Spells

Chosen Spells

1.Give Light: Flash light to reduce the darkness. This can be used for summoning the full spectrum (ROYGBIV), or to show respect to fellow Chosen.

1.Sunstone Blind: The target creature can't see for 2 turns. But doesn't effect Spiretshadows.

1.Bring out Heat: A spell in which you can warm yourself in a cold enviroment.

1.Blue Paralizing Ray: A basic spell for stunning your opponent for 2 turns.

2.Red Ray of Distruction: Causes a huge beam of red, destructive light that will destroy almost anything in your path. Deals 4d 6dam.

2.Blue Sheild: Creates a blue shield that will deflect any spell that is lower then the blue spectrum.

2.Blue Restoring Ray of Healing: This spell can heal either you or another party member. It will weave your wound together. It heals 6d 3dam, though it can't resurect a person.

2.Yellow Ray of Brightness: This spell is used to feed a shadow more light to become stronger. It isn't used that often, because of the loss of Spiritshadows. It's a very bright light.

3.Light Armor: Can be weaved to withstand almost any enviroment. It can also be used to forge light weapons. Armor takes 2 turns to cast, & resists all sunstone and shadow magic. Light weapons deal 3d 6dam judging on its to hit as an item.

3.Creating Solid Light: Can create anything using light, to make solid. For example; a stairway of light. Lasts for 1d for 6 turns.

3.Light Rope: Will create a flexable but strong rope. It's composed of:

Indigo for flexibility, Red for strength, Orange for the bounce-back ability, and Violet to keep them all together.

3.Hand of Light: Creates a hand based on what your hand does. Use it to manuvare obsticles or attack your opponents. Lasts 3 turns.

4.Armor your Sunstone: This spell makes your sunstone able to quickly cast a Blue Sheild, when a threatining spell is directed towards you.

4.Indigo Blast: Sends a huge bolt of indigo light at a target. It deals 4d 10dam.

4.Sunstone Fusion: Fuses any number of sunstones together. It also shapes sunstones into different forms, such as swords, but these are not Light Weapons. (NOTE: You can't fuse Keystones with regular sunstones)

4. Sunstone Division: Divides a sunstone into however many smaller pieces you desire (max=8 for medium-sized primary sunstone)

4.Indigo Force Field: This alows higher level spells to be deflected, and then to travel at the deflector's will. This shield will block spells of the indigo spectrum, and down. It can armor sunstones with a force field.

5.Violet Globe: Send a huge globe of violet destruction at an opponent. Deals 6d 8dam.

5.Violet Shield of Discontinuity: Deflects any light attack except a Keystone power. Lasts 1 turn.

5.Violet Unravelment: This unweaves matter altoghther. Deals 6d 10dam to a target.

5.Violet Avalance: Cause a light avalanche causing 6d 6dam to multilple targets.

Ancient Powers:

6. The Resurecting Ray of the Living Light: Will resurect any creature on the dark world. This is one of the most sacred and ancient magic of the Chosen. It will completely drain a sunstone of light, unless it is done above the Viel, or with a powerful Keystone.

6. The Light Titan: Create a huminoid shaped light image to do exactly what you do. Use in battle. Can only be destroyed by the killing the creater of the spell. History Note: This ancient magic was used in creating the seven towers. Will last as long as your sunstone can endure. The keystones will never run out because they draw their power from the sun.

Key Stone Special Abilities:

Keystone Holder�s Inner Power: A holder of a keystone can grasp out and use another sunstone without actually owning or touching it.

Violet/Indigo/etc... Lightning: Only the weilder of a Keystones can use this attack. It deals an instant kill to any creature, except for shadows. The type of lightning depends on the color of Keystone (Red for the Red Keystone, etc...).

Violet Crown: Only the Emporer is able to preform this spell. The Violet Keystone forms a Violet Light Crown that identifys the caster as the true Emperor of the Chosen.

Weive a Veil: This requires complete concentrasion. It allows the caster to weave a veil around something/someone. Very effective against destroying shadows.

IceCarl Spells

1.Blood Promise: This spell only requires two people to make a pledge mingeling the blood together. This does not require a sunstone, only the people in the immediate area around you to witness the pledge.

1.Crossing in to Aenir: It's a forbidden spell. By imagining the spectrum your mind, one at a time, a person can travel to Aenir. (NOTE: Whatever happens to the traveler in Aenir, will also effect the traveler's body in the dark world.)

1.Prayer of Ayster: This is a forrbiden spell, that when in Aenir, can bind a Spiritshadow to you.

Icecarl Crone Power:

Crones' Eyes: Allows all of the Crones to see though one another's eyes.

Crones' Speech: Allows all of the Crones to speak through one Crone's mouth.

Crones' Knowing: Allows all of the Crones to speak somewhat telepathically, to each other over enormously long distances.

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