Noreal Magic.

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Noreal Magic. Empty Noreal Magic.

Post by Sion Reaver Tue Apr 02, 2024 3:15 pm

Noreal Magic

Summary:

They are for the most part nature based, besides the elements they typically deal with other aspects of nature. Typically, Noreal natives can't learn their opposite if its a opposing natural element of theirs(I.E. if fire is their element, they can't learn water) On the flipside, using elements that are those of their natural born ones get a bit of a boost. Below are some spells, though it should be noted in modern era magic users are far less common and there has been various magic that has since been lost.

In addition to the elements and nature 'neutral' category. The later is more for things that don't fit and usually more utility and day to day or support. All magic uses stamina, the stronger the spell the more the drain
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Water/Ice Based Spells:

Aqua Surge: Creates a powerful wave of water to knock back enemies.

Tidal Barrier: Conjures a protective barrier of swirling water to deflect attacks.

Healing Waters: Channels water energy to heal wounds and injuries.

Aqua Lance: Forms a spear-shaped projectile of water to pierce through enemies.

Aqua Whip: Forms a flexible whip of water to lash out at enemies or manipulate objects.

Drowning Grasp: Creates a watery vortex to pull enemies underwater and drown them. The vortex however only last for a short time and the pull is mostly dependt on the strength of the user.

Cleansing Tide: Purifies water sources and removes contaminants or toxins.

Aqua Veil: Shrouds the caster in a watery mist, granting temporary invisibility or stealth.

Tsunami Strike: Unleashes a massive wave of water to devastate everything in its path.

Frost Nova: Releases a blast of icy energy, freezing enemies in place.

Glacial Shield: Conjures a barrier of solid ice to block incoming attacks.

Frozen Lance: Hurls a shard of ice at high velocity to impale targets.

Frostbite: Envelops enemies in biting cold, slowing their movements and numbing their senses.

Ice Shards: Rains down sharp icicles from above to pierce enemies.

Frozen Pathway: Creates a slippery surface of ice to hinder enemy movement.

Blizzard Veil: Surrounds the caster in a swirling blizzard, obscuring vision and chilling foes.

Frost Armor: Encases the caster in a layer of thick ice, reducing damage taken.

Glacial Spire: Summons a towering pillar of ice from the ground to skewer enemies.

Frostfall: Causes temperatures to plummet rapidly, freezing anything in the vicinity.
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Fire and Lighting based

Fireball: Conjures a ball of flame that explodes upon impact, dealing area-of-effect damage.

Inferno Burst: Releases a wave of intense heat in all directions, scorching enemies nearby.

Flame Whip: Forms a whip of fire that lashes out at enemies, leaving burns in its wake.

Fire Portal: Creates a vortex of fire to teleport to a location. Has to know where they are going. The longer the distance, the longer the cooldown before use again.

Ignition: Ignites a target or object, causing it to burst into flames.

Pyro Shield: Surrounds the caster with swirling flames, damaging enemies that come into contact.

Ember Rain: Summons a shower of fiery embers from the sky to rain down on enemies.

Firestorm: Creates a raging storm of fire that engulfs everything in its path.

Molten Armor: Coats the caster in molten lava, providing increased defense and burning enemies upon contact.

Heat Wave: Generates a wave of scorching heat that damages and disorients enemies.

Phoenix Fury: Calls forth the spirit of a fiery phoenix to incinerate enemies with flames.

Thunderbolt: Strikes a single target with a powerful bolt of lightning, dealing high damage.

Static Field: Creates an electrified field that shocks and stuns enemies who enter it.

Chain Lightning: Releases a bolt of lightning that jumps from target to target, chaining through multiple enemies.

Electroshock: Sends a surge of electricity through the target, paralyzing them temporarily.

Thunderclap: Unleashes a deafening roar of thunder, disorienting and stunning enemies in the area.

Lightning Spear: Forms a spear-shaped projectile of lightning to pierce through enemies.

Volt Surge: Releases a surge of electrical energy in all directions, damaging and stunning nearby enemies.

Lightning Shield: Surrounds the caster with crackling electricity, damaging and repelling enemies that come too close.

Thunderstorm: Summons a storm of crackling lightning bolts to rain down on enemies from above.

Electrokinetic Burst: Channels a burst of electrical energy, empowering the caster's attacks and movements with lightning speed
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Wind and Earth Based:

Gale Force: Creates a powerful gust of wind to knock back enemies and deflect projectiles.

Cyclone: Conjures a swirling vortex of wind to lift enemies into the air and hurl them away.

Zephyr's Grace: Enhances the caster's agility and speed, allowing them to move with the swiftness of the wind. It can double a users natural speed

Featherfall: Slows the descent of the caster and allies, allowing for safe landings from great heights. Skilled enough users of this can outright fly with it although it requires concentration.

Tempest Blade: Infuses a weapon with the power of the wind, increasing its speed and cutting ability.

Wind Wall: Erects a barrier of swirling wind that deflects incoming projectiles and blocks enemy movements.

Slicing Gale: Releases a razor-sharp blast of wind that slices through enemies and obstacles with deadly precision.

Aero Burst: Releases a burst of concentrated wind energy, knocking back enemies and disrupting their attacks.

Stone Skin: Hardens the caster's skin with earth magic, increasing their defense and resilience.

Boulder Toss: Hurls a large boulder at enemies, crushing them upon impact.

Tremor Pulse: Sends shockwaves through the ground, disrupting enemy movements and causing them to stumble.

Earthen Grasp: Raises sharp spikes of earth from the ground to immobilize and impale enemies.

Gaia's Embrace: Channels the power of the earth to heal wounds and rejuvenate allies.

Rockslide: Causes a cascade of rocks and boulders to rain down on enemies from above.

Quicksand Quagmire: Turns the ground into quicksand, trapping and immobilizing enemies who step into it.
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Neutral

Renewal: Cleanses allies of toxins, diseases, and curses. Its not a instant cure on, as other factors such as nature of the curse or illness. Depending how strong those are and the user they may not be able to cure it. Or at least not all at once.

Healing Light: Emits a circle beneath the ground that heals wounds and restores vitality to allies within its radius. It doesn't differ from friend or foe so some care has to be used when its active.

Blessing of Protection: Surrounds allies with a protective aura that reduces incoming damage for a duration. Its thirty percent defense boost for twenty minutes with the cooldown of the same.

Alarm Ward: Sets up a magical alarm system to alert you when someone enters a designated area or touches a specific object. It goes without saying they would still have to be in range to hear.

Teleportation Circle: Creates a magical circle that allows instant transportation to another pre-determined location when activated, offering a convenient means of travel. They have to know where they are going for it to work, or they could end up in the walls or some place unpleasant.

Blast Nova: This the few master level offensive spells still around, although the people that know it are about two at the most. The spell forms a magic circle above them that launches a magical beam. On impact it can do city wide destruction but requires a lot of energy to do so.  There used to be master spells of different elements, but they have been lost through time.
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