The Magic of Skure
   Here follows the energy spells of Skure. The magic of Skure is divided into three categories: mage, cleric, and energy. Energy spells are the rarest of the three and, for all intents and purposes, more limited in their abilities because only six components exist. The effects are unique to the other two categories, though. Energy spells are also a projection energy, as opposed to a chanted and cast spell.
    In order to be able to use a spell, the caster must have the sufficient amount of MP. If the caster's MP is less than what is required to use the spell, they can still use it but with great risk (this will be outlined later in the battle handbook). Also, the caster is required to be of the minimum experience level and have the minimum magic rating. The more proficient the caster is in their magic-using, the higher those ratings will be.
    Finally, the caster is required to have studied the components required for the spell. The following components belong to the energy list of spells. Mage and cleric components are listed in their respective pages.
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Ianuki
Shadowing
Components
Power
Components
Flame + Ice
Okibi
Components
Flame
Components
Ice
Components
Sanseiu
Components
Flame + Bolt + Ice
Makaze
Components
Bolt + Power
Power, Shield, Shadow, Flame, Bolt, Ice
Energy Components
Tsunami
Components
Shadow
Disrupt
Components
Psionic
Shield
Components
Shadow + Power
Illusionary Wall
Components
Goshin
Components
Shield
***- All spells are currently available for revision.
-Mage Spells
-Cleric Spells
(Blazing Fire)
Karakkaze
(Cold Wind)
Makuden
(Sheet Lightning)
(Acid Rain)
(Evil Storm)
(Self-Protection)
Bolt
Shield + Power
Shield + Shadow
Essence: 2
Required CMr:
None
Required CLv:
1
Range:
4 (Special)
Targets:
Single
Type: Damage
The Ianuki is a projection of the caster's power to an extent so powerful that it forces out a blast of pure energy in a physical form. This force is strong enough that it actually harms the caster. This spell can sometimes be projected from the caster's weapon, often a blade, if they have one equipped.
- As with most energy spells, the Ianuki projection travels in a line. This means that the target must be in a direct line (horizontal, vertical or diagonal) with the caster and no obstacles or characters in the way. The target also cannot be adjacent to the caster. In terms of distance for diagonals, it would be 3 diagonal spaces away (which counts as 4 spaces total).
- One target takes magic (not defined as any element, just magic) damage equal to: [CLv*1.5] + [6 to 9]
One small disadvantage with energy spells is that, because they are a projection of pure energy and not simply a chanted spell, a caster may never cast an energy spell two turns in a row. They may cast other spells before or after energy spells, but not energy spells to adjacent turns.
Last Updated: May 24, 2004
- The caster takes physical damage (as if they were hit) equal to: [CLv*0.5] + 2
Essence: 2
Required CMr:
None
Required CLv:
3
Range:
4
Targets:
Single
Type: Damage
Essence: 3
Required CMr:
None
Required CLv:
4
Range:
6
Targets:
Single
Type: Damage
Essence: 5
Required CMr:
5
Required CLv:
6
Range:
5
Targets:
Line
Type: Damage
Essence: 5+
Required CMr:
4
Required CLv:
10
Range:
0
Targets:
Radius 2 to 4
Type: Damage
Essence: 7
Required CMr:
6
Required CLv:
15
Range:
3
Targets:
Radius 2
Type: Damage + Effect
Essence: 4
Required CMr:
3+
Required CLv:
5
Range:
3
Targets:
Length X Width
Type: Damage
Essence: 4
Required CMr:
None+
Required CLv:
4
Range:
0
Targets:
Caster
Type: Defensive
Essence: 5
Required CMr:
5
Required CLv:
8
Range:
6
Targets:
Single
Type: Curse*
Essence: 3
Required CMr:
None
Required CLv:
13
Range:
2
Targets:
Single
Type: Defensive
Essence: Special
Required CMr:
5
Required CLv:
11
Range:
3
Targets:
Length X 1
Type: Battlefield               Modification
Essence: 3
Required CMr:
None
Required CLv:
13
Range:
2
Targets:
Single
Type: Defensive
The projection of blazing fire sends a fast-moving ground flame towards the caster's enemy and then blasts out once it reaches them.
- A single target suffers fire damage equal to: [CLv to CLv*2] + 2
The projection of the cold wind sends a fast-moving burst of freezing air towards an enemy that is cold enough to cause harm.
- The Karakkaze travels in a line. This means the target must be in a direct line (horizontal, vertical, or diagonal) with the caster with no obstacles in the way and cannot be adjacent to the caster. In the case of diagonals, it would be 3 diagonal spaces away (which counts as a range of 6).
- The effect is
cold damage to a single target equal to: [CLv to CLv*1.5] + 3
The sheet lightning projection is quite powerful. It sends a wave of flashing lightning forward from the caster, striking all enemies in its path.
- The Makuden travels in a line. This means the targets must be in a direct line (horizontal, vertical, or diagonal) with the caster with no obstacles in the way (the first target may be adjacent to the caster for this spell). In the case of diagonals, it would be 3 diagonal spaces away (which counts as a range of 6).
- All targets within the line of fire take
thunder damage equal to: [CLv*1.2] + [3 to 6]
This projection is not powerful but it has an impact over a large area. The storm centers around the caster and rains down acid upon all foes, causing small amounts of damage to each.
- The storm has a radius around the caster, including diagonals, equal to:
     - 2 if MR is 4-5 [5 Essence]
     - 3 if MR is 6-7 [6 Essence]
     - 4 if MR is 8-10 [6 Essence]
- Every enemy within the area of effect takes physical damage (not negated by defense, only by any physical damage resistance) equal to:
[CLv*0.5 to CLv]
The Makaze evil storm is death to flyers. The caster projects energy outwards towards the sky (if outside) or within a specified area that creats a violent storm of incredible strength.
- The storm has an area of effect with a radius equal to 2. All characters caught within the storm that are flying are brought to the ground (no falling damage) and are unable to fly for their next turn, and then take air damage equal to: [CLv] + [10 to (10 + CMr)]
- Characters caught in the storm that do not fly take
thunder damage equal to:  [CLv*0.5 to CLv] + 3
A gush of water floods through the area of effect with such intensity that it disrupts and causes harm to everything in its path.
- The are of effect where the Tsunami hits is a little more complicated than the standard spell and is similar to the "Tidal Wave" mage spell. The effective area is (length * width). The caster may select which way the wave faces when it strikes the target point (not diagonally). The formula for length and width is equal to the following::
     - Length = [CMr*0.5] --- rounded down
     - Width = [CLv*0.5] + 2 --- rounded down to nearest odd number
- All enemies within the area of effect take
water damage equal to: [CLv] + [3 to 6]
The caster performs a quick meditation and then proceeds to project images of themselves in the form of shadows that follow the caster around. Only the caster can be affected with this spell.
- The effect is to give the caster the abilities of phasing and magic resistance. The spell lasts for 4 turns and endts at the end of the caster's fourth turn. These abilities give benefits according to the following table::
     - CLv is 4-8, gain 30% phasing [no CMr required]
     - CLv is 9-13, gain 35% phasing [CMr 3 required]
     - CLv is 14-18, gain 40% phasing [CMr 4 required]
     - CLv is 19-23, gain 45% phasing [CMr 4 required]
     - CLv is 24+, gain 55% phasing [CMr 5 required]
This nasty projection impacts on a caster's ability to use magic. Through disruption, the projector sets up a mental block that forces the target to use more essence in casting magic or even to cause them harm in casting.
- The disrupt spell is unique in its ability to be avoided. It cannot be cured. It can be dispelled but at an instant 50% failure. The projector of the disruption cannot disrupt more than one target at a time. They can remove the disruption at any time during their turn. If the projector of the disruption is stunned, paralyzed, put to sleep, or the like, the spell is broken.
- The disruption works according to the following table:
     - CLv is 8-11, target must spend 2 more essence on any spell.
     - CLv is 12-15, target must spend 2 more essence on any spell and take physical damage equal to the projector's CMr*2
     - CLv is 16-20, the target must spend 3 more essence on any spell and take physical damage equal to the projector's CMr*3
     - CLv 21+, the target must spend 3 more essence on any spell and take physical damage equal to the projector's CMr*4
- The disruption is removed at the end of the projector's fifth turn, after the spell is cast. This spell counts as a curse but does not conform to standard curses (ex. Purging it or dispelling it is at an instant 50% failure).
The psionic shield is a projection of the subconscious will of the caster to block all forms of aggressive energy for an ally. This spell cannot be cast on oneself.
- The shield blocks one ally of all damage, including magic, all the elements, and physical, by 33%. Any spells that have a potentially negative effect on the ally, such as a curse, are at an instant 50% failure. This spell lasts for 4 turns and ends at the end of the target's fourth turn.
This spell requires the most tact of any spell in the energy category. The Illusionary Wall is a powerful projection of the caster's semi-physical form of protection, appearing as an invisible wall.
- The Illusionary Wall cannot actually be seen but it is acknowledged on the battlefield. It blocks all magic and long-range attacks that target any spot on the other side of the wall (including those from allies). Standing in a square occupied by the wall does not protect oneself. All allies may move through the wall, enemies may not. The wall lasts for 3 turns and ends at the end of the caster's third turn. A single square of the wall can be dispelled by using any dispel.
- The wall occupies a space of 1 X length. The length of the wall is equal to CMr. The cost in essence is [CMr - 1]
Using Goshin is a semi-mixed blessing. The projection surrounds the caster in an aura that has the effect of protecting them against all non-physical attacks (including breath).
- Any spell cast on a caster using Goshin has an instant 50% chance of being completely negated upon impact. This includes all spells, including curses, boosts, healing, and damage. All magical or special abilities have a 50% chance of being instantly negated (including stun, sleep, other ailments, curses, petrify, etc). Goshin cannot be dispelled, although the caster can choose to remove it at any time.
- The caster also gains a +15% evasion to all physical attacks (including flank and rear). The spell lasts 4 turns and ends at the end of the caster's fourth turn.
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