Spells Spell in Warworlds of Ka'a' | World Anvil
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Spells

Spells are used by intelligent creatures with a high Magic Level for a variety of purposes. They come in multiple types, and each one is as powerful as your Magic Level. Spells can be used to improve fighting, weaponry, health or chances of winning a battle. Spells are rated as Common, Uncommon, Rare and Ultra-Rare.

Effect

Strant (Might)   Bandolier: Weight of ammunition is 90% less. Rare.   Arms: Weight of energy weapon ammo is 30% less. Common.   Bearkill: Weight of heavy guns is 40% less. Common.   Shield: +5% damage resistance. Rare.   Gunner: +10 damage boost with non-explosive heavy weaponry. Rare.   Slugger: melee does +10% damage. Common.   Gladiator: +20% damage bonus with any weapons. Uncommon.   Fist: +20% punch-damage increase. Common.   Hoarder: weight of items reduced by 25% for easier carrying. Common.   Frame: Armor weighs 25% less than normal, allowing you to move quicker. Uncommon.   Mitten: +10% damage when using blades. Rare.   Hiker: Weight of food and drink is reduced by 30% for easier carrying. Common.   Pharma: Weight of all chemicals reduced by 20% for easier carrying. Rare.  
Tascimus (Agility)
  Bounty: increase 40% of collected loot. Rare.   Concentrate: +15% bonus accuracy when shooting. Uncommon.   Snitch: 25% chance to loot twice as much from raids. Ultra-Rare.   Nightgrave: Between 6 PM and 6 AM you can camouflage perfectly with surroundings. Ultra-Rare.   Hunger: Hear an audio cue when near food or water. Common.   Perception: Hear an audio cue when in range of a threat. Rare.   Lockpick: Gain +10 skill in shooting and 10% flexibility. Common.   Refraction: Magic-Resistance is +5%. Common.   Sniper: improve breath-control when aiming down scopes of guns. Common.  
Borial (Endurance)
  Aqua: Ability to breathe underwater. Ultra-Rare.   Droughtkill: Drinks quench thirst +15%. Rare.   Grunt: any food gives you +15% more energy. Rare.   Gastric: Food found anywhere is 30% less disease ridden. Rare.   Drinker: consume booze and dangerous substances without getting affected. Common.   Beast: For 2 minutes after healing you can perform +25% damage. Rare.   Metabolize: Food satisfies hunger +15%. Common.   Quencher: Drink whatever you want. Disease chance is down by 30%. Common.   Vaccine: infection chances reduced by 60%. Ultra-Rare.  
Zhaka (Fitness)
  Blood: heal 50% more after consuming blood. Rare.   Guardian: Gain +8 damage resist for your allies (no bonus for you). Common.   Camper: While in camp or at a public workshop your hunger is 40% slower. Common.   Lucky: When drunk you get +2 Luck. Ultra-Rare.   Allies: Gain 5% more power while near your friends. Rare.   Wanderer: When alone you get +10% regenerative-abilities.   Chugger: Effects of alcohol are reduced dramatically. Common.   Philanthropist: When you eat or drink something you sate your allies as well. Ultra-Rare.   Surgeon: revive fallen allies quicker. Common.   Healer: Reviving an ally lets you regenerate health for a few seconds too. Rare.   Maneuver: near allies you’ll sprint 10% quicker. Common.   Numbers: The best facets of your Spells will be +25% stronger in a smaller team. Ultra-Rare.   Medic: Your Spells will heal buddies 50% better. Common.  
Savant (Intelligence)
  Contractor: Crafted workshop stuff costs 25% fewer resources. Rare.   Weapons: Allows you to craft exotic weapons. Rare.   Aid: Spells are 10% more effective when used.   Grease: Repair-time for weapons is 30% less. Ultra-Rare.   Plumber: can imprive the strength of pipe-weapons by 30%. Common.   Warrior: improve damage of weapons by 30%. Rare.   Hacker: Gain +1 skill for using technology. Common.   Scientist: energy-weapons are improved by +20%. Common.   Survivor: if your health drops below 20%, endurance increases by +5%. Rare.   Runner: When your health is below 40% you sprint 10% faster. Common.   Dodgy: You can avoid 10% of each enemy attack. Rare.   Kneecaps: serious fall-damage is reduced by 80%. Ultra-Rare.   Gunner: When packing a pistol you’ll run 10% faster. Ultra-Rare.   Gunslinger: Pistols do +10% damage. Ultra-Rare.   Marathoner: Sprinting improves by 20%. Common.   Target: While sprinting you do +15 Damage and resist damage too. Ultra-Rare.  
Metphis (Luck)
  Cando: When searching any box there’s a 50% chance to find a canned item. Ultra-Rare.   Draw: Landing a shot will come with a 10% chance to repair your weapon. Ultra-Rare.   Farmer: While searching for junk there’s a 50% chance to find rare substances. Ultra-Rare.   Serendipity: You get a 15% chance to avoid damage when you’re below 30% health. Ultra-Rare.   Scrounger: +50% chance to find extra ammo. Ultra-Rare.   Spartan: Stops infection dead in its tracks. Also gives invulnerability to any form of attack for 2 minutes. Ultra-Rare.  
  • There are also seven "Divine-Spells", Spells that are even rarer than Ultra-Rare and are used only by the most powerful wizards:   Victorianar (ensures a 100% success in a battle).   Ølrunar (protective Spell against being bewitched by means of magic or any other method). It comes in two forms; Naudiz (protection against technology) and Ilaukaz (protection against magic).   Biargrunar (Spells used to create and to facilitate childbirth. Also referred to as Lifebringers).   Rimrunar (Spell for the protection against any physical force, natural or supernatural).   Ilimrunar (healing Spells that heal any form of sickness or injury).   Malrunar (Spell to improve one's rhetorical ability at manipulation, allowing you to control as many people as you like with only your words).   Hrugrunar (Spell to improve one's wit and to add a 100% rate of luck in anything you do).
  Divine-Spells can only be used once, and require a sacrifice of blood.   To counteract a Divine-Spell, one must use a Curse-Charm. Curse-Charms can be used with or combined with other Spells, can only be used once and require a blood-sacrifice. Curse-Charms come in nine types:   Banding (an ability that has two parts. First, a defending wizard determines how combat damage is dealt by an opposing force if at least one of the Spells blocking the opposing wizard is Ultra-Rare; normally the controller of the Spell dealing the damage determines this. Second, an attacking wizard may summon "Bands" of creatures with Banding, though one non-Banding creature (such as a Satanimal or Undead) can be included in a Band. If one creature in the Band becomes blocked by a Spell, the whole Band becomes blocked as well, whether or not the defender could block other creatures in the Band. This can allow many small creatures to "gang up" on a single bigger creature that would survive blocking any one of these smaller creatures. In other words, this Spell is better with summoning groups of creatures; strength in numbers.   Bury (a Spell used for a two-part effect: destroying a permanent Spell, and preventing that permanent Spell from regenerating. When using Bury, one can either use a Destroy (annihilating Spell) or Sacrifice (bring Spells to your own use)   Intimidate/Fear (this Spell had an ability that had existed long before it was given a keyword; Spells infused with Fear can't be blocked except by other Curse-Charms and by Artifacts.   Landhome (a Spell infused with Landhome may only attack a wizard who is controlling a land of a specified land-type, and must be sacrificed if its controller does not control at least one land of that same type. (E.g. this can be used to form earthquakes, but only if the Spell-user knows how to stop earthquakes).   Landwalk (a Spell infused with this ability cannot be blocked as long as the defending wizard controls at least one land with the required land type (e.g. a wizard on a fiery landscape cannot be blocked if the opponent has a fire-spell on the battlefield). This ability comes in multiple forms including Grovewalk (for forests, places with high concentrations of earth/solids), Swampwalk (for swamps/ places with gaseous substances), Hellwalk (for places with fire) and Plainswalk (places with water/ice/liquid).   Phasing (Spells with the status "phased-out" (can only be used once) are treated as though they do not exist except for Spells that specifically interact with phased-out Spells. In other words, this Curse-Charm could "phase" things out of existence for a brief period). Spells which have Phasing become "phased out", along with anything attached to the Phasing. Any Spells the wizard controls which were phased out become "phased in" and return to the battlefield at the same time. An object that phases out ceases to exist, while anything attached to it phases out and does not phase in on the object's controller's next Spell.   Protection (a Spell cast with Protection cannot be enchanted, equipped, blocked, or targeted by anything with that Spell, and all damage that would be dealt by a source of that Spell is prevented.   Hexproof/DEEBTT (standing for "Damage-Enchant-Equip-Block-Target-Trigger." Using a Spell with this means it cannot be blocked, cannot be equipped or enchanted, cannot be targeted by other Spells and cannot be dealt damage. It is considered the ultimate form of defense).   Shroud/Substance (this can represented in two related actions. A Spell or person suing Shroud cannot be the target of Spells or abilities (even his or her own).   Despite their power, one Curse-Charm can be repelled or neutralized with two Divine-Spells. If a Curse-Charm and a Divine-Spell are combined or used together in one move, a massive cataclysmic explosion spreading over 60 miles in radius will occur, flattening anything in its path.

Side/Secondary Effects

Side-effects include nausea and lethargy if Spells are used excessively.

Manifestation

Spells manifest as auras of red, pink, yellow, green, blue, orange or purple light. Auras can be seen by Beasts and Satanimals, and can be "heard" by Undead.

Discovery

Spells have been used since the time of the Overlords.
Related Organizations
Material Components
Required materials are fire, water, wood, metal, sulfur, aluminum, a handful of earth, some stones, a few herbs (mostly foxglove, spinach and mint), the juice of Strangling-Vines and a Zapper.
Gestures & Ritual
To use a Spell, one must fill the Zapper with the necessary components (ingredients) required. Then one must hold the Zapper straight at your target with your left hand, make a Summoning-Gesture (extending the thumb and smallest finger while holding the three middle fingers curled, and gesturing in salutation while presenting the front or back of the hand; the hand is to be rotated back and forth) with the right hand and say the name of the specific Spells you seek to cast.
Effect Duration
12 hours
Effect Casting Time
30 seconds (normally)
Level
A person with a Magic Level of Flank Silver can cast a Spell.
Applied Restriction
Spells should not be cast near bodies of water, volcanic regions or places with metal or anywhere underneath the ground-level (either underground or underwater). This is to prevent a Spellwind (a phenomenon in which a gust of wind will create a miniature tornado, sucking up everything around it can trapping the spell-caster within).   There is also the "Ten-Trump-Restrictions", these are a ten basic set of rules regarding Spells; certain Spells can "Trump" (disable/neutralize) other Spells. The order is as follows:   Might cuts Intelligence   Agility covers Fitness   Endurance crushes Might   Intelligence poisons Fitness   Fitness smashes Endurance   Luck decapitates Endurance   Luck consumes Agility   Intelligence disproves Luck   Endurance vaporizes Fitness   Luck crushes Intelligence

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