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The Ultimate Encyclopaedia of Spellcraft - Formulas, Spells, Rituals, and other Praised Oddities of the Wizardly World.

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Vaell
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Post by Eldiros Sat Dec 27, 2014 12:15 pm

The Ultimate Encyclopaedia of Spellcraft
The Following Material is approved by the Kirin Tor for Educational purposes only. Be aware that the Kirin Tor will not be held responcible for any cases of dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, phsycosis, coma, death, halitosis, arthrogryposis, supernumerary bodyparts, speech disorder, incineration, and sleeping disorder due to vengeful unfriendly wraiths. The following content is not to be exposed to children beneath maturity.


It's here! The grandiose collection of supplemented Spells of the Wizardly World. Throughout time and discovery, there have been many Wizards from various locations around the Civilized World with life-long works and ideas of their own on the matter of Arcane practice. This sanctioned guide of Spell-collections brings the works of these dedicated scholars to you, the aspiring magus.


[OOC]:
This little Collection-thread is something I've had in the back of my head for quite some time, in which I thought that the player-base might write down the procedures of certain spells they might commonly use in the game. This would refer to mainly the long-term procedures of spells and spell-techniques that require specific degrees of preparation, but features really, anything that might come up in your mind, from the mysteries of making a good tea, to complex wards of time-consuming preparation! While its very understandable that any wizard would keep his/her great and well thought-out works to him/herself, having a few of these widely known is also a common turn-out, all left out to your creation. These spells might later be placed in a neater version of the Encyclopaedia, to be distributed across the Wizardly World in good grace!

Feel free to post up your obscure spellcraft, comment, and evaluate! Very Happy
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Post by Littlepip Sat Dec 27, 2014 10:42 pm

Shadowy Tendrils:
One of my favorite CC spells for roleplay, capable of both stopping, strangulating and killing as long as you have access to darkness. For me this is the go to spell if I need something dealt with. It is capable of doing anything as it has its own will, however due to that it can also be turned against its wielder, it has a few flaws with that it is not really that effective in the light, it is best used in the darkness were it cannot be seen. Its weakness is that anyone with a torch or any kind of light source can keep it back.

Mind Control:
A normal mind control, it is one of the most important spells in the spellbook of the shadowmancer, it has the power to turn the tide of the battle completely to his side, however it depends strongly on how prepared the two sides are. The mind control spell can easily be protected from with enough shadow protection, however it also depends on the minds of the two sides. Before a shadowmancer can cast this spell he/she should always weaken the mind of the victim and prepare for anything to go wrong. (Remember to ask for permission first.)

Wandering Nightmare:
This spell is usually used before mind controlling someone to weaken the victims mind, doing mind control before that lowers the chances to control the victim drastically unless he/she is weakened from something else, in pain, distracted by something else or asleep.
The nightmare spell is the most important spell of the Shadowmancer, it is his/her best offensive spell due to it being easy and quick to cast, however take in mind that taking your time casting the spell increases the strength.


As you can see Ariels spell list is mostly mental or ethereal, this is my list of spells and how my old rules used to work, some things might be wrong and if they are I usually correct them when I notice it. Hope you find them useful.
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Post by Demurral Sat Dec 27, 2014 11:59 pm

I should as well post one of Demurrals favourite spells.
Mystic Glass
A solid, crystalline matrix of magic, which retains some of the properties of the normal, ethereal spells of that type. Full experimentation has not been tested, but it appears it can be formed into any kind of shape or vessel, including possibilities for armour or weapons. However, it appears to have similar strengths and flaws as glass itself, hence the name.
Examples including, but not limited to:

Fire Glass - A red or orange tinted glass, formed typically into round glass spheres, which can produce heat, light or flames when held, and unleash their entire fiery payload when smashed.
Shadow Glass - Purple tinted, usually formed by Demurral into thin spikes, or a sword or dagger. As sharp and brittle as a glass blade, they cause the same corrupting influence as a medium-powered Shadow Bolt.

Other examples may exist, or may be waiting for discovery.


Last edited by Demurral on Wed Mar 25, 2015 6:55 pm; edited 1 time in total
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Post by erwtenpeller Tue Dec 30, 2014 5:17 pm

Read:
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Post by Vaell Tue Dec 30, 2014 5:31 pm

erwtenpeller wrote:Read:
[You must be registered and logged in to see this link.]
It's different. That's a guide to the lore of magic and how it works.

This is a spell compendium. Good work! I'll add some another time.
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Post by Axio Tue Dec 30, 2014 7:06 pm

Nice idea! I'll start with a personal favourite as well

Apparition (flight-teleport, name shamelessly stolen from a certain popular fantasy series)

Apparition is the name given by the author for the ability to move from one place to another magically, by means other than immediate teleportation. This spell does not require the time needed to conjure a portal, or to reach the point of concentration needed for translocation to happen instantaneously. Travelling by apparition in any of its forms usually leaves a highly visible trail in its path, which is discernible by the naked, observing eye. Therein lies the danger of using this spell in hostile situations; it can be countered by either magical or physical means. The spell can therefore be considered a mix of teleportation and a flight form. Unlike blink, combatants may use this spell, or variations of this spell, to charge at their opponents with the supernatural speed of an offensive cast.

Forms of apparition, as researched by the author

Arcane Apparition
Also known as Displacement. This is the most basic of non-teleport travel forms, as it either shrouds you in a ball of arcane energy, or breaks you down into particles, transporting you in a timely fashion from one place to another. The speed of transportation is usually insufficient to be used for an offensive. The spell can also be anchored with non-conventional portals for the benefit of non-spell casters.

Notable users:
- Archmage Khadgar of the Kirin Tor
- Imperator Mar’gok of the Gorian Empire

Illustration of spell effect:
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Flame Apparition
Leaves a trail of fire in its path, and is therefore the easiest to trace. The heat emitted by the spell is sufficient to break incoming hostile physical objects, allowing for a greater defence while in flight. The heat propelling the caster forward also enables the achievement of extremely high speed limits, thus rendering this spell highly useful for both long- and short-distance travel, the latter being most prominent in mimicking a fireball to charge an opponent with.
Author’s notes:
- The most aesthetically pleasing form of travel
- Fel fire variations exist
- Highly volatile, may be dangerous for novice casters, one should always expect a bumpy landing

Notable users:
- Fandral Staghelm and his flame druids

Illustration of spell effect:
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Shadow Apparition
The most sinister form of apparition is also known as Dispersion. It breaks the caster down into pure Shadow energy particles, allowing less damage to be taken from hostile, countering sources. It is yet unknown whether this form of apparition is viable for long-distance travel or more offensive spellcasting, or whether it can be combined with other elements to enhance its usefulness. Frequently in use by shadow priests and shadow mages.

Notable users:
N/A

Illustration of spell effect:
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Post by Heirio Sun Feb 22, 2015 9:21 am

I think people should add which school it is part of to the description.
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Post by Kelly Ravelle Sun Feb 22, 2015 12:57 pm

"Entropic Field


Spell description
To which school Entropic Field belongs can be debated. I assess it belongs to both Abjuration, due to its defensive nature, aswell as Transmutation.
As an extent of the Slow and Slow Fall spells, Entropic Field creates an area, a bubble, a field - whatever shape you make it assume - that will hinder and, if powerful enough, stop approaching projectiles.

Author notes
Trials for how well this spell can stop entities have not been completed. The similarities to Slow and Slow Fall would indicate that it can, however how long the spell can be channeled for is uncertain. Further research about the mana cost is required. "


- Excerpt from "The Experimentation of The Schools of the Arcane - Transmutation - A Dalaran Pupil Study" by Kelly Jendrock.
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Post by Swan Emperor Arenfel Sun Feb 22, 2015 2:24 pm

Conjure Weapon (Conjuration)
Transforms raw mana into a tangible weaponised construct, for use by the caster or its allies. The most common application is to create a sword, or another simple bladed construct. However the possibilities are limitless. One may elect to conjure a quarterstaff, or a knife. Unconventional weapons such as firearms and heavy artillery have been attempted, but with such disastrously poor results it's rarely been worth the effort since. Quality and stopping power of the weapons are variable, and dependent on the caster's skill. As is the case with all conjured objects, they are not superior to their real-life counterpart.

Example: A conjured sword with the properties of a steel longsword, will always be inferior to a genuine sword, forged by hand.

Note: Conjured material cannot exist indefinitely. All conjured materials have an average shelf life of fifteen minutes, unless sustained by the caster with a re-casting of the original spell.

Barrier Wall (Aburation)
Mana Shields and subsequent Mana Barrier variations are often curved, and bubble-like. The Barrier Wall spell, in contrast, is a targeted abjuration spell which forms an impassable obstacle. It can be used to block off doorways, entrances, escape routes, or be used to defend a larger party against an assault from a specific direction.

Note: Large-scale barriers are extremely taxing on the mage. It is not recommended that someone without proper training in the field of Abjuration to manifest a Barrier Wall larger than six feet by six feet.

(These are spells I used on Arenfel. They're basically just Mana Shield and Conjuring items in different shapes!)
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