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2008-05-22 17:29:57
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Blue Magic





Level 1 Blue Magic




Frost Beam
Description - To create a frost beam, the caster must focus his or her mind on the water that is ever-present in the air and on lowering its temperature enough for it to reach sub-freezing levels. The caster quickly uses that beam of sub-freezing water droplets and transfers heat away from a concentrated area on the target, causing a very painful frostbite that can eat through armor! With practice, the caster can freeze the very air in front of him at a very quick pace, which leads to more advanced spells!
Effect - A small beam of ice energy deals 1d4 + level damage.
Resist - DEX, CON
Range - INT x 2 squares
Enchantment -
Weapon, Deals Blue magic damage
Armor, stays permanently Cool. (Prevents burning) 
Accessory, Casts Frost Beam once a day
Magic Power - 3
Brews - De-paralyze potion
Cost - 3 MP

De-freeze
Description - If a caster can lower the temperature of water in the air, he can certainly do the opposite! By transferring minute amounts of heat from his body and the air around him to snow or ice, the caster can quickly melt anything water-based quite faster than by holding it over a flame. The caster must be careful, however, because the melted ice or snow remains once the spell takes effect in the form of water, which can re-freeze more or less quickly depending on the ambient temperature.
Effect - Melts ice and snow in an area of 1 square feet/level.
Range - MAX
Enchantment -
Casts De-freeze once/day.
Brews - De-paralyze potion
Cost - 1 MP

Underwater Breath
Description - As water is ever-present in air, so is air in water. The caster can cause water to force tiny air bubbles together to form a larger bubble in front of his or her mouth. Every time the caster takes a breath, more tiny bubbles are forced into the bigger one to maintain the air supply.
Effect - Allows you to breathe underwater for d6/level minutes.
Range - Self
Enchantment -
Casts Underwater Breath once/day
Cost - 5 MP

Chill Metal
Description - Chilling weapons is quite similar to chilling water. The caster simply focuses on stealing heat away from the metal and transferring it to the air around it. Its first uses were domestic, as chilled metal was a great way to help preserve food longer.
Effect - Chills a weapon or metallic item so that it deals 1 damage to everyone that touches it for MAG turns.
Range - Self
Enchantment -
Weapon, Deals an extra d4 blue magic damage
Armor, Deals 1 blue magic damage when someone other than the owner touches it.
Accessory, stays permanently cool (prevents burning)
Cost - 2 MP

Fog
Description - The caster concentrates on lowering the ambient temperature of an area so it reaches temperatures below that of the ground. Water particles in the air then seek to condensate onto impurities in the atmosphere, creating a thick fog that can completely hide large objects and combatants!
Effect - Creates a thick fog, everyone in it has 25% chance of missing their attacks since they can barely see, the fog lingers for d4+level turns and takes up a 6 squares + 1/2 level area
Range - MAX
Enchantment -
Weapon, Deals Blue magic damage
Armor, +5 to Hide 
Accessory, Casts Fog once/day
Brews - Clear Sight Potion
Cost - 4 MP

Water Walk
Description - The caster can bend the density of water to his or her will. By forcing a column of water beneath his or her feet to become denser, the caster can walk onto the water and it will push back, keeping him from sinking. Since it is magical, Waterwalk is much more practical than the skill Petalwalk. Magic lets the caster carry more weight over the water and doesn't require him to be running all the time.
Effect - Allows the caster to walk over INT squares of water.
Range - Self
Enchantment -
Casts Water Walk once/Day.
Cost - 4 MP

Create Water
Description - One of the simplest blue magic spells, all the caster has to do is pull great amounts of moisture from the air and concentrate them into one spot to create water. The resulting water is pure and demineralised, so this spell is most popular with nobles who can afford to have a mage come by and create water for them.
Effect - Creates 1d4/level gallons of water.
Range - Touch
Enchantment -
Casts Create Water once a day
Brews - Clear Sight Potion
Cost - 1 MP

Purify
Description - Used at it's very beginnings as a way to clean wounds and hunting instruments when simple washing wouldn't do, the Purify spell sterilizes anything it's aimed at. Used in battle to cripple enemies who rely on using poisoned weapons, the spell can clean these weapons so that they only cause 'normal' damage.
Effect - Removes poison from a particular non-living object.
Range - MAX
Enchantment -
Weapon, Deal Blue Magic damage.
Armor, +2 Against Poison.
Accessory, Casts Purify once/day
Brews - Antidote
Cost - 1 MP

Magic Circle Against Fire
<Limg:stuff/circle_blue.jpg>Description - Blue magic profits greatly from a controlled environment, and fire magic will more than often ruin any semblance of control. By creating a magical barrier against any red magic, the caster vastly raises his chances of overcoming any red mage.
Effect - Provides + 4 magic power against blue magic in a 4 square area for d6 + level turns.
Range - Self
Enchantment -
Weapon, Deals Blue elemental damage
Armor, Reduces Red magic damage by 15%
Accessory, +2 Mag against Red magic.
Cost - 5 MP

Mirage
Description - By using water droplets in the air to bend light, a caster can create virtually any image he can think up! Although Mirage is a quite sophisticated blue spell, it often goes overlooked due to the fact that the image can't deal any damage.
Effect - Creates a false image of the caster, the image cannot attack or produce sounds and can only walk MAG squares away from the player. The Image can be mantained indefinetely but it consumes 1 MP/Turn.
Range - MAG
Enchantment -
Weapon, Deals Blue magic damage
Armor, +3 to Hide.
Accessory, Casts Mirage once/day.
Cost - 3 MP

Hail
Description - With a bit of magic, the caster can manipulate the immediate weather and create a small hailstorm! Contrary to its inventor's first intentions, and partly due to its rather small damage-dealing powers, Hailstorm has been widely used as a party trick to impress people who have never seen snow before.
Effect - A small barrage of snow and ice that deals d4 damage to someone and has a 20% chance of blowing him away d4-1 squares.
Resist - CON, DEX for Halved damage.
Range - MAG Squares
Enchantment -
Weapon, Deals Blue magic damage
Armor, +5 Against Blue Magic Damage
Accessory, +5 Against Frostbite
Magic Power - 2
Cost - 5 MP

Steam Jet
Description - The Steam Jet spell is similar to creating water, with condensing water from the air and into a mass. However, the caster then immediately brings its temperature up to ebullition and directs the super-heated steam towards a target, creating burns and possibly blindness.
Effect - A jet of super heated water strikes an enemy dealing d4 damage with a 10% chance of blinding him.
Resist - DEX, CON for halved damage
Range - MAG
Enchantment -
Weapon, Deals Blue magic damage
Armor, +3 to Hide 
Accessory, Casts Steam Jet once a day
Magic Power - 3
Cost - 4 MP




Level 2 Blue Magic




Ice Fang
Description - Massive chunks of jagged ice falling from the sky have always been the preferred way for Blue mages to deal with their enemies. With Ice Fang in their repertoire, a Blue mage can make entire groups of enemies quake in their boots.
Effect - Ice falls from the sky and hits a group of enemies dealing d8+level damage in a 4 square area.
Resist - DEX, CON
Range - MAG
Enchantment -
Weapon, cilled, deals +d6 blue element damage.
Armor, minor frost shield, anyone melee attacking the wearer takes d4 blue magic damage.
Accessory, Casts Ice Fang once a day.
Magic Power - 6
Cost - 9 MP

Fire-Resistant
Description - The ablility to counteract the natural weakness to opposing elements can quickly turn the tides in battle. Fire Resistant grants exactly that to the caster, giving him or her temporary resistance to any red magic.
Effect - Provides an extra 50% magic power against red magic in the area for d4 + intelligence turns.
Range - MAX
Enchantment -
Weapon, Deals + d6 blue magic damage.
Armor, + 2 Con against red magic
Accessory, + 4 Against red Magic
Cost - 6 MP

Frost Shield
Description - With enough experience, a Blue mage can come to ignore extreme cold and negate it's effect on his or her body. When that knowledge is mastered, the caster can combine it with variants of other blue spells, creating a layer of extreme arctic air around him or herself which will deal damage to anyone who comes too close and will impede red magic as well as completely block any unfriendly blue magic.
Effect - Inflicts 1d8 + level damage to whoever comes close and enhances defense by 25%, halves damage taken by Red Magic and blocks any Blue Magic damage. The shield lingers for 1d6+level turns
Range - Self
Enchantment -
Weapon, chilled, deals +d6 blue element damage.
Armor, minor frost shield, anyone melee attacking the wearer takes d4 blue magic damage.
Accessory, + 4 Mag against red magic.
Magic Power - 10
Cost - 10 MP

Acid Fog
Description - With a few magical tweaks to the fog spell, a blue mage can bring the haze to be noxious as well as obscuring. Many a foe can enter and never leave this nefarious mist.
Effect - Fog that deals 1d6 damage to whoever in touches it, it also limits visibility, everyone inside the fog has a 25% chance of missing their attacks. The fog lingers for 1d4 + level turns and takes up a 6 square + 1/2 level area
Resist - CON
Range - INT
Enchantment -
Weapon, Corrosive, Every time it strikes a non-magical/masterwork/unique weapon or armor it has a 5% chance of destroying it.
Armor, minor Acid shield, anyone adjacent to the wearer takes 1 damage every turn.
Accessory, Casts Acid once a day.
Magic Power - 8
Cost - 8 MP

Acid
Description - One of the more vicious spells devised by blue mages, Acid can eat through near anything. Anyone who faces this spell has a chance of finding it eating away at his or her armor as well as at his flesh.
Effect - Powerful acid that deals 1d10 damage the first turn, 1d8 the second and 1d6 the third and 1d4 the fourth. During the first and second turn there is a 10% and 5% chance the acid will destroy every piece of non-magical/masterwork/unique armor or protective items the target is wearing.
Resist - CON
Range - INT
Enchantment -
Weapon, Corrosive, Every time it strikes a non-magical/masterwork/unique weapon or armor it has a 5% chance of destroying it.
Armor, minor Acid shield, anyone adjacent to the wearer takes 1 damage every turn.
Accessory, Casts Acid once a day.
Magic Power - 8
Cost - 10 MP

Geiser
Description - The blue mage sends his will deep into the recesses of the earth to find any and all water that might have been laying dormant and greatly raises its temperature to the point of it building up too much pressure and having to find a way out. With a bit of goading, the caster then brings the super-heated steam up beneath his or hers target's feet.
Effect - A powerful steam jet emerging from the soil itself. Deals 2D6 + level damage to the target, has a 10% chance of blinding him and catapults him d4 + level squares away.
Resist - DEX
Range - MAG
Enchantment -
Weapon, Deals an extra d8 blue magic damage.
Armor, heated, armor absorbs 50% of all frost based damage dealt on the wearer.
Accessory, Casts Geiser once aday.
Magic Power - 6
Cost - 10 MP

Acid Pond
Description - The Acid spell pushed into mass-production, Acid Pond sends a flood of acid to cover the ground and eat away at enemies from the ground up. The pond does have, however, the negative effects that enemies can just walk out of it or jump over it in battle.
Effect - Creates a pond filled with acid that takes up 1/2 level squares. Anyone in the pond is affected by the effects of the acid spell.
Resist - CON, DEX for Halved damage
Range - MAG
Enchantment -
Weapon, Corrosive, Every time it strikes a non-magical/masterwork/unique weapon or armor it has a 5% chance of destroying it.
Armor, minor Acid shield, anyone adjacent to the wearer takes 1 damage every turn.
Accessory, Casts Acid once a day.
Magic Power - 6
Cost - 10 MP

Frost Arrows
Description - A variant of simply chilling metal, the caster can learn to imbue the essence of cold into arrows so they really send a chill down the enemies' spines when they hit.
Effect - Transforms d4 + level arrows so they deal an extra d4 blue magic damage on impact and have a 15% chance of freezing the enemy, halving their dexterity.
Enchantment -
Weapon, cilled, deals +d6 blue element damage.
Armor, minor frost shield, anyone melee attacking the wearer takes d4 blue magic damage.
Casts chill metal three times a day.
Magic Power - 6
Cost - 7 MP

Dissipate Fire
Description - When the heat comes to be too much to bear, a blue mage can call upon his element to extinguish any red magic already at work. It can be extremely useful if the enemy has just used up all his magical reserves casting said red spells.
Effect - Destroys red magic spells in an area.
Range - 9 Squares around the caster.
Enchantment -
Weapon, Deals +d6 Blue elemental damage
Armor, Reduces Red magic damage by 25%
Accesory, +4 Mag against Red magic.
Magic Power - 7
Cost - 7 MP




Level 3 Blue Magic




Freeze
Description - Essentially a far more powerful Frost Beam, Freeze tears away the warmth not only from a single point, but all around the target. Thus the caster can freeze the target entirely, locking muscles and even encasing the target under a thin layer of ice all over.
Effect - Freezes an enemy dealing 1d20 + level damage and paralyzing it for MAG turns. It can be used to preserve corpses.
Resist - CON
Range - MAG
Enchantment -
Weapon, Frostburn, deals an extra d12 blue magic damage.
Armor, frost shield, anyone succesfully melee attacking the wearer takes d4 blue magic damage.
Accessory, casts Freeze once a day.
Magic Power - 13
Cost - 12

Water Spear
Description - While any frost bearer might be able to summon water in the shape and quantity of a simple weapon, it takes a master to create a spear that can pierce armor and outlast even a prolonged battle.
Effect - Creates a spear of water (Atk 8 Def -2, deals water elemental damage) the spear lasts for INT*MAG minutes.
Range - Self
Enchantment -
Weapon, + 3 Atk
Armor, frost shield, anyone succesfully melee attacking the wearer takes d4 blue magic damage.
Accessory, Casts Ice Fang twice a day.
Cost - 15 MP

Control Water
Description - What every novice frost bearer starts and practices with may eventually become true mastery over water, such as will allow the caster to create, move or erase large amounts of water at a distance.
Effect - Right after casting, should there be any water in the battlefield, the player can choose to change the location of up to MAG+INT squares of water, or create/destroy (MAG*INT)/2 squares of water.
Range - MAX
Enchantment -
Weapon, deals an extra d12 blue magic damage.
Armor, takes halved damaged from blue magic.
Accessory, casts control water once a day
Cost - 11 MP

Summon Water Elemental
Description - Arguably the oldest spell ever created that's still used to date is the Nai'ithar-origin one of creating a gate to an elemental plane and allowing travel between the two planes. These days the gate is mostly one-way, as few would want to see the definitive flames of existence up close or end up encased in dust and rock. The denizens of these elemental planes come as bid, however, and are used for all manner of tasks.
Effect - Summons a being of pure water that lasts CHA turns.
Range - MAG
Enchantment -
Weapon, Summons up to 10 Frost Figments a day.
Armor, Halved blue element damage.
Accessory, Casts summon Water elemental once a day
Cost - 15 MP

Rain Dance
Description - The classic duty of virtually every tribal shaman and desert mage is to bring rain to fields when necessary, and the skill has been in refinement for untold years. A more combat-oriented version of the same spell, Rain Dance lasts a shorter time but also enchances blue magic effects considerably.
Effect - 50% chance of creating rain in a 1 Square Mile/ Level area, lasting d4+INT turns. Should the rain dance work, all blue magic damage and lightning based damage have +50% effect. 
Range - MAX
Enchantment -
Casts Rain Dance once per day.
Cost - 12 MP

Deluge
Description - The caster of Deluge doesn't aim to create long-lasting effects such as might be possible with Control Water. Rather, the flood created by Deluge is quickly come and quickly gone, as is everyone caught up in the spell.
Effect - Floods entirely an area of 1 square meter/level. Anyone caught up in the flood will take d4*entire flooded area worth of blue magic damage and be pushed to the edges of the flooded area.
Range - MAX
Enchantment -
Weapon, deals an extra d12 blue magic damage.
Armor, takes halved damaged from blue magic.
Accessory, casts Rain Dance once a day
Cost - 14 MP




Level 4 Water Magic




Blizzard
Description - A heinously powerful weapon, Blizzard is something to cast a few second prior to running away, or in a heroically suicidal last stand. The intense and intensely rapid drop in temperature freezes bones and frequently levels buildings.
Effect - Creates a blizzard that deals 1d6/level per turn to everyone in the area, the blizzard lasts 1d4/level turns.
Resist - CON, DEX for Halved damage
Range - MAX
Enchantment -
Weapon, casts Frost Beam three times a day.
Armor, deflection, wearer immune to Blizzard
Accessory, Casts Blizzard once a day or Ice Fang twice a day.
Magic Power - 18
Cost - 18 MP

Aquameld
Description - A glob of water will not be much impressed by arrows shot at it, or swords flailing nearby, or even red magic cast at it. Then again -elementals notwithstanding -a mass of water also doesn't cast spells or attack. With Aquameld, the caster takes on these attributes of water.
Effect - The caster gains the ability to become liquid for small periods of time, 1d10 minutes/level. In this state, the caster is immune to Red Magic and all physical attacks, he is unable to cast spells or attack but can still move. He can attempt to drown enemy characters by standing in the same square as they are for 4 turns, should the enemy move, the countdown starts again. The caster can also teleport by use of squares with water in them. If any cold based spells are cast on the caster during this time, there's a 50% chance he'll be paralyzed until the end of the Aquameld.
Range - Self
Enchantment -
Weapon, Casts Summon Water Elemental twice/day.
Armor, Halved damage from Blue and Red Magic.
Accessory, Casts Aquameld once a day.
Cost - 16 MP

Frost Wave
Description - Frost Wave is to Freeze what Freeze is to Frost Beam. It penetrates, coats and covers all but its caster with sudden frigidity, making a distant dream of any movement or survival.
Effect - Temperature drops drastically, everyone in the area except the caster must do a Magic Roll or they risk being frozen, freezing lasts for d6/level minutes. After the first turn, and during 3 more turns, characters must beat a consitution roll against the caster's MAG or they will take d20, d12 and d6 damage respectively.
Resist - CON
Range - MAX
Enchantment -
Weapon, when it hits an enemy, this weapon has a 15% chance of freezing him, dealing an extra d12 damage and paralyzing him for d4 turns.
Armor, Halved damage from red and blue magic.
Accessory, Casts Freeze twice a day.
Magic Power - 16
Cost - 20 MP




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2006-09-30 [Grengo]: Blue magic could do with a bit of powering up.

2007-07-05 [Grengo]: Nearly a year later, I repeat... Blue magic is lacking compared to other spells >.> (´cept for maybe white magic which could generally do with better range for some of its spells)

2007-12-01 [Blood Raven]: Well, it's mainly the level 4 magic that needs some upgrading. But it would be nice if there were more spells to choose from. I'm having this idea that there are much more red spells than blue spells, but I could be wrong

2007-12-01 [Duredhel]: You're wrong

2007-12-01 [Blood Raven]: Mighty Dur hath spoken ^_^"

2008-01-30 [Duredhel]: Done

2008-01-30 [Silverbullet]: Just edited two typos I saw.

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