from target.
10: Orochi: Whip imbued with such power and attack, the after images are of a great, horrible dragon of lore.
8: Bare hands/gaunlets::Basic kung fu.
1: Upper cut: A powerful upper cut that sends user and target into the sky.
2:Flurry of Blows: Either fists or feet. Either way fast attack.
3: Cannon Ball: Propel whole body forward, like a cannon ball, if hits enemy, target and user will be flying some.
4: Judo Toss: Take down, or toss enemy away.
5: Combo: A rapid sensations of multipe attacks.
6: Power Strike: A strike that is imbued with mana energy, result is big hurt.
7: Brain Bomber: Grabs hold of enemy and smashes them head first, into his friends, damage total affects first target and other targets.
8: Counter Attack: Just as it sounds, get hit, hit back.
9: Leap Kick: Soar high into the sky, and come down like a meteor, power legs hitting target and user bounces back to normal.
10: Heaven's Cannon: A great burst of energy and will power. It is akin to a Kame Hame Ha, in honesty folks.
9: Claws: Gloves with sharp talons.
1: Pounce; Jump on target, slashing away.
2: Blazen Cut: Move so fast it cuts with fire.
3: Beast Wave: Slash so hard, makes energy claws for slicing.
4: Claws of the Beast: Whirl Wind attack move.
5: Gut Flicker: Meant for critical damage.
6: Drill Claw: Hits hard, really hard. Aim is to impale, or disembowel the target.
7: Predator Strike: Able to launch self into the air, or downward from mid air.
8: Bounce; Jump on top of target and shred away. Able to jump to two extra targets after first pounce.
9: Ravage: The user becomes akin to a cloud of blades and such.
10:Shred the Earth:Cuts down, divides the land with the slash, so targets in the middle better move, or fall into the abyss.
10: Magic Ring.: For inspired combat magic.
1-10: No right or wrong here, makes constructs based on will power, and creativity.
11:Guns: Techno mage only.
1: Shot: Fire a single shot.
2: Machine Gun: Lots of shots.
3: Zoom: Make it more accurate.
4: Unload: Fire out whole"clip" In a attempt to wipe out the enemy.
5: Elemental Bullets: Enough said.
6: Flame Thrower: Lots of burning.
7: Arsenal Cube; Able to now equip Arsenal Cubes.
8: Spartan Ammo: Exploding bullets.
9: Ray: Light burst, to stun or blind.
10: Make Cube: Make your own Aresnal Cube.
12: Two handed Sword. The second choice of Sword Saint. Anyone else is a option.
1: Rushing Blade: Run, right into enemy ranks, non stop action here.
2: Swallow Slash: A cut that hits twice. Deep wounds.
3: Tri Strike: Hits target three times.
4:Leap Slash: Jump in the air, come down sword first.
5: Shock Wave: Hits target so hard, three more damage occur due ot sheer shock wave.
6: Vacuum Slice: A cut against the air, it draws in targets for further strikes.
7: Explosive Strike: Sword has magic into blade, connects and after slash, explosion takes effect.
8: Power Slash: Able to well, do best to cut enemy in half.
9: Viper Nest: Rapid after images as the sword play in question blitzes mostly slower targets. Hits around 16 times.
10: Dimensional Slash: Cut so hard it bends/tears time space.
13: Bow and Arrows:
1: Power Shot: Extra muscle for next hit.
2: Twin Shot: Hit two targets with one attack.
3: Fire Bomb Arrow: Fire arrow, runes on it make it go on to fire/explosions.
4: Infinte Volley: Never run out of arrow again.
5: Carpet Bombing: Rapid Volley of Fire Bomb arrows, coming on down.
6: Arrows of Silver Light: Stuns target if contacts.
7: Transmutate Arrow: A arrow with a alchemy symbol, if hit morphs into said rune.
8: Element Arrow: Use your element into next arrow shot.
9: Seeker: A shot that homes in and curves to reach for target.
10: Pin Cushion: Moving so fast making after images, of one arrowing the target, lots of arrows in use to one target.
14: Scythe: Death's trademark weapon.
1:Wild Slash: Simple slash.
2: Spining Slash: 360 attack
3: Reaper: Big time damage. Move around like a reaping wind.
4: Radiant Scythe: Shine blade, double damage vs undead.
5: Cripple Sweep: Full 360 degree strike, meant to slice off legs and such.
6: Elemental Chopper: Element with strike
7: Fear Aura: So scary it hurts targets around.
8: Be-Heading: Attempt at instant death.
9: Whirl Wind of Doom : Move amongst the enemy, shredding them with scythe blade.
10; Slayer: Hits most vunerable spot.
15: Daggers: For quick attacks. Picture small swords.
1: Quick Attack: Just as the label means.
2: Extreme slash: Hit target so hard, in reality hit twice.
3: Juggler: A combo that knocks target into the air, and keeps them there.
4: Rising Slash: Anti air attack. Against juggled or in flight.
5: Quick handed: Able to toss two dagges at once, for different targets.
6: Shift Claws: Use daggers like claws. For purpose of hitting.
7: Rain of Steel: Jump high into the sky, tossing lots of knives down to target(s)
8: Back Stab: Must be hitting form behind, it is a extremely, powerful attack.
9: Hornet's Nest: A rapid display of stabs and cuts. So fast it has after images.
10: Master Reaver: Rushes in so fast, once done the target has been hit numerous time per second. This attack is the ultimate strike, for daggers.
16: Ball and Chain: A favorite weapon of escaped crooks.
1: Strike: Grab hold of the ball and hit someone at point blank range.
2: Swing: Swings ball forward for a range/melee attack.
3: Reverse Swing: Attackslike a uppercut, great for anti air users.
4: Chain Hold: Coil chain around head/ neck. Swing around and slam head to ground.
5: Rapid Swings: Attackup to three times in a row.
6: 360 Swing: Spin ball and chain around, hitting all targets arounduser.
7: Orbit Smash: Swings ball high into the air, grabing chain with both hands, pulls, orbit smash target from above.
8: Bounce smash: Able to strikefive targets with impact of hits keeping the ball i nmid air.
9: Metal Twister: Like 360 spin, bt able to *move* while doing it.
10: Titan Throw:Leap into air, lots of spinnig and soon lets go, the ball, like a missile slams into the target, for lots of damage.
Magic Arrows: They come in many flavors.
Wind: Typical bolt, no armor blocks it, rather wind/water shields to guard.
Sand: makes sand useful in flying projects met to dehydrate target.
Lighting:
Light: The ultimate Arrow, for nothing blocks it.
Ice: If hits, freeze target in impact area.
Fire: Light the target on fire should it hit.
Dark: Strikes target, they are hurt and lose bravery.
Water: Able to generate it from the air, if humid enough, or nearby water. Great to put out fires, also pack a nice punch.
Notice: They are all not in order. Due to I thought them up in that order. Sorry for confusion.
Last edited by Chou Blaster on Wed Jun 27, 2012 8:35 pm; edited 9 times in total