https://pile.randimg.net/3/131/220443/moonrise.png
gold
familiar FamiliarAlex - Ornithoptera Alexandrae
played by OOC NameDrDoomkitty
Bacon ipsum dolor amet brisket pork belly flank
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Post by SERA KNOX on Jul 14, 2023 10:26:11 GMT -7
Name of spell: Mystic Sight (Basic)[break] History: Created by Seraphina Knox, who was blind but wanted access to magical items and knowledge like all the other witches. [break] (sub)domain: Summoning[break] Description: Mystic sight allows the caster to ‘see’ magic; they can read magic texts, items, signs, wards, spell casts, spirits, and magical beings. They can get a general impression of the primary domain associated with the magic, but no other knowledge is imparted that is not something the caster already possesses. For example, they can see what is written in a magical book but must know the language to understand it. Similarly, it does not allow them to see mundane objects that do not have magical properties. [break] Modification permission: Discuss first. I am hoping to have her expand the spell over time. [break]
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gold
familiar Familiarastraios | egyptian vulture
played by OOC NameSIR0
on a moon-soaked pyre burns the rib of andromeda, her stars clawing the night to shreds.
THE VALKYRIE
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Post by amavi alopaeus on Aug 1, 2023 15:57:02 GMT -7
name of spell: STARLIGHT SHUTDOWN history: you can make something up if you want idk (sub)domain: STARCALLING, stellar
description: After a starette "dies" ( re: explodes ) this spell makes it so that the remnants of stardust scattered by the blast destabilizes the mana surrounding it, burning all magical attacks in its area of effect and rendering mana-dependent magic unreliable and difficult to control.
When used in tandem with BINARY FUSION, the destructive potential is increased per level up; the more powerful the blast, the more unstable the mana becomes.
modification permission: yes! name of spell: STARLIGHT SHUTDOWN ADVANCED: SUPERNOVA history: god only knows i read about white dwarfs and thought that shit was sick!! (sub)domain: STARCALLING, stellar ( requires: forced coat )
description: An offshoot of its originator, this spell makes it so that instead of nullifying all surrounding mana, the starette draws it inwards towards a targeted witch. This creates a pocket of highly concentrated magical energy and renders its perimeter entirely void of mana.
The starette then collapses into stardust and rebirths akin to a supernova, giving off a blinding, bright light and forming a cocoon of heat. This pocket serves to both protect the enveloped witch as well as upcast their spells by one rank until the accumulated mana is exhausted.
When used in tandem with BINARY FUSION, the heat, brightness, and amount of mana stored is increased per level up.
modification permission: yes!
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gold
familiar FamiliarDevika (elephant)
played by OOC NameIceguin
Kneeling down with broken prayers, hearts and bones from days of youth.
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Post by mitra van laar on Aug 29, 2023 14:51:05 GMT -7
(sub)domain: Organic Summoning modification permission: always, ya -u-
SUMMON SWARM Prereq: Any BESTIAL SUMMONS variant. The witch summons a swarm comprised of any non-mythic animal that exhibits natural swarming behavior. The particular class of available animals is limited by the witch's known bestial summon variants (for example: a herd of sheep requires variant A, a murmuration of starlings requires variant B, etc.), but they are not limited to the specific species selected for these spells. The swarm is treated as a single entity for the purposes of giving the summon commands, using summoning skills, or other (de)buffs applied magically.
PATHOGENIC SUMMONS: WHOOPING COUGH The pathogenic series teaches how to summon microscopic organisms which infect and cause sickness in other creatures. This particular spell summons bacterial colonies that wrack the targets' bodies with severe coughing, making it difficult for them to speak clearly or hold their body steady. It was designed for humans, so the effectiveness on other organisms and daemons may vary.
PATHOGENIC SUMMONS: GREY ROT The pathogenic series teaches how to summon microscopic organisms which infect and cause sickness in other creatures. This particular spell summons a fungi which rapidly eats through plants, causing specific areas of the target to become soft and grey, and ultimately collapse in on itself. This spell is a bane to plantshapers, but can be used on mundane wood or plant-based materials as well.
PATHOGENIC SUMMONS: SLEEPING SICKNESS The pathogenic series teaches how to summon microscopic organisms which infect and cause sickness in other creatures. This particular spell summons bacterial colonies that inflame specific portions of a living creature's brain to make them feel incredibly sleep-deprived. The target may experience lethargy, headaches, double vision, and delayed reaction times. Its effectiveness on daemons and mythical creatures may vary.
PATHOGENIC SUMMONS: TETANUS The pathogenic series teaches how to summon microscopic organisms which infect and cause sickness in other creatures. This particular spell summons bacterial colonies that cause muscle spasms in its targets. The witch may choose which muscles are affected, and a more powerful witch may cause more violent spasms over a larger area of the bodies of multiple people.
PATHOGENIC SUMMONS: IMMUNE RESPONSE The pathogenic series teaches how to summon microscopic organisms which infect and cause sickness in other creatures. A necessary diversion from the rest of the series, this spell instead teaches the witch how to summon an excess of cells that are involved in the body's immune response, allowing the target to quickly overcome sickness due to bacteria, viruses, fungi, or other pathogenic infections without draining the target's physical energy. This is not guaranteed to work on all pathogenic diseases, especially those that the witch is not familiar with. [newclass="nullelem"]} div[rel~="user-30"] blockquote b { color: #9e575d; } div[rel~="user-30"] blockquote b i { color: #57979e;[/newclass]
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gold
familiar FamiliarWendigo
played by OOC NameIceguin
Kven skal synge meg, i daudsvevna slynge meg, når eg helvegen går
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Post by desmond thorne on Sept 16, 2023 7:30:43 GMT -7
(sub)domain: Darkness modification permission: always, ya -u-
ADVANCED: INTERSTRATAL TEAR Rather than manipulating the darkness of the physical world, this complex spell violently pulls a far more pure form of darkness from another strata through the membrane of our own. The ensuing tear in reality's fabric indiscriminately sucks in magic, mundane energy, and physical material with the insatiable voracity of a black hole, leaving an area of absolute nothingness in its wake. The caster has no power to stop the tear's destruction once started -- it self-repairs only on its own time. Theories that this spell makes the areas where it is cast more vulnerable to daemonic ruptures have not yet been formally proven, but it is nonetheless illegal within every major city.
BLACKOUT Through direct physical contact, the witch darkens an area within the mind of another (or, more rarely, themselves), thereby severing the connections of a particular memory from the target's conscious mind. The caster must be aware of the memory which they're blacking out prior to casting the spell, and does not receive any further insight or detail about the memory due to the casting. The caster does not need to expend mana to maintain the effect, but it is also not an absolute erasure. After recalling or experiencing related events, especially regarding large and emotionally-charged memories, the target may begin to experience déjà vu and meaningful dreams, indicating that the mental link is repairing itself.
MANA VOID The witch covers an area with specks of darkness which appear to gently distort the light. Although harmless to witches, any spells and mana constructs which pass through this space are consumed by the voids -- at least to some degree based upon the relative strength of the opposing spells. Magical projectiles are reduced to a more manageable intensity, enchantments on people or items are degraded, and even the flesh of familiars appears to be torn apart when they get too close. The caster and their allies are not exempt from the effects of this space.
SKILL: SLEEPLESS NIGHT Rather than resting their body in the traditional way, a witch with this skill may passively absorb environmental mana from surrounding darkness to satisfy their body's requirement for sleep. The witch's own mana reservoirs are partially reduced when catching up on sleep in this way, though the magnitude is lessened as they improve in magical strength. When this skill is used for an extended period of time, the witch may begin to experience minor hallucinations or waking dreams. [newclass="nullelem"]} div[rel~="user-101"] blockquote b { color: #5b8a86; [/newclass]
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gold
familiar FamiliarWendigo
played by OOC NameIceguin
Kven skal synge meg, i daudsvevna slynge meg, når eg helvegen går
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Post by desmond thorne on Sept 17, 2023 16:24:38 GMT -7
(sub)domain: Darkness modification permission: always, ya -u-
INTO THE ABYSS This spell takes no less than 20 seconds to cast, during which the caster maintains physical contact with a shadowed surface and establishes a continuous path of darkness that weaves through the inside of opaque materials (such as the ground). At the end of the cast, the witch and whatever they're holding are shot through the path, instantly appearing at its endpoint. Although this can send the witch a number of miles in a particular direction without its end being visible to the caster, it is intensely difficult to land at a specific point in the distance, and the path can be easily disrupted or forcefully rerouted when attempting to pass through a magic-influenced space.
GRASPING SHADOWS The caster reaches through a shadowed surface as if it were a viscous liquid, causing their shadow-coated limb (and whatever it may be holding) to reach out through another shadow within their line of sight. This can be used for purposes such as clutching at people's ankles, striking at them with a held weapon, or taking an item that can be held in one hand from someplace out of reach. The darker the shadows, the less resistance the caster will experience from the dense magic and the more easily they will be able to move their limb. Projectiles cannot be released through the shadow.
DARKGUARD The caster's own shadow slips up over a specified portion of their body, forming a damage-dampening armor. Although it's typically only large enough to form a breastplate or a pair of gauntlets, it's resistant to any non-darkness damage source. [newclass="nullelem"]} div[rel~="user-101"] blockquote b { color: #5b8a86; [/newclass]
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