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Magic & Spells.
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STAFF ACCOUNT
Group: Admin
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Member No.: 1
Joined: 6-May 07

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Magic; Most wolves here are born with inherit magical abilities. Each individual is blessed with the powers of one element, which can occasionally govern their personality and appearance, though this is not always the case. There are four main elements, which can be found listed below; you will be asked to choose one when you create your character. One's elemental magic does not determine the spells one can use, though they are more powerful if they somehow correspond. Magic and spells always use one's own energy to perform, though elemental powers use less power, and come more naturally and easily.
Ignis; The elemental power of fire allows one to conjure up flame, and be able to control it's direction and burning pace. They can also control smoke, and conjure up light from their own power.
Aqua; Water allows one to be able to control the flow of water and ice. They can draw water from the air, seeming to pull it from nothing, or create and control the path of ice. They can move very small bodies of water, bring rain, and nearly always are born swimmers.
Aura; Air elementals can control the air around them, conjuring up winds, or still a storm. They also seem to have a connection with birds and other airborne creatures.
Terra; With the power of earth, one can bring life or death to small plants, and even seem to be able to communicate and understand them. They can animate plants for a time, or move the earth beneath one's feet.
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STAFF ACCOUNT
Group: Admin
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Member No.: 1
Joined: 6-May 07

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Spells; Spells are complementary magic to one's own abilities and can be learned by anyone with any hint of magical powers. They can be taught and cast, or placed into an object, though it takes one own energy to do so.
To place the spell in an object, it takes nearly three times the energy of just casting it, and eventually over time the power will lessen until it fades away, although this make take decades to centuries depending on the caster's magical ability and strength. Examples are, creating a piece of jewelry that can enhance an elemental's magic, or protect someone.
One can only know a few spells at a time, though full-blooded Angels are born with the knowledge to cast and use every spell. This is what makes them so revered and awed in their magical abilities. Legend even tells that it was the angels that created spells in the first place. This is what makes angels the ideal teachers in magic, and the best beings to ask how to use a spell.
To cast a spell, it varies amoung the users. Some may will it to happen in the common language, or another. Or just concentrate, and will it to happen using strong thought. Many spells mimic the powers some are born with, though they are a lessened version, and are only temporary as every spells fades over time.
Your character can know only three spells at a time. Choose from the powers listed below, or create your own, but you MUST ask permission first in your joining post. We are pretty open here and will probably let you have anything, just as long as it isn't some crazy god powers. Just post the spell's name, and a few sentences about it, which will be reviewed and either accepted or declined. Also, if you create your own power, it will be added to this list so others can use it too.
- Shapeshift; This is pretty self-explanatory. Your character can take the form of other creatures of any kind, for periods of time.
- Telepathy; Your character can transfer thoughts to others and read ONLY thoughts the other is willing to give. No mind-reading without permission.
- Telekineses; They can move things around with their mind, though heavier, bigger objects take more energy.
- Astral; Your character can leave his or her body and become a ghost. They can be visible or not, depending on what they choose.
- Invisibility; Self-explanatory. Your character can make him or herself invisible, though only for limited periods of time.
- Sight; Your character can see into the past and into the future, though future sight is not always exact and very inaccurate. They can also see events taking place somewhere in the moment where they are not, or even touch an object or thing and see an event that occured around said object.
- Strength; Your character can have immortal strength. It takes their own energy to use, though, and so they must be careful if lifting or moving heavy things before their strength is spent.
- Illusion; Your character can cast illusions, either around itself, or in the environment. They can be seen by whoever the caster chooses and can only be upheld as long as the one who cast it is in close range and as long as their strength doesn't run out, as it takes energy to use.
- Heal; Your character has the ability to heal itself and others, though it takes some of their own energy/life force to do so. This makes healing small wounds easy, but larger, more dire ones risky.
- Empathy; The gift of being able to feel other's feelings. They feel every feeling, right down to the feelings of death, depression, and sadness. Though, there is also the happy times when they can feel the happiness. Also, they can take away some of the feelings with a touch, though it does greatly pull on their energy.
- Wraith; This ability gives a wolf a kind of 'guardian' creature--it can be anything, a raven, a fox, a squirrel, whatever, that acts as a guardian and a helper to the wolf. It lives as long as the spell remains, or the wolf does.
- Shadow; With this ability, one can become one with the darkness. They can melt into shadows, and transport themselves over short distances, emerging from another patch of darkness. Others can control the shadows themselves, making it "living" and using it as a sort of tool, able to reach out and envelope a target. Some have control of the shadow fire, normally of a dark hue mixed with black. It burns neither hot nor cold, but causes the same damage as either fire or ice. Few shadow controllers have all shadow abilities; they become a strain on the system.
- Ghost; Your character can turn his/her own body into a ghostly one, appearing as a vapory image as a ghost or invisible, depending on what they choose. In the ghost form, your character is intangible and cannot feel anything tangible, such as wind or earth... pain. This power gets its strength from the moonlight. It will work during the day, but is best at night. This power is obsolete during new moons though.
- Berserker; The power that's mostly told in ancient history. It's like Battle craze, where one will snap, causing his or her own power to rise immensely, but as well as the anger and rage that's built up within them. They will mostly only come down from it, after they have destroyed the source of their anger. And when they have been brought down, they lose all of their strength, becoming incapacitated for sometimes days, and on some occasions weeks. Berserkers are in ancient history, warriors gone mad, and battle crazed as said before.
- Necromancy; The ability to conjure up dead spirits (temporarily... they dissappear after being used in battle and after long periods of time) in order to speak or learn from them, and has the ability to control them/ make them do his/her bidding. Has the ablity to destroy spirits conjured by other necromancers. Attacks made by conjured spirits are weaker than most other attacks, but may be usefull in desperate situations or good distractions. These spirits can also be placed into a corpse, causing it to be become animated.
- Flight; One can fly, by either floating in the air, or creating wings for themselves. The wings can be either feathery like a bird's, leathery like a bat's, or even large insect wings.
- Scry; A form of divination, your character can use something, such as a still pool of water, smoke, or other methods to see and predict future events. Or to see someone or something in the present or past.
- Elemental; Use an element one is not aligned to, such as fire, water, wind, earth, etc.
- Armor, earth; Temporarily allows the formation of a set of custom armor. It lasts only a minute or so till worked on. Total strength depending on what the armor is made of. (dirt, sand, granite, basalt, precious stones, etc.)
- Entropy; The ability to block another wolfs power and sense magic. It takes a lot of energy to use. It is easier to use on young, inexperienced wolves than on powerful ones. (Basically, it takes a lot of energy to use, and other wolves around the user can't use their magic. Since it takes so much energy to use, it's extremely hard to use any other type of magic. Meaning, they would mostly be using this power and not using their other spells very often. It wouldn't work on Angels though.)
- Poison; One can simply breath on something, and it would wither away and die. It can't kill humans/wolves though, just makes them fall ill for a few days. It's like wherever they tread everything dies. They can't do this very often since it takes up a tremendous amount of energy to use; they only use this when they really feel they need to.
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