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 The Lonnit

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Aoi
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Name: Haru
Age: 23
Species: Vampire

PostSubject: The Lonnit   Fri Jul 15, 2016 1:28 pm

Lonnit
These creatures are a rather interesting species in the sense that they're not a typical magical creature by any definition. They're neither a true shifter, nor are they a skin-walker or witch. They're a species that is instead, designed in almost every way to look like the species that they're born to look like.

The name Lonnit, meaning "imposter", was chosen for its meaning when hunters were looking for an appropriate name to use when referring to those of the class of nasty creatures known as the Dimoni, who were false demons. These creatures were plaguing the earth centuries ago. They were playing the part of demon so well that they were slowly causing the human species to go extinct. The way that they were achieving this goal was by drawing humans into their clutches and then using their ancient black magic, magic known as slave magic to vampires, to enslave those that they lured away and eventually killing them for their souls.

While the impression was, and has always been, that the Dimoni survived by eating the souls of the humans that they lured away, that fact isn't entirely true. In fact, they only devoured souls because they wanted to completely play the part of a demon. They didn't need to eat souls at all. In fact, like all Lonnit, they could easily survive on a steady diet of "human" food.

Symbols
*Nonogram (Nine pointed star)
*Ouroboros
*Nightshade flower
*Mandrake Root
*Mano Cornuto ("horned hand" or "devil horns")

What a Lonnit Looks Like
A Lonnit takes on the form of the creature it was born to impersonate. It does it so well that if it's born to look like a vampire, it can develop vampire like powers and fangs in order to play the part. They vary in appearance so vastly that there are few ways to tell the difference unless you're lucky (or unlucky) enough to get up close and personal with one.

A prime example is the Mao family who has Dimoni in their blood. They appear human (or vampire) until they commit a sin. Prior to committing a sin, they do not show any signs of the Dimoni in them. Once a sin is committed, their appearance change to reflect upon degree of their sin.

The Nature of a Lonnit
The general nature of any Lonnit, regardless of class, is a dark one. Amused by the unwise creatures around them, they were able to integrate themselves into the lives of others without being detected for hundreds of centuries. Only when one specific class of Lonnit became too noticable did they suffer the consequences.

Known for their cunning, they grow and learn quickly, adjusting and bending to blend in and with those around them. They know they need to survive, so they change their methods in order to continue to move forward and advance their species.

The rest of the species are angry at the Dimoni have set their species back a few centuries, because the Dimoni became famous for enjoying toying with the lives of others and then murdering thousands.

Types of Lonnit

  • Perillós- These Lonnit are dangerous and are only interested in their own personal gain. They'll lie, cheat, and steal their way into anything that they believe will give them the chance to advance their species and will follow their own personal agenda regardless of the costs.

  • Marge- These Lonnit are those who are, in a world of black or white, living in a world of gray. They don't fit into either category. They're both dangerous and willing to be peaceful.

  • Amistós- These Lonnit are of the friendly persuasion. They're not exactly rainbows and sunshine, but they're not out to do harm. Instead, they're simply out to continue existing and are more than willing to coexist and mingle their blood with any species that is willing to help them out.


Relations
The Lonnit have been known best for their centuries old feud with the God of Death and the God of Earth. They've caused a lot of problems for Aoi and his brothers. Perhaps the only god who is still willing to give them any chance at all is their father and creator, Kibatsu.

Classes

  • Dimoni- A rather nasty class of Lonnit, the Dimoni are those Lonnit who are born to look like a demon. These are the class who became famous by luring humans from their families and enslaving them using their dark magics and then murdering them after they grew bored of the same slave. These Lonnit quickly grew to become a common name in every hunter's hit book.

  • Vampir- Spending most of their lives as 'vampires', they drink blood and have all the normal powers of vampires. Many never seem to noticed any real difference at all. That is, until they do something that awakens their 'sin'. Then they gain the power of Lonnit in their blood on top of the vampire that they 'seemed to be'. However if they do nothing to awaken it they can spend there entire life as if they were a normal vampire without anyone knowing the difference but their family. Except for the fact that they may possess the uncanny ability to wield powerful dark arcane black magics with little to no effort at all and with no prior magical training.

    Also, for most of them they bear the burden of prior Sin. Their gender, their bodies- if they have horns or markings- can all be determined if their parents (one or both) or grandparents before them committed a great enough sin before they were born. This sin can be carried down through the bloodline, not just through their parents but down through to them as well. It can all be determined even before they are born. Even their sexual orientation can be determined for them with little to no choice on their part.

  • Lykaios- Living their lives among the Werewolves, one would not really know the differences. They can be just as wild, being influenced by the phases of the moon and behaving just as the normal wolves do. They too can seem to have access the to the dark arts with no prior magical training more in tune to nature due to being more a 'naturally occurring' creature. They can be more primal and wild. But they can also be more loyal to there own clans. Sticking together and territorial. They don't tend to like outsiders getting involved in their affairs and will tend to chase them out. Prior sin can affect them as well driving some of their kin to be wild and seemingly insane and out of 'control' as if a rabid wolf. They tend to live in packs and stay more towards less civilized areas preferring to stay away from 'humans' and vampires as much as possible.

    The only difference in these wolves being that they don't shift like every other werewolf does. Instead of shedding their human skins, they use their magics to seamlessly shift between human and beast state. The easiest way to tell the difference is to notice that these wolves don't like to let prying eyes see their transformations.

  • Follet- The Dark Fae. The Fairy, The dark Elves- all them what you want. Many humans have stories about them, the ones who come in the middle of the night and take your child leaving a 'bad one behind in it's place', a changeling' to torment you in some countries. Evil spirits and sprites. A dark beauty unlike any other, be they male or female. They are as beautiful as beautiful as their light cousins, but lacking their warmth or grace. They thrill in hurting others, seeing them bleed. They play with people and will keep them as if toys for centuries. Keeping them alive, wounding them and healing them just to wound them again and again. Never fully breaking them, never allowing them to die. They enjoy keeping them alive just to see how long they can before that last spark goes out, as if they're fascinated with it. When in truth they just wish to see how long they can keep that thin mortal thread in tact as it slowly frays between their finger tips, a sort of morbid, if not idle bored curiosity in a very long life. As if all life outside of their own are merely play things for them to toy with.

  • Humà- Perhaps even crueler than those of the Dimoni. More savage than any of the others. Humanity can be the most unfeeling of all the races. They're considered to be the most savage and cold among the classes of Lonnit. When the Lonnit took the form and hid among them, they found it could be an ideal place to hide. Humans can be kind and cruel in the most brutal of ways- all in one breath. They found the perfect place to hide the last place anyone would ever look. Even Soren Rasul himself. Because, of course, humans could be demons and not have one in them, not even a drop of demonic energy to justify their cruelty one little bit at all.


Ranks

  • Rājā- The ruler of all Lonnit,regardless of class. This is also the rank of the True Original of the Lonnit. Though this rank can be gained by someone else should the current Rājā die, it is unknown where the current holder of this rank resides. The only clue is that the letters delivered to all other factions of Lonnit around the world is written in Japanese.

  • Nòbla- The rank for all nobility to hold. This rank encompasses even the children of the ruler of the Lonnit. These nobles are usually denoted by their gold earrings or gold jewelry of some sort.

  • Mahkama- Considered to be counselors or generals, they answer to the Nòbla and follow their orders. This rank never gets to speak directly to the Rājā. To them, the idea of even getting to hear the Rājā's voice is nothing but a dream or myth.

  • Alnnakhir- The lowest rank of the Lonnit chain of command, these are the 'grunts' or foot soldiers. They are the runners and commoners, but they're hardly weak. Not to be taken lightly by anyone, they can be just as dangerous if not more ruthless than the higher ranking Lonnit because they feel they have nothing to loose and everything to prove.

  • Forastera- While this is often considered a low rank among the Lonnit, it's actually quite deceiving. This rank is a place where all of the misfits and defectors are lumped together in one group. There could be an extremely weak member of this rank, but there could also be an extremely strong member of this rank. There's a 50/50 chance you could be killed or could kill one of them. It's really all a matter of luck and if you know how to gauge someone's strength just by their looks.



Last edited by Aoi on Tue Jul 19, 2016 11:50 pm; edited 6 times in total
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PostSubject: Re: The Lonnit   Tue Jul 19, 2016 11:28 pm

Abilities/Skills

  • Supernatural Survivability- The user is able to survive massive and even horrific injuries or damage, or almost any level of danger or circumstances. In some cases simply managing to cheat death even in seemingly inescapable and deadly situations.

  • Enhanced Agility- User with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort.

    Agility is "the ability to rapidly respond or change by adapting its initial stable configuration", the ability to change the body's position efficiently, and requires the integration of isolated movement skills using a combination of balance, bodily coordination, speed, reflexes, strength and endurance.

    Levels
    Peak Human Agility: User's agility is at the peak of perfection. Although, not a supernatural level.
    Supernatural Agility: User's agility is superior to what natural can accomplish.
    Absolute Agility: User's ability is limitless, it is impossible to strike the user.

  • Enhanced Combat-The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become super-humanly skilled in their use of weaponry.

  • Enhanced Jump- Users can jump incredible distances and land safely, covering frighteningly tall heights and long distances. Usually comes with strong legs. In some cases a jump can fool an observer into believing the person is "Flying".

    Limitations:
    1. Not actual Flight.
    2. Legs require full operation, may even require a running start.

  • Enhanced Durability- The user's physical durability (ability to endure/resist damage) is extremely high, allowing them to take numerous blows of internal or external assaults before succumbing to the effects.

  • Enhanced Endurance- Users can operate on a low power setting, allowing them to operate for an extended amount of time. They can hold their breath for longer periods of time and remain calm through stressful or painful situations, tolerate extreme hunger, unbearable thirst, and strong urges to sleep.

  • Enhanced Senses- The user has extremely accurate senses, allowing them to see, hear, smell, taste, touch and/or feel more than an average member of their species.
    The Five Senses:

  • Enhanced Hearing- Ears pick up every single sound, and can decipher layer upon layer of noise; has the ability to pick up a conversation from a mile away in a busy city. May even mutate into Echolocation.

  • Enhanced Smell- Users can detect specific smells, and locate their origin. Some may even be able to tell if some one is lying by which hormones they excrete.

  • Enhanced Taste- Users may be able to detect poisons or other problems, Usually accompanies enhanced smell.

  • Enhanced Touch- Some can feel so acutely that to rub the users hand on a paper would be like reading the page, sensing every bump ripple or wave. Some may even be able to tell of distant occurrences felt through vibrations in the earth.

  • Enhanced Vision- Can see with amazing clarity, distance, or color, perhaps even in a different spectrum of light or into other dimensions.

  • Enhanced Awareness- All senses are attuned to nearby activity.

  • Enhanced Balance- Sense of equilibrium and ability to use it well.

  • Night Vision- User has excellent night vision, the ability to see in low light conditions or even total darkness. Whether by biological or technological means, night vision is made possible by a combination of two approaches: sufficient spectral range, and sufficient intensity range.

  • Enhanced Speed- Users can move much faster than the average member of their species, some near or at the speed of sound, or even faster. However, this power is not without any ill effects, as it can strain the body, although some users may be resistant or even immune to the effects of high speed travel, including friction, g-force, inertia, etc.

  • Enhanced Strength- Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.

  • Regenerative Healing Factor- The user can rapidly regenerate, in other words, they recreate lost or damaged tissues, organs and limbs, sometimes slowing, or even stopping, aging. The rate and amount of healing varies widely (see Levels of Regeneration), some can regrow missing limbs, others must put the limb back in place for rapid regeneration. They are generally in very good physical shape as their bodies are constantly reverting to healthy state.


  • Weakest Level
    o Minor to moderate wounds heal near-instantaneously, to the point of as though they never happened.
    o Lost limbs and internal organs may be completely regenerated.
    o Damaged nerves can be healed to a certain extent.
    o Cellular senescence is drastically reduced, if not completely halted, granting decelerated aging/eternal youth.
    o Critically and fatally damaged cells can regenerate, preventing scars.
    o User can regenerate as long as the head/brain is damaged to no more than a certain level.
    o Disease Immunity
    o User is near-completely unaffected by toxin or drugs.
    o Destruction of the head is one of the few sure methods to ensure the user of this level's death.
    o Healing strength may be so powerful, the blood is enriched with healing powers that can be used to heal others.
    o Tumorous cells may actually be multiplied via regeneration as they are considered living cells.



  • Normal Level
    o Cellular regeneration and rejuvenation would be so powerful, the user would be close to true immortality.
    o Brain cells and nerves can be completely repaired, to the point of keeping the mind intact.
    o Decapitation can be reduced in effectiveness as the user can reattach their heads an seal the cut.
    o Contaminant Immunity
    o User is forever in their optimal health and physical prime.
    o Tumorous cells will be healed to the point of returning to their optimal, healthy form.
    o The only way to inflict long term exhaustion and injury on the user is to use attacks faster than the speed of regeneration at a repeated rate.

    Strongest Level
    o User may regenerate completely as long as one cell or even molecule remains intact.
    o Decapitation would be pointless as user can regenerate a head, or the head can regenerate a whole new body.
    o Impossible to exhaust or permanently injure, regardless of attack speed.
    o Removal of soul or temporal erasure are the only methods of killing the user.

  • Fear Inducement- The user can evoke and increase fear and horror in others causing the target’s brain to release fear-inducing chemicals. The victim’s perception may be altered, causing them see their environment as ominous and the user as dark and foreboding, or even seen as a monster.

    Limitations:
    1. Users of Psychic Shield, Fearlessness or Indomitable Will are either immune or highly resistant.
    2. May be overpowered by Courage Inducement.

    Immobilization- User can immobilize target completely or partially, causing them to be left without movement and sensation. Making motor functions and muscle movement unavailable, the victim may freeze on the spot or crumple to the ground.

    Limitations:
    1. The effect will always wear off eventually.
    2. May be limited on how many times it can be used or how many targets it can be used on.
    3. Some targets may be immune.
    4. User may not be immune.
    5. May need physical contact.

    Physical Disruption- The user is able to damage and disrupt, displace, or delete tangible matter by phasing parts of one's body through it and un-phasing said body parts, or simply phasing through it. When used on living creatures, it can be potentially fatal.

    Limitations:
    1. Materializing body-part inside something may be unpleasant, painful, damaging or even lethal.

    Black Magic- Traditionally references the use of supernatural powers for evil and selfish purposes. This magic includes True Name Spells, Necromancy, and Curses/Hexes.

    True name spells- The theory that knowing a person's true name allows control over that person, making this wrong for the same reason. This can also be used as a connection to the other person, or to free them from another's compulsion, so it is in the grey area.

  • Necromancy- A claimed form of magic involving communication with the deceased – either by summoning their spirit as an apparition or raising them bodily – for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge.

  • Curses/Hexes- A curse can be as simple as wishing something bad would happen to another, to a complex ritual.

  • Chaos Magic- A magical variation of Black Magic and is more serious in the fact that this magic has no rules except for the ones that it borrows liberally from other belief systems. Chaos magic is often highly individualistic. Due to chaos magic having a central belief that belief is a tool, it is seen as an even darker form of magic than its 'father', Black Magic.

  • Gnosis- defined as an altered state of consciousness that in his magic theory is necessary for working most forms of magic.

  • Gnostic State- The gnostic state is achieved when a person's mind is focused on only one point, thought, or goal and all other thoughts are thrust out. Practitioners of chaos magic each develop their own ways of reaching this state. All such methods hinge on the belief that a simple thought or direction experienced during the gnostic state and then forgotten quickly afterwards bypasses the "psychic censor" and is sent to the subconscious, rather than the conscious mind, where it can be enacted through means unknown to the conscious mind.

  • Inhibitory Gnosis- A form of deep meditation into a trance state of mind. This type of gnosis uses slow and regular breathing techniques, absent thought processes, progressive muscular relaxation, self-induction and self-hypnosis techniques. Means employed may also include fasting, sleeplessness, sensory deprivation and hypnotic or trance inducing drugs.

  • Excitatory Gnosis- describes a mindlessness reached through intense arousal. It is aimed to be reached through sexual excitation, intense emotions, flagellation, dance, drumming, chanting, sensory overload, hyperventilation and the use of inhibitory or hallucinogenic drugs.

  • Indifferent Vacuity- described by Phil Hine and Jan Fries as a third method. Here the intended spell is cast parenthetically, so it does not raise much thought to suppress.

  • Shape-shifting- known to appear in a form of headless man (who would vanish in flames), headless lady, white cat, dog, rabbit and black dog.

    Limitations:
    1. May revert back to original form when unconscious or asleep.
    2. May require visual or genetic source material for a copy to be made.
    3. May be limited on how long transformation can last.
    4. May be unable to add mass, thus maintaining the physical capabilities of it's original form.
    5. May have to stay near their own size.
    6. May have trouble with returning to original form.
    7. May be limited to humanoid shapes (human, werebeasts, etc).
    8. May retain characteristics of their original form in their new shape (i.e., color scheme, birthmarks, scars, etc.).
    9. May only be able to partially imitate personality traits, thus people acquainted with the person being impersonated may get suspicious.
    10. May not be able to change genetic coding (meaning blood type, gender and DNA coding), though this does not limit the user from changing into an animal, liquid form, and such.
    11. Staying extended periods in single form may start affecting the users behavior or even make them forget their true self.
    12. Some users may be able to change forms (categorized as humans, cats, weapons, a body of water, etc.), but cannot shape that form into their own customization; instead, it must match their original form's shape.
    13. Such shape that cannot be altered include genetic coding (gender, hair color, blood type), physical appearance (such as a girl cannot change her facial or body structure to resemble another girl's, and while she can change into a cat her fur pattern is based on her own form) and design (such as the girl changing her body into a sword but cannot customize its design for decorative effects).
    14. This may not include the user's age, as it is an aspect of their original form.
    15. Users of Shape-shifting Awareness will see their real forms.
    16. Users of Shape-shifting Negation may forcefully revert the user to their real form.
    17. Users of Mind Reading can read the user's mind and know who they truly are.
    18. Process may be painful.
    19. May be involuntary; user has no control over their transformations.


[*]

Code:
[center][u][size=16][b]Abilities/Skills[/b][/size][/u][/center]
[list]
[*][b]Supernatural Survivability-[/b] The user is able to survive massive and even horrific injuries or damage, or almost any level of danger or circumstances. In some cases simply managing to cheat death even in seemingly inescapable and deadly situations.

[*][b]Enhanced Agility- [/b] User with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort.

Agility is "the ability to rapidly respond or change by adapting its initial stable configuration", the ability to change the body's position efficiently, and requires the integration of isolated movement skills using a combination of balance, bodily coordination, speed, reflexes, strength and endurance.

[center][i][u][b]Levels[/b][/u]
[i][b]Peak Human Agility:[/b][/i] User's agility is at the peak of perfection. Although, not a supernatural level.
[i][b]Supernatural Agility:[/b][/i] User's agility is superior to what natural can accomplish.
[i]Absolute Agility:[/i] User's ability is limitless, it is impossible to strike the user.[/i][/center]

[*][b]Enhanced Combat-[/b]The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become super-humanly skilled in their use of weaponry.

[*][b]Enhanced Jump-[/b] Users can jump incredible distances and land safely, covering frighteningly tall heights and long distances. Usually comes with strong legs. In some cases a jump can fool an observer into believing the person is "Flying".

[center][i][b][u]Limitations:[/u][/b]
1. Not actual Flight.
2. Legs require full operation, may even require a running start.[/i][/center]

[*][b]Enhanced Durability-[/b] The user's physical durability (ability to endure/resist damage) is extremely high, allowing them to take numerous blows of internal or external assaults before succumbing to the effects.

[*][b]Enhanced Endurance-[/b] Users can operate on a low power setting, allowing them to operate for an extended amount of time. They can hold their breath for longer periods of time and remain calm through stressful or painful situations, tolerate extreme hunger, unbearable thirst, and strong urges to sleep.

[*][b]Enhanced Senses-[/b] The user has extremely accurate senses, allowing them to see, hear, smell, taste, touch and/or feel more than an average member of their species.
The Five Senses:

[*][b]Enhanced Hearing-[/b] Ears pick up every single sound, and can decipher layer upon layer of noise; has the ability to pick up a conversation from a mile away in a busy city. May even mutate into Echolocation.

[*][b]Enhanced Smell-[/b] Users can detect specific smells, and locate their origin. Some may even be able to tell if some one is lying by which hormones they excrete.

[*][b]Enhanced Taste-[/b] Users may be able to detect poisons or other problems, Usually accompanies enhanced smell.

[*][b]Enhanced Touch-[/b] Some can feel so acutely that to rub the users hand on a paper would be like reading the page, sensing every bump ripple or wave. Some may even be able to tell of distant occurrences felt through vibrations in the earth.

[*][b]Enhanced Vision-[/b] Can see with amazing clarity, distance, or color, perhaps even in a different spectrum of light or into other dimensions.

[*][b]Enhanced Awareness-[/b] All senses are attuned to nearby activity.

[*][b]Enhanced Balance-[/b] Sense of equilibrium and ability to use it well.

[*][b]Night Vision-[/b] User has excellent night vision, the ability to see in low light conditions or even total darkness. Whether by biological or technological means, night vision is made possible by a combination of two approaches: sufficient spectral range, and sufficient intensity range.

[*][b]Enhanced Speed-[/b] Users can move much faster than the average member of their species, some near or at the speed of sound, or even faster. However, this power is not without any ill effects, as it can strain the body, although some users may be resistant or even immune to the effects of high speed travel, including friction, g-force, inertia, etc.

[*][b]Enhanced Strength- [/b] Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.

[*][u][i][b]Regenerative Healing Factor- [/b][/i][/u]The user can rapidly regenerate, in other words, they recreate lost or damaged tissues, organs and limbs, sometimes slowing, or even stopping, aging. The rate and amount of healing varies widely (see Levels of Regeneration), some can regrow missing limbs, others must put the limb back in place for rapid regeneration. They are generally in very good physical shape as their bodies are constantly reverting to healthy state.


[center][u][b][i]Weakest Level [/b][i][i][/u][i][/center][i][/list][*][i]
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Character sheet
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PostSubject: Re: The Lonnit   Wed Jul 20, 2016 12:08 am

Spells
1st Rank

  • Disguise Self- You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
    The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

  • Detect Poison- You determine whether a creature, object, or area has been poisoned or is poisonous. You can, if your rank is high enough, determine the exact type of poison.
    The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

  • Feather Fall- The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet). However, when the spell duration expires, a normal rate of falling resumes.

    The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

    You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall.

    This spell has no special effect on ranged weapons unless they are falling quite a distance.

    Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

  • Ghost Sound- Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

    The volume of sound created depends on your level. You can produce as much noise as four normal humans per level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created.

    The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

    Ghost sound can enhance the effectiveness of a silent image spell.

    Ghost sound can be made permanent with a permanency spell.

  • Obscuring Mist- A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet.

    A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 2 posts. A strong wind (21+ mph) disperses the fog in 1 post. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

    This spell does not function underwater.

  • Sleep- A sleep spell causes a magical slumber to come upon a creature or creatures (no more than three). Creatures with the lowest power levels are affected first.

    Among creatures with equal power, those who are closest to the spell’s point of origin are affected first.

    Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.

    Sleep does not target unconscious creatures, or constructs.

  • True Strike- You gain temporary, intuitive insight into the immediate future during your next attack.

    2nd Rank

  • Cat’s Grace- The transmuted creature becomes more graceful, agile, and coordinated. The spell grants an enhancement of dexterity and Reflex.

  • Darkness- This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area are concealed (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

    Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

    If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

    Darkness counters or dispels any light spell of equal or lower spell level.

  • Fox’s Cunning- The transmuted creature becomes smarter. The spell grants an enhanced intelligence. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save is that spells they cast while under this spell’s effect do increase.

  • True Seeing- You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement spells, sees invisible creatures or objects normally, sees through illusions, and sees the true form of poly-morphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal/Astral Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

    True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment spells, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

  • Illusory Script- You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.

    Any unauthorized creature attempting to read the script triggers a potent illusory effect. Only those with a high rank or power level can look away with only a mild sense of disorientation. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

    The casting time depends on how long a message you wish to write, but it is always at least 1 minute.

  • Invisibility- The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

    Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries that extends more than 10 feet from it becomes visible.

    Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

    Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

    Invisibility can be made permanent (on objects only) with a permanency spell.

  • Without A Trace- The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by non-magical means.

  • Spider Climb- The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The subject gains a climbing area of 20 feet; furthermore, it need not speak the spell to traverse a vertical or horizontal surface (even upside down).

    A spider climbing creature retains its dexterity (if any) while climbing, and opponents get no special bonus to their attacks against it.

    3rd Rank

  • Deep Slumber- This spell functions like sleep, except that it affects 10 creatures.

  • Deeper Darkness- This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.

    Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

    Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.

  • Evil Warding- This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

    First, the subject gains a greater deflection rate and a greater resistance. Both these apply against attacks made or effects created by evil creatures.

    Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

    The barrier does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil. If the barrier fades before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature/being. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless.

    Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good/holy/divine summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.

  • Misdirection- By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object is safe from this effect.

    Detection spells provide information based on the second object rather than on the actual target of the detection.

    This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

  • Non-detection- The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, location, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must be a power level higher than the level of the spellcaster who cast non-detection.

    If cast on a creature, non-detection wards the creature’s gear as well as the creature itself.

    4th Rank

  • Clairaudience/Clairvoyance- Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need sight, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired.

    Unlike other vision/seeing spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect.

    Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

  • Dimension Door- You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You can bring along objects as long as their weight doesn't exceed what you can lift. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

    If there is no free space within 100 feet, you and each creature traveling with you are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet or spell simply fails if there is no free space at all.

  • Freedom of Movement- This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.

    The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.

    The freedom of movement spell does not, however, allow water breathing.

  • Greater Invisibility- This spell functions like invisibility, except that it doesn't end if the subject attacks.

  • Locate Creature- This spell functions like locate object, except this spell locates a known or familiar creature.

    You slowly search and will sense the creature when you are facing in the direction of the creature is in, provided it is within range. You also know in which direction the creature is moving, if any.

    The spell can locate a creature of a specific kind or a specific creature known to you. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

    Running water blocks the spell. It cannot detect objects. It can be fooled by illusion, non-detection, and poly-morph spells.

    5th Rank

  • False Life- You harness the power of un-life to grant yourself or another creature a limited ability to avoid death.

  • Erase- Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell.

    Non-magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non-magical writing is only 90%.

    Magic writing must be touched to be erased.

  • Enervation- You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. If the subject is of a lower level than the caster, it dies.

    Assuming the subject survives, it regains lost life force after a number of hours equal to your level (maximum 4 posts). Usually, this has a chance of permanently draining the victim’s life force, but the negative levels from enervation don’t last long enough to do so.

    An undead creature struck by the ray temporarily gains a boost in attacking power per 1 post.

  • Soul Swap- a demonic incantation written and cast to switch souls with a creature temporarily.

    It requires a lock of hair belonging to whoever the caster wishes to switch souls with, as well as their blood to be exchanged.

    Chaos Magic

    Level 1

  • Weakness- Causes the selected enemy unit to inflict less damage in combat. Spellpower determines the duration of effect.

  • Asha Uses All- The caster gains energy for each ally or enemy destroyed during combat.

  • Sorrow- Decreases morale and luck of selected enemy creature.

  • Eldritch Arrow- Shoots magic missile to deal non-physical damage to the selected enemy creature.

  • Stone spikes- Deals damage to all creatures in target area (cross form).

    Level 2

  • Decay-  Corrupts the ground targeted by the caster, causing anything the spell touches to begin to decay.

  • Vulnerability- Destroys armor of the target, reducing their defense. Can be cast several times on a single stack, but defense will not go lower once the target reaches their lowest point.

  • Lightning Bolt- Deals lightning damage to selected enemy unit.

  • Ice Bolt- Deals ice damage to selected enemy unit.

    Level 3

  • Confusion- Makes creatures in target enemy stack forget what they are doing on a battlefield. Some of the affected creatures will forget to use shooting attacks and retaliation strikes. (The spell does not work on undead, elemental and mechanical units.)

  • Suffering- Weakens the target enemy unit to decrease its Attack.

  • Fireball-  Deals fire damage to all units in the target area.

  • Firewall- Creates a wall of fire in the selected area on battlefield. Deals fire damage to all creatures in this area during several turns.
    Firewall duration: 3 turns. Firewall can be cast directly on units. Creatures suffer damage when Firewall is cast on them, when walking into it, and at the end of their turn when sitting in it (whatever their action).

  • Circle of Winter- Deals ice damage to all units surrounding the target spot.

    Level 4

  • Frenzy- Drives target stack of creatures frenzy. Frenzied stack considers all other creatures and war machines its personal enemies and attacks the nearest one with redoubled rage.

  • Curse of the Netherworld- All living creatures on the combat map are dealt lethal damage and can cause the target to die upon the first casting. If the target doesn't die upon the first casting, the target will suffer horrible illusions of the netherworld until driven insane and will soon perish.

  • Doom- Casts a spell on a target  that causes the target to be doomed to perish.

  • Puppet Master- Gives the caster temporary control over the selected enemy creature. Creature under this spell can't counter-attack. Control will be lost if the unit is attacked Puppet Master is cast on another target.

  • Chain Lightning- Deals massive lightning damage to several adjacent creatures (up to 4), starting with the selected one. Every next creature in the chain gets the half of the damage inflicted to the previous one.

  • Meteor Shower- Deals massive earth damage to all creatures in target area.

    Level 5

  • Deep Freeze-  Freezes the target, immediately inflicting ice damage and causing it to suffer increased physical damage during a certain amount of time due to frostbites.

    Any physical damage suffered by the target in the next turn is increased by 30%.

  • Implosion- Deals damage to a single targeted enemy unit.

  • Armageddon- Deals massive fire damage to all creatures and war machines on a battlefield and local physical damage in the point of impact.

    Creatures in the center of the battlefield are hit by the rock, and suffer extra physical damage (thus ignoring Magic Protection, Resistance and Immunities).


Code:
[center][u][b]1st Rank[/b][/u][/center]
[list][*][b]Disguise Self[/b]- You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

[*][b]Detect Poison-[/b] You determine whether a creature, object, or area has been poisoned or is poisonous. You can, if your rank is high enough, determine the exact type of poison.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

[*][b]Feather Fall-[/b] The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet). However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall.

This spell has no special effect on ranged weapons unless they are falling quite a distance.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

[*][b]Ghost Sound-[/b] Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created.

The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.

[*][b]Obscuring Mist-[/b] A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 2 posts. A strong wind (21+ mph) disperses the fog in 1 post. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

[*][b]Sleep-[/b] A sleep spell causes a magical slumber to come upon a creature or creatures (no more than three). Creatures with the lowest power levels are affected first.

Among creatures with equal power, those who are closest to the spell’s point of origin are affected first.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.

Sleep does not target unconscious creatures, or constructs.

[*]True Strike- You gain temporary, intuitive insight into the immediate future during your next attack.

[center][u][b]2nd Rank[/b][/u][/center]
[*][b]Cat’s Grace-[/b] The transmuted creature becomes more graceful, agile, and coordinated. The spell grants an enhancement of dexterity and Reflex.

[*][b]Darkness-[/b] This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area are concealed (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

Darkness counters or dispels any light spell of equal or lower spell level.

[*][b]Fox’s Cunning-[/b] The transmuted creature becomes smarter. The spell grants an enhanced intelligence. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save is that spells they cast while under this spell’s effect do increase.

[*][b]True Seeing-[/b] You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement spells, sees invisible creatures or objects normally, sees through illusions, and sees the true form of poly-morphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal/Astral Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment spells, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

[*][b]Illusory Script-[/b] You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.

Any unauthorized creature attempting to read the script triggers a potent illusory effect. Only those with a high rank or power level can look away with only a mild sense of disorientation. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

The casting time depends on how long a message you wish to write, but it is always at least 1 minute.

[*][b]Invisibility-[/b] The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

Invisibility can be made permanent (on objects only) with a permanency spell.

[*][b]Without A Trace-[/b] The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by non-magical means.

[*][b]Spider Climb-[/b] The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The subject gains a climbing area of 20 feet; furthermore, it need not speak the spell to traverse a vertical or horizontal surface (even upside down).

A spider climbing creature retains its dexterity (if any) while climbing, and opponents get no special bonus to their attacks against it.

[center][u][b]3rd Rank[/b][/u][/center]
[*][b]Deep Slumber-[/b] This spell functions like sleep, except that it affects 10 creatures.

[*][b]Deeper Darkness-[/b] This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.

Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.

[*][b]Evil Warding-[/b] This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a greater deflection rate and a greater resistance. Both these apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

The barrier does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil. If the barrier fades before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature/being. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good/holy/divine summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.

[*][b]Misdirection-[/b] By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object is safe from this effect.

Detection spells provide information based on the second object rather than on the actual target of the detection.

This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

[*][b]Non-detection-[/b] The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, location, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must be a power level higher than the level of the spellcaster who cast non-detection.

If cast on a creature, non-detection wards the creature’s gear as well as the creature itself.

[center][u][b]4th Rank[/b][/u][/center]
[*][b]Clairaudience/Clairvoyance-[/b] Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need sight, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired.

Unlike other vision/seeing spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect.

Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

[*][b]Dimension Door-[/b] You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You can bring along objects as long as their weight doesn't exceed what you can lift. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If there is no free space within 100 feet, you and each creature traveling with you are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet or spell simply fails if there is no free space at all.

[*][b]Freedom of Movement-[/b] This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.

The freedom of movement spell does not, however, allow water breathing.

[*][b]Greater Invisibility-[/b] This spell functions like invisibility, except that it doesn't end if the subject attacks.

[*][b]Locate Creature-[/b] This spell functions like locate object, except this spell locates a known or familiar creature.

You slowly search and will sense the creature when you are facing in the direction of the creature is in, provided it is within range. You also know in which direction the creature is moving, if any.

The spell can locate a creature of a specific kind or a specific creature known to you. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

Running water blocks the spell. It cannot detect objects. It can be fooled by illusion, non-detection, and poly-morph spells.

[center][u][b]5th Rank[/b][/u][/center]
[*][b]False Life-[/b] You harness the power of un-life to grant yourself or another creature a limited ability to avoid death.

[*][b]Erase-[/b] Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell.

Non-magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non-magical writing is only 90%.

Magic writing must be touched to be erased.

[*][b]Enervation-[/b] You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. If the subject is of a lower level than the caster, it dies.

Assuming the subject survives, it regains lost life force after a number of hours equal to your level (maximum 4 posts). Usually, this has a chance of permanently draining the victim’s life force, but the negative levels from enervation don’t last long enough to do so.

An undead creature struck by the ray temporarily gains a boost in attacking power per 1 post.

[*][b]Soul Swap-[/b] a demonic incantation written and cast to switch souls with a creature temporarily.

It requires a lock of hair belonging to whoever the caster wishes to switch souls with, as well as their blood to be exchanged.

[size=16][center][u][b]Chaos Magic[/b][/u][/center][/size]
[center][u][b]Level 1[/b][/u][/center]
[*][b]Weakness-[/b] Causes the selected enemy unit to inflict less damage in combat. Spellpower determines the duration of effect.

[*][b]Asha Uses All-[/b] The caster gains energy for each ally or enemy destroyed during combat.

[*][b]Sorrow-[/b] Decreases morale and luck of selected enemy creature.

[*][b]Eldritch Arrow-[/b] Shoots magic missile to deal non-physical damage to the selected enemy creature.

[*][b]Stone spikes-[/b] Deals damage to all creatures in target area (cross form).

[center][u][b]Level 2[/b][/u][/center]
[*][b]Decay-[/b]  Corrupts the ground targeted by the caster, causing anything the spell touches to begin to decay.

[*][b]Vulnerability-[/b] Destroys armor of the target, reducing their defense. Can be cast several times on a single stack, but defense will not go lower once the target reaches their lowest point.

[*][b]Lightning Bolt-[/b] Deals lightning damage to selected enemy unit.

[*][b]Ice Bolt-[/b] Deals ice damage to selected enemy unit.

[center][u][b]Level 3[/b][/u][/center]
[*][b]Confusion-[/b] Makes creatures in target enemy stack forget what they are doing on a battlefield. Some of the affected creatures will forget to use shooting attacks and retaliation strikes. (The spell does not work on undead, elemental and mechanical units.)

[*][b]Suffering-[/b] Weakens the target enemy unit to decrease its Attack.

[*][b]Fireball-[/b]  Deals fire damage to all units in the target area.

[*][b]Firewall-[/b] Creates a wall of fire in the selected area on battlefield. Deals fire damage to all creatures in this area during several turns.
Firewall duration: 3 turns. Firewall can be cast directly on units. Creatures suffer damage when Firewall is cast on them, when walking into it, and at the end of their turn when sitting in it (whatever their action).

[*][b]Circle of Winter-[/b] Deals ice damage to all units surrounding the target spot.

[center][u][b]Level 4[/b][/u][/center]
[*][b]Frenzy-[/b] Drives target stack of creatures frenzy. Frenzied stack considers all other creatures and war machines its personal enemies and attacks the nearest one with redoubled rage.

[*][b]Curse of the Netherworld-[/b] All living creatures on the combat map are dealt lethal damage and can cause the target to die upon the first casting. If the target doesn't die upon the first casting, the target will suffer horrible illusions of the netherworld until driven insane and will soon perish.

[*][b]Doom-[/b] Casts a spell on a target  that causes the target to be doomed to perish.

[*][b]Puppet Master-[/b] Gives the caster temporary control over the selected enemy creature. Creature under this spell can't counter-attack. Control will be lost if the unit is attacked Puppet Master is cast on another target.

[*][b]Chain Lightning-[/b] Deals massive lightning damage to several adjacent creatures (up to 4), starting with the selected one. Every next creature in the chain gets the half of the damage inflicted to the previous one.

[*][b]Meteor Shower-[/b] Deals massive earth damage to all creatures in target area.

[center][u][b]Level 5[/b][/u][/center]
[*][b]Deep Freeze-[/b]  Freezes the target, immediately inflicting ice damage and causing it to suffer increased physical damage during a certain amount of time due to frostbites.

Any physical damage suffered by the target in the next turn is increased by 30%.

[*][b]Implosion-[/b] Deals damage to a single targeted enemy unit.

[*][b]Armageddon-[/b] Deals massive fire damage to all creatures and war machines on a battlefield and local physical damage in the point of impact.

Creatures in the center of the battlefield are hit by the rock, and suffer extra physical damage (thus ignoring Magic Protection, Resistance and Immunities).
[/list]
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