Post by Henry Bloodwrath on Jul 11, 2008 15:57:26 GMT -5
*Written in Henry's Journal*
First off, let me warn all you who are reading this, whether by my discretion or in the future, that I will not give out exact details of what my spells can do. Neither will I give out the incantations of them. If you are reading this journal with me around, feel free to ask me questions. If not, then use what clues I give you to figure it out. I myself will not need to recollect what incantations there are, since I self-tought most of these spells to myself. I will leave room at the bottom for later additions and/or notes, if the need arises.
Thermal Blast:
Though one might confuse this for a combat move, it is in fact a non-combat move that may be used in combat situations, but it's not designed that way. The most often use I have for this spell is for levitation. Casting this beneath me and/or to the side, I can thereby move away from the blast area. However, this move doesn't negate gravity nor is it last very long. Then again, it doesn't take much energy to cast, nor does it have a long spell-casting time.
Heat Waves:
The primary use for this spell is for deception. I have used it in the past to hide my presence from various guards, whether back in the lands without magic in the air, or in here, in Gaia. Another name for this move could be called a Forced Mirage, but that's enough clues on this spell.
Fireball:
The name says it all. The longer the spell-casting takes and more convoluted the incantation is, the bigger and more powerful fireball you produce. However, changes to the incantation can produce homing fireballs, stationary fireballs, and can also vary the amount of time before the fireball extinguishes itself or the ball's speed, besides other alternate uses. The fireball is not constrained by gravity, and so has an almost unlimited range. However, the farther it gets from the caster, the more energy it takes to maintain the form of the fireball. My own range, from what I have determined, is longer than a mile.
Mark and Recall:
These two spells go hand in hand. Wherever one casts the "Mark" spell, that is the target of the "Recall" spell. When one casts Recall at a later time than casting the Mark spell, the caster is instantaneously transported to the Marked location. Although I currently have only one Marked target available per spell pair, I am researching on how to have multiple Marks with only one Recall spell.
Water Walking:
An easy enough spell, provided one has the materials or inclination, one merely casts the spell, and the surface of water, about 2-3 inches below the soles of the feet, repels your body sufficiently enough that it doesn't sink. Also, I have modified this to my improved Levitation spell. However, if the caster falls to one's knees and/or hands, one should note that only the feet are held up above the surface - the rest of the body would be submerged.
Levitation:
An improved version of the Water Walking spell, the caster merely casts it upon oneself, and then can magically "fly". However, it takes a great deal of energy to maintain. A lesser levitation spell of mine takes much less energy to maintain, but is in the form of a hollow sphere so as to not drop the caster.
Water Breathing:
A rather complicated spell. If one does not have the proper inclination to it (like I didn't), then one must have the proper materials in order to reduce the massive energy cost. Indeed, although I have not yet discussed it with any water-oriented magic-users yet, I presume that with the proper inclination, the time limit might be abolished. As it is now, I have perhaps an hour or two of breathing in water. I have lasted past an hour in a water-filled urn, but the time may vary once in other conditions.
Golem:
A creation rather than a spell, but since it doesn't live on its own I shall categorize it under spells. I have created many models of golems, but my current favored model is that of a pile of carved boulders, animated by my will of course, but powered mostly by a special form of magical fire. No, it is not like the mortal's electricity, though it might seem like it. The reposed form of the golems...I shall not reveal. The activated forms range from the basic humanoid form (2 slabs for each leg, 2 slabs for each arm, triangular rock pointing down for the torso, ball with 2+ gemstones (for the sensors) for the head), to the near-stationary avalanche form (tree-like structure, with one massive slab for the trunk (infused with gemstones for sensors), fused into the ground beneath it; limbs and leaves are made up of hundreds of rocks, sizing from pebbles to boulders). The materials making up the golems also vary, but are most are composed of obsidian. The gemstones which act as sensors are also varied. One secret which I will reveal is that the diamonds, or more commonly pearls, on the golems are used for sensing differences in the visible portion of the electromagnetic spectrum, or what mortal humans "see".
First off, let me warn all you who are reading this, whether by my discretion or in the future, that I will not give out exact details of what my spells can do. Neither will I give out the incantations of them. If you are reading this journal with me around, feel free to ask me questions. If not, then use what clues I give you to figure it out. I myself will not need to recollect what incantations there are, since I self-tought most of these spells to myself. I will leave room at the bottom for later additions and/or notes, if the need arises.
Thermal Blast:
Though one might confuse this for a combat move, it is in fact a non-combat move that may be used in combat situations, but it's not designed that way. The most often use I have for this spell is for levitation. Casting this beneath me and/or to the side, I can thereby move away from the blast area. However, this move doesn't negate gravity nor is it last very long. Then again, it doesn't take much energy to cast, nor does it have a long spell-casting time.
Heat Waves:
The primary use for this spell is for deception. I have used it in the past to hide my presence from various guards, whether back in the lands without magic in the air, or in here, in Gaia. Another name for this move could be called a Forced Mirage, but that's enough clues on this spell.
Fireball:
The name says it all. The longer the spell-casting takes and more convoluted the incantation is, the bigger and more powerful fireball you produce. However, changes to the incantation can produce homing fireballs, stationary fireballs, and can also vary the amount of time before the fireball extinguishes itself or the ball's speed, besides other alternate uses. The fireball is not constrained by gravity, and so has an almost unlimited range. However, the farther it gets from the caster, the more energy it takes to maintain the form of the fireball. My own range, from what I have determined, is longer than a mile.
Mark and Recall:
These two spells go hand in hand. Wherever one casts the "Mark" spell, that is the target of the "Recall" spell. When one casts Recall at a later time than casting the Mark spell, the caster is instantaneously transported to the Marked location. Although I currently have only one Marked target available per spell pair, I am researching on how to have multiple Marks with only one Recall spell.
Water Walking:
An easy enough spell, provided one has the materials or inclination, one merely casts the spell, and the surface of water, about 2-3 inches below the soles of the feet, repels your body sufficiently enough that it doesn't sink. Also, I have modified this to my improved Levitation spell. However, if the caster falls to one's knees and/or hands, one should note that only the feet are held up above the surface - the rest of the body would be submerged.
Levitation:
An improved version of the Water Walking spell, the caster merely casts it upon oneself, and then can magically "fly". However, it takes a great deal of energy to maintain. A lesser levitation spell of mine takes much less energy to maintain, but is in the form of a hollow sphere so as to not drop the caster.
Water Breathing:
A rather complicated spell. If one does not have the proper inclination to it (like I didn't), then one must have the proper materials in order to reduce the massive energy cost. Indeed, although I have not yet discussed it with any water-oriented magic-users yet, I presume that with the proper inclination, the time limit might be abolished. As it is now, I have perhaps an hour or two of breathing in water. I have lasted past an hour in a water-filled urn, but the time may vary once in other conditions.
Golem:
A creation rather than a spell, but since it doesn't live on its own I shall categorize it under spells. I have created many models of golems, but my current favored model is that of a pile of carved boulders, animated by my will of course, but powered mostly by a special form of magical fire. No, it is not like the mortal's electricity, though it might seem like it. The reposed form of the golems...I shall not reveal. The activated forms range from the basic humanoid form (2 slabs for each leg, 2 slabs for each arm, triangular rock pointing down for the torso, ball with 2+ gemstones (for the sensors) for the head), to the near-stationary avalanche form (tree-like structure, with one massive slab for the trunk (infused with gemstones for sensors), fused into the ground beneath it; limbs and leaves are made up of hundreds of rocks, sizing from pebbles to boulders). The materials making up the golems also vary, but are most are composed of obsidian. The gemstones which act as sensors are also varied. One secret which I will reveal is that the diamonds, or more commonly pearls, on the golems are used for sensing differences in the visible portion of the electromagnetic spectrum, or what mortal humans "see".