Hylian Spells

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Hylian Spells

Post by namey on Thu Jul 11, 2013 6:39 pm

Aero Bomb
Category: Shamanism / Air
Makes a compact ball of air explode in the desired location. This spell deals little damage, and was created to deflect things like arrows and offensive spells. Since it can be used against all kinds of attacks, it is considered a useful beginners' spell.


Air Valm
Category: Shamanism / Air
A wall of wind appears in front of the spell caster and deflects attacks. Only effective against attacks from the front of the caster, but the spell also takes less time to cast. Effective against all attacks but earth-shamanism, since earth magic attacks from the ground.


Aqua Breathe
Category: Shamanism / Water
Makes it possible to breathe in water. Once this spell is cast, it lasts for a while so there is no need to concentrate in order to maintain the spell. This makes it possible to cast other spells in water. The downside is that the spell doesn't improve your movement in water and your equipment will get wet.


Aqua Create
Category: Shamanism / Water
Creates water.


Arc Brass
Category: Shamanism / Air
With the spell caster as the center, makes lightning rain down on an area of several blocks. Death is highly unlikely. At the worst, the target(s) will suffer paralysis. At the best some the target(s) will suffer some kind of mental disorder. If the spell-caster is within line of sight, there is little possibility of avoiding this spell.


Assha Dist
Category: Shamanism / Spirit
A spell designed to attack undead. Most undead creatures such as vampires will disintegrate on contact.


Astral Break
Category: Shamanism / Spirit
A spell which destroys the target from the Astral Side. It is powerful enough to take out a Brass Demon with one hit. This spell is powerful, yet requires little time to chant the spell.


Astral Vine
Category: Shamanism / Spirit
A spell which enchants a sword, axe, or other weapon with magic. A weapon enchanted in this way makes it possible to deal damage to Mazoku and becomes as powerful as the Sword of Light. However, this enchantment is only temporary.


Balus Rod
Category: Black / Offensive
A whip of light appears in the caster's palm which can be used to attack. Unlike spells which are shot out, the movement of the whip can be more tightly controlled by the caster, improving the chances of hitting the target. The primary weakness of the spell is its short range.


Balus Wall
Category: Shamanism / Fire
This spell is effective against flaming attacks (fire-shamanism, dragon's breath, and normal fire). Flames heading towards the caster would, instead of striking, would be diverted to the left and right of the spellcaster.

Bomb Rod
Category: Shamanism / Fire
A whip of fire appears in the caster's hand, which can then be used to attack the enemy. The initial damage dealt is about the same as a Flare Lance, but since the caster can control the whip's movement, there is a greater chance of hitting the target, and it is possible to attack a target in ways which wouldn't be possible with a normal spell, such as swinging the whip horizontally and cutting the target. Since this spell has a variable duration, the caster can keep on attacking with the whip, another advantage over Flare Lance.


Bephis Bring
Category: Shamanism / Earth
By calling on the power of the earth spirit Bephimos, a tunnel is created through earth. It is possible to dig a tunnel horizontally, or to create a vertical tunnel and use it as a pit trap. However, as long as the target is made of earth, the spell works, but the spell has no effect against wooden boards or metal.


Blade Haut
Category: Shamanism / Earth
A spell designed to supplement sword fighting. By swinging a sword, a shock wave is created along the ground, which then attacks a target. Even if the target tries to run away, the shock wave will continue following the target. A fighter-mage skilled with a sword should learn this spell.


Blast Ash
Category: Black / Offensive
The caster makes a black void appear in a certain area, and anything alive or possessing a spirit is turned into ash. Inanimate objects such as the ground, buildings, and equipment are not affected; the spell has an effect of a relatively large area, making this one of the few black magic spells which can be used in cramped alleys and town squares.


Blast Bomb
Category: Shamanism / Fire
The strongest fire-shamanist magic, said to be castable only by the legendary mage, Rei Magnus. When the spell is cast, balls of light about the size of a fist appear. Up to this point, the spell is similar to Flare Bit, but each ball nearly has the same destructive power as Burst Flare. This spell can not be cast by even Star without the help of the Demon's Blood Talismans.


Blast Wave
Category: Black / Offensive
With a single hit, the spell can open a hole in a wall large enough for a person to pass through with ease. Even though the spell is powerful, it has two drawbacks. First, the spell can only takes effect when both hands are placed on the target. Second, the spell can only be used to destroy a single target and can't deal damage via shockwaves as other spells do. Since most mages are not skilled at physical combat, the use of this spell isn't widespread. However, the spell's effect against physical objects is absolute, making this a worthwhile spell to learn.


Bogardic Elm
Category: Shamanism / Earth
By calling on the power of the earth spirit and water spirit, the caster turns the ground into a swamp. The muddy ground makes it extremely hard to move around. When a mage has to fight against a fighter, this spell will come in handy.


Bomb Di Wind
Category: Shamanism / Air
By casting this spell, the caster first greatly increases the air pressure in an area, and then releases it. The resultant wind blows away anything directly in front of the caster. Even a thick log cannot stand against the wind that blows. The spell deals no direct damage, but the effect of the spell is absolute.


Bomb Sprid
Category: Shamanism / Fire
At first glance, this spell is similar to Fire Ball, but it delivers far less damage. The ball can be made to burst at any place the caster desires, though, making this spell is perfect for capturing fleeing enemies. Being a flash effect, no heat is released, so there is no need to worry about objects catching on fire.

Boost
Category: Black / Offensive
This spell triggers a magical item to release its power. Specifically, this spell is used to activate Star's talismans in order to allow use of high-power attacks like Blast Bomb and the Laguna Blade.
"Lord of the Darkness and the Four Worlds, I call upon you, grant me all the power that you possess!"


Bram Blazer
Category: Shamanism / Spirit
This spell shoots out a shock wave of blue light directly at a target. This is a valuable spell which can deal damage both to a target's spirit and body. However, this spell is not practical when trying to capture a target for interrogation, since both the target's spirit and body would have to be healed.


Bram Fang
Category: Shamanism / Air
A spell which creates an arrow of wind and cuts the target. However, the arrow is so weak that when it strikes a living being, all it will do is leave a light scar along the target's skin. Since this spell requires no particular motions, the spell can be used to cut the bonds when tied up or something.


Bram Gush
Category: Shamanism / Air
The spell creates an arrow of wind, which is shot at a target and bursts upon contact (or at the caster's choosing), shredding the target to pieces. An extremely lethal spell which has the power to blow a hole through a brick wall.
"Wind which blows across eternity, gather in my hands and become my strength! BRAM GUSH!"


Burst Flare
Category: Shamanism / Fire
A ball of light appears in the targeted area, and in the next instant the ball bursts, raising a tongue of blue white flame. The flames can melt even a golem with ease. Against a human, not even the bones will remain. This is the strongest fire-shamanist magic a normal human can cast.
"Source of all power, crimson fire buring bright! Gather together in my hand and become an inferno... BURST FLARE!"


Burst Rond
Category: Shamanism / Fire
The spell creates numerous balls of light near a target which burst, spreading flames. The spell is visually impressive, but the damage from the spell is negligible. Even a direct hit will only cause burns, making this a good spell to use as a diversion or to frighten enemies.
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Re: Hylian Spells

Post by namey on Thu Jul 11, 2013 6:45 pm

Chaos String
Category: White
Originally created for the purpose of construction work. Can be used to entangle strings thrown at you with magical strings. Can also be used to entangle other objects, but since the spell is weak, it can not prevent the target from moving.


Chaotic Disintegrate
Category: White
This spell forms an attack of blue light which damages Mazoku.


Counter-Sleeping
Category: White
Spell to awaken those who won't awaken with normal means.


Vibration Blast
Category: Shamanism / Air
A spell which shoots out a red ball of light at a target which self-destructs upon contact . The explosion sends high-speed vibrations through the target, destroying it. The spell is like a small, concentrated earthquake. Since the effects of the spell do not spread out, it is a useful spell for opening holes in ceilings and walls.

Dark Claw
Category: Black / Offensive
A spell which shoots out magical energy balls, which tend to resemble winged insects with unclear edges. These balls cause the area which they touch to disintegrate, and go through the target's body. Of course, it is possible to kill the target, but it is also possible to remove an arm or a leg.


Dark Mist
Category: Shamanism / Water
Spell which fills the area with a dense black fog. In the black fog, even magically created light is completely absorbed. Once created, the fog remains even after the spellcaster stops concentrating.


Defense
Category: White
A white magic spell which creates a defensive shield. This spell's defensive capabilities are far greater than those of the spirit-shamanist spell, Windy Shield, but use a lot of magic power at once. As a result, this spell can only be cast a few times each day.


Demonic Crystal
Category: Shamanism / Water
Highly effective spell which makes icy fog appear out of the ground, which then suddenly freezes anything within. Since the fog appears out from the ground, only battle-scarred veteran adventurers can dodge this spell.
"You who crosses between sky and earth, gently flowing water, gather in my hand and give me power: DEMONIC CRYSTAL!"


Dicleary
Category: White
This spell removes poisons from the body of the target. When there are two or more poisons present, all are removed. A spell which is nearly as popular as Recovery among clerics.


Diem Claw
Category: Shamanism / Air
Rearranging Diem Wind to blow wind vertically, with the caster in the center, as opposed to horizontally. No use except for when you want to put on a show, in which case cloaks become particularly dramatic.


Diem Wind
Category: Shamanism / Air
Spell which compresses air, creating temporary strong winds in front of the caster. If the target is a creature, all the spell does is prevent the target from moving forwards for a short while. But, as a defensive spell against things like missile weapons, the casting time is short, making this a very useful spell. Also, this spell can be used while fleeing from targets who it is important not to injure.


Digger Volt
Category: Shamanism / Air
A lethal spell which shoots out a blast of lightning from the palm of the extended arm. This spell is a stronger version of Mono Volt, and a direct hit by this spell most likely means death. There is also a small chance that targets struck with this spell will catch on fire.
"Wind, crimson flame. Grant the power of thunder to my hand! DIGGER VOLT!"


Explosion Array
Category: Shamanism / Earth
With the caster at the center, this spell can blast anything upwards within a circular range of the ground, including dirt, rocks, or anyone inside. Since this spell's effects aren't lethal (though the resultant fall might be), it can be used to knock targets unconscious and capture them. In addition, the pillars of displaced dirt and rocks can be used to hide from or blind the target. There is a chance that nearby party members or hired help will also be blasted, but there's little chance they'll perish, so, in a way, there's no need to worry when casting this spell. Of course, there's no harm in exercising caution, either.


Dimilar Wind
Category: Shamanism / Air
Spell which creates a powerful wind by shooting a high-pressure ball of air. Wind strong enough to burrow into the ground delivers damage to the target. However, anyone who is within the area of effect of this spell will be blasted away, so caution is necessary.

Disenchant
Category: White
Spell which negates the effect of curses and spells with durations (sleep, control, etc). Can only be used by high-level priests. Since the spell takes too long to cast, this spell is not used during combat.


Disfang
Category: Black / Offensive
A spell which summons a dragon in the caster's shadow. When the dragon inside the caster's shadow bites part of the target's shadow, the physical counterpart of the target's shadow is damaged. When an opponent casts this spell, it is possible to negate the effects of this spell by making your own shadow disappear through the use of Lighting or a similar spell.


Divine / Search
Category: Shamanism / Spirit
Spell used to divine the location of an object. However, in order to do this, it is necessary to know the pattern of magic which the object possesses. In other words, this spell can only be used to search for magical items which the caster owned, or items which the caster marked. It isn't a perfect spell, but it prevents important items from getting misplaced or lost.


Dolph Strash
Category: Black / Offensive
Like Dolph Zork, this spell calls on the power of Deep-Sea Dolphin. A spear-like shockwave moves at super sonic speed, destroying the target. Unlike Dolph Zork, this spell can even be used where there is no water.


Dolph Zork
Category: Black / Offensive
The spell turns water into a single sharp blade which cuts through practically anything. However, this spell can only be cast where there is a lot of water.



Dragon Slave
Category: Black / Offensive
This is the strongest spell that humans can cast without a talisman of some kind; its effect is broad and destructive enough to level a city.
"Darkness from twilight, crimson from blood that flows; buried in the flow of time; in Thy great name, I pledge myself to darkness! Those who oppose us shall be destroyed by the power you and I possess! DRAGON SLAVE!!"


Dug Break
Category: Shamanism / Earth
A spell which affects earth spirit magic or things like golems which have been created by earth magic. Shuts out the power of earth magic in the area and returns things to their natural state. As a result, offensive earth spells are negated and golems become piles of dirt.



Dug Haut
Category: Shamanism / Earth
A powerful and effective spell in which numerous large stone spears rush out of the ground. This is done by gathering magical energy in a hand and slamming that hand against the ground, which causes the layers underneath the ground to shift. Since this spell also causes a small earthquake, any target whose feet are on the ground will have a hard time dodging this spell.
"Earth below me, submit to my will! DUG HAUT!"

Dug Wave
Category: Shamanism / Earth
Makes the earth below the target explode; the resultant shockwave deals damage to the target. Similar to Gray Bomb, but this spell can be used where there is no bare ground. As a result, the spell takes a little more time to cast.


Dust Chip
Category: Shamanism / Water
Spell which shoots out numerous small arrows of ice about the size of the tip of a fingernail. The actual damage dealt is minimal, but the arrows hurt a lot. A good spell to use when the goal is to weaken the opponent's will to fight.

Dynast Brass
Category: Black / Offensive
Just like Dynast Breath, this spell also calls on the power of Dynast Grauscherra. Lightning falls around the target in a pentagram, and then the lightning rushes towards the target. Caution is necessary when the target is too close to the spellcaster because there's a chance that the caster will also be caught within the pentagram.

Dynast Breath
Category: Black / Offensive
This spell instantly freezes the target with ice (which can freeze even Mazoku) and, right after that, the frozen target is shattered along with the ice. By careful placement, though, it is possible to keep the target alive in ice.
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Re: Hylian Spells

Post by namey on Thu Jul 11, 2013 6:47 pm

Elmekia Flame
Category: Shamanism / Spirit
Stronger version of Elmekia Lance. Instead of a lance, a pillar about as wide as a man's chest is shot out. It deals no physical damage, but since it attacks from the Astral Plane, it can easily destroy the spirit of a man.


Elmekia Lance
Also known as: Flash Lance
Category: Shamanism / Spirit
A spell which creates and fires a lance of light, which damages a target's spirit. This spell deals no physical damage, and even a direct hit only causes the target to fall unconscious for a period of time. A useful spell against spirit beings such as Mazoku.


Ext Ball
Category: White
Spell created to extinguish flames. Since it isn't a very powerful spell, it isn't possible to extinguish flames over a wide area.


Fehlzareid
Category: Shamanism / Spirit
A spiralling ray of light deals damage to a target. Since the spell doesn't travel in a straight path, it is harder to avoid than spells like Bram Blazer which travel in a straight line. Can deal enough damage to destroy a Brass Demon with a single hit.


Ferrous Bleed
Category: Black / Offensive
This is a summoning spell, which can be used to call animals to the caster's location. The animals are not controlled by the caster, they just have an overwhelming urge to go towards the caster.
"Star which passes through heavens' night skies, heed the ancient coven and the Earth, I pledge my life that he may be called forth! FERROUS BLEED!"

Fireball
Category: Shamanism / Fire
A ball of fire appears between the hands of the caster which can then be thrown. Upon contact with an object, the ball explodes, spreading flames. Caution is necessary when using this spell in enclosed area or forests because this spell affects a wide area. This is the most popular offensive spell. Star can uses variations of this spell such as making the ball of light appear in places other than between the hands, or making the ball of fire explode on the word "Break." Being able to cast this spell is one of the criteria for a full-fledged mage.
"Oh, source of all power, light which burns beyond crimson, let thy power gather in my hand. FIREBALL!"



Flare Arrow
Category: Shamanism / Fire
A spell which makes several fire arrows appear around the caster, and fly directly towards a target. The spell can be used to attack, or to make something catch on fire. The number of arrows that can be created depends on the caster's skill. Through careful arrangement, it is possible to make the arrows appear in places other than in front of the caster. This is the most basic offensive spell, but since the casting time is short, it is useful in combat.
"Source of all power, crimson fire burning bright. FLARE ARROW!"


Flare Bit
Category: Shamanism / Fire
A spell which creates several dozen small balls of light which burst upon contact. Each ball deals about the same damage as a slightly strong punch, making this a useful spell when wanting to capture, rather than kill, a target. The spell can also be used to frighten enemies or to use the smoke to reduce the visibility of the target.


Flare Lance
Category: Shamanism / Fire
Several Flare Arrows are fused together to form a spear which is then shot at a target. The spell can be used for destruction or to light fires, but by controlling the strength of the spell, it is possible to turn a large rock into a heater or a medium sized rock into a frying pan.


Flare Seal
Category: Shamanism / Fire
A pretty high-level anti-fire spell, which is so powerful that even while being in fire, no heat can be felt. However, using this spell in combat is difficult because of the long amount of time required for casting.


Flow Break
Category: White
A spell which negates the effects of all spells within the area. Cannot be used during combat. Except for white magic, all spells take their strength from the energy created by altering the natural flow of energy; this spell negates other spells by returning the flow of energy to normal.


Freeze Arrow
Category: Shamanism / Water
The spell makes several ice arrows appear near the caster and then fly towards the target; the ice counterpart of Flare Arrow. The arrows can also be used to restrict an opponent's movement by freezing the target's feet to the ground. Though this spell is similar to Flare Arrow, it does not cause things to catch on fire, so in areas where there are many combustible such as towns, this spell comes in handy.

Freeze Bullet
Category: Shamanism / Water
Similar to Freeze Arrow, though the effect is spherical in form, rather than arrow-shaped.


Freeze Rain
Category: Shamanism / Water
This spell creates a ball of ice in the air which continues to shoot out icicles into the area. The caster has no control over the ball of ice. To end this spell, the ball of ice has to be destroyed to prevent icicles from spraying out for all eternity.

Gaav Flare
Category: Black / Offensive
The fire which travels in a straight path, pierces the target and keeps on traveling and deals damage to any directly behind the target.


Gaia Graze
Category: Black / Curses
A summoning spell in which a magic circle is drawn on the ground and a Brass Demon is summoned. The demon obeys the commands of the person who summoned it, and can only be damaged by spirit-shamanist magic, black magic, and anti-evil white magic.


Gark Ruhaad
Category: Shamanism / Spirit
Strong wind which deals both physical and mental damage attacks outward, with the spellcaster in the center. One of the few spells that can deal damage to both Mazoku and beasts. As long as allies remain near the spellcaster, they will not be affected which makes this a rather useful wide-range spell.


Giga Slave
Category: Black / Offensive
This spell calls on the negitive energies of all three Golden Goddesses. Its power is so great that it cannot even be compared to Dragon Slave. With this spell, the caster can beat anyone it's used against, however, the spell has a High possibility of back firing and if that happenes, this spell can destroy everything in the realm it's cast in. This is Star's most powerful spell.
"Darkness beyond blackest pitch, deeper than the deepest night! Lord of Darkness, shining like gold upon the Sea of Chaos, I call upon thee, swear myself to thee! Let the fools who stand before us be destroyed by the power you and I possess! GIGA SLAVE!!"


Goz Vu Rou
Category: Shamanism / Spirit
A spell which summons a "shadow" which first deals damage to a target's spirit and then to the target's body. The shadow which appears on the ground heads for the target in a straight line and, upon contact, deals damage to the target's spirit from the Astral Plane. Since the shadow is "alive," it can not be dispelled by Lighting or other forms of light.


Gray Bomb
Category: Shamanism / Earth
Makes the ground beneath a target explode, and deals damage to a target with the shockwave. Can only be used where there is open ground, but against humans it's relatively easy to control whether you want to kill the target or leave the target alive.


Gray Buster
Category: Shamanism / Water
Lowers the temprature in a certain area, freezing living things within that area. Since the moisture in the air freezes and floats in the air, causing the diamond dust effect, this spell is extremely beautiful. Mages cast a variation of this spell within their cloaks, using this as an air conditioner during the summer.

Guumueon
Category: Shamanism / Spirit
Manipulating the Astral Plane, this spell surrounds the caster with a shield that completely shuts out all other spells. Since this spell is effective against all magical attacks, it is very powerful, but caution is necessary since objects like throwing daggers will easily pass through.
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Re: Hylian Spells

Post by namey on Thu Jul 11, 2013 6:51 pm

Hell Blast
Category: Black / Offensive
This spell creates a spear of darkness which steals the life force of living beings. This power of darkness ends the effect of all sources of power, making it possible to destroy undead whose life depend on the dark powers.


Holy Bless
Category: White
This spell dispells all low-level undead within a certain area around the caster. The spell's greatest strength is not the effect of the spell, but the area of effect of the spell: large enough to affect a small city. The spell has no effect on living things, so there's no need to worry about where to use the spell. However, this spell draws on so much magic power that it is impossible to cast this spell more than once a day.


Holy Resist
Category: White
Not sure what this spell does yet, though it seems to put up a magical barrier against certain black magic and spirit-shamanism.


Howl Freeze
Category: Shamanism / Water
The caster creates a powerful blizzard which deals frost damage to all targets within a certain area. The damage dealt will not be lethal, but it is extremely hard to avoid the spell. In addition, the frost makes it harder for those affected by the spell to move. The spell has visual impact and can be used to either hide from or to frighten enemies.


Icicle Lance
Category: Shamanism / Water
Spear of ice which is thrown at target. Created by fusing together arrows created by Freeze Arrow. Unlike Flare Lance, this spell can be used in towns because it doesn't cause objects to catch on fire.


Illusion
Category: Shamanism / Spirit
A spell which allows the spell-caster to send an image directly into a person's head. Since this illusion can only be seen by the spell-caster and target, there are many uses for this spell. While the illusion is being maintained, the spell-caster must concentrate and cannot cast other spells. This spell can be very powerful, but the problem is that while there seems to be a battle going on between the target and the spell-caster, the sight is rather laughable to onlookers as the image is only inside their heads.

Ragna Blade
Category: Black / Offensive
Darkness is formed between the caster's hands, which is then shaped into the form of a blade or trowel shape. Since the spell drains a tremendous ammount of magic power, the spell can only be cast when the caster is in dire need, and only then for a brief moment.
"Lord of the Darkness and Four Worlds, I beseech thy fragments; by all of the power thou possesseth, grant the heavens' wrath to my hand; unleash the sword of dark, freezing nothingness; by our power, our combined might, let us walk as one along the path of destruction: RAGNA BLADE!"


Ragna Blast
Category: Black / Offensive
With the target of the spell in the center of an inverted pentagram, a pillar of light shoots upwards, followed by black plasma which spills out of the pillar and envelops the victim. Since the source of this spell's power.


Laphas Seed
Category: White
This spell can completely prevent a target from moving by entangling them within magical ropes. A target affected by this spell cannot even cast magic. This spell requires no concentration to maintain and its effects last for a little less than an hour.


Levitation
Category: Shamanism / Air
By manipulating wind, the caster gains the ability to levitate. After casting the spell, it is possible to rise or fall simply by willing it. This spell is very easy to control. It is possible to cast easy spells while casting this spell.


Lighting
Category: White
The spell creates a ball of light which is about as bright as a street lamp. Normally the duration of this spell is 2~3 hours, but by shortening the duration the spell can be made brighter. A blinding flash of light, for example, can be made by decreasing the duration to a split-second.
"Light which burns beyond crimson flame, let thy power gather in my hand! LIGHTING!"


Lock
Category: White
This spell magically locks things such as doors and widows. Even doors without locks are shut tightly as though the door was nailed shut. This spell doesn't increace the strength of the acutal door, so entry is possible by simply breaking down the door.


Ly Briem
Category: Shamanism / Water
A wave of freezing air shoots out from the extended hand of the caster; anything that is touched by the wave is frozen. Compared to Icicle Lance, which is also used against a single target, the range of this spell is short, but its effect is far more potent.


Mega Brand
Category: Shamanism / Earth
The damage from this spell doesn't differ significantly from that of Dill Brand, but the area of effect has increased, making it possible to attack even more targets. Since the amount of dirt which flies up has increased, the spell's ability to cloud the visibility of opponents has also increased. The increased area of effect also means that party members have a greater chance of being victims of this spell, but hesitation in battle usually means losing anyways.

Megido Flare
Category: White
This is one of the anti-evil spells which has the effect of lessening feelings of evil intent and enmity. It can also dispell weak spirits who wish to do harm. Against normal living beings, the spell has a calming effect, but against the undead, the spell has a most un-calming damage effect.
"You pitiful twisted creaters, not of this world... by the Light of Purity I possess, I bid thee, begone to the nexus of our two worlds! MEGIDO FLARE!"


Mono Volt
Category: Shamanism / Air
An elementary lightning spell. A direct hit simply paralyzes a target temporarily, due to the targets' skin. Because of that, this spell is often used in combination with edged weapons to directly electrocute targets from within.


Mos Varim
Category: White
A counterspell which can only be used against fire. This spell was created by improving the Ext Ball spell. The spell creates a ball of light which has the effect of drawing fire into itself, extinguishing the flames. Caution is necessary because the spell can also affect fire spells cast by party members.


Necro Vuud
Category: Black / Curses
Spell which makes weak spirits and ghosts possess corpses, and creates undead such as skeletons and zombies. The undead will follow the caster's orders, but can only understand simple commands. When a high-level mage casts this spell, it is possible to create zombies that can even respond to jokes.


Protect
Category: Shamanism / Spirit
A spell which prevents detection of an object from the Astral Plane. For this spell to be used, a clear understanding of the nature of the magic within the object is necessary.


Puppet
Category: Shamanism / Spirit
Spell which allows anything with a spirit to be controlled just like a zombie. Usually only simple commands can be given, but Elishel Vrumugun was especially skilled at this spell; by using a ruby as a key, she could control the target as she wished.


Ra Tilt
Category: Shamanism / Spirit
The strongest spirit magic spell which envelops a target in blue-white light. This spell can only be used against a single target -- and only those that have spirits -- but its effect is absolute. The blue-white flame can destroy even a pure Mazoku with a single hit.
"Source of all souls which dwell in eternal and infinite. Everlasting flame of blue, let the power hidden in my soul be called forth from the Infinite...RA-TILT!"


Raugnut Rusyavuna
Category: Black / Curses
This powerful curse can only be used by pure Mazoku. Any living being that is enchanted by this magic turns into an indiscriminate ball of flesh with the ability to regenerate infinitely. Flesh snakes emerge from the target's skin, which loop back and devour the target - a process which repeats endlessly, causing the victim to suffer eternal pain.


Ray Freeze
Category: White
This spell neutralizes opponents by preventing them from motion of any kind. Being unable to move, targets are also rendered unable to speak, and thus, unable to cast spells.


Raywing
Category: Shamanism / Air
The caster gains the ability to fly by creating a shield of wind around him/herself. The caster can carry other people, but since the speed, diameter, and the maximum weight that can be carried all depend on the caster's skill, more weight means less speed. Unlike Levitation, the spell is harder to control, and requires a lot of concentration, so other spells can not be used at the same time. The caster can continue flying as long as he/she concentrates, and can end the spell by simply breaking concentration. The shield of wind also serves as a defensive shield. The shield can also protect the caster from all but the more powerful spells.

Raza Klouva
Category: Shamanism / Air
Flickering motes of light blow towards the target like a blizzard. The spell deals damage to both the spiritual and physical forms of a target. Avoiding this spell is nearly impossible to all but the most acrobatic.


Recovery
Category: White
The spell heals the wounds of a target by maximizing the target's ability to regenerate. However, the spell's healing energy comes from the target so when this spell is used against a severely wounded target, the wound might heal, but the target might die of extreme exhaustion. In addition, when this spell is cast on a diseased target, the number of bacteria and virii increase as well, worsening the disease.
"Oh, blessed and humble hand of God, life and breath of Mother Earth, come before me and show your great compassion and deliver us: RECOVERY!"


Resurrection
Category: White
This spell heals the wound of a target by using the energy drawn from nearby life forms. There is a chance that a seriously wounded target might die if Recovery were cast, but this spell doesn't have that drawback. However, the casting time is longer, as compared to Recovery. A target who needs this spell will have to be healed with all possible speed.


Ruby-Eye Blade
Category: Black / Offensive
The spell forms a crimson blade from the powerful magical energy released by the demon king. The blade is even more powerful than the legendary Sword of Light and can cut through anything in the world.


Rune Breaker
Category: White
By creating a ward in the shape of a pentagram, all magic within the pentagram is weakened. This spell does not depend on the skill of the caster, but instead depends on the size of the pentagram. The larger the ward, the weaker offensive spells and unnatural enchantments become.


Rune Flare
Category: Shamanism / Fire
Creates a flaming spear by drawing power directly from the fire spirit. This spell is slightly weaker than Burst Flare, but it is the strongest fire spirit magic which can only effect a single target. Since the spell is pure energy, rather than flame, there is no need to worry about objects catching on fire.
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Re: Hylian Spells

Post by namey on Thu Jul 11, 2013 6:55 pm

Scatter Brid
Category: Shamanism / Air
This spell calls forth several dozen spheres of energy which swarm towards the opponent in annoying waves. The energy is electrical in nature, though damage is negligible.


Sea Blast
Category: Shamanism / Water
Spell which causes a large wave to appear on the surface of water, which could easily capsize a mid-sized ship. The problem is, in order for this spell to work, the caster must have his/her hand placed on the surface of water. In addition, this spell only affects things on the surface and will have no effect against anything underneath the water.


Shadow Snap
Category: Shamanism / Spirit
Spell which holds a target by manipulating the Astral Plane through the knife pierced in the target's shadow. A target affected by this spell can do nothing except cast spells. However, in a place where there are no shadows or when for some reason the target's shadow temporarily disappears, the effects of the spell ends. So, by using spells such as Lighting and Fireball to temporarily erase your shadow, the effects of the spell can be negated.

Shadow Web
Category: Shamanism / Spirit
The caster's shadow stretches out like tentacles, which, by piercing the shadow of the target, brings about the same effect as Shadow Snap. It is possible to hold multiple targets by creating several tentacles at once. Can be negated the same way as Shadow Snap.


Sleeping
Category: White
Makes creatures withing a certain area fall asleep. Those affected by this spell will stay asleep for about half a day, even if a dragon roars or a banshee screams. This spell is not taught at the Guilds because it can be used for criminal activities; it must be constructed by the would be caster.


Swightflange
Category: Shamanism / Water
Fog spreads out from the spellcaster, resulting in reduced visibility for both friends and foes. Mainly used when escaping from battle. Against enemies who use attacks that that aren't visible, such as wind attacks, the fog makes it possible to see the path of the attack.


Telepathy
Category: Shamanism / Spirit
Spell which allows communication with people without the use of spoken words. This technically isn't a spell, but is more like something a person has to be born with. Since words are unnecessary, at first glance this spell seems useful, but there are problems such as the fact that the other person knows what you're thinking.


Unlock
Category: White
Opens things like locked windows and doors. Even a door closed by Lock can be opened using this spell. Since this spell can be cast simply by memorizing the words.

Val-Flare
Category: Shamanism / Fire
At first glance it looks like an enlarged Flare Arrow, but upon contact it causes a tremendous explosion and deals a tremendous amount of damage. It can be used against living beings, and also to open holes in ceilings. Care is needed when casting this spell in a wooden building because the building could catch on fire.


Valmaceid
Category: White
A spell which has high defensive properties against the elements of earth, water, fire, and wind. It is possible to enchant armor with this spell. However, the components required for the casting of the spell are expensive.


Van Rehl
Category: Shamanism / Water
Strings of ice spread out from the spellcaster's hand placed against a wall, along the ceiling, floor, and walls. The target(s) who are touched by these strings soon turn into statues of ice. This is one of the few large-area spells that can be used in passages.
"Holy wind, wind which flows gently across the land, let all things be filled with your pure breath. VAN REHL!"


Vas Gluudo
Category: White
A spell which creates a magic barrier the size of a small shield. It is effective against all types of magic and doesn't take much time to cast, so it is a well-balanced defensive spell.


Vice Flare
Category: Shamanism / Fire
A stronger version of Val-Flare. Both fire power and the area, upon contact, the explosion can affect have increased. With this spell, it is possible to open a hole in a wall through which an upright man can walk through. However, since the flames spread out over a wide area, using this spell indoors endangers the spellcaster.


Vice Freeze
Category: Shamanism / Water
The ice counterpart of Burst Flare; a ball of ice appears in the targeted area, which then bursts, covering the surrounding area in ice. This spell is the strongest ice magic.

Vigarthagaia
Category: Shamanism / Earth
The spell-caster places his/her hand on the ground and sends out a pulse, which then causes something like an earthquake within a certain area. The shaking is strong enough to destroy a building or to seal the entrance to a cave. This spell doesn't attack living beings directly, but can be used to kill target(s).


Visfarank
Category: Shamanism / Spirit
A spell which enchants the user's fists with magic. By striking with fists, it's possible to deal damage directly with the magical energy. It is also possible to deflect spells of a level equal or lesser to Flare Lance. Caution is necessary because the magical energy weakens with each swing.


Vision
Category: Shamanism / Spirit
A spell which allows an illusion of the spell caster to be projected over far distances and makes it possible to converse normally. A very useful spell, but there must be a mage who can receive the vision, or a special area where a ritual has been performed is needed. Normally used to communicate between mage guilds.


Vlave Howl
Category: Shamanism / Earth
Turns a certain area in the line of sight of the spell caster into a pool of magma. Since the spell is directional there is no need to worry about whatever is behind the spell-caster, though the spell does affect a large area so that the spellcaster should throw the spell far enough ahead so as not to be enveloped in the effect.
"Infinite earth, mother who nurtures all life, let thy power gather in my hand! VLAVE HOWL!"


Vun Ga Ruim
Category: Black / Curses
A spell which summons "Black Beasts," low level beasts that live on the Astral Plane. The Black Beasts then touch the target(s) and start draining their mental energy. These beasts can only be harmed by offensive spells of the spirit category, black magic, or white magic.



Vu Vraimer
Also known as: Spiritual Curse
Category: Shamanism / Earth
A spell which creates a rock golem out of stone walls and rocks lying in the area. The golem obeys the commands of the spell caster -- but only simple commands.


Wind Brid
Category: Shamanism / Air
Creates and shoots several shock waves of wind; basically the wind version of Flare Arrow. Unlike Flare Arrow, though, it is impossible to see, making this spell harder to dodge, but the damage dealt is also less. Another problem is that it isn't as visually exciting.


Windy Shield
Category: Shamanism / Air
Surrounds the spell-caster with a barrier of wind which defends the caster from all attacks. The most popular defensive spell. It is possible for several spell-casters to combine their shields to increase the defense of the barrier and it can be used against all offensive spells. The only problem is that concentration is necessary when this spell is cast, so other spells can not be cast while maintaining the shield.
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