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 The Five Schools of Magicka

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Aviaris_Sevanthis
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PostSubject: The Five Schools of Magicka   The Five Schools of Magicka Empty2012-01-14, 3:47 am

The Five Schools of Magicka are a form of magic that draws on a seperate energy from most other forms of magic. Magicka itself is a potent magical source that is constant; while it is limited, it is not finite. The user has reserves, of which they can draw upon, that will replenish over time. THese reserves increase as they practice, as does skill, allowing the use of more 'costly' spells, and the more frequent use of lesser spells.

An aspiring user of Magicka must first be taught to feel the flow of Magicka, then how to harness it, before they can be taught to cast actual spells. While anyone who is competent with Magicka can teach it, they can, for obvious reasons, only teach up to their own skill. It is usually best to find a Master of one of the schools or, if exceedingly lucky, a Master of multiple schools, or even all five. Magicka based spells are seperated into five 'schools'; Alteration, Conjuration, Destruction, Illusion, and Restoration. There were once the schools of Mysticism and Thaumaturgy, though these were eventually consolidated into the other schools. Below is the list of spells, and their descriptions, organized by category and skill.

School of Alteration: This school involves the manipulation of the physical world and its natural properties.

School of Conjuration: This school governs raising the dead or summoning creations from Oblivion. (explanation of summons at the bottom)

School of Destruction: This school involves harnessing the energies of fire, frost and shock, and is the principal damage-dealing school.

School of Illusion: This school involves manipulating the mind of the enemy.

School of Restoration: This school involves control over life forces, for the healing and protection of the caster and others.

Master level spells will not be taught until a prospective student has completed a trail for the Master that is teaching them, always related in some way to the school of magic they seek Master status in. They also require a great deal of focus, thus can be interrupted, the caster cannot move about, and they cannot be dual cast, like lesser spells can.

Dual casting spells is essentially gathering the magic in each hand, as opposed to just one, and casting at the same time, thus doubling the power of the spell.

Alteration
Novice Spells:
Candlelight: Creates a hovering light that lasts for 60 seconds.
Oakflesh: Improves the caster's durability by 25% for 60 seconds.

Apprentice Spells:
Magelight: Ball of light that lasts 60 seconds and sticks where it strikes.
Stoneflesh: Improves the caster's durability by 50% for 60 seconds.

Adept Spells:
Detect Life: Nearby living creatures, but not undead, machines or daedra, can be seen through walls so long as the spell is held.
Ironflesh: Improves the caster's durability by 75% for 60 seconds.
Telekinesis: Can manipulate an object from a distance.
Transmute: Transmutes one piece of unrefined Iron ore to Silver, or Silver ore to Gold.
Waterbreathing: Can breathe water for 60 seconds.

Expert Spells:
Detect Dead: Nearby dead can be seen through walls so long as the spell is held.
Ebonyflesh: Doubles the caster's durability for 60 seconds.
Paralyze: Targets that fail to resist are paralyzed for 10 seconds.

Master Spells:(Require completion of a trial to be granted access)
Dragonhide: Caster ignores 80% of all physical damage for 30 seconds.
Mass Paralysis: All targets within 40 ft. that fail to resist are paralyzed for 15 seconds.
Equilibrium: Convert 5% of life energy into magicka per second. Caster can be killed by this effect.


Conjuration
Novice Spells:
Bound Sword: Creates a magic sword for 120 seconds. Sheathe it to dispel.
Conjure Familiar: Summons a Familiar for 60 seconds wherever the caster is pointing.
Raise Zombie: Reanimate a weak dead body to fight for you for 60 seconds.

Apprentice Spells:
Bound Battleaxe: Creates a magic battle axe for 120 seconds. Sheathe it to dispel.
Conjure Flame Atronach: Summons a Flame Atronach for 60 seconds wherever the caster is pointing.
Flaming Familiar: Summons a flaming familiar which will charge into battle and explode.
Reanimate Corpse: Reanimate a more powerful dead body to fight for you for 60 seconds.

Adept Spells:
Banish Daedra: Weaker summoned daedra are sent back to Oblivion.
Bound Bow: Creates a magic bow for 120 seconds. Sheathe it to dispel.
Conjure Frost Atronach: Summons a Frost Atronach for 60 seconds wherever the caster is pointing.
Revenant: Reanimate a powerful dead body to fight for you for 60 seconds.

Expert Spells:
Command Daedra: Powerful summoned and raised creatures are put under your control.
Conjure Dragon Priest: Summons a Dragon Priest for 60 seconds.
Conure Dremora Lord: Summons a Dremora Lord for 60 seconds.
Conjure Storm Atronach: Summons a Storm Atronach for 60 seconds wherever the caster is pointing.
Dread Zombie: Reanimate a very powerful dead body to fight for you for 60 seconds.
Expel Daedra: Powerful summoned daedra creatures are are sent back to Oblivion.

Master Spells:(Require completion of a trial to be granted access)
Flame Thrall: Summons a Flame Atronach permanently.
Dead Thrall: Reanimate a dead body permanently to fight for you. Only works on people.
Frost Thrall: Summons a Frost Atronach permanently.
Storm Thrall: Summons a Storm Atronach permanently.

Destruction
Novice Spells:
Flames: Unleashes a gout of fire for as long as the spell is held. Targets on fire take extra damage.
Frostbite: Unleashes a blast of ice for as long as the spell is held. Targets are slowed, stamina drain.
Sparks: Unleashes an arc of lightning for as long as the spell is held. Magicka drain.

Apprentice Spells:
Fire Rune: Cast on a nearby surface, it explodes for fire damage when enemies come near.
Firebolt: Launches a bolt of fire at the target. Targets on fire take extra damage.
Frost Rune: Cast on a nearby surface, it explodes for frost damage when enemies come near.
Ice Spike: Launches a spike of ice at the target. Targets are slowed, stamina drain.
Lightning Bolt: Launches a bolt of lightning at the target. Magicka drain.
Lightning Rune: Cast on a nearby surface, it explodes for shock damage when enemies come near.

Adept Spells:
Chain Lightning: Launches a stronger bolt of lightning at the target, which then leaps to new target. Magicka drain.
Fireball: Launches a fireball at the target, 15 ft. explosion for moderate damage. Targets on fire take extra damage.
Flame Cloak: For 60 seconds, opponents in melee range take low fire damage per second. Targets on fire take extra damage.
Frost Cloak: For 60 seconds, opponents in melee range take low frost damage per second. Targets are slowed, stamina drain.
Ice Storm: A freezing whirlwind that does moderate frost damage per second within 15 ft. Targets are slowed, stamina drain.
Lightning Cloak: For 60 seconds, opponents in melee range take low shock damage per second. Magicka drain.

Expert Spells:
Icy Spear: Launches a spear of ice at the target. Targets are slowed, stamina drain.
Incinerate: A blast of fire that does high damage. Targets on fire take extra damage.
Thunderbolt: A Thunderbolt that does high shock damage. Magicka drain.
Wall of Flames: Sprayed on the ground, it creates a wall of fire that does moderate fire damage per second.
Wall of Frost: Sprayed on the ground, it creates a wall of frost that does moderate frost damage per second.
Wall of Storms: Sprayed on the ground, it creates a wall of lightning that does moderate shock damage per second.

Master Spells:(Require completion of a trial to be granted access)
Fire Storm: A fiery explosion centered on the caster, doing massive damage to enemies. Does more damage to closer targets.
Blizzard: Targets take high frost damage per second for 10 seconds.
Lightning Storm: Target takes high shock damage per second. Aimed.

Illusion
Novice Spells:
Clairvoyance: Shows the path to the current goal:.
Courage: Target won't flee for 60 seconds and gets some extra vitality and stamina.
Fury: Creatures and people of weak will, will attack anything nearby for 30 seconds.

Apprentice Spells:
Calm: Creatures and people of weak will, won't fight for 30 seconds.
Fear: Creatures and people of weak will, flee from combat for 30 seconds.
Muffle: Caster moves more quietly for 180 seconds.

Adept Spells:
Frenzy: Creatures and people of average will, will attack anyone nearby for 60 seconds. 15 ft.
Rally: Targets won't flee for 60 seconds and get extra vitality and stamina. 15 ft.

Expert Spells:
Invisibility: Caster is invisible for 30 seconds. Anything other than simply moving around will break the spell.
Pacify: Creatures and people of average will, won't fight for 60 seconds. 15 ft.
Rout: Creatures and people of average will, flee from combat for 30 seconds. 15 ft.

Master Spells:(Require completion of a trial to be granted access)
Hysteria: Creatures and people of above average will, flee from combat for 60 seconds. 250 ft.
Call to Arms: Targets have improved combat skills, health, and stamina for 10 minutes. 100 ft.
Harmony: Creatures and people of above average will, nearby won't fight for 60 seconds. 250 ft.
Mayhem: Creatures and people of above average will, will attack anyone nearby for 60 seconds. 250 ft.

Restoration
Novice Spells:
Healing: Heals the caster for a low amount per second.
Lesser Ward: Increases durability by 25% and negates up to 25% points of spell damage or effects.

Apprentice Spells:
Fast Healing: Heals the caster for a moderate amount.
Healing Hands: Heals the target for a low amount per second, but not undead, atronachs or machines.
Steadfast Ward: Increases durability by 50% and negates up to 50% of spell damage or effects.
Turn Lesser Undead: Weak undead flee for 30 seconds. Single Target.

Adept Spells:
Close Wounds: Heals the caster for a large amount and closes up their wounds.
Greater Ward: Increases durability by 75% and negates up to 75% of spell damage or effects.
Heal Other: Heals the target for a moderate amount per second, but not undead, atronachs or machines.
Repel Lesser Undead: All weak undead nearby flee for 30 seconds.
Turn Undead: Average undead flee for 30 seconds.

Expert Spells:
Circle of Protection: All strong undead entering the circle will flee. Lasts 30 seconds.
Grand Healing: Heals everyone within 15 ft. of the caster for a very large amount.
Repel Undead: All average undead nearby flee for 30 seconds.
Turn Greater Undead: Strong undead flee for 30 seconds.

Master Spells:(Require completion of a trial to be granted access)
Bane of the Undead: Sets powerful undead on fire and makes them flee for 30 seconds.
Guardian Circle: All powerful undead entering the circle will flee, caster heals for moderate amount per second inside. Lasts 30 seconds.


Flame Atronach: Flame Atronachs appear as female humanoids made of flame, wearing elaborate black metal armor. They are extremely agile and reasonably proficient in close combat, though they prefer to use flame-based magic from afar unless an enemy chooses to close in on them. The caster will also take fire damage when close to them. Flame atronachs will die in a fiery explosion when killed.

Frost Atronach: Frost Atronachs are elemental Daedra which resemble over-sized humanoids made of ice. They have long melee reach and their attack applies frozen effects on their targets (reduced movement). Due to their defensive nature, frost atronachs have a tendency to stand between their conjurers and their enemies. Frost atronachs have no ranged attack, making eliminating them from a distance particularly easy.

Storm Atronach: Storm Atronachs are daedra of elemental shock. They appear as a cluster of rocks quickly revolving around an unseen, electrified center of mass.

Dremora Lord: Dremora are humanoid Daedra aligned with the Daedric Prince Mehrunes Dagon, often very intelligent, and generally hostile. Dremora are either melee fighters or spellcasters.

Dragon Priest: Dragon Priests were once the primary servants of the ancient dragons. Dragon Priests were great wizards from all races that happened to become liches, undead and immortal necromancers.


Last edited by Aviaris_Sevanthis on 2015-04-23, 8:15 pm; edited 1 time in total
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PostSubject: Re: The Five Schools of Magicka   The Five Schools of Magicka Empty2013-05-17, 2:26 am

*head desk*

I thought I approved this already.

So..yeah. Approved.
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