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Malacanth's spells
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Malacanth's spells
Name: Lightning Make
Type: Caster
Element/Aspect: Lightning
Description: This magic relies on the destructive force of lightning to beat others. It can come in the form of regular lightning bolts or the more complicated crafted lightning. Crafted lightning can be anything as long as the mage can handle it. From a hammer to birds and anything in between.
Side Effects:n/a
Lightning Make: Fists
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10(5 to keep active)
Type: offensive
Element: Lightning
Range: the spell is used on the caster technically
Requirements: none
Effect: Lightning surrounds the casters fists and is then used to punch the opponent. The lightning manifests as sparks surrounding his hands. If the hit lands the person is electrocuted at the area, leaving some residual pain. The hit will leave minor bruises and cuts from the hits that the person delivers while the spell is active
Cooldown: 1 post
Lightning Make: Wall
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: offensive
Element: Lightning
Range: 18 ft
Requirements: the caster needs to touch the ground with his hands
Effect: A wall of lightning forms in front of the caster, it is 10 ft high and 8 ft in width. The wall then moves forward and will push anyone back ten ft if it hits them. The wall also deals some electrocution damage with some pain being felt for a little bit after.
Cooldown: 2 posts
Lightning Make: Storm Birds
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: Lightning Make
Range: 20 ft
Requirements: The caster needs to say the name of the spell for the spell to activate and he has to have his palm in the direction the caster wants them to go.
Effect: Lightning birds the size of a baseball shoot out of the casters hands and go up to 20 ft at the rate of 10ft per second. Three birds shoot out of the hand and each can give some minor cuts and stinging in the area hit.
Cooldown: 2 posts
Lightning Make: Spike
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10(5 for each post active)
Type: offensive
Element: Lightning
Range: Self
Requirements: The caster must say the name of the spell
Effect: a 1 foot lightning spike come out of the palm of his hand, the is spike deals some minor piercing damage and also leave minor stinging at the area hit
Cooldown: 2 posts
Lightning Make: Hammer
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: offensive
Element: Lightning
Range: 6 ft
Requirements: Both of the caster's hands need to be on the hammer
Effect: A hammer made of lightning is formed in the caster's hands. The hammer is six ft long and is usually swung down on the opponent. After the first swing it dissipates. The hammer deals blunt damage and also a tiny amount of stinging from the lightning.
Cooldown: 2 posts
Type: Caster
Element/Aspect: Lightning
Description: This magic relies on the destructive force of lightning to beat others. It can come in the form of regular lightning bolts or the more complicated crafted lightning. Crafted lightning can be anything as long as the mage can handle it. From a hammer to birds and anything in between.
Side Effects:n/a
Lightning Make: Fists
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10(5 to keep active)
Type: offensive
Element: Lightning
Range: the spell is used on the caster technically
Requirements: none
Effect: Lightning surrounds the casters fists and is then used to punch the opponent. The lightning manifests as sparks surrounding his hands. If the hit lands the person is electrocuted at the area, leaving some residual pain. The hit will leave minor bruises and cuts from the hits that the person delivers while the spell is active
Cooldown: 1 post
Lightning Make: Wall
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: offensive
Element: Lightning
Range: 18 ft
Requirements: the caster needs to touch the ground with his hands
Effect: A wall of lightning forms in front of the caster, it is 10 ft high and 8 ft in width. The wall then moves forward and will push anyone back ten ft if it hits them. The wall also deals some electrocution damage with some pain being felt for a little bit after.
Cooldown: 2 posts
Lightning Make: Storm Birds
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: Lightning Make
Range: 20 ft
Requirements: The caster needs to say the name of the spell for the spell to activate and he has to have his palm in the direction the caster wants them to go.
Effect: Lightning birds the size of a baseball shoot out of the casters hands and go up to 20 ft at the rate of 10ft per second. Three birds shoot out of the hand and each can give some minor cuts and stinging in the area hit.
Cooldown: 2 posts
Lightning Make: Spike
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10(5 for each post active)
Type: offensive
Element: Lightning
Range: Self
Requirements: The caster must say the name of the spell
Effect: a 1 foot lightning spike come out of the palm of his hand, the is spike deals some minor piercing damage and also leave minor stinging at the area hit
Cooldown: 2 posts
Lightning Make: Hammer
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: offensive
Element: Lightning
Range: 6 ft
Requirements: Both of the caster's hands need to be on the hammer
Effect: A hammer made of lightning is formed in the caster's hands. The hammer is six ft long and is usually swung down on the opponent. After the first swing it dissipates. The hammer deals blunt damage and also a tiny amount of stinging from the lightning.
Cooldown: 2 posts
Last edited by Malacanth on Mon Jan 14, 2013 1:49 pm; edited 7 times in total
Malacanth- D Rank
- Posts : 8
Re: Malacanth's spells
" This magic is highly effective against water and metal and the damage goes up a rank from the conductivity. This magic is likewise weakened by Earth and the damage is reduced a rank."
take it out. I'm working on elemental effects so just remove it.
also, side effects are negative effects from just using the magic(for example great tree arc: if you use it to long you get turned into a plant). You can add that whole section to the description and just type N/A
fists: cooldown 1
wall: Lower the range to 18 ft.
storm birds: lower range to 15 ft.
spikes: make it 1 spike. As you rank up the spell you can get more spikes and use them on more than just your hand. cooldown 2
hammer: cooldown 2
take it out. I'm working on elemental effects so just remove it.
also, side effects are negative effects from just using the magic(for example great tree arc: if you use it to long you get turned into a plant). You can add that whole section to the description and just type N/A
fists: cooldown 1
wall: Lower the range to 18 ft.
storm birds: lower range to 15 ft.
spikes: make it 1 spike. As you rank up the spell you can get more spikes and use them on more than just your hand. cooldown 2
hammer: cooldown 2
Heero Villenn- Admin
- Posts : 340
Age : 30
Magic Sheet
Magic:
(500/500)
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