Magic Shop: Light Domain
Jan 20, 2021 1:43:55 GMT -5
Post by Admin: Soul on Jan 20, 2021 1:43:55 GMT -5
Novice Spells
Must have Novice in Arcana: Light Domain Skill
Name | Description | Price |
Light | A simple spell that allows you to create a small light, whether in your hand or on an object. This light illuminates a small area around you or the object you have illuminated. This light is considered magically in effect. | 10 Solars |
Mend Object | By touching an object you can mend or repair any damage that object might have obtained. This can be fixing rips or tears, mending broken armor or fixing a broken weapon. This does not add extra strike preventions onto armor. | 10 Solars |
Minor Healing | By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. | 15 Solars |
Control Light | You can target a pre existing source of light, be it magical or not. You can then cause the light to increase in size or brightness, illuminating more of a space than normal. This can not be used however to make a flame larger or completely diminish the light. | 15 Solars |
Remove Poison | By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) | 15 Solars |
Piercing Light | You call down a beam of light, pure energy cascading down from the sky. This light will cover a medium sized area, filling it with light. This light will burn anyone who stands inside of it, scorching their skin and causing them to take damage. For as long as they stand inside of the light they will continue to take the damage. -Deals light damage- | 25 Solars |
Purity Bolt | This spells allows you to form a small bolt of light, pulsating energy in the palm of your hand. This bolt is about the size of a dagger and while it can effectively be used in melee combat, it excels at range, growing in size as it soars through the air. It can grow in size to equal a spear, piercing its enemies and dealing damage. -Deals light damage- | 25 Solars |
Turn the Dead | You create a magical circle of energy around you which glows a dim yellow. This circle will prevent any form of undead from entering the circle. This includes things like zombies, skeletons or even undead races like vampires. If one is currently within the ring when you cast it, they will be pushed backwards and out of the ring. This ring last three post. | 25 Solars |
Wall of Light | You throw up a transparent screen of yellow light, hanging in the air and glowing. This wall of light will remain for three post hovering in midair, and will protect anyone who stands behind it. This wall can be controlled by its creator, allowing you to push it forwards, backwards or side to side. | 20 Solars |
Last Rites | You cast last rites on a dead or dying body. This will put the soul at ease and prevent that body from being returned from the dead. This will prevent anyone from using that dead body or reviving it as a zombie or minion to be used. A body effected by this spell can never be brought back from the dead. (does not prevent player characters from being revived) | 25 Solars |
Burning Smite | You hand begins to glow with brilliant energy, holy energy radiating forth from it. If you are holding a weapon or shield in your hand when you cast this, it will engulf that item as well, passing on its effects. This energy burns bright hot with energy, scorching anyone who is touched or struck by the energy. This burning acts as fire and will scorch or burn what it touches. This energy deals double damage on undead or revived minions. -Deals light damage | 35 Solars |
Binding Light | You fire out a beam of pure light, illuminating the immediate area. This beam of light is thin and travels in a straight line up to a medium distance away. If this beam of light strikes someone it will wrap around them like a vine, restricting their movement. This light will bind them for their next post, preventing them from moving away. They can still manipulate their hands to a degree. | 35 Solars |
Solar Flare | You give off a instant flash of light from your body, illuminating the area around you. This light is extremely bright and will attempt to blind anyone who is looking in your direction. If anyone sees this flash they will be unable to see for the next two post, their vision being filled with white light. | 35 Solars |
Major Healing | A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell. | 30 Solars |
Resilient Bulwark | You take a sturdy stance and allow energy to surround your body. This energy will strengthen your resolve, making it impossible for anything to knock you down or over. For the next three post you can not be knocked over regardless of how strong the force is. You ignore things that would knock you down or even push you around. | 30 Solars |
Detect Lies | You may cast this spell on any target you can see. For the next 24 hours you can detect any truth or lies they may speak. If they tell a lie, you become aware of the fact that they are lying to you. You do not know the actual truth or what it is they are hiding, but you do know that they have lied to you. | 30 Solars |
Master Spells
Must have Master in Arcana: Light Domain Skill
Name | Description | Price |
Holy Revival | A powerful spell from the Domain of light that gives its caster the ability to bring someone back from the dead. This can only be used on someone who has died within 24 hours of you casting the spell. They will come back to life fully formed and aware of what has happened. If used on an npc, they will go back to acting normally. If used on a character, the owner of that character will regain full control of them with no downsides. | 50 Solars |
Massive Healing | A healing spell that can be used to heal un healable wounds. This includes things like lost limbs or body parts. It will regrow a lost arm or leg, repair a damaged eye or other organ. This will give the target full control of a healthy limb or organ as if it was never damaged before. You must touch the target for this to take effect. | 50 Solars |
Circle of Life | You create a small magical ring around you that protects your person and anyone standing next to you. As long as you are standing in this circle you and anyone else inside of it will be protected from taking damage. This prevents any wound that would come from an attack by a weapon or spell, regardless of its type. This ring will move with your person and last for two post. (This can only be cast once per topic) | 50 Solars |
Armor of Faith | By touching a target you cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor you will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting you protect multiple people a topic. | 50 Solars |
Summon: Light Elemental | You summon forth an angelic being of pure light and energy from the domain of light. This creature will glow with brilliance, hovering in mid air behind your person. The creature will attempt to protect you, remaining for three post while attacking your enemies. The light elemental can cast purity bolt to help defend you. -Deals light damage- | 50 Solars |
Inspiring Presence | An aura of energy begins to radiate from your person, filling your allies with hope and strength. You begin to inspire those around you to continue fighting, filling them with the will to continue going. Anyone who you consider to be an ally standing in your immediate area will feel their strength grow. For the next three post any ally affected by this spell, including you, will deal double damage with their physical attacks. (does not effect spells) | 50 Solars |
Divine Ascent | Two bright golden angelic wings spring forth from your back. These wings give off an immense amount of light and also give you the ability to fly. These wings will remain for three post and will allow you to move through the air much like other creatures with wings. These wings mimic the flight spell. | 50 Solars |
Exalted Spells
Must have Exalted in Arcana: Light Domain Skill
Name | Description | Price |
Gwendolyn's Summoning Pact: Light Fae | A summoning spell that draws light and binds it to the energy of a fae like being, allowing them to take a physical form of light and energy. This fae can take the form of a mundane creature, such as a cat, dog, bird, or something similar and will hang out with you for the rest of the topic's duration. This fey can not attack and avoids most combat, but is able to distort light around themselves, appearing to become invisible. The fey can speak and communicate with you, even able to mentally speak to you through your mind. Once per topic the fey can also distort the light around an area, creating a fog like effect that allows the caster to blend into their environment and become invisible. This fog effect will last for the next two post and will cover a 10 foot diameter area, and will allow any ally of the caster to also become invisible while moving through the fog. | 75 Solars |
Druid's Sanctuary | The caster creates a protective barrier that encompasses themselves and three other allies. Inside this sanctuary they cannot be targeted by offensive spells that require sight from outside the sanctuary. The people inside cannot cast offensive spells or take offensive actions but can perform buffing, support, and defensive actions. The sanctuary lasts for four posts and comes with a pool of magic that can heal four minor wounds to anyone inside at the caster’s choice. This spell can be cast once per topic. | 75 Solars |