Post by Kec'ka on Jun 17, 2012 11:13:59 GMT -5
(Darkness spells have yet to be listed. Here, let me create some!)
Darkness magic is magic that comes from the shadowy side of a person.ot can be very powerful, but it is known to cause madness if too much used. (I say this, but certain races may not be affected by this, spending on how dark they already are.) It is generally accepted to be the opposite of light magic, and is weak to it. The affinities, to recap, look like this:
Level 1: Has basic control over darkness and shadow magic. Can use low-level shadow magic.
Level 2: Has an intermediate control over darkness and shadow magic. Can use mid-level and low-level shadow magic with ease.
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.
Some common spells look like this:
Name: Shadowfall
Classification: Enviromental
Level: 1
Strengths: Lowest risk of all dark type magics.
Weaknesses: Doesn't actually DO anything.
Duration: 1 hour
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
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 many 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
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 darkness 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.
Name: Shadow Beam
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: Exactly 30 sec.
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 gets in the way, so stay clear. Oh, and it ALWAYS lasts 30 seconds. (Weird, huh?)
Name: Dark Balls
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 usefull for firing around corners. However, it makes it a BAD idea to use it in a confined space.
Name: Shadow Mold
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."
Darkness magic is magic that comes from the shadowy side of a person.ot can be very powerful, but it is known to cause madness if too much used. (I say this, but certain races may not be affected by this, spending on how dark they already are.) It is generally accepted to be the opposite of light magic, and is weak to it. The affinities, to recap, look like this:
Level 1: Has basic control over darkness and shadow magic. Can use low-level shadow magic.
Level 2: Has an intermediate control over darkness and shadow magic. Can use mid-level and low-level shadow magic with ease.
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.
Some common spells look like this:
Name: Shadowfall
Classification: Enviromental
Level: 1
Strengths: Lowest risk of all dark type magics.
Weaknesses: Doesn't actually DO anything.
Duration: 1 hour
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
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 many 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
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 darkness 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.
Name: Shadow Beam
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: Exactly 30 sec.
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 gets in the way, so stay clear. Oh, and it ALWAYS lasts 30 seconds. (Weird, huh?)
Name: Dark Balls
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 usefull for firing around corners. However, it makes it a BAD idea to use it in a confined space.
Name: Shadow Mold
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."