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Xa44
Captain

PostPosted: Sun Apr 28, 2019 4:08 pm
You may learn 1 of the spell with the effect "a weak spell that children learn, does very minor DMG"
50 spells can't be learned

AMOUT LOSS

Minor- -3 mod, 1 DMG
lesser- -1 mod, 1 DMG
avrage- 0 mod, 2 DMG
higher- +1 mod, 3 DMG
high- +3 mod, 4 DMG
absurd- +10 mod, 10 DMG

RANGE
touch- must have contact
Nearby- around 6ft(2 meters)
Range- around 25ft(7.5 meters)
Faraway- around 50ft(15 meters)

HEALING

lightly- 1 HP
heal- 2 HP
greatly- 3 HP

LEVEL 0
You get 1 spells, -500 EXP to reach
LEVEL 1
You get 3 spells, 0 EXP to reach
LEVEL 2
+1 spell, 1,000 EXP to reach

LEVEL 3
+1 spell, 2,000 EXP to reach

LEVEL 4
+1 spell, 3,000 EXP to reach

LEVEL 5
+1 spell, 4,000 EXP to reach

LEVEL 6
+1 spell, 5,000 EXP to reach

LEVEL 7
+1 spell, 6,000 EXP to reach

LEVEL 8
+1 spell, 7,000 EXP to reach

LEVEL 9
+1 spell, 8,000 EXP to reach

LEVEL 10
+1 spell, 9,000 EXP to reach

LEVEL 11
+1 spell, 10,000 EXP to reach

LEVEL 12
+1 spells, 10,777 EXP to reach  
PostPosted: Sun Apr 28, 2019 4:10 pm
ARCANE
(1)Top Hat- cast a random spell either of one type or all types(decided at character creation)
(2)Polymorph1- change into any magical creature or any human
(3)Shield- as a reaction shield the party increaseing there defensive by a average about
(4)Enchant Equipment- buff a piece of equipment permanently
(5)Arcane Beam- attack a target in range for higher DMG this spell can only move in a line
(6)Magic Missile- attack a target in range with homeing magic attack dealing avrage DMG
(7)Spell blade- Enchant a weapon with a random spell temporarily
( cool Conjure Fortune- once per day; make 1d10 gold or other items out of mana
(9)Rune- mark a floor or wall with a spell that can be activated at any time
(10)Copy- reuse the last spell that was cast
(11)Arcane Disk- make a ring of arcane magic that can block a attacks(M. Shield) or be thrown to deal average DMG
(12)Drain- touch a target and drain them of mana
(13)Dissolve- touch something and make it take minor DMG as long as you can keep hold of it
(14)Misdirection- as a reaction make any spell that is cast be aimed at you
(15)Charm- temporarily make a weaker target fall in love with you
(16)Act- make any target in range make the expression of any emotion, the target of this spell does not feel this emotion
(17)Levitate- move a target into the air, the speed the target can move at is not effected
(1 cool Sparkle- a weak spell that children learn, does very minor DMG
(19)Drain Mana- touch any living thing and absorb mana from it, then cast a random arcane spell
(20)Raining Hats- drop 10 hats down from the sky in random locations, each hat will cast a random spell when it lands(hats are neutral party)
(21)Multiroll- as a reaction when a random spell is cast: pick one of 2 spells to cast
(22)Fez- cast a random spell out of a pool of 10(the spells in this pool are decided at character creation, and legendary spells cannot be selected)
(23)Burst- as a reaction force any target in range to cast a spell
(24)Mind Crush- inflict confusion and Mesmerized on a target in range
(25)Dump- create a portal to the realm of holding anywhere in range and 5 random items will fall out of it
(26)Final Showdown- set your save to 1; you get 2 actions for the next 3 turns
(27)Prefection- a spell that is very popular with girls, touch a target and make the area you touch look prettier
(2 cool Scribe- create a scroll of any spell you know and give it to an ally, they may use the scroll as an action to cast the spell given to them, only 1 scroll can exist at a time
(29)Sing- as a reaction make a target in range look any faraway location
(30)Reset- set your level to one and forget everything you know(past, spells, and whatever else you want), this spells won't activate if cast randomly
(31)Change- change into any outfit that you have worn in the past
(32)Arcane Bolts- deal minor DMG to a nearby target. you can learn this spell multiple times, for every time you know this spell this spell will cast another version of itself(max5)
(33)Arcazon- summon a standard shop out of the realm of holding
(34)Forgetgotten- make a target in range forget what they are doing
(35)Chaos Control- as a reaction negate a random spell
(36)Meditation- once per day; gain 100 EXP
(37)Mass Levitate- cast Levitate on the entire battlefield
(3 cool Grasp- create a magical hand that can interact with faraway objects, this hand can't cast spells
(39)Parry- as a reaction if you are attacked by a physical hit: roll a d12 if the result is 1 negate the attack and do a physical attack on that target
(40)Inspiration- give a character in range another reaction for their next turn
(41)Status Barrier- for your next 2 turns you are immune to status ailments
(42)End- become immune to DMG until the end of combat, after combat ends fall unconscious for 3 days
(43)Summon- name an element and a monster chosen by the GM that is related to the declared element will be added to the battlefield in a 3rd neutral party
(44)Balance- as a reaction gain the ability to perfectly balance on any object for 10 turns
(45)Alter- as a reaction change the element of a spell
(46)Crave- touch a target and make them deeply desire one thing and will stop and no end to be able to do the declared thing 1 time
(47)Retry- undo the DMG you did from the last attack you did on a enemy, onceper day; undo the DMG you took from the enemy that healed from this
(4 cool Stuff- fill a target in range with anything, this will confuse them unless they use a reaction to vomit out the substance
(49)Conjure Misfortune- touch a target and absorb 1d6 gold and mana from them, in 1 hour gold will form from the mana you stole
(50)Master Charm- make anyone you think of fall in love with you, this spell lasts for as long as you want it to  

Xa44
Captain


Xa44
Captain

PostPosted: Sun Apr 28, 2019 4:12 pm
DARK
(1)Conjure Shadow- create a shadow, or manipulate existing shardows
(2)Shadow Cloak- cover an area in Shadows that the caster can see clearly in
(3)Form of Shadow- temporarily become a Shadow
(4)Disarming Darkness- as a reaction use Shadows to stop a target from using a physical attack
(5)Vampiric Prison- target anything nearby and make it unable to move until after casting a spell for 5 rounds and deal lesser DMG to the target every round, if this spell does DMG lightly heal yourself
(6)Shadow Dart- summon a group of darts to then throw at targets within range for lesser DMG
(7)Shadow Blade- as a reaction make tools out of shardows
( cool Seal Spell- a target within range temporarily can't cast a spell they know, only 1 spell may be selected per target
(9)Illusion- as a reaction create an allusion to try to confuse a faraway target
(10)Plague- touch a target and apply blind and poison
(11)Hidden Form- temporarily cover yourself in shadows when in this state you cannot be targeted
(12)Shade- a weak spell that children learn, does very minor DMG
(13)Darkened Sky- cover the sky in Shadows, viability isn't hindered but the sun can't be seen
(14)Dreadful Rebirth- resurrect any target is range as an undead, what kind of undead creature depends on how strong the body's soul was
(15)Spirit Transfer- target any nearby corpse and move your soul into it, when taking over a corpse you may use one of their spells in place of this
(16)Falling Banishment- the battlefield cannot be moved out of
(17)Reaction Reaction- as a reaction when a spell is activated after another spell is cast is casted negative that spell
(1 cool Spike- if you are touched: as a reaction form spikes of darkness coming out of all sides, deal lesset DMG to all nearby targets
(19)Death- touch a target and lightly heal them, occasionally this spell will do absurd DMG instead
(20)Pasta- make yourself look like whatever the most powerful monster you have seen, this does not effect your physical or magical abilities
(21)Doom- inflict a target in range with vengeful, after 2 turns they take lesser DMG every turn
(22)Cripple- inflict weaken on a faraway target and deal minor DMG
(23)Sacrifice- if a target is about to fall unconscious or die from an attack: teleport and take the DMG of that attack instead
(24)Bind- if a target is inflicted with a status ailment: take away their reaction once
(25)Rubber- attack a nearby character with a fake weapon, this does no DMG but will feel like they are about to pass out
(26)Dreadful Blessing- set the save of a allie in range to 13, after 3 of their turns they will fall unconscious
(27)Sacrificial Spell- fall unconscious and cast a spell that has every part of it doubled(negative modifiers are halfed)
(2 cool Reaction Reaction Reaction- as a reaction negate Reaction Reaction, can't be responded to by Reaction Reaction
(29)Amalgamation- touch a willing target, take half of bolth your current save and set that as your save, bolth characters involved in this spell still take turns separately but can cast spells that the other knows
(30)Hunger- makes any target in range become hungry, the target of this spell will need to eat one more time in that day to not get exashtion
(31)Traitorous Srike- deal minor DMG to a nearby target, the DMG of this spell increases every time you DMG an allie this combat
(32)Pain- set your save to half of what is currently is
(33)Insomnia- make a sleeping target in range wake up
(34)Stop- as a reaction stop a target from getting nearby you
(35)Hidden Cast- as a reaction cast a spell from a random location, this does not extend the range but gives a +2 to hit
(36)Limited Zone- everyone on the battlefield can't cast the same spell 2 times in a row
(37)Counter Spell- as a reaction; when a spell is cast: lower the attack roll by 1d4
(3 cool Retry- as a reaction when a spell is cast: force a nearby target to cast a different spell instead
(39)Bond- as a reaction if you are about to fall unconscious: make the thing causing you to fall unconscious take 3 DMG
(40)Painful Punishment- as a reaction after a spell that does not do DMG is used on a target: deal avrage DMG to that target
(41)Shadow Shadder- deal high DMG to a target in range, then lightly heal them
(42)Dark Orb- deal lesser DMG to 3 different targets in range
(43)Blinding Bind- as a reaction after taking DMG: blind whatever made you take DMG
(44)Poison Bind- as a reaction after taking DMG: poison whatever made you take DMG
(45)Back Strike- if you are behind someone: deal high DMG to a nearby target
(46)Reaction Action- as a reaction if someone used a reaction: deal average DMG to them
(47)Needle- Deal average DMG to a faraway target and cure any status ailments
(4 cool Shift- as a reaction when a spell that would make a target move is activated: pick the direction that spell sends you in
(49)Pain Cast- whenever anything on the battlefield casts a spell for the rest of combat the caster takes 1 DMG
(50)Death Wish- by ending yourself; kill as many targets as you can think of  
PostPosted: Sun Apr 28, 2019 4:12 pm
LIGHT
(1)Healing Light- lightly heal the party
(2)Healing Hand- touch a target to heal them greatly
(3)Healing Ray- heal a target within range
(4)Sunbeam- when the sun is visible: deal high DMG to a target in range
(5)Purify- remove curses and darkness from an area
(6)Blinding Flash- blind people nearby you
(7)Warmth- create a warm light that does lesser DMG to all undead in a nearby area
( cool Honor Chains- form chains of light contenting you to a target, you and the target of this spell can only DMG each other
(9)Honor String- connect yourself to a willing target, DMG done to both you and the target is halved, but bolth targets take the DMG
(10)Honor Strike- DMG a nearby target, the DMG done by this spell is based on how much DMG you have taken(0=minor, 1=lesser, 3=avrage, 5=higher, 7=high, if your save is 1 deal absurd DMG once per combat)
(11)Light- a weak spell that children learn, does very minor DMG
(12)Resurrection- touch any target that has died in the last 30 seconds: and attempt to revive them
(13)Healing Sanctuary- if the sun is visible: create a statue the heals all allies at the end of the round, this spell lasts until the statue is destroyed
(14)Restoration- if the sun is visible: heal the status ailment of a target in range
(15)Homeward- return to whatever place you consider your home, you can teleport up to 5 people with this spell
(16)Life- make up to 2 targets in range immune to DMG, whenever you end your turn after this spells effect activates you take higher DMG, every new turn you may use your reaction to prolong the effects of this spell
(17)True Strike- as a reaction if a target in range uses a shield negate the success
(1 cool Holy Land- create a holy piece of land anywhere in range, if a character stands on it they can dispel it to get another action for the turn
(19)Companionship- deal DMG up one stage(min. Minnor DMG)for every unconscious ally
(20)Protection- touch a target and telaport them to a random place in the world, you can't cast spells for the rest of the day after useing this, and have mana fever the day after
(21)Absorb- start charging this spell, after 3 turns deal high DMG to all foes on the battlefield, if you take DMG while using this the spell stops
(22)Rejuvenation- as a reaction lightly heal a target in range
(23)Rejuvenating Hand- as a reaction touch a target and heal them
(24)Exposure- everything on the battlefield can only use reactions on their turn
(25)Sacrificial Shield- take 3 DMG create armour around a target in range that will break after taking 2 DMG
(26)Gift- give a target in range part of yout save
(27)Golden Light- take 4 DMG and create a ball of sunlight that lasts for 3 turns
(2 cool Prism- if you know 1 spell of every element(not including this spell): deal high DMG 3 times to one target, or deal high DMG to 3 different targets
(29)Courage Cast- as a reaction add 1d4 to a attack roll
(30)Pure Strike- deal average DMG to a target in range, reactions can't be activated until this spell resolves
(31)Strike Heart- as a reaction make a spell with strike in the name get a +3 to hit
(32)Refill- as a reaction after taking high DMG heal everyone in your party
(33)Life Fury- inflict vengeful on everyone
(34)Panic Heal- as a reaction occasionally greatly heal the entire party
(35)Life Gift- by falling unconscious; greatly heal the party twice
(36)
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(3 cool
(39)
(40)
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(43)
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(4 cool
(49)
(50)Holly Sunbeam- when the sun is visible: deal absurd DMG to anything, when the sun isn't visible: cast Sunbeam from your hand  

Xa44
Captain


Xa44
Captain

PostPosted: Sun Apr 28, 2019 4:13 pm
FIRE
(1)Fireball- target an area in range and do avrage DMG to everything nearby it
(2)Engulf- as a reaction cover yourself in flames and deal high DMG to yourself and everyone nearby you
(3)Burning Hands- touch a target dealing avrage DMG and start them on fire
(4)Warmth- warm the battlefield, if a large amount of water is present steam will start to form
(5)Flame Step- as a reaction if you are in the air: form flames under 1 foot and jump off of it
(6)Flame- a weak spell that children learn, does very minor DMG
(7)Burning Circle- fire moves out of your body from all directions dealing lesser DMG to everything in range
( cool Flaming Fists- fire covers your hands making all punches and kicks you do be infused with fire, DMG done by this will be 2 stages higher
(9) Mystic Fire- burn a stratus ailment away from a nearby target
(10)Consuming flame- touch a target and severely burn them
(11)Spell of Bearding- touch a target and cause hair to grow in the area you touched, if areas with this hair are hit the target takes +1 damage
(12)Magma Bomb- create a hole in the middle of the battlefield that gradually fills the battlefield with lava, any thing in lava takes higher DMG
(13)Rage- as a reaction inflict vengeful on yourself
(14)Heros Flame- as a reaction make a weapon you are holding able to hit nearby foes
(15)Burn Life- deal 3 DMG to yourself; touch a target and deal higher DMG to it 3 times
(16)Blessed Demise- if a target in range is on fire: remove the effect and deal high DMG to them
(17)Enrage- you can attack twice
(1 cool Fast Hands- as a reaction punch a target
(19)Pain- inflict a status ailment on yourself
(20)Cook- Instantly prepare any food
(21)Ailing Attack- if you are inflicted with a status ailment: deal high DMG to a target in range
(22)Handshake- deal lesser DMG to a target in range, allies can give their action to increase the DMG by 1 or give their reaction to increase the to hit by 1
(23)Low Strike- Jump 1 meter then kick a nearby target
(24)Dance- for the next 5 turns on your turn move 5 meters and kick a target dealing average DMG, you can't do any other actions on your turn and you must attack
(25)Status Striker- Inflict 3 status ailments of your choosing on yourself; deal high DMG to a target in range 3 times
(26)Firestorm- severely burn everything on the battlefield
(27)Drain- Deal avrage DMG to a nearby target, and if you do DMG lightly heal yourself
(2 cool Burst Cast- cast a spell that makes you take DMG until you fall unconscious
(29)Focus Punch- punch a target, this spell will always hit
(30)Hug- add the save of a willing target in range and your save together, then cut that number in half and make you and that targets save equal to that number
(31)Good Cast- cast spell 51 of any element
(32)Duel- take 5 DMG; double the amount of EXP you gain from a fight
(33)Burst- take 2 DMG Deal average DMG to everything nearby you, deal lesser DMG to everything in range, and deal minor DMG to everything faraway(DMG with this spell does not stack)
(34)
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(37)
(3 cool
(39)
(40)
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(4 cool
(49)
(50)Overload- once per day; cast any spell you know 10 times  
PostPosted: Sun Apr 28, 2019 4:14 pm
WATER
(1)Flatten- flatten yourself into nothing and reform somewhere in range
(2)Bubble- put a target in a bubble and make it float upwards until it pops
(3)Flow- as a reaction move ontop of a stream of water, when on the water you can move faster and have more control over your movements
(4)Waterfall- make a stream of water move toward a target, the target of this spell will be moved to wherever the stream ends max 5 meters
(5)Bleed- as a reaction Enchant your blood; and use it for all water spells, DMG done by blood spells are higher then normal
(6)Clean- if you have yet to take DMG: deal high DMG to a farway target
(7)Splash- a weak spell that children learn, does very minor DMG
( cool Slash- if sand is around: target anything nearby and deal high DMG to it
(9)Moist- Touch a taget and it sweats causing the area near them to be warm
(10)Blade- pull a stream of water out of a container: and target anything nearby and deal higher DMG
(11)Slow- Make a nearby area be covered in water, anything attempting to move through this water will be slowed
(12)Drip- if you are in the air: as a reaction transform yourself into a drop of water and land anywhere nearby, if you land on a target deal lesser DMG
(13)Geyser- if the nearby area is warm: launch yourself into the air dealing lesser DMG to everything nearby
(14)Jump- jump up and stick yourself into anything above you
(15)Asphyxia- touch a target for 10 seconds they breathe water instead of air, this effect can be applied to a target multiple times before wearing off
(16)Rain Drops- deal minor DMG to a target in range 5 times
(17)Paint- you can control thicker liquids with pin point accuracy, you can't use this to cast other spells
(1 cool Stealth- teleport behind a target in range
(19)Charge- run at anything nearby and do a melee attack on it
(20)Flex- as a reaction touch a target and make them able to bend every joint in their body 360°
(21)Boozified- make a beverage alcoholic
(22)Acid Rain- poison everyone on the battlefield
(23)Skip- telaport 50 meters away from where you are standing, you can't move less then 50 meters with this
(24)Trampoline- create a trampoline anywhere in range, you can move straight up from where the trampoline is up to your current movement speed
(25)
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(2 cool
(29)
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(3 cool
(39)
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(4 cool
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(50)Bloody Needle- Deal avrage DMG to a target in range, the DMG done done by this spell increases depends on how much the target is bleeding(1 stage every wound)  

Xa44
Captain


Xa44
Captain

PostPosted: Sun Apr 28, 2019 4:16 pm
NATURE
(1)Restoration- target something in range, the target will now gradually regenerate HP over time(lesser every turn)
(2)Polymorph2- as a reaction turn into any animal
(3)Consume- eat something and gain a small amount of HP and become slightly larger
(4)Trap- make a wall of vines from the ground, these vines can only be destroyed by a fire spell
(5)Steal Leaf- as a reaction enlarge a leaf to use as a medium shield
(6)Impale- turn your arm into a sharp tree branch to a attack a nearby target for avrage DMG
(7)Fall- make leafs from plant around you attack a target; a single leaf only does minor DMG
( cool Parasite- throw a seed at a target in range; witch will hatch and start to DMG the target, if the target of this spell gets near another target a seed will also be planted in them
(9)Leaf- a weak spell that children learn, does very minor DMG
(10)Tangle- move vines around the battlefield and deal avrage DMG to anything that touches them, at the end of your turn you may shirnk the size of the area they cover
(11)Plant- plant a seed somewhere nearby; every turn the seed will grow a bit, every turn the plant will attack a nearby target and deal DMG depending on its size
(12)Feverish dreams- drain all the mana from your body; to greatly restore life to everything nearby you, you can't cast spells for the rest of the day after useing this, and have mana fever the day after
(13)Inflict- touch a target and inflict a random status ailment on them
(14)Thyme- create spices, useing this spell without certification is illegal
(15)Speek- make an animal be able to speek for 1 hour
(16)Bloom- deal minor DMG to all foes on the battlefield
(17)Conjure Cage- make a basic trap
(1 cool Stiff Sticks- make small spikes beneath a target in range dealing minor DMG 5 times
(19)Fertilizer- increases the turn count of a continuous spell by 1
(20)Blades of Grass- every turn deal minor DMG to every foe on the battlefield
(21)Unfertilized- increase the duration of a continuous effect by 1 turn
(22)Weed- for 3 turns, inflict weaken on anything nearby you
(23)Paradox- touch a target and inflict confusion on them, then legally cast Thyme
(24)Loop- as a reaction force a faraway target to cast Thyme if they know the spell, this spell is used by the Thyme police to catch Thyme lords
(25)Slow Thyme- create thyme with a slight blue glow, anything that touches it gets slow inflicted on them
(26)Last Will- deal lesser DMG to a nearby target, you can still cast this spell with mana fever
(27)Sap- heal yourself, then for the next 3 turns if you touch a target inflict slow
(2 cool Natural Form- if you aren't wearing armour: turn into a plant like form, when in this state all your attacks have 1 stage less range and also do 2 extra DMG even if the attack missed
(29)Cradle- hold a nearby target in a container above you, the container will move with you at the same speed you move at
(30)Slap- take 3 turns of a continuation effect and deal high DMG to a nearby target twice
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(3 cool
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(50)Decompose- turn any man made thing back to nature by touching it  
PostPosted: Sun Apr 28, 2019 4:17 pm
EARTH
(1)Animate- turn a object into a minion
(2)Wall- bring a wall of stone out of the ground
(3)Amplification Crystal- make a crystal rise out of the ground, any spell cast through this will have one part if it doubled(DMG, to hit, or range)
(4)Stone Skin- cover your skin in stone, when in this state you only take avrage DMG from attacks, if you are targeted by a water spell the stone will fall apart
(5)Gravel Whirlwind- move nearby gravel or sand around you quickly Damaging nearby targets and stops all water magic
(6)Pebble- a weak spell that children learn, does very minor DMG
(7)Pitfall- target 3 faraway locations and make a hole under the ground a target that stands there will be stuck there
( cool Roll- roll a wave of dirt over a target within range
(9)Mold- touch a rock to change state based on the temperature around it
(10)Crush- target the limb of any living thing around you and deal lesser DMG to that target, as a reaction you may activate this spell again
(11)Repurpose- use any number of minions to create a different object out of them
(12)Pupet Bomb- destroy any minion and deal average DMG to anything nearby the minion
(13)Stone Heart- make any 1 minion you control be unable to be targeted
(14)Sit- cover yourself in incredibly hard stone that even you cannot break, you can't move, take DMG, or deal DMG in this state, the stone will vanish after 1 day
(15)Mon Aime- double the number of minions on the battlefield
(16)Costume- swap positions with a minion on the battlefield
(17)Sprint- move any number of minions up to 4 meters
(1 cool Arm- turn any minion into a super minion
(19)Bloodstone- deal 5 DMG to yourself and create a super minion(this spell can't make you fall unconscious)
(20)Climb- create a 2 meter tall ladder nearby
(21)Soul Puppet- forget a spell and give it to a minion, the spell will be returned when the puppet is destroyed
(22)Grad Strike- touch a target and deal high DMG
(23)Stone Guard- Summon a large shield made of stone
(24)Break- make a nearby target take 1 DMG
(25)Erode- every time you take DMG until the start of your next turn summon a minion
(26)True Protection- make a minion unable to be destroyed until the end of your next turn
(27)Chaos Caller- take 1 DMG; summon a chaos minion(this spell can't make you fall unconscious)
(2 cool Grind- turn a drinkable liquid into food, or turn food into a drinkable liquid
(29)Shift Act- turn any minion into a chaos minion
(30)Pet- touch a minion and make it continue to exist even if you fall unconscious, this can only effect 1 minion at a time
(31)Puppet Strike- deal lesser DMG to a nearby target, if this spell hits summon 2 minions
(32)Bad Gift- remove a status ailment from yourself and summon a puppet that has that status ailment inflicted on them
(33)Puppet Cover- destroy 3 puppets and inflight severe burn on a faraway target
(34)Soft- make a nearby object soft a d unable to deal DMG
(35)Shift All- change gravity making everything fall to the south
(36)Stamp- make a perfect stone carving of any kind, you can't use this spell to cut stone
(37)Soul Strike- deal minor DMG to a nearby target, if this spell makes them fall unconscious summon 3 super minions
(3 cool Life Protector- as a reaction destroy minions(that are linked to you) equal to the states of DMG you are about to take and then you take no DMG from that spell
(39)Last Limbs- take 12 DMG; summon 10 minions
(40)Laughter- turn all minions into chaos minions
(41)Harden- touch a minion and make it either gain +2 save permanently or do 1 stage more DMG with physical attacks, this can only effect 1 minion at a time
(42)Heavy- make a minion that is nearby a target inflict slow on that target
(43)Butcher- destroy 5 minions; greatly heal everything nearby you and yourself
(44)Call- telaport any minion to you
(45)Toss- throw a minion at a target in range and deal average DMG to them, that minion will now be grappling that person
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(4 cool
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(50)Gravity- increase the weight of a target or item, this cannot do DMG directly  

Xa44
Captain


Xa44
Captain

PostPosted: Sun Apr 28, 2019 4:19 pm
LIGHTNING
(1)Chain Lightning- deal avrage DMG to a target and a target nearby that then a target nearby that target until there is no targets left to move to
(2)View Memories- as a reaction look into the memories of a target near you
(3)Seance- as a reaction you can learn the location of all living things near you
(4)Charge- build up magical energy endlessly and gain power over time, restoring a lesser amount of HP and gives an advantage on your next attack
(5)Thunder Weapon- make a sword of lightning and instantly use it to attack a target, if you have a weapon you can cover that instead
(6)Transfer- as a reaction send a message to a target located anywhere
(7)Generate Heat- hold a bolt of lightning and deal avrage DMG to anything that touches it, if this spell does DMG end it
( cool Spark- a weak spell that children learn, does very minor DMG
(9)Thunder- strike down lightning from the sky at a target in range, dealing higher DMG
(10)Identity- as a reaction target anything that can cast spells in range: all spells the target knows will be revived
(11)Vitality Vision- as a reaction view the current save of a target in range, and the value of any armour or defensive buffs
(12)Project- show a video in the air of a thought you have
(13)Disguise- make yourself unable to be seen, this effect ends if you take DMG
(14)Magnetism- move any metal object in range, if this is used on a weapon the target holding it can resist by rolling a d6 if they roll 4 or higher the weapon stays put
(15)Touch- ever turn after casting this, every nearby foe takes avrage DMG
(16)Field of Reinforcement- increase the amount of DMG all allies do by 1
(17)Analyze- as a reaction learn the age of a object or person
(1 cool Quick Strike- as a reaction deal lesser DMG to a target in range
(19)Trustful Gaze- a reaction learn if a target in range is good, evil, or neutral with there goals
(20)Test Strike- as a reaction see any die roll
(21)Calm Minds- make everyone on the battlefield calmed, this ends combat instantly but only lasts for 5 minutes
(22)Double Chain Lightning- deal lesser DMG to a target in range then deal minor DMG up to 2 targets in range of the precious target
(23)Rod- place a lightning rod anywhere in range, at the start of your turn all nerdy targets take avrage DMG
(24)Reform- as a reaction when a spell is cast: cast a spell you know of the same element
(25)Allure- double the chance of getting into a random battle or encountering a group of adventures
(26)Thunder Field- declare a number, everything in range will have it revealed if the number is higher or lower than what was declared
(27)Stand- Take 8 DMG every turn all your spells do 1 more stage of DMG
(2 cool Finale Gamble- deal minor DMG to a nearby target 3 times, if all 3 hit deal absurd DMG to them as well
(29)Focus- perfectly recall any event you can even slightly remember
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(50)Total Gift- target anything in range; copy everything within there mind permanently  
PostPosted: Sun Apr 28, 2019 4:20 pm
AIR
(1)Gust- knock a target in range back 2 meters and do average DMG
(2)Control Storms- manipulate the clouds above you to change the weather temporarily in a small area
(3)Focus Air- separate hot or cold air to attack a target with, DMG done by this spell depends on how hot or cold the air is
(4)Wind Walk- move somewhere in range, you will fall out of the air after useing this taking avrage DMG
(5)Spin- as a reaction if you are targeted by a spell change the target to a different nearby target
(6)Wind Flow- a weak spell that children learn, does very minor DMG
(7)Condense- gather air into a ball anywhere in range; after 15 seconds that area will explode Dealing high DMG to everything nearby it
( cool Tone- make the sound of a wind instrument in any area in range
(9)Dance of Blades- create blades of wind that spiral around you hitting everything nearby for lesser DMG
(10)Crinoline- as a reaction create a small ball of wind to hold up light objects
(11)Harsh Winds- deal lesser DMG for every 5 feet a target in range moves until the end of this turn
(12)Sent- make any target in range smell anything you want
(13)Symphony- as a reaction chain the previous spell you cast to a copy of itself, every time you use this spell your chance of hitting with the chosen spell goes up by 1
(14)Dagger of Wind- punch a nearby target with a ball of wind dealing higher DMG
(15)Accelerate- double the sound of all noises on the battlefield
(16)Drag- make any target in range move toward you 2 meters and deal average DMG
(17)Lure- make everyone on the battlefield want to move to any point you declare
(1 cool Whirlwind- move everything in range 1 meter
(19)Lock- until the end of your next turn no one on the battlefield can move
(20)Fall Control- as a reaction slow the speed of you falling to 3 meters a round
(21)Extend- increases the range of a spell by 1d4 meters
(22)Copy Spot- swap places with a faraway target
(23)Reaction Action- take 1 DMG; be able to cast any spell you know as a reaction
(24)Wisp- deal Avrage DMG to a faraway target
(25)Shove- attack a target in range 3 times for lesser DMG, pushing them back 1 meters every hit
(26)Lightweight- make a target in range move 1 meter more when hit by a spell that moves them
(27)Breeze- as a reaction make a wind spell do no DMG
(2 cool Sidestep- as a reaction move a nearby target 1 meter
(29)Fast Fall- as a reaction instantly hit the ground no matter where you are, you can still get take DMG from the fall
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(50)Unravel- teleport anywhere in the world instantly  

Xa44
Captain


Xa44
Captain

PostPosted: Sun Apr 28, 2019 4:21 pm
ICE
(1)Remove Heat- drain the heat from a target or item, this only does DMG if used multiple times
(2)Snow- create a cloud of snow that will move to a target
(3)Glacier- create a Pillar of ice this can only be formed where there is snow
(4)Snowball- create a snowball and throw it somewhere when it lands it expands and covers a large area in snow
(5)Change Terrain- as a reaction change snow into ice or ice into snow
(6)Cold Counter- if you are targeted by a spell and the caster is standing on ice: as a reaction you may freeze them to where they are standing
(7)Snow Slide- as a reaction make snow expand
( cool Avalanche- if a large amount of snow is on the ground, make a wave of snow to land ontop of a target
(9)Shard- destroy all ice on the battlefield; deal high DMG to anything standing on ice
(10)Mirror- as a reaction when targeted by a spell and ice is on the ground near you: once per day; trap the spell in a mirror and recast it until the mirror is broken
(11)Snowflake- a weak spell that children learn, does very minor DMG
(12)Frost Burn- think of a target that is standing on ice: Severely burn them
(13)Ice Slip- create a line of ice that expands to the end of your range
(14)Unforgettable- if nothing it standing on ice: deal lesser DMG to everything on the battlefield
(15)Sock- create ice below all targets on the battlefield
(16)Turret- as a reaction summon a turret anywhere there is ice: any person in your party can use there action to get in the turret, when in the turret you may attack a faraway target for high DMG, if the player in the turret takes DMG they will fall out
(17)Remove- remove all nearby ice or snow
(1 cool Frozzen Strike- deal high DMG to a foe on ice
(19)Heavy Prints- slow every foe standing on snow
(20)Ball- throw a ball of ice at a nearby target dealing lesser DMG, if the attack misses ice will appear below the target
(21)Layer- create snow ontop of ice
(22)Walk- until the end of combat, create a trail of ice wherever you walk
(23)ICEolation- create a cylinder of ice whenever there is ice
(24)Slide- as a reaction until the end of combat move 1 more meter when standing on ice
(25)Quick- if you and a target in melee range are standing on ice: attack them 3 times
(26)Raw- uncook faraway food
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(50)Freeze Soul- freeze any target in range in time  
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