Magic
"Magic is a gift from the Gods. Their crystal hearts provide the world for us, and they also provide for us the means to defend ourselves and make our lives easier! Magic is a gift and not all of us have access to every type of magic. Only by working together can we keep the Upper World in absolute harmony"
- Tanith Oral Tradition
Magic is an ability granted to various Tanith, Aseth, Elaski and Rachni. Humans are unable to use this gift because it is said they nearly destroyed the world with it in the distant past. The ones who can cast magic use it in nearly every aspect of their daily lives. They use it to help their crops grow. They use it to keep themselves warm. They use it to enchant their potions and food. They fight with it as well ((And this being a design document for a game, we're going to be mainly going over the combat spells for now)).
Magical Combat
For a thousand years, the Tanith and Aseth have developed the use of magic in warfare and refined it to a point that everyone who can use a specific type of magic are taught the same spells. While there is some room for creativity, if it works in war chances are that someone already thought of it. With that said, each of the 6 Elemental magics (Fire, Wind, Water, Ice, Lightning, Earth) and the 4 arcane magics (life, death, nature, Time) have roughly 9 useful combat and utility spells that have been proven for several centuries. The Elemental magics can be combined with each other to form new categories of magic entirely, and those too have also been refined to the point that around 6 or so useful combat and utility spells are known.
Fire
Spell Name |
Effects |
---|
TIER 1 |
---|
Ball of LightSpell, 1mp |
Create a small glowing ball of light. You can keep it in your hand for a longer lasting light or you can have it float and follow you around. Floating lights last 60 seconds.
|
FireballSpell, 5mp |
Create a glowing ball of fire, roughly the size of your fist, and hurl it towards a target, dealing light fire damage and possibly setting the target on fire. |
HeatwaveEnchantment, 1mp/sec |
Emanate heat from yourself, heating up the surroundings. Created a sweltering field of heat, unbearable to your opponents. They move slower, healing is less effective and make rash decisions. |
TIER 2 |
---|
Flame ThrowerSpell, 25mp/sec |
Spew forth flames from your hands at a short range, dealing massive damage every second with a large chance of causing the target to catch fire. Has a high MP cost though so it will not last long.
|
Breath of FireSpell, 15mp |
Manipulate the inner fire of a living thing. Acts as a dispell, and will burn away both positive and negative status effects from the target. |
Fire ShieldEnchantment, 3mp/sec |
Create a barrier of fire energy around the target. Reduces the effects of Ice and water magic. Being hit by an earth spell may cause an explosion. |
TIER 3 |
---|
FlareSpell, 100mp |
Manipulate the internal heat of the target, causing them to spontaneously combust and explode with fire energy, dealing massive damage and setting the target on fire as well as damaging surrounding targets.
|
Fire WeaponEnchantment, 5mp/sec |
Enchant a target's weapon, making it produce flames, and giving it fire damage. |
Flame wallEnchantment, 10mp/sec |
Create a wall of flames in specific areas damaging enemies that wander inside. Humanoid enemies will be smart enough to go around the flames, but you can use this to your advantage to creat choke points. |
TIER 4 |
---|
MeteorSpell, 250mp |
Slowly charge a powerful fire spell over the next ten seconds. You can still move around and fight but your mp is drained and you can't cast magic. When the spell is fully charged, create a massive fireball in the skies above the battlefield and sent it flying into the ground, dealing exceptional fire damag to every target caught in the area. All targets catch fire. This may also turn weaker enemies to ash. |
Summon |
---|
PhoenixSpell, 50mp |
The God of Fire sends a firebird to the battlefield. It will follow you around until runs out of hp and will attack enemies in the area. It will follow your commands and you can order it to attack enemies.
|
Water
Spell Name |
Effects |
---|
TIER 1 |
---|
Create WaterSpell, 10mp |
Create a an amount of water, equivalent to roughly ten gallons. You can use it to put out fires or cover the field in water. the water lasts as long as it takes for the sun to evaporate it away.
|
WaterjetSpell, 5mp |
Create a jet of water, with roughly the width of your arm. It hits the target with force great force and water damage, possibly knocking them over. |
Cooling rainEnchantment, 1mp/sec |
Call a raincloud to cover the battlefield with a gentle rain. Lowers the effectiveness of fire and earth magic but increases the power of water, ice, and lightning magic. |
TIER 4 |
---|
TsunamiSpell, 250mp |
Slowly charge a powerful water spell over the next ten seconds. You can still move around and fight but your mp is drained and you can't cast magic. When the spell is fully charged, create a gigantic wall of water that throws itself across the battlefield with terrifying speed, dealing massive damage. Many enemies may be pushed out of battle and be defeated immediately. Remaining enemies may start drowning. |
Summon |
---|
PiscesSpell, 25mp |
The Water God grants you a pair of fishies to protect you on the battlefield. They swim around in the air drawing the attemption of enemies away from you.
|
Comments
Author's Notes