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 PreMade - Class Specific Spells/Abilities

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Azalea
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Join date : 2013-02-10

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Character, Class, Jobs, Weapons Level:
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PostSubject: PreMade - Class Specific Spells/Abilities   Sun Jul 07, 2013 7:28 pm

There are some things that specific Classes can do and other's cannot, this is for those, I will Label which Classes can do each thing above each template

Healing Spells and Abilities

Valkyr, Healer, Druid, Beast Master Only
Name: Resurrection (Rez for short)
Type: Healing
Magic Type: Holy (Valkyr and Druid), Body (Healer), and N/A (Beast Master)
Mana Cost: 5, +5 every even Class level starting at level 2
Casting Time: one post charge and effect in next post
Duration of Effect: … they stay alive until killed again
Cooldown: 5 posts per person (can Rez many people post after post, but if one person dies over and over again, they need to wait 5 posts before you can Rez again)
Stat Requirements: 18 Magic or Stamina since Druids or Beast Masters may be more of a non-magical character
Training Level Requirement: 15 Magic
Class Level Requirement: 10
Area of Effect: Single target.  Must be within 5’ of target.
Primary Effect: Resurrect someone from Limbo.  Dependent on Class.  These are the only Classes who can Rez (People with First Aid at 100 can Rez, but that is different so don’t get confused)
Valkyr – Can only Rez people who have died fighting in battle
Healers – Can Rez any person anytime
Beast Masters – Can only Rez animals, all kinds
Druids – Can only Rez people or animals of their common Deity
(Scions are special so they get their own template since they cannot really Rez)
Secondary Effect: This will also take care of any decapitation or missing limbs, but they will still need to be healed once they are alive again, but they target will have 10% their normal Hit Points.
Description: It looks the same for all Classes.  Can be done in battle.  You stand near the body with your hands outward toward it.  Your magic flows through them and latches onto their soul in Limbo, you them bring it back to their body and heal it just enough (10%) to keep their soul from leaving again.  Usually the body will glow slightly, all different colors depending on what Magic type either they or you are.  You can move, but don’t move more than 5’ away from the body.  You do not need to touch the body.
RP Sample: It was a tough battle, and there was a few of us dead, but lucky for them, one Healer and one Valkyr survived.  While he got to work Resurrecting a Druid, I started in on our Mage.  I kneel near the body and put my hands above it.  Through my magic, I create a link from the body to Limbo.  She had been waiting for us, knowing that at least one of us who could Rez would survive.  Her body is healing through the magic, and it has now reached 10%.  Her soul flows through the magic and into her body.  Her eyes open and she winces in pain, she still had a long way to go before she was ready for more action.  

Scion Only
Name: Death Buff
Type: Healing
Magic Type: Holy
Mana Cost: 5, +5 every even Class level starting at 2
Casting Time: 1 post charge
Duration of Effect: the target will keep the Buff until they are alive again
Cooldown: Cannot be casted on the same dead person if they have not Resurrected yet, after they are alive, it will take 5 posts before you can cast it on them again if they died again.  Can cast on other players without a Cooldown
Stat Requirements: 18 Magic
Training Level Requirement: 15 Magic training
Class Level Requirement: 10
Area of Effect: Single target.  Must be within 5’ of target
Primary Effect: Reduces the amount of Life Energy that someone needs to resurrect themselves from Limbo (A level 5 character would need 10 Life Energy, with this they now need 5).  Can only be placed on an already dead body (No putting it on before they died because you know they will die, but you can charge the spell on the post that they died in)
Secondary Effect: None
Description: The Scion’s eyes glow white as they see the target’s soul in Limbo.  They pray to the Goddess to bless the target, this gives them half of their required Life Energy, making it easier for them to resurrect on their own.  You can be moving while casting, do not need to touch the body.  
RP Sample: With their Healer dead, it would be a hard battle if it dragged on.  I cast Death Buff on her soul, praying to the Goddess.  Now she can resurrect herself faster and help us end our battle.  

Necromancer Only
Name: Raise the Dead
Type: Healing
Magic Type: Holy
Mana Cost: 5, +5 every even Class level starting at 5, also costs 1 Hit Point, +1 every Class Level starting at 2
Casting Time: 1 post charge
Duration of Effect: 2 posts every 5 Class Levels starting at lvl1=2, lvl5=4, lvl10=6
Cooldown: Cannot be casted on the same dead person more than once per battle.  2 post cooldown to cast on other players
Stat Requirements: 18 Magic
Training Level Requirement: 15 Magic training
Class Level Requirement: 10
Area of Effect: Single target. Must be within 5’ of target
Primary Effect: Puts a soul back into their dead body without bringing them back to life.  They are kinda like a Zombie but with their full mental and physical abilities.  They will feel only half the pain from any injuries in this form and cannot die from injuries unless decapitated.  When the cooldown reaches its end, they will fall down dead again and their soul will be back in Limbo.  The length of time a soul can stay in its body is: level 1 = 2 posts, +2 every 5 Class levels starting at 5 (lvl1=2, lvl5=4, lvl10=6, lvl15=8, lvl20=10, etc.)
Secondary Effect: None
Description: The Necromancer’s eyes become completely black as they see the target’s soul in Limbo. They pray to the God of Death to bring the soul to them for a short time.  This brings the soul back but does not resurrect the dead body.  The person will have full control of their body, and can now help with attacking or healing (though they cannot heal themselves in order to try to Rez themselves).  They feel only half the pain from getting hit, and will not die from injury unless it is a decapitation.  After a set amount of posts as a dead body, they will fall dead again and be back in Limbo.  You can be moving while casting, do not need to touch the body.  A Scion can cast 'Death Buff' on them even when they are moving around, they are still technically dead.
RP Sample: With their Healer dead, it would be a hard battle if it dragged on. I cast Raise the Dead on her soul, bringing her back from Limbo.  Now she can be back here and healing us again so the rest of us don't die... at least for a while.

Beast Master Only
Name: Animal Heal
Type: Healing
Magic Type: N/A
Mana Cost: 2, +2 every even Class level starting with 2
Casting Time: Immediate cast
Duration of Effect: one post
Cooldown: None
Stat Requirements: 8 Magic
Training Level Requirement: 2 Magic training
Class Level Requirement: 2
Area of Effect: Single target.  Range is 20’
Primary Effect: Heals 20 damage, +10 every even Class level starting with 2
Secondary Effect: Stops bleeding damage of 5 pts total, +2 every even Class level starting with 2 (can be any combo of how many points per post, until it hits 5 points – 1pt for 5 posts, 2pts for 3 posts (in which there would be 1 pt taken still, etc.)
Description: The caster’s hands glow slightly, the wounds looks like it is healing in fast forward.  You see the bones, muscle, veins, and skin find where they were damaged and grow back together.  This is a heal that only works on Animals (any kind, but not a Druid transformed) and can only be done by a Beast Master.   Must stand within a 5’ radius of where you were when you started casting (can move a little but not much).  You do not have to touch the target.  
RP Sample: Out of all my wolf pack, Karin was hurt the worst.  She had taken a sword hit to her hind leg protecting me from a sneak attack.  Now, after we ripped those brigands to shreds, we needed to heal the wounded.  I cast Animal Heal on her, and she is instantly in less pain as her body heals itself with my aid.  Finished, she jumps up and licks my face in thanks and starts begging for food like always.  


Spell and Ability Buffs and DeBuffs

Scion Only
Name: Reflect
Type: Buff
Magic Type: Holy
Mana Cost: 5, + 3 every even Class level starting with 2
Casting Time: 1 post charge
Duration of Effect: Until they are attacked with a magical attack or debuff
Cooldown: Once per person per battle
Stat Requirements: 40 Magic
Training Level Requirement: 20 Magic training
Class Level Requirement: 20
Area of Effect: Single target.  Range 30 yards
Primary Effect: Puts a buff on the target that reflects the magical debuff or attack back at the person who casted it.  
Secondary Effect: None
Description: Puts a buff on the target that reflects the magical debuff or attack back at the person who casted it.  Does not work on physical attacks.  It appears that there is a transparent aura around the target that will stop and rebound negative magic; it disappears once it has done its work once.  While casting, the caster’s eyes glow slightly as they look at their target.  Can be moving while casting.  Must be within 30 yards of target.
RP Sample: The enemy Mage was targeting our Healer while their Mercenary and our Knight were busy with each other.  I cast Reflect on our Healer, now the next spell from the Mage will be sent right back at them.  

Druid Only
Name: Speed of the Beast
Type: Self-Buff
Weapon Type: Holy
Energy Cost: 5 Energy for first phase, 75 Energy for 2nd phase, 150 Energy for 3rd phase (may be altered at later date when we get characters up to that level and see what seems fair)
Charging Time: 1 post charge, effect for next post
Duration of Effect: 3 posts
Cooldown: 3 posts
Stat Requirements: 12 Agility or Strength
Training Level Requirement: N/A
Class Level Requirement: 1 for phase one, 50 for phase 2, 100 for phase 3
Area of Effect: self-target.
Primary Effect: Class lvl 1-49 can attack twice in one post in your Druid Transformation forms (both Full and Half), Class lvl 50-99 for 3 times in one post, Class lvl 100 for 4 times in the one post.
Secondary Effect: none
Description: Your hands glow faintly for duration of cast and duration of effect.  This ability increases the amount of times you can attack in your Druid Transformation Forms in one post (does not affect how long another ability takes to charge, just how many different ones you can do at the same time, or the same one X amount of times).   Can charge this on the run
RP Sample: I was already in my Druid Transformation – Full form of the Jaguar.  I activate Speed of the Beast and now they will feel my claws rip into them 2 times for each of the next 3 posts.  

Druid Only
Name: Shape Shifter
Type: Self-Buff
Weapon Type: Holy
Energy Cost: 5 Energy, +2 every even Class level starting at 2
Charging Time: 1 post charge, effect for next post
Duration of Effect: the battle
Cooldown: 2 posts
Stat Requirements: 12 Agility or Strength
Training Level Requirement: N/A
Class Level Requirement: 10
Area of Effect: self-target.
Primary Effect: A pre-casted self buff that makes it so you don't have to change out of one animal form back to your humanoid form and then take the cooldown and recast for a different animal form.  So you cast this on yourself and change into an animal to fight, but you want to switch animals after a little bit, now you can at any time without it taking any additional posts.  Since all other Classes have abilities and Spells that they can use at any time but Druids will have some that are form specific... this makes it so you can shift from form to form and use all your abilities/spells.   Works for both full transformations and half transformations.
Secondary Effect: none
Description: Your body shifts from one animal form to another, changing your appearance and abilities/spells depending on what creature.  This ability makes it so you can switch forms whenever without changing back into your humanoid form and waiting for the cooldown before you can use a 'form specific' ability.  Can charge this on the run, can change forms in any state of fighting or movement
RP Sample: I cast Shape Shifter on myself.  Not knowing what this monster's abilities were, I needed to have a variety of attacks.  I then cast my Druid Transformation – Full into the form of the Jaguar.  After a couple of posts I realize this monster is too fast, so I Shape Shift into the Cheetah, lets see him out run me now.    

Valkyr Only
Name: Judgment
Type: DeBuff
Magic Type: Holy
Mana Cost: 10, + 3 every even Class level starting with 2
Casting Time: 1 post charge
Duration of Effect: 3 posts
Cooldown: once per battle
Stat Requirements: 40 Magic
Training Level Requirement: 25 Magic training
Class Level Requirement: 30
Area of Effect: Single target.  Range of 30’
Primary Effect: Puts a DeBuff on a target who has killed a member of your group.  Now all damage they take from the caster and the remainder of the group is doubled for 3 posts
Secondary Effect: None
Description: The Valkyr prays to the God of Battle to cast judgment on someone who has killed a comrade in battle.  Their eyes will glow white during this process.  A transparent darkness will surround the target’s body, then disappear, leaving their skin black in color.  Now, the target will take double physical and magical damage from everyone in the Valkyr’s group who lost a comrade.  Can move while casting, do not have to touch the target.  
RP Sample: Our mage had just fallen, killed by a hidden brigand who jumped him while his back was turned.  I Pray to the God of Battle, *grant us the ability to avenge our fallen friend who died fighting in battle*.  The area around the brigand thickens with a transparent dark aura, but it disappears soon after leaving his skin black as the night sky.  Now, we shall have some payback with double the damage as before.  


Spell and Ability Attacks

Necromancer Only
Name: Life Drain
Type: Attack and Healing.  Channeled
Magic Type: Holy
Mana Cost: 5, +5 every 5th Class level starting at 5
Casting Time: 1 post to drain HP, 1 post to Place them somewhere else as a Heal
Duration of Effect: 1 post per part (attack - heal)
Cooldown: 2 posts  
Stat Requirements: 18 Magic
Training Level Requirement: 15 Magic training
Class Level Requirement: 10
Area of Effect: Single target attack and single target heal.  Must be within 10’ of targets, both target of attack and target of heal
Primary Effect: Drains the Hit Points from 1 thing (creature/player/greenery) and places it in another.  
The scaling goes: Animal/Creature/Player/NPC bad guy or something
Same level as you = 10% of their MAX Hit Points
For every level you are above them = +1%
For every level they are above you = -1%
You can also drain Hit Points from nearby greenery
Grass takes 2 posts to = 1 pt
Bush/Shrubs (shorter than 5' tall)= 5 points
Trees (taller than 5' tall)= 10 points
After you have drained their Hit Points, in your next post, you can give it to yourself or an Ally.  Cannot be moving while casting since it is Channeled, If you break your spell after just draining the Hit Points, they can no longer be placed anywhere including in yourself, it was then just an attack
Secondary Effect: None
Description: By draining the Hit Points out of some'thing' (anima/Creature/Player/NPC/Grass/Shrub/Tree), the Necromancer can take those Hit Points and put them somewhere else besides just themselves (an ally, a friendly animal... or themselves).  Cannot be moving while casting as this is a Channeled Spell.  Takes 1 post to drain and 1 post to heal.  The amount drained depends on what level you are vs the target... or the size of the greenery.  The greenery will shrivel up and appear deadlike... like a plant that hasn't been watered in a while.  A creature or person will get paler and look sickly.    
RP Sample: Our healer was being overwhelmed by the amount of damage that our Knight was taking, and he wasn't killing the enemy quickly enough.  I start Channeling Life Drain at the bandit, taking 9% of his Max life force since he was 1 level higher than us.  I place it into out Knight, assisting with his healing.  Now with a joint attack and heal, this should go a little faster.    

Misc.

Rogue only
Name: Stealth
Type: Misc.
Weapon Type: Any
Stamina Cost: 10 energy to activate, 2 per post to maintain, +1 every even class level starting at 2 (both to activate and maintain)
Charging Time: 1 post charge
Duration of Effect: Until you attack twice or until you are hit with an attack
Cooldown: 5 posts
Stat Requirements: 22 Agility
Training Level Requirement: 15 in any weapon
Class Level Requirement: 10 Rogue Only
Area of Effect: Self-target only.  Range is your body and weapons
Primary Effect: Temporarily turn invisible.  Sound will still carry though, so be quiet.
Secondary Effect: While in Stealth mode, makes your opponent’s dodge chance go down by 10 rolls.  NPCs will be hit completely
Description: Temporarily turn invisible until you have attacked twice or are hit with an attack.  Can go into stealth during a battle and your opponents will not know your exact location but know you are there.  Can be moving while activating Stealth.  A Rogue 20 Class levels or higher than you will be able to tell where u are. During your Charging post, your body will shimmer and start to look like it is fading away.  When it is active, you are invisible, but if you are dripping blood from either a wound or a weapon, those are visible.  
RP Sample: Sneaking into the woman’s bathhouse would usually be dangerous work, but I am a Rogue, this will be easy as pie.  I don’t even know why it was a dare, it’ll be no problem for me.  I activate Stealth, and quietly make my way in.  Through the steam, I see figures.  I’m getting a little excited as to what I may see.  I make my way forward, and out steps one of the most beautiful women I have ever seen, barely wrapped in a towel… and… she’s staring right at me…  It can’t be.  I step right and she steps right.  I step left and she steps left.  It begins to dawn on me that… she can indeed see me as she starts to smile at me.  Crap, she must be a very high level Rogue.  She puts her hand to her chest on the towel and starts to lower it and my eyes follow.  I didn’t even seen the fist coming, just blackness as she hits me so hard I am knocked out.  I later discovered that she was the friend who dared me to go in there’s older sister and a high level Rogue.  My friend had known that she was there and would catch me.  And this is how I met my first love.

Druid Only
Name: Druid Transformation - Full
Type: Misc.
Magic Type: Holy
Mana/Energy Cost: (since a druid in their natural form could be either a magic user or a fighter, this is either Mana or Energy depending on your character type, you don’t get to pick which one each time you transform, once you say one versus the other, you are stuck with either the cost being Mana or Energy) 5, + 1 every post you are transformed
Casting Time: 1 post charge
Duration of Effect: until you run out of Mana/Energy or you change back yourself
Cooldown: 2 posts after it has stopped
Stat Requirements: 5 Magic, 5 Agility or Strength (again dependent on your type of animal – a monkey is more agility but a bear is more strength)
Training Level Requirement: None
Class Level Requirement: 1
Area of Effect: Self target
Primary Effect: Completely transforms your body to that of a form of your animal Deity.  Ex. a Cat Deity could be many types of cats, this allows you to transform into any type.
Secondary Effect: Changed stats from your own +25% of your stats (rounded to the nearest whole number) (a faster cat – Cheetah – would give you an agility boost but you may have less strength… or something.  Those are WIP).   (WIP that there are some types of animals (cheetah vs. lion vs. bobcat) that you are now able to transform into at different Class levels or just the transformed Stats by Class level) There are more effects dependent on form you take, Ex. One lizard may heal faster than another, or one may have different poison, or a cat may swim better making you have an easier time with water… it’s all dependent on which animal you turn into and your type of Deity (I will make some basic ones, but if you like a particular form that isn’t listed, we can work the stats and bonuses to fit it)
Description: Your body slowly transforms all over into what animal you chose.  Can be moving while casting.  
RP Sample: Sent to gather intelligence on our enemy, I transform into an ordinary housecat.  If I am found wandering around in their campsite, at least it shouldn’t raise too many alarms since there are many stray animals around since the war started.  Now to sneak in nonchalantly and see if I can eavesdrop or find some written plans when they’re asleep.  

Druid Only
Name: Druid Transformation - Half
Type: Misc.
Magic Type: Holy
Mana/Energy Cost: (since a druid in their natural form could be either a magic user or a fighter, this is either Mana or Energy depending on your character type, you don’t get to pick which one each time you transform, once you say one versus the other, you are stuck with either the cost being Mana or Energy) 15, +2 every post you are transformed
Casting Time: 1 post charge
Duration of Effect: until you run out of Mana/Energy or you change back yourself
Cooldown: 2 posts after it has stopped
Stat Requirements: 10 Magic, 40 Agility or Strength (again dependent on your type of animal – a monkey is more agility but a bear is more strength)
Training Level Requirement: None
Class Level Requirement: 50
Area of Effect: Self target
Primary Effect: Transform halfway into a form of your Animal Deity (More of a change than the Animal Deity Buff but less than the Transformation - Full… Examples would be something that looks like a werewolf or harpy or mermaid, depending on your Deity and which form you take (Lion vs. Panther vs. Housecat).    
Secondary Effect: The effect that this Transformation has on you is that the form’s stats are added to your own instead of taking them over like in the first transformation  
Description: More difficult to stop a transformation halfway, that is why you can only do it at level 50.  Your body starts to slowly take on your forms characteristics.  You end up looking like an animal-human crossbreed (Ok… so Minotaur already looks like this lol).  You now have the animal’s stats on top of your own.  Can be on the move while casting.  
RP Sample: I needed to help my teammates, but with the Mage’s Terrain alteration spell causing the land to become an ocean, I couldn’t reach her without running out of air.  I call upon my Animal Deity to grant me power to use Druid Transformation – Half.  My body slowly changes into what would normally look like a Mermaid, but I choose a Shark as my form so the tail is different and my face takes on sharper angles.  Now I can breathe under the water, and I’m fast enough to reach them before they evade us again.  Plus I can carry weapons in my hands… maybe this will be the threat she needs to take away her spell.

Beast Master Only
Name: Tame
Type: Misc.
Weapon Type: N/A
Stamina Cost: 5 per post
Charging Time: 3 post charge (really it is you trying to Tame the creature)
Duration of Effect: Tamed until you release it back into the wild, abuse it, or until its Loyalty points hit 0
Cooldown: 15 posts
Stat Requirements: 10 Agility or Strength
Training Level Requirement: N/A
Class Level Requirement: 1
Area of Effect: Single target.  Range is within 10’
Primary Effect: Tames an animal that is no more than 1 level higher than your Class level or below.  This beast will fight for you and be your companion.  You must feed them once a day to raise Loyalty points to a max of 20, for every day you forget to feed them, -1 point.
Secondary Effect: None
Description: Depends on the type of animal.  You may have to be fighting (try to stay alive) with it for 3 posts, or staring at it, or baiting it with food or petting it… it really depends on what animal… but the point is, for 3 posts, you are trying to Tame it.  It is not Tame after 1 post, it takes 3, so no… ‘Oh look, I see a hawk and I tame it… it’s now mine’.  You do not have to touch the animal but it may help in some cases, and you can be moving while Taming.
RP Sample: For two posts now I have been trying to Tame this Tigress.  My arms are torn up with scratches and bites, but thankfully I have a Healer with me keeping me alive.  Finally, I feel her calm down under my touch.  I slowly start petting her head, scratching beneath her chin.  A soft purr comes out of her, and I know I have her.  I offer her some elk meat from my pack, and get her Loyalty points to 1.  Now to heal up the rest of my damage and then we can be on our way.

Scion Only
Name: Holy Shield
Type: Misc.
Magic Type: Holy
Mana Cost: 10, + 3 every even Class level starting with 2
Casting Time: Immediate cast
Duration of Effect: Until it absorbs a set amount of damage (see Primary Effect) or until the battle is over
Cooldown: can cast on different people one after the other, but a 3 post cooldown (from initial cast, not when it wears off) on someone who has already had it placed on them
Stat Requirements: 15 Magic
Training Level Requirement: 10 Magic training
Class Level Requirement: 10
Area of Effect: Single target.  How far does it reach, your touch or 30 yards away.)
Primary Effect: Negates 3 damage from both physical and magical attacks, +3 every 5 Class levels starting with 5
Secondary Effect: None
Description: The Scion’s hands glow with a shimmering light aura that then surrounds the target, which disappears when it is gone.  This puts a Holy Shield around the target that takes a set amount of damage.  You can be moving while casting and you do not have to touch the target.  
RP Sample: There was an equal amount of enemies as us, this would end up being a one on one battle all around, hopefully someone would take an extra enemy so I could work my magic without worry.  I cast Holy Shield on my comrade with the least amount of armor and prepare for battle.

Scion Only
Name: Peace
Type: Misc
Magic Type: Holy
Mana Cost: 4 Mana, +3 every even Class level starting with 2
Casting Time: Immediate cast
Duration of Effect: 3 posts on the target or until they take damage (including Damage Over Time)
Cooldown: Once per target
Stat Requirements: 20 Magic
Training Level Requirement: 10 Magic training
Class Level Requirement: 10
Area of Effect: Single target.  Range is 40’
Primary Effect: Sends Peace to the target (beast, monster, or character), causing them to stop their attack for 3 posts or until they take damage.  
Secondary Effect: None
Description: A warm light surrounds the Scion’s hands and the head of the target.  The target is immediately filled with such a state of Peace and tranquility that they cannot even think about violence, thus stopping their attack.  Once they feel pain from taking damage, or after 3 posts, they will snap out of it.  Can be moving while casting, do not have to touch the target.  
RP Sample: There was one too many enemies if you counted the Beast Master’s pet wolf, and we did.  I cast Peace on the beast just as it was about to start running for an attack on our Healer.  Now he’s on the ground with his tail wagging, rolling in the dirt, one happy puppy.  

Scion Only
Name: Serenity
Type: Misc
Magic Type: Holy
Mana Cost: 4 Mana, +3 every even Class level starting with 2
Casting Time: 3 post
Duration of Effect: the creature is cleansed and will stay that way until they figure a way to rez themselves or they move on to the next Realm
Cooldown: Once per target
Stat Requirements: 10 Magic
Training Level Requirement: 2 Magic training
Class Level Requirement: 1
Area of Effect: Single target.  Range is 20’
Primary Effect: Cleanses a Creature from Limbo of their insanity and brings them back to their humanity, making them a person again (depending on the creature, Hell Hounds will turn back into a dog, etc.).  The person can now figure out if they can rez themselves (what is the state of their body in the Living Realm if they've been dead for 100 years) or if they want to move on to the next Realm.  A Scion doesn't need to worry about them after they have been cleansed, just move on to the next creature and bring them back also.  A Scion needs to cast Serenity to cleanse creatures to tally up their Life Energy to match 2X their character level to resurrect themselves out of Limbo  
Secondary Effect: None
Description: A warm light surrounds the Scion’s hands and the head of the target.  After 3 posts, the target is filled with such a state of Peace and tranquility that they cannot even think about violence; they remember who they were and their 'Spirit Body' is brought back to it's original form, that of a person or an animal.  Can be moving while casting, do not have to touch the target.  
RP Sample: This poor person, stuck here in Limbo, going crazy with rage and pain had turned into a rotting skeleton creature.  I cast Serenity on them, trying to dodge their attacks on me while keeping the spell going.  Finally, after three posts, their body reverses it's deterioration and standing before me is a young man, no older than 18.  He died too young, hopefully his body is still able to house his spirit and isn't too decayed or maybe he'll decide he's had enough pain and move on to the next Realm.  He was a level 3 creature before, so I gain 3 Life Energy to my tally, only 3 more to go since i'm level 6.  

Beast Master Only
Name: Cower
Type: Misc.
Weapon Type: N/A
Stamina Cost: 4 Energy, +3 every even Class level starting with 2
Charging Time: Immediate effect
Duration of Effect: 3 posts or until they take damage (including from Damage Over Time)
Cooldown: Once per target
Stat Requirements: 20 Agility or Strength
Training Level Requirement: N/A
Class Level Requirement: 10
Area of Effect: Single target.  Range of 30’
Primary Effect: Forces a beast, monster, or character to cower in fear and submission to you.  They will not be able to attack you in this state
Secondary Effect: None
Description: Using your knowledge and experience with wild animals, you have developed a pure intimidation aura (body language, breathing, eye contact, even a low throated growl, etc.) that you can use to force a beast, monster, or character to cower in fear and submission to you (tail between the legs, down on the ground type of things).  Can be moving while activating, do not have to touch the target.  Cannot be used in conjuncture with Tame, you must earn your pets, Cower will wear off, Tame will not.  So no ‘I make you Cower and then for 3 posts I use Tame and I didn’t have to fight the creature at all’.
RP Sample: The Leopard had ambushed them so quickly they hadn’t had enough time to heal from their last battle or rebuff anyone.  I activate Cower at the beast, forcing it to submit.  Now we had a little time to patch ourselves up before it attacked again.

Necromancer Only
Name: Summon
Type: Summon
Magic Type: Holy
Mana Cost: 5, +5 every 5th Class level starting at 5, also costs 1 Hit Point, +1 every Class Level starting at 2
Casting Time: 1 post charge
Duration of Effect: Until: the creature is dismissed, the Necromancer dies, the Creature dies, or 5 posts, +5 every 5th Class level (lvl1=5, lvl5=10, lvl10=15).
Cooldown: 3 posts before you can summon another creature(s)
Stat Requirements: 18 Magic
Training Level Requirement: 15 Magic training
Class Level Requirement: 10
Area of Effect: creatures appear in a 10' diameter from your body
Primary Effect: Summons creature(s) from your cache of Subjugated creatures in Limbo.  How many and how strong depend on your Class Level.  Can only summon 1 type at a time and they must be of a level that is equal or less than your Class level (Ex. Class level 10... can summon 1 lvl 10 creature, or 10 lvl 1 creatures... or 2 lvl 5 creatures, etc., etc., but you cannot summon 2 lvl 2 creatures and a level 6 creature since they all have to be the same kind of creature).  These creatures will obey your commands and do as you say, fight for you, block an attack, etc.  You have to have enslaved them with Subjugate before you can Summon them to fight for you (you can't just say 'Hey I want this creature now even though I've never seen it before so 'Pikachu I summon you!'... no... go to Limbo, find it, Subjugate it, and then it is yours.  When you Summon it to fight for you, and it dies, it goes back into your cache of creatures to recuperate for at least 1 battle topic and can't be resummoned until then.
Secondary Effect: None
Description: The Necromancer’s eyes become completely black and their body is slowly enveloped in a dark aura.  Calling upon the God of Death to grant them the usage of his minions, the Necromancer summons them to the living world from Limbo.
RP Sample: With so many brigands and so few of us, we needed reinforcements.  Praying to the God of Death, I ask for help.  I Summon 5 level 2 skeletons to assist us, maybe they will help deter this surprise attack or at least take some hits in our place.

Necromancer Only
Name: Subjugate
Type: Summon
Magic Type: Holy
Mana Cost: None (you are dead)
Casting Time: 2 post charge, +1 post for every 10 levels a creature us starting with 10 (lvl1 creature will take 2 posts, level10=3, level20=4, etc.)
Duration of Effect: N/A
Cooldown: 1 post
Stat Requirements: 10 Magic
Training Level Requirement: 2 Magic training
Class Level Requirement: 1
Area of Effect: 20' diameter from your body
Primary Effect: When a Necromancer is dead, he/she needs to Enslave through Subjugation the creatures of Limbo instead of killing them in order to gain Life-Energy to resurrect themselves and this is also how they get creatures into a 'cache' that they summon them from.  They will gain equal Life-Energy as the level of the creature they are Subjugating (level 1 creatures gives 1 Life-Energy, lvl2=2, etc.).  Can only Subjugate 1 at a time.  Cannot Subjugate creatures that are a higher level than yourself.  
Secondary Effect: None
Description: The Necromancer’s eyes become completely black and their body is slowly enveloped in a dark aura.  Calling upon the God of Death to grant them power over the life of the dead, the Necromancer starts to enslave a creature that resides inside Limbo.  They gain Life-Energy from doing this that is equal to the creature’s level.
RP Sample: I had died, no surprise when we were ambushed so stealthily.  I had to get back quickly to try and help out as much as I could while my teammates were still alive.  I start casting my spell ‘Subjugate’ (3 posts to take effect).  I needed 6 Life-Energy to resurrect (being a level 3 you need 2X your level in Life-Energy to rez).  I started with a level 5 creature.  Now that my Level 5 Skeleton had been enslaved to me, I cast ‘Subjugate’ again, this time with a level 1 Skeleton (takes 3 posts to take effect).  Now that I have 6 Life-Energy, I resurrect myself back to my body.

Necromancer Only
Name: Summoned Sacrifice
Type: Shield, Defense
Magic Type: Holy
Mana Cost: 5, +5 every even Class level starting at 2, 1 Hit point +1 every evey Class level starting at 2
Casting Time: 1 post cast
Duration of Effect: Until you take a specific amount of damage (dependant on the creature's Hit Points), or 3 posts
Cooldown: Once per battle  
Stat Requirements: 18 Magic
Training Level Requirement: 15 Magic training
Class Level Requirement: 10
Area of Effect: Self target.
Primary Effect: Summon a creature into yourself, transforming your body into that creature.  They act as a human shield almost, taking all damage in your stead.  You gain that creatures Hit Points, resistances, weapons, and armor, but not any special abilities.  Once they take enough damage to have brought their Hit Points to 0, the spell is broken and any left over damage is taken from your Hit Points since you lost your shield.  You have to be a high enough level to summon the creature on its own (no creatures higher level than you) and can only do 1 creature, no summoning 10 lower level creatures to take the place right after the 1st one dies or something like that.   You can still cast other spells or do abilities while in this form, just nothing that that creature has special, only things you can normally do.
Secondary Effect: None
Description: The Necromancer's body takes the form of whatever creature they used as a Summoned Sacrifice.  Now any damage they take will be taken from this creature's Hit Points instead of the Necromancers.  After it reaches 0 hit Points it 'dies' and the Necromancer returns to their original form and will now take the damage to themselves again (including any left over from the last attack).  You can be moving while casting.  
RP Sample: The enemy had a Fire Elementalist and they were focusing on me, the Necromancer.  I cast Summoned Sacrifice on a Fire Hound from the Realm of the Dead.  My body transforms into a very large (size of a horse) flaming dog; their Fire resistance is high.  I just need to hold on a bit longer with a high resistance so I cast another Summoning to help me fight her off.  

Elementalist Only
Name: Materialization
Type: Passive ability
Magic Type: Elemental - depends on what element
Mana Cost: 100 the first time you cast it, but it is Passive after that and you do not need to recast ever again
Casting Time: 5 post charge
Duration of Effect: forever regardless of death (only goes away if you change your Class)
Cooldown: none
Stat Requirements: 20 Magic
Training Level Requirement: 15 Magic training
Class Level Requirement: 10
Area of Effect: Self target.  
Primary Effect: Makes it so that an Elementalist does not need to carry or be around their Element.  They can now create it from nothing.  They must learn this ability and cast it once, then it becomes a Passive ability and is always on them forever (unless they change Classes)
Secondary Effect: None
Description: The Elementalist's body becomes made of their Element during the last Charging post.  The Element is now part of them and they return to normal.  Now they no longer need to carry or be around their Element to use it, no more carrying water with them or needing to make a spark to work with fire.  You cannot be moving while casting.  
RP Sample: Sitting for 5 posts, calling Fire to me, I had become a person made of fire.  The flames were licking at my friends who had been sitting too close to me.  The flames died down, and I was still there as I had been before, completely human and unscathed.  Concentrating on the flame within, I call upon it, raising my hand above my head.  Flames sprouted from it, no spark or torch required.  This should make battles more interesting.  


Monk Only
Name: Amitabha
Type: Healing - Channeled
Magic Type: Body
Mana Cost: 5, +5 every 5th Class level starting with 5
Casting Time: 1 post charge
Duration of Effect: 3 posts
Cooldown: once per battle, or 5 posts when not in battle
Stat Requirements: 15 Magic
Training Level Requirement: 15 Magic training
Class Level Requirement: 10
Area of Effect: Self target.  
Primary Effect: Heals 5 Hit Points and Rejuvinates 5 Mana and 5 Energy per post for 3 posts.  +5 pt every 5th Class level starting with 5 (5pt-1lvl, 10-5, 15-10, 25-20, 35-30, 45-40, 55-40, 65-50, 75-60, 85-70, 95-80, 105-90, 115-100)
Secondary Effect: None
Description: The Monk is in a trance-like Channeling state.  They must be able to be sitting and cannot move for the duration or else the spell stops at whatever post they moved at (if you're still for 2 posts but had to move to dodge an attack then it did it for both posts but ended before the 3rd post).  This spell will boost your normal Rejuvination rate (1 HP, Mana, OR Energy per post) to 5 HP, 5 Mana, AND 5 Energy Per post for a duration of 3 posts provided the Monk stayed in their Channeled state.  
RP Sample: The Battle was over but I had taken some heavy damage and used quite a few Abilities; My Hit points and Energy was very low and I knew I wouldn't be able to survive another attack if we got ambushed now.  I sit and close my eyes, and start Channeling Amitabha.  I can feel myself getting stronger and more energized.  
(skip ahead 3 posts)
I felt feeling much better, I was level 10 so I rejuvinated 15 points X 3 posts for a total of 45 points back to my Hit Points, Mana and Energy.  I still had some hit points left to recover, but I would have to wait a while before casting Amitabha again, and at least now I could survive another attack for a bit longer.


Last edited by Azalea on Sat Nov 22, 2014 3:55 pm; edited 3 times in total (Reason for editing : Changed Create to Subjugate)
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PreMade - Class Specific Spells/Abilities
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