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About Deviant Core Member Areon HawkMale/United States Recent Activity
Deviant for 9 Years
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Literature
Arcane Spells: Mire Origin.
Name:  Sho (Rose)
Origin:  Mire (1st Circle)
Cost: 1 Point (Standard)
Duration: Until Ended
Range: Self
Spectical: Minimal-High
Visibility: Minimal
Damage/Heal:  -
Special Effects: Turn yourself invisible.
Description:
With the word of power Sho, bend light around you making you invisible to the naked eye. This requires tremendous focus and is broken when dealing complicated or hostile actions.
Name:  Sho (Rose)
Origin:  Mire (2ed Circle)
Cost: 2 Point (Standard)
Duration: Until Ended
Range: Self
Spectical: Minimal-High
Visibility: Minimal
Damage/Heal:  -
Special Effects: Turn yourself invisible and mute noises your body cause including footsteps. Outside stimuli are not affected by it such as knocking things over or stepping on branches or glass.
Description:
With the word of power Sho, bend light around you making you invisible to the naked eye and muffling noise.   This requires tremendous focus and is broken when dealing complicated or hostile act
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Literature
Arcane Spells: Arsani Origin
Name:  S'Par (West)
Origin:  Arsani (1st Circle)
Cost: 1 Point (Standard)
Duration: Engagement
Range: Sight
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Cause an enemy to take 1 point of non-negatable damage whenever they perform a hostile action. You regain your Spell Cost when they die from any source. This damage increases by 1 point every time it deals damage.
Description:
With the word of power S'par, unleashing the ancient ways of the Noct'Syll grudge upon a target. Causing them to take damage every time they perform a hostile action.
Name:  Gro'Zyl (West)
Origin:  Arsani (3rd Circle)
Cost: 3 Point (Standard)
Duration: Instant
Range: Sight
Spectical: Minimal-High
Visibility: Minimal-High
Damage/Heal:  -
Special Effects: Curse an enemy causing them to turn into a zombie when they die. Enemies killed by this zombie are brought back as another zombie. Zombies turned by the original also raise their kills as zombies.
Descriptio
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Literature
Arcane Spells: Zatar Origin.
Name:  GalaG (East)
Origin:  Zatar (1st Circle)
Cost: 1 Point (Reaction)
Duration: 1 Turn
Range: Touch
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Buff an ally with a mirrored sheen that mirrors 50% damage an ally takes back on their attacker.
Description:
With the word of power GalaG, as a reaction cover an ally in a mirrored sheen that mirrors 50% of the damage the target takes back at the source of the damage.
Name:  Dorm (West)
Origin:  Zatar (1st Circle)
Cost: 1 Point (Standard)
Duration: 1d6 Turns
Range: Sight
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Debuff an enemy causing them to take 10% bonus damage from all sources. Also in general causes more sensitive pain receptors.
Description:
With the word of power Dorm, cripple an enemy causing their pain receptors to become far more sensitive.
Name:  Kaleil (East)
Origin:  Zatar (1st Circle)
Cost: 1 Point (Standard)
Duration: 5 Turns
Ra
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Literature
Arcane Spells: Merlos Origin.
Name:  Marl (North)
Origin:  Merlos (1st Circle)
Cost: 1 Point (Standard)
Duration: Instant
Range: Sight
Spectical: High
Visibility: Minimal
Damage/Heal:  Object Weight.
Special Effects: Raise an object into the air, your feet must be firmly planted on a solid surface that can support the weight of the object.  Raise the object into the air and then launch it towards a target. This object must weigh ten pounds or less.
Description:
With the word of power Marl, you extend a field of energy displacing the weight of the object through your feet and into a solid surface to raise it into the air before sending it flying towards a target.
Name:  Marl (North)
Origin:  Merlos (2ed Circle)
Cost: 2 Point (Standard)
Duration: Instant
Range: Sight
Spectical: High
Visibility: Minimal
Damage/Heal:  Object Weight.
Special Effects: Raise an object into the air, your feet must be firmly planted on a solid surface that can support the weight of the object.  Raise
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Literature
Arcane Spells: Shalla Origin.
Name: Ruos (North)
Origin:  Shalla (1st Circle)
Cost: 1 Point (Standard)
Duration: 10 Minutes (1 Minute in Combat)
Range: Self
Spectical: High
Visibility: None
Damage/Heal: -
Special Effects:
Allows you to see the magical energy and see through magical illusions and invisibility.
Description:
With the word of power Ruos placing your hands to your temples before pulling them up and to your sides granting you the power to see magical energy.
Name: Cald (Rose)
Origin:  Shalla (1st Circle)
Cost: 1 Point (Reaction)
Duration: Instant
Range: Self
Spectical: Medium
Visibility: None
Damage/Heal: -
Special Effects:
Create a barrier that lasts until your next turn or until its soak is depleted. Grants soak equal to 3 times your spellcasting modifier.
Description:
With the word of power Cald you inhale deeply and exhale a powerful barrier that surrounds and protects you from incoming damage. Even if you are unarmored your damage modifier is set to modern armor.
Name: Cald (Rose)
Origin:
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Literature
Arcane Spells: Sethkar Origin.
Name: Stalhala (East)
Origin:  Sethkar (1st-3rd Circle)
Cost: - Points. Material Components (8 Hours to a Month Ritual)
Duration: -
Range: 'Touch'
Spectical: -
Visibility: -
Damage/Heal: -
Special Effects: Creating a golem that you press into service.
Description: The creation of a golem is a long and challenging task requiring a great deal of patience, hard work, and skill. You chant Stalhala shaping the materials with your hands and breathing life into this eternal and loyal servant. There are many kinds of golems though most rely on the basic Stalhala golems.
Name: Stalskier (Rose)
Origin:  Sethkar (Wisp Magic)
Cost: Disabled-for Duration (Standard)
Duration: One or more Turns.
Range: Touch
Spectical: Minimal
Visibility: Minimal
Damage/Heal: 50 Force
Special Effects: Deal 50 Force a turn to an unconscious target turning their life force into refreshed spell slots for you.
Description: You grasp a target's forehead and solar-plexus with a palm draining their life force to r
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Literature
Arcane Spells: Rilith Origin.
Name: Miir (West)
Origin:  Riith (1st Circle)
Cost: 1  Points.(Standard)
Duration: Instant
Range: 15 Feet
Spectical: High
Visibility: Minimum
Damage/Heal: 50 Force
Special Effects: 8 Force DoT until extinguished, stops Regen while DoT is active
Description: Pressing your palm against your chest you draw fire from your body heat and project it forward like a bolt of flame with the word of power Miir.
Name: Miir (West)
Origin:  Riith (2nd Circle)
Cost: 2 Points.(Standard)
Duration: Instant
Range: 90 Feet
Spectical: High
Visibility: Minimum
Damage/Heal: 80 Force
Special Effects: 8 Force DoT until extinguished, stops Regen while DoT is active
Description: Pressing your palm against your chest you draw fire from your body heat and project it forward like a bolt of flame with the word of power Miir.
Name: Miir (West)
Origin:  Riith (3rd Circle)
Cost: 3 Points.(Standard)
Duration: Instant
Range: 220 Feet
Spectical: High
Visibility: Minimum
Damage/Heal: 80 Force
Special Eff
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Literature
Arcane Spells: Sazar Origin.
Name: Rees (West)
Origin:  Sazar (1st Circle)
Cost: 1 Point (Standard)
Duration: Instant
Range: Touch  (Single.)
Spectical: Low
Visibility: None
Damage/Heal: 30 Energy.
Special Effects: Bypasses Armor.
Description: Place your hand on a target speaking the word of Power Rees you alter the bio-energy of a target causing their body to become violently allergic to their own bodies.
Name: Rees (West)
Origin:  Sazar (2nd Circle)
Cost: 2 Point (Standard)
Duration: Instant
Range: Touch  (Single.)
Spectical: Low
Visibility: None
Damage/Heal: 40 Energy. 5 Energy/Turn for six turns.
Special Effects: Bypasses Armor.
Description: Place your hand on a target speaking the word of Power Rees you alter the bio-energy of a target causing their body to become violently allergic to their own bodies.
Name: Rees (West)
Origin:  Sazar (3rd Circle)
Cost: 3 Point (Standard)
Duration: Instant
Range: Touch  (Single.)
Spectical: Low
Visibility: None
Damage/Heal: 60 Energy. 10 Energy/
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Literature
Arcane Spells: Markier Origin.
Name: Shil  (South East or South West)
Origin: Markier (1st Circle)
Cost: 1 Point (Reaction)
Duration: Permanent
Range: Touch (Area: Five Feet)
Spectical: High
Visibility: High
Damage/Heal: -
Special Effects: Create full Cover.
Description: Making several basic motions with your hands and speaking the word of power Shil you stomp a foot down erecting a large stone obelisk before you to grant protection from oncoming fire.
Name: Shil  (South East or South West)
Origin: Markier (2nd Circle)
Cost: 1 Point (Reaction)
Duration: Permanent
Range: 30 Feet (Area: 15 foot Line.)
Spectical: High
Visibility: High
Damage/Heal: -
Special Effects: Create full Cover.
Description: Making several basic motions with your hands and speaking the word of power Shil you stomp a foot down creating a large 15-foot long barrier of stone granting protection from fire to you or anyone behind it. Unlike 1st circle Shil, the 2nd Circle provides a ranged aspect for dropping it on allies unable to reach cov
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Mature content
Ithian Cultures: The Margo :icontheravenandpawn:TheRavenandPawn 0 0
Mature content
Ithian Cultures: The Sparth :icontheravenandpawn:TheRavenandPawn 1 0
Literature
Lands of Ithia: Dophia
Name: Dophia
General Description: Dophia is technically two separate continents ramming into one another forming the massive Dwar'Vic mountains as they push against one another. The Eastern lands are a great mix of desert and badlands with heavy forest in the north and against the Dwar'Vic mountains. To the West is a great plain covered with forested expanses, great lakes, and in its center an artificial desert of unnatural cold. Rocky coasts cover the north-west coast and like the east, and crowned in a vast forest. With three large outlying islands the Bulwark and Whirlpool island being covered in grasslands and forests with Loslin island a barren volcanic wasteland. Lastly on the South are a series of islands formed long ago when one a part of the continent was destroyed leaving chunks of mountain and earth to settle into islands that become spotted with thick jungles.
Biomes: Deserts, Badlands, Great Forests, Jungle, Plains, Grasslands, Arctic Wastelands, Swamps.
Regions: The Zelti
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Mature content
Ithian Races: Darish Kazsur :icontheravenandpawn:TheRavenandPawn 1 0
Mature content
Ithian Races: Septrinian :icontheravenandpawn:TheRavenandPawn 0 0
Mature content
Ithian Races: Everon :icontheravenandpawn:TheRavenandPawn 0 0
Mature content
Ithian Races: Dreite :icontheravenandpawn:TheRavenandPawn 1 0
Please post comments good or bad so I may imrpove the story line, and my writting skills.

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deviantID

TheRavenandPawn
Areon Hawk
United States
My name is Areon Hawk. I am many things, for in writing and thought we can be anything we want. We can be a vampire Lord or a soldier, we can fight for freedom and win or face the heart break of tragedies. We can be in the spot light of our own creativity and there shine our brightest. We can be the Knight in shining armor, or the Villain with a dagger at his throat.

Favourite genre of music: Rock/Classical/Country
Personal Quote: From time to time, the tree of liberty must be watered with the blood of tyrants and patriots.
Interests
I've changed my account name, albeit my alt account prevented me from getting the exact one I wanted... oh well. Either way, the name better reflects the writing group I'm making books with. 
  • Listening to: The Killers
  • Reading: 12 Rules for Life
  • Watching: Youtube
  • Playing: Heroes and Generals/Heroes of the Storm
  • Eating: Too much -.-
  • Drinking: Tea

Journal History

Activity


Name:  Sho (Rose)
Origin:  Mire (1st Circle)
Cost: 1 Point (Standard)
Duration: Until Ended
Range: Self
Spectical: Minimal-High
Visibility: Minimal
Damage/Heal:  -
Special Effects: Turn yourself invisible.
Description:
With the word of power Sho, bend light around you making you invisible to the naked eye. This requires tremendous focus and is broken when dealing complicated or hostile actions.


Name:  Sho (Rose)
Origin:  Mire (2ed Circle)
Cost: 2 Point (Standard)
Duration: Until Ended
Range: Self
Spectical: Minimal-High
Visibility: Minimal
Damage/Heal:  -
Special Effects: Turn yourself invisible and mute noises your body cause including footsteps. Outside stimuli are not affected by it such as knocking things over or stepping on branches or glass.
Description:
With the word of power Sho, bend light around you making you invisible to the naked eye and muffling noise.   This requires tremendous focus and is broken when dealing complicated or hostile actions.


Name:  Sho (Rose)
Origin:  Mire (3rd Circle)
Cost: 3 Point (Standard)
Duration: Until Ended
Range: Self
Spectical: Minimal-High
Visibility: Minimal
Damage/Heal:  -
Special Effects: Turn yourself partially incorporeal making you invisible and muting any noise your foot falls might make. You can pass through some objects. Dense to hyperdense objects cannot be phased through.
Description:
With the word of power Sho, becoming one with the realm of Secrets the Mire safeguard zealously. Able to phase through objects that aren't too dense and being invisible. This is the only tier Dollidoos cannot detect you.




Name:  Mact (Rose)
Origin:  Mire (1st Circle)
Cost: 1 Point (Standard)
Duration: Until Ended
Range: Self
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Cause an object small enough to fit into your body to phase under your flesh. This object should be flexible or put in a place where it won't interfere with movement.
Description:
With the word of power Mact, mold your flesh around an object concealing it in your body. Placing it and withdrawing it count as a single spell.




Name:  Ortakai (Rose)
Origin:  Mire (3rd Circle)
Cost: 3 Point (Standard)
Duration: 5 Turns
Range: Self
Spectical: High
Visibility: Minimal
Damage/Heal:  -
Special Effects: Split yourself into three copies of yourself. Each one with a third of your current hit points. Each one gets their move action. At the end of the duration, the remaining clones recombine regardless of where they are. All three clones must be downed to kill you. You cannot use spells while more than one of you exist. Each clone can make a single standard action.
Description:
With the word of power Ortakai, split yourself into three copies with their movement action. This spell allows you to move around and escape most situations with ease. No one clone is the real you through making it very easy to spread out and escape safely.




Name:  Cser (Rose)
Origin:  Mire (3rd Circle)
Cost: 3 Point (Standard)
Duration:  Until Ended
Range: Touch
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: This powerful Spell allows you to censor information. Though the spell points used to cast it are locked until the spell is ended. A specific piece of information cannot be learned by anyone; unless someone who knows it willingly teaches them it. A great way to keep the greatest of secrets.
Description:
With the word of power Cser, make it impossible to learn a specific piece of information unless it is from someone who already knows it.




Name:  Orum (North)
Origin:  Mire (Wisp Magic)
Cost: 0 Point (Ritual)
Duration:  Until Ended
Range: Touch
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: This powerful spell can be used to erase or edit pacified targets unable to defend themselves. Rewriting their recent memories or erasing specific events or people from memory.
Description:
With the word of power Orum, erase or alter a target's memories with a ritual




Name:  Shoshali (Rose)
Origin:  Mire (3rd Circle)
Cost: 1 Point/Person (Standard)
Duration:  Until Ended
Range: Touch
Spectical: High
Visibility: Minimal
Damage/Heal:  -
Special Effects: Create a mass field of invisibility around you and your allies. Concealing them solely from sight.
Description:
With the word of power Shoshali, mass stealth you and your allies from sight. Stealth is broken on hostile actions or complicated actions for each.
Arcane Spells: Mire Origin.
The Mire magic originated from the Shi'ara militant order of Secrets. Focusing on Stealth, deception, and misdirection.
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Name:  S'Par (West)
Origin:  Arsani (1st Circle)
Cost: 1 Point (Standard)
Duration: Engagement
Range: Sight
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Cause an enemy to take 1 point of non-negatable damage whenever they perform a hostile action. You regain your Spell Cost when they die from any source. This damage increases by 1 point every time it deals damage.
Description:
With the word of power S'par, unleashing the ancient ways of the Noct'Syll grudge upon a target. Causing them to take damage every time they perform a hostile action.




Name:  Gro'Zyl (West)
Origin:  Arsani (3rd Circle)
Cost: 3 Point (Standard)
Duration: Instant
Range: Sight
Spectical: Minimal-High
Visibility: Minimal-High
Damage/Heal:  -
Special Effects: Curse an enemy causing them to turn into a zombie when they die. Enemies killed by this zombie are brought back as another zombie. Zombies turned by the original also raise their kills as zombies.
Description:
With the word of power Gro'Zyl, unleashing the ancient ways of the Noct'Syll grudge upon a target. Curse a target so when they die they become a zombie.




Name:  Bar'Tail (East)
Origin:  Arsani (1st Circle)
Cost: 1 Point (Standard)
Duration: Engagement
Range: Sight
Spectical: Medium
Visibility: Medium
Damage/Heal:  -
Special Effects: Cause a sudden animation of nearby plants to grapple and entangle enemies immobilizing them. They must make an agility save each turn to move.
Description:
With the word of power Bar'Tail, animates nearby plants to grapple and entangle enemies immobilizing them!


Name:  Bar'Tail (East)
Origin:  Arsani (2nd Circle)
Cost: 2 Point (Standard)
Duration: Engagement
Range: Sight
Spectical: High
Visibility: Medium
Damage/Heal:  15 Force/Turn
Special Effects: Cause a sudden animation of nearby plants to entangle and strangle enemies! They must make an agility save each turn to move and avoid damage. Each consecutive time they take damage it increases by 15 Force.

Description:
With the word of power Bar'Tail, animates nearby plants to entangle and strangle enemies immobilizing them!




Name:  Jud'Nos (East)
Origin:  Arsani (1st Circle)
Cost: 1 Point (Standard)
Duration: Engagement
Range: Sight
Spectical: Low
Visibility: Minimal
Damage/Heal:  50% of weapon damage.
Special Effects: Empower a blunt weapon with force dealing splash damage to enemies adjacent to your melee target.
Description:
With the word of power Jud'Nos, empower your weapon with the old ways of the Drei'th Judicators, albeit with arcane might rather than psionic, and smite enemies with a great arcane force!




Name:  Noct (North)
Origin:  Arsani (1st Circle)
Cost: 1 (+2) Point (Standard)
Duration: 10 Minutes
Range: Sight
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Imbue your eyes with the curse of the ancient Noct'Syll allowing you to see into the Dread realm which mirrors the mortal coil except a hundred years of decay and age in the future. For an additional 2 points, you may phase into, and back, to the Dread realm passing through damage and gaps that might appear in walls that have occurred in that 100 years of entropy.

Description:
With the word of power Noct, empower your weapon with the old ways of the Drei'th Judicators, albeit with arcane might rather than psionic, and smite enemies with a great arcane force!




Name:  Spell Song (East)
Origin:  Arsani (Wisp Magic)
Cost: 0 Point (Ritual)
Duration: Permanent
Range: Sight
Spectical: Minimal-Extremely High
Visibility: Minimal-Extremely High
Damage/Heal:  -
Special Effects: Infuse your voice with power! You sing and direct plants to grow in a way that suits you. Allowing to you create natural weapons, structures, art, and new plants over long periods of time.
Description:
Infusing your voice with a power you sing to plants shaping them to your will over time. Helping them grow, altering them, and imbuing them with non-magic abilities.
Arcane Spells: Arsani Origin
The Arsani magic originated from ancient Elven ruins. Focusing on manipulating nature to bind, slow, and disadvantage their foes.
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Name:  GalaG (East)
Origin:  Zatar (1st Circle)
Cost: 1 Point (Reaction)
Duration: 1 Turn
Range: Touch
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Buff an ally with a mirrored sheen that mirrors 50% damage an ally takes back on their attacker.
Description:
With the word of power GalaG, as a reaction cover an ally in a mirrored sheen that mirrors 50% of the damage the target takes back at the source of the damage.




Name:  Dorm (West)
Origin:  Zatar (1st Circle)
Cost: 1 Point (Standard)
Duration: 1d6 Turns
Range: Sight
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Debuff an enemy causing them to take 10% bonus damage from all sources. Also in general causes more sensitive pain receptors.
Description:
With the word of power Dorm, cripple an enemy causing their pain receptors to become far more sensitive.




Name:  Kaleil (East)
Origin:  Zatar (1st Circle)
Cost: 1 Point (Standard)
Duration: 5 Turns
Range: Vocal
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Bolster your allies with a great call of power giving all of your allies +1 to all rolls.
Description:
With the word of power Kaleil, you speak it loudly and all allies who hear it are bolstered with imbued morale and strength.


Name:  Kaleil (East)
Origin:  Zatar (2nd Circle)
Cost: 2 Point (Standard)
Duration: 5 Turns
Range: Vocal
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Bolster your allies with a great call of power giving all of your allies +3 to all rolls.
Description:
With the word of power Kaleil, you speak it loudly and all allies who hear it are bolstered with imbued morale and strength.


Name:  Kaleil (East)
Origin:  Zatar (3rd Circle)
Cost: 3 Point (Standard)
Duration: 5 Turns
Range: Vocal
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Bolster your allies with a great call of power giving all of your allies +6 to all rolls.
Description:
With the word of power Kaleil, you speak it loudly and all allies who hear it are bolstered with imbued morale and strength.




Name:  Zurtri (Rose)
Origin:  Zatar (2nd Circle)
Cost: 2 Point (Standard)
Duration: 5 Turns
Range: Self
Spectical: Extreme
Visibility: Minimal
Damage/Heal:  50 Energy/Turn in a 15 Foot Radius.
Special Effects: Create an aura of light about you that burns against Black Path Mages and other Corrupted Mortals, Outsiders, and Undead. Deals double damage to Non-sentient undead. Enemies with exposed eyes get -5 to hit on you with ranged weapons while active.
Description:
With the word of power Zurtri, You place your hands palm to palm and let your inner light grow brightly!




Name:  Louri (Rose)
Origin:  Zatar (3rd Circle)
Cost: 3 Point (Standard)
Duration: 5 Turns
Range: Touch
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Protect an Ally with a powerful spell. If they would die during its duration they are placed in an arcane coma saving them from death.
Description:
With the word of power Louri, you place a hand on an ally protecting them from death! No matter the wound they shall survive although they may be locked in a coma while they recover for a period of time.




Name:  Gest (Rose)
Origin:  Zatar (2nd Circle)
Cost: 2+Point (Standard)
Duration: Until depleted or the mage rests.
Range: Self
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Create a small wisp of raw magical energy for two spell points, you can also give it any number of spell points in addition to two. This wisp has its own action pool which it can use to cast spells using the additional spell points you've given it. Though it can only cast 1st circle spells.
Description:
With the word of power Gest, create a wisp of arcane power that draws from its own action pool to cast spell slots you've given it.
Arcane Spells: Zatar Origin.
The Zatar magic originated from the Greil ancient crusader societies. Buffing allies, hindering enemies, and invoking the power of Light!
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Name:  Marl (North)
Origin:  Merlos (1st Circle)
Cost: 1 Point (Standard)
Duration: Instant
Range: Sight
Spectical: High
Visibility: Minimal
Damage/Heal:  Object Weight.
Special Effects: Raise an object into the air, your feet must be firmly planted on a solid surface that can support the weight of the object.  Raise the object into the air and then launch it towards a target. This object must weigh ten pounds or less.
Description:
With the word of power Marl, you extend a field of energy displacing the weight of the object through your feet and into a solid surface to raise it into the air before sending it flying towards a target.


Name:  Marl (North)
Origin:  Merlos (2ed Circle)
Cost: 2 Point (Standard)
Duration: Instant
Range: Sight
Spectical: High
Visibility: Minimal
Damage/Heal:  Object Weight.
Special Effects: Raise an object into the air, your feet must be firmly planted on a solid surface that can support the weight of the object.  Raise the object into the air and then launch it towards a target. This object must weigh twenty-five pounds or less.
Description:
With the word of power Marl, you extend a field of energy displacing the weight of the object through your feet and into a solid surface to raise it into the air before sending it flying towards a target.


Name:  Marl (North)
Origin:  Merlos (3rd Circle)
Cost: 3 Point (Standard)
Duration: Instant
Range: Sight
Spectical: High
Visibility: Minimal
Damage/Heal:  Object Weight.
Special Effects: Raise an object into the air, your feet must be firmly planted on a solid surface that can support the weight of the object.  Raise the object into the air and then launch it towards a target. This object must weigh a hundred pounds or less.
Description:
With the word of power Marl, you extend a field of energy displacing the weight of the object through your feet and into a solid surface to raise it into the air before sending it flying towards a target.




Name:  Kiak (North)
Origin:  Merlos (1st Circle)
Cost: 1 Point (Standard)
Duration: Instant
Range: Sight
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Implant in a target a suggestion or idea.
Description:
With the word of power Kiak, you implant in a target's mind a suggestion or idea the average person will most likely assume it, of course, was their thought while others trained to resist mental manipulations can easily spot the use of this spell against them.




Name:  Ralith (North)
Origin:  Merlos (3rd Circle)
Cost: 3 Point (Standard)
Duration: Until Ended.
Range: Sight
Spectical: Minimal
Visibility: Minimal
Damage/Heal:  -
Special Effects: Possess a target's body, your body is rendered immobile and can not be moved.
Description:
With the word of power Ralith, looking into a target's eyes send forth your soul leaving your body behind as an empty husk. Possess the target if they can't pass an Intelligence Save.




Name:  Bind (West)
Origin:  Merlos (1st Circle)
Cost: 1 Point (Standard)
Duration: Until Ended.
Range: Sight
Spectical: Medium
Visibility: Minimal
Damage/Heal:  10 Force Turn
Special Effects: Create a ring of force around a target's neck slowly choking them out negating armor and shielding. One dedicated hand is required to maintain the spell.
Description:
With the word of power Bind, form a ring of force around the target's throat choking them out slowly over time until the spell is ended.




Name:  Hor (West)
Origin:  Merlos (3rd Circle)
Cost: 3 Point (Standard)
Duration: Instant
Range: Sight
Spectical: High
Visibility: Medium
Damage/Heal:  150 Force
Special Effects: Create a great orb of force in a target that rapidly expands before exploding!
Description:
With the word of power Hor, form an orb of force that rapidly expands in the target before bursting for high damage.
Arcane Spells: Merlos Origin.
The Merlos magic originated from the Merko Magiocracy. Focusing on twisting and enslaving others to your whim.
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Name: Ruos (North)
Origin:  Shalla (1st Circle)
Cost: 1 Point (Standard)
Duration: 10 Minutes (1 Minute in Combat)
Range: Self
Spectical: High
Visibility: None
Damage/Heal: -
Special Effects:
Allows you to see the magical energy and see through magical illusions and invisibility.
Description:
With the word of power Ruos placing your hands to your temples before pulling them up and to your sides granting you the power to see magical energy.




Name: Cald (Rose)
Origin:  Shalla (1st Circle)
Cost: 1 Point (Reaction)
Duration: Instant
Range: Self
Spectical: Medium
Visibility: None
Damage/Heal: -
Special Effects:
Create a barrier that lasts until your next turn or until its soak is depleted. Grants soak equal to 3 times your spellcasting modifier.
Description:
With the word of power Cald you inhale deeply and exhale a powerful barrier that surrounds and protects you from incoming damage. Even if you are unarmored your damage modifier is set to modern armor.


Name: Cald (Rose)
Origin:  Shalla (2nd Circle)
Cost: 2 Point (Reaction)
Duration: Instant
Range: Self
Spectical: Medium
Visibility: None
Damage/Heal: -
Special Effects:
Create a barrier that lasts until your next turn or until its soak is depleted. Grants soak equal to 5 times your spellcasting modifier. Damage modifier is
Description:
With the word of power Cald you inhale deeply and exhale a powerful barrier that surrounds and protects you from incoming damage. Even if you are unarmored your damage modifier is set to modern armor.


Name: Cald (Rose)
Origin:  Shalla (3rd Circle)
Cost: 3 Point (Reaction)
Duration: Instant
Range: Self
Spectical: Medium
Visibility: None
Damage/Heal: -
Special Effects:
Create a barrier that lasts until your next turn or until its soak is depleted. Grants soak equal to 10 times your spellcasting modifier.
Description:
With the word of power Cald you inhale deeply and exhale a powerful barrier that surrounds and protects you from incoming damage. Even if you are unarmored your damage modifier is set to modern armor.




Name: Sald (West)
Origin:  Shalla (1st Circle)
Cost: Costs the same as countered Spell. (Reaction)
Duration: Instant
Range: Line of Sight.
Spectical: None
Visibility: None
Damage/Heal: -
Special Effects: Dispell an ongoing spell or disrupt one being cast.
Description:
With the word of power Sald which sends forth a minor vibration that shatters a target spell or disrupts one being channeled.




Name: Dose(North)
Origin:  Shalla (1st Circle)
Cost: 1 Point (Move Action)
Duration: Instant
Range: Line of Sight.
Spectical: High
Visibility: Low
Damage/Heal: -
Special Effects: Instantly teleport to a location in your line of sight.
Description:
With the word of power Dose you picture a location blinking there instantly.




Name: Dahlus (North)
Origin:  Shalla (Wisp Magic)
Cost: - (Ritual: 30 Minutes Intercontinental, 1 Hour Global, 5 Hours Solar System, 1 Day Galactic.)
Duration: Instant
Range: Self
Spectical: High
Visibility: Low
Damage/Heal: -
Special Effects: Teleport to a location that you can accurately picture in your mind and move through the Veil to this location.
Description:
With the word of power Dahlus you create an elaborate ritual that can take a great deal of time depending on the scale, you're attempting to move. It is important to only teleport to areas that are static as phasing into objects is generally lethal. This spell automatically takes into account the movement of galaxies and planets when teleporting.




Name: Valt (North)
Origin:  Shalla (3rd Circle)
Cost: 2 Point (Standard)
Duration: Three Turns
Range: Touch
Spectical: Extreme
Visibility: Minimal
Damage/Heal: -
Special Effects: Create a barrier ten feet wide and twenty feet long that slows any projectile to a crawl. This spell affects all forms of projectiles but does not affect vehicles, machines, or people. The projectiles regain their momentum once the spell ends.
Description:
With the word of power Valt you warp time and space before you create a barrier that catches oncoming projectiles slowing them until they're frozen until the duration ends.
Arcane Spells: Shalla Origin.
The Shalla magic originates from ancient Ardin cultures stolen away from tombs and crypts by mages hungry for their lost secrets. Ardin Magic focuses on manipulating, countering, and detecting the arcane and movement through time and space.
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:iconcherryinthesun:
CherryInTheSun Featured By Owner Oct 31, 2018  Professional Digital Artist
Hi Areon!
Thank you sooooo much for hitting the Watch button, you're SUPERRRRRR AWESOME! :Chopper: 'Happy'  I'm honestly VERY happy to know that you enjoy what I create!

Boa Hancock Fangirl Icon Boa Hancock (Luffy Fangirling) [V1] :icondancingchopperplz: 
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TheEpic1 Featured By Owner Oct 30, 2018
Thank you  for the watch I appreciate it very much :)
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lilyrjensen Featured By Owner Oct 26, 2018   Digital Artist
Hi there!
I just wanted to say thank you so much for the watch! You just made my day! La love 


I'm so happy to know that you like what I do! I hope you have a wonderful day xx Heart
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SPRSPRsDigitalArt Featured By Owner Oct 7, 2018  Hobbyist Digital Artist
Thanks for the watch
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ZCrims Featured By Owner Sep 18, 2018  Hobbyist General Artist
Thanks a lot for the watch! CURSE YOU! La la la la 
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kanyiko Featured By Owner Sep 12, 2018  Hobbyist Traditional Artist
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JulianVanist Featured By Owner Aug 25, 2018  Professional Digital Artist
Thxforwatch by JulianVanist  
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Ksulolka Featured By Owner Jul 4, 2018  Hobbyist Digital Artist
Thank you so much for the watch dear!!!Heart Heart Heart Huggle! 
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Amisgaudi Featured By Owner Jun 29, 2018  Professional Digital Artist
Thanks for the watch!!! Saludos!!
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Amisgaudi Featured By Owner Jun 29, 2018  Professional Digital Artist
Thanks for the watch!!!! Saludos!!!
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