Magic Shop: Sky Domain
Jan 20, 2021 1:42:46 GMT -5
Post by Admin: Soul on Jan 20, 2021 1:42:46 GMT -5
Novice Spells
Must have Novice in Arcana: Sky Domain Skill
Name | Description | Price |
Inclement Weather | By imbuing magic into the air, you can alter the weather ever so slightly. You can cause it to rain, cause clouds to form and even become overcast. The air will fill with strong winds and heavy gust, but nothing super dangerous can come from it. | 10 Solars |
Thundering Boom | The air fills with the loud crashing of thunder rolling through the sky. The thunder will last a while, filling the air with noise and making it hard to hear much else. This can also be used to scare enemies or startle creatures. | 10 Solars |
Fog Cloud | You cause a thick cloud of fog to form over the environment. A thick white blanket of fog settles over the immediate area, obscuring the vision of anyone caught inside the fog, or anyone looking from the outside in. This cloud can be moved or blown away with a wind spell. | 15 Solars |
Static Field | You cause the air around you to become charged, creating a small bubble of static energy around your person. This aura will protect you from the next two ranged attacks that are thrown your way, be it spells or physical weapons. Once it protects you from two attacks, the field fades. | 15 Solars |
Gust Thrust | You cause a large burst of wind to shoot out of one of your limbs, be it an arm or a leg. This burst of wind does not deal any damage, but is strong enough to push an object away from you, or even push your own body in the opposite direction. | 15 Solars |
Lightning Bolt | By pointing your finger, you send forth a thin, quick beam of lighting shooting out. It will crackle and course through the air in a straight line, blasting through anything in the path of your finger. While it is a thin, easy to dodge beam, it delivers a high amount of damage. -Deals lightning damage- | 25 Solars |
Wind Cutter | You spew out a thick cone of fierce cutting wind. This wind will flow out from your mouth in a medium ranged cone, covering a wide area. Anything inside this cone will take several cuts and slices, feeling the impact of the quick moving wind. -Deals wind damage- | 25 Solars |
Step of the Wind | Magic forms around your feet, creating small pads of wind that allow you to physically walk on air. This is not flying, but instead allow you to step up into the air as if a solid surface was there. This lets you cross ravines, scale walls or even use quick dodges in combat. | 25 Solars |
Bullet Dash | By swirling wind and lightning around your person, you create enough of a charge to dash insanely quickly in any direction. Your body blurs forward, dashing at inhuman speeds for a very brief distance. This spell is a great gap closer or spell for dodging quick attacks. | 20 Solars |
Lightning Armor | Lightning begins to course around your body, slightly illuminating your form in crackling energy. This armor will shock anyone who touches you while it is own, numbing the body part that it struck. The armor will remain for three post, protecting the user from anyone who comes into melee range. If someone has a limb shocked, that limb will go limp for the next post. -Deals lightning damage- | 25 Solars |
Crippling Pressure | By charging the sky above you with magical energy, you sort of increase the gravity around you, creating an immense amount of pressure to push down on your enemies. For the next two post anyone in the area other than you can not leave the ground, this includes jumping, climbing or even using spells to leave the ground. | 20 Solars |
Summon: Wind Blades | You create two long sword like blades of wind to form in your hands. These blades will course with cutting power, but have a physical feel to it like a normal weapon. These blades can be used for weapons much like a normal sword. In addition if you are currently holding a weapon, the wind will instead cover that weapon, giving it extra cutting power. -Deals wind damage- | 25 Solars |
Wind Tunnel | You create a vertical standing circle of wind around you and anyone in the immediate area. The edges of the wall are filled with slicing wind and will cut up anyone who tries to pass through it. The inside of the tunnel is filled with heavy gust, slowing enemies inside of it down. Anyone caught in the tunnel will find it harder than normal to move. -Deals wind damage- | 35 Solars |
Chain Lightning | By clasping your hands together you form a large chain or whip of lightning. The lightning will course back and forth, giving you a medium length whip of pure energy. This whip can be used to strike enemies, shocking them and numbing limbs and can also be used to bind enemies limb, restraining and restricting them. -Deals lightning damage- | 35 Solars |
Push/ Pull | By summoning a large amount of wind energy, you can either cause the wind to pull towards you or push away from you. This will happen in one large gust. This spell will either pull all the loose objects in the area towards you, or push it all away from you. This can also effect other people or creatures. | 35 Solars |
Charged Object | By touching an item or object, you cause it to become charged with electrical energy. Anyone who touches this item will feel an incredibly strong shock, able to numb and disarm the limb that touched the object. If anyone touches the object they will take damage and be forced to let it go or take it off. -Deals lightning damage- | 35 Solars |
Levitate | Filled with wind magic, you cause your own body to lift into the air. You only rise a couple of feet off the ground, but can free float there for several minutes. While floating you can also move around, moving much like you normally could but completely suspended in the air. | 30 Solars |
Air Bullets | You cause wind to spiral around each of your finger tips, forming small tiny drills on each finger. You can then fire these tiny orbs of wind out of your fingers up to very long ranges. They deal a decent amount of piercing and cutting power, and are extremely good at long distance attacks. -Deals wind damage- | 30 Solars |
Lightning Lure | This spell causes five small rods of pure lightning to rise up from the ground. They will radiate energy and shock anyone who touches them. The rods will remain in the location that they are summoned in, but will remain there until activated. When activated the user will cause a beam of lightning to run from their body to the rod, cutting through anything in between the two. Once the rod connects to you, it vanishes. -Deals lightning damage- | 30 Solars |
Blinding Clasp | By clapping your hands together you give off a blinding flash that effects anyone with in a couple of feet of you. If anyone happens to be looking at you or your hands, they will be blinded by this flash for their next post. They will be unable to see anything except for pure whiteness until the end of their next post. | 30 Solars |
Master Spells
Must have Master in Arcana: Sky Domain Skill
Name | Description | Price |
Flight | The peak of sky domain movement, you can now fly, moving through the air as if it was nothing. You surround yourself with wind, lifting up into the air, making yourself able to fly short distances. You still cant soar very high or far, but it is great for battlefield movement. | 50 Solars |
Call Tornado | This spell gives the caster the ability to harness the power of the winds, creating a massive vortex that forms in the area. The tornado then begins to rampage through the environment for the next couple of minutes, tearing up vegetation and destroying weak structures. While it is not a full on natural tornado, it has enough power to harm your enemies. -Deals wind damage- | 50 Solars |
Lightning Field | You charge the area around you, filling the air with a static charge. For the next two post lightning begins to repeatedly strike the area, bolts of pure electrical energy will continue to light up the area at random. It will strike just about anything, and can be just as dangerous to you and your friends as it is your enemies. After two post the lightning storm will slow and fade away. -Deals lightning damage- | 50 Solars |
Summon: Air Elemental | You summon forth a swirling creature of wind and air, a beast from the sky domain that will fly through the air. It will remain in your area, spiraling around you, protecting you and attacking enemies in your area. This elemental has access to wind bullets which it can fire forth from its mouth. The elemental will last for three post and will vanish if struck by an ice spell. -Deals wind damage- | 50 Solars |
Summon: Lightning Elemental | You summon forth a crackling, energetic lightning elemental. A monster from the sky domain, this figure barely takes on the form of anything, and often looks like a chaotic ball of energy. It will bolt around the area like a wild animal, able to shock and attack enemies. This elemental has access to the lightning bolt spell and will remain for three post. If it gets struck by a water spell it will vanish early. -Deals lightning damage- | 50 Solars |
Lightning Cage | You call down multiple bolts of lightning that strike the ground, creating a cage around an enemy or a target. This cage will pulse with violent energy and is capable of dealing immense amount of damage. This cage attempts to keep anyone locked inside or others locked out, and is very useful at cutting people off from others. If it locks someone in, the cage will remain for two post. -Deals lightning damage- | 50 Solars |
Phase Blade | You create a medium sized rod of pure energy, pulsing with lightning and wind energy. This rod gives off a light transparent glow, like a saber of light, which can be held by its caster. The rod deals a medium amount of burning damage that stings and leaves a lasting wound. This rod however is able to pass through objects, such as other weapons or armor. It will phase right through objects dealing direct damage to anything behind it. This makes the weapon hard to defend against. -Deals lightning and wind damage- | 50 Solars |
Read the Winds | You cause one single heavy gust of wind to blow through the area, blowing through everything and eventually hitting you. Once the gust of wind collides with your person, you get a mental reading of the environment in the direction the gust of wind had come from. This allows you to know how many living creatures are in that direction, both on the earth and in the air. You get a sense of how many creatures and their size. | 50 Solars |
Thunder Bomb | By touching an object you can embue it with lightning energy, charging the object. This object will remain charged until activated. When activated the object will explode, sending out a large amount of energy. This energy will slam into anyone near the object, dealing damage and knocking them over or prone. The object can remain charged for several minutes, but you must be able to see the object to activate it. -Deals lightning damage- | 50 Solars |
Toxic Clouds | You spew out a large cloud of toxic gas, creating a dark cloud of poisonous air. This cloud will be medium sized and will hover in the air in the location you spewed it. This cloud will remain for several minutes or until blown away. Anything that enters this cloud will not only find it hard to see but also hard to breath. Eyes will water and lungs will burn, forcing you out of the cloud. While you wont take any damage, the longer you remain, the harder it is to breath, eventually causing you to pass out. | 50 Solars |
Exalted Spells
Must have Exalted in Arcana: Sky Domain Skill
Name | Description | Price |
Ulrich's Static Charge | You channel lightning magic through your forearms, causing them to illuminate and become charged with static energy. This can be done while holding other objects, such as a weapon. When you make a physical weapon attack, such as with a sword, hammer, bow or even your fist, you can cause the electric energy to discharge, flowing from your arms into the attack, attempting to shock and even paralyze your enemy. If the attack is successful it will deal heavy amounts of lightning damage and paralyze the limb struck, rendering that limb useless for the enemies next post. If the attack is blocked, such as with a shield, armor or other weapon, the enemy will still receive a medium shock but not be paralyzed. This spell has a three post cooldown when used. | 75 Solars |
Rune Sockets | The user generates five electrical images known as Brands that slowly circle around them, lasts for five posts and can be summoned once per topic. These Brands cause lightning damage when they touch someone or something. A secondary effect upon activation is a connection is formed between two Brands with effects as if it was the spell Lightning Bolt(Range and Damage), each additional activation after the primary will cause a Brand to connect to one of the primaries using the shortest distance to achieve the connection. The Brands are also capable of being moved with a range as if they were a thrown weapon. The user can choose to move as many Brands that aren't currently touching someone or something. Connected Brands move as one unit | 75 Solars |
Astrid's Valkyrie Strike | You harness your connection to Sky magic to fully envelope yourself in lightning and launch yourself in any direction. During your movement, you can alter your trajectory twice. Additionally, at the end of the movement, you can choose to release the harnessed lightning in a medium-sized explosion, striking enemies within the range. This deals heavy lightning damage and knocks them prone and paralyzes them for their next post. While paralyzed, the affected enemies cannot move or take offensive/defensive physical actions, however they can still cast spells. This spell has a two post cooldown. | 75 Solars |
Blue Raspberry's Energy Drinker | A spell that temporarily trades ones lightning magic for pure bodily enhancement. While under the effects of this spell, any other abilities or spells they have active will no longer deal lightning damage. In exchange, any time they would have dealt or been dealt lightning damage, it will instead be absorbed and increase their strength and speed greatly. With this enhanced speed, the caster will gain an additional action in the action system up to a total of five additional actions. These additional actions can only be gained every three posts with a two post period for their body to recover from the excessive energy that it took in. The spell can last as long as the caster wishes. | 75 Solars |
Gwendolyn's Grand Censer | The user will twist and bend the air above them, creating a translucent, smoke filled orb that just rest above the area for three post. While the orb exists, smoke will slowly billow out from above and spill out onto an area that is 30 feet in diameter. The smoke itself has no vision impairing abilities, having an almost translucent smoky appearance, however any allies who breath in the smoke will find themselves invigorated. For as long as they remain inside the smoke, they will find their movement speed and reflexes enhanced, moving twice as fast as normal. Additionally any spell that has a range attached to it will have that range increased by 10 extra feet. This spell can be used twice per topic. | 75 Solars |