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Post by MARVEL on May 1, 2011 16:03:27 GMT -5
Name: Fireball Level: 1 Type: Offensive Range: 20 meters Element: Fire Description: A basic fire spell that conjures a sphere of flames from the users cast area. With a a flick or another movement to start the movement, the ball of fire will propel in a single direction at fairly fast speeds, able to completely cover 20 feet in two seconds. The size of the ball of fire is a foot in diameter, and has the potential to ignite clothing. The force is mainly concussive, offering burning sensations as supplementary damage. SP Drain: 6 Coin Cost: 100
Name: Red Wisp Level: 1 Type: Summon Range: 20 meters Element: Fire Description: The users summons forth a stationary ball of fire that acts as a trap. The ball of fire is roughly three feet in diameter, and reflects the uses of the standard fireball. The ball will hover for two turns, and can be detonated on will, offering a small scale explosion similar to that of a fireball making contact. Much like the fireball, it's prowess falls in the domain of concussive force. SP Drain: 9 Coin Cost: 100
Name: Liquid Bullet Level: 1 Type: Offensive Range: 30 meters Element: Water Description: A projectile that fires from a casting point. A small soft-ball sized bullet of water shoots from the user, flying it's total distance of thirty feet in two seconds. The ability offers a strong impact that can knock opponents to the ground, as well as deal mediocre bruises to a hit spot. SP Drain: 5 Coin Cost: 100
Name: Aqua Veil Level: 1 Type: Defensive Range: Self Element: Water Description: The user casts a spell that coats their body with an armor of water than can ward off a single blunt skill or offensive magic spell of equal rank. When used, a thin transparent layer forms around the user. The veil lasts for one turn, and has a one turn cool-down before another veil is cast. SP Drain: 8 Coin Cost: 100
Name: Rumble Level: 1 Type: Defensive Range: 10 meter diameter Element: Earth Description: An area around the user will quake and make foot extremely difficult. The shake is powerful enough to halt an aggressors movements if they don't hold a strength, or agility stat over 10 + the users own level. This ability has a two turn cool-down. SP Drain: 7 Coin Cost: 100
Name: Dirt Shell Level: 1 Type: Defense Range: Self Element: Earth Description: Dirt armor forms around the user, making attacks 50% less effective. The domain in which it covers is physical attacks, as well as fire, lightning, and air elemental abilities. This ability has a cumulative upkeep. A physical ability lever 3 or higher will shatter the armor. SP Drain: 8 every turn active. Coin Cost: 100
Name: Lightning Javelin Level: 1 Type: Offensive Range: 35 meters Element: Lightning Description: A small bolt fired from one's finger tip. The bolt has a piercing effect, though offers no knock back ability. The bolt travels its total distance in a single second, and can offer minor cuts if grazed, as well as shallow stabs, if it directly hits. SP Drain: 10 Coin Cost: 100
Name: Electrical Field Level: 1 Type: Binding Range: 5 meter radius. Element: Lightning Description: The user expels a shroud of electricity that will prevent a single action from the enemy. It can be used to defend against an attacker. This ability has a one-post cool down. SP Drain: 10 Coin Cost: 100
Name: Air Cutter Level: 1 Type: Offensive Range: 10 meters Element: Air Description: The user swings his arm in a direction, summoning forth a near-invisible blade of wind that can cut through leather armor. The damage to an opponents body replicates shallow cuts, though it can be dangerous in vital parts (neck, eyes, ie). This skill takes two actions to preform. SP Drain: 8 Coin Cost: 100
Name: Aeronautics Level: 1 Type: Buff Range: 20 meters Element: Air Description: The user grants an object with increased resistance and movement speed due to an aura of wind. The buff lasts three posts. Agility and Endurance is increases +3 each, for 1 extra point for every ten points in mind. SP Drain: 10 Coin Cost: 100
Name: Cure Level: 1 Type: Heal Range: 20 meters Element: Light Description: A basic healing spell that has small-scale potency. It can heal minor cuts, bruises, and sprained joints, as well as temporarily relief pain in a certain portion of the body. The user casts an orb of light that will home in towards the target. SP Drain: 7 Coin Cost: 100
Name: Illumination Level: 1 Type: Illusion Range: 10 meters Element: Light Description: The user will bend the light directly in front of them, distorting the image from the other side. This effect can either cause a single turn of reduced vision for the user, or a single turn of altered depth perception for the target. This is dependent on the user's endurance skill. If it is ten or higher, they will only be susceptible to the reduced vision. SP Drain: 10 Coin Cost: 100
Name: Shadow Imp Level: 1 Type: Summon Range: 5 meters Element: Dark Description: The user will conjure up a small two foot imp that can act as another body, mind intertwined with the summoner. It can preform small tasks, though its strength isn't enough to wield weapons. It can attack, and annoy the opponent, as well as climb up on them. The imp can also serve house-hold services. SP Drain: 10 +5 turn upkeep Coin Cost: 100
Name: Shadow Veil Level: 1 Type: Defensive Range: Self Element: Dark Description: A skill derived from aqua veil, though is much more affective against magical spells. The aura stays up for two turns, and will ward off a single magic attack of equal rank. This ability has a one post cooldown. SP Drain: 10 Coin Cost: 100
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