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Notable
Join Date: Feb 2008
Location: Demios
Posts: 495
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Arcana Training
ELEMENTALISM SPELLS
The Power of the Elements are harnessed by a fierce group of spellcasters called Elementalists. Arguably one of the oldest schools of arcane spellcraft in Alleria, Elementalism is the use of elemental energy from Fire, Air, Earth and Water to create offensive spells and some defensive capabilities. For the purposes of Elementalism, each element has a counter-element (but not necessarily vice-a-versa): Fire is countered by Water, Water is countered by Air, Air is countered by Earth, and Earth is countered by Fire. Elementalists are militant about their craft and fiercely dedicated to the preservation of the elements. Additionally, Elementalists are able to interface with the parallel Planes of Fire, Air, Earth and Water to summon elemental beings to do their bidding. The combination of tactical spellcasting with conjured creatures makes the power of the Elementalist something to fear and admire.
Initiate
Earth Spike
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
Description: The Elementalist will call forth the essence of Earth and target the ground where the desired effect shall occur. From that position shall there arise long pikes of Earth. This mechanism proves effective in providing obstacles for enemies and, if timed properly, dealing considerable damage to an unsuspecting foe.
Elemental Grasp
Duration: Temporary
Targets: Single – Self
Range: Touch
Description: Elementalists can envelop their hands in the aura of an element (such as a field of fire, a coat of ice, etc.) with no harm to the caster. This is particularly useful for hand-to-hand combat, or to deliver a single decisive blow. At higher proficiencies, the elemental aura has greater intensity and persists for greater duration.
Elemental Orb
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Description: An Elementalist can conjure forth a sphere of elemental energy and launch it at an opponent. Fire emerges as a flame of mass, Air as a collection of electrical energy, Earth as stone, and Water as a shard of ice. Though initially small, through practice and at higher proficiencies, the Elemental Orb can become a considerably effective weapon.
Elemental Shock
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Description: Most typically used with Fire or Ice, the Elementalist can channel a sudden surge of elemental energy into the being of a foe delivering direct damage.
Glowing Sphere
Duration: Instant
Targets: Area of Effect
Range: Close Proximity
Description: One of the first spells most Elementalists master is this one wherein they summon forth a small manifestation of either fire or reflective ice to provide a floating sphere of light that provides cool illumination. The light remains so long as minimal concentration can be retained by the spellcaster, and the sphere can be moved at will.
Inner Radiance
Duration: Temporary
Targets: Single – Self
Range: Touch
Description: This spell will evoke the essence of Fire from within the Elementalist's body, creating a scolding hot aura that surrounds him for a brief period of time. When an enemy comes in contact with the field, the fire deals light damage. At higher profiencies, this spell will have a greater duration and the fire will persist for a greater duration.
Fire Dagger
Duration: Instant
Targets: Single- Other
Range: close proximity
Description: This spell was one of the very first spells Saka learned, Small daggers of fire shooting out from one's fingers to stab and burn an enemy.
Air Dance
Duration: Temporary
Targets: Single - self
Range: Close Proximity
Description: a dance of air around the caster, to lift the caster an inch off the ground, a shield of wind around the caster- 15-30 second effect, depending on the practice and the amount of mana created.
Earth Stomp
Duration: Instant
Targets: Single - Self
Range: Close Proximity
Description: This spell gave power to one's feet to stomp mud, earth, and kick a small boulder. It also wrapped one's feet in hard mud so if one wanted to kick an enemy, there will be an extra umph!
Water Dragon
Duration: Temporay
Targets: Single - Other
Range: Close Proximity
Description: small dancing dragon of water, pretty as it is and useful when one need's the use of water. Can last for thirty seconds for an initiate as a companion. The dragon spell could be used to attack an enemy, slapping an enemies face with the tail of a dragon, enough to knock out some teeth and poke out an eye with practice.
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__________________
Posting: This week hates me, sick, death in the family. (close friend's family)
You’re weak. When a weakling enters enemy territory, they call that suicide. To save someone, you’ve gotta grow up. Don’t use other people as an excuse to die
Last edited by Saka Rosedl; November 14, 2008 at 10:59 AM.
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