- Illumination:
- Tier: D-Tier
Class: Magician - Light
Type: Supplementary
Range: Medium (5m)
Requirements: The spell is triggered by the verbal command, "Illuminate", and by knocking one's staff once to the floor.
Scaling: Area of Effect - The area of effect may increase by 5m for every 10 magoi that is invested.
Sustain: 0
Cooldown: 1 post
Cost: 10 Magoi
Description:
The magician conjures a sphere of light, that illuminates dark places. The magician must command the rukh to turn into light and form a sphere - two commands, making each taking a single second. The outcome is an amber-colored orb attached to the end of the magician's staff, that shines magical light in a radius of five meters around the magician for three posts until it fades away or is dispelled prematurely.
- Reflection:
- Tier: D-Tier
Class: Magician - Light
Type: Supplementary
Range: Long (20m)
Requirements: The illusion is triggered by the verbal command, "Reflect", and pointing the magician's staff at the desired location.
Scaling: Duration - The amount of posts the ability can last for will increase by one for every 10 magoi that is invested.
Sustain: 0
Cooldown: 1 post
Cost: 10 Magoi
Description:
The magician conjures a visual illusion of himself or of another in any single location within his field of vision. The magician must command the rukh to turn into light and refract the light to create an illusion - two commands, each taking about one second to give. It doesn't have sound, and must be (approximately) of human size and shape - and in addition, it must be something the magician has seen before. Physical contact with the illusion will break the spell, and it will naturally only last for two posts, unless scaled to last for longer or dispelled before it fades away by itself. Being stripped of sight makes it impossible for a magician too use this spell as it relies on their visualization.
- Blinding Light:
- Tier: D-Tier
Class: Magician - Light
Type: Supplementary
Range: Medium (10m)
Requirements: The spell is triggered by the verbal command, "Blind", and knocking the magician's staff to the ground once.
Scaling: Duration - The amount of posts the ability can last for will increase by one for every 10 magoi that is invested.
Sustain: 0
Cooldown: 1 post
Cost: 10 Magoi
Description:
The magician conjures a radiant burst of light, that is burned into any eyes catching a glimpse of it. The magician must command the rukh to turn into light, form a sphere and increase it's radiance rapidly - three commands, each taking a single second to perform. It is important, that the spell's targets have their eyes open upon it's casting - and the reverse for any allies. Anyone with their eyes closed during the brief flash of light will remain unaffected by the spell. The magician must also protect their own eyes by closing them, or they too will be blinded. The flash of light itself lasts only a brief moment, but it's effects on the opponent's eyes linger for two posts naturally - during the first post, the target can only see white, while the effects are relieved to only blurred vision in the second post. Because of the damage done to the eyes is not magical in nature, it is impossible for the magician to dispel the spell.
- Chameleon:
- Tier: D-Tier
Class: Magician - Light
Type: Supplementary
Range: Close (0m)
Requirements: The spell is triggered by the verbal command, "Conceal", and by knocking the magician's staff to the ground once.
Scaling: Duration - The amount of posts the ability can last for will increase by one for every 10 magoi that is invested.
Sustain: 0
Cooldown: 1 post
Cost: 10 Magoi
Description:
The magician becomes camouflaged by refracting light to conceal their body. The magician must command the rukh to turn into light, enshroud them and refract the light to make them transparent - three commands, each taking a single second to complete. A chameleon cloak akin to that of clear glass in appearance then envelops their body. The spell doesn't rended the magician invisible in broad daylight per se, but it makes them difficult to spot, even more difficult in dark environments. It normally lasts for two posts, but the duration of the spell can be lengthened by scaling or dispelled by the will of the magician. The magician can move freely and invest magoi to the spell to lengthen it's duration even after it has been cast.
- Light Ray:
- Tier: C-Tier
Class: Magician - Light
Type: Offensive
Range: Long (25m)
Requirements: The spell is triggered by chanting the command, "Flash", and pointing at the desired target.
Scaling: Damage - The tier of damage dealt will increase by one for every 10 magoi that is invested.
Sustain: 0
Cooldown: 2 posts
Cost: 20 Magoi
Description:
The magician conjures a spiraling mass of orange light to the tip of their staff, before blasting it towards their target in the form of a beam. The magician must command the rukh to turn into light, form a spiral of orange light onto the tip of the staff, to gather heat and momentum, before ordering it to beam at the direction the magician's staff is pointing at - four commands, each taking a single second to give to the rukh. The beam is fifteen centimeters in radius, and will be connected to the magician's staff until it makes contact with a target, after which it's beginning will meet with it's end. It has a range of twenty-five meters, and if midair upon hitting that limit, the beam will act as if it hit the target and disperse. If successful, the heated light will deal moderate burns - damage caused by it is C-rank by default, but can be increased by scaling. Because it's made of light, the beam requires a clear linear trajectory to it's target - water or translucent objects would diffuse the beam and rended it harmless, and a mirror could reflect the attack back at the magician.
Last edited by Micah on 03/08/17, 05:09 am; edited 8 times in total