Eldvyrin Whisperwind
From Valwiki
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| Player: | mazmo9191. | |
| Title: | Adventurer. | |
| Age: | 127. | |
| Race: | High Elf. | |
| Eye Colour: | Emerald. | |
| Hair: | Blond. | |
| Skin Tone: | Light Tan. | |
| Height: | 6'0". | |
| Weight: | 144 lbs. | |
| Alignment: | Neutral. | |
Known Languages
Common
Elven (Distasteful Nastrazani Accent)
Drow (Knows basic Drow from old books he found around Ignis Fatuus)
Seulan (Had befriended a Iperios among the mainland during the time Ignis Fatuus was just a tower, learning his language before they parted.
Orc (Keep your friends close but your enemies closer.)
Suirikugo (Living on Suiriku)
Familiar
Lesser Elemental Gal'Zska
A earth elemental standing at 3'10", this earth elemental uses its sharp talons as it's main way to attack. It also uses the talons to scale deep inclines and walls.
[1]
Arcane Magic
Prestidigitation
[ARCANE- Illusion: Potency I]
Duration: N/A
Cooldown: 1 Turn
Range: 30 Feet
Target: The mage or a surrounding person
Effect: Prestidigitation allows the mage to create one small magical effect instantly. Only one object may be changed by this spell, and the list of possible changes is finite: the mage can clean it, change it's color, make it glow very faintly, or palm it as if using sleight of hand. This spell is not generally considered particularly useful, and is usually used as a training exercise.
Illusory Wall
[ARCANE- Illusion: Potency I]
Duration: 2 Turns
Cooldown: 1 Turn
Range: 10 feet
Target: Terrain
Effect: The mage creates a flat illusion roughly the size of a full-length mirror. It has no depth, and will only look convincing head-on.
Change Face
[ARCANE- Illusion: Potency II]
Duration: 1 Hour
Cooldown: 2 Turns
Range: N/A
Target: The caster
Effect: Picturing the desired alterations to their facial features, the mage uses mana to create the impression that they look different than they do. Any facial features many be altered (including hair), but the mage cannot use the spell to change their height, weight, stature, gender or so on.
Orb of Force
[ARCANE- Force: Potency II, Offensive]
Duration: N/A
Cooldown: 1 Turn
Range: 20 Feet
Target: A foe
Effect: The mage gathers raw mana in their palm, shaping it into an orb. When it makes contact with a target, the orb strikes with blunt force, knocking them back and winding them. If not thrown immediately, the orb will dissipate.
Knock
[ARCANE- Miscellaneous: Potency I]
Duration: N/A
Cooldown: 1 Turn
Range: Melee
Target: A simple lock
Effect: By focusing on a small, simple lock, the mage is able to manipulate mana in such a way that it breaks the lock open. While the spell is certainly a useful one, it can only be used to open small metal locks, and does not work on larger mechanisms such as heavy locks, reinforced doors, or gates. Note: If the type of lock is unclear, an RP Admin should be consulted.
Lingua Arcanum
[ARCANE- Miscellaneous: Potency II]
Duration: The duration of one roleplay
Cooldown: N/A
Range: N/A
Target: The caster
Effect: The mage is able to speak in a strange, indecipherable language. The mage can choose who understands them and doesn't, but even those who don't understand can tell the mage is speaking a language. The people who understand the caster will still speak in their native tongue.
Homing Orb of Force
[ARCANE- Force: Potency II, Manipulation: Potency I, Offensive]
Duration: N/A
Cooldown: 1 Turn
Range: 20 Feet
Target: A foe
Effect: The caster creates a Orb of Force in his hand, but points to the target he wishes to strike. The orb will follow the target until it strikes the person or a object, it moves slower but has the same punch of a normal Orb of Force.
Bubble Float
[ARCANE- Miscellaneous: Potency III]
Duration: Thirty minutes
Cooldown: One turn casting, two turns cooldown
Range: N/A
Target: Self
Effect: The caster holding a wand points the tip towards the ground. The faster the caster does this the smaller the bubble he createse. This bubble encircles around the caster and anyone standing near. With the point of his want, the bubble will be blown by a steady gust of wind that drives it anywhere the wand points towards. The bubble is durable, able to take a bludgeon and absorb the blow with relative ease, the bubble can absorb partially a slashing strike. If poked by the end of a sharp tip hard enough, it will pop with relative ease. Now back onto the matter on how fast the motion happens, if fast, it only holds the caster, if slow it holds two people. This bubble lasts for thirty minutes and travels as faster as twenty miles per hour.
Sight of the Arcane
[ARCANE- Enchantment: Potency III]
Duration: Permanent
Ritual Time: Three Hours
Target: See-Through Lense
Effect: The enchanter weaves arcane energy into a transparent item, gems, glass, anything of that sort. Looking through the accessory or item - all magical items are revealed to you that are elementally aligned by a glow representative of the type of element. The item also allows you to see how powerful that enchantment is.
Alf's Refined Teleport
[ARCANE- Miscellaneous: Potency III]
Casting Time: Combat settings are too chaotic to accomplish the spell.
Duration: ---
Details: The spell requires that the caster, first off, has visited his destination. With this refined teleport Alf no longer requires the assistance of the Kratox or any reagents to draw on mana. This spell allows the caster to transport small groups of people (5 max) who are in physical contact with each other. Group teleportation is restricted to one casting per day due to the exhausting effect it has on the caster.
Eldyvrin's Short Distance Teleport
[ARCANE- Miscellaneous: Potency II]
Duration: N/A
Cooldown: Three Turns
Range: 15 Feet
Target: Self
Effect: The spell requires for the caster to see where he is teleporting to, and can only teleport up to a distance of fifteen feet. The spell only allows the teleportation on a horizontal line, there may not be a angle or a vertical teleportation. This spell can be cast during combat, and can only teleport the caster. Casual physical contact with another person will not bring that person with the caster. The teleportation is subtle, the caster vanishing then just reappearing within the blink of a eye.
Lightning Magic
Stinging Touch
[LIGHTNING- Manipulation: Potency I, Force: Potency I, Lightning: Potency I, Offensive]
Duration: 3 Turns
Cooldown: 1 Turn
Range: Melee
Target: A foe
Effect: After a single turn of casting, energy courses through the caster's hands in the form of visible static discharges. When he physically touches something conductive, it produces a rather minor shocking jolt. This spell may also be used by the caster to temporarily imbue his metal weapon with electrical consistency. A favorite of mage-brawlers.
Ball Lightning
[LIGHTNING- Lightning: Potency II, Offensive]
Duration: N/A
Cooldown: 2 Turns
Range: 20 Feet
Target: A foe
Effect: The caster conjures and compacts a ball of excited electricity, and may toss it at her whim. The orb will fleetingly shock any who come within a foot of it, even if the target is not whom the caster intended to come to harm.
Shocking Bolt
[LIGHTNING- Lightning: Potency II, Offensive]
Duration: N/A
Cooldown: 2 Turns
Range: 20 Feet
Target: A foe
Effect: The mage, after casting, releases a bolt of energy from her fingertips. This bolt holds no destructive or impactive power, but if it makes contact with a target, it will stun them where they stand for a single turn.
Shocking Javelin
[LIGHTNING- Force: Potency II, Lightning: Potency III, Offensive]
Duration: N/A
Cooldown: 3 Turns
Range: 20 Feet
Target: A foe
Effect: The caster summons to his grasp a long jagged bolt of lightning, and tosses it at his whim. On contact, the bolt combusts and heavily shocks everyone within a 3 foot radius. A staple of those tasked with controlling raucous crowds.
Chain Lightning
[LIGHTNING- Force: Potency I, Lightning: Potency III, Offensive]
Duration: Maximum 4 Leaps
Cooldown: 3 Turns
Range: 10 Feet
Target: A foe
Effect: Arguable one of the most well-known spells in a lightning mage's arsenal, its reputation is not undeserved. The caster violently expels a strong and thick bolt of lightning from his palm and, if it makes contact with a target, will leap to the closest available conductive target within ten feet, provided the target is not the caster. The bolt will continue to leap consecutively until its fourth leap, when it will fizzle out. If less than four targets are available, it will fizzle out within the last available target. If one of the targets manages to avoid the bolt, it fizzles out in midair. Many a lightning mage has inadvertently shocked an ally of his with this spell. For the sake of sense during roleplay, the caster chooses who the bolt attempts to leap to and in what order.
Call the Lightning
[LIGHTNING- Miscellaneous: Potency I]
Duration: --
Cooldown: One
Range: --
Target: Self
Effect: The caster raises their hands up from their sides with their palms facing themself. The mage begins to manifest a portion of his internal supply of mana into the palm of his hands in the form of electricity. Which runs up and down along their arms. This manifestation of lightning serves as a introductory to other spells.
Lightning's Fleeting Rush
[LIGHTNING- Enhancement: Potency II]
Duration: 2(3) Turns in battle, One mile(Three Miles) out of combat
Cooldown: 2(3) Turns
Range: --
Target: Self
Effect: The caster must have used the introductory spell Call the Lightning before they can start the use of this spell. Drawing the lightning into the core of their body, they draw upon more of there internal supply of mana to overcharge their body with energy. Which is visually seen as electricity running down along their legs and arms before heading back to their body. The caster can now run tripled their running speed for up to one mile while out of combat. How ever when used in combat, the spell allows the caster to move faster with ease if not burdened by a backpack, heavy clothing, heavy leather, metal armor, or a two handed blade.
Rank II: The caster learns how to draw out the spell longer, by using more of their own internal supply of mana, or thinning out the first use. Varies on the spell's caster.
Side effects: Overwhelming feeling of a rush while the spell is up. At the end of the spell the caster feels exhausted for a short time. The caster cannot cast any spells after the duration of the spell is up. (Two turns)
Side note: The caster must be physically fit, and can not be overweight or he or she may just exert their bodies too much and cause a heart attack. Repeated using of this spell will require the caster to get food and drink to replenish what this spell has them lose.
Shocking Grasp
Duration: 3 Turns
Cooldown: 2 Turns
Range: Melee
Target: A foe
Effect: The caster must have used the introductory spell Call the Lightning before they can start the use of this spell. The caster brings both their hands together, rubbing their hands up and down over the other while drawing a small portion more from their internal mana supply. While they rub their hands together, electricity is seen flowing around both their hands, and coming out from in between their palms to arc over each hand. Drawing away their main hand, the electrical charge follows that hand, swirling around and out from their hand. When the hand comes into contact with someone other then the caster, or the caster's clothing, the charge is discharged into what ever is touched, shocking, as well as stunning any small to medium sized humanoid for one turn.
Side effect: Tingling sensation in the hand.
Side note: If not used, the energy is drawn back into the caster to be used again. The caster's hands must be bare. While charging up their hand, the heat generated drys the caster's hands. If water is spilled onto the hand the caster is using, the spell fizzles into the caster's arm painfully, stunning it for two turns.
Air Magic
Call the Wind
[AIR- Force: Potency I, Defensive]
Duration: Sustained Concentration Required
Cooldown: 1 Turn
Range: 10 Foot Sphere
Target: The air around the caster
Effect: By drawing outspread arms inward, pausing the wrists mere inches before the chest,
the mage may call purest elemental air to manifest about him in a slowly rotating, ten foot sphere
centered on the mage. This air reflects the current temperature and is fully breathable. Further, the sphere remains so
long as he focuses on maintaining it. This spell serves as the introductory action to most other simple manifestations.
Zephyr's Touch
[AIR- Force: Potency II, Offensive]
Duration: N/A
Cooldown: 1 Turn
Range: 20 Feet
Target: A foe or other target
Effect: The gestures required to manifest this spell are much the same as Call the Wind, as in both
the mage begins by drawing elemental air between his hands; however, instead of allowing it
to rapidly grow and encompass him, the mage hurls it at a foe or other target. Upon doing so,
a great gust of wind follows the ball's would be trajectory. The force is such that objects
weighing less than 100 pounds are blown back rapidly.
Dust Devil
[AIR- Force: Potency I, Defensive]
Duration: 2 Turns
Cooldown: 2 Turns
Range: 30 Feet
Target: The area surrounding the caster
Effect: The gestures required to manifest this spell are much the same as Call the Wind, as in both
the mage begins by drawing elemental air between his hands; however, instead of allowing it
to rapidly grow and encompass him, the mage hurls it at the floor. Provided the mage is standing
on something relatively loose (sand, dirt, water, etc.) a cyclone forms around him, gathering
the loose material about him in its winds. At the end of the turn, the cyclone rapidly expands outward,
throwing up a cloud of the loose matter. This serves as a veil for his actions.
Rising Wind
[AIR- Force: Potency II, Defensive]
Duration: 5 Turns
Cooldown: 1 Turn
Range: 10 Feet & 5 Feet(Rank II)
Target: --
Effect: The caster puts their hands out in front of them, the back of each hand pressing against one another. Waving them off to the sides, the caster emits a invisible layer of arcane energy around them in a ( shape which extends out to ten feet infront of them. When the sheet is disturbed, in any way, a gust of twenty-five miles per hour rises from the ground and blows debris up into the air. This spell's uses are usually to deflect projectiles, and to blow debris into a person's face when they walk through.
Rank II: Not only does a barrier extend out to ten feet - but five feet as well, allowing a second burst of gust if there happens to be a second projectile coming at the caster.
Metal Magic
Dull
[EARTH- Manipulation: Potency II]
Duration: 2 Turns
Cooldown: 2 Turns
Range: 20 Feet
Target: A Sharpened Metal Object
Effect: A favorite spell of many warriors who've learned metalworking. The mage concentrates on a sharpened metal object within twenty feet of them. When the spell concludes, the object will be dulled and unable to pierce most things. This change is fleeting and will end two turns after.
Rank II: The mage has mastered the art of dulling and may target objects within their range of sight regardless of distance, while the effect now lasts for three turns.
Sharpen
[EARTH- Manipulation: Potency II]
Duration: N/A
Cooldown: 2 Turns
Range: Melee
Target: A Metal Object
Effect: The metalworker must be holding a metal object or grasping it with both hands. At the end of the spell, the object will become exceptionally sharp. There are limits, however: a rounded edge can be sharpened to become a pointed edge, but a flat or spherical object cannot.
Deadly Rotation
[EARTH- Manipulation: Potency II]
Duration: N/A
Cooldown: 2 Turns
Range: Five feet
Target: Five arrows with a metallic tip
Effect: The caster focuses on a metallic arrow tip as a archer loads and aims. Raising a hand up like a talon, they spread out their fingers and open them. Upon doing so the arrow tip takes a metallic sheen, becoming sharper. When a arrpw is released into the air, it spins at a fast rate, cutting through the air to travel farther, and to drill into whatever it strikes to make a deeper, more deadlier wound.
Plant Magic
Gardener's Thumb
[EARTH- Manipulation: Potency II]
Duration: 2 Turns
Cooldown: 1 Turn
Range: 10 Feet
Target: A seed, plant, or clipping
Effect: The caster holds a seed, plant, or clipping. In two turns of chanting and direction, the plant will come to fruition: it will be in it's prime condition and regrow what is missing or lost. Once it reaches maturity, the spell will end.
Rank II: The caster can maintain the spell now, and every extra turn of work will add about a year's worth of pure growth.
Bend Plants
[EARTH- Manipulation: Potency I]
Duration: 30 Minutes
Cooldown: 2 Turns
Range: Melee
Target: A plant
Effect: The mage must be touching whatever plant it is they wish to bend. The plant will be bent in whatever direction the mage wants; it cannot be bent more then 45° in any direction. While good for shielding oneself from the rain, its not ideal for turning a plant into a shield.
Create Seed
[EARTH- Manipulation: Potency I]
Duration: N/A
Cooldown: 1 Turn
Range: Melee
Target: A plant
Effect: The mage holds whatever plant they wish to cast this spell on. The plant will yield its seed to the caster; however, this does not work on plants of magical origin, or sentient plant-beings.
Enrichment
[EARTH- Manipulation: Potency I]
Duration: For as long as the caster touches the plant or dead body
Cooldown: 1 Turn
Range: Melee
Target: A plant, or dead being
Effect: The caster brings their hands out to a plant(or dead being), near death or still alive. They begin to focus while they make physical contact with it. Chanting about the circle of life and that all things must come to a end, and that death only brings life among the plants.. The decaying process quickens on the plant or body, quickening with each turn until the plant or body has enriched the soil with nutrients.
Revive
[EARTH- Manipulation: Potency III]
Duration: N/A
Cooldown: Three Turns
Range: Melee
Target: A plant
Effect: The caster brings their hands onto a dying plant, or cups their hands around it if it is a small plant. Speaking gently to it, and coaxing it, the plant begins to grow healthier and any disease is expelled from it. Light comes from the palms of the caster's hands, instilling some of their own energy to help it absorb nutrients and water that it requires from the ground to be at its prime of life. The spell cannot revive plants of old age. The largest plant that can be revived from this rank is a staghorn tree.
Eldvvrin's Thornskin
[EARTH- Manipulation: Potency I]
Duration: Two minutes
Cooldown: One Turn
Range: N/A
Target: Self
Effect: The caster holding a thorn looks upon it before pressing the tip into a exposed part of their flesh. The thorn doesn't pierce the skin, it instead melds into it. In nearly a instant later, thorns appear all over the casters body, each a inch in length. This spell lasts for two minutes, afterword each thorn falls off from the caster's body.
If cast while Temporary Earthen Knight is up, the earthen armor instead grows thorns instead of the skin.
The Stubborn
[EARTH- Manipulation: Potency II]
Duration: Five Turns
Cooldown: Two Turns
Range: N/A
Target: Self
Effect: The caster plants their feet onto the ground, setting their mentality with the utmost confidence in themselves. Vines start to grow up along their legs, pressing to the caster's legs as the tips of each vine impale around their legs painlessly. The caster's body becomes like that of a rock, giving them a sure foothold and makes it incredibly hard to move the caster. If the caster is moved, the spell ends, if the caster moves by his own accord they must take a turn to get back in the stance. This spell lasts five turns, and the caster can cast with it up.
Earth Magic
Rock Fists
[EARTH- Manipulation: Potency II]
Duration: Six Turns
Cooldown: One turn for one hand, two turns for two hands
Range: N/A
Target: Self
Effect: The caster brings there arms against there body and sticks out their fists. Concentrating on their fists or fist, the hand becomes harder and takes a rock-like texture. The fist(s) are now as hard as rocks after the spell and lasts for six turns or until the caster dispels it.
Rank II: The caster can now create up to their forearms into stone, and move their fingers while under this spell.
Push and Pull
[EARTH- Manipulation: Potency II]
Duration: N/A
Cooldown: 2 Turns
Range: 20 Feet
Target: Something from the earth; stone, dirt, brick, etc. Not plants/metal.
Effect: The mage raises their hand toward their target, focusing all their might. The mage will be able to push it away or pull it. This spell can not move objects heavier than the mage.
Ground Mould
[EARTH- Manipulation: Potency I]
Duration: N/A
Cooldown: 2 Turns
Range: Melee
Target: Something from the earth; stone, dirt, etc. Not plants/metal.
Effect: The mage stands almost stock still, both hands limp at their sides. After the two turns, the mage puts their palms on whatever they were trying to mould/shape (Making physical contact necessary, by the way). The mage can sculpt basic features and designs onto the object; its range is only five feet by five feet, however, and cannot do fine detailing or move more then sixty pounds off of the block.
Sideways Shift
[EARTH- Manipulation: Potency I]
Duration: N/A
Cooldown: 1 Turn
Range: 20 Feet
Target: Dirt
Effect: This spell simply shifts fifty pounds of dirt (in total) away from either side of the caster. Ideal for creating holes and tunnels.
Earth Shift
[EARTH- Manipulation: Potency II]
Duration: 2 Turns
Cooldown: 2 Turns
Range: 10 Feet
Target: Something from the earth; stone, dirt, brick, etc. Not plants/metal.
Effect: The mage can move small amounts of earth in any direction. (For example, causing a small spire of earth to rise - small) The caster can move while using this spell, and it can be used repeatedly (Max: 5 times over 2 turns) as long as it is within the two turns.
Carve
[EARTH- Manipulation: Potency I]
Duration: N/A
Cooldown: 1 Turn
Range: 5 Feet
Target: Something from the earth; stone, dirt, brick, etc. Not plants/metal.
Effect: The mage motions over an earthen object, allowing them to carve out features from it like a sculptor. With focus, this could be used to carve a hole through a half foot of earth.
Rank II: The mage can now use this spell to sculpt the substance as if they were a skilled artist, and may affect substances a foot thick or less.
Earthen Walls
[EARTH- Manipulation: Potency III]
Duration: 3 Turns or a Day
Cooldown: 2 Turns
Range: 10 Feet
Target: Something from the earth; stone, dirt, brick, etc. Not plants/metal.
Effect: The mage raises a thick wall of earth in the direction before them. The wall can be broken down by blunt attacks such as war-hammers, maces, battering rams, etc. Traveling geomancers often make shelters from this spell.
Rank II: The mage can now focus to maintain their wall, removing the turn limit and preventing it from being broken down.
Earth Splitter
[EARTH- Manipulation: Potency III]
Duration: N/A
Cooldown: 3 Turns
Range: Thirty feet
Target: Ground
Effect: The caster holds a staff in hand infront of them, pressing the bottom of the staff against the ground as they chant. Lifting up their staff, they strike the ground in front of them with it. A fissure starts to run out from the staff up to thirty feet away, and is as wide as five feet with a depth of ten feet. This spell only works on soil & rock.
Eldyvrin's Personal Wall
[EARTH- Manipulation: Potency II]
Duration: Five
Cooldown: 2 Turns
Range: Two feet anywhere around the caster
Target: Ground
Effect:The caster raises a thick narrow wall right directly in front of them, that only covers them. It is three feet thick, six feet tall, and three feet wide, only meant for the caster and anyone behind him. This wall can last only a few strikes from a battering ram before toppling over. The caster can create only one at a time.
Rock Creation
[EARTH- Manipulation: Potency I]
Duration: N/A
Cooldown: 1 Turn
Range: Forty feet
Target: Sand/Small Rocks
Effect: The caster reaches their hand out to a sand area or several small rocks. After focusing, the caster says the command word 'Compact', and the sand and/or rocks compact into a larger rock only up to half the caster's weight.
Diminish
[EARTH- Manipulation: Potency I]
Duration: N/A
Cooldown: 1 Turn
Range: 10 Feet/Melee
Target: Stone/Wall
Effect:The caster holds their palm out to a boulder/rock/stone, focusing on it. Saying 'diminish' the stone turns into sand. To do this to a wall the caster must draw on it with his finger tip. The drawing creates a red glow as long as they're drawing the symbol of a zero with a eight inside of it. Saying 'diminish' and thrusting their palm in the center of the drawing. The place where the symbol was drawn turns into sand and can only be as big as how far the caster can stretch their natural arm length. The wall is supported by the sand actually reinforcing around the entrance/exit of the wall that was made. From the bottom of the casters palm to the tip of their middle finger is how thick of a wall they can put a hole into. The maximum weight of the boulder can only be up to the casters weight.
Eldyvrin's Helpful Arm
[EARTH- Manipulation: Potency III]
Duration: 3 Turns
Cooldown: 2 Turns
Range: 15 Feet
Target: Ground
Effect: The caster focuses on a area, chanting as they raise a arm above their head with their hand shaped like a talon.. At the end of the chant, the caster clasps that hand shut and brings it down in front of them with their arm outstretched. Springing from the ground in the location is a five-foot long arm that attempts to grab or strikes at opponents. This spell can only be done on mud, soil, sand, and grass. The arm can take strikes from a sword, only a few of them, but not from a axe. This arm can be used for more simpler things as well.
Rank II: The arm can now be created from rock and can take several strikes from slashing weapons, but not from war hammers.
Eldyvrin's Hand of Dominance
[EARTH- Manipulation: Potency III]
Duration: 4 Turns
Cooldown: 3 Turns
Range: 15 Feet
Target: Ground
Effect: The caster focuses on a ten by ten area, waving their right hand in front of them with their palm facing the ground as they let out a incantation. Slowly swinging their arm in a arc, then bringing their hand down they outspread their fingers. As they complete this motion, a huge earthen sized hand grows from the ground. When the caster clenches their fists, their hand clasps around the body of a single medium-sized creature, or two if they're making physical contact. The caster chooses which person is being captured in the ten by ten area, and can choose where the hand appears in that area. The hand lasts for four turns, properly subduing the subject within its grasp.
Rolling Earth
[EARTH- Manipulation: Potency II]
Duration: N/A
Cooldown: 2 Turns
Range: Thirty feet
Target: N/A
Effect: The caster sticks out their right hand in front of them, hand open with the palm facing the ground. Tensing up their arm and shifting their right foot forward as they concentrate, the look down to the floor. Bringing their hand back and lifting up their foot, they stomp down onto the floor. Upon doing so, a ripple runs from them to thirty feet away, going as high as the caster's knee and as wide as their height. This spell trips humans and horses, no matter the weight, knocks over furniture and brings up plank boards. But once it hits a wall, or a tree, the spell ends.
Rank II: The caster can stomp onto the ground two more times with any amount of time in between the ripples as long as they remain in that stance.
Earthen Cover
[EARTH- Manipulation: Potency II]
Duration: Fifteen Turns
Cooldown: Two Turns
Range: N/A
Target: Self
Effect: The caster places their hands down near their waist, palms to the floor and fingers spread wide. Chanting the words (Earth rise up and bless me with your touch). The ground beneath the caster will rise up and cover their frame in a thick coating of earth. Arcane energies will solidify the earth into a armor of twenty pounds evenly spread out over the body. This spell will add onto other earth spells that depend on weight, and provide resistance against fire spells and any form of electricity. The spell may only be done outside, and lasts until the caster discharges the spell.
Temporary Earthern Knight
[EARTH- Earth: Potency III, Barrir: Potency IV, Misc.: Potency II]
Duration: Ten turns
Cooldown: Three turns
Range: N/A
Target: Self
Effect: The caster kneels down to the floor and places both hands onto the ground. Closing their eyes they focus on the earth below them. Either asking for Ulren's blessing or commanding the earth to raise up over them and protect them. As they do this the ground will start to flow up acrossed their frame - the 'earth' flowing into their veins. At the end the caster's frame is completely covered in a armor made from the earth. Their veins visible by a brown coloring to them. This spell adds thirty pounds to magic that pertains to weight, and gives the caster additional strength.
Side-Effects: Earth and plant magic can only be casted while this spell is active, if any evil diety/force has viled the earth the caster's mind can now be manipulated by that figure directly, and once the spell comes to a end the spell caster can not cast for ten additional turns and is exhausted for those turns.
Eldyvrin's Haven
[EARTH- Manipulation: Potency II]
Duration: Twenty minutes
Cooldown: Five Turns
Range: N/A
Target: N/A
Effect: Below the caster the earth opens up, accepting the people or caster into the ground and brings them ten feet underneath the surface, protecting them from the world above ground. By of course, shutting the ground where they went in immediately up. Vines are used to make the hole sturdy so it won't collapse. The caster can stay down there for twenty minutes. If the caster happens to die underneath the ground, their body is brought up to the surface.
Tidal Wave of Earth
[EARTH- Manipulation: Potency III, Force: Potency III]
Duration: N/A
Cooldown: One turn casting, Three turns cooldown
Range: Twenty(Thirty) feet
Target: Foe(s)
Effect: The seasoned caster stands upright with his hands at this sides before bringing them slowly up, spreading his fingers apart and curling them. Moving them apart while coming up towards his shoulders, then together while they lower after getting to a certain height, pressing thumb, index, and middle fingers together. Letting out a incantation of runic words that would say, "Earth rise up, let the ground wave a crossed the land." After speaking the incantation, the caster thrusts both hands forward, sending a wave of earth eight feet wide and up to twenty feet away.
Rank II: The width is now fourteen feet a crossed and the range is now thirty feet away.
Summoning
Summon Lesser Elemental
- Cooldown time: 1 Turn
- Duration: 3 turns
- Range: Appears within 20 ft of caster.
- Target: Lesser Elemental
- Prerequisites: None; starter spell
- Rank I: This spell summons and binds a lesser elemental to the caster's will. Lesser elementals range from 3'-4'. These summons are the weakest of them all and can easily be downed by one or two strong hits. They attack with a slash of their arm(s) that deals damage of their respective element.
Summon Elemental - {Geppel}
- Cooldown time: 2 Turns
- Duration: 5 turns
- Range: Appears within 20 ft of caster.
- Target: Elemental
- Prerequisites: Summon Lesser Elemental
- Rank I: This spell summons and binds an elemental to the caster's will. Elementals range from 4'-5'. These summons are significantly more durable than their Lesser cousins and can take three to four blows instead of one. They attack with a slash of their arm(s) that deals damage of their respective element.
Geppel - A earth elemental standing at 5'1", this earth elemental uses its long arms as a mean to bash people or grapple folks. It uses its long arms to help it move, but can't move faster then a 'power walk.' [2]
Abilities
Double Grasp
The earthern caster may now Push & Pull two rocks or one that is fifty percent over his weight. The two targets may only be up to half, each, of the caster's weight.
Natural Surrounding of Beauty
The caster lays themself down anywhere there is plant life. As they relax the plant life around them, in a five yard diameter, will grow vibrantly.
Scribe Scroll
Days to complete Scroll: Four days
Casting time of Scroll: Cool down time of spell
The spell caster is capable of creating scrolls of any spell they know. For the number of cooldown turns that spell has, it takes just as many turns to read from the scroll to cast that spell. After the spell has been used, the letters fade from the parchment they were written upon.
Craft Wand
Days to complete Wand: Seven days
Charges of Wand: Ten uses
Cooldown time of Wand: Cooldown time of spell bestowed upon it
Highest Potency: Two for one type of potency, five potencies all togethor
This spell caster has learned how to craft magical wands. A wand can be made out of any wood, stone, crystal, coral, or metal of up to two feet in length, and no less then one foot. It may look plain, but some spell casters have been known to make wands look aesthetically pleasing to the eyes.
Belongings
Medical Pack (Equipment)
A small pack that is usually found on Eldyvrin's back when he is travelling and not ready for battle. He has a number of medical equipment and herbal medicines ready for the injured or sick! Plus a heavy cloak for when it gets cold or rains during the day or night. It also holds his Glory Lotus.
Glory Lotus (Mystical Item)
Suirikun mythology says that a small section in the oni forest is a pond, where no impurities reside, a patch of lotus flowers grow. Their colours shift gently, from a light pink, to yellow, during the day. Baby blue, to a gentle gray during the night. They never wither, and when crumpled up they reform back into their original state. Currently has two.
Destined Moss (Mystical Item)
A round mound of moss that has a warm pulse too it. One can take a bite from it, and it'll instantly regrow back. A single bite from this item will also completely nourish the eater for a full day. The taste isn't something one would enjoy eating.
Darkmantle Hide Cloak (Mystical item)
A cloak made from a creature called a Darkmantle, a vicious monster that would eat anything it could get its beak on. One of its natural abilities how ever was to create a constant aura of darkness around it, and that ability still exists in the cloaks made from its hide. Perfect for sneaking around, the cloak aides in making any dark area it's in, darker, making the person near invisible in dark settings.
Mutated Seamoda Gill (Mystical Item)
A item that allows breathing underwater, no details yet.

