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Caislin Hallows vs. Naiser Vale : This is a tale of two villages one of medieval, one of modern. While there is a mysterious fog that connects them where the water divides.

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Spell Rules and Listed Spells

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1Spell Rules and Listed Spells Empty Spell Rules and Listed Spells Thu Dec 09, 2010 1:35 am

admin

admin
Admin

This is a comprehensive list of already existing spells that are available to characters. Spells are categorized by three things: School, Element, and Tier. Ability Points (AP) are spent to buy spells.

The first descriptor for spells is the School. A school determines how the magic manifests. While many schools have been already determined, there are an infinite number of schools.

In the Universe of Caislin Hallows, there are six elements from which all magic draws power: Air, Darkness, Earth, Fire, Light, and Water. Schools of magic are often available only in a few elements.

The power of a spell is determined by the Tier it is. There are three Tiers of magic: Tier 1, Tier 2, and Tier 3. The greater the Tier's number, the more powerful the spell is (e.g. Tier 3 is the most powerful). Each school of magic has three tiers of spells.

As a change from the old format, when a character is developing a mage, he/she is no longer required to pick a specific number of elements or schools based upon their level from which to choose their spells. As long as a player has AP to spend, they can purchase any spell from the list. The only restriction is that a beginner (student) character must get administrator permission to add a Tier 3 spell to their list.

AP cost:
Tier 1 = 1 AP
Tier 2 = 2 AP
Tier 3 = 3 AP

Similar to the old format though is that you must specify the element of the spell you are including in your sheet. A "Fire Dart" is different than an "Ice Dart". If you want both "Fire Dart" and "Ice Dart", you must spend 1 AP for each, for a total of 2 AP.

The easiest way to list a spell is by giving its name followed by the School, Tier, and Element. (i.e. Dart (Piercing Attack, Tier 1, Fire). You do not need to list it this way during roleplay, only on your sheet so we know exactly the version you wanted.

Casting a Spell:
Generally, a mage does need a spell book or wand or any casting paraphernalia. Spells are cast instantly (begun and resolved in the same post) from memory if the mage is of the proper level. If the spell is beyond the mage’s level (but still on his character sheet) he may cast it as a prepared spell.

Prepared Spell:
Prepared Spells take one complete round of uninterrupted preparations (from the start of one post to the start of your next post). A mage disturbed while preparing the spell (i.e. destroying the mystic diagram or bumping a gesticulating hand) losses the Prepared Spell and must start over. A mage may carry only one Prepared Spell at a time—preparing another spell will cancel the already Prepared Spell. A Prepared Spell does not carry from thread to thread.

In short:
Beginners can instant cast T1 typed spells in their first post, whereas T2 spells must be prepped. T3 spell exceptions can be made, but must be prepped.
Intermediate: T1, T2 insta-cast. T3 prepped.
Expert: Cast at will (go apeshit).



Last edited by admin on Thu Dec 09, 2010 1:39 am; edited 1 time in total

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2Spell Rules and Listed Spells Empty Comprehensive List of Spells So Far Thu Dec 09, 2010 1:39 am

admin

admin
Admin

This is a list of spells that have already been made by the administration or the administration has had a hand in balancing. These, by no means, are the only spells you can have. Most of these are basic spells that the administration figured most would want in one form or another. If you would like to have a different spell, contact an administrator and we will be more than happy to work with you.

Spells:
Piercing Attack
Elemental Attunements: Air, Darkness, Earth, Fire, Light, Water
*Tier 1: Dart—Creates and launches hand-sized missile of specified element a range of up to 30 feet.
*Tier 2: Lance—Creates and launches a three-foot long missile of a specified element a range of up to 30 feet.
*Tier 3: Tri-Lance Toss—Creates and launches 3 Lances of a specified element a range of up to 30 feet.

Orb Attack
Elemental Attunements: Air, Darkness, Earth, Fire, Light, Water
*Tier 1: Orb—Creates a palm-sized ball of raw energy of the specified element. Can be tossed a range of up to 10 feet. Contact with anyone but the caster causes harm.
*Tier 2: Blast—Similar to Orb Spell but then blasts the energy outward to a range of 10 feet with a 90 degree blast radius.
*Tier 3: Explosion—Similar to Orb Spell but the toss range is increased to up to 30 feet and the ball explodes on contact, engulfing an sphere with a radius of 15 feet in the raw elemental energy.

Heal (cures wounds, illness, and possibly better depending on the level)
Elemental Attunements: Fire, Light
*Tier 1: Light Heal—Heals small cuts and bruises, etc.
*Tier 2: Moderate Heal—Stops bleeding and closes wounds, or mends fractured bones, etc. (Same spell can do both, but only one per casting.)
*Tier 3: Potent Heal—Reattaches a limb or stops internal bleeding, etc.

Illusions
(Allows the caster to create simple but very believable illusions. Where as the illusions cannot actually cause harm to anyone. The affected person(s) will think that harm has been done to them if attacked by the Phantasms until the spell wears off. However if the spell is broken or wears off all ill affects created by said Phantasms vanish instantly.)
Elemental Attunements: Darkness, Light
*Tier 1: Weak Illusion—Allows the caster to mislead one of the target’s senses.
*Tier 2: Moderate Illusion—Allows the caster to mislead three of the target’s senses.
*Tier 3: Strong Illusion— Allows the caster to mislead all of the target’s senses.

Armor
Elemental Attunements: Earth, Water (ice)
*Tier 1: Buckler—Creates a small buckler-sized shield of the specified element. Protects from small amount of damage. Destroyed if hit by a Tier 1 attack spell.
*Tier 2:
*****Shield— Creates a regular-sized shield of the specified element. Protects against moderate damage. Destroyed if hit by a Tier 2 attack spell or two Tier 1 attack spells.
*****Breast Plate— Creates a breastplate of the specified element. Protects against moderate damage. Destroyed if hit by a Tier 2 attack spell or two Tier 1 attack spells.
*Tier 3: Plate Armor—Creates a full set of plate armor of the specified element. Protects from severe damage. Destroyed if hit by a Tier 2 attack spell or two Tier 2 attack spells or five Tier 1 attack spells.

Barrier
Elemental Attunements: Air, Darkness, Fire, Light
*Tier 1: Thin barrier—Creates an energy wall of specified element that protects only one person. Absorbs one Tier 1 attack spell.
*Tier 2: Medium Barrier— Creates an energy wall of specified element that can be shaped to protect multiple people or a single person. Can absorb up to three Tier 1 attack spells or one Tier 2.
*Tier 3: Heavy Barrier—Creates an energy wall of specified element that can be shaped to protect multiple people or a single person. Can absorb up to ten Tier 1 attack spells or three Tier 2 or one Tier 3.

Create Item (Item should be specified)
Items will be of a simple construction of one material.
Elemental Attunements: Earth, Water(ice)
*Tier 1: Create Dagger or Short Sword or Hand Axe
*Tier 2: Create Long Sword or Axe
*Tier 3: Create Lance or Claymore or Large Axe

Enchant
Elemental Attunements: Air, Darkness, Earth, Fire, Light, Water
*Tier 1: Light Enchantment: Object is imbued with specified element.
*Tier 2: Moderate Enchantment: Object is imbued with specified element. Bonus to damage.
*Tier 3:
*****Potent Enchantment: Object is imbued with specified element. Greater bonus to damage.
*****Powered Enchantment: Object is imbued with specified element. Object has chance of triggering elementally attuned effect:
**********Air: Halt Breath—Knocks the wind out the target (no effect on Vampires or Undead).
**********Darkness: Blindness—Magically blinds the target for a minute.
**********Earth: Sinking Soil—The ground beneath the target’s feet softens and swallows the target up to their knees.
**********Fire: Enwreathe in Flames—A gout of flames engulfs the target for a second.
**********Light: Searing Flash—Object erupts in a flash of blinding light. (Think Flashbang. Includes UV light, can harm Vampires.)
**********Water: Freeze—Ice forms over the target, temporarily immobilizing them and chilling them.

Storm.
Elemental Attunements: Air, Darkness, Earth, Fire, Light (Heals instead of dealing damage), Water
*Tier 1: Small Storm—Creates a storm of energy of the specified element that damages those within it. Encompasses a 25 square foot area.
*Tier 2: Medium Storm— Creates a storm of energy of the specified element that damages those within it. Encompasses a 50 square foot area.
*Tier 3: Large Storm—Creates a storm of energy of the specified element that damages those within it. Encompasses a 100 square foot area.

Bullet
Elemental Attunements: Earth, Fire, Water
*Tier 1: Ricochet Bullet—Enchants a single bullet so that it can bounce off of a hard surface up to three times. (No element specification required).
*Tier 2: Explosive Bullet—Enchants a single bullet so that on contact, it explodes engulfing an area of a five foot radius in energy of the specified element.
*Tier 3: Lingering Bullet—Enchants a single bullet so that on contact, it effects the target with lasting elemental effects.
*****Fire: Ignite—engulfs the target in flames.
*****Water: Freeze—encases the target in ice.
*****Earth: Stone Prison—encases the target in stone up to their knees.

Cover
Elemental Attunements: Earth, Water (Ice)
*Tier 1: Create Small Wall—Total surface area of 5 square feet, one foot deep.
*Tier 2: Create Medium Wall—Total surface area of 15 square feet, one foot deep.
*Tier 3: Create Large Wall—Total surface area of 25 square feet, one foot deep.

Create Bullet
Elemental Attunements: N/A
*Tier 1: Create Bullet—Creates 1 bullet.
*Tier 2: Create Three Bullets—Creates 3 bullets.
*Tier 3: Create Six Bullets—Creates 6 bullets.

Fascinate (currently undefined Attunement)

Tier one -- Listless Dreamer – The level can effect up to three people and makes them stand mostly still as if lost in thought. They will of course react to harm if it comes there way but for all objective purposes it takes an outside force, or an extremely strong mind to break them of this spells affect before the castor wishes to lower its powers... However physical contact can break them free.

Tier Two – The Idle Dancer-- This level can affect up to 6 people. It forces them to dance slowly to music that either comes form an outside force, or music that only they them selves can hear. Like a Sirens call it is harder to break someone of this level of the spell than it is to snap them out of the Listless Dreamer, however confinement of nearly any kind shatters the spell as they find themselves unable to dance.

Tier Three –Rock-a-Billy-- the most powerful level of the Fascination spell this form can affect up to 12 people and makes them dance in very heated fast manners, break-dancing, booty-shaking, the 'Crunk'.. Whatever the form of dancing is it is vibrant and all encompassing. The rhythm of the music (provided or invented by themselves) fills their mind and they become proverbial slaves to its beat. An exceptionally strong mind out outside interference is needed to break them of this spell before the castor wishes, however again confinement, restriction of motion, or of course immediate harm and injury also frees their mind of its effect.

**** NOTE this spell does not confer actual dancing ability to its victims. So sadly suffered of White Male Syndrome are not going to pop it likes it hot, though they might Cabbage patch it pretty well. Thsi spell Sphere currently requiers admin permission to take****

Banishment
Elemental Attunements: Light, Darkness
*Tier 1: Minor Banishment—Banishes small/weak divine or infernal entities from the material plane. 90% Success Rate.
*Tier 2: Medium Banishment—Banishes divine or infernal entities of moderate power from the material plane. 75% Success Rate.
*Tier 3: Strong Banishment—Banishes divine or infernal entities of significant power from the material plane. 50% Success Rate.

Summon
Elemental Attunements: Air, Darkness, Earth, Fire, Light, Water
*Tier 1: Minor Summoning—Summons a small/weak creature of the specified element. Lasts for 10 posts.
*Tier 2: Medium Summoning—Summons an entity of the specified element of moderate power. Lasts for 10 posts.
*Tier 3: Strong Summoning—Summons an entity of the specified element of significant power. Lasts for 10 posts.

Single Stat buffing. - Lasts 10 posts. Does stack with bonuses. EX. start out with 1.25x strength, after T2 spell, you get 1x strength added for a total of 2.25x strength.
*T1 - raise chosen attribute by additional .5x - CAN NOT RAISE STAT PAST 2.0x
*T2 - raise chosen attribute by additional 1x - CAN NOT RAISE STAT PAST 2.5x
*T3 - raise chosen attribute by additional 2x - CAN NOT RAISE STAT PAST 3x

Multiple Stat buffing. - Lasts 10 posts. Does stack with bonuses. EX. start out with 1.25x strength, after T2 spell, you get .5x strength added for a total of 1.75x strength.
*T1 - raise all attributes by additional .25x - CAN NOT RAISE STAT PAST 2.0x
*T2 - raise all attributes by additional .5x - CAN NOT RAISE STAT PAST 2.5x
*T3 - raise all attributes by additional 1x - CAN NOT RAISE STAT PAST 3x

Gust
Elemental Attunements: Air
*Tier 1: Weak Gust (Extinguish a small flame such as a candle; knock over a small/light object.)
*Tier 2: Moderate Gust (Extinguish or spread a moderate sized fire; knock over a medium/moderately heavy object such as a person; power a single person sail boat)
*Tier 3: Strong Gust (Extinguish or spread a large fire; knock over a large/heavy object; power a small schooner)

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