by Silvy Dean Sat May 09, 2015 2:09 am
Skills/Spells.
:Healing Magics:
1. Resurrection Chant- If successful, A chant that resurrects the target. Takes at least five posts and can be interrupted. Uses half of your energy.
2. Spotless Mind- If successful, clears ones mind of sorrows, fears, pains, and doubt. Can also remove other spells/illusions/enchantments that are causing target grief. Can only be cast once a day.
3. Infuse Health- If successful, Give half of your own life/health to heal/give health to target. Unable to heal self for the remainder of rp day. If spell is used again in that day, caster dies.
4. Mend wounds- If successful, Keeps target from bleeding out. Touch based spell. Does not fully heal wounds, but keeps target from bleeding to death.
5. Words of comfort- If successful, Chanting words that will heal minor wounds. Target might not always understand these chants.
6. Primal Haste- If successful, rush to the aid of a target with double speed. (Aka get the hell out of my way, I got some healing to do!)
7. Restful Breeze- If successful, Gust of fresh cool air will rush in blowing away clouds of gas or poison. Healing any light damage done to target area/people.
8. Healing Light- If successful, caster will send a beam of healing light to target. Unless interrupted/broken, target can regain all health lost. Only one use per day.
9. Mystic Regeneration- If successful, Caster can regrow/reattach an limb using earth to heal target.
10. Mystic Healing- If successful, Caster can use water to clean and heal wounds.
11. Mystic Branding- If successful, Caster can close and purify a wound using fire. Will leave a mark on target.
12. Mystic Kiss- If successful, Caster uses a soft breath of air to heal the lungs of target. (obviously want permission for face to face contact from other player...)
13. Cleansing fire- If successful, White flame will appear cleansing land/plant/animal/being of dark magic. (Takes five posts and half of energy.)
14. Mystic Vigor- If successful, Caster can use all four elements to heal one's self. (One use per day.)
15. Vital Boon- If successful, Caster is able to cast this spell just before a fight. After being hit, will heal from that attack. (However takes two posts before it is active, costs half energy and can only be used once a day. Can not use other self heal spells for rest of the day.)
16. Return Strength- If successful, Caster can target a weakened alley and give them strength, using earth magic, to carry on with the fight. (One use per fight.)
-Type of healing methods-
1. Self Heal- Can only heal yourself.
2. Touch Heal- You must touch the target to heal.
3. Shout Heal- A word can heal target.
4. Ray Heal- Stand back and send a beam of light to heal target.
5. Nature heal- using the elements of nature to heal target. Can heal be plant, animal, being or the land itself.
:Damage Magics:
-Only physical damage-
1. Banish- If successful, Target summoned creature is knocked down for two rounds.
2. Primal strike- If successful, caster simply touches target and sends them flying back a few feet. 50% chance of knocking them down. ( 2 uses per fight. 2 rolls one for contact and one for knockdown.)
3. Primal wrath- If successful, Caster sends out a wave of energy that could knock out aerea targets within 10 feet of the caster. ( Everyone including allies have to roll. Caster hast to be a 10 or higher for knock out of targets. One use per day. Uses 75% energy of caster.)
4. Retribution- If successful, Caster that is injured has chance to return same injury to attacker.
5. Reversal of Damage- If successful, Half damage that Caster would have received is done to attacker. (50% damaged received by attacker)
6. Burning faithful Hand- If successful, Caster targets enemy's healer via their attempt to heal target.
7. Smite- If successful, Destroys targeted summoned monster/undead. If target is NPC or PC but not a summoned one, can cause disorientation.
8. Spear of Light- If successful, Caster throws a spear of pure light. Can destroy target summoned minion. Can pierce and harm PC and NPC. (two uses per fight.)
9. Mark of Protection- Caster -MUST- cast this spell before a fight. Only one mark per person per day. If successful, Target has 50% chance to block attack. (Using dice? That means you have two rolls. If your first roll is low, you can roll one more time. That spends your mark of protection. Suggestion. Wait till you are nearly dead then use your second roll if needed.)
10. Pacifism- If successful, Target is frozen for one post. (aka consider them stunned.)
11. Reversal of Fortune- If successful, Target attacked will be healed rather than injured further. (One use a week.)
12. Thorn Shield- If successful, thorns sprout from the ground to protect target from attack. Second roll= damages from thorns on attacker.
13. Banishing Strike- If successful, dismisses summoned target/knocks down NPC/PC.
14. Nature Summoning- If successful, Caster can summon one of the main four elements. (Earth, wind, fire, water.) as a small avatar to fight for them.
15. Rock Shield- If successful, target is surrounded by heavy rocks to block attack. (lasts for one post round.)
16. Stone Shield- If successful, Target is protected by sheet of stone from attack. (Lasts for two rounds.)
17. Dust Cloak- If successful, Caster creates a blind spot by using wind to kick up the earth and block their next attack/escape. (Target is blind for one post.)
18. Meditation- If successful, Helps the caster regain energy faster than sleeping.
19. Stone Shards- If successful, Caster sends three stone shards at target.
20. Shield of Force- If successful, Caster creates a shield of wind that shoves back attacker.
21. Staggering Force- If successful, Caster causes the earth to move from under target's feet. (good for disrupting spell casters or breaking a warriors stance.)
22. Winds of Disenchantment- If successful, Caster has a chance to remove enchantments/spells cast on target.