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Post by Deleted on Feb 22, 2017 16:04:11 GMT
Character Name: @arthas Spell Name: Manna Etching/Engraving Description: Manna is gathered at the end of either a pen or chisel to allow for the etching of words or runes to be done more precisely. Specifically meant to be used for enchanting non living objects.
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Post by Deleted on Mar 1, 2017 14:21:03 GMT
Character Name: Aria Badass Wurud Spell Name: Plant Mutation Description: Master- Plant Mutation: The ability to take a plant and grow it to extraordinary sizes. This can be done rapidly. Also if cultivated over a couple months, strange mutations can be added with a daily feeding of manna. This gives the plants monstrous qualities; such as self-directed movements of limbs. Range: Aria has to be within twenty feet of a segment of the plant in order for her spell to take affect. Times Per Day: 20 for the small manna feedings 10 for the large rapid growths. Extra/Drawbacks: Aria can only cultivate twenty plants at a time and it takes a period of two months for her to create a seedling with mutated qualities. The type of qualities strongly depend in how she's directing the plant during the manna feedings. Each feeding takes about twenty minutes of concentration. ((I did get permission for this spell))
Character Name: Aria Badass Wurud
Spell Name: Dagnir Form Description: Dagnir’s are basically rats with an odd mutation. Their saliva is venomous causing severe cramps and flu like symptoms. They commonly travel with other rats preferring to be in a large family group. The Dagnir is easily identified by its purple pupiless eyes. As always Aria’s dagnir’s form is dark red with her telltale blue green eyes. She specifically went and got this form in memory of the dear departed Severine, in tribute of her lovely nick name for her. Range: It affects her person. Times Per Day: However long Aria wills it. Extra/Drawbacks: This is apart of a divine level spell that allows her to transform into these animals. When she transforms her clothes and other items do not transform with her. Often if her clothes are smaller then the new form she's taking it will ruin the set of cloths. Also if an extra limb is injured while she's transform, such as a broken or dislocated wing, then that part of her is unable to transform back until said limb is healed. If she receives a wound that potentially wouldn't be fatal in a large form but transforms into her humanoid state, that wound may be potentially fatal in her smaller state. If that is the case Aria may have to stay in a form until said injuries healed. Another draw back is transforming back, she is always unclothed when she transforms back making the transition difficult in polite company.
Character Name: Aria Badass Wurud
Spell Name: House Dragon Description: Aria can take on the form of a house dragon; she finds this form useful just for its tail. It is always nice to have a third hand. House dragons are a special breed of small dragons bred in Palico. They are covered in fur instead of scales, and they have a marsupial like tails that are handy for carrying things. There front legs are like bird talons, handy for gripping things, while there back legs are cat like. These dragons often walk on their hind legs with there tails held in there talons as to avoid dragging it on the ground. These dragons are very intelligent, having there own social system. The house dragons are particularly sought after due to them being highly loyal servants. Aria obtained this form by accident; during one of her training's with the young house dragon Ally. But having this form certainly allowed Aria to teach Ally a little better. Since house dragons use manna just like a human species would, the only thing Aria gains from this form is just the form itself. In this form Aria is about the size of a medium sized dog. Range: It affects her person.
Times Per Day: However long Aria wills it.
Extra/Drawbacks: This is apart of a divine level spell that allows her to transform into these animals. When she transforms her clothes and other items do not transform with her. Often if her clothes are smaller then the new form she's taking it will ruin the set of cloths. Also if an extra limb is injured while she's transform, such as a broken or dislocated wing, then that part of her is unable to transform back until said limb is healed. If she receives a wound that potentially wouldn't be fatal in a large form but transforms into her humanoid state, that wound may be potentially fatal in her smaller state. If that is the case Aria may have to stay in a form until said injuries healed. Another draw back is transforming back, she is always unclothed when she transforms back making the transition difficult in polite company.
Character Name: Aria Badass Wurud
Spell Name: Peregrine Falcon Description: There is really nothing magical about this form; however it is fast. During a nose dive in this form, Aria can reach speeds up to 200 mph. The added bonus of vision that can only be obtained by a bird of prey doesn’t hurt the charm of this form either. While her owl form is wondrous for night flying, day flying, not so much. This is where this falcon form comes in handy, also hurts like a bitch if something going 200 mph suddenly rakes its talons across your face. Aria likes this form for when she is hunting ducks. Her cruising flying speed in this form is about 35 mph, however when she is chasing prey her average speed is about 69 mph. She only reaches the 200 mph after a steep nose dive. In this form Aria is a deep red, with an off white belly with flecks of black. Her talons are a deep red almost black as well. Her eyes again remain the same color as with all her forms. Range: It affects her person.
Times Per Day: However long Aria wills it.
Extra/Drawbacks: This is apart of a divine level spell that allows her to transform into these animals. When she transforms her clothes and other items do not transform with her. Often if her clothes are smaller then the new form she's taking it will ruin the set of cloths. Also if an extra limb is injured while she's transform, such as a broken or dislocated wing, then that part of her is unable to transform back until said limb is healed. If she receives a wound that potentially wouldn't be fatal in a large form but transforms into her humanoid state, that wound may be potentially fatal in her smaller state. If that is the case Aria may have to stay in a form until said injuries healed. Another draw back is transforming back, she is always unclothed when she transforms back making the transition difficult in polite company.
Character Name: Aria Badass Wurud
Spell Name: Forever Forest Caribou Description: Did you know female caribou still have an awesome rack? Well Aria did, and she thought this form would be hella useful for head butting shit. Plus it just feels so bounce worthy. In this form she stands 7 ft at the shoulder; and has the abilities associated with the great forest planters. Forever Forest Caribou have manna infused antlers and hooves; when they rub against objects or walk, small plants spring up in their paths. If in an area where the plants can take root, the plant will continue to thrive. If not the plant will wither away after a couple of minutes. Small plants are often seen growing on the antlers; these plants never get to big. Aria's caribou form is a deep red with long silky fur covering her body; with a white underbelly. Her horns are a lighter paler red, and stand about a foot and a half off her head with four distinct points on each antler. Her antlers often have small vines and wild flowers growing off of them; the type of flowers may change as the seasons go by. Range: It affects her person.
Times Per Day: However long Aria wills it.
Extra/Drawbacks: This is apart of a divine level spell that allows her to transform into these animals. When she transforms her clothes and other items do not transform with her. Often if her clothes are smaller then the new form she's taking it will ruin the set of cloths. Also if an extra limb is injured while she's transform, such as a broken or dislocated wing, then that part of her is unable to transform back until said limb is healed. If she receives a wound that potentially wouldn't be fatal in a large form but transforms into her humanoid state, that wound may be potentially fatal in her smaller state. If that is the case Aria may have to stay in a form until said injuries healed. Another draw back is transforming back, she is always unclothed when she transforms back making the transition difficult in polite company.
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Post by Deleted on Mar 2, 2017 2:41:23 GMT
Character Name: Deidric Spell Name: Wings Description: Deidric grows the wings from his dragonic form and uses them to fly. Range: Personal Times Per Day: Twice (for about an hour each use) [number will increase with spell upgrades] Extra/Drawbacks: Deidric can fly about as fast as he can run and is slightly less maneuverable. He can also stay in place in the air, but he will need to accelerate to get to full speed again.
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Post by Roland on Mar 3, 2017 4:54:43 GMT
Character Name: Roland Spell Name: Ritual Amplification Runes Description: Roland can use these runes to channel a greater amount of mana and increase the effectiveness of a spell. Range: Ritual Times Per Day: Once Extra/Drawbacks: These runes must be used as part of a ritual and they take over an hour to draw and arrange and the ritual takes its normal length to perform.
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Post by Deleted on Mar 6, 2017 1:52:43 GMT
@arthas Manna Etching/Engraving: 320 Total: 320 Please send your payment to Balma to complete the transaction. Thank you.
@numaire Plant Mutation: 600 Dagnir Form: 350 House Dragon: 350 Peregrine Falcone: 350 Forever Forest Caribou: 350 Total: 2,000 Please send your payment to Balma to complete the transaction. Thank you. Tickets used: 1 [ 1 Mas ] Ticket have been removed from your inventory.
@deidric Wings: 400 Total: 400 Please send your payment to Balma to complete the transaction. Thank you. Roland Ritual Amplification Runes: 320 Total: 320 Please send your payment to Balma to complete the transaction. Thank you.
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Post by Deleted on Mar 6, 2017 3:45:53 GMT
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"I'm not the same person I was a year ago... I've changed in ways you wouldn't understand."
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Post by Yuki D'Avranches on Mar 11, 2017 2:44:06 GMT
Character Name: Yuki D'Avranches
Spell Name: Wind/Air Manipulation Description: This spell allows Yuki to control and Manipulate air. Allowing her to summon a gentle breeze to topical storm like winds. It also allows her to see and manipulate the air currents. When used as an offensive spell it allows her to push back her enemies back to a distance up to 400 meters. When used as a defensive spell it can knock away or change direction non-magical projectiles that are within 50 meters of Yuki if she notices the item coming towards her. Range: Max range 400 meters Times Per Day: As much as Yuki wants Extra/Drawbacks: It also gives her knowledge at master level how to create wind orbs and how to manipulate the air currents to add a cold or heat to wind/air spells. - Can be combined with Zephyr Ticket being used: Master
Character Name: Yuki D'Avranches
Spell Name: Wind Orbs Description: This spells allow Yuki to create 4 spheres at once that when created will float around her until she directs it in what direction to go. The spheres range from the size of a tennis ball to a softball. When hit with the orb it will push an person back up to 50 meters and disappear upon contact. Range: 50 meters Times Per Day: As many times as Yuki wants Extra/Drawbacks: Can be combined with Zephyr
Character Name: Yuki D'Avranches
Spell Name: Zephyr Description: This spells is a support spell it allowed Yuki to manipulated the air currents to add a cold or warm front to her air/wind spells. The coldest it can get would be a light early spring breeze feeling at temperatures of 20 C or 68 F. The warmest it could get would be a mid summer breeze feeling at temperatures of 26 C or 80 F. Range: Varies depending on spell combined with Times Per Day: Varies depending on spell combined with Extra/Drawbacks: Can be infused with other offensive wind/air spells
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Post by Deleted on Mar 15, 2017 1:40:17 GMT
Yuki D'Avranches Wind/Air Manipulation: 450 Wind Orbs: 400 Zephyr: 300 Total: 1,150 Ticket(s) being used: 1 [1 Mas] Please send your payment to Balma to complete the transaction. Thank you. [Ticket(s) will be removed from your profile once payment has been received.]
<style id="102627">@namespace url(http://www.w3.org/1999/xhtml);</style>
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Post by Yuki D'Avranches on Mar 15, 2017 17:36:16 GMT
Payment sent to the great and powerful Balma.
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Post by Deleted on Mar 19, 2017 10:14:00 GMT
Character Name: Aqua Aingeru Spell Name novice: Summon: Chains Description:: Aqua can use this spell to create a magic circle that will send out chains made of water to bind the target and pulls them towards the circle. Range:: 16 yards (15 Meters) Times Per Day: 3 Extra/Drawbacks:: The chains themselves are restricted to the direction in which the magic circle is facing (IE: if the circle is behind aqua it will send chains forward towards the target) As the rank of the spell rises, the chains can go farther and become more durable. Character Name: Aqua Aingeru Spell Name: novice: Summon: Guards Description:: Aqua uses a magic circle made from her manna to summon 2 guards made of water to do her bidding Range::The Guards can only go up to 15 meters away from aqua's current location before the spell becomes too unstable and they fall apart. The guards also last 3 turn posts Times Per Day: 5 Extra/Drawbacks::As the rank of this spell increases, she can summon more ( novice is 2 then 4,6,8) , the guards become more durable and can move more quickly, their striking strength however stays the same as aqua's (Extra little thing, aqua can change the guard's appearance as she desire, she can make them appear as water or even make it so they look like humans) ^ the magic circle used for those both spells Character Name: Aqua Aingeru Spell Name: Novice: Bewitching Dance (Toggle effect) Description:: As Aqua begins to dance, people who are in line of sight of her will begin to focus on her dance and become entranced by it, shifting their attention onto her. If this spell is used during combat, the enemy will on be distracted for a few moments before the spell is canceled. Times Per Day : The spell can only go as far as a person is able to see that aqua is dancing. Times per day: As many as she wants but the effects will lessen if used in succession of each other (example if aqua dances and then that person's attention breaks from her, the spell will be weaker next time she uses it IF it is during the same day) Extra/Drawbacks:: As the spell rank increases, the effectiveness of the dance increase. this spell's effectiveness is weakened if a person has a form of protection from illusion magic. However if a target has enhanced sight or hearing, the spell is more effective. Also as aqua dances bubbles and trails of water will begin to flow from her finger tips, spreading out as she dances. ( She can also use the magic circle for this spell but its not required) Character Name: Aqua Aingeru Spell Name: Songstress of the Water Description:: Aqua uses her voice to manipulate water (now also can include ice and steam, and also she can purify the water to be pure H2O( Does not include poison). She can use this spell to attack with water and change the water pressure of water she is currently manipulating. (She also can now manipulate much more water then she could before) Range:: As far as her voice can carry Times Per Day : She can do this for as long as she can sing or use her vocal chords Extra/Drawbacks:: She gains an advantage where her voice can carry far distances, but if she couldn't sing for whatever reason she would not be able to use this spell. This spell requires Aqua using her pendant to be able to channel this spell correctly, if used without the pendant she can lose control of the water. She can also use this spell to change the surface tension of water so that she can walk across a body of water. Ticket being used: Advanced ticket
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Post by Deleted on Mar 20, 2017 22:49:10 GMT
@ikuto123
Summon: Chains.: 450 Summon: Guards.: 450 Bewitching Dance (Toggle Effect): 400 Songstress of the Water: Approved
Total: 1,300
Please send your payment to Balma to complete the transaction. Thank you.
Ticket(s) being used: 1 [ Adv]
Tickets will have been removed.<style id="102627">@namespace url(http://www.w3.org/1999/xhtml);</style>
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Post by Deleted on Mar 20, 2017 23:38:37 GMT
Payment sent to balma
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Post by Roland on Mar 21, 2017 3:26:07 GMT
Character Name: Roland Walker
Spell Name: Mental Fortress Description: A lifetime of spellcasting, control and mental conditioning has enchanced Roland's defensive bulwarks. This causes Roland to be resistant to mental effects. Dampens and lessens mental abilities. Range: Personal Times Per Day: Passive Extra/Drawbacks: As the rank increases the dampening will be stronger and Roland will be able to actively contest weaker or more intrusive mental attacks
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Post by Deleted on Mar 22, 2017 2:21:27 GMT
RolandMental Fortress: 500 Total: 500 Please send your payment to Balma to complete the transaction. Thank you.
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Post by Roland on Mar 22, 2017 2:25:56 GMT
Payment sent
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