Post by Omnipotence on Feb 25, 2012 22:21:45 GMT -5
Magic
Last Update: 12/29/2012
Almost every realm and every being possesses an affinity for magic. This invisible force surrounds us everyday. Empowering us to do things we never dreamed we could do or understand. Magic is a force that can create life and take it away. It can build and it can destroy. This mysterious force is almost everywhere and nearly anyone can use it if they are capable of comprehending its art.
The galaxy is filled with magic, though some areas have higher concentrations than others. Those weak in their understanding and control over magic may be bound to the limitations placed on their abilities when in areas where this invisible force is absent, however, those who have a powerful grasp on their powers will shatter all boundaries and, in the absence of outside forces, will create their own from within.
Whether you control it or it controls you, magic resides both in and around us all.
List Of Recorded Spells
Seach Key: Type CTRL + F and, in the search box, type the element you are looking for:
Fire Affinity
Aqua Affinity
Earth Affinity
Air Affinity
Ice Affinity
Lightning Affinity
Electricity Affinity
Light Affinity
Darkness Affinity
Necrotic Affinity
Support Affinity
Restoration Affinity
Illusion Affinity
--Elemental Magic--
FIRE AFFINITY
Level 1: Has basic control over fire and fire spells. Can use low-level fire spells.
Name: Ember
Classification: Fire
Level: 1
Strengths: Weak chance to burn targets.
Weaknesses: Close range technique.
Duration: 60 seconds
Description: The user summons small flames along the ground or in the air to heat up or set fire to targets and/or objects.
Name: Flames
Classification: Fire
Level: 1
Strengths: Mid-range. Long duration. Chance to burn target.
Weaknesses: Water or stone. Not very intense.
Duration: Varies
Description: The user shoots a torrent of flame from their hand extending to about five feet away from them. The further away from the user the weaker the flames become. This technique is very draining and can exhaust a beginner within seconds, but an advanced fire user could prolongue this technique for as long as they require.
Name: Fireball
Classification: Fire
Level: 1
Strengths: Long range. Short casting time.
Weaknesses: Water. Can back-fire.
Duration: Varies
Description: The user shoots out a fireball from their hand or hands towards a target. The fireball is generally small, but its strength and size increases based on the user's skill level and charge time. Fireballs vary in size and strength depending on the user's skill and can be rebpeatedly used, though the faster one is used the weaker it becomes along with how many times it is used. This spell can backfire resulting in an explosion upon casting that hurts the user and anyone else caught in the blast range.
FIRE AFFINITY
Level 2: Has an intermediate control over fire and fire spells. Can use mid-level fire spells and low-level fire spells with ease.
Name: Fire Blast
Classification: Fire
Level: 2
Strengths: Good close range. Chance to burn.
Weaknesses: No long range capabilities. Physically draining.
Duration: one-three seconds.
Description: The user pulls an exponential amount of energy from their body, converts it into heat, and delivers a forceful blast of this heated energy outwards, pushing back anyone or anything close to them and occasionally setting fire to the surrounding area. This ability's maximum range is about five feet away from the user, but the closert the target is to the user the more of an effect the spell will have. This technique, because it uses the caster's energy, can be very exhausting overtime and is best suited for surprise close-range attacks.
Name: Flame Wheel
Classification: Fire
Level: 2
Strengths: A quick spell to cast. Somewhat long reach.
Weaknesses: Water. Not a very strong flame.
Duration: 5-10 seconds
Description: The user heats up their body before entering a twist in which a streak of fire forms during this twist. The resulting spiral of fire takes the shape of a wheel as it expands away from the body, burning anything surrounding the user. This spell can be modified to form a twister of fire as well by not allowing the fire to expand, but stack up upon itself making an offensive barrier of flame.
Name: Spew
Classification: Fire
Level: 2
Strengths: Can catch an enemy by surprise. Long ranged attack.
Weaknesses: Physically draining. Takes time to gather energy. Can only be cast from a solid surface.
Duration: 5-10 seconds
Description: The user readies a large amount of fiery magic from within their body and then, through their hands, transfers it into a solid surface. Afterwards, this fiery magic erupts in a torrent of flame wherever the user directs it. This flame torrent can spawn, at the most, ten feet away from the user and up to ten feet in the air. The torrent isn't wide; however. It is only about three feet around. The ability requires a lot of concentration and spends a lot of energy in order to cast, but it is very effective for surprise attacks.
FIRE AFFINITY
Level 3: Has mastered control over fire and fire spells. Can use mid-level and low-level fire spells with ease. Can use high level fire spells as well.
Name: Explosion
Classification: Fire
Level: 3
Strengths: Wide-Area damage.
Weaknesses: User takes 50% of the damage. Expends 75% of their magic.
Duration: 5-10 seconds.
Description: The user gathers nearly all of their fiery magic within their body and releases it all at once in a terrifyingly powerful explosion of fire. This explosion engulfs everything within range, burning it relentlessly, and concussive waves of energy from the explosion pushes everything else away. This deadly technique has a 1-out-of-4 probability of taking the user's life, but whatever damage the user sustains is multiplied by four towards whatever else is caught in the blast.
Name: Fire Storm
Classification: Fire
Level: 3
Strengths: Wide-area damage. Long Duration.
Weaknesses: Uncontrollable. Exhausts magic.
Duration: 2-5 minutes.
Description: The user gathers nearly all of their fire magic and throws it to the skies, summoning clouds of black ash and ember. After the clouds settle, fireballs rain down from the skies over a large area and explode into the ground. These deadly fireballs rain down with no predetermined destination and nearly everything within the area of effect is completely destroyed. Depending on how much magic is used to summon the storm, this spell can last anywhere between two and five minutes, which seems like an eternity when hell is raining down upon the land.
Name: Eruption
Classification: Fire
Level: 3
Strengths: Wide-area damage.
Weaknesses: Exhausting Spell. Can only be cast through a rocky surface.
Duration: Varies
Description: The user gathers up an immense amount of fire magic from within their body before transferring it to the ground. Like the spout spell, this magic then explodes upwards from the ground, but instead of fire, lava spews into the air melting whatever it comes in contact with. The eruption site swallows anything within its five foot circumference and spits up to twelve feet in the air. The lava does not simply go away, however. It settles and lingers until it is cooled and becomes rock. If this spell is cast on a hill, the resulting lava will flow downwards, burning anything it comes in contact with.
AQUA AFFINITY
Level 1: Has basic control over water and aqua spells. Can use low-level aqua spells.
Level 2: Has an intermediate control over water and aqua spells. Can use mid-level and low-level aqua spells with ease.
Level 3: Has mastered control over aqua and aqua spells. Can use mid-level and low-level aqua spells with ease. Can use high level aqua spells as well.
EARTH AFFINITY
Level 1: Has basic control over earth and earth magic. Can use low-level earth magic.
Level 2: Has an intermediate control over earth and earth spells. Can use mid-level and low-level earth magic with ease.
Level 3: Has mastered control over earth and earth magic. Can use mid-level and low-level earth spells with ease. Can use high level earth spells as well.
AIR AFFINITY
Level 1: Has basic control over air and wind spells. Can use low-level wind spells.
Name: Wind Walker
Classification: Air Magic
Level: 1
Strengths: Increased effectiveness the more wind is present.
Weaknesses: Cannot be performed where air is not present.
Duration: About three minutes
Description: Wind Walker is an ability in which the user focuses wind to surround their feet, granting them an agility increase. Because of the low level of magic needed, Th user can sustain this state of magic for a long duration.
Name: Wind Shell
Classification: Wind Magic
Level: 1
Strengths: Increasingly more effective the more air is present.
Weaknesses: Is less effective when little to no air is present.
Duration: Two Minutes
Description: An ability in which the user expands a transparent shell of air around themself, eliminating wind resistance. By using this ability, the user can move much faster, perform more difficult maneuvers and negate low-level offensive Air magicks. Wind Shell requires a slight level of concentration, which makes it difficult to sustain for long durations while performing strenuous activities like fighting. Also, Shell can be expanded to encompass two people, though when the size of this barrier is increased, the user has to exert almost all the magic in the user's body to maintain it, virtually paralyzing them when doing so.
AIR AFFINITY
Level 2: Has an intermediate control over air and wind spells. Can use mid-level and low-level wind spells with ease.
Name: Wind Barrier
Classification: Air Magic
Level: 2
Strengths: Much more effective the more wind is present. Self-generated wind. Can encompass more than one person.
Weaknesses: Physically draining. Cannot be used repeatedly.
Duration: 10-15 seconds.
Description: When activated, the user summons a dense barrier of hurricane wind around their body. This powerful barrier completely surrounds their body and only lasts about ten seconds; enough to defend against an explosion or most light to mid-level attacks. An example of this would be if someone attacked the user with a mid-level fire spell, they could activate their Wind Barrier to shield themselves from this attack for its duration.
Offensively, it can be used to push away those in close proximity to him. An example of this would be if somebody was grabbing the user's collar, they could activate their Wind Barrier and forcefully repel their attacker a good five feet.
Name: Concussion Fist
Classification: Air Magic
Level: 2
Strengths: Self-generated wind. Great for non-lethal hand-to-hand combat. Most effective against light-armor.
Weaknesses: Very short range. less effective against heavy armor.
Duration: 2 minutes.
Description: The user generates two focused hurricane-force windstorms around their fists, which cause concussive results when they assault something. The technique is non-lethal because the dense winds do not break, but simply push, pull and twist. It is the same as getting hit by a focused hurricane storm, not to mention the strength of the user behind the punch.
Name: Air Whip
Classification: Air Magic
Level: 2
Strengths: Great long-ranged combat. Can be used outside battle.
Weaknesses: Can be severed easily. Cannot be used in the absence of air/
Duration: 10 seconds.
Description: The user binds together wind and air to form a long,
tangible whip, which they can use to either wrap around objects or strike them. The whip can extend to twelve feet in length and cover a wide circumference, but can be severed by anything denser than the wind itself.
AIR AFFINITY
Level 3: Has mastered control over air and wind spells. Can use mid-level and low-level wind spells with ease. Can use high level wind spells as well.
ICE AFFINITY
Level 1: Has basic control over ice and frost spells. Can use low-level frost spells.
Level 2: Has an intermediate control over ice and frost spells. Can use mid-level and low-level frost spells with ease.
Level 3: Has mastered control over ice and frost spells. Can use mid-level and low-level frost spells with ease. Can use high level frost spells as well.
LIGHTNING AFFINITY
Level 1: Has basic control over electricity and shock spells. Can use low-level shock spells.
Level 2: Has an intermediate control over electricity and shock spells. Can use mid-level and low-level shock spells with ease.
Level 3: Has mastered control over electricity and shock spells. Can use mid-level and low-level shock spells with ease. Can use high level shock spells as well.
ELECTRO AFFINITY (By Kairu)
Level 1: The user has a basic grasp of electricity magic, able to channel slightly more electricity than a normal person would, a low voltage current, allowing them to cast level one electricity spells.
Name: Drain (By Kairu)
Classification: Electricity Magic
Level: 1
Strengths: Drains electricity from nearby sources to charge spells. Spells become more powerful based on how much electricity is absorbed. Spell drains more electricity in a shorter amount of time base on user's affinity.
Weaknesses: Limited by user's tolerance to electricity.
Duration: The user can drain electricity as long as the user wants until either there is no more energy to drain or the user is cooked from the inside out.
Description: This spell is the most basic electricity magic spell and is it's main advantage over lightning magic. When an electricity magic user drains energy from nearby machines the machines will usually flicker, screens will dim, and lights will dim as well. The machines could eventually turn off if all electricity is drained. When large amounts of electricity are being drained visible bolts of electricity may be seen in the air as well.
Name: Shock
Classification: Eletric
Level: 1
Strengths: Effective against water and machines.
Weaknesses: Has no effect on rock/earth, or grass.
Duration: Instant
Description: The user generates a current of electricity and uses that to shock any targets the user touches. The strength of the shock is based on the user's affinity level and how much electricity is generated for the technique. Beginner mages have a tendency to receive feedback from this technique and will receive the same amount of damage that is dealt to a target.
ELECTRO AFFINITY (By Kairu)
Level 2: The user can channel a medium voltage current of electricity through themselves, allowing them to cast level two and one electricity spells.
Name: Electrical surge (By Kairu)
Classification: Electricity Magic
Level: 2
Strengths: Can be used to destroy most electronic devices and machines.
Weaknesses: Is useless against equipment with electrical surge protection. Requires a large amount of electricity. User need to be in physical contact with the device to destroy it.
Duration: 5-10 seconds. Duration decides how much damage is done to the machine, but requires more energy the longer it is maintained.
Description: The user channels large amounts of electricity into an object to destroy it. As the electricity is being channeled, sparks could be seen leaping across the surface of the user's skin and the object he is attempting to sabotage.
Name: Supplement (By Kairu)
Classification: Electricity magic/Support Magic
Level: 2
Strengths: The user uses the strength in his body to power nearby devices.
Weaknesses: Is limited to the user's strength. Demand also increases depending on what the user is powering.
Duration: On average a user of electricity magic can sustain this spell for quite a long time, although it varies based on what the user is powering. Energy weapons and other high demand devices can only be powered for a few minutes at most.
Description: The user generates electrical energy from within to power nearby devices or objects. The targets the user is powering may display some visible sparks leaping across the surface although this decreases as the user becomes more familiar with the device and it's circuitry. This spell, if not properly managed, can completely burnout the user, which will require a long resting period. No Electro magic can be used during this period, not even Drain. The duration of this refractory period depends on the user's skill level; the stronger the user, the longer their refractory period is.
ELECTRO AFFINITY (By Kairu)
Level 3: The user can channel a high voltage current of electricity through themselves allowing them to cast level one, two, and three electricity spells
Name: Electromagnetic Pulse (By Kairu)
Classification: Electricity Magic
Level: 3
Strengths: Sends out a pulse of electromagnetic energy, disabling all devices within fifty feet of the user. If used while inside a star ship, could potentially cripple the ship for the duration.
Weaknesses: Requires a large amount of electricity to perform, and the devices are not disabled permanently. Is almost impossible to cast without using Drain first.
Duration: Devices are disabled for twenty to thirty seconds.
Description: When the user casts this spell, a visible shock-wave of electromagnetic energy can be seen rushing out from the user. As the shock-wave reaches nearby devices, they turn off, screens fading to black and energy weapons no longer firing. Just like most Electricity spells, the more energy that the user releases, the longer their refractory period will be.
LIGHT AFFINITY
Level 1: Has basic control over light and holy spells. Can use low-level holy spells.
Name: Light
Classification: Light/Holy
Level: 1
Strengths: Works well in dark places. Great against enemies with sensitive eyes.
Weaknesses: Useless in bright areas. No true combat value.
Duration: Unlimited
Description: The user forms a glowing orb of light around their hand to illuminate dark areas. The light also gives off a slight warmth and peaceful sensation, which can be used to soothe and relax. This spell has no true combat value.
Name: Shine
Classification: Light/Holy
Level: 1
Strengths: Great for dark areas. Effective against enemies with sensitive eyes.
Weaknesses: Useless in bright areas.
Duration: 5 seconds.
Description: The user emits a bright light from their entire body that repels darkness and shadows from a wide area.
Name: Flash Bang
Classification: Light/Holy
Level: 1
Strengths: Great in dark areas. Effective against enemies with sensitive eyes.
Weaknesses: Useless in bright areas.
Duration: 5 seconds
Description: The users throws an unstable ball of light that erupts into a relentlessly bright light that can blind enemies for a short while and dispel a wide area of darkness. This spell has a chance to burn weak demons and/or zombies.
LIGHT AFFINITY
Level 2: Has an intermediate control over light and holy spells. Can use mid-level and low-level holy spells with ease.
Name: Ray
Classification: Light/Holy
Level: 2
Strengths: Great against dark or unholy beings.
Weaknesses: Not very effective against much else.
Duration: 5 seconds
Description: The user assaults a target with a ray of holy light, with burns dark, unholy, and/or undead creatures. The light is only wide enough to spotlight a single enemy and only does minimal damage against normal enemies.
LIGHT AFFINITY
Level 3: Has mastered control over light and holy spells. Can use mid-level and low-level holy spells with ease. Can use high level holy spells as well.
DARKNESS AFFINITY
Level 1: Has basic control over darkness and shadow magic. Can use low-level shadow magic.
Name: Shadowfall (By Kec'ka)
Classification: Enviromental
Level: 1
Strengths: Easy to perform and strengthens the user's ability to use this element.
Weaknesses: Anything that can create light and/or banish the summoned shadows.
Duration: Varies Upon Skill Level
Description: Allows a pitch black shadow to seemingly fall from the sky. It makes everything dark, but other than that, it doesn't exactly do anything. This is the first spell most mages learn, due to the simplicity and low risk of the charm.
Name: Claws of Darkness (By Kec'ka)
Classification: Attack- Melee
Level: 1
Strengths: Low-skill and low-risk, physically powerful, long-lasting, auto-terminating.
Weaknesses: Bursts of light, requires physical strength, requires magical strength.
Duration: 5-45 mins.
Description: Claws of shadows extend from the knuckles. A strong mage might make this last as long as 45 minutes, making it great for extended combat. However, it doesn't give you any combat skills you don't have, and unskilled mages are unable to make it last more than 10 minutes. Luckily, the spell is auto-terminating, so it will never drain a mage dry. Because of this, even new mages are allowed to use it.
Name: Bursting Dark (By Kec'ka)
Classification: Attack- Short-range explosion
Level: 1
Strengths: Strong if hits on target, relatively easy to learn, uses little power.
Weaknesses: Innaccurate, short range, doesn't work in bright environments.
Duration: A few seconds.
Description: The mage concentrates on a location and summons a quick burst of darkness magic, which makes a mini-explosion in that spot. Unfortunately, most targets happen to be MOVING targets, so this spell is best used on a relatively large target. It uses next to no energy, as it lasts barely any time.
Level 2: Has an intermediate control over darkness and shadow magic. Can use mid-level and low-level shadow magic with ease.
Name: Shadow Beam (By Kec'ka)
Classification: Attack- Ranged laser
Level: 2
Strengths: Pinpoint accurate, very powerful, may burn opponent.
Weaknesses: Always travels in a straight line, may burn user.
Duration: Up to 30 seconds.
Description: This is an intermediate spell in which darkness flings from where the user is standing, sending a deadly, hot beam of shadow at the opponent in a straight line. However, for some unknown reason, the spell can also burn the user if the user if one, they are inexperienced or two; maintain the spell for too long.
Name: Dark Balls (By Kec'ka)
Classification: Attack- Artillery
Level: 2
Strengths: Hits a wide range of distances, bounces off of things.
Weaknesses: Direct hits from light magic, could bounce back and hit you.
Duration: Up to 5 mins of continuous fire.
Description: First, no, the mage who named this did not realize how funny it sounded. The user fires balls of darkness from his or her hands that scatter through an area. They can bounce off of things up to two times, making them useful for firing around corners. However, it makes it a BAD idea to use it in a confined space. When the dark balls hit a target, or the dark magic sustaining them begins to wane, they explode.
Level 3: Has mastered control over darkness and shadow magic. Can use mid-level and low-level shadow magic with ease. Can use high level shadow magic as well.
Name: Shadow Mold (By Kec'ka)
Classification: Formation- Shapes monsters.
Level: 3
Strengths: Can shape anything, practically unstoppable.
Weaknesses: May spontaneously combust user, cannot be used in bright areas.
Duration: 15 mins.
Description: WARNING: NEVER USE THIS SPELL UNLESS YOU ARE A POWERFUL GORGON WHO'S CULLED MORE PEOPLE THAN SHE CAN COUNT AND IS BURSTING WITH ENERGY. Seriously. Despite the fact it shapes monsters out if shadows, which is pretty awesome, you WILL spontaneously combust. It's almost a guarantee. As a result, this has been called the "last resort spell."
Name: NECROTIC AFFINITY
Level 1: Has basic control over necromancy and can inflict minor sicknesses and connect with dead souls.
Name: Affliction
Classification: Sickness
Level: 1
Strengths: Effective Against Biological Creatures
Weaknesses: Useless against non-living/biological beings
Duration: Up To Five Minutes
Description: The user casts a spell against a target that slows the afflicted's immune system, making them more susceptible to sicknesses and plagues. It also damages the rate at which they regain stamina, gradually making them weaker and more sluggish so long as combat is prolonged.
Name: Wound
Classification: Sickness
Level: 1
Strengths: Effective Against Biological Creatures
Weaknesses: Useless against non-living/biological beings
Duration: Varies depending on skill level, lowest being five minutes and highest being hours.
Description: The user casts a spell against a target that causes all open wounds or any new wounds gained during the spell's duration to be immune to healing magic. Wounds remain open and soft tissue is exposed to outside bacteria, leaving the afflicted susceptible to foreign microbes.
Name: Sense The Dead
Classification: Necromancy
Level: 1
Strengths: Increases awareness
Weaknesses: Only works against the Undead
Duration: Passive
Description: Allows the user to sense when Undead beings are in the area. A simple skill used to keep track of all the user's undead puppets and those that the user does not control.
Name: Whisper of Death
Classification: Reanimation
Level: 1
Strengths: Good for Stealth and Espionage
Weaknesses: Limited range and duration.
Duration: About Ten to Fifteen Minutes.
Description: The first level of necromancy most learn, this spell allows the user to summon corpses of small creatures and use them to spy on the world. Once the creatures have been raised, the user can see through their eyes and hear what they hear. The raised beings, however, can only go a maximum of fifty yards from the summoner and are extremely susceptible to fire and holy magic.
Name: Banish Undead
Classification: Summoning
Level: 1
Strengths: Banishes All Summoned Undead
Weaknesses: Cannot banish summoned puppets owned by a higher-level Necromancer.
Duration: Instant
Description: Using a large amount of Necrotic Energy, the user banishes all summoned puppets from the area instantly, including the user's. This Skill only affects summoned puppets of the same or lower level than the user.
Name: NECROTIC AFFINITY
Level 2: Grants the user access to second-tier necrotic spells. With a better understanding of Necromancy, all lower-level spells potency increase.
Name: Fester
Classification: Sickness
Level: 2
Strengths: Highly Effective Against biological beings
Weaknesses: Useless against non-living/biological beings
Duration: Up To Five Minutes
Description: The user casts a terrible spell against their opponent, which causes a selection of open wounds on the afflicted to bubble and fester. Though it does nothing to directly cause sickness, the festering wounds are extremely painful and nauseating to look at. Though the spell causes physical pain to the opponent, it can also be very psychologically damaging as well forcing them to watch as their wounds boil with puss and sickness.
Name: Summon Lesser Corpse
Classification: Summoning
Level: 2
Strengths: More potent in graveyards or areas where dead are buried
Weaknesses: Vulnerable to Fire and Holy.
Duration: Varies depending on skill level and number of minions summoned.
Description: The user summons lesser corpses to assist them in battle. For beginners, only up to three corpses can be summoned at once and these corpses are usually of woodland creatures or ghouls created from the user's own energy.
Name: Breath of the Dead
Classification: Support
Level: 2
Strengths: Perfect when oxygen is not present.
Weaknesses: Can be fatal if prolonged.
Duration: Can be safely used for up to Fifteen minutes. Any longer increases the likelihood of severe damage.
Description: The user casts a spell on oneself or others, allowing all enchanted with this spell to be able to survive without oxygen for the duration of the spell. If left in this state for too long, however, those enchanted by the spell will suffer negative effects to the lungs and vascular system. If prolonged, those under the spell's influence will die.
Name: Numb The Dead
Classification: Area Of Effect
Level: 2
Strengths: Effective against undead creatures
Weaknesses: Useless against all other life forms.
Duration: Up to Ten Minutes.
Description: The user casts a spell that numbs the Undead's senses, dropping their awareness and killing intent, and halting them from attacking for the duration of the spell. This spell is a double-edged cast and will effect ALL undead beings, including the caster's.
Name: Shackles of the Damned
Classification: Area of Effect
Level: 2
Strengths: Immobilizes targets
Weaknesses: Can be dodged. Short Duration.
Duration: 30 seconds.
Description: When the user activates this spells, boned hands shoot from the area of effect and latch on to any enemies in the area, holding them down until the spell's duration is up or the target escapes.
Name: Undead Strength
Classification: Support
Level: 2
Strengths: Increases all physical attributes.
Weaknesses: Does not prevent wounds or injury.
Duration: Varies depending on skill level.
Description: The user focuses their Necrotic energy into their physical body, increasing all physical attributes as well as completely nullifying all senses of pain or injury, allowing the user to fight without any sense of pain. This spell, however, does not prevent injury and the user can become severely wounded during combat, only feeling the painful effects after the spell is cancelled.
Name: NECROTIC AFFINITY
Level 3: The user gains an advanced understanding of the necrotic arts and has a stronger storage of necrotic energy within themselves, allowing them to cast more spells and summon more minions.
Name: Summon Corpse
Classification: Summoning
Level: 3
Strengths: More potent in graveyards or areas where dead are buried
Weaknesses: Susceptible to Fire and Holy
Duration: Varies depending on skill level and number of minions summoned.
Description: The user summons the undead to fight for them. These undead are stronger and more hostile than lesser corpses and stay in play for a slightly longer duration, though the more that are summoned, the shorter their duration is.
Name: Siphon
Classification: Necromancy
Level: 3
Strengths: Regeneration of strength.
Weaknesses: Slow rate of energy stealing.
Duration: Infinite.
Description: The user forms a parasitic bond with the target and gradually steals energy from them, however, the rate at which energy is stolen is moderately slow, leaving the caster vulnerable while stealing energy from the target.
Name: Curse
Classification: Necromancy
Level: 3
Strengths: Severely cripples target.
Weaknesses: Short Duration
Duration:Five minutes.
Description: The user casts a heinous spell on a target that completely negates all status boosting, holy, and healing magic as well as slowly drains the user's strength and life energy for the duration of the spell. Though the spell alone cannot completely drain a target, without the ability to heal or be healed, the target becomes increasingly weaker during combat. Once the spell's duration is up, however, the target's strength is no longer siphoned away and all status buffers return to affect.
Name: Grave-Robber
Classification: Necomancy
Level: 3
Strengths: Quick regeneration of Health and Strength.
Weaknesses: Only works against Undead.
Duration: Instant.
Description: Reversing the polarity of Necrotic energy, the user is able to steal energy from the Undead through physical contact and use that energy to regain strength and heal wounds. The user cannot use this stolen energy to replenish their own Necrotic Energy, however.
SUPPORT AFFINITY
Level 1: Can perform basic, level one support magic upon either themself or another.
Level 2: Can perform average, level two support magic upon oneself and others. Can perform basic spells much easier.
Level 3: Can perform high, level three support magic for a small group. Can perform mid-level and basic level support magic much easier.
Name: Hawkeye (By Sven)
Classification: Ranged Support
Level: 3
Strengths: Can be cast upon a group of 5 or more, depending on the user's skill level.
Weaknesses: Cannot be used for melee weapons or spells.
Duration: 5
Description: Hawkeye allows a person to extend the range of a compatible projectile indefinitely. Can be combined with trackers to create a projectile attack that almost never misses, no matter what.
Compatible List: Shotguns, Handguns, Bows, Rifles, Crossbow.
RESTORATION AFFINITY
Level 1: Can perform basic, level one healing spells upon either themselves or another.
Name: Heal
Classification: Restoration
Level: 1
Strengths: Quick self-healing.
Weaknesses: Light healing. Can only use on self.
Duration: Unlimited
Description: The user's body heals itself of small scratches, scrapes and bruises with a restorative golden glow that emanates from their soul. The spell, because it uses very little energy, can be sustained as long as needed to heal small wounds and scars, however, it cannot heal bigger cuts, gashes or more serious injuries
Name: Healing
Classification: Restoration
Level: 1
Strengths: Quick healing.
Weaknesses: Light healing only. More physically demanding.
Duration: Varies
Description: The user calls upon their restorative powers to perform light healing on another. The user's hands glow with a golden light and the spell can heal small wounds, bruises and scars, however, more serious injuries cannot be repaired. Also, this spell can be physically demanding depending on how many times it is used.
Name: Team Heal
Classification: Restoration
Level: 1
Strengths: Quick team-healing.
Weaknesses: Light healing. Cannot be used in quick succession.
Duration: Ten seconds.
Description: The user generates an aura of restorative energy that encases their body in a golden light before that light erupts from the caster, healing both them self and all nearby allies. This spell can only heal minor wounds and is much more physically demanding than more concentrated magic.
RESTORATION AFFINITY
Level 2: Can perform intermediate, level two healing spells upon oneself or another.
Name: Boon
Classification: Restoration
Level: 2
Strengths: Continuous healing.
Weaknesses: Can be cancelled and/or dispelled. More divided the more allies are present.
Duration: 20 seconds.
Description: The user removes a large portion of their restorative energy to create a floating orb of golden light, which heals all allies in a five-foot radius until all the magic is used up and the boon disappears. The more allies in range, the more divided the healing potency becomes. Because this is an outward spell, in can be cancelled out or dispelled by enemy magic.
Name: Restoration
Classification: Restoration
Level: 2
Strengths: Stronger healing magic.
Weaknesses: Can only use on one target at a time.
Duration: Varies
Description: The user summons a large amount of restorative magic to heal deep cuts, gashes and other nasty wounds. The user can only target one ally at a time and cannot use the spell to self-heal.The spell is also very physically demanding and can tire the user out quickly.
Name: Healing Circle
Classification: Restoration
Level: 2
Strengths: Healing Barrier
Weaknesses: Light healing. Caster is immobilized
Duration: Varies
Description: The user's body becomes a healing boon in which trasfers restroative powers to a seven-foot radius around the caster, healing all allies in range. The spell immobilizes the user and creates a barrier that protects allies in range from negative spell effects such as slow, drain and others.
RESTORATION AFFINITY
Level 3: Can perform advanced, level three healing spells upon oneself or others.
Name: Rejuvenation
Classification: Restoration
Level: 3
Strengths: Very strong level of healing.
Weaknesses: Time-consuming. Very draining.
Duration: Varies
Destription: The user summons restorative energy from their body to regenerate skin, flesh, bone and tissue, and heal life-threatening injuries. The spell in one of the most physically demanding and, depending on the extent of the healing, can cause the user to fall unconscious from the physical and mental strain.
Name: Faerie Healing
Classification:
Level: 3
Strengths: Quick team healing. Wide range.
Weaknesses: Brief mid-level healing.
Duration: Five seconds
Description: The user unleashes a burst of restorative energy that heals all allies in the immediate area. The healing is brief and only restores a small portion of the allies' health, but is effective in the middle of a large-scale battle. The more allies exposed to the healing magic, the more divided and diluted the effects will be.
ILLUSION AFFINITY
Level 1: Can perform basic, level one illusion spells upon either themself or another.
Level 2: Can perform average, level two illusion spells upon oneself and others. Can perform basic spells much easier.
Level 3: Can perform high, level three illusion spells for a small group. Can perform mid-level and basic level support magic much easier.
ENCHANTER'S AFFINITY