Name: Slipping Sleet
Tier: B
Cost: 30 Magoi
Element: Water/Ice
Class: Supplementary
Range: 30ms
Duration: One Turn
Cool-Down: 5 Turns
Description: This spell requires a source of water be within 5 meters of their body before use. It cannot be cast from the water in the atmosphere. The magician commands the rukh to flow in the direction of their staff forming a 3 meter wide stream along the ground. The rukh touching the ground then freeze to form a long slippery walk way of ice that is incredibly smooth. The water remaining above the slippery ice is then told to recede back towards the caster. Anyone standing on the path will then be washed towards the castor at a speed of 10m/s. The spells purpose is to pull a target closer to the caster and works best on charging opponents.
Name: Stubborn Current
Tier: C
Cost: 20 magoi on cast; 10 sustain
Element: Water
Class: Offensive
Range: 10m
Duration: Up to 2 Turns
Cool-Down: 3 Turns
Description: This spell uses a few simple commands to make water condense at the tip of the users staff before being released in a high pressure stream. This stream of water twists and churns as it crashes forwards with enough force to knock a target back at least 5m. If a large object is swept up with the stream or the target is pushed back into a sturdy surface, the impact can potentially crack or break bone. The stream can be guided to turn and change direction so long as it hasn't left 10 meters of the user. The stream itself is 2m in diameter and will cease if something cuts off the flow from the users staff. Knocking the staff from the users hand is another method of stopping this spell.
Name: Gravity Lift, Stage 1
Tier: C
Cost: 20 Magoi on cast; 10 sustain
Element: Gravity
Class: Supplementary
Range: Self
Duration: Sustained
Cool-Down: 3 posts
Description: A magician lowers the influence of gravity around their body. This gives them the ability to lift off, hover, and soar through the sky at a maximum speed of 5m/s. They can control the force of gravity around their body at any given moment, able to slow down, speed up, or stop flying completely.
Name: Forecast
Tier: D
Cost: 10 Magoi
Element: Water
Class: Supplementary || Clairvoyance
Range: N/A
Duration: Instant
Cool-Down: Only one use per thread
Description: This spell is unique as it does not include many commands to the rukh. Most of the spell is accomplished by listening to the rukh instead of giving it orders. The magician casting the spell gathers blue rukh at the tip of his/her staff and asks them what the weather will be like. The rukh will then react based on an accurate forecast. If it is sunny, the water will fade away. If it is rainy, the water will drip from the staff. If a serious storm is coming, the water will swirl around the staff violently. This spell does not give the user the right to decide what the weather will be outside of their own non-mission threads meaning it can only be used in the owners own social rps.
Name: Calling Waters
Tier: D
Cost: 10 Magoi
Element: Water
Class: Supplementary
Range: Close, 5m
Duration: One Turn
Cool-Down: 2 Turns
Description: The magician orders the rukh to gather water from the atmosphere. 10 gallons of water then manifests in the air in front of the user. Once the 10 gallons forms in the shape of a large blob of water, the user may choose any spot within 5 meters of themselves to drop it. The resulting splash of water can be enough to soak a small group of people or knock over small children and animals weighing less than 60lbs.
Tier: B
Cost: 30 Magoi
Element: Water/Ice
Class: Supplementary
Range: 30ms
Duration: One Turn
Cool-Down: 5 Turns
Description: This spell requires a source of water be within 5 meters of their body before use. It cannot be cast from the water in the atmosphere. The magician commands the rukh to flow in the direction of their staff forming a 3 meter wide stream along the ground. The rukh touching the ground then freeze to form a long slippery walk way of ice that is incredibly smooth. The water remaining above the slippery ice is then told to recede back towards the caster. Anyone standing on the path will then be washed towards the castor at a speed of 10m/s. The spells purpose is to pull a target closer to the caster and works best on charging opponents.
Name: Stubborn Current
Tier: C
Cost: 20 magoi on cast; 10 sustain
Element: Water
Class: Offensive
Range: 10m
Duration: Up to 2 Turns
Cool-Down: 3 Turns
Description: This spell uses a few simple commands to make water condense at the tip of the users staff before being released in a high pressure stream. This stream of water twists and churns as it crashes forwards with enough force to knock a target back at least 5m. If a large object is swept up with the stream or the target is pushed back into a sturdy surface, the impact can potentially crack or break bone. The stream can be guided to turn and change direction so long as it hasn't left 10 meters of the user. The stream itself is 2m in diameter and will cease if something cuts off the flow from the users staff. Knocking the staff from the users hand is another method of stopping this spell.
Name: Gravity Lift, Stage 1
Tier: C
Cost: 20 Magoi on cast; 10 sustain
Element: Gravity
Class: Supplementary
Range: Self
Duration: Sustained
Cool-Down: 3 posts
Description: A magician lowers the influence of gravity around their body. This gives them the ability to lift off, hover, and soar through the sky at a maximum speed of 5m/s. They can control the force of gravity around their body at any given moment, able to slow down, speed up, or stop flying completely.
Name: Forecast
Tier: D
Cost: 10 Magoi
Element: Water
Class: Supplementary || Clairvoyance
Range: N/A
Duration: Instant
Cool-Down: Only one use per thread
Description: This spell is unique as it does not include many commands to the rukh. Most of the spell is accomplished by listening to the rukh instead of giving it orders. The magician casting the spell gathers blue rukh at the tip of his/her staff and asks them what the weather will be like. The rukh will then react based on an accurate forecast. If it is sunny, the water will fade away. If it is rainy, the water will drip from the staff. If a serious storm is coming, the water will swirl around the staff violently. This spell does not give the user the right to decide what the weather will be outside of their own non-mission threads meaning it can only be used in the owners own social rps.
Name: Calling Waters
Tier: D
Cost: 10 Magoi
Element: Water
Class: Supplementary
Range: Close, 5m
Duration: One Turn
Cool-Down: 2 Turns
Description: The magician orders the rukh to gather water from the atmosphere. 10 gallons of water then manifests in the air in front of the user. Once the 10 gallons forms in the shape of a large blob of water, the user may choose any spot within 5 meters of themselves to drop it. The resulting splash of water can be enough to soak a small group of people or knock over small children and animals weighing less than 60lbs.
Last edited by Yakuroro on 01/03/14, 09:46 pm; edited 1 time in total