Basic Spell List (BASE SPELLBOOK)
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Basic Spell List (BASE SPELLBOOK)
- Base Spells Lv.1-30:
Spell Name: Fireball I
Magic Type: Fire Affinity
Spell Type: Attack Spell
Spell Level: 1
Spell Power: 8 DMG
Spell AoE: Ranged - 5 Meters (15 Ft.)
Spell Cooldown: 2 Posts
Spell Description: This spell requires one of the users hands during activation. Upon activation, this spell causes a 4x4' fireball to hurl toward the enemy at a speed of 2 Agility (6 Ft/Sec). This can travel up to 5 meters, or 15 feet total, and on contact, it dissipates into nothingness, dealing 8 damage to whatever it comes into contact with. Alternatively, if it travels 5 meters and hits nothing, it will also continue to dissipate.
Bonus Requirements: Must know Fire Affinity.
Mana Cost: 10 Mana
Spell Name: Flame Prism
Magic Type: Fire Affinity
Spell Type: Attack Spell
Spell Level: 5
Spell Power: 16 DMG
Spell AoE: Ranged - 10 Meters (30 Ft.)
Spell Cooldown: 3 Posts
Spell Description: This spell requires both of the users hands during activation. Upon activation, this spell summons a prism of fire from the hands that splits into 2 separate bolts of magic. These are not homing bolts. Both of these bolts travel at 3 Agility (9 Ft/Sec). On contact, both bolts dissipate into nothingness, and can travel up to 10 meters in distance. On contact, each bolt deals 16 damage individually. Should they not make contact throughout their path, they will dissipate accordingly.
Bonus Requirements: Must know Fire Affinity.
Mana Cost: 20 Mana
Spell Name: Incinerate
Magic Type: Fire Affinity
Spell Type: Defense Spell
Spell Level: 10
Spell Power: 24 DMG
Spell AoE: Area of Effect - 20 Ft from Caster C/P
Spell Cooldown: 4 Posts
Spell Description: This spell requires both of the users hands during activation. Upon activation, the user will smash their hands onto the ground below, sending out a pulse of Fire Mana, which then extends from their centerpoint (C/P) at a speed of 2 Agility (6 Ft/Sec). This pillar extends in all directions, in a circular formation, and grows to be 20 Ft in height. This pillar lasts for 2 posts following activation.
Bonus Requirements: Must know Fire Affinity.
Mana Cost: 30
Spell Name: Conflagration
Magic Type: Fire Affinity
Spell Type: Attack Spell
Spell Level: 15
Spell Power: 32 DMG
Spell AoE: Ranged - 20 Meters (60 Ft.)
Spell Cooldown: 5 Posts
Spell Description: This spell requires both of the users hands during activation. Upon activation, the user will wave their hands upward from a downward slope, spawning forth a wave of fire that starts off small at initial cast and grows as it reaches its destination. Laying waste to anything in its path, it moves at a speed of 5 Agility (15 Ft/Sec), and is quite sizable at 10x10'. With a distance of up to 20 meters, it will collapse and dissipate unless its path is blocked and it makes contact with a target. If Incinerate was active prior to activation, this wave will conjugate with the pillar, doubling any damage received through Conflagration.
Bonus Requirements: Must know Fire Affinity.
Mana Cost: 40
Spell Name: Hell's Winter
Magic Type: Fire Affinity
Spell Type: Attack Spell
Spell Level: 20
Spell Power: 40 DMG
Spell AoE: Ranged, Area of Effect
Spell Cooldown: 6 Posts
Spell Description: This spell requires both of the users hands during activation. Upon activation, the user will target using one hand and summon these meteors with their free hand, waving it downward toward the ground. This causes the clouds above to crack, revealing a spiraling inferno, up to 25 meters away. Accordingly, three meteors will fall from the sky at 10 Agility (30 Ft/Sec), and are roughly 12x12' in size. They have an area of effect that covers 10 meters total on contact. These giant balls of fire explode on contact, dealing 40 DMG each and deal an additional 10 damage to any target in range that was not directly targeted by this spell.
Bonus Requirements: Must know Fire Affinity.
Mana Cost: 50
Spell Name: Inferno Whip
Magic Type: Fire Affinity
Spell Type: Attack Spell
Spell Level: 25
Spell Power: 48 DMG
Spell AoE: Supplemental Offense Spell
Spell Cooldown: 3 if used once. 6 if Dual-Cast.
Spell Description: This spell can be Dual-Casted, meaning it can be activated twice at once with no consequence. This spell creates a whip of fire that is capable of being held by its creator. When Dual-Casted, it creates two whips. Individually, the whip can reach up to 15 feet away and leave severe burns on anything it comes into contact with, dealing 48 damage. This whip can be used for up to three posts, and its attack speed(s) match that of the users currently equipped Main Hand weapon. The whip can travel at a speed of 4 Agility (12 Ft/Sec).
Additionally, if Dual-Casted, it will require Double the Mana. The user can then either choose to hold two (2) individual whips, or combine both into one whip that reaches up to 30 feet away and travels at a speed of 6 Agility (18 Ft/Sec). If attacked this way, the whip deals its standard 48 damage, but Status Effects the target with a Burn, which deals 8 DMG every post for 3 posts after initial contact. This Damage-Over-Time effect can stack if the target is hit multiple times.
Bonus Requirements: Must know Fire Affinity. Dual-Cast training requires 500 W/C Training.
Mana Cost: 60 (Single), 120 (Dual-Cast)
Spell Name: Pyroblast
Magic Type: Fire Affinity
Spell Type: Attack Spell
Spell Level: 30
Spell Power: 56 DMG
Spell AoE: Ranged -
Spell Cooldown: 6 Posts
Spell Description: Known as the Burning Pinnacle of Fire Magic, activation of Pyroblast requires both of the users hands for activation. Upon placing both hands together and thrusting outward, this spell would summon a massive meteor-like fireball from both hands that hurls at its target with break neck precision. This meteorite travels up to 35 meters (105 Ft.) away for losing its momentum and slowing to a stop, crashing and causing a crater in the ground below, a testament to its power of force. Upon contact this meteor deals an immediate 56 piercing damage, which shreds through any ADR (Armor Defense Rating) that may be present. PDR (Personal Defense Rating) still minimizes some of the damage, however. Additionally, the meteor deals 20 more damage to any target within 4 meters (12 Ft.) of the crash location, which serves as its blast radius. Any target hit by this spell has its Agility reduced by 4 for 2 Posts.
Bonus Requirements: Must know Fire Affinity. Must know the passive skill Fire Mastery (Gained at Lv30).
Mana Cost: 70
- Base Spells Lv.1-30:
Spell Name: Bombardment
Magic Type: Earth Affinity
Spell Type: Attack Spell
Spell Level: 1
Spell Power: 8
Spell AoE: Ranged - 5 Meters (15 Ft.)
Spell Cooldown: 2
Spell Description: This spell requires both of the users hands for activation. After activation, 4 rocks at a size of 3x3' will be pulled from around the user, and catapult toward the target at a speed of 2 Agility (6 Ft/Sec.) On contact, each rock may deal 8 damage and hits with a decent amount of force.
Bonus Requirements: Must know Earth Affinity.
Mana Cost: 10
Spell Name: Wall Incantation
Magic Type: Earth Affinity
Spell Type: Defense Spell
Spell Level: 5
Spell Power: 16
Spell AoE: Area of Effect, up to 10 meters from caster
Spell Cooldown: 3 Posts
Spell Description: This spell requires both of the users hands to activate. Upon activation, the user will smash both of their hands onto the surface of the Earth, causing four walls that are equal in size, depth and width, forming a perfect square of up to 10 meters in area size, or 30 feet, using the Caster as its centerpoint. This can be done for defense to block Lv5 or lower spells, or to simply build walls for housing. Being as though this Earth is enhanced with Earth Mana, they are exceedingly difficult to break, and require at least 25 STR, or 25 Total Damage to destroy. Anything in the path of the wall as it is being formed will receive 16 Piercing damage as a result, which shreds through any ADR (Armor Defense Rating) present, though PDR (Personal Defense Rating) still applies.
Bonus Requirements: Must know Earth Affinity.
Mana Cost: 20
Spell Name: Earth Salvo
Magic Type: Earth Affinity
Spell Type: Attack Spell
Spell Level: 10
Spell Power: 24
Spell AoE: Ranged - 15 Meters (30 Ft.)
Spell Cooldown: 4 If used once. 6 if Dual Cast.
Spell Description: This spell requires one hand to use, and can be Dual-Casted. Upon activation, this spell summons 6 large 6x6' boulders from below the user, and hurls them into the air in a 1-by-1 formation toward the enemy from above, which then causes them to spiral downward toward the intended target like a wrecking ball at a speed of 4 Agility (12 Ft/Sec.) Each impact is strong enough to individually cause a small crater underneath of its crash location and deals 24 DMG to any target hit by the Salvo. If Dual-Casted, it requires 60 Mana and summons 10 larger boulders, which instead hurl into the air in a 2-by-2 formation, providing more coverage. Additionally, they move at 5 Agility (15 Ft/Sec) and deal 32 DMG each on contact.
Bonus Requirements: Must know Earth Affinity.
Mana Cost: 30 (Single), 60 (Dual-Cast)
Spell Name: Division Ritual
Magic Type: Earth Affinity
Spell Type: Supplemental Offense/Defense Spell
Spell Level: 15
Spell Power: N/A
Spell AoE: Ranged Area of Effect
Spell Cooldown: 6 Posts
Spell Description: This spell requires both hands to activate. Upon activation, up to 20 meters (60 Ft.) away, the user then splits the Earth up to 20 meters (60 Ft.) apart, ripping a giant chasm into the Earth and likely causing small lava pools to build up on the bottom layer of the chasm. This chasm expands at a rate of 5 Agility (15 Ft/Sec.), and is fully completed in 4 seconds total. This chasm remains indefinitely.
Bonus Requirements: Must know Earth Affinity.
Mana Cost: 40
Spell Name: Reckless Defense
Magic Type: Earth Affinity
Spell Type: Supplemental Offense Spell
Spell Level: 20
Spell Power: 72
Spell AoE: Area of 'Division Ritual'
Spell Cooldown: 8 Posts
Spell Description: This spell can only be activated if Division Ritual is currently in effect. By smashing both hands on the ground, the user can cause the aforementioned chasm to close at a speed of 5 Agility (15 Ft/Sec) and closes in a total time of 4 seconds. Anything on the inside of the chasm is sealed beneath the Earth unless otherwise defended against, dealing 72 piercing DMG to any targets inside.
Bonus Requirements: Must know Earth Affinity.
Mana Cost: 50
Spell Name: Tudishen's Wrath
Magic Type: Earth Affinity
Spell Type: Supplemental Spell
Spell Level: 25
Spell Power: N/A
Spell AoE: Self
Spell Cooldown: Passive Spell, Always Active
Spell Description: Noted as one of the most useful and powerful Earth spells to date, Tudishen's Wrath is a testament to the God of Earth, Tudishen and was created in his honor. This spell, once learned, allows the user to hold two separate 2-Handed Weapons in each hand. Though the speed of the weapons is maintained, this spell places a passive buff that permanently increases the owners STR (Strength) by 10, which helps deal enhanced damage.
Bonus Requirements: Must know Earth Affinity.
Mana Cost: 60
Spell Name: Putrification
Magic Type: Earth Affinity
Spell Type: Attack Spell
Spell Level: 30
Spell Power: 56
Spell AoE: Ranged Area of Effect
Spell Cooldown: 6 Posts
Spell Description: This spell requires both of the users hands to activate. By placing both hands equally apart as far as possible, the user can focus Earth Magic to pull a slab of earth 25x25 in size on both sides and in front of/back of the intended target, each slab being approximately 30 Meters away from the target. The users eyes cannot be taken off of the target, or the spell is canceled. Due to this absolution of focus, Putrification is known as more of a focus-intensive spell, though also serving a testament to its power level. These slabs form at 4 Agility (12 Ft/Sec), and both walls take just over 2 seconds to form completely.
Once they form, the user will force both arms together and make a loud clapping sound, prompting the walls to then be propelled inward toward the target and smash together with such devastating force that it causes a minor tremor shockwave on contact, knocking anything within 5 Meters (15 Ft) backward 2 Meters (6 Ft) and interrupting any Spell being cast immediately. These walls move at a speed of 10 Agility (30 Ft/Sec). Arguably, it is said that this Spell is extremely difficult to avoid, considering all sides are being covered and closed in on very fast. On contact, this deals 96 Piercing DMG, shredding through any ADR present, but PDR still applies.
Bonus Requirements: Must know Earth Affinity. Must know the passive skill Earth Mastery (Gained at Lv30).
- Base Spells Lv.1-30:
Spell Name: Water Burst
Magic Type: Water Affinity
Spell Type: Attack Spell
Spell Level: 1
Spell Power: 8
Spell AoE: 5 Meters (15 Ft)
Spell Cooldown: 2 Posts
Spell Description: This spell requires one of the users hands during activation. Upon activation, this spell summons a 4x4' ball of spinning water that is then hurled toward the target at a speed of 2 Agility (6 Ft/Sec). This can travel up to 5 Meters, or 15 feet total, and on contact, impacts with a splash that knocks the target back 1 Meter (3 Ft).
Bonus Requirements: Must have Water Affinity.
Mana Cost: 10
Spell Name: Typhoon
Magic Type: Water Affinity
Spell Type: Supplemental Defense Spell
Spell Level: 5
Spell Power: 16
Spell AoE: Self-Centered Area of Effect
Spell Cooldown: 3 Posts
Spell Description: This spell requires both of the users hands to activate. During activation, the user will smash both hands on the ground, which will concurrently summon a very fast moving wall of water around the user that surrounds them and extends outward in all directions, dealing 16 Piercing damage to anything that wasn't prepared for an impact beforehand and 16 normal damage that had its defenses prepared. This wave forms almost instantly, rising to fifteen feet in height and moves at a speed of 4 Agility (12 Ft/Sec) and travels up to 10 meters (30 Ft), knocking anything hit by it back 2 Meters (6 Ft) and interrupting any spellcasting or skill preparation currently in effect.
Bonus Requirements: Must have Water Affinity.
Mana Cost: 20
Spell Name: Water Ritual: Summon Elemental
Magic Type: Water Affinity
Spell Type: Attack Spell
Spell Level: 10
Spell Power: N/A
Spell AoE: Control Range - 15 Meters (30 Ft)
Spell Cooldown: 4 Posts after Elemental Death
Spell Description: This spell requires the user to put both hands on the ground. After activation, a Water Elemental will spawn in front of the user, having half of the Statistics that the owner has at any given time. This Elemental can use any Water Spell the owner has at their disposal, provided the Elemental has enough Mana to use it. The Elemental stands at 8" tall, and physical attacks do half damage against it on contact. Magic attacks do double damage. Lightning Magic attacks do triple damage to it. If the Elemental was summoned using a pre-existing Water Source, natural or Magical in nature, it doubles in size to 16" tall and receives a bonus of 5 Intellect.
Bonus Requirements: Must have Water Affinity.
Mana Cost: 30 Per Use
Spell Name: Flame Ward
Magic Type: Water Affinity
Spell Type: Supplemental Defense Spell
Spell Level: 15
Spell Power: User Level x2
Spell AoE: Self
Spell Cooldown: 4 Posts after Shield Disruption
Spell Description: This spells absorption capability is determined by the users level x2. (IE: If you are Level 15, this spell would absorb and convert up to 30 Fire Magic Damage. If you were Level 30, it would absorb and convert up to 60 Fire Magic Damage). This spell requires no hands to activate. Once activated, a layer of Water will be summoned that seems to spiral around the user calmly. This water is thick enough and spinning fast enough to knock basic non-magical enhanced projectiles such as wooden arrows.
In addition to this, the Ward also absorbs up to 36 Fire Damage, and converts any Fire Magic Damage into Mana as long as the Ward remains active. Once the shields absorption properties have been disrupted, the water will fall to the ground and the cooldown will begin. Physical attacks still damage the shield, as well as other attacks, but no Mana will be yielded as a result of absorption unless the Spell/attack absorbed is Fire Affinity-natured.
Water Elemental Appearance
Bonus Requirements: Must have Water Affinity.
Mana Cost: 40
Spell Name: Rain Volley
Magic Type: Water Affinity
Spell Type: Attack Spell
Spell Level: 20
Spell Power: 40
Spell AoE: Ranged Area of Effect
Spell Cooldown: 5 Posts
Spell Description: The user must hold both hands above their head to activate this spell. Once activated, the user will summon a cloud that begins to rain 4 water bomb-like balls of spinning destruction from above at a speed of 6 Agility (18 Ft/Sec). These water bombs are 6x6' in size, fall at the same exact time and spin rapidly on an axis. These balls cover a 42 ft radius up to 25 Meters (75 Ft) away, with the 12.5 Meter (41 Ft) mark being its centerpoint. On contact, these balls deal 40 Damage each, and knock back anything hit by it by 4 Meters (16 Ft), also interrupting spellcasting or skill preparation.
Bonus Requirements: Must have Water Affinity.
Mana Cost: 50
Spell Name: Waterwalking
Magic Type: Water Affinity
Spell Type: Supplemental Spell
Spell Level: 25
Spell Power: N/A
Spell AoE: Self
Spell Cooldown: N/A
Spell Description: This spell allows the user to walk on water passively and allows for intercontinental travel without the requirement of a boat or other transportation vehicle/mount. Traveling to any other continent this way always results in 1 creature fight, accompanied by 200 Words reaching your destination.
Bonus Requirements: Must have Water Affinity.
Mana Cost: 60
Spell Name: Hydrabolt
Magic Type: Water Affinity
Spell Type: Attack Spell
Spell Level: 30
Spell Power: 56
Spell AoE: Ranged - 35 Meters (105 Ft)
Spell Cooldown: 6 Posts
Spell Description: This requires one of the users hands to activate, and can be Dual-Casted. Individually, this summons an 1x1' glowing bioluminescent ball of whirling water that seems endlessly violent in nature. This ball is then hurled forward, growing to 8x8' in size as it makes its way toward the target at a speed of 9 Agility (27 Ft/Sec). This bolt carries an absorptionary trait that allows it to absorb one (1) other spell of any Element that is Level 25 or Lower, which increases the damage of this spell by the damage rating of the spell that was absorbed.
If Dual-Casted, this spell summons two bolts that move at 9 Agility (27 Ft/Sec) and carry these same properties, or alternatively, one larger bolt that grows to 16x16' in size, moves at 18 Agility (54 Ft/Sec), and can absorb up to two (2) spells of any Element level 25 or lower, which increases the damage of this spell by the damage rating of the spells that were absorbed in this way, and deals 65 Piercing Damage normally instead of the standard 56. If Dual-Casted, it requires 170 Mana instead of 140 Mana. Additionally, any damage done as a result of the Hydrabolt gets transferred back to the owner as Mana to restore their supply.
IE: Hydrabolt absorbs 1 spell that would have done 32 Damage. The DMG Rating of Hydrabolt becomes 88 (56+32), and if it makes contact with an enemy, it also restores 88 Mana to the user.
Bonus Requirements: Must have Water Affinity. Must have the passive skill Water Mastery (Gained at Lv30).
Mana Cost: 70 (Single), 170 (Dual-Cast)
- Base Spells Lv.1-30:
Spell Name: Blessing of Zeus
Magic Type: Lightning Affinity
Spell Type: Supplemental Offense Spell
Spell Level: 1
Spell Power: 8
Spell AoE: Area of Effect
Spell Cooldown: 4 Posts
Spell Description: This spell requires both of the users hands to activate. This will cause a layer of lightning mana to surge around the forearms of the user. This is a buff that grants +2 Agility for every 5 Agility the user has. (IE: If you have 10 Agility, you would have 14.) This lasts for 3 posts.
Bonus Requirements: Must know Lightning Affinity.
Mana Cost: 15
Spell Name: Current Charge
Magic Type: Lightning Affinity
Spell Type: Supplemental Offense Spell
Spell Level: 5
Spell Power: 16
Spell AoE: Ranged - 10 Meters (30 Ft)
Spell Cooldown: 4 Posts
Spell Description: This spell requires one of the users hands to activate. Upon activation, this spell causes a cone of lightning to spiral outward toward its intended target. This cone is 4x4' in a circular dimension and moves at 3 Agility (9 Ft/Sec). Upon contact this spell deals 16 DMG, and disables Spell or Skill casting for 1 Post, affecting the target with Paralysis. Additionally, if this spell comes into contact with water, anything touching the water in a 10 Meter (30 Ft.) radius from its contact zone receives 32 Shocking DMG as a result of conductivity. Also, if Shocking DMG is received, Spell/Skill casting is disabled for 2 Posts, and the cooldown is increased to 5 Posts.
Bonus Requirements: Must know Lightning Affinity.
Mana Cost: 20
Spell Name: Clone Projection
Magic Type: Lightning Affinity
Spell Type: Supplemental Offensive Defense Spell
Spell Level: 10
Spell Power: 24
Spell AoE: Self, Target-Touch
Spell Cooldown: 3 Posts
Spell Description: This spell can only be activated if the target is hit with a physical or magical attack beforehand. Upon contact, this spell causes the user to teleport 3 Meters (9 Ft) away in any direction, and replaces the user with a lightning prism which shocks anything touching it for 24 DMG. Additionally, anything that comes into contact with the lightning prism cannot cast Spells or perform Skills for 1 Post, and have their Agility decreased by 3 for 2 posts.
Bonus Requirements: Must know Lightning Affinity.
Mana Cost: 30
Spell Name: Thunderous Javelin
Magic Type: Lightning Affinity
Spell Type: Attack Spell
Spell Level: 15
Spell Power: 32
Spell AoE: Ranged - 20 Meters (60 Ft)
Spell Cooldown: 4 Posts
Spell Description: This spell requires one hand to activate, and can require both hands if Dual-Casted. Upon activation individually, one bolt is generated in the hand of the user that is 1 foot wide and about 7 feet long. This bolt seems extremely wild in nature and glows with an ominous yellow-blue aura. When thrown, it moves at a speed of 8 Agility (24 Ft/Sec). Upon contact, this spear deals 32 piercing damage, shredding through any ADR (Armor Defense Rating) present, though PDR (Personal Defense Rating) still applies. Additionally, if contact is made, it disables the use of Skills/Spells for 2 Posts, and affects each limb in different ways.
If the arm is pierced with the spear, it disables the use of two-handed skills or spells for 2 posts. If the leg is pierced with the spear, it lowers the targets Agility by 5 for 3 Posts. If it pierces the torso, it disables anything using Mana for 3 posts. This spell cannot be aimed at the head of the target. If Dual-Cast, the spell will create one much larger, 3x12' javelin, which moves at 12 Agility (36 Ft/Sec) and deals 64 DMG, 32 being Piercing DMG. The Skill/Spell restrictions remain the same. The cooldown is increased to 7 Posts if used this way. Additionally, if Dual-Casted, the user cannot use Spells or Skills for 1 post due to an electromagnetic overload of the nerve system.
Bonus Requirements: Must know Lightning Affinity.
Mana Cost: 45
Spell Name: Lightning Ritual: Summon Elemental
Magic Type: Lightning Affinity
Spell Type: Attack Spell
Spell Level: 20
Spell Power: N/A
Spell AoE: Control Range - 25 Meters (75 Ft)
Spell Cooldown: 5 Posts after Elemental Death
Spell Description: This spell requires the user to put both hands on the ground. After activation, a Lightning Elemental will spawn in front of the user, having half of the Statistics that the owner has at any given time, with an additional 2 Agility for every 5 Agility the owner has. This Elemental can use any Lightning Spell the owner has at their disposal, provided the Elemental has enough Mana to use it. The Elemental stands at 8' tall, and physical attacks do half damage against it on contact. Magic attacks do double damage. Earth Magic attacks do triple damage to it. If the Elemental was summoned using a pre-existing Lightning Spell or occurrence, natural or Magical in nature, it doubles in size to 16' tall and causes any target that comes into contact with it to experience Skill/Spell Paralysis for 1 Post.
Bonus Requirements: Must know Lightning Affinity.
Mana Cost: 50 per use
Spell Name: Electromagnetic Advancement
Magic Type: Lightning Affinity
Spell Type: Supplemental Defense Spell
Spell Level: 25
Spell Power: N/A
Spell AoE: Self
Spell Cooldown: 5 Posts
Spell Description: This spell requires no hands to activate. Upon activation, it causes the users eyes to glow with an electric lightning-like aura, supercharging the users nerve system and reducing the Cooldown of one selected Spell or Skill by 3 Posts. This cooldown reduction cannot stack with any other effect.
Bonus Requirements: Must know Lightning Affinity.
Mana Cost: 60
Spell Name: Te Atua o Uira: Release
Magic Type: Lightning Affinity
Spell Type: Attack Spell
Spell Level: 30
Spell Power: 56
Spell AoE: Ranged Area of Effect
Spell Cooldown: 8 Posts
Spell Description: This spell, rightfully named after the God of Lightning, Te Atua o Uira, causes the clouds above to rip open revealing some type of electromagnetic void in the atmosphere above up to 35 Meters (105 Ft) in any direction. This spell requires both hands to activate, and the user cannot take their eyes off of the target for 2 posts, 1 post initializing the contract with Te Atua o Uira, and the second post to send down a massive bolt of pure Lightning from above, striking at the centerpoint of wherever the target is. This bolt is 20x20' and travels down at a speed of 40 Agility (120 Ft/Sec). Upon contact, this spell causes a shockwave to expel from the point of contact and also affects anything within a 35 Ft. radius of the blast zone. This spell deals 56 Piercing Damage, shredding through both ADR and PDR altogether, and also receives a whole body paralysis effect that lasts for 1 Post following their second post after this spells activation. Only the target receives this whole body status effect, and any targets hit in the blast radius are restricted from using Spells or Skills for 3 Posts. This spell can harm the user. If conjugated with a Water Spell, this Piercing damage also turns into Piercing Shocking Damage, and also deals 112 Damage on contact. The blast radius still maintains a 56 Piercing Damage ratio, however. After use, the user cannot use Spells or Skills for 1 post due to an electromagnetic overload of the nerve system.
Bonus Requirements: Must know Lightning Affinity. Must have the skill Lightning Mastery (Gained at Lv30).
Mana Cost: 90
- Base Spells Lv.1-30:
Spell Name: Wind Lance
Magic Type: Wind Affinity
Spell Type: Attack Spell
Spell Level: 1
Spell Power: 8
Spell AoE: Ranged - 5 Meters for every 10 Intellect
Spell Cooldown: 2 Posts
Spell Description: The Wind Lance, though certainly not the most powerful Wind Affinity Spell, is the most useful or practical, however, considering many Wind Affinity Spells can conjugate with it and empower it greatly. This makes it a highly versatile Spell even for higher level spellcasters. This requires one of the users hands to activate, and they will form a fist, a small sonic boom will occur, and an air current-twisting lance would form in the hand of the user. The lance is 7 feet in length, razor sharp and weightless to the owner due to its composition.
This lance can be held to fight in hand to hand combat and its attack Speed is that of the users Main Hand or Off-Hand weapon (whichever hand is used), with an additional +10 Added to it. Alternatively, the user can throw the lance and use its composition to essentially ride the air current, which makes this bolt seemingly move as fast as lightning. On contact, the Lance pierces like a normal lance would, except the wounds are more destructive due to twisting and swirling currents of vaccuum pressurized air. This lance moves at a speed of 3 Agility (9 Ft/Sec) for every 10 Intellect the user has. IE: 30 Intellect = 9 Agility, or, 27 Ft/Sec movement speed.
Bonus Requirements: Must know Wind Affinity.
Mana Cost: 10
Spell Name: Gentle Breeze
Magic Type: Wind Affinity
Spell Type: Supplemental Defense Spell
Spell Level: 5
Spell Power: N/A
Spell AoE: 10 Meters (30 Ft) of User Centered
Spell Cooldown: 4 Posts
Spell Description: This requires both hands to activate. Upon activation, a spinning wind mana layer will cover the user in a 30 foot circular area, much like a dome, using them as a centerpoint. This spell remains active for 2 posts and basically uses varied wind pressures and volumes within this aura to snuff out any Fire Spell level 10 or below. This shield has a limitation however, and if it is hit with more than 36 Damage, it is destroyed and the user is again vulnerable to Fire Magic. Additionally, due to the rotating currents present while active, any target that comes into contact with the aura receives 3 Piercing DMG every post they remain inside.
Bonus Requirements: Must know Wind Affinity.
Mana Cost: 20
Spell Name: Eurus Misgivings
Magic Type: Wind Affinity
Spell Type: Supplemental Defense Spell
Spell Level: 10
Spell Power: 24
Spell AoE: Self
Spell Cooldown: 4 Posts
Spell Description: This spell requires no hands to activate. Once activated, it allows the user to levitate in the air above ground for up to 1 Meter, and grants a +24 DMG rating to Wind Lance is it is used while this spell is active. This spells lasts for 3 posts. Additionally, if the user were to be standing on a mountain, they can essentially use another 30 Mana to walk on air itself to another precipice on the other side for 1 of the 3 posts this spell is active.
Bonus Requirements: Must know Wind Affinity.
Mana Cost: 30 (Levitate/Empower), 60 (Walk on Air)
Spell Name: Boreas's Protection
Magic Type: Wind Affinity
Spell Type: Attack Spell
Spell Level: 15
Spell Power: 32
Spell AoE: Ranged - 20 Meters (60 Ft)
Spell Cooldown: 4 Posts
Spell Description: This spell requires both hands to activate. By holding one hand above their head, and the other below their waist, they assume a defensive stance and move forward, twisting their body and performing a 360. Upon completion of this quick spin, a frigid wind roughly 2 meters in length and 3 meters in length will envelop the user from above and then propel forward at a speed of 5 Agility (15 Ft/Sec). This wind is seemingly crystallized with some type of crystallic wind-like ice, and is cold to the touch. As it makes contact with a target, the wind freezes instantly, dealing 32 Piercing DMG, and knocking the target back 4 Meters (16 Ft). After contact is made, the ice seems to turn into a gas and evaporate completely.
Additionally, this can be Dual-Casted with Wind Lance, which follows the same casting properties, except it requires 50 Mana instead of 40. Once Dual-Casted, the wind will envelop the Lance and increase its damage by +32 DMG, and converts the total of the damage into Piercing Damage instead of normal damage, which shreds through ADR (Armor Defense Rating), although PDR (Personal Defense Rating) still applies.
Bonus Requirements: Must have Wind Affinity.
Mana Cost: 40 (Knockback Ability), 50 (Dual-Cast)
Spell Name: Notur's Blessing
Magic Type: Wind Affinity
Spell Type: Supplemental Offensive Defense Spell
Spell Level: 20
Spell Power: +30/+20
Spell AoE: Area of Effect
Spell Cooldown: 7 Posts
Spell Description: This spell requires both hands to activate. By clapping their hands together, an aura begins to shroud the area, using the user as a centerpoint. From the ground to the sky in a 25 Meter (75 Ft) range becomes extremely windy and the clouds above the area are forced to cause rain, which creates a violently raging storm within the 75 foot radius. Any Wind Spells used within this storm have their DMG Rating increased by 30, and any Water Spells used within this storm have their DMG Rating increased by 20. If Wind Lance is used within this storm radius, it has an Agility increase of 2 (6 Ft/Sec). This storm lasts for 4 posts.
Bonus Requirements: Must know Wind Affinity.
Mana Cost: 50
Spell Name: Aeolus's Carnage
Magic Type: Wind Affinity
Spell Type: Attack Spell
Spell Level: 25
Spell Power: 48 (Normal), +24 to Wind Lance (Dual-Cast)
Spell AoE: Touch-Target
Spell Cooldown: 5 Posts
Spell Description: This spell requires only one hand to activate, but the user must touch the opponent physically in order to activate it, or a Wind Spell that makes contact with the target. Once activated, this spell causes the wind mana either already existant, or produced by the spellcaster, to essentially trap the target in a swirling wind prison. The user cannot move from their current location as long as the target is trapped and cannot use another Two-Handed Spell while this is active. The user can cancel this at any time. This lasts for 4 posts, and each post the target is trapped results in 12 Piercing Damage. This can only be activated if contact is made. This can be dual-casted with Wind Lance to increase the DMG rating of Wind Lance by 24, and on contact, traps the target in the prison mentioned above. If used with a Wind Spell, the user still cannot move, though it allows the use of other Two-Handed Spells.
Bonus Requirements: Must have Wind Affinity.
Mana Cost: 60 (Single), 70 (Dual-Cast)
Spell Name: Hemintelixion
Magic Type: Wind Affinity
Spell Type: Attack Spell
Spell Level: 30
Spell Power: 56
Spell AoE: Ranged - 35 Meters (105 Ft)
Spell Cooldown: 6 Posts
Spell Description: This spell requires both hands to activate. Upon activation, the user will sweep both hands upward and then push, as if lifting some invisible force overhead. In doing so, a sudden convection of powerful wind currents will form in a 105 ft radius around the user. Anything within this area is lifted out off of the ground, as even trees and loose rocks may be caught by the force of the current. This convection current only affects those with a lower Intellect rating than the user. Regardless of being lifted 8 meters (24 Ft) into the air at a speed of 4 Agility (12 Ft/Sec), if the target has an equal or higher amount of Intellect, they still receive 56 Piercing DMG as a result of making contact with the convection current. Additionally, if Wind Lance is used immediately following this Spells activation, it moves at an additional 5 Agility (15 Ft/Sec).
Bonus Requirements: Must know Wind Affinity. Must know the skill Wind Mastery (Gained at Lv30).
Mana Cost: 70
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