titania
spirit crusher
Hey! So this is a thread I'm making to explain the mechanics of combat. Basically everything is based on how much mana a character has, and different spells cost different amounts of mana. Each school of magic starts out with a different amount of mana that increases with experience. Mana can be restored by resting for a few hours, or, in a pinch, consuming the glowing mushrooms growing around campus. However, consuming too many in a short period of time will result in either the worst trip of your life or death.
In battle, you're required to keep track of how much mana you have left and indicate somewhere which spell you're using when you cast one. I may tweak some things later or add more spells as the RP progresses!
Pyromancers start out with 40 mana.
Conjure flame (Cost - 2)
Creates a small, inconsequential flame that can illuminate an area but cannot cause physical damage to any surroundings.
Spark (Cost - 2)
Creates a spark powerful enough to start a fire.
Minor ember (Cost - 3)
Can be used to heal minor wounds or to warm an area.
Blaze (Cost - 3)
Warms the hands so direct contact has the potential to cause burns.
Fireball (Cost - 8)
Summons a flaming projectile.
Ardor (Cost - 8)
Heals the injuries of a single target.
Hearth (Cost - 15)
Summons a well of healing that mends the injuries of any who step inside its confines. Requires 1 mana per round to keep active.
Wildfire (Cost - 15)
Creates a ring of fire around the battlefield from which 1 fireball per round after its creation can be fired at the cost of 4 mana.
Conjure flame (Cost - 2)
Creates a small, inconsequential flame that can illuminate an area but cannot cause physical damage to any surroundings.
Spark (Cost - 2)
Creates a spark powerful enough to start a fire.
Minor ember (Cost - 3)
Can be used to heal minor wounds or to warm an area.
Blaze (Cost - 3)
Warms the hands so direct contact has the potential to cause burns.
Fireball (Cost - 8)
Summons a flaming projectile.
Ardor (Cost - 8)
Heals the injuries of a single target.
Hearth (Cost - 15)
Summons a well of healing that mends the injuries of any who step inside its confines. Requires 1 mana per round to keep active.
Wildfire (Cost - 15)
Creates a ring of fire around the battlefield from which 1 fireball per round after its creation can be fired at the cost of 4 mana.
Cryomancers start out with 50 mana.
Minor chill (Cost - 2)
Lowers the temperature of the room or conjures a gentle snowfall.
Minor glaciation (Cost - 2)
Slows down one enemy.
Ice plate (Cost - 3)
Creates a thin sheet of ice over a single body part to provide fortification.
Wall of Frost (Cost - 3)
Creates a wall of ice.
Glaciate (Cost - 8)
Slows down a maximum of 3 targets (moreso than minor glaciation).
Frostbite (Cost - 8)
Saps the health of a single enemy over time.
Frost armor (Cost - 15)
Creates a magical encasement around the body of one individual that reduces damage taken.
Crystallize (Cost - 15)
Freezes a single enemy in place.
Minor chill (Cost - 2)
Lowers the temperature of the room or conjures a gentle snowfall.
Minor glaciation (Cost - 2)
Slows down one enemy.
Ice plate (Cost - 3)
Creates a thin sheet of ice over a single body part to provide fortification.
Wall of Frost (Cost - 3)
Creates a wall of ice.
Glaciate (Cost - 8)
Slows down a maximum of 3 targets (moreso than minor glaciation).
Frostbite (Cost - 8)
Saps the health of a single enemy over time.
Frost armor (Cost - 15)
Creates a magical encasement around the body of one individual that reduces damage taken.
Crystallize (Cost - 15)
Freezes a single enemy in place.
Aeromancers start out with 30 mana.
Jumpstart (Cost - 2)
Provides a small jolt of electricity to the fingertips.
Breeze (Cost - 2)
Sends a gust of wind from the fingertips.
Charge (Cost - 3)
Ionizes a person or object with a positive or negative charge.
Current (Cost - 3)
Sends a damaging shock from the fingertips.
Twin bolt (Cost - 8)
Sends a powerful lightning bolt out to two enemies. If a target has been ionized, the mana cost is halved, but the ionization is removed.
Torrent (Cost - 8)
Summons a swell of seawater.
Squall (Cost - 15)
Summons a large, violent gust of wind capable of knocking over several enemies.
Tempest (Cost - 15)
Floods the field with seawater and conjures storm clouds which can eject lightning at the cost of 1 mana per bolt.
Jumpstart (Cost - 2)
Provides a small jolt of electricity to the fingertips.
Breeze (Cost - 2)
Sends a gust of wind from the fingertips.
Charge (Cost - 3)
Ionizes a person or object with a positive or negative charge.
Current (Cost - 3)
Sends a damaging shock from the fingertips.
Twin bolt (Cost - 8)
Sends a powerful lightning bolt out to two enemies. If a target has been ionized, the mana cost is halved, but the ionization is removed.
Torrent (Cost - 8)
Summons a swell of seawater.
Squall (Cost - 15)
Summons a large, violent gust of wind capable of knocking over several enemies.
Tempest (Cost - 15)
Floods the field with seawater and conjures storm clouds which can eject lightning at the cost of 1 mana per bolt.
Geomancers start out with 50 mana.
Minor tremor (Cost - 2)
Causes the ground to shake slightly.
Enchanted stone (Cost - 2)
Allows a small rock to be used as a projectile.
Geoshield (Cost - 3)
Creates a wall of earth.
Terrestrial plate (Cost - 3)
Creates a protective covering of rock over a body part of a single target.
Fissure (Cost - 8)
Opens up a crack in the ground.
Magnetism (Cost - 8)
Allows a single target to levitate.
Animate golem (Cost - 15)
Brings a single golem made out of earthen materials (clay, marble, steel) to life. Requires 1 mana per turn to maintain.
Terrestrial armor (Cost - 15)
Creates a magical encasement around the body of one individual that reduces damage taken.
Minor tremor (Cost - 2)
Causes the ground to shake slightly.
Enchanted stone (Cost - 2)
Allows a small rock to be used as a projectile.
Geoshield (Cost - 3)
Creates a wall of earth.
Terrestrial plate (Cost - 3)
Creates a protective covering of rock over a body part of a single target.
Fissure (Cost - 8)
Opens up a crack in the ground.
Magnetism (Cost - 8)
Allows a single target to levitate.
Animate golem (Cost - 15)
Brings a single golem made out of earthen materials (clay, marble, steel) to life. Requires 1 mana per turn to maintain.
Terrestrial armor (Cost - 15)
Creates a magical encasement around the body of one individual that reduces damage taken.
Necromancers start out with 40 mana.
Triage (Cost - 2)
Stabilizes an incapacitated ally but does not restore consciousness.
Suture (Cost - 2)
Takes the life force of another to heal minor wounds.
Spite (Cost - 3)
Absorbs the life energy of one creature to heal themselves.
Rancor (Cost - 3)
Absorbs the life energy of one creature to heal an ally.
Seance (Cost - 8)
Calls upon the spirits beyond the barrier to damage or possess an enemy. Possession requires 1 mana per turn to maintain.
Hemorrhage (Cost - 8)
Causes an enemy to slowly bleed out from an orifice. Costs 1 mana per turn to maintain.
Animate dead (Cost - 15)
Animates the nearest humanoid or animal remains. Requires 1 mana per turn to maintain.
Cursed well (Cost - 15)
Creates a poisonous well in the ground which saps the life energy of any enemies within its boundary and transfers a fraction of it to any allies within the boundary. Requires 2 mana per turn to maintain.
Triage (Cost - 2)
Stabilizes an incapacitated ally but does not restore consciousness.
Suture (Cost - 2)
Takes the life force of another to heal minor wounds.
Spite (Cost - 3)
Absorbs the life energy of one creature to heal themselves.
Rancor (Cost - 3)
Absorbs the life energy of one creature to heal an ally.
Seance (Cost - 8)
Calls upon the spirits beyond the barrier to damage or possess an enemy. Possession requires 1 mana per turn to maintain.
Hemorrhage (Cost - 8)
Causes an enemy to slowly bleed out from an orifice. Costs 1 mana per turn to maintain.
Animate dead (Cost - 15)
Animates the nearest humanoid or animal remains. Requires 1 mana per turn to maintain.
Cursed well (Cost - 15)
Creates a poisonous well in the ground which saps the life energy of any enemies within its boundary and transfers a fraction of it to any allies within the boundary. Requires 2 mana per turn to maintain.
Animancers start out with 60 mana.
Triage (Cost - 2)
Stabilizes an incapacitated ally but does not restore consciousness.
Bounty (Cost - 2)
An enchantment that strengthens a single target.
Animate object (Cost - 3)
Animates a single object.
Mending (Cost - 3)
Heals the wounds of a single target.
Verdancy (Cost - 8)
Strengthens up to 3 targets (moreso than bounty).
Cherubim (Cost - 8)
Heals the wounds of 3 targets.
Biogenesis (Cost - 15)
Animates a nearby plant or tree. Costs 2 mana per turn to maintain.
Seraphim (Cost - 15)
Restores a single ally to full strength.
Triage (Cost - 2)
Stabilizes an incapacitated ally but does not restore consciousness.
Bounty (Cost - 2)
An enchantment that strengthens a single target.
Animate object (Cost - 3)
Animates a single object.
Mending (Cost - 3)
Heals the wounds of a single target.
Verdancy (Cost - 8)
Strengthens up to 3 targets (moreso than bounty).
Cherubim (Cost - 8)
Heals the wounds of 3 targets.
Biogenesis (Cost - 15)
Animates a nearby plant or tree. Costs 2 mana per turn to maintain.
Seraphim (Cost - 15)
Restores a single ally to full strength.