Schools of Magic!

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Schools of Magic!

Post  Chou Blaster on Sun Jun 17, 2012 9:21 pm

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

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Re: Schools of Magic!

Post  Admin on Sun Jun 24, 2012 3:25 pm

Well this is one of the most thought out RPG's I've ever seen. Congrats Chou.


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.

Dibs on teacher for the class.
http://fc04.deviantart.net/fs70/f/2012/088/4/0/male_teacher_by_xiaobotong-d4udfda.jpg
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Re: Schools of Magic!

Post  Chou Blaster on Sun Jun 24, 2012 3:46 pm

Admin wrote:Well this is one of the most thought out RPG's I've ever seen. Congrats Chou.


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.

Dibs on teacher for the class.
http://fc04.deviantart.net/fs70/f/2012/088/4/0/male_teacher_by_xiaobotong-d4udfda.jpg

Cool. Just give him a name, Race and a *Class*. Then you got your teacher.

Teacher's do not really have a limit like the students. But rather depends on the plot in question.

As they are not omnipotent. Not puny, but not all powerful.

Edit:

And thanks for the kind words, friend of mine. Very Happy

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Re: Schools of Magic!

Post  Admin on Sun Jun 24, 2012 4:40 pm

Admin wrote:Well this is one of the most thought out RPG's I've ever seen. Congrats Chou.


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.

Dibs on teacher for the class.
Name: Arcane Ravenguard
Appearance: http://fc04.deviantart.net/fs70/f/2012/088/4/0/male_teacher_by_xiaobotong-d4udfda.jpg
Species: Human
Class: Duelist
Occupation: Defense Against Dark Powers

How's that? Cool

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Re: Schools of Magic!

Post  Admin on Sun Jun 24, 2012 4:43 pm

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.

http://images.wikia.com/zelda/images/6/6f/Majora%27s_Mask_Artwork.png
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Re: Schools of Magic!

Post  Admin on Sun Jun 24, 2012 4:44 pm

Chou Blaster wrote:
Admin wrote:Well this is one of the most thought out RPG's I've ever seen. Congrats Chou.


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.

Dibs on teacher for the class.
http://fc04.deviantart.net/fs70/f/2012/088/4/0/male_teacher_by_xiaobotong-d4udfda.jpg

Cool. Just give him a name, Race and a *Class*. Then you got your teacher.

Teacher's do not really have a limit like the students. But rather depends on the plot in question.

As they are not omnipotent. Not puny, but not all powerful.

Edit:

And thanks for the kind words, friend of mine. Very Happy

You're welcome! Cool
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Re: Schools of Magic!

Post  Chou Blaster on Sun Jun 24, 2012 4:49 pm

It all works out fine.

MASK get two powers with time spent using them. But got to earn them. But yeah that is a good picture of one. Masks and Swords (Sword Saint*Gain bonus powers akin to Bleach. (Just not as broken as some of said powers.)

This a pleasant surprise. When i posted the game on Sharkerbob's site. Everyone was a Elementalist.

But yes, a Duelist teacher. This makes me happy. I might have to make my own teacher. I got a idea for the headmaster of the school.

More notes:

At night, undead creatures haunt the outside at night. So stay in your rooms, unless you want to fight said creatures.

There is a magic fountain that heals injury, school buildings. And a boxing/wrestling style ring, that acts as a danger room.

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Re: Schools of Magic!

Post  Legato on Sun Jun 24, 2012 6:11 pm

Student and Teacher Placeholding



Teacher

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Re: Schools of Magic!

Post  Admin on Sun Jun 24, 2012 6:20 pm

Name: Lance Lonekiller
Appearance: http://th09.deviantart.net/fs71/PRE/f/2011/261/6/2/natsutanimoto_by_natsu_hermit-d4a9xgd.jpg
Race: Human
Class: Duelist
Occupation: Beginning Student.
Magic: Shadow.
Bio: Coming Soon.



Last edited by Admin on Mon Jun 25, 2012 3:26 pm; edited 1 time in total
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Re: Schools of Magic!

Post  Chou Blaster on Sun Jun 24, 2012 6:55 pm

Head Master:

Name: Papa Marko
Class: Shaman (Has three maxed out spirits for help.)
Race; Chou.
Age: Ancient.

Backstory:

Marko was one of the founding fathers for the School. He like other Chous came from Aquania. Rich in water. A terrible war took place and the school was called into action. In the end Marko stood standing and rebuilded everything in five days. Weaken him since, yet is still quite strong of will.

He teaches "Mighty Magic."

Next I will post students. Just felt like showing off who I play as, staff wise.

Edit: New Teachers.

Teacher:
Name: Bofleeze.
Study: Transmutation
Class: Alchemist
Race: Stone Naga

Background: Was at one point a human Alchemist, who held a belief. That he could make himself in his own image. He built a stone vessel patterned after Python style naga. He provoke the town to kill him and it worked. Due to seals on the stone naga, it came to life. With his mind in place. He teaches at the school. He can use his Alchemy on himself to form weapons and such. Ironic enough the stone actually heals. Since it is *alive.* Also really hard to injure in the first place.


Name: Isaac Movhen
Class: Techno-Mage
Study: Craft
Race:Carbuncle

Bio: Isaac is six feet tall, a giant amongst his own species. He is classic red gem and green body look. Though he dresses up, a matter of taste. He was dubbed a genius when he was a student and picked Crafts, because he loves to build things. He invents things and forges things when he gets the chance. Also he grades students base on how useful their works are. Making it pretty is one thing, but something that works?

That is just plain wonderful. The first set of four arsenal cubes were of his design, for the record.


Last edited by Chou Blaster on Thu Jul 05, 2012 1:23 pm; edited 2 times in total

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Re: Schools of Magic!

Post  Chou Blaster on Tue Jun 26, 2012 2:32 pm

Now student time! Also note no need of a age thing really. Just assume age is legit. (Teachers bieng Mid life, and Students being young and stuff.) Sorry if my bio stories are short. I just post to see what they are like.

1:
Name: Roy Pierot
Class: Painter
Cape: Pink
Race:Animus
Weapon: Spear

Story: A shape shifting artist who uses his spear. (The tip is paint brush.) And uses magic ink to use his magics. He is crafty with painting things. Sometimes tip must be touching, other times, not so much.

2:
Name: Alexander Maximo
Class:Botanist
Cape:White *Starter*!
Race: Wolven (Red fur/red hair.)
Weapon: Staff

Story: A proud warrior from his home world. The domain of the beast Lords. he himself is a sire of one of the greatest wolf gods who ever lived. Sadly he is not one hundred percent wolf god, so a wolven. Still, has advantge of morphing and stuff. The Botanist power because his clan protected the grass lands/woods from evil agents.

3:
Name:Blaze
Class:Dracomancer
Cape: Green
Race:Breed (1)
Weapon: Fists and feet.

^- Lame i know, just felt like making a fighterish game type of character with this one.

Story:
Blaze was made in a replica tank, with Breed and Dragon dna mix. It is due to this that he appears *red* Still humanoid, just red. Also the dragon in question was red. Hence his code name is Blaze, fire dragon power. Also knows a good deal of spells due to rank.

A magic soldier with Dragon theme spells. Also note with change, he can morph which color/element he wishes to use today.

4:
Name: Gideon:
Class:Sword Saint/Saint Blade (Two handed sword.)
Cape:Orange
Race:Darkling
Weapon: Two handed sword

Story:

A Darkling warrior who got *spared* by the School, for he was going to die, but the space timer pull spell brought him here. As of now toning his powers, as he means to protect this school, in a due time. Hates that people do not trust him right away.

5:
Name: Ryuken
Class: Mover
Cape: Red
Race:Furon
Weapon: Magic Ring:

Bio: A pure blood furon, who's father was the *last* teacher. of Defense against the Dark Arts, until he died in the invasion anyway. And since Arcane took over. Ryuken pushes himself to the limits whenever he gets the chance. Also helps when you have a weaponized magic ring. will power, and a lot of spells to use at a moment's notice.

He is not aloof however, unlike most Furon, he considers *worthy* outside races friends. As most shun them all together.

6:
Name: Sabin
Class: Duelist
Rank:Purple
Race: Human
Weapon:
1: War Axe:
2: Big Hammer:
3: Hunter's bow:

Bio: A human among all the weird that the school has to offer. Second year here hence the rank. Also talkative and friendly. Loves a good fight every once and a while. You may see him at Battle Square.


7:
Name:Cro-bar. (Spoken as Crow bar.)
Class: Elementalist
Rank: Blue
Race: Mantid
Weapon: Claws and spare arms as well.

Bio: Born of the Emerald lands, and blood line is that of royalty. So was naturally selected for magic training. In which discovered to be highly adapt with elemental magic. This is his last year of school. From here he must decide, where his future will be?

8:
Name: Roland Tzaiz
Class: Summoner
Rank: Yellow
Race: Wingly
Weapon: One Handed Sword

Bio: A newbie at the school who just finished his first trials of the day. Willing to work with other students to learn and grow.

9:
Name: Cain
Class:Slayer
Rank:Black
Race:Scaly.
Weapon:Ball and Chain

Bio: A Senior class mate. Who seeks to become a teaching aide so he can have a future at Arcadia. Aside typical magic spells, he wields magic of creatures he has killed. (Hence Slayer's power.)

10: Maxi:
Class:Hunter
Rank: Brown
Race: Human
Weapon: Snake Whip

Bio:

Maxi was a up and coming master hunter in his home land of Plathos. However his father turned evil and had to escape. He is at the school to strengthen himself for when he has to go *back.*

11: Bleu:
Class: Musica:
Rank: Silver (Teacher's aide.)
Race: Naga (Beautiful human woman, without legs, for that's the snake part.
Weapon: Silver Scythe

Bio:

Third year at Arcadia. And pretty much not a student anymore, able to access stuff normal students cannot have. But can still hang out with students. it is said, she can turn the snake part on and off at whim. Just a rumor though.


Two More teachers!

Space teacher
Name: Timmy O-Shea
Class: Duelist
Race: Pooka
Study: Space

Story: The youngst Pooka ever to advance to Space Master magic. And after the reconstruction, got tagged in as Space teacher. He is directly by the books sort of guy. Harbors a secret.

Name: Ion Masters
Class: Genomancer
Race: Human
Study: Math and Lore

Story:
Ion is the newest teacher around. is a air head and gets clumsy at times. He however can divide your powers in half with math magic and get the floor to eat you should you piss him off. Just kidding. Of course. But he could turn the floor into a pit, to trap ya ass.

And on that note he is a nice guy. Just getting used to scheme of things.

Library:

Stan the Scarecrow: It's his job to manage all the books related to the school. Due to this, he is one *effective* magic use rof all the checks and balances.


Edit:

There, I now pretty much have every race. Which I am proud to say.

Also as mentioned, at night on the school grounds, undead rise up to *party.*

The kind are as follows:

Ghosts
Skeletons
Wights

Undead King Garland: A actual boss fight. Shows up at midnight, and you *can* beat him. But he does not die. There are only *two* things that can kill Garland for good. And their a plot device. Mainly. Beware though. He seeks to eat. And your on the menu.

Also thinking of places *outside* the school will be like.

Edit2:

Mana: It is what is needed to cast spells. For the sake of game play I have decided on the following.

There are three ways of losing mana.

1: Casting: One should recharge after the 6th spell of the day. No worries though because food, drink, mana potion and healing water brings mana back. As one levels up,as does the mana limits.

2: Mana Drain:Typical attack/spell to rob one's mana reserves and can use said charge to boost efforts.

3: Mana Burn: It causes the Mana in your body to burn it. Needless to say,this *really* hurts. Good thing only a few enemy monsters have it. But must beware the mean spiritedmages who are willing to do it.

Edit3:

I was thinking of a Chain/Balll Chain/Flail weapon. Just working out the moves.

Edit4: This weekend I am adding my characters magic. After that I hope we can play this. I will try to make it as simple as possible, to play.

I hope it all works out. Willing to help out and pointers and stuff.

Though Guy1, your teacher rules.

Legato: They sure as Hell look interesting.

Edit4: Done with my students and stuff. :Maxed out his characters for that matter. Not making anymore up.:


Last edited by Chou Blaster on Sat Jul 07, 2012 8:18 pm; edited 6 times in total

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Re: Schools of Magic!

Post  Chou Blaster on Thu Jun 28, 2012 9:00 pm

Alright here are some notes:

1: Get to start off with a weapon. As for as skills one must train with it. More training, more you likely get to learn new moves.

2: To gain more spells one does the following:
- Cape Level up.
- Read it from a book. (Depends on spell ni question though.)
- Practice/train self.

3: Monster list is so freakken long, not to mention their soul powers for *Slayer* to use.

4: Your class spells (Botanist, Dracomance,r etc.) Get to learn faster, in regards to their own magics.

Sword Saints and Mask users get triggers. must declare in use, to have it drawn.

Duelist get to use lots of weapons and can master any/all if one does a *LOT* of level grinding.

5: Weapon arts (Except 6+) do not cost in mana. So can use it constantly.

6:Just have fun with combos/character builds.

Edit:

I was also considering a *Shop* on the School grounds, like armor/clothes, weapons, even potions (If too lazy for said class.) And so on. Just have a brainstorm about this stuff. You know?

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Re: Schools of Magic!

Post  Admin on Sat Jun 30, 2012 3:38 am



Dibs on teacher for the class.
Name: Arcane 'Crystal Duelist' Ravenguard
Appearance: http://fc04.deviantart.net/fs70/f/2012/088/4/0/male_teacher_by_xiaobotong-d4udfda.jpg
Species: Human
Class: Duelist
Occupation: Defense Against Dark Powers Instructor
Favored Weapon: Crystals.
Bio: One of the most powerful teachers at the school, a high level duelist and the Defense Against Dark Powers Instructor. His laid back and cocky attitude hides a great deal of pain stemming from the battles he's been involved in since he was young.
Being unusually powerful for his age, Arcane was drafted into the army of a dark mage and forced to be a soldier. He saw horrible things and lost friends in the name of the mage he served. In one battle however, he ran into Papa Marko and was defeated. But Arcane did not die that day. Marko took pity on the young boy and took him in along with the other children. He nursed them back to health and even helped them get over the brainwashing they had gone through. Arcane studied like crazy at the school during his time there and got to the top of his class. Ever since he came there he has been working to make up for his past sins. He finally got his chance to face down the mage who had turned him into a weapon during a war not too long ago. The battle was fierce but in the end Arcane triumphed, defeating the man who had destroyed his childhood. Rather then just kill him however, he brought him to justice. Said mage is now living, if you can call it that, in the darkest of prisons for life.
After losing a close friend in the last invasion, he was granted the position of Defense Against Dark Powers and is working to train his students in the hopes that they will not experience the same horrors that he did or if they do, they can at least defend themselves.
As a duelist he is an expert in various magical weapons and multitasks to use them all at once. Since carrying so many weapons at once can be a pain, he carries them with him in the form of small crystals. When he needs to utilize them in combat, he sends a magical charge into them to transform them, earning him the nickname of the Crystal Duelist.

Alright, updated now. Hope this is cool Chou. Razz
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Re: Schools of Magic!

Post  Admin on Sat Jun 30, 2012 4:46 am

Chou Blaster wrote:
11: Slayer: One who hunts down the enemy, and absorbs their life, copying their power. Useful to bring up a new trick.
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.
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.

Name: Abethenia Dirgegrave
Appearance: http://fc03.deviantart.net/fs70/i/2010/194/1/e/ArachMedusa_by_brodare.jpg
Occupation: Student.
Class: Slayer
Race: Furon. Breed. Main.
Bio: Working on it.

Name: Dandri Willfang
Appearance: http://fc06.deviantart.net/fs70/i/2012/088/9/6/toy_store__claude_by_my1heaven-d4u3l1u.png
Mask: http://fc09.deviantart.net/fs71/f/2010/309/d/b/splicer_bird_mask_by_silverbirch-d328s77.jpg
Occupation: Student.
Class: Mask
Race: Furon. Wingly.
Bio: Working on it.
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Re: Schools of Magic!

Post  Chou Blaster on Sat Jun 30, 2012 12:05 pm

Cool looking characters Guy. All of them I feel will have a nice future here.

Edit:

Also Legato, you got interesting looking characters as well.

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Re: Schools of Magic!

Post  Legato on Sun Jul 01, 2012 6:58 pm

Name: Professor Salzar Vespir

Appearance:

http://images2.fanpop.com/images/photos/3700000/Anime-Boys-anime-guys-3785982-980-1400.jpg

Species: Dhampir(Half vampire, half human. Vampire on his mother's side)Hope this race is alright

Class: Alchemist

Occupation: Potions Master

Favored Weapon: Check out pic Smile

Bio: Coming soon
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Re: Schools of Magic!

Post  Legato on Sun Jul 01, 2012 7:04 pm

Name: Mithius Onemeaus

Appearance:



Species: Human

Class: Slayer

Occupation: Demonology

Bio: Coming soon
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Re: Schools of Magic!

Post  Chou Blaster on Sun Jul 01, 2012 8:03 pm

Legato wrote:Name: Mithius Onemeaus

Appearance:



Species: Human

Class: Slayer

Occupation: Demonology

Bio: Coming soon

Guy1 Arcane Post: Very cool. I can see Marko rescuing Arcane and taking him to the school. Good story over all, and fun note about the crystals.

Legato: I will handle the "Potion master' as being a student who is *really* good with potions. Almost a teacher level with it. Also half vampire is ok I guess, getting stabbed in the heart, head removal or complete annihilation of the body gets rid of them.

As for Demonology Teacher: It has to be done in "private" Not open to the public. You could be a teacher of something else as your "day job.". But yeah, so far so good. Thanks to all who are interested in this project.

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Re: Schools of Magic!

Post  Legato on Sun Jul 01, 2012 8:18 pm

Chou Blaster wrote:
Legato wrote:Name: Mithius Onemeaus

Appearance:



Species: Human

Class: Slayer

Occupation: Demonology

Bio: Coming soon

Guy1 Arcane Post: Very cool. I can see Marko rescuing Arcane and taking him to the school. Good story over all, and fun note about the crystals.

Legato: I will handle the "Potion master' as being a student who is *really* good with potions. Almost a teacher level with it. Also half vampire is ok I guess, getting stabbed in the heart, head removal or complete annihilation of the body gets rid of them.

As for Demonology Teacher: It has to be done in "private" Not open to the public. You could be a teacher of something else as your "day job.". But yeah, so far so good. Thanks to all who are interested in this project.

No prob Chou, its an interesting concept. As far as the day job Mithius is the professor of Time Classes. Just regular potions for Salzar would be a fine course for Salzar
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Re: Schools of Magic!

Post  Admin on Sun Jul 01, 2012 9:50 pm

Chou Blaster wrote:
Legato wrote:Name: Mithius Onemeaus

Appearance:



Species: Human

Class: Slayer

Occupation: Demonology

Bio: Coming soon

Guy1 Arcane Post: Very cool. I can see Marko rescuing Arcane and taking him to the school. Good story over all, and fun note about the crystals.

Legato: I will handle the "Potion master' as being a student who is *really* good with potions. Almost a teacher level with it. Also half vampire is ok I guess, getting stabbed in the heart, head removal or complete annihilation of the body gets rid of them.

As for Demonology Teacher: It has to be done in "private" Not open to the public. You could be a teacher of something else as your "day job.". But yeah, so far so good. Thanks to all who are interested in this project.

Yay Mithius!

Also glad you liked it Chou.
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Re: Schools of Magic!

Post  Chou Blaster on Sun Jul 01, 2012 10:01 pm

Another Human Character, who is a teacher of "Elements"

Name: Axel Rotor
Race: Human
Class: Elementst
Study: Elements
Weapon: Daggers
Bonus Study: Divination magic.

http://browse.deviantart.com/?qh=&section=&q=Hazama#/d2c923c

^_ The look.


Bio: A vet of the great spell war. Who helped study the method of *fusing* elements together. As it is a new art form of magic in itself. Not only is he the teacher of elements, but has forged a device for it. It is called the "Gaia Drive."

"Which allows Seth to access any element with a mental command. Only one kind at a time though.

He is rather, strange and has been known to troll. Also handy with knives.

Edit: One final student character. So far anyway.

Name: Richard Drake
Race: Human
Class: Mask. (Majora's Mask in terms of design.)
Rank: Green
Weapon: Club

Background: A second time student at Arcadia. Comes from a peaceful world, for it's evils were banished and forged into a mask. Design to keep the evil out. And Richard's destiny is to secure the mask, so it does not go evil. With a heart so pure he can wear it and do his triggers without going bad. Though in truth a simple sort of human, with simple needs. Why the Mask cannot taint or alter him. Because he is happy and content already with life.

He maybe simple, but he is still crafty, hence his ranking is so far from last year.

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Re: Schools of Magic!

Post  Chou Blaster on Fri Jul 06, 2012 7:10 pm

Sorry for the spam but will say this.

If we get two more characters into this. I'll do a main play topic on this part of the message board.

SInce I can pretty much be the NPCs. Pretty much yeah. And the monster encounter. Mission wise or Battle Square/Danger Room.

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Re: Schools of Magic!

Post  Admin on Fri Jul 06, 2012 10:33 pm

Got a villain!

Smile
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Re: Schools of Magic!

Post  Legato on Sat Jul 07, 2012 1:23 am

Villain no 2!

http://safebooru.org/index.php?page=post&s=view&id=503448
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Re: Schools of Magic!

Post  Chou Blaster on Sat Jul 07, 2012 4:28 pm

That counts as two more characters. So some point today, I shall launch.

Main villains are Teacher level, so a huge list of casting magic to use.


Edit:

Name: Nadia Heartwood
Rank: Teacher
Study: Illusion
Race: Elf

Bio: First year as a teacher. Nadia is skilled in illusions. Hence how she got the job. She is a bright star though. Extremely lovable,and thin. Moves like a cat, grace style.

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