Post by Grayell on Apr 4, 2014 2:47:09 GMT -5
DEFENSIVE
LVL 5 MIST:
Desc: An opaque mist descends on the battlefield, hiding your army from prying enemy eyes.
- Enemies must pay AP equal to AP spent on this spell before attacking in the next round.
- RGD is halved during the next round.
- Enemies who do not attack in the next round are not affected.
LVL 5 SLOW:
A small ball of almost invisible energy melds with the target, slowing down their rate of movement.
- The target must spend extra AP when closing range (eg: during a Marksman counterattack.)
- Cost = 1 AP extra per 1 AP spent on this spell.
LVL 10 HEROIC DEFENDER:
Desc: Gives the user the ability to be in several places at once, protecting his allies.
- X = Amount of AP spent on this spell over the required 10.
- Whenever an ally with HP less than his level is attacked, user may redirect damage to self.
- User defends as if he were the original target.
- User must post before defender in round in order to redirect damage.
- Each time user redirects damage, X decreases by 1. When X reaches zero this spell ends.
- Spell may not stack in effect or duration.
LVL 15 RESISTANCE:
A glowing, purple orb is summoned and slowly circles the user's head, preventing all but the strongest status effects upon them.
- This spell prevents any new status effect upon the user.
- This spell only prevent status effects attempted by character's of a level lower than the AP spent on this spell.
LVL 15 CONSTRICTION:
A golden band wraps around the target's waist, causing no pain but hampering their ability to use any power.
- The target's AP allowance per round is reduced for the duration of this spell.
- Rate of reduction = 1 AP per 1 AP spent on this spell.
- This spell lasts 3 rounds.
LVL 15 DISTRACTION:
Desc: Makes it hard to concentrate to activate skills for a single target
- Spend X AP
- Target must spend X AP or their next skill is cancelled
- This effect lasts until the next skill is activated or the end of the battle, whichever is first.
- This spell affects a single target
LVL 15 SPIKES:
Desc: Numerous stone spikes pierce the ground around a target, making it difficult to attack them without getting hurt.
- Choose one target.
- Any character that tries to attack the target will have to spend AP equal to X first.
- X= The amount of AP spent on this spell beyond the required 15.
- HP may be spent in addition to, or instead of AP
- This spell lasts 3 rounds
LVL 15 PACIFIST'S REWARD:
Desc: An ancient spell once used by peaceful monks. Patience is a virtue.
- Spell lasts for 10 rounds.
- Each round, if user does not attack or use an offensive spell, user gains 1 AP for every 3 AP spent on this spell.
- Spell cannot stack in effect or duration.
LVL 15 FREYA'S BLESSING:
The user's armor swims with an electric blue, increasing their defensive ability.
- The user must start and end their turn with this spell.
- The user increases their DEF by 1/4.
- This spell lasts 3 rounds.
- The user cannot apply AP to their DEF, ATT or RGD whilst this spell is in effect.
- This spell cannot be stacked.
LVL 20 ARCANE DISTRACTION:
Desc: Makes it hard to concentrate to cast spells for a single target
- Spend X AP
- Target must spend X AP or their next skill is cancelled
- This effect lasts until the next spell is cast or the end of the battle, whichever is first.
- This spell affects a single target
LVL 20 SILENCE:
The target is now incapable of speech, their mouth able to form the words but their voice temporarily stolen.
- The target cannot use any magic whilst this spell is in effect.
- This spell lasts 1 round per 20 AP spent.
LVL 20 HOLY AURA:
Desc: You are surrounded by a glow of holy light that damages enemies who attack you
- This spell has an initial cost of 60 AP
- This spell lasts for 3 rounds
- Any time you are attacked with a melee attack, the attacker is hit with the same Attack power you were hit with and is knocked down, ending any further attacks this round
LVL 20 MINOR DJINN CONJURING:
Desc: Every magician worth his cape knows a few djinni to pull out for weak defenses and party tricks.
- User can conjure a djinn instead of defending to do one of the following:
----1. Add 20 DEF to the user's DEF next round.
----2. Add 20 HP to the user's HP
LVL 20 IRON SHIRT:
This spell forces the user's body to absorb damage and fortify itself in response.
- This spell costs no AP.
- After casting this spell, the user must attack themself.
- They must defend this attack.
- They cannot apply AP to either action.
- The user must deduct damage.
- The user's DEF is then increased by half the damage amount.
- This effect lasts for 1 round per 20 lvls of the user.
LVL 20 EFFICIENCY:
Desc: Restructures the user's body to minimize energy loss.
- Spell lasts for 1 round per 10 AP spent on this spell, starting the round after this spell is cast.
- Each AP spent on defense counts as 2 AP for the duration of this spell.
LVL 25 ENERGY ARMOR:
Desc: Wraps a thick layer of energy around the target, protecting him from attacks.
- Choose one ally.
- Spell lasts for 5 rounds (including the round the spell is used). Ally must track spell's progress.
- All damage done to ally (after all other factors are considered) is reduced by 1% per AP spent on this spell.
- Spell cannot stack in effect or duration.
LVL 30 INTERVENTION:
The user 'blinks' from their location to intercept an attack on an ally.
- The user must use this spell before the targeted ally has defended.
- The attacked ally may only apply their base DEF in defending the attack.
- The user will then take damage to their HP per the result.
- Any AP spent on this spell above the initial cost will be deducted from the amount of damage.
- AP cap for this spell is 100.
LVL 30 CLOUD ORB:
Desc: Forms a bubble of air around the user, protecting him or her from terrain effects.
- Must be cast on the user.
- User may ignore all terrain effects.
- Effect lasts 3 rounds.
LVL 30 LAST BASTION:
Desc: Hardens the user for a final battle against his enemies.
- Spell may only be used if user has no living allies.
- User's DEF increases by 2x user's level.
- Effect lasts for 1 round per 5 AP spent on this spell.
- Spell may not stack in effect or duration.
LVL 30 BARRIER:
Walls of rock rumble up from the ground to surround the user's allies, then disappear - though the effect remains.
- This spell increases DEF for ALL of the user's allies.
- DEF increase = 1 DEF per 2 AP spent.
- This spell lasts 1 round only per 30 AP spent.
LVL 30 COMPLETE EXPOSURE:
The user becomes almost immune to outside effects upon their body, their muscles crackling with small lines of power.
- This spell lasts 1 round per 15 AP spent.
- The cost for the user defending against a spell is halved.
- Any spell damage to the user is halved after it is calculated.
LVL 30 THE DYNAMIC CIRCLE:
The user closes their eyes and is encompassed by a bubble of transparent energy.
- This spell must be applied prior to defending.
- This spell does not prevent other action this turn.
- The user can apply his ATT in place of his DEF when defending any ranged attacks this turn.
LVL 30 LAST STAND:
Desc: A spell that protects you from the final blow before defeat
- Target yourself or an ally
- This spell has a 1 time cost of 20 AP
- If a single attack would drop a players health to 0 or below, that damage is ignored and is added retroactively to the player's health instead.
- This spell only effects a single attack or damage source, any further damage that round is applied normally
LVL 35 FRIGHTEN:
Desc: Strikes fear into the hearts of the lesser, overwhelming them.
- AP spent on this spell may not exceed user's level.
- All enemies with a level less than the amount of AP spent are affected.
- Targets may spend AP to defend.
- If defense AP is less than AP spent on this spell, target immediately leaves battle.
LVL 40 MAGICAL DOME:
Desc: Creates a small energy dome around one chosen character, isolating them from the battle.
- Choose one target
- The chosen character cannot be the target of any actions, and cannot target any other player during his own action phase.
- This spell lasts 3 rounds +1 for every 20 extra AP spent on this spell.
LVL 40 MINOR INVULENRABILITY:
The user is encased in a second 'skin', making them all but immune to physical damage.
- This spell reduces damage taken by non-magical attacks only.
- Total amount of damage taken after calculated is HALVED.
- This spell lasts 1 round per 40 AP spent.
LVL 45 STUDIOUS DEFENSE
Desc: Gives the user temporary access to knowledge about his enemy's attack patterns, allowing him to defend more effectively.
- Choose one class - Blade, Dragoon, or Marksman.
- Spell lasts for 3 rounds.
- For the duration of this spell, user receives a defense bonus equal to the amount of AP spent on this spell.
- This defense bonus only comes into play when defending against the chosen class.
LVL 50 IMPENETRABLE:
Desc: Concentrates all the user's energy into his armor.
- Spell may not be cast if user has less than half his max HP.
- User's HP is reduced to 1.
- User receives a defense bonus equal to 2 x the amount of AP spent on this spell.
LVL 55 TELEKINESIS
Desc: Lets the user operate their weapons from afar for extra protection.
- Spell lasts for 1 round per 10 AP spent on this spell. User must track this in his posts.
- When user attacks, user receives a 20 RGD bonus.
- RGD bonus is treated the same way it would be with a Marksman (counter-attacks must overcome it).
LVL 60 MEAT SHIELD:
Desc: Creates a protective zombie from a fallen ally. Effective but morally questionable.
- Choose one ally with 0 HP.
- Chosen ally's health is fully restored.
- Ally gains DEF equal to the amount of AP spent on this spell for the remainder of the battle.
- Ally may not attack for the remainder of the battle.
- Opponents may not attack user until ally is killed.
- After battle ends, ally loses all HP.
LVL 65 AURA OF FEAR:
Desc: you are scary to attack
- This spell has a one time cost of 50AP
- For each attack against you, the attacker must spend an extra 10 AP to be able to complete the attack
- This spell lasts for 5 rounds
LVL 70 SHIELD OF REDUCTION:
Desc: Creates a magical shield that slows the momentum of those who pass through it.
- User may not have defended the round this spell is used.
- Spell lasts one round per 20 AP spent on this spell.
- For the duration of this spell, enemies attacking user may only use AP to attack; their ATT stat is not added.
- Spell may not stack in effect or duration.
LVL 80 FORTIFY:
Desc: Bulks up an ally for the battle ahead.
- Choose an ally or choose yourself.
- Target's max HP increases by 1 per 5 AP spent. Target's current HP does not increase.
- Spell effect lasts until the end of the battle.
- Multiple uses of this spell can stack.
LVL 80 PHYSICAL DISRUPTION:
A terrible spell, wracking the target with a brilliant blast of electricity, causing little harm but painful spasms throughout their body.
- If not blocked, this spell causes the target to completely miss their next turn in combat.
- If blocked, the user will miss their next turn in combat.
- This spell cannot be used on the same target twice in a row.
LVL 80 MAJOR DJINN CONJURING:
Desc: Every magician worth his cape knows a few djinni to pull out for weak defenses and party tricks.
- User can conjure a djinn instead of defending to do one of the following:
----1. Add 40 DEF to the user's DEF next round.
----2. Add 40 HP to the user's HP
----3. Pull the user to a marksman, automatically closing the distance between them
----4. Destroy one item on the battlefield. (User must spend an additional 50 AP)
LVL 85 REPAIR:
Desc: Magicks dart across the user's body, sealing up wounds right as they appear.
- Spell lasts for 6 rounds, not including this one.
- Each time user is attacked, whether damage is dealt or not, user gains X HP.
- X = 1 per 10 AP spent on this spell.
LVL 90 CONTINGENCY:
Desc: A spell that prevents you from dying once
- Targets only yourself
- This spell has a 1 time cost of 100 AP
- Upon reaching 0 or below hp, after 1 round you are restored to full HP and AP on the battlefield
LVL 100 IMPERVIOUS:
Desc: Gives the user enough magical energy to deflect attacks with ease.
- Spell must be cast before defending.
- Spell lasts for 1 round per 100 AP spent on this spell, including this round.
- While spell is in effect, user may ignore all attacks.
Spells added, will create two more.
LVL 5 MIST:
Desc: An opaque mist descends on the battlefield, hiding your army from prying enemy eyes.
- Enemies must pay AP equal to AP spent on this spell before attacking in the next round.
- RGD is halved during the next round.
- Enemies who do not attack in the next round are not affected.
LVL 5 SLOW:
A small ball of almost invisible energy melds with the target, slowing down their rate of movement.
- The target must spend extra AP when closing range (eg: during a Marksman counterattack.)
- Cost = 1 AP extra per 1 AP spent on this spell.
LVL 10 HEROIC DEFENDER:
Desc: Gives the user the ability to be in several places at once, protecting his allies.
- X = Amount of AP spent on this spell over the required 10.
- Whenever an ally with HP less than his level is attacked, user may redirect damage to self.
- User defends as if he were the original target.
- User must post before defender in round in order to redirect damage.
- Each time user redirects damage, X decreases by 1. When X reaches zero this spell ends.
- Spell may not stack in effect or duration.
LVL 15 RESISTANCE:
A glowing, purple orb is summoned and slowly circles the user's head, preventing all but the strongest status effects upon them.
- This spell prevents any new status effect upon the user.
- This spell only prevent status effects attempted by character's of a level lower than the AP spent on this spell.
LVL 15 CONSTRICTION:
A golden band wraps around the target's waist, causing no pain but hampering their ability to use any power.
- The target's AP allowance per round is reduced for the duration of this spell.
- Rate of reduction = 1 AP per 1 AP spent on this spell.
- This spell lasts 3 rounds.
LVL 15 DISTRACTION:
Desc: Makes it hard to concentrate to activate skills for a single target
- Spend X AP
- Target must spend X AP or their next skill is cancelled
- This effect lasts until the next skill is activated or the end of the battle, whichever is first.
- This spell affects a single target
LVL 15 SPIKES:
Desc: Numerous stone spikes pierce the ground around a target, making it difficult to attack them without getting hurt.
- Choose one target.
- Any character that tries to attack the target will have to spend AP equal to X first.
- X= The amount of AP spent on this spell beyond the required 15.
- HP may be spent in addition to, or instead of AP
- This spell lasts 3 rounds
LVL 15 PACIFIST'S REWARD:
Desc: An ancient spell once used by peaceful monks. Patience is a virtue.
- Spell lasts for 10 rounds.
- Each round, if user does not attack or use an offensive spell, user gains 1 AP for every 3 AP spent on this spell.
- Spell cannot stack in effect or duration.
LVL 15 FREYA'S BLESSING:
The user's armor swims with an electric blue, increasing their defensive ability.
- The user must start and end their turn with this spell.
- The user increases their DEF by 1/4.
- This spell lasts 3 rounds.
- The user cannot apply AP to their DEF, ATT or RGD whilst this spell is in effect.
- This spell cannot be stacked.
LVL 20 ARCANE DISTRACTION:
Desc: Makes it hard to concentrate to cast spells for a single target
- Spend X AP
- Target must spend X AP or their next skill is cancelled
- This effect lasts until the next spell is cast or the end of the battle, whichever is first.
- This spell affects a single target
LVL 20 SILENCE:
The target is now incapable of speech, their mouth able to form the words but their voice temporarily stolen.
- The target cannot use any magic whilst this spell is in effect.
- This spell lasts 1 round per 20 AP spent.
LVL 20 HOLY AURA:
Desc: You are surrounded by a glow of holy light that damages enemies who attack you
- This spell has an initial cost of 60 AP
- This spell lasts for 3 rounds
- Any time you are attacked with a melee attack, the attacker is hit with the same Attack power you were hit with and is knocked down, ending any further attacks this round
LVL 20 MINOR DJINN CONJURING:
Desc: Every magician worth his cape knows a few djinni to pull out for weak defenses and party tricks.
- User can conjure a djinn instead of defending to do one of the following:
----1. Add 20 DEF to the user's DEF next round.
----2. Add 20 HP to the user's HP
LVL 20 IRON SHIRT:
This spell forces the user's body to absorb damage and fortify itself in response.
- This spell costs no AP.
- After casting this spell, the user must attack themself.
- They must defend this attack.
- They cannot apply AP to either action.
- The user must deduct damage.
- The user's DEF is then increased by half the damage amount.
- This effect lasts for 1 round per 20 lvls of the user.
LVL 20 EFFICIENCY:
Desc: Restructures the user's body to minimize energy loss.
- Spell lasts for 1 round per 10 AP spent on this spell, starting the round after this spell is cast.
- Each AP spent on defense counts as 2 AP for the duration of this spell.
LVL 25 ENERGY ARMOR:
Desc: Wraps a thick layer of energy around the target, protecting him from attacks.
- Choose one ally.
- Spell lasts for 5 rounds (including the round the spell is used). Ally must track spell's progress.
- All damage done to ally (after all other factors are considered) is reduced by 1% per AP spent on this spell.
- Spell cannot stack in effect or duration.
LVL 30 INTERVENTION:
The user 'blinks' from their location to intercept an attack on an ally.
- The user must use this spell before the targeted ally has defended.
- The attacked ally may only apply their base DEF in defending the attack.
- The user will then take damage to their HP per the result.
- Any AP spent on this spell above the initial cost will be deducted from the amount of damage.
- AP cap for this spell is 100.
LVL 30 CLOUD ORB:
Desc: Forms a bubble of air around the user, protecting him or her from terrain effects.
- Must be cast on the user.
- User may ignore all terrain effects.
- Effect lasts 3 rounds.
LVL 30 LAST BASTION:
Desc: Hardens the user for a final battle against his enemies.
- Spell may only be used if user has no living allies.
- User's DEF increases by 2x user's level.
- Effect lasts for 1 round per 5 AP spent on this spell.
- Spell may not stack in effect or duration.
LVL 30 BARRIER:
Walls of rock rumble up from the ground to surround the user's allies, then disappear - though the effect remains.
- This spell increases DEF for ALL of the user's allies.
- DEF increase = 1 DEF per 2 AP spent.
- This spell lasts 1 round only per 30 AP spent.
LVL 30 COMPLETE EXPOSURE:
The user becomes almost immune to outside effects upon their body, their muscles crackling with small lines of power.
- This spell lasts 1 round per 15 AP spent.
- The cost for the user defending against a spell is halved.
- Any spell damage to the user is halved after it is calculated.
LVL 30 THE DYNAMIC CIRCLE:
The user closes their eyes and is encompassed by a bubble of transparent energy.
- This spell must be applied prior to defending.
- This spell does not prevent other action this turn.
- The user can apply his ATT in place of his DEF when defending any ranged attacks this turn.
LVL 30 LAST STAND:
Desc: A spell that protects you from the final blow before defeat
- Target yourself or an ally
- This spell has a 1 time cost of 20 AP
- If a single attack would drop a players health to 0 or below, that damage is ignored and is added retroactively to the player's health instead.
- This spell only effects a single attack or damage source, any further damage that round is applied normally
LVL 35 FRIGHTEN:
Desc: Strikes fear into the hearts of the lesser, overwhelming them.
- AP spent on this spell may not exceed user's level.
- All enemies with a level less than the amount of AP spent are affected.
- Targets may spend AP to defend.
- If defense AP is less than AP spent on this spell, target immediately leaves battle.
LVL 40 MAGICAL DOME:
Desc: Creates a small energy dome around one chosen character, isolating them from the battle.
- Choose one target
- The chosen character cannot be the target of any actions, and cannot target any other player during his own action phase.
- This spell lasts 3 rounds +1 for every 20 extra AP spent on this spell.
LVL 40 MINOR INVULENRABILITY:
The user is encased in a second 'skin', making them all but immune to physical damage.
- This spell reduces damage taken by non-magical attacks only.
- Total amount of damage taken after calculated is HALVED.
- This spell lasts 1 round per 40 AP spent.
LVL 45 STUDIOUS DEFENSE
Desc: Gives the user temporary access to knowledge about his enemy's attack patterns, allowing him to defend more effectively.
- Choose one class - Blade, Dragoon, or Marksman.
- Spell lasts for 3 rounds.
- For the duration of this spell, user receives a defense bonus equal to the amount of AP spent on this spell.
- This defense bonus only comes into play when defending against the chosen class.
LVL 50 IMPENETRABLE:
Desc: Concentrates all the user's energy into his armor.
- Spell may not be cast if user has less than half his max HP.
- User's HP is reduced to 1.
- User receives a defense bonus equal to 2 x the amount of AP spent on this spell.
LVL 55 TELEKINESIS
Desc: Lets the user operate their weapons from afar for extra protection.
- Spell lasts for 1 round per 10 AP spent on this spell. User must track this in his posts.
- When user attacks, user receives a 20 RGD bonus.
- RGD bonus is treated the same way it would be with a Marksman (counter-attacks must overcome it).
LVL 60 MEAT SHIELD:
Desc: Creates a protective zombie from a fallen ally. Effective but morally questionable.
- Choose one ally with 0 HP.
- Chosen ally's health is fully restored.
- Ally gains DEF equal to the amount of AP spent on this spell for the remainder of the battle.
- Ally may not attack for the remainder of the battle.
- Opponents may not attack user until ally is killed.
- After battle ends, ally loses all HP.
LVL 65 AURA OF FEAR:
Desc: you are scary to attack
- This spell has a one time cost of 50AP
- For each attack against you, the attacker must spend an extra 10 AP to be able to complete the attack
- This spell lasts for 5 rounds
LVL 70 SHIELD OF REDUCTION:
Desc: Creates a magical shield that slows the momentum of those who pass through it.
- User may not have defended the round this spell is used.
- Spell lasts one round per 20 AP spent on this spell.
- For the duration of this spell, enemies attacking user may only use AP to attack; their ATT stat is not added.
- Spell may not stack in effect or duration.
LVL 80 FORTIFY:
Desc: Bulks up an ally for the battle ahead.
- Choose an ally or choose yourself.
- Target's max HP increases by 1 per 5 AP spent. Target's current HP does not increase.
- Spell effect lasts until the end of the battle.
- Multiple uses of this spell can stack.
LVL 80 PHYSICAL DISRUPTION:
A terrible spell, wracking the target with a brilliant blast of electricity, causing little harm but painful spasms throughout their body.
- If not blocked, this spell causes the target to completely miss their next turn in combat.
- If blocked, the user will miss their next turn in combat.
- This spell cannot be used on the same target twice in a row.
LVL 80 MAJOR DJINN CONJURING:
Desc: Every magician worth his cape knows a few djinni to pull out for weak defenses and party tricks.
- User can conjure a djinn instead of defending to do one of the following:
----1. Add 40 DEF to the user's DEF next round.
----2. Add 40 HP to the user's HP
----3. Pull the user to a marksman, automatically closing the distance between them
----4. Destroy one item on the battlefield. (User must spend an additional 50 AP)
LVL 85 REPAIR:
Desc: Magicks dart across the user's body, sealing up wounds right as they appear.
- Spell lasts for 6 rounds, not including this one.
- Each time user is attacked, whether damage is dealt or not, user gains X HP.
- X = 1 per 10 AP spent on this spell.
LVL 90 CONTINGENCY:
Desc: A spell that prevents you from dying once
- Targets only yourself
- This spell has a 1 time cost of 100 AP
- Upon reaching 0 or below hp, after 1 round you are restored to full HP and AP on the battlefield
LVL 100 IMPERVIOUS:
Desc: Gives the user enough magical energy to deflect attacks with ease.
- Spell must be cast before defending.
- Spell lasts for 1 round per 100 AP spent on this spell, including this round.
- While spell is in effect, user may ignore all attacks.
Spells added, will create two more.