Spells (Ordo Undine Proeliatori)

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==Blood in the Water== ==Blood in the Water==
 + Spell Type : animistic
 + Knowledge Requirement : have at least 20 points among awareness skill, summoning skill, and animal lore skill
 + Rating Formula : 30% of perception plus 35% of enchantment skill plus 50% of invocation skill
 + Rating : 162.35
 + Rating Minimum : 68
 + Rating Maximum : 450
 + Base Energy Costs : twenty-five points of spiritual energy and twenty-five points of elemental water energy
 + Process to Cast Spell : visualize drops of blood lingering in the tide
 +
 +This spell is one of the simplest of the animistic spells to manifest, as it draws upon one of the primal instincts of the shark spirit. Typically, sharks are emotionless creatures when they hunt, searching tirelessly for their prey, picking off the wounded, diseased, or weak with ruthless efficiently. This changes, however, once a certain amount of blood is in the water. A savage emotion erupts from within the shark, causing it to lash out violently and repeatedly. This spell draws upon that lashing out, as well as the relentless hunting nature of the shark, instilling the recipient with the shark's killing instincts and ferocity.
 +
==Blowfish Spirit== ==Blowfish Spirit==
 + Spell Type : animistic
 + Knowledge Requirement : have at least 140 points among 100% of animal lore skill, 100% of summoning skill, 100% of underwater fieldcraft skill, and 30% of constitution
 + Rating Formula : 30% of constitution plus 35% of invocation skill plus 25% of enchantment skill
 + Rating : 119.2
 + Rating Minimum : 150
 + Rating Maximum : 380
 + Base Energy Costs : twenty-five points of spiritual energy and five points of elemental water energy
 + Process to Cast Spell : visualize a tiny blowfish
 +
 +The spirit of the blowfish is a rather whimsical spirit. In its normal state, it is small and unassuming. When it is threatened or frighted, it swells up to many times its normal size. Invoking this animistic spirit causes much the same effect in the invoker, causing hir to swell larger than sie normally is. The usual side effects of this is that most armour and weapons sized for your normal size will no longer be of use, and most armour or weapons used in hir swollen size will be too large to use once normal size has been returned. It should also be noted that due to the nature of this growth, it augments neither strength nor toughness. Only volume is increased, while mass stays relatively the same. What little gain one receives is typically compromised by being a larger target and easier to hit.
 +
==Cleansing Waters== ==Cleansing Waters==
-==Cold Snap== + 
-==Collect Water== + Spell Type : utility
 + Knowledge Requirement : have at least 120 points among diagnosis skill, biology skill, metaphysics skill, and swimming skill
 + Rating Formula : 30% of charisma plus 100% of first aid skill plus 35% of hydromancy skill plus 50% of anatomy skill
 + Rating : 84.9
 + Rating Minimum : 136
 + Rating Maximum : 450
 + Base Energy Costs : twenty-five points of spiritual energy and fifteen points of elemental water energy
 + Process to Cast Spell : visualize a trickle of water washing away the impurities in <target>
 + 
 +This is a universalized spell that draws upon water's ability to wash away the pain and suffering inflicted upon the target. While the actual healing of physical damage is so small as to be unnoticeable, the healing waters wash away afflictions which may be hindering the natural healing processes of the recipient.
 + 
 +==Cold Snap==
 + 
 + Spell Type : elemental
 + Knowledge Requirement : have at least 20 points among metaphysics skill, arctic fieldcraft skill, logic skill, and physics skill
 + Rating Formula : 35% of evocation skill plus 100% of cryomancy skill plus 50% of hydromancy skill
 + Rating : 93.7
 + Rating Minimum : 178
 + Rating Maximum : 550
 + Base Energy Costs : twenty-five points of spiritual energy, fifteen points of elemental water energy, and twenty-five points of cold
 + Process to Cast Spell : concentrate on sending out waves of intense cold
 + 
 +Cold is a relative aspect of water, and this spell generates enough intense cold as to affect everything around the caster. The summation of the effect is that the cold that the caster conjures is of such intensity that it affects everything, adversely affecting both living and inanimate alike. Even the caster hirself is not immune to this backlash, though a prepared mage can mitigate the damages done to hirself. Fragile objects have been known to shatter with the use of this spell.
 +
 +==Collect Water==
 + 
 + Spell Type : elemental
 + Knowledge Requirement : have at least 10 points among metaphysics skill, centering skill, and channeling skill
 + Rating Formula : 50% of hydromancy skill plus 50% of channeling skill
 + Rating : 141.5
 + Rating Minimum : 0
 + Rating Maximum : 450
 + Base Energy Costs : fifteen points of spiritual energy
 + Process to Cast Spell : visualize the ambient water collecting together into a single pool
 + 
 +This basic utility spell user the caster's spiritual energies to draw moisture from the surrounding environment, thereby replenishing hir own personal reserves.
 +
==Corrosion== ==Corrosion==
==Eel's Touch== ==Eel's Touch==

Revision as of 23:13, 16 January 2011

Contents

Barnacle Barrier

Spell Type                  : animistic
Knowledge Requirement       : have at least 220 points among underwater fieldcraft skill, summoning skill, animal lore skill, and  seamanship skill
Rating Formula              : 30% of constitution plus 35% of enchantment skill plus 50% of invocation skill
Rating                      : 159.35
Rating Minimum              : 0
Rating Maximum              : 350
Base Energy Costs           : seventy-five points of spiritual energy and twenty-five points of elemental water energy
Process to Cast Spell       : concentrate on calling the barnacle spirit into <target>

Initially, the barnacle is a seemingly innocuous buildup that is never even noticed until you are looking at the bottom of a ship for some odd reason. The barnacle simply clings onto the bottom of a keel and that is where it spends the rest of its life, never moving from that one spot. This spell calls upon the spirit of the barnacle, to root the target in place. Unfortunately, this effect only lasts a short while. For that time period, though, the target has an opportunity for reflection in ways that are unparalleled if distracted by the possibilities of movement.

Beaver Spirit

Spell Type                  : animistic
Knowledge Requirement       : have at least 20 points among awareness skill, summoning skill, and animal lore skill
Rating Formula              : 30% of intelligence plus 35% of enchantment skill plus 50% of invocation skill
Rating                      : 169.85
Rating Minimum              : 68
Rating Maximum              : 450
Base Energy Costs           : twenty-five points of spiritual energy and twenty-five points of elemental water energy
Process to Cast Spell       : concentrate on calling the Beaver Spirit

In the few climes that the beaver is present, it is known for three things. The first is its fur, which is a prized and traded commodity. The second is its flat tail, which is its hallmark feature. The third is the sharp incisors that it uses to gnaw through tree, which it then uses to build dams. Such construction skills are found in other animals, but few to this scale. Not only do the dams create a pond for the beaver family, but inside the dam are rooms for the beaver family. The entire process is highly complicated compared to the living spaces of most animals. Invoking the Beaver Spirit impart into the caster many skills used in construction.

Blood in the Water

Spell Type                  : animistic
Knowledge Requirement       : have at least 20 points among awareness skill, summoning skill, and animal lore skill
Rating Formula              : 30% of perception plus 35% of enchantment skill plus 50% of invocation skill
Rating                      : 162.35
Rating Minimum              : 68
Rating Maximum              : 450
Base Energy Costs           : twenty-five points of spiritual energy and twenty-five points of elemental water energy
Process to Cast Spell       : visualize drops of blood lingering in the tide

This spell is one of the simplest of the animistic spells to manifest, as it draws upon one of the primal instincts of the shark spirit. Typically, sharks are emotionless creatures when they hunt, searching tirelessly for their prey, picking off the wounded, diseased, or weak with ruthless efficiently. This changes, however, once a certain amount of blood is in the water. A savage emotion erupts from within the shark, causing it to lash out violently and repeatedly. This spell draws upon that lashing out, as well as the relentless hunting nature of the shark, instilling the recipient with the shark's killing instincts and ferocity.

Blowfish Spirit

Spell Type                  : animistic
Knowledge Requirement       : have at least 140 points among 100% of animal lore skill, 100% of summoning skill, 100% of underwater fieldcraft skill, and 30% of constitution
Rating Formula              : 30% of constitution plus 35% of invocation skill plus 25% of enchantment skill
Rating                      : 119.2
Rating Minimum              : 150
Rating Maximum              : 380
Base Energy Costs           : twenty-five points of spiritual energy and five points of elemental water energy
Process to Cast Spell       : visualize a tiny blowfish

The spirit of the blowfish is a rather whimsical spirit. In its normal state, it is small and unassuming. When it is threatened or frighted, it swells up to many times its normal size. Invoking this animistic spirit causes much the same effect in the invoker, causing hir to swell larger than sie normally is. The usual side effects of this is that most armour and weapons sized for your normal size will no longer be of use, and most armour or weapons used in hir swollen size will be too large to use once normal size has been returned. It should also be noted that due to the nature of this growth, it augments neither strength nor toughness. Only volume is increased, while mass stays relatively the same. What little gain one receives is typically compromised by being a larger target and easier to hit.

Cleansing Waters

Spell Type                  : utility
Knowledge Requirement       : have at least 120 points among diagnosis skill, biology skill, metaphysics skill, and swimming skill
Rating Formula              : 30% of charisma plus 100% of first aid skill plus 35% of hydromancy skill plus 50% of anatomy skill
Rating                      : 84.9
Rating Minimum              : 136
Rating Maximum              : 450
Base Energy Costs           : twenty-five points of spiritual energy and fifteen points of elemental water energy
Process to Cast Spell       : visualize a trickle of water washing away the impurities in <target>

This is a universalized spell that draws upon water's ability to wash away the pain and suffering inflicted upon the target. While the actual healing of physical damage is so small as to be unnoticeable, the healing waters wash away afflictions which may be hindering the natural healing processes of the recipient.

Cold Snap

Spell Type                  : elemental
Knowledge Requirement       : have at least 20 points among metaphysics skill, arctic fieldcraft skill, logic skill, and physics skill
Rating Formula              : 35% of evocation skill plus 100% of cryomancy skill plus 50% of hydromancy skill
Rating                      : 93.7
Rating Minimum              : 178
Rating Maximum              : 550
Base Energy Costs           : twenty-five points of spiritual energy, fifteen points of elemental water energy, and twenty-five points of cold
Process to Cast Spell       : concentrate on sending out waves of intense cold

Cold is a relative aspect of water, and this spell generates enough intense cold as to affect everything around the caster. The summation of the effect is that the cold that the caster conjures is of such intensity that it affects everything, adversely affecting both living and inanimate alike. Even the caster hirself is not immune to this backlash, though a prepared mage can mitigate the damages done to hirself. Fragile objects have been known to shatter with the use of this spell.

Collect Water

Spell Type                  : elemental
Knowledge Requirement       : have at least 10 points among metaphysics skill, centering skill, and channeling skill
Rating Formula              : 50% of hydromancy skill plus 50% of channeling skill
Rating                      : 141.5
Rating Minimum              : 0
Rating Maximum              : 450
Base Energy Costs           : fifteen points of spiritual energy
Process to Cast Spell       : visualize the ambient water collecting together into a single pool

This basic utility spell user the caster's spiritual energies to draw moisture from the surrounding environment, thereby replenishing hir own personal reserves.

Corrosion

Eel's Touch

Geyser

Glowfish Spirit

Hail

Ice Crystal

Ice Shard

Jellyfish Sting

Lamprey's Bite

Magick Bolt

Magick Ripple

Mollusk Spawn

Mollusk Trail

Otter's Charm

Piranha Swarm

Prismatic Spray

Rainbow Mist

Riptide

Shark Bite

Slow Eel Spirit

Squid's Ink

Starfish Spirit

Steam Bolt

Walrus Spirit

Wash Away the Pain

Water Breathing

Water Shield

Watery Grave

Whale's Might

Whale's Song

Winter's Mantle

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