Wild-Magic Spell in Heimland | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Wild-Magic

Wild-Magic (WM) is the elemental force of the environment. It is sometimes used by the people of Heimland as a form of day-to-day magic-system. It is the polar opposite of NM, as it is natural and harmless to the environment. It is a renewable resource. It relies on the Arcane-Elements (Fire, Water, Earth, Wind, Energy and Metal) to either wound, heal or benefit a person in some way or form.   WM can be used as for attacking or defending yourself or your allies. It can be used to fight your foes, and has been used in wars before. Although natural and safer than NM, WM is still banned among use by the normal people of Heimland, and use of WM is regulated by the Peacekeepers, who are built to detect WM when it is being used.

Effect

Agni (Flame)   Firestrike- Build elemental flames into your sword and strike your enemies.   Fire Swipe- Heat your sword a second time and strike your enemies for increased damage.   Slash- Heat your sword a final time and use the full power of your flames to sear enemies and ignite them.   Flame Uprising- Jump forward and deliver a fiery blast to the area.   Cauterizing Strike- Stab your foe with full force, dealing bonus damage against burning enemies.   Heat Sync- Give stacks of strength to yourself, then spread health you have to allies.   Wildfire- Release a fiery torrent that burns enemies.   Fireball- Cast a fireball that explodes on impact and hits multiple foes.   Lava Front- Make lava erupt from the target area.   Flame Burst- Burn foes at the target location.   Burning Retreat- Quickly roll backward, leaving behind a line of fire that burns.   Meteor Shower- Call down a meteor shower onto the target area. Damage is reduced per target each time they are struck by this ability.   Dragon's Claw- Fling fire in a claw-shaped spread at your foe.   Drake's Breath- Spray a cone of fire at foes while on the move.   Burning Speed- Slide forward and blast the area, leaving behind a line of fire that burns foes.   Ring of Fire- Damage nearby foes with a ring of fire, burning foes that pass through it.   Fire Grab- Damage foes in a cone in front of you. Deal more damage to burning foes.   Flamestrike- Strike your foe with flame, and create an area that delivers a lesser attack a short time later.   Dragon's Tooth- Drop an explosive ball of burning acid on your foe.   Phoenix- Release a fiery phoenix that attacks foes in a line before exploding and returning to you, curing a condition and granting you vigor.   Magma Orb- Shoot a blob of molten rock that explodes upon contact.   Boil- Boil the water around your foe.   Steam- Blind your foe with superheated water.   Lava Chains- Cripple multiple foes with lava chains.   Heat Wave- Launch three waves of heat. Each burns foes and grants vigor to allies.   Firewall- Create a wall of flame at the target area that burns foes.   Fire Shield- Envelop yourself in a fiery shield that burns foes and grants might each time you are struck.   Agua (Water)   Vapor Blade- Cast a vapor blade that inflicts vulnerability and returns to you.   Cone of Cold- Spray an icy blast in a cone that damages foes and heals allies.   Frozen Burst- Detonate a burst of ice that chills nearby foes.   Frost Aura- Protect yourself with frost armor that reduces incoming damage. While active, it chills foes that hit you. Each attacker can only be affected by this once per second.   Cleansing Wave- Heal yourself and nearby allies, curing a condition.   Water Blast- Spray a jet of water at your foe that splashes to heal nearby allies.   Ice Spike- Drop a giant ice spike on foes to make them vulnerable.   Geyser- Create a geyser to heal nearby allies.   Frozen Ground- Coat the target area in ice, chilling foes that enter it.   Healing Rain- Call down a healing rain on the target area, granting regeneration to allies and curing conditions once every three seconds.   Tidal Surge- Send out a tidal wave that regenerates and heals allies, then knocks enemies back.   Water Globe- Blast out a watery orb that heals allies as it travels.   Ice Shards- Fire three ice shards at your foe.   Shatter-Stone- Cast a frozen stone at the target area that explodes after one second.   Water Trident- Cast a water trident that damages foes and heals allies.   Freezing Gust- Chill your foe for a brief time.   Comet- Drop a comet of ice on target foe, damaging and dazing foes in the area.   Seethe- Imbue your blade with water, healing yourself for each target you strike.   Capote- Deliver a second strike that heals you for each target it hits.   Breaking Wave- Strike your enemies and unleash a wave that heals allies.   Riptide- Use the element of water to propel yourself backward and regenerate, leaving a healing area at your location.   Aqua Siphon- Strike an enemy and draw water from them, causing them to deliver a healing burst to your allies.   Water Missile- Launch a slow-moving homing missile of frozen ice.   Globe- Shoot a slow-moving orb that detonates upon impact. Detonate your ice globe to damage foes.   Ice Wall- Create a wall of ice that shatters when touched by enemies or when it expires, dealing heavy damage and chilling foes.   Detonate- Detonate your ice wall to damage and chill foes.   Undercurrent- Release a current of water to damage foes and regenerate allies.   Tidal Wave- Charge forward with tidal force, damaging foes and healing allies.   Deus and Atman (Wind and Energy)   Chain Lightning- Hit multiple foes with arcs of chain lightning.   Lightning Surge- Charge a lightning surge that damages and blinds foes near your target when it discharges.   Gust- Push foes backward with a burst of air.   Windburn Speed- You and nearby allies gain swiftness, while curing crippled, immobilized, and chilled.   Static Field- Create an electrical field that stuns foes crossing it.   Lightning Whip- Lash your foe with lightning.   Lightning Touch- Shock a foe and inflict weakness. Gain health for each foe hit.   Shocking Aura- Envelop yourself with electrical energy that stuns nearby foes if they attack you. Each attacker can be affected by this only once every 2 seconds.   Ride the Lightning- Ride the lightning to your foe, then strike all nearby foes with an electrical burst. If a foe is hit by the burst, the skill's recharge is halved.   Updraft- Gain swiftness from a gust of wind that launches nearby foes.   Arc Lightning- Cast an arc of electricity at your foe.   Lightning Strike- Strike your foe with lightning.   Blinding Flash- Blind your foe with a flash of light.   Swirling Winds- Create a swirling wind that destroys projectiles.   Gale- knock down foes with a gust of wind.   Cyclone- Blast out a cyclone that pulls enemies toward its location and grants swiftness to allies it affects.   Lightning Orb- Launch an orb of lightning that fires projectiles at nearby foes.   Charged Strike- Strike your foe with shocking force.   Swift Slash- Deliver a second strike, gaining swiftness.   Call Lightning- Deliver the final attack, calling lightning strikes onto enemies.   Leap- Shadow-step to your target and deliver a dazing strike. Gain super-speed if you interrupt an enemy.   Quantum Strike- Strike your foe, charging them with static and causing lightning to strike repeatedly for a short period of time.   Forked Lightning- Fire three bolts of lightning in an arc in front of you.   Electrocute- Charge the water around your foe with electricity. Enemies currently using an ability are dazed.   Air Pocket- Release a slow-moving, detonatable air pocket. When it explodes, you teleport to that location.   Vacuum- Detonate your air pocket to teleport to its location.   Air Bubble- Trap your foe in an air bubble and make them float to the surface.   Lightning Cage- Create an electrical field that stuns foes crossing it.   Tyrra and Selena (Earth and Metal)   Stoning- Hurl a rock and weaken your foe.   Eruption- Shake the ground until it erupts and damages foes.   Magnetic Aura- Reflect projectiles with magnetic energy.   Unsteady Ground- Create unsteady ground that foes cannot cross.   Shock Wave- Create a shockwave that bleeds and immobilizes your target.   Impale- Spear your foes on a giant stone spike.   Ring of Earth- Bleed foes with a ring of rocky spikes.   Magnetic Grasp- Immobilize your foe, making them vulnerable to a Magnetic Leap attack.   Magnetic Leap- Pull yourself to a foe and deliver an immobilizing strike.   Earthquake- Trigger a quake at your location, knocking down foes and dealing massive damage.   Churning Earth- Make the earth churn, crippling nearby foes before unleashing a seismic wave that damages and bleeds them.   Stone Shards- Fling stone daggers at your foe to impede them.   Rock Barrier- Envelop yourself in a stony barrier that improves toughness.   Hurl- Hurl the rocks from your rock barrier at your foe.   Dust Devil- Blind your foes with a blast of sand.   Magnetic Wave- Damage foes, cure three of your conditions, and reflect projectiles with a magnetic surge.   Obsidian Flesh- Envelop yourself in stony armor, making yourself invulnerable.   Squall- Apply protection to you and your allies, then increase the duration of all boons currently existing on you and your allies. Gain magnetic aura.   Dust Storm- Summon a dust storm that inflicts conditions.   Crystal Slash- Strike your opponent with a serrated blade.   Crystalline Strike- Attack enemies with a second vicious attack.   Crystalline Sunder- Unleash a final crushing blow.   Earthen Vortex- Burrow into the ground, and then erupt with earth-shattering force.   Rust Frenzy- Strike your enemies with deadly force.   Rock Blade- Shoot three rocky blades at your foe.   Rock Spray- Spray a cone of gravel to bleed foes.   Magnetic Current- Launch a large magnetic force that reflects projectiles along its path, crippling foes that touch it.   Rock Anchor- Anchor a rock to your foe, making them sink.   Murky Water- Cloud the air with dust to blind your target and nearby foes.

Side/Secondary Effects

Their powers of destruction are drawn from an affinity with the elements that make up the world. Excessive use of WM has been known to "bleed" the person (sucking out their life-energy) and in some cases may absorb all of their Moona, killing them in the process.

Manifestation

When using WM there will be a strange whining sound in the air, a flash of light and an odd humming vibration in the organs of the user.  
Great-Weapons
Sometimes, very rarely, a user may be able to channel their element so much that it will manifest as a powerful weapon. These magical Great-Weapons are: the Seacle (a curved diamond-blade that channels water), Slughorn (a glass horn that channels wind), Ruud (a silver wand that channels metal), Mudra (a golden disc that channels energy), Hammer (a large stone mace that channels earth) and Boriant (a glowing multicolored orb that channels fire). If a person manages to summon a Great-Weapon, they can only use it once as it can never be summoned again.   To summon a Great-Weapon, one must make the Abhayamudrā with the right hand and hold the left hand outwards, to receive the weapon. This form of summoning is dangerous, with only a 10% chance of summoning a Great-Weapon and a 90% of imploding and death.

Source

The source of WM is always its natural element. If the required elements are not in the area, one can Summon the deisred element. This, however, takes a toll on the user.

Discovery

WM has been used since before the Old Folk came to Heimland.
Material Components
The main two things needed to use WM are the required element the user wishes to exploit (e.g. Fire if using fire-spells) and an object to focus the energy through (such as a staff or sword).
Gestures & Ritual
To use WM, one must activate the Moona-energy within. The user must the use this interior Moona to channel an element, and "bend" it to their will. They can then use the said element to cast a spell.   To access a spell, one must use the Abhayamudrā ("gesture of fearlessness") in which the the right hand is held upright and the palm is facing outwards. By making the Abhayamudrā, one can hurl the spell at another person. When thinking of the spell, one must imagine the spell in their head and visualize the spell before forming and using it. This must be done with a clear mind, otherwise the spell cannot be used.
Effect Duration
2-15 minutes (depending on power of spell)
Effect Casting Time
Average time is 0.3 seconds.
Range
A radius of 25 meters
Level
It must be used by a person with a high Magic Level, and a Flank of Gold or Silver.
Applied Restriction
Peacekeepers maintain the use of WM, only allowing a select few individuals to use WM. These individuals require a Spell-Permit that grants them the legal ability to use WM. Any person caught using WM without a Spell-Permit is handled by the Peacekeepers.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!
Dec 3, 2018 12:22 by TJ Trewin

If someone has the right elements (and enough Moona), would they be able to cast multiple wild magic powers at once (or in rapid succession)?


Journals of Yesteryear

Please consider voting for me in the 2024 Worldbuilding Awards!
Dec 3, 2018 12:25

Depending on their location and the power of their Moona, a person could in theory fire off multiple Spells at once. Firing off multiple spells in rapid succession is also possible (and much easier) with a Great-Weapon.