Post by hibbe on Jan 14, 2007 3:31:37 GMT -5
The following is a list of beginner spells that characters can start out with.
Fireball: A burst of fire. Considered an extremely potent spell.
Iceball: An arcane ball of ice energy, causes extreme freeze damage.
Temporary Invisibility: A field of obscuring energy. Allows for extreme stealth.
Barrier: A shield of magic energy.
Magic Arrow: A bolt of arcane energy loosely shaped like an arrow.
Slow Flight: The ability to soar high above the ground at a fast, but not obscenely so speed.
Teleporting: Blinking in and out of reality within a small radius, allows for chains of surprise attacks.
Water Blast: A debilitating blast of water formed from nothingness.
Scrying: A method of conjuring visions through mirrors, still water, or crystal balls. Used to find people, places, or objects.
Telekinesis: The ability to deliver invisible blows or lift objects using only their mind.
Electric Ball: A destructive ball of electric energy.
Geomancy: Limited control of the Earth.
Short-Range Telepathy: Allows completely silent communication with party members within a small radius.
Sound Dampener: A spell that decreases all sounds a person would usually make to near inaudible levels.
Good Luck Charm: A charm that increases the luck of the party allowing for them to dodge blows that would usually be undodgable or see an opening in their opponent's defense that wouldn't usually be there.
Healing: Minor healing spell.
Mini-Cyclone: A small cyclone of wind that can incapacitate an opponent long enough to deliver a killing blow.
NOTE: These are only a few of the spells a beginner to intermediate could know. A reference sheet if you will, feel free to develop your own spells and if they are approved by the Administration then they will be added to the list.
Fireball: A burst of fire. Considered an extremely potent spell.
Iceball: An arcane ball of ice energy, causes extreme freeze damage.
Temporary Invisibility: A field of obscuring energy. Allows for extreme stealth.
Barrier: A shield of magic energy.
Magic Arrow: A bolt of arcane energy loosely shaped like an arrow.
Slow Flight: The ability to soar high above the ground at a fast, but not obscenely so speed.
Teleporting: Blinking in and out of reality within a small radius, allows for chains of surprise attacks.
Water Blast: A debilitating blast of water formed from nothingness.
Scrying: A method of conjuring visions through mirrors, still water, or crystal balls. Used to find people, places, or objects.
Telekinesis: The ability to deliver invisible blows or lift objects using only their mind.
Electric Ball: A destructive ball of electric energy.
Geomancy: Limited control of the Earth.
Short-Range Telepathy: Allows completely silent communication with party members within a small radius.
Sound Dampener: A spell that decreases all sounds a person would usually make to near inaudible levels.
Good Luck Charm: A charm that increases the luck of the party allowing for them to dodge blows that would usually be undodgable or see an opening in their opponent's defense that wouldn't usually be there.
Healing: Minor healing spell.
Mini-Cyclone: A small cyclone of wind that can incapacitate an opponent long enough to deliver a killing blow.
NOTE: These are only a few of the spells a beginner to intermediate could know. A reference sheet if you will, feel free to develop your own spells and if they are approved by the Administration then they will be added to the list.