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The Races of Aerusya

Angardians:
Tall nord like humans, resistance to cold weather (does not apply to magically cold items), keen sense of direction, and holds basic knowledge of tracking animals. They make superb warriors, healers and archers. Range in height of 5'6, polytheistic.

Cherods:
Slender/lean humans that live comfortably in unbearably hot weather, and are rightfully heat resistant, (does not apply to magically hot iems). They are shorter than their counterparts. Range in height of 5'0-5'6. They can find water easily and are very good at merchandizing. They make good warriors, clerics and rogues. They are unsociable, superstious, and monotheistic.

Rakashas:
A unique people to Aerusya, a cat breed. They are exceptionally agile, and use their claws and fangs to defend themselves (due to their animalistic side, the Rakashas have the ability to communicate with all animals that aren't magical called Beast Tongue). Their fur ranges from stripes, to spotted and vary selectively in colour from pale yellow, golden to burnt umber. One will never find spots and stripes upon a Rakashas at the same time. Rakashas are a very close knit species seeing as how they are constantly tormented by the Cherods. They are very nomadic, and peaceful. They range in height of 5'5-6'7 and make excellent warriors, shamans, rangers, and sorcerers.

Elves:
Majestic, powerful magic wielding beings that reside in a protected area of the Dark Forest. Agile, quiet, though open minded and highly patient. They get along well with the Rakashas, S'ilthras and prefer their company over the humans. Elves are thin, and have a strange aura about them, some say that it is due solely to their strong connection with magic, being one of the last race to receive a blessing of Edo. The Blessing of Edo was given during the end of the Dawn Age, here Edo(the planet) gave the last of the magic in Aerusya to the Elves and Elrymka, or Tree Ents. Ranging in height from 5'7-6'5 they make very good rangers, druids, battlemages and sorcerors. Many choose the magical warpath than the physical, but it does happen. Their hair colours range in shades of snowy white, silver, charcoal, gold, fire red, and starlight blue (an extremely dark shade of blue, the colour of deep space.) Their eyes are either rich and vibrant like emerald green, sapphire blue, golden yellow, hazel, or jet black. Pale eye colours are more common though, such as lavender, rose pink, sea green, sky blue, or silver. Due to the longevity of the Elves, some living beyond 700 years, they know and speak all tongues of Aerusya which gives them a silver tongue affect.

S'ilthras:
The S'ilthra species are legendary amongst the other races of Aerusya. Some legends portray them as horrid reptile like beings that feast upon raw flesh, like that of humans. Other legends portray the mysterious reptilian race as mystic beings that are powerful in Dark Magic. What the S'ilthra race is, is uncertain. What is certain is that they reside within the Dark Forest in the Black Swamps. They are tall reptilian like humanoids that range in height from 5'10-7'4.

They are a long lived race that wield strong minded kin and do not tolerate rude and uncivil behaviour, despite their sometimes barbaric appearance. The S'ilthras make excellent swimmers, and have the ability to breathe underwater for an extended amount of time. They are also immune to poison, and have extremely thick scales, that only their own scales, or the horn of a unicorn or the claws of a dragon could tear through. It is believed that the S'ilthra grow horns and wings with age. It is unclear if they follow any religion.
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The Religions of Aerusya

Angardian Religion:
The people of Angard are polytheistic. Their religion could be coined as paganism, or pantheism. They have strong ties to the land and animals, believing that everything taken from the Creator's Realm, the world in which they live, is sacred and should be highly respected, and treated with dignity. They have ritual animal sacrifices on each solstice/equinox and sacrifice lambs, foals, or calves. The purpose of these sacrifices vary, a sacrifice could be given at a hand-fasting ceremony, at the death of a loved, or respected person, at the birth of each child. More often than not, these sacrifices are used to appease the Gods and Goddesses and rid their land of pestilence.

The Angardians worship four deities:

1. Sarmon - Main God. Sarmon delivers strength and courage to men, although female warriors have been known to seek his blessing during the time of war. He is the bringer of death, war and pestilence. The Angardian depiction of Sarmon is that of a dragon. His season is Autumn.

2. Anora - Main Goddess. Anora is the goddess of the hearth, fertility, love and harvest. She is Consort to Sarmon. Most Angards look to Anora as a Mother Goddess, for all Angards are children of Anora. There is no animalistic depiction of Anora, but rather, she is commonly pictured as a tree-woman, the female counterpart to the tree-ents. Her season is Spring.

3. Lyrem - Secondary Goddess. Daughter of Anora and Sarmon, Lyrem guides hunters, travellers' and adventurers on their journeys. She is seen as the Goddess of the Hunt. The Hunt is a massive hunting expedition that all Angards participate in at least once in their lifetime. The Hunt, covers all of Angard, where hunters come together, and hunt one animal of every species that reside within Angard. Some Angards who worship her call Lyrem, "The Huntress". The depiction of Lyrem in Angardian culture is that of a unicorn, the most pure, and unattainable beast in the Hunt. Her season is Summer.

4. Eradon - Secondary God. Son of Sarmon and Anora. Eradon is a different god in comparison to the others that Angards worship. He is the bringer of peace, compassion, and knowledge. Many magic users in Angard choose him as their main deity of worship. Eradon's symbolic depiction is that of the stag, a beast that is considered benign, but wise in Angardian culture. His season is Winter.

Cherod Religion:
The Cherod people believe that their monarch is chosen by divine right, they have believed this for the past century. It is rumoured that anyone who speaks out against King Oedithil disappears the following morning. Instead of addressing King Oedithil as "His Majesty" or "my King" many choose to address the tyrannical king as, "His Holiness" or "His Royal Eminence".

There is evidence supporting the theory that before the transition of the new "religion" in Cherod, that they too, once worshipped deities similar to those in Angard.

Rakashan Religion:
There are two Goddesses that dominate the Desert folk.
1. Bi'aba - The Fire Goddess that brings the "fire" to the land, that gives them warmth to their fire, strength to their heart and provides them with pride. Bi'aba also determines their fate.
2. Ka'shia - The Water Goddess is opposite of Bi'aba. She provides oasis', shows them peace, and blesses them with shade of the tall trees. She brings the night sky to them, and designed the Darath. Ka'shia also paints their elaborate coats in the womb of their mothers.

Elven Religion:
The Elves have no deities. Instead, they have sacred sanctuaries spread throughout their land, deigned for their scholars, elderly and philosophers. They are very protective of their land and build their cities mirroring nature. The Elves do believe in spirits that reside within every person and being, and they throw large feasts during the changing of a season.

The S'ilthran Religion:
There is no official religion recorded for the elusive S'ilthran people. However it is believed that they worshipped dragons in the Dawn Age.
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How Magic Works

The magic in Aerusya is quite simple. Those who can wield magic (not all are Meaning if you are a frail and sickly person, you couldn't cast a spell to cause a earthquake. If you tried, you would die because the magic of the spell feeds off your available strength/energy. And since you don't possess the amount of strength/energy needed to perform that spell it would simply kill you When it i discovered that a person can wield magic, they are provided with the guidance a mentor. The mentor will teach the mentee the most basic spells. Levitate item change appearance of items, simple healing spells, how to light a fire and so forth.

After the mentee has successfully learned the "Basics" he may advance to learn other spells taught by mages In order to use Magic, one can simply "will" it into power. When the user wants to will something, they must concentrate on what they want with an image of the outcome. If concentration is broken, the magic could slip loose and affect something else. For example: If you wanted to light your campfire, and you lost concentration because you saw a deer something other than your firewood could catch fire, or the wood would smoke as a failed attempt to ignite But they could also read from spell tomes.

However, if one chose to read from a tome, one would need to enunciate every word properly. The magic user can also the magic user's personal strength/ energy, which is the simplest way to access magic Some magic users have wand to help channel their magic. Some don't. The spoken magic language is similar to Turkish.
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The Geography of Aerusya

Angard
Beyond the Blue Borderlands, in a mountainous region lies Angard. The capital city, Kvechuk is situated near the Western Sea. Kvechuk sits within the cul-de-sac bay area, promptly named Kvechuk Bay. Here a large naval base sits out on the Kvechuk Peninsula. Angard has very cold winters seeing as how it is the most northern province in all of Aerusya. The people of lower class ranks are very hardy, and friendly, though surprisingly superstious. Angard has a strong military presence, with not only an effective naval base, but a well trained army. They specialize in long bows, which are a prominent force in Angard. In Kvechuk, archers line the castle battlements as well as watch towers that dot the coast and are spread throughout the countryside.

Cherod
Angard's counterparts, the Cherods, are situated diagonally on Aerusya from their enemies. The capital city of Cherod is Maril, an immense city that looks much like Greece. Maril is situated by the Three Fang River, that empties out into the South Eastern Sea of Cherod. Here the people are scrupulous and crude. They are suspicious of any newcomers. The King that rules them is King Oedithil. He can be compared to King Louis the 18th in France during the French Revolution. Any week, you can expect to find a festival being held in his honour Cherod has three major cities, Laurde, located near the Blue Borderlands. The other city is Biminy, it is situated in the centre of Cherod and acts as the trading centre for the land. Biminy hosts a natural source for freshwater, a giant lake with a small wooded isle at the center. The isle is known as Witcher's Isle.

Outside the city walls of Maril, there is another gargantuan lake known as Ohmgra Lake. Beneath the still surface of Ohmgra Lake lies a forgotten ruin, dedicated to the Dragon, Shera'dan. The ground that once held the temple fell away into a massive hole that soon filled with water and became what is now Ohmgra Lake.

Blue Borderland Mountain Range
The majestic mountain range bisects the Aerusyan continent, stretching from east to west. This mountain range is practically impenetrable, save for two passes The mountains act as a barrier betwixt Northern Cherod from Southern Angard.

Ilselana Gorge Discovered in 2274A by the Elves who sought to open communication to the other regions of Aerusya. The pass is considered "obsolete" and is never travelled due to falling rocks, mudslides, flash flooding and so on. The other is Grovett Pass which is aptly named after the merchant who established the pass in 2853A, Rognor Grovett. It is the only way merchants and common folk travel. The pass is relatively easy, wide enough to have a small outpost, inn, and stable built. Here Angardian warriors and Cherod soldiers protect the pass.

River of Ilselana
The river starts in the Elven lands and feeds the Kvechuk river and Three-Fang River, the heart of all rivers if you will. This rivers trespasses through the infamous Ilselana Gorge to form the Three-Fang River. For the most part, the River of Ilselana is broad and gentle flowing.

Three-Fang River
Branching off from the River of Ilselana forms the treacherous Three-Fang River. The river branches off into three parts. The river is deep, full of sharp black rocks, and fast flowing. No one dares to navigate this river for fear of drowning.

Kvechuk River
The rivers winds through the Dark Forest and enters Angard as gentle as a swimming duck. At points, the river is very broad, over 2 miles wide. Other areas, it is dangerously fast moving and narrow.

The Dark Forest
Surrounding the civilization of the Elves is a massive forest. The forest is full of mist, ghost-like apparitions, and bars sunlight from penetrating through the dense canopy. There are occasional "faerie circles", large circular clearings in the forest that are located randomly throughout the 125+ mile thick forest. It is located on the North Eastern side of Aerusya. It is the only barrier that the elves have from Angard and Cherod.

The Black Swamp
Within the Dark Forest is a swamp with black, murky water. Here the S'ilthran race inhabits the area. The swamp water is home to many creatures ranging from poisonous snakes, alligators, to small rodents like swamp rats, notorious for carrying infectious diseases. Large insects, such as beetles, arachnids, centipedes, millipedes exist here at gargantuan proportions. Even the trees are black, as if tainted by the water. There is an extensive cave system that lies beneath the swamp, so historians believe that these caves once belonged to the first Dragons, using the caves as their lairs or treasure troves.

Darath Desert
In the South-Western region of Aerusya, next to Cherod, is the enormous Darath Desert. Here, the Rakasha call the desert home. They have a capital city, Almeria, although Cherod refuses to acknowledge their King and their power. Here, large amounts of Amber are harvested yearly and exported to Biminy, the largest market district in all of Southern Aerusya. The amber is said to come from the fossilization of those that passed into the void during the Great Burning. At one point in time, before 1150A, the Darath Desert was once an expansive tropical forest. During the Great Burning, caused by none other than the dragon's themselves, thousands of the Rakashan's perished under dragon fire. the trees wept with resin providing the future Rakashan generations a valuable material. It is often seen in jewelery, ornaments, trinkets, and is used primarily in ceremonies.
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The Aerusyan Beast Codex

The Faeries:
The Faeries that are found within Aerusya are normally found along side their counterparts, the Tree Ents. The Faeries are small in stature, they are miniscule and almost impossible to see save when they are grouped together, then they become a small mass, clustered together, as if they were a school of fish. Some faeries resemble the surrounding foliage in their habitats, others appear to the untrained eye as butterflies, moths, flies or even dragonflies.

Faeries live amongst their counterparts, the Tree Ents, or in "Faerie Circles". Faerie Circles, are where Tree Ents have passed away. The magical aura that escapes from the deceased ent burns away any evil, contamination in a circle encompassing the ent. From there, the energy emitted kills plant life. It is said that the energy is actually the faerie's committing a pact suicide and the magic within their bodies is released. Whether that is true or not, remains to be seen.

If one is unlucky enough to encounter a faerie attack let the following effects of their toxic magic be known. Their magic is toxic due to the high content of magic residing in their bodies. It is highly concentrated and in large doses can be fatal. But have no fear, it would take many a faerie to bring down a human being. However it is not known whether the faerie's aura being emitted is the cause of the magic poisoning when they attack, or whether they have treacherous weapons dipped in toxins?

If poisoned, one will experience the following: nausea, abdominal pain, dizziness, cramps, fever, chills, insomnia, visual and auditory hallucinations, disorientation, even body tremors. Although these have all been experienced at varying degrees.

Tree Ents/Elrymka:
The guardians of the forest, keepers of the night, or more commonly known as tree ents. They appear in all tree types from oaks to maples, beeches and walnuts, cedars and cypresses, even willows. The known guardians of the forest are the ones that are active and patrol their forest, keeping peace, watching over all. The others are slumbering tree ents, only their spirit resides, ready to be called forth in need to defend what is theirs. The tree ents that are moving about, albeit rather slowly, are often accompanied by a swarm of faeries, though the size of the swarm isn't comparable to other swarms due to the variety of tree ents.

The tree ents, being listeners of the forest, hear all. They understand the meek chirping of the squirrels to the purring tongue of the Rakasha, or eloquent verse of the Elves. Most tree ents are passive-aggressive, though the traveller should be weary of the undependable nature of the ents.

To the Elves that live inside the Dark Forest, the tree ents, also known as Elrymka, or in Common Tongue: The Enlightened Ones. The Elves do not worship Elrymka, but rather respect their thoughts and concerns.

Dragons:
The Dragons are the true epitome of magic in Aerusya. Before the dawn of the 1st Age, Dragons existed in Aerusya for thousands of years before Man took his first step. Dragons communicate through thoughts. Well-trained mages can attempt to block out the presence of a Dragon's mind within their own, but only two people have succeeded in blocking out the voice of a dragon within their minds: Rohgar the Brave and the Dragon Priestess, Isidra.
As stated above in the beginning of the paragraph, Dragons are the true essence of Magic. With that being said, they are capable of great magical feats. Dragons can change any being's image, or even the landscape itself.
When Dragons pass into the void, their soul remains behind on a different plane of existence. One could call this an afterlife, but existing on this plane can only be achieved by a). being a dragon, or b). consuming the soul of a dragon.
In order to consume a Dragon Soul, I recommend reading the book, The Dragons and their Souls: Vol. 1 written by Kilamor D'anuk, a Cherod scholar who lived his life during the 2nd Age.
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The Aerusyan Beast Codex

Faeries and Fey:
The faeries that are found within Aerusya are normally found along side their counterparts, the Tree Ents, or as known in Elven tongue, Elrymka. The faeries are small in stature, they are miniscule and almost impossible to see save when they are grouped together, then they become a small mass, clustered together, as if they were a school of fish. Some faeries resemble the surrounding foliage in their habitats, others appear to the untrained eye as butterflies, moths, flies or even dragonflies.

Faeries live amongst their counterparts, the Tree Ents, or in "Faerie Circles". Faerie Circles, are where Tree Ents have passed away. The magical aura that escapes from the deceased ent burns away any evil, contamination in a circle encompassing the ent. From there, the energy emitted kills plant life. It is said that the energy is actually the faerie's committing a pact suicide and the magic within their bodies is released. Whether that is true or not, remains to be seen.

If one is unlucky enough to encounter a faerie attack let the following effects of their toxic magic be known. Their magic is toxic due to the high content of magic residing in their bodies. It is highly concentrated and in large doses can be fatal. But have no fear, it would take many a faerie to bring down a human being. However it is not known whether the faerie's aura being emitted is the cause of the magic poisoning when they attack, or whether they have treacherous weapons dipped in toxins?

If poisoned, one will experience the following: nausea, abdominal pain, dizziness, cramps, fever, chills, insomnia, visual and auditory hallucinations, disorientation, even body tremors. Although these have all been experienced at varying degrees.

Tree Ents/Elrymka:
The guardians of the forest, keepers of the night, or more commonly known as tree ents. They appear in all tree types from oaks to maples, beeches and walnuts, cedars and cypresses, even willows. The known guardians of the forest are the ones that are active and patrol their forest, keeping peace, watching over all. The others are slumbering tree ents, only their spirit resides, ready to be called forth in need to defend what is theirs. The tree ents that are moving about, albeit rather slowly, are often accompanied by a swarm of faeries, though the size of the swarm isn't comparable to other swarms due to the variety of tree ents.

The tree ents, being listeners of the forest, hear all. They understand the meek chirping of the squirrels to the purring tongue of the Rakasha, or eloquent verse of the Elves. Most tree ents are passive-aggressive, though the traveller should be weary of the undependable nature of the ents.

To the Elves that live inside the Dark Forest, the tree ents, also known as Elrymka, or in Common Tongue: The Enlightened Ones. The Elves do not worship Elrymka, but rather respect their thoughts and concerns.

Dragons:
The Dragons are the true epitome of magic in Aerusya. Before the dawn of the 2nd Age, Dragons existed in Aerusya for thousands of years before Man took his first step. Dragons communicate through thoughts. Well-trained mages can attempt to block out the presence of a Dragon's mind within their own, but only two people have succeeded in blocking out the voice of a dragon within their minds: Rohgar the Brave and the Dragon Priestess, Isidra.
As stated above in the beginning of the paragraph, Dragons are the true essence of Magic. With that being said, they are capable of great magical feats. Dragons can change any being's image, or even the landscape itself. The magicka that flows through their veins is unlimited, they are directly connected to plane of magic.
When Dragons pass into the void, their soul remains behind on a different plane of existence. One could call this an afterlife, but existing on this plane can only be achieved by a). being a dragon, or b). consuming the soul of a dragon.
In order to consume a Dragon Soul, I recommend reading the book, The Dragons and their Souls: Vol. 1 written by Kilamor D'anuk, a Cherod scholar who lived his life during the 2nd Age.
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The Aerusyan Codex of Plants

Burroot, (Dark Forest) - a thick, dark red root that grows near faerie rings within the Dark Forest. It is extremely poisonous when ingested in large amounts, although the Burroot offers a pleasant "spicy" smell. The S'ilthra have recorded history in which Burroot is cooked in many dishes as a spice, and even used for medicinal purposes, what those purposes are, are not known to outsiders. The toxicity of the root causes heart failure, the "shakes", and hallucinations. However, due to the bodily composition of the S'ilthra, the poison is neutralized in their blood stream as it is digested, leaving a spicy, but salty after taste.

Faerie Petals (Oradea) - This beautiful flower, when in bloom, blossoms into a delicate, white-petalled plant. The petal itself, is heart-shaped. Deep within the blossom, the throat is a rich, crimson colour, with a bright yellow core. Faerie Petals are most commonly used as a binding agent in alchemic potions, or medicinal pastes. When ground inside a bowl with a pestle, the Faerie Petals turn into a white, clumpy mixture. However, Faerie Petals are known famously for the smell they omit. The Elves lace their fountains and decorative pools with the petals, filling the air with a unique smell. It is a musky scent, though it is not heavy on the senses, it is similar to the scent of roses, but it is lighter than that in its density.
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Passage of Time - The Ages

Current Age: 5th Age: 5989A

Every thousand years begins a new Age. It is how time is written and recorded in Aerusya.
The Dawn Age: 0 - 999A
The 1st Age: 1,000 - 1,999A
The 2nd Age: 2,000 - 2,999A
The 3rd Age: 3,000 - 3,999A
The 4th Age: 4,000 - 4,999A

(WIP - Coming Soon - Time Line)

Timeline of Aerusya

0-999A -- Worship of Dragons ~ The worship of Dragons was practiced over Aerusya due to the fact that the Dragons terrorized the people, they ruled all of mankind with tyranny. The dragons enslaved man, elven, and beastkin alike to worship them. There was little to no technology in Aerusya at this time.

129A -- Construction of Ohmgra Temple begins ~ The temple built was used for worship of Shera'dan,

999A -- The Blessing of Edo ~ The Blessing of Edo was the last of the magic in Aerusya, that was given to the Elves and the Elrymka to keep watch over Aerusya.

1150A -- The Great Burning ~ During the Great Burning, caused by none other than the dragon's themselves, thousands of the Rakashan's perished under dragon fire. the trees wept with resin providing the future Rakashan generations a valuable material.

2000A -- The Dragons and Their Souls ~ The Dragons and their Souls: Vol. 1 written by Kilamor D'anuk, a Cherod scholar who lived his life during the 2nd Age.

2274A -- Discovery of the Ilselana Gorge ~ The gorge was discovered by the Elves.

2853A -- Discovery of Grovett Pass ~ Discovered by Rognor Grovett, the pass is the most travelled pass in all of Aerusya, and is the only connecting pass to Cherod and Angard.
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Fire Spell List

Fire: {Duva} When cast, an orb of fire appears in the casters hand, it can then be directed to whatever use needed, i.e, lighting a campfire or burning your enemies face off.
**Note: Duva is also the magic word for Fire.

Fire Ball: {Kimse Duva} A ball of flames is projected from the casters hand, or staff. Where ever it lands, it will surely catch fire.

Wall of Flames: {Duva Aelavero} The Wall of Flames when cast, provides a magical barrier of fire to protect the caster. The larger the barrier is, the more energy will be consumed, so a barrier of twenty feet in diameter would be very taxing on an adept mage. Keeping it closer to home, around five feet would be less strenuous.
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Water Spell List


Water: {Su} This is the magic word for Water.

Water Orb: {Su Kürei} Allows the caster to conjure an orb of water from present moisture in the atmosphere. Attempting to create an orb of water in arid places will drain the caster of significant energy. If casting this spell in areas with heavy rainfall, i.e, a tropical forest, near large bodies of water (lakes, rivers, oceans etc.) will be far less taxing on the caster due to the amount of moisture readily available in the air.

Boil Water: {Su Kaynatín} This spell brings water to a boil by increasing the temperature. Particularly useful for those mages that are too lazy to cook for themselves. The larger the amount of water needed to boil, the more energy is required.

Cool/Chill: {Soğuk} Lowering the temperature on items can be useful. If one suffers from burns, this spell can serve as an effective healing spell, as it will cool the heat from the burn, and reduce pain. Not only is this a beneficial healing spell; this spell can be used for keeping produce, meats, and other food items fresher by lowering the core temperature.
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Physical Spell List


♠♠Ward of Warning: {Alakal du Kohruma}: Caster will notice if someone passed into the warded area or disturb the ward in general.

♠♠Ward of Inconspicuousness: {Alakal du Supíhé}: Warded area will be hidden or difficult to notice. Will (hopefully) cause people to just not notice the warded area. Depends on how powerfull and how skillfully executed the ward is. With a weaker one, people would still notice if they stumbled into it by mistake (say if it is placed around a camp and someone walks into it by chance). A more powerfull one would likely disorient the passer to walk another way. Example: doors that are there but noone thinks about or really notices. Fey-homes that people just don't reach are a pretty powerfull variety.

♠♠Ward Barrier: {Kohruma}: The ward will be difficult to penetrate. Most efficiently used on doors as something of a magical lock. Might require password or similar. Would require a great deal of power, probably more than one spellcaster, to put over a larger area (like a forcefield).

♠♠Ward against _____: {Karsí Kohruma}: Wards mostly used against something specific, evil magic, undead, fire elementals, your annoying neighbour, whatever. Better to use on areas than Ward Barrier and hurts what tries to pass it. Specifying a ward requires great knowledge about what you are keeping out. Could hurt anyone, including caster, if badly implemented. I imagine these taking some time to put together any varying in strength depending on that too. You can place much more powerful wards on say, your home where you can work on them constantly than on a camp that you soon move from.

♠♠Spellweave: {Dukoma Sïrhili}: A spell to weave over yourself or someone you're trying to protect. Not practical to do during a fight, to easy to loose concentration, though it doesn't take as long time as a ward. Not really a force field, so will probably protect against magic and missiles better than direct strikes. Makes target harder to hit, dampens strength of incoming attacks and makes target more resistant to magic. Would vary in effectiveness depending on the skill and power with which it was cast.

♠♠Trace Magic: {Izlema du Sïrhilan}: Tracing magic is hard to do for casters that have not practiced long in the magic field, over time, casters become sensitive to magic present. Casting the tracing magic spell will allow the user to detect magic present, or magic that once was present. Only powerful, or dark magic is detectable in an area after an extended period of time, it leaves behind an imprint in the atmosphere.

♦♦Force Barrier: {Kuvvet Duva}: A barrier that is erected, and from the control of the caster, it can force anything out of the way. The larger the object, the more energy required. It also serves as a protective barrier that encompasses the caster and selected others.

♦♦Mend Flesh Wounds: {Kirík cïlt ïyileşmék}: Upon casting the spell, the energy from the caster is felt almost immediately if the flesh wounds cover a large portion on the body. Healing wounds of any type is particularly exhausting upon any caster, so keep in mind when casting this spell.

♦♦Repair Muscle Damage: { }: This spell, a sister spell of Mend Flesh Wounds, is an advanced version of the healing spell. This spell focuses on muscle damage, meaning that your muscles will heal, but if the skin is broken and you are bleeding, there will be no healing of those wounds.

Legend
♠♠ - Created by Tzarima
♦♦ - Created by MacabreFox
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Illusion Spell List


**Spectral Chains: Summons spectral chains to hinder movement of a would-be pursuer. However, they generally can't keep someone still - only slow an advance.

**Evanescence: Warps light in order to make an object, or person temporarily invisible. The larger the target, the more energy is taken from the user.

**Light Shield: Creates a quick outward flash of light around an object or person, blinding any would-be attacker before their approach.

**Illusory Cage: Creates a cage of ethereal light around someone or something. If someone were to attempt to move through the cage, they suffer a mental assault.

Change Sound: This spell allows the caster to alter the sound waves in the atmosphere. Generally this spell does not drain the caster from much energy, but the negative side effects can be felt when amplifying the sound waves louder. The caster can also choose what the target hears, be it bells ringing, children crying, thunder booming, or even the lyrical chords of a harp.

Disguise Voice: Similar to Change Sound, this spell allows the caster to mask their voice of only known people that they have met. Due to its simple goal, the spell does not drain any significant amount of energy.

Legend
**Created by Providence
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Tzarima

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The map I made^^
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MacabreFox Wee Witchy Woo

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Princess Satienne the Pure: Character Info
Age: 21
Gender: Female
Race: Angardian
Role: Princess Satienne the Pure, is the crown princess to the throne of Angard. Chancellor Nehmor has set out group on an adventure to visit Cherod, and then to journey to the Tower of the Old and sacrifice the Princess if all else fails.

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Dark Magic Spell List


~Rotting Touch: With a simple growl, Anjiru can cast a spell over her palms (only her palms house this power) which on contact can decay anything it touches and requires a close range to be effective, bring her into close combat. When the spell first comes into contact with anything, it starts off mild. Merely weakening her target but longer contact or multiple touches can increase in power causing the item-target or otherwise- in question to slowly rot, rust, or otherwise decay completely away. The stronger the materials, leather armor and anything around this toughness to magical items, within her grasp then longer it takes to completely decay it or 3-4 repeated touches in the same, exact spot . However it only requires a few seconds to weaken a small focused spot.

~Dark Reach: With this spell, any shadow (not darkness) within the caster's line of sight becomes a tool to their advantage. Focusing upon a shadow, the caster can manipulate the shadow to form a clawed hand that can latch on or attack the target if close enough and within its reach. Smaller shadows have shorter reaches while larger ones have greater ones from their origins. Due the need to become solid, the ‘hand’ is vulnerable to be severed or cut in order to end the spell’s effect, leaving nothing behind.

~Nightfall: For a set area, 4 yards in a radius around her, an unnatural darkness will fall and stay there for a fixed time before disappearing. (1-2 posts max) Only within this area victims will suffer sensory loss like sight, scent, hearing, touch and even taste yet they would be able to move and attack. The only one not affected is the caster and likely her allies, if an additional growl is added to the spell. Once they step out from the affected area or the spell fades then their senses return instantly.

~Midnight Chill: Immediately summon darkness that can cause the temperature to quickly drop on a determined target. The larger the target, like a full human or beast, would take longer to freeze over and merely slow them down in movement and reaction. By focusing on a much smaller target like a foot, leg, arm or hand to create a thin layer of ice that could quickly entrap the target's limb/area. Once the target escapes the caster's vision, for any reason, the spell effect will stop.

~Corrupted Host:Cast a spell upon any nearby inanimate object and transform it into a single minded creature that’s only goal is killing the target the caster chooses. The creature’s form and strength varies depends on the materials used for the spell, allowing only one wood, steel, and stone monster out at any given time. The more complex the object is then the more focus and time is required, it is also physically draining, so be wary. Likewise, the short time taken then weaker the monster is. Any transformed magical items won’t retain their magical properties or spells within that form, so it is able to be killed and injured in the same manner as any physical beast can be. Killing the creature will return the object back to it's original, sometimes leaving it into a broken state.

~Twisted Thorns: Black thorns sprouts from under the skin, twisting and molding into dark claws that can cut into flesh and bone rather easily. If allowed to take hold, the black thorns grow and spread quickly in an attempt to constrict around the target. Prevents can be as simple as cutting away the thorns or breaking the grip, the spell's effect retreating back to the caster's hand while just scratches and small, minor wounds remain on the target.

Legend
~ Created by Fallenreaper
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Character Info: King Eyres Teletheil of Oradea
Name: Eyres Teletheil
Age: 635EY = 45HY
Gender: Male
Race: Elf
Role: King of the Elves, ruler of Oradea.
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