Spell List WIP
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Spell List WIP
In a world where magic is rare, one must wonder how you gain such a rarity in your midst? While some are not as lucky as to gain a blessing from the Golden Goddesses, others may be blessed by a variety of different things - The Great Fairy, Dungeon Quests, and maybe even some events we hold. Spell Slots are not easily obtained though - they come at a price, and I don't mean rupees. Spell Slots will cost you something much more rare - Gratitude Crystals.
You may receive Gratitude Crystals in numerous ways, depending on if it is the Great Fairy herself, or perhaps you scored while within a dungeon quest. However so, use them sparingly, for they are rare. Gratitude Crystals can be used in different ways - it costs 1 Gratitude Crystal to create a Novice Rank Spell. For every upgrade, you must use more. You can save up your gratitude crystals overtime, and roll for one of the Legendary Rank Spell of your element(s) with 10 Crystals.
Please note that Sheikah start with 3 spells, Twili start with 4, and Sages start out with 5 if awakened, and 3 if not. You may roll for your spells once your character has been accepted. Duplicate spells may be rerolled.
There are different elements to choose from - Water, Fire, Earth, Wind, Light, Shadow.
Light and Shadow are weakest and strongest against each other.
Wind is weak to Earth
Earth is weak to Fire
Fire is weak to Water
Water is weak to Wind
Please note that your character may only master the element that matches your blessings. Spirit falls under shadow.
WATER MAGIC
You may receive Gratitude Crystals in numerous ways, depending on if it is the Great Fairy herself, or perhaps you scored while within a dungeon quest. However so, use them sparingly, for they are rare. Gratitude Crystals can be used in different ways - it costs 1 Gratitude Crystal to create a Novice Rank Spell. For every upgrade, you must use more. You can save up your gratitude crystals overtime, and roll for one of the Legendary Rank Spell of your element(s) with 10 Crystals.
Please note that Sheikah start with 3 spells, Twili start with 4, and Sages start out with 5 if awakened, and 3 if not. You may roll for your spells once your character has been accepted. Duplicate spells may be rerolled.
There are different elements to choose from - Water, Fire, Earth, Wind, Light, Shadow.
Light and Shadow are weakest and strongest against each other.
Wind is weak to Earth
Earth is weak to Fire
Fire is weak to Water
Water is weak to Wind
Please note that your character may only master the element that matches your blessings. Spirit falls under shadow.
WATER MAGIC
Nayru's Love: This spell will allow you to heal the wounds of yourself or another.
Cooldown: 6 Posts
Sacred Serum: A spell that allows you to revive someone who is near death, or has been dead within three posts.
Cooldown: Usable only once per thread.
Mist Shield: Allows you to create a shield with a thick mist. You are completely hidden in the mist for 3 posts. Please note that opponents or enemies that possess the Lens of Truth or have the Shadow's Sneak blessing are able to see past the mist.
Cooldown: 4 Posts
Ice Fang: Allows the user to shoot ice projectiles toward the opponent.
Cooldown: 2 Posts
Water Crystals: Blesses your weapon with water/ice abilities so that it may be stronger against fire, as well as increases your weapon's rank by one.
Cooldown: The spell will last until it has been cancelled.
WIND MAGIC
Farore's Wind: A spell that allows you to teleport during battle in order to dodge an attack, whether it be used as an escape or to simply prepare yourself further for the battle ahead.
Cooldown: Usable once per thread.
Flight of Faith: A spell that allows you to leap high up in the air (as high as 30 feet) in a gliding manner as though you are flying.
Cooldown: 2 Posts
Cyclone: When used on another player, this will send a large cyclone in their direction. If they are hit by it, they will be be sent into a random direction from the strong winds.
Cooldown: 5 Posts
Wind Crystals: Allows you to integrate wind crystals into your weapon so that it is stronger against water, as well as increases your weapon's rank by one.
Cooldown: The spell will last until it is cancelled.
FIRE MAGIC
Din's Fire: A large wall of fire surrounds the caster and moves outward, toward all opponents with a destructive force.
Cooldown: Usable once per thread.
Dragon's Breath: Allows the user to breathe fire against their opponent.
Cooldown: 3 Posts
Dodongo's Wrath: Explosive fire projectiles are released from the palm of the user's hands toward their opponent or direction.
Cooldown: 3 Posts
Fire Crystals: Allows the user to integrate fire crystals with their weapon so that it may be stronger against Earth, as well as increases your weapon's rank by one.
Cooldown: The spell will last until it is cancelled.
EARTH MAGIC
Earthquake: Allows the user to make the earth split before them.
Cooldown: Usable once per thread.
Stone Shield: Allows the user to raise the earth around them as protection against oncoming attacks.
Cooldown: 2 Posts
Dragon Scales: Allows your skin to become tough and hardy so that normal attacks do not effect them as easily.
Cooldown: 6 Posts
Earth Crystals: Allows the user to integrate earth crystals with their weapon so that it may be stronger against Wind, as well as increases your weapon's rank by one.
Cooldown: The spell will last until it is cancelled.
LIGHT MAGIC
Divine Banishment Calling on the spirit guardians of the world, they will lend you their light to blind the eyes of your enemy, stunning them for one post.
Cooldown: Usable once per thread.
Hylia's Grace: Allows the user to cast holy light unto them, shielding them from an attack.
Cooldown: 3 Posts
Light Arrow Summon: You summon holy arrows bathed in the Light of the Gods, inflicting damage on your opponent. These arrows can shatter force fields.
Cooldown: 4 Posts
Light Crystals: Allows the user to integrate crystals of light into their weapon to be stronger against the shadows, as well as increases your weapon's rank by one.
Cooldown: The spell will last until it is cancelled.
SHADOW MAGIC
Nocturne of Shadow: Summons the dead from their slumber, aiding the user against their opponent. Weak to sunlight.
Cooldown: Usable once per thread.
Shadow Flash: Allows the user to snap their fingers and disappear, fleeing the area or to another location within proximity of the opponent.
Cooldown: 5 Posts
Nightcrawlers: Summons hands to appear, locking onto the target and keeping them in place for one post. You must keep eye contact on the opponent for this to be effective.
Cooldown: 7 Posts
Shadow Crystals: Allows the user to integrate crystals of shadow into their weapon, making it much more powerful against light magic, as well as increases your weapon's rank by one.
Cooldown: The spell will last until it is cancelled.
Last edited by Zelda on Sun Jun 21, 2015 1:48 pm; edited 1 time in total
Zelda- Human
- Rupees : 877020
Posts : 265
Join date : 2015-02-13
Age : 28
Character Sheet
Rank: Advanced
EXP:
(445/15000)
Statistics :
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