Magic Shop: Sea Domain
Jan 20, 2021 1:43:14 GMT -5
Post by Admin: Soul on Jan 20, 2021 1:43:14 GMT -5
Novice Spells
Must have Novice in Arcana: Sea Domain Skill
Name | Description | Price |
Create Water | This spell creates a small amount of natural water for consumption. You summon water in a container near you such as a bowl or bag. This water is considered fresh and natural, will last as long as normal water and can be stored for later. | 10 Solars |
Ice Over | You cause the surface of an object to ice over. This causes the surface of the object to grow a very thin layer of ice that covers the full object. This makes the surface slippery and cold to the touch. This spell can also freeze the surface of a body of water, allowing one to cross over it. | 10 Solars |
Snow Flurry | Creates a large storm of fluffy and fast-moving snow. This causes the tempature to drop, maing the area much colder. And while the snow does no damage, it can be difficult to move in and obscures vision ever so slightly. | 10 Solars |
Shape Water | A basic water spell that allows you to manipulate small bodies of pre existing water. You can target water in the area but can not control massive bodies of water like ponds, lakes or oceans. You can alter the flow of the water, change its shape, even add or subtract from its mass, making more or less water. | 15 Solars |
Frozen Feet | You fill your feet with ice magic, coating the bottom of your feet with ice. This allows you to skate across the ground or the surface of objects. Now with a slippery set of shoes, you can move twice as fast as your normal speed, darting across the surface of the earth. | 15 Solars |
Shimmering Surface | This spell allows you to alter the surface of a body of water. While the water itself is not affected, you can do things like change the color of the water, or even make images appear in the surface that are not actually there. This can also be used to alter the refraction of light, making it impossible to see anything beneath the surface from above. | 15 Solars |
Breathe Water | This spell allows you to breathe under water for several minutes. You gain the ability to breath normally while submerged underwater as if you were breathing normally. | 15 Solars |
Ice Bridge | A long thick expanse of ice forms from the bottom of your feet and stretches out over a certain area. This ice will bridge any gaps or holes, creating a walkable surface where there use to be none. This bridge will remain until shattered or melted by high amounts of fire and heat. | 15 Solars |
Ice Spike | You create a large spike made of pure ice in your hand. This spike is about as long as a spear and can be used just like one. It has a pointed tip, making it great for stabbing and piercing. It can also be thrown for ranged damage. If it stabs into something, it will break, leaving a chunk of ice behind. -Deals ice damage- | 25 Solars |
Water Whip | By clapping your hands together, you form a medium sized whip of pure water. The water will flow from your hands, giving you access to a liquid rope. This whip can be used to lash out at your enemies, dealing damage or breaking small objects. This whip can also be used to bind an enemies limb, restricting movement. -Deals water damage- | 25 Solars |
Cold Touch | Your hands become like ice, glowing blue and giving off an aura of cold. If you touch anyone they will feel a very light amount of cold, but the real effect is when you touch a weapon. By touching the weapon you can do one of two things. You can ice over the edge or damage side of the weapon, causing it to deal reduced damage. Or you can sharpen the damage edge with the ice to make it deal increased damage. -Deals ice damage- | 25 Solars |
Glacial Wall | A large solid block of ice rises up from the ground, creating a medium sized wall out of the frozen water. This wall can be popped up anywhere in the immediate area, sometimes being used to block off areas of the battle field. This wall will also protect anyone on the other side of it from ranged attacks. | 20 Solars |
Smashing Wave | You draw water out of the air and cause it to surround your arms. You can then push this water out from your person, sending it flying forward in a quick and heavy wave. This wave can deal moderate damage and even be used to knock over enemies. The water will shoot out at quick speeds making it hard to dodge at close ranges. -Deals water damage- | 25 Solars |
Chill/Heat Waters | By touching a body of water you can cause the temperature of the water to either rise or lower by several degrees. You can cause the water to become boiling hot or freezing cold without actually affecting the water. This makes it hard for things to remain inside of the water, preventing people from swimming in it or forcing someone already in it out. | 20 Solars |
Sea Mist | You cause a very thin veil of mist to rise up from the surface of a body of water. This mist will begin to fog the area, making it harder to see while inside the mist. The mist is not incredibly thick, so its not hard to move through or see if paying attention, but is good for covering things on the surface of the water. | 20 Solars |
Brittle Shatter | You target an ice structure, a currently existing object made out of ice. You can then cause that structure to shatter, sending hundreds of tiny pieces of sharp ice flying in all directions. Not only is this useful for removing frozen obstructions but is also good for dealing minor amounts of damage. -Deals ice damage- | 20 Solars |
Swirling Vortex | You first clap your hands together summoning forth magic, then cause a large vortex to form within a body of water. The water will begin to swirl, drawing it in on itself and pulling things in the water towards its center. The pull will be extremely strong, pulling things, objects and even people into it. Once pulled towards its center the object will become submerged, being pulled beneath the surface. | 25 Solars |
Echolocation | While underwater you can send out a pulse that reaches out a short distance. Even if you are unable to see any or everything, this pulse will give you a mental image of all physical objects in the vacinity. This allows you to track things while under water or even find things that you may be unable to see. | 25 Solars |
Frost Web | You cause ice to form across the surface of your skin which you can then peel off to form a sticking, cold web like substance. This can be used for several things, such as climbing or sticking to objects, binding enemies or creating a full web to sit in. Anything caught in this web will find themselves stuck to it and will begin to take cold damage will bound. They can free themselves with enough force or outside help. -Deals ice damage- | 35 Solars |
Water Prison | Drawing forth water you cause it to swirl around a target, taking the form of a giant bubble which will attempt to trap the target within it. This bubble will be filled with water and will swirl around at high speeds, trapping its target inside. The current makes it hard to get out without outside help. While stuck inside you are unable to breath, eventually falling unconscious if unable to get out. This spell is easy to dodge if the target is not already restricted or bound in some way. | 35 Solars |
Aqua Bullets | You summon a large amount of water in your gullet, then draw it forth, able to fire it out of your mouth like a gun. These are small bullets of water, fast and able to punch through stone and dent steel. You hold the water inside of your body until fired, shooting it out of your mouth. The amount of water stored gives you the ability to fire five bullets before needing to reuse the spell. -Deals water damage- | 35 Solars |
Water Cutter | You shoot a very thin, long beam of water forth from your mouth in a very quick pulse. While almost instant, this beam of water is very quick and very sharp. It is able to cut through solid objects, such as stone and metal. The thin nature makes the cut very accurate, creating thin slices in objects or even people. -Deals water damage- | 35 Solars |
Call Sea Life | You call out in a series of tones and sound effects, mimicking the tones of various sea life. You can use this to call forth a creature of the deep, such as a fish, shark or whale. This creature will come to your location (if it can) and will remain there for a bit. You can also speak to this creature, giving it commands, and having it do small favors for you, such as retriving objects or even attacking enemies. | 30 Solars |
Sea Tendrils | Using your connection to the sea domain, you can bond yourself with a body of water, forming two large tendrils that wave around. You can then move your arms around, controlling the two tendrils as if they were extensions of your very own body. These tendrils can hit things, or even wrap around objects and people. -Deals water damage- | 30 Solars |
Master Spells
Must have Master in Arcana: Sea Domain Skill
Name | Description | Price |
Salt Air | You fill the air with a heavy amount of salt vapor, mimicking the salt air found near the ocean. This air will quickly begin to target metal in the area, including weapons and armor. It will begin to deteriorate that metal making it useless for the time. For the next three post those metal objects will be rendered useless, dealing no damage and offering no defensive protection. | 50 Solars |
Sheer Cold | A chill fills the air as you make it begin to snow. The area drops several degrees in temperature as it begins to get incredibly cold. Anyone in the area will begin to be effected by the cold, finding it hard to move, hold on to their weapons or even just function. Their movement become incredibly slow and their skin fragile. During this time any damage they take from blades or blunt weapons will be increased in addition to it being hard to hold onto their own weapons. | 50 Solars |
Heavy Blizzard | The air freezes over as it begins to snow, medium sized balls of ice and hail also begin to fall as they pelt the environment. The thick snowfall makes it hard to move as the hail from above pelts enemies, dealing mild amounts of damage. These small pellets deal high amounts of blunt damage and will continue to fall for three post. While the storm can not be stopped, user can protect themselves from the hail by getting under something or melting them. | 50 Solars |
Shatter | You summon a large amount of cold energy in your hands. You are then able to touch an object, freezing it over and then forcing enough pressure into the object to cause it to shatter and break. This will cause whatever the item is to become incredibly fragile, with only a tiny amount of force breaking the object. This can not be done to organic material or living creatures. The broken object will only remain broken for the current topic. | 50 Solars |
Summon: Water Elemental | You summon a medium sized water elemental from the Sea domain, a snake or serpent like creature made out of free flowing water. This elemental will either swim near you or free float through the air, circling around your person. This creature will remain for three post and can use its own body as if it was a water whip spell, lashing out at enemies and defending you. This creature will vanish after three post or earlier if struck by a lightning spell. -Deals water damage- | 50 Solars |
Summon: Ice Elemental | You summon a large construct made out of pure ice, a hulking towering golem of cold and ice. It will be summoned behind and continue to follow you around like a pet, looking after you. It can strike things with its arms and legs, and even summon ice spikes, wielding them like the ice spike spell. The ice elemental will remain for three post or leave early if struck by a fire spell. -Deals ice damage- | 50 Solars |
Glacier Skin | Your entire person, skin clothes and items becomes crystal clear, like ice. While you are not actually cold, you are completely transparent and see through. This spell allows you to stand still, basically becoming invisible to anyone who would look at you. However it gets easier and easier to see you the move you move. If you are submerged underwater however you will remain invisible, even if moving around. This allows you to go unseen for three post. | 50 Solars |
Permafrost | A unique spell that you can cast before or in conjunction with another ice spell. The next ice spell you would cast after casting permafrost will become immune to heat and fire, unable to be melted or effected by the heat. This allows you to use your ice spells against fire mages without getting completely countered. | 50 Solars |
Flood | While simple in nature this is a devastating spell that water mages use to flood environments. You cause water to begin to seep up from the ground, slowly filling the local area with water. Regardless of the environment, the water will flow, creating small lakes and bodies of water everywhere. While it is not enough to fully submerge an area, it will rise up to your knees, creating a swamp like area. | 50 Solars |