sanityontherocks: (i think it could use more pargon)
[personal profile] sanityontherocks
Possessing the power and knowledge of the Tome’s previous holders, Edward has inherited a variety of spells from the memories he’s gained, like all of the other chosen before him. Like every one else, these spells are based on alignments. Chattur’gha (red), Xel’lotath (green), Ulyaoth (blue), and Mantorok (purple).

Casting under different alignments will have different effects. For instance, Recover under Chattur’gha will recover self injuries, Xel’lotath recovers sanity, Ulyaoth recovers magic, and Mantorok recovers all of the above. Additionally, while Reveal Invisible under Chattur’gha, Xel’lotath, and Ulyaoth has the power to make certain objects become seen, casting that spell under Mantorok will allow Edward to become invisible. That said, Mantorok’s alignment has some interesting effects.

When two alignments are opposed (for instance, in case of an enchantment or a Damage Field is raised), the remaining alignments are weaker or stronger in opposition. In this case, red beats green, green beats blue, blue beats red, and purple overthrows all three.

The disadvantage to casting magick is that they are not only time-limited, but they cannot be cast in succession as well. Certain spells will take a large amount of magickal power that cannot be recovered very hastily.

For Edward, the spells include:

- ENCHANT ITEM, which both repairs broken items, as well as empowers them with whatever alignment the spell is being cast for.
- RECOVER will heal minor injuries, as well as mental trauma.
- REVEAL INVISIBLE has the ability to see what cannot be seen (hidden doors and objects), as well as allow the caster to become invisible themselves for a short period of time, depending on the strength of the spell.
- DAMAGE FIELD creates a stagnant field around the caster, which allows them protection unless if they are to step out of it. They can, however, step back into it.
- DISPEL MAGICK is able to nullify a Damage Field, as well as any magick at all.
- SUMMON TRAPPER will call on a creature known as a Trapper, which possess an ability to transcend time and space. They can also lock on objects and other living things to bring into their own world. The Trapper dimension is a desolate yet dangerous place, as creatures such as zombies and horrors can show up there as well. It is possible to escape through the field, taking you back to the location in which the Trapper had snared you from. However, it is pretty dangerous there, overall. Additionally, once a Trapper has attempted to send something to their plane, it immediately dies afterwards. They are also weak, so it doesn’t take much to kill them anyway.
- SHIELD creates an indefinite barrier that grants the caster invulnerability for a few hits. The strength of the spell cast determines how much the caster is allowed to be hurt before the shield is removed.
- SUMMON ZOMBIE conjures a living corpse from the Planes of Eternal Darkness, which allows the caster to control them. While it may be useful at times, the caster risks insanity if they continue seeing through the eyes of the dead for long. Afterwards, once the connection with the zombie is dispelled, the zombie will turn on the caster as well.
- MAGICKAL ATTACK is made up of a massive amount of magickal energy, which inflicts powerful damage to everything within a limited range. This affects both small and large enemies, “for even the greatest of enemies are made of many small parts”.
- SUMMON HORROR brings a creature known as a “horror” from the Planes of Eternal Darkness. While the horror is summoned, it is possible to gain control and attack with them, gaining all the strength and magic of the creature. Much like the zombie, it causes mental strain on the caster, to the point of insanity if viewing through the eyes of the horror for too long. Also like the zombie, a horror will also attack the caster once the connection is dispelled.
- MAGICK POOL not only regenerates injuries, but it constantly allows an incoming flow of magick as well.
- BIND allows the caster to bind a creature to fight for them, and it takes a great deal of power depending on the size/strength of the beast. Of course, this spell will not work on anyone like a fellow Wakened.

More extensive information regarding spells and whatnot can be found here.

POWERS REGAINED

STAGE 1
Spells: Reveal Invisible
Three-point circle of power: The weakest of the Circles, it is used to construct a spell from three runes: one alignment, one verb, and one noun.
Alignment: Mantorok
Reveal Invisible (Narokath + Redgormor - “absorb area” - allows Edward to see magickally hidden enemies, doorways, et cetera for one minute)

STAGE 2
Spells: Reveal Invisible, Damage Field
Alignment: Mantorok, Xel’lotath
Damage Field (Bankorok + Redgormor - “protect area” - creates a magickal force field which Edward can penetrate, but enemies cannot, allowing Edward to trap them inside or remain safe while picking them off at his leisure.

STAGE 3
Spells: Reveal Invisible, Damage Field, Enchant Item
Alignment: Mantorok, Xel’lotath
Enchant Item (Antorbok + Magormor - “project item” - fixes a broken item, powers up a weapon for two minutes - the higher the spell level, the greater the damage multiplier to susceptible creatures

OTHERS

N/A
This account has disabled anonymous posting.
If you don't have an account you can create one now.
No Subject Icon Selected
More info about formatting

Profile

sanityontherocks: (Default)
Dr. Edward Roivas

April 2020

S M T W T F S
   1 234
567891011
12131415161718
19202122232425
2627282930  

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Aug. 5th, 2025 12:04 pm
Powered by Dreamwidth Studios