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Created page with "Personal notes, for consistency tracking's sake... I'll put up an explanation eventually lol. ==Arcane Schools== All magic, spells, and effects are classified into six schoo..." |
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Revision as of 16:40, 5 January 2014
Personal notes, for consistency tracking's sake... I'll put up an explanation eventually lol.
Arcane Schools
All magic, spells, and effects are classified into six schools:
- Alchemy - manipulation of the physical; as the most explored school of magic, alchemy is broken down into Bio, spells that affect life, and non-Bio for everything else.
- Enchantment - manipulation of the mental
- Conjuration - creation of physical phenomenons
- Evocation - creation of mental phenomenons
- Divination - accessing of information
- Illusion - hiding or forging information
Rank 1 - Elementary Spells
Basic magic that skirts the laws of physics, taught starting from earliest age of magical control.
Alchemy
- Flourish (Effect)[Alchemy][Bio]: Plant matter thrives and grows at exponential rate.
- Ignition (Effect)[Alchemy]: Ignites combustible object.
- Lock/Unlock (Effect)[Alchemy]: Open/closes a lock.
Enchantment
- Telepathy (Effect)[Enchantment]: Sends a mental message or create a telepathic bond. Unless grounded by a deeper bond, telepathy is interferes by local spell auras and therefore unreliable over distances of high magic concentration.
Conjuration
- Air Glide/Cushion (Effect)[Conjuration]: Surround entity with either air buffets to slow descent, or layers of decompressing air to reduce impact.
- Cyclone (Effect)[Conjuration]: Creates a gust of wind. Blast intensifies it.
- Repulsion (Effect)[Conjuration]: Counter-pushes objects attempting to get closer to target; weak and only effective against smaller objects unless cast by mage of exceptional power.
Evocation
- Armor (Effect)[Evocation]: Creates a layer of invisible, weightless armor composed of pure magic.
- Sigil (Effect)[Evocation]: Leaves a visible mark of hardened ether for identification.
Divination
- Detection (Effect:Suffix)[Divination]: Detect the presence of an entity and discern available details. The most common being Aura Detection which serves for magical effects.
Illusion
- Mirage (Effect)[Illusion]: Creates an illusion based on the caster's imagination, starting with only visual components but increases to audio, thermal, olfactory, etc with higher spellpower/control.
Universal
- Barrier (Form): Spell effect takes the form of a barrier that protects one object or creature.
- Boost (Effect:Suffix)[Universal]: Augmentation effect, striking a balance between moderate power and duration.
Rank 2 - Intermediate Spells
Intermediate magic that breaks physical laws in reasonable manners, taught starting from early teens (Middle School).
Alchemy
- Animate (Effect)[Alchemy]: Non-sentient object moves as directed, even if it cannot exert force. Animate has numerous variants: Entangle orders it to bind and constrict creatures; Assault increases force and speed.
- Enlarge/Shrink (Effect)[Alchemy]: Increase or reduce size of item.
- Metabolic (Effect:Prefix)[Alchemy][Bio]: Modifies physical energy output and natural healing by several folds. Side-effect include burning through reserve energy faster, resulting in fatigue and hunger.
Enchantment
- Sensory Clarity (Effect)[Enchantment]: Sharpens sensory processing and clears mental pathways; this does not actually boost the senses themselves, and an exception is made for pain sensory.
Conjuration
- Brambles (Effect)[Conjuration]: Creates thick, spiky vines and other plant undergrowth.
- Conjure (Effect)[Conjuration]: Conjures specified entity from nearest source instead of magically simulating them with limited duration.
- Shift Impulse (Effect)[Conjuration]: Accelerates motion by manipulating target momentum.
Evocation
- Ether Seeker (Effect)[Evocation][Antimagic]: Evokes self-guided counter-missiles that disrupt shaped ether; producible in quantity even with advanced magic.
- Guard (Effect)[Evocation]: Creates a layer of translucent magic that wards against hostile magic and resists antimagic.
- Negation (Effect)[Evocation][Antimagic]: Gives an entity limited ability to suppress and even ignore other magic; cannot be combined with other spellwords.
Divination
Illusion
- Mislead (Effect)[Illusion]: Creates a mirror image capable of independent action, starting with only visual components but increases to audio, thermal, olfactory, etc with higher spellpower/control.
Universal
- Beam (Form): Spell effect repeatedly hammer all in its path.
- Fragmentation (Meta): Spell effect breaks apart into multiple pieces after meeting target, each carrying a piece of the original's power. Chain/tiered fragmentation may occur with cascading spells.
- Screen (Form): Spell effect takes the form of a geometric surface.
- Surge (Effect:Suffix)[Universal]: Augmentation effect with high power but low duration measurable in seconds.
Rank 3 - Advanced Spells
Advanced magic that requires finesse, control, and understanding, taught starting from late teens (High School).
Alchemy
- Elemental Body (Effect)[Alchemy][Bio]: Blesses the body with spirits of a classical element. Air grants swiftness and improved senses; Earth reinforces structure and strength; Fire increases metabolic output and fire resistance; Water offers minor regeneration and aquatic capacities.
Enchantment
Conjuration
- Astral Leap (Effect)[Conjuration][Evocation]: Short-range teleportation spell with line-of-sight range up to 500paces.
Evocation
- Dispel (Effect)[Evocation][Antimagic]: Counter magical effects by forcibly unraveling ether from a shaped spell effect.
- Spellshield (Effect)[Evocation]: Creates a shimmering shield of pure magic that automatically deflect attacks. Fortress add-on word boosts this into multiple shields with self-coordinated control.
Divination
- Sight (Effect:Suffix)[Divination]: Enables either the viewing of non-material element (i.e. Aura Sight visualize magical effects) or clarity to see through a physical entity (i.e. Stone Sight can see through natural rock).
Illusion
- Veil (Effect)[Illusion]: Hide entity through disinformation, beginning with visual and/or audio component but not limited.
Universal
- Field (Form): Spell effect forms a constant area-of-effect emanation. Field spells do not need refreshing but constantly drain ether from source.
- Sanctum (Form): Spell effect wards an enclosed region from all outside region.
Rank 4 - Collegiate Spells
Professional magic that blatantly ignores physical laws, taught to career or higher education mages.
Alchemy
- Disintegrate (Effect)[Alchemy]: Breaks down physical entity to a granular level; exact process unknown but results in dust and heated, particle-heavy air. Void prefix word disintegrates it to molecular level for faster dispersal.
Enchantment
Conjuration
- Astral Teleport (Effect)[Conjuration][Evocation]: Long-range teleportation spell with maximum standard safety range of 10 kilopaces; Wayfarer training increases this to 25 kilopaces.
Evocation
- Scorch-Ether (Effect)[Evocation][Antimagic]: Forcibly convert ether into volatile mana. Conversion of free ether works significantly faster than shaped ether.
- Lockdown (Effect)[Evocation]: Wards the area by bouncing teleportation to either the nearest unwarded or a designated area.
Divination
Illusion
Universal
- Catalyst (Meta): Spell effects that create either magical or physical energy may begin a cascading chain reaction.
Rank 5 - Graduate Spells
Powerful magic used only by experienced specialists; usually result in horrible accidents when used by someone not practiced.
Alchemy
- Stonemeld (Effect)[Alchemy]: Meld object or creature into stone to hide for a limited time; does not actually combine.
Enchantment
Conjuration
- Banishment (Effect)[Conjuration][Evocation]: Banishes non-native creature back to its world of origin.
Evocation
Divination
Illusion
Universal
- Phalanx (Meta): Spellshaping is duplicated quickly for quantitative spellcasting.
Rank 6 - Mastery Spells
For archmages only.
Alchemy
Enchantment
Conjuration
Evocation
Divination
Illusion
Universal
Common Aura Magic Modes
- Aura Bombardment: Improves control and output for large-scale spellcasting, but lacking individual precision in shaping spells.
- Aura Boost: Enhances physical functions by coursing ether through the body, but reduces spell acceleration (spellshaping time).
- Aura Burst: Greatly boost spell acceleration for the fastest casting time in all known styles, but with the side-effect of numbness from overwhelmed nerve conduits; prolonged use may lead to temporary and permanent paralysis.
- Aura Condense: Compacts ether density which results in higher spell penetration and focal power, but reduces spell acceleration.
- Aura Field: Basic aura mode with a minor boost to spell acceleration.