Magic
From Lunatara Wiki
In Lunatara, magic is a source of energy that can be found all around the world. In order to use the magic to form a spell, the user must learn to shade the magical energy to his will. This training can take many years, and will still only allow him to use basic spells. In order to manipulate the energy to create spells of various types something must be used as a medium to allow the caster to do so. The most common medium to use is a Marble, which is either used briefly as a held item temporarily giving the power or by devouring it, allowing the caster to permanently manipulate the energy while the marble grows stronger and stronger inside its host allowing him to use it even to further extent.
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History of Magic
Magic was first discovered by Dark Elves, who studied it carefully some years before the Elven Wars began. Djring that time, they discovered great magic which still is unknown to the other races,and only a portion of what they learned was taught to the Wood Elves. As the Elven Wars began, magic was what gave the Dark Elves the upper hand in battle, but as the gods began walking the earth and the Wood Elveswas first to learn to use Marbles, and shifted the war to become a long and stable war between the two races. Ever since then, each god has evolved their own school of magic and spread it around the world.
Magic as a living Energy
Magic is a living energy of sort. Not like a true living being, but magic can choose to make decisions if the suroundings allow it to. Some examples that prove magic to be living is items with a free will that is able to speak to their masters, like Brisinagram. In these cases, the energy has learned to channel their wills through to its wielder using the weapon as a medium for its actions. Some items can even force their owner to do certain actions, like the Pappenheimer Althiril uses forces him to block incoming attacks. This does not however mean he will automaticaly block any incoming attack, just that he will always be aware of a incoming strike and try to block it.
Elementals
Someone who has learned to use spells is called a Elemental. At first the caster will be totaly different from a true Elemental Monster, which spawn in the footssteps of other gods. But after growing more and more powerful in its magic, the Elemental will notice subtle changes in his own biology, which grows bigger and bigger as they grow stronger. These changes involve the caster to slowly gain the same strength and weaknesses a true Elemental monster has against spells. Another change that come up at later stages is that the casters body will take on the aspect of its Spell School in battle, like a Fire Magic user will burst into flames in battle, and a Nature Magic user will be surounded by winds and lightning.
Magic Feats
A elemental can personalize their spells by learning magic feats. Some of these feat are learned automatically at certain skill levels, like those that make you take on the aspect of your school, but most of them require the Elemental to train hard to aquire the feat. These feats can allow him to do things with spell he normaly would not, like allowing him to move slightly while casting his spells or making the spell speachless countering any silencing effects.
Spell Schools
There are two kinds of spell schools, elemental and ulility, and a magic user can only learn one of each school. Also by learning to use two spell schools, you can also learn to use and create combination spells by adding a elemental and utility school. The elemental schools are fire, nature, water and earth. Together with the utility schools, illusion, enchantment, holy and dark, this makes a total of eight basic magic schools. But there are also some special schools of magic which works differently than the normal ones. These include Vocalization, Psi and Arcane.
Each school of spells have certain effects against other elementals, like increased, decreased or nullified damage and/or effect. Each school also has a weapon connected to it, which can be used as tools for any spell of that school. Also there is one animal associatd to each school, which are used for summoning purposes for that schools.
Fire magic
This school of spell is one of the most popular amongst common adventurers, as it could be used for non-combat situation as lightning fires and warming up stuff. Fire magic are as the name says spells that are manipulated into fire. All fire spells deal great damage and burn their enemies dealing additional damage over time. The fire school comes from Gehenna, lord of flames, and his worshipers strive to master this school of magic. Users of Fire Magic notice increases in strength in hot places, like volcanos and charred lands, and feel their power diminishing in dry or rocky places, like deserts and mountains.
Fire Spells Powers
- Fire's color representation is Red.
- Fire does increased damage to Nature elementals.
- Fire does decreased damage to Earth elementals.
- A Fire elemental takes less damage from Water.
- A Fire elemental takes more damage from Earth.
- A fire elemental absorbs all damage from Wind.
- Fire have no affect against Fire Elementals.
- Fire burn targets, dealing damage over time.
- Fire's weapon type is Sword.
- Fire's animal is Hounds.
Nature magic
This school is popular amongst the elves, who sees the nature as their habitat and protect it at all cost. Nature spells have two different damage types, Wind and Lightning. Wind spells are no good damaging spells, but instead have great protective powers as well as utility value. Wind spells also increases its users speed every time it is used, allowing for a quicker followup spell. Lightning spells are somewhat of a wildshot for nature elementals. It deals additional damage against water elementals, but also against its own kind making it a dangerous spell against yourself if reflected back to you. Also lighting goes straight through its targets armor, making it a powerful spell against heavy armored enemies. Users of Nature Magic notice increases in strength in plant-filled places, like forests, and feel their strength diminished in hot places, like volcanos and charred lands.
Nature Spells Powers
- Nature's color representation is Green.
- Wind does increased damage to Earth elementals.
- Lightning does increased damage to Water elementals.
- Lightning does increased damage to Nature elementals.
- Wind gets absorbed by Fire elementals.
- A Nature elemental takes less damage from Water.
- A Nature elemental takes more damage from Ice.
- A Nature elemental takes more damage from Fire.
- A Nature elemental takes more damage from Lightning.
- Wind increases its users speed by 10% for 1sec each time a spell is cast.
- Lightning ignores its targets Armor Class.
- Nature's weapon type is Axe.
- Nature's animal is Panthers.
Water magic
This school is very popular amongst the Atlanteans, who also see Fenora, godess of the sea, as their leader. They often measure their powers in magical strength, as believe knowledge is superior to physical strength. Overall Water Magic is a flexible school, as it could be used against both Earth, Nature and its own element, but does not however deal any greater damage and takes additional damage from several schools.Water magic has a sub-element, Ice spells which uses statuses to weaken the target. The ice spells should be used with caution however, as a reflected spell will deal increased damage to the water elemental. Water spells all make their target wet, which increases the effect of ice spells as well as some other effects. Users of Water Magic natice increases in strength in cold or wet places, like oceans and prozen wastes, and feel their strength diminished in plant-filled places, like forests.
Water Spells Powers
- Fire's color representation is Blue.
- Water does increased damage to Earth elementals.
- Water does decreased damage to Nature elementals.
- Ice does increased damage to Water elementals.
- Ice does increased damage to Nature elementals.
- Ice does decreased damage to Earth elementals.
- Water gets absorbed by Water elementals.
- A Nature elemental takes less damage from Earth.
- A Nature elemental takes more damage from Ice.
- A Nature elemental takes more damage from Lightning.
- A Nature elemental absorbes all damage from Water.
- Water affects its target with Wet, doubling damage from Ice. Also nulifies the next Fire spell,(removes the status). If the target is a Earth elemental is gets slowed by 30%.
- Ice slows its target by 20% for 5sec.
- Water's weapon type is Polearm.
- Nature's animal is Sharks.
Earth magic
Earth magic come from Odin, the wise god of the earth and is favored amonst the Dwarves. Earth spells are used to gain advantages in battle and shape the battlefield to the casters favor. Earth spells are good for both defensive and offensive action, and at the same time grants favorable statuses for its user. It's downside though is that earth spells tend to be costly, and should only be usedwhen really needed to. Any earth spell that hits a target holds him in place, allowing the caster to get further away from their enemies. Users of Earth Magic notice increases in strength in dry or rocky places, like deserts and mountains, and feel their power diminishing in cold or wet places, like oceans and frozen wastes.
Earth Spells Powers
- Earth's color representation is Brown.
- Earth does increased damage to Fire elementals.
- Earth does decreased damage to Water elementals.
- Earth does decreased damage to Earth elementals.
- A Earth elemental takes less damage from Ice.
- A Earth elemental takes less damage from Earth.
- A Earth elemental takes less damage from Fire.
- A Earth elemental takes more damage from Earth.
- A Earth elemental absorbs all damage from Water.
- A Earth elemental absorbs all damage from Wind.
- Earth holds its target in place for 1sec. Damage brakes this effect.
- Earth's weapon type is Hammer.
- Earth's animal is Bears.
Illusion magic
Illusionary magic was what made the Dark Elves famous for their magic. It was tought to them by the marbles left behindafter Zeni, misstress of illusion, walked on Lunatara. It is used to confuse enemies in several different ways, and can open up many possibilities for its user to gain advantages over their enemy. When an Illision spell damages an opponent, there is a small chance that the illlusionary energy confuses him for a short while. While illusion spells are a way to easily gain advantages over your enemies, its downside is that it is easily countered by basic spells and they have a chance to fail when used.
Illusion Spells Powers
- Illusion's color representation is Yellow.
- Illusion does increased damage to Enchanted elementals.
- Illusion does decreased damage to Illusion elementals.
- Illusion does full damage to Arcane elementals.
- A Illusion elemental takes less damage from Illusion.
- A Illusion elemental takes less damage from Enchanted.
- A Illusion elemental takes less damage from Dark.
- A Illusion elemental takes more damage from Holy.
- A Illusion elemental takes more damage from Psi.
- Illusion has a 5% chance to confuse its target for 5sec.
- Illusion's weapon type is Shade Weapons, which can be of any type.
- Illusion's animal is Shade Animals, which can be of any type.
Enchantment magic
Enchantment magic specializes fully in increasing the strenth of its user and his allies. Almost all spells of this school buffs its allies, and it only has a select amount of damaging spells. This is the school from Ilumus, which the Halflings favor as his devoted followers. The only advantage of enchantment damage over other damages is that is does increased damage to normal creatures, making non-elementals a prime target.
Enchantment Spells Powers
- Enchantment's color representation is Orange.
- Enchantment does increased damage to Normal creatures.
- Enchantment does increased damage to Holy elementals.
- Enchantment does decreased damage to Illusion elementals.
- A Enchantment elemental takes more damage from Illusion.
- Enchantment's weapon type is Staffs.
- Enchantment's animal is Eagles.
Holy magic
Holy magic are spells that deals with life. Most of these are healing spells, or similiar, but there are some few damaging spells. The Aerial Elves are known for their superior skill in this school, and their goddes Auriell help them train in using this power to heal the land. This is a fairly popular magic school, as there is always a need for healing wherever you go. Damaging holy spells infise its caster with healing energy and slowly removes his wounds.
Holy Spells Powers
- Holy's color representation is White.
- Holy does increased damage to Illusion elementals.
- Holy does increased damage to Dark elementals.
- A Holy elemental takes more damage from Enchantment.
- A Holy elemental takes more damage from Dark.
- Holy's weapon type is Rods/Scepters.
- Holy's animal is Unicorns.
Dark magic
Dark magic differs alot from the other spell school in that way that it can be learned by anyone without the use of a marble. When using these spells, the elemental draws powers from the depths of Terra, where the corruption of the Dark Soul is at it's top strength instead of using the energy already around them. This particular energy is constantly in contact with the Dark Soul himself, which feeds it making it vastly superior to other magical energies. All spells of this schools are superiors so any other spell school(except Arcane Magic), but the use of them always comes with costs. A common cost is the shortening of ones own life-span, which will not be noted until ater several years of use, while some have immediate losses in various forms like loss of HP or a debuffor some sort. Some spells even require sacrifices om various kinds, from living to inanimate objects.
Dark magic is forbidded by all races except the Undead, and use of it will result in attacks from guards or in mild cases punishment in forms of payment and/or jail-time.
Dark Spells Powers
- Dark's color representation is Black.
- Dark does increased damage to Healing elementals.
- Dark does decreased damage to Illusion elementals.
- Dark's weapon type is Rods/Scepters.
- Dark's summon is Demons.
Vocalization magic
Vocalization is a very special kind of spell school that does not work in the same way as any of the other. It uses special magical Runes which the user pronounces in different order to gain different effects. Each rune has three powers, target, effect, and power and depending on which order is used different spells are used. All of these runes can be found in different places around the world, and in order to fully use the most powerful spells the elemental needs to find these and learn them. Vocalization spells are associated with the Dark Soul, who created it in the momment before his insanity in order to allow his minions to destroy him in case he would go beserk on the Lunatara Continent. The most special attribute if these spells are that they have a large effect on godly creatures, and is therefore a sought after spell school when facing demi-gods in particular.
This spell school is still fairly secret as there are still few users of it, but it is still on no way forbidden and its use are sought after by those familiar with it.
Vocalization Spells Powers
- Vocalization's color representation is Purple.
- Vocalization does increased damage to Arcane elementals.
- Vocalization does decreased damage to Vocalization elementals.
- A Vocalization elemental takes less damage from Vocalization.
- A Vocalization elemental takes less damage from Positron.
- Vocalization's weapon type is Hand-to-Hand Weapons.
- Vocalization's summon is Golems.
Psi magic
Arcane magic
Spells By School
Basic magic
Magic Strike
A basic magical attack that sends a small ball of magical energy towards the target. Upon impact the ball deals normal damage.
Magic Armor
A basic protective spell that surrounds the caster with a armor of magical energy, increasing AC. This armor is highly flexible and moves as the caster moves and therefore causes no encumbrance.
Identify
This spell can be used to learn about an unknown object. When touching the object and using the spell the caster will learn the items history and what have happened to it, therefore knowing the items powers and history.
Magic Nova
When used a magical ring of energy emerges on the ground around the caster. This ring then expands and moves away from the caster damaging any enemy it touches.
Magic Arrow
When used a transparent bow of magical energy forms in the casters hand. When the string is pulled arrows magically appear in the bow and can be launched towards enemies. The amount of arrows cast are depending on the caster skill in magic and the bow requires no Bow skill, and automatically hits its target.
Invoked Touch
When used, the casters hand is infused and surrounded my magical energies and the next strike made with the hand deals magical damage.
Quick Shielding
When used the caster quickly creates a magical shield around him to protect him from any incoming spell. While this spell is very useful it drains a lot of magic points and cannot be used frequently.
Burden
This spell encumbers the enemy by making their equipment heavier. The effect of this is either slowing the enemies movement or is they're carrying much stopping them from moving at all.
Fire magic
Nature magic
Wind Strike
A magical attack that sends a small ball of magical wind towards the target. Upon impact the ball deals wind damage and hastes the caster for a brief period.
Wind Nova
When used a magical ring of ice emerges on the ground around the caster. This ring then expands and moves away from the caster damaging any enemy it touches and hastes the caster briefly.
Quick Nature Shielding
When used the caster quickly creates a magical shield of wind and lightning around him to protect him from any incoming spell. A water spell cast at the caster will be protected against and will make the shield stay around the caster for 5sec after the spell hit him. A fire spell will cancel the effect of this spell and go straight through it. While this spell is very useful it drains a lot of magic points and cannot be used frequently.
Lightning Bolt
A magical attack that sends a bolt of lightning towards the target, ignoring any armor, and stuns the target for 1sec.
Raging Winds
Envelops the target in powerful winds that makes them unable to move normally. They can not change position but can make attacks but with a great decrease in their chance to hit.
Summon Panther'
This spell summons a Panter to aid the caster. It will help the caster until it is killed or the spell ends.
Summon Wind Whip
Conjures a a polearm in the casters hands that acts like a normal whip plus deals extra wind damage each hit.
Summon Lightning Whip
Conjures a a polearm in the casters hands that acts like a normal whip plus deals extra lightning damage each hit.
Water magic
Water Strike
A magical attack that sends a small ball of magical water towards the target. Upon impact the ball deals water damage and applies the Wet status.
Ice Strike
A magical attack that sends a small ball of magical ice towards the target. Upon impact the ball deals ice damage and slows them by 20% for 5sec.
Water Armor
A basic protective spell that surrounds the caster with a armor of magical water, increasing Water Resistance. This armor is highly flexible and moves as the caster moves and therefore causes no encumbrance.
Frost Armor
A basic protective spell that surrounds the caster with a armor of magical water, increasing Ice Resistance. This armor is highly flexible and moves as the caster moves and therefore causes no encumbrance.
Water Nova
When used a magical ring of water emerges on the ground around the caster. This ring then expands and moves away from the caster damaging any enemy it touches and affects them with a Wet status.
Ice Nova
When used a magical ring of ice emerges on the ground around the caster. This ring then expands and moves away from the caster damaging any enemy it touches and slows them by 20% for 5sec.
Water Arrows
When used a transparent bow of magical energy forms in the casters hand. When the string is pulled water arrows magically appear in the bow and can be launched towards enemies. The amount of arrows cast are depending on the caster skill in magic and the bow requires no Bow skill, and automatically hits its target. The arrows apply the Wet status.
Ice Arrows
When used a transparent bow of magical energy forms in the casters hand. When the string is pulled ice arrows magically appear in the bow and can be launched towards enemies. The amount of arrows cast are depending on the caster skill in magic and the bow requires no Bow skill, and automatically hits its target. The arrows slows enemies by 20% for 5sec.
Water Touch
When used, the casters hand is infused and surrounded my magical water and the next strike made with the hand deals water damage and applies the Wet status.
Ice Touch
When used, the casters hand is infused and surrounded my magical ice and the next strike made with the hand deals ice damage and slows target by 20% for 5sec.
Quick Water Shielding
When used the caster quickly creates a magical shield of water and ice around him to protect him from any incoming spell. A earth spell cast at the caster will be protected against and will make the shield stay around the caster for 5sec after the spell hit him. A nature spell will cancel the effect of this spell and go straight through it. While this spell is very useful it drains a lot of magic points and cannot be used frequently.
Summon Shark
This spell summons a Shark to aid the caster. It will help the caster until it is killed or the spell ends. This spell may only be cast near water.
Water Jet
Sends a beam of water towards the target damaging him, causing the Wet status and have a small chance to throw him back.
Summon Water Polearm
Conjures a a polearm in the casters hands that acts like a normal polearm plus deals extra water damage each hit.
Summon Ice Polearm
Conjures a a polearm in the casters hands that acts like a normal polearm plus deals extra water damage each hit.
Water Breathing
Makes the affected able to breath underwater as if it was air through gills. This also allows them to avoid cloud effect spells by filtering the air through these gills.
Water Barrier
Creates a barrier of water at an area making it impossible to pass. Any powerful nature magic user will automatically dispel the barrier when near it. It can also be removed by casting a nature magic at it.
Ice Bolt
Launches a bolt of ice towards the target damaging them and slowing them by 20% for sec.
Misplacing Mist
The user dissolves into mist to escape from the corporeal world for 5seconds. During this time the caster is unable to perform any action but walk or run and when it ends his body regains its original form.
Earth magic
Illusion magic
Shadow Lightning
Sends a yellow lightning towards a target. The damage from this bolt is purely illusionary and will be removed as soon as its caster is removed from the battle.
