This site is a RP of Dragons and Beasts of Legend. They are intelligent, and have risen from the ashes of humanity. They live together in a nation, named Divinia. Mountains range the edges of the nation, which in turn are surrounded by a great and vast sea. Not one creature has the ability to leave this place but through death. For the Mountains are to tall to climb or fly over safely, and the Ocean to vast to swim. The creatures here fight, make peace, live, and die for their causes.
War. The land has held tension too long, and finally, the peace has broken. Creatures run far and wide, scrambling to find allies and become the superior force in the land. Battles will break, leaders and fighters will die, love ones will be seperated in the Prides' quests to become the single dominating Pride in divinia! All Prides will have to watch their backs as traitors and alliances turn against them, as new threats arise from dark lands, and old enemies turn sour. Let you talons and claws save you from destruction!
Please read the Rules, How War Works, and the History before joining. Also, take a quick glance at extras, there is a lot of helpful information! Play a role in the upcoming war. Fight with your characters to defend your Pride! We will let any member who wants to fight play a part. So please, guests, join up and ask for a character! You may also create a creature.
Feel free to PM an Admin or Pride Leader if you have any questions. Godragus, and Audragor, are the Admins here, and we don't bite! ^^
~ANNOUNCEMENT~
Every member is allowed to have 2 characters in each pride now, so feel free to adopt out! We need more people to each pride, so don't be hesitant! :D
.:Season - Autumn:.
The leaves are a keilidoscope of oranges, reds, and yellows, falling to the frozen ground. The chill winds bring whispers of Winter, and the prey of the Prides are seeking refugee to hibernate.
Joined: Dec 2007 Posts: 136 Location: In the mountains of Maudon Karma: 6
Magic Spells « Thread Started on Dec 9, 2007, 1:08pm »
Magic, the art of Sorcerers. Magic has been around for as long as anyone can remember, and beyond. Here you may read about the spells that one day your Creature will be using.
These are the basic spells, it isn't a full list. It will become a full list when i get to it, so for now, use this.
To use the spells the proper way, you must be able to do them in your head. If you chant them outloud, your enemy will have time to dodge, and maybe even use a counter attack. To learn to do this in your head is quite a painful and long process, but in the end it will pay off.
Binding Spells:
Asanthia - Binds an enemy's mouth shut for twenty seconds. Enough to get in your more dangerous spell, or a kick in the rump. Words of activation: Yai enos
Sotangin - Binds all the enemy's sources of magic. Prevents them from using spells until the battle is over. Does not work on strong mages, only stuns them for a millisecond. Words of activation: Srasiyith edora
Araow - Binds the enemy's special abilities, such as fire breath, which comes naturally to a fire dragon, or a potion that the enemy drank. Words of activation: Uniruh Xontahr
Trung - Binds an enemy in a glass box, that if broken, will parilyze the one who broke it. To undo you must chant the words of activation backwards. Words of activation: Unus Raisith (backwards: Thisiar Sunu)
Defence spells:
Raingu - Puts a sheild of blood around you for five seconds. Though it is made of blood, it is extremely strong and only a counterspell can break it. Used for when you cannot block with your body. Words of activation: Rayus
Maorun - Gives you an invisible armor that stays on a creatures skin, feathers, fur, scales etc. Lasts for two minutes, and can be used only once a battle. Words of activation: Centuria Daive
Napika - Puts an invisible wall between you and the enemy for twenty seconds. Usually one would use it when the enemy is running towards you, so it hits the wall and injures its head. Words of activation: Ukrus inim
Offence spells:
Serpence - Used against sea serpents, hydra's, wyverns, and serpent flies. Creates millions of strings of metal that are attached to your feet. If you control them in such a way, they will cut up your enemy to the point of unconciousness, or even dying. Dragons have a kind of scale that protects this attack, and birds & animals with fur cannot be attacked by it either. Words of activation: Saiyinum Tentaru Oyun Vopurah Serpenceh
Tunumtara - creates a solid peice of every element of the prides. Then you are left with ten stones that work a different kind of magic, and last forever. They call them the Tara stones. These stones give you an ability from each pride, making you an amazing fighter. Only those strong enough to do the spell, can have the stones, there are only two existing who have the stones. Ice tara: throws millions of ice daggers at your enemy, one of the ablities of the Ice Pride. Fire tara: burns your enemy from his head down, one of the abilities of the Fire Pride. Wind tara: encases your enemy in a sheild, and inside the sheild are incredibly strong whirlwinds, usually knockes out the enemy inside, one of the abilities of the Wind pride. Water tara: water comes and heals the wounded, an ability of the Water pride. Lightning tara: strikes the enemy with lightning, an ability of the Lightning pride. Life tara: surprisingly sucks the life out of an enemy, leaving it in a state of tormenting darkness, only to be eaten away. An ability of the Life pride. Sun tara: Shines the bright sun over them and sucks the darkness out of them for twenty seconds, enough to land an attack. an ability of the Sun pride. Dark tara: blinds an enemy for as long as the battle lasts. An ability of the Dark pride. Moon tara: contradicts any sun spells, and heals the wounded. an ability of the Moon pride. Spirit tara: calls the dead of choice to the battle feild. an ability of the spirit pride. Death tara: only to be used in the darkest of battles. Lights up and sparkles like the stars, giving everyone hope, and stopping the most bloody battle. Words of activation: Sumos entorinus
Lovahn - Takes all the love from your heart and converts it into strength/agility/etc whatever you lack most. For the length of the battle you become massively powerful, due to the immense power of love, but you must make decisions wisely, for often ones decision is a bad one. Words of activation: Taxata Reu Krasda
Dreamus - All creatures, real, dead, any, will come and aid you on the battlefield. They cannot be wounded, or killled, since they are only a fragment of your imagination made real for the course of the battle. Words of activation: Draga Xemna
The Dark Pit - One of Zaxeru's spells. This spell was created by her, and is only used by her. It takes the enemy and the one casting it to an endless black feild. The ground reaches out and leeches off your body, dragging you under to die. When you die, it adds all your strength to itself, only making it stronger. Counter: Use a wing growth spell and take to the air, find the heart of the pit and use an obsidian magic shard to peirce deep into it. It looks like a ripple or an unmoving whirlpool. This will cause it to disappear, and zaxeru wont be able to call it back again for an hour or so. #2 Counter: Use a black flame and shoot it feircly into the reaching tentacle-like arms. If it doesn't go deep enough it will only stun the spell and delay the arms from catching you. This will make the spell disappear, but zaxeru can cast it again if she likes.
The Dark Flower - Named because it cannot be destroyed by darkness. It is an orb that sheilds the insane. The flower is a life source that keeps the one inside alive for the period of time they are inside. It protects the condition from getting too bad. It serves as a sheild to protect the insane one from enemies. Not to be used in battle. If the one who cast it on someone dies, the orb will disappear too, killing the one inside.
Shards: Obsidian - the most powerful shard that is hardest to make, and hardest to use. To make, you must fuse fire and ice together, and then use a sharpened ice shard to shape it in a tear-drop like form. You may call it to the back of your mind to be used later on.
Ice - an easy shard to conjure up, it is sharp and no, it doesn't melt. It is also love sucking, a good counter for the lovahn spell. It sucks all happiness from your body as it peirces your heart.
Fire - Would be easy to make, if the darned stuff didn't die every time you try to put a capturing spell on it. Surprisingly, it feels like ice when it goes through ones body, but a basic ice sheild can block most of the damage it causes.
Earth - Not used as a weapon. When shot into the ground, plants and trees and flowers grow from it, and all around at a surprising speed. It is difficult to create though, because the earth almost never bows to others unless there is extreme need.
Tear - one of the most powerful shards, these are extremely rare, and frightening. When they hit something, they let out a burst of power like a tear hitting the floor. When peirced with it, extreme emotion comes over you, and then you sleep, your body as if it had never been hit though the sleep is a fatal one.
To make a shard: Obsidian: conjure ice and fire, and fuse them together with an earth spell. It will look like a big white or black rock with stripes going through it. Use an ice shard to shape it like a teardrop, intensifying its deadliness.
Fire: conjure fire and use a capture spell to freeze it. Use a rock to shape it like a pitchfork end.
Ice: conjure it, and use a sealing spell to make it stronger and unmeltable. Use a rock to shape it like a spearhead.
Re: Magic Spells « Reply #1 on Dec 29, 2007, 2:25pm »
Nastae Nuroka
A curse that can only be cast by a Dark One, or one who has this curse upon them. It cannot be undone, not by even the Death Pride. It is complicated, powerful, and mysterious, and works in dark and evil ways that are both baffling and terrifying. Since the curse cannot be counter-spelled, it becomes worse as the creature goes through the Transformation process. But to the Dark One itself, these changes are improvements. Here is a breakdown of the process:
Normal - The beginning form of the dark creature. The creature still has it's old looks, but now has red eyes. In it's earliest stages, the creature suffers greatly with it's own mental behavior, as what was once an innocent soul (or vice versa) transforms into a ravenous savage. As a Dark One, the creature must kill to maintain it's sanity, or rather, free will. If it does not, it will go into a frenzy until it kills something. After a few months of the process, the creature loses all previous personality and becomes emotionless, with no pity or regret. Once in a while, rarely, during the Normal stage, it may think about remorse once or twice, but truly, it will never be the same again. Note: When using any ability or becoming mad, the Dark One's eyes become fully red. Also, abilities can be used without uttering a word, as they come from the black magic harnessed within the creature. Abilities: A Dark One's powers are very extreme, and are considered Black Magic. Dark creatures can take more hits and go berserk in battle. Blend - Dark creatures are able to blend into their surroundings by using their black magic. Though when in this form, they can be vulnerable if found. Trees and plants, for example, are very vulnerable, as the creature will take less hits than if it had enough mana to change into air, water, or some elemental force. Clones - A Normal Dark One can also make clones of itself through it's magic. These clones are only for trickery, and make no offensive actions on their opponents. They aren't solid, and take one hit. A small to medium number of clones appear anywhere within a moderately wide range, able to fool enimies most of the time. Mirror - There is also the ability to mirror attacks. When an offending creature does one thing, the Dark One does the exact same. If any creature uses a breath weapon against the Dark One, it can breath it right back, so it would be wise to use mind instead of might or magic against this evil foe. This ability uses up a good portion of magic, so it must be used sparingly.
Dark - The middle stage of the black transformation, occuring after the creature goes mad ten times. The Dark One no longer has any control over it's powers, and randomly goes into a frenzy, sometimes two days in a row. No pity for others remains, and the creature is completely devoid of emotion. Cruel and mocking, it takes on an air of evil more than madness. The creature's colors are slightly darker, and it's features sharper and more intimidating. The white of the eye is no longer visible, and the pupils are wider. Abilities: In the Dark stage, the creature can gain even more health and maintain a good supply of mana while performing magic-consuming abilities. Abilities that were able to be used before are more durable and less magic-consuming. Possession - The Dark stage gives the ability to meld into objects and elements more power by letting the dark creature possess a living animal within a small range. Possession of a creature does not last very long in the early period of the Dark stage, only maybe a few minutes. But those further along the Transformation may have at another creature even longer. Dark Clones - Clones made by a Dark stage creature are solid, and can inflict harm on an opponent. Though they can attack a creature using tooth and claw, they cannot use any magic spells or breath weapons like it's creator. These clones take about five hits before disappearing. Several clones can appear in a wide range of the creature's area. Voodoo - The mirroring ability now uses less mana than it had previously. Also at this stage, instead of just mimicking an enemy, the creature can now control the enemy by doing what it wants it's opponent to do, like a live voodoo doll. If not used wisely, this spell can be dangerous to it's user. Isanity - A dark creature can now trap two of it's surrounding foes and go mad on them, possibly killing them. The ability creates an inpenetrable shield around the two creatures, which saps a great amount of mana and must be used wisely. If the Dark One is not careful, though, the two trapped creatures may just fight back and overpower it.
Black - The final stage of the Transformation, occuring after the dark creature has gone mad one hundred times. At this point, the Dark One has lost all free will, and is a complete embodiment of the darkness that festers inside it's black heart. No longer is it capable of speech, and the creature is perpetually mad and ravenous. Where eyes once were, there are now pools of polished obsidian. The creature's appearance is black and menacing, and, not to mention, quite spikey. Abilities: The Black stage brings immense power to the Dark One. Mana count has exploded, and so has it's health and frequency to go berserk in battle. If you're traveling alone on a cold, dark night, beware. You may not see the morning light. Resurrection - The Dark One can no longer interfere with living things with this ability. This skill lets the dark creature bring the remains of dead creatures back to life, and while only a few at a time can be reawakened, this is the blackest a heart can get. Black Clones - Many exact copies of the dark creature can be created now, in a very wide range. They can use spells like their creators, and also use breath weapons. They take just about half the hits of a real Dark One. Control - Lets a Black stage creature use telekinetic force to attack an opponent. Dark creatures can send their enemies falling off of cliffs, flying into rock walls, and even at other enimies. This takes up a good amount of mana, though. Primal Fury - Lets a Dark One trap five enimies in a shield with itself, and keeps them from moving their limbs, tails, and necks. The dark creature can now make offensive attacks on it's trapped opponents without being damaged by tooth and claw attacks, but breath weapons can still be used by the trapped ones. Black Soul - Uses all mana of the dark creature, and can only be used for a limited time. Even if the creature did not previously have a breath weapon, it is now able to exhale a poisonous cloud of black gas that can kill an enemy within seconds. Also in this time, the creature can unleash a devestating attack that envelopes all surroundings in a wisp of purple flames, and makes a huge explosion of dark rays of light that severly injure the Dark One's opponents. While this attack is extremely powerful, it should only be used in special circumstances, as it saps half the health of the dark creature itself, and leaves it very weak and fatigued.
Any on a side note, any stage Dark One can cast the curse upon it's foes; Yai ginta nuroka tosmosta zewdanor Juron ginta klinra nastae jaikiya