Post by alicecrysis on Mar 5, 2011 0:12:56 GMT -5
Here I shall do my best to document the approximate spells/magical capabilities of Alatar, in hopes of preventing things from getting out of hand. After all, it's not very fair to be able to conjure a spell to save myself from any situation, now is it? Also, this is the definitive list; this means that I'm not going to randomly toss up a new spell simply because I feel like it during a thread. If it's not here at the time I post this, then she can't do it. The only time this rule will be broken is with admin consent, for the purpose of plot activities requiring some sort of magical potency not described in an actual 'ability', persay. For example, Gandalf ridding Theoden from the mental grasp of Saruman.
This Maiar's spell list differs from the known spell spells of Gandalf the Grey, who was known to have more environment, nature and elemental magic granted to him. Alatar is more prone to combat and war complimenting abilities. Her spells are not something she can cast repeatedly, in unison, or in any sort of chain. If she casts a spell, she is more or less incapable of casting another for at least a short time (of course, it depends on the spell). Pushing herself to cast many spells in a short period of time drains her physical energy quickly.
(Note - list is subject to change without warning)
[/b]This Maiar's spell list differs from the known spell spells of Gandalf the Grey, who was known to have more environment, nature and elemental magic granted to him. Alatar is more prone to combat and war complimenting abilities. Her spells are not something she can cast repeatedly, in unison, or in any sort of chain. If she casts a spell, she is more or less incapable of casting another for at least a short time (of course, it depends on the spell). Pushing herself to cast many spells in a short period of time drains her physical energy quickly.
(Note - list is subject to change without warning)
Lightning Burst
-> Time to cast - A few seconds
-> Physical components - Yes
-> Somatic components - Sword, staff optional[/size]
A blade held in hand is infused with lightning energy. It cackles as small arcs leap off harmless at anything it may be near. The blade is promptly thrust deep into the ground, discharging its energy in a small radius around the impact. Anything and everything within approximately thirty feet of the impact is shocked with lightning. Those closer to the impact feel it more than those further away. Metallic objects, or persons wearing anything metallic or otherwise conductive also feel it more. At it's most potent (nearby, armoured targets for instance), will suffer burned feet, incredible, momentous pain, and are otherwise stunned for a small duration of time as their nervous system recovers from a shock. At it's weakest, subjects might jump from a painful prick to the feet, or feel a short burst of pain. Friendly fire possible.
Lightning Storm[/b]
-> Time to cast - About half a minute
-> Verbal components - Yes
-> Physical components - Sword and Staff required in hand[/size]
A blade held in hand is slowly fused with lightning energy. At the end of the incantation, it glows brilliantly as it radiates intense energy. The energy can thus be discharged at a target up to fifteen feet away. The target becomes a lightning rod for intense, unending lightning for as long as the blade is held. However, the blade grows hotter and hotter the longer the spell is in effect. Often this can go on for about five to eight seconds before the blade must be dropped because it's grown overwhelmingly hot. The blade takes minutes to cool down at this point.
Lightning Weapon
-> Time to cast - About ten seconds
-> Verbal components - Yes
-> Physical components - Staff and another weapon
The weapon in hand that is not the staff is wreathed in lightning energy for approximately five minutes. It cackles as small arcs leap off harmless at anything it may be near. The next time the blade touches another object, the energy is discharged through the touched object. If the object is metallic, touching metal, or in any other way conductive, the energy spikes and is much more lethal than otherwise.
Note - Only one weapon enchantment can exist at a time. Even if the target is another weapon, the second spell cast will remove the effects of the first.
Flaming Weapon[/b]
-> Time to cast - About ten seconds
-> Verbal components - Yes
-> Physical components - Staff and another weapon[/size]
The weapon in hand that is not a staff is wreathed in flame for approximately five minutes. While it doesn't add a whole lot to the weapons destructive capabilities, it does give the chance of immolation upon strikes, and cauterizing wounds. Moreover, the weapon radiates intense light from the fire, more intense than an average flame. Essentially becoming a torch and removing the need to carry a torch instead of a weapon (there's nothing worse than being jumped with only a torch in your hand!).
Note - Only one weapon enchantment can exist at a time. Even if the target is another weapon, the second spell cast will remove the effects of the first.
Distorting Weapon[/b]
-> Time to cast - About ten seconds
-> Verbal components - Yes
-> Physical components - Staff and another weapon[/size]
The weapon in hand that is not the staff is wreathed in a shadowy aura for approximately five minutes. This aura makes the weapon seem blurred; incredibly difficult to pinpoint and consequently avoid. Thus, strikes become hard to dodge and parry. It does not make it blows any more lethal in any way.
Note - Only one weapon enchantment can exist at a time. Even if the target is another weapon, the second spell cast will remove the effects of the first.
Ice Sheet[/b]
-> Time to cast - About ten seconds
-> Verbal components - Yes
-> Physical components - Staff required[/size]
A thick sheet of translucent ice is conjured, painted by the tip of the users staff. The sheet can be carved into a thick wall to block a door or passage, spread across a surface such as stairs to prevent mobility, or even simply raised to protect from projectiles. Regardless of its shape, the ice lasts until it melts, at which point is is removed from existence rather than becoming liquid water. This ice is no harder or resilient than any other and is by no means indestructible. Once formed, the caster cannot revoke it - they may melt it by whatever means able, but there is no means of instantaneous removal.
Wizards Blast[/b]
-> Time to cast - Instant
-> Verbal components - None
-> Physical components - Staff or sword[/size]
A wave of force is projected out from the tip of a held weapon in a fan-like motion. It is strong enough to move nearby people and objects of similar weight several feet, or make smaller items into flying projectiles. Subjects often feel winded, as though taken a blow to the stomach, after the spell.
Istari Light[/b]
-> Time to cast - A few seconds
-> Verbal components - No
-> Physical components - Staff[/size]
The staff emits a powerful beam of concentrated light for a long distance. This light functions as incredibly powerful sunlight, dazing or blinding creatures with light sensitivity (not to mention petrifying cave trolls). Sustaining this spell is taxing on the users energy, making it a very poor means of keeping a room lit. Consequently not sustained for very long.
Summon Shadowmere[/b]
-> Time to cast - About fifteen seconds
-> Verbal components - Yes
-> Physical components - None[/size]
Shadowmere, a younger, black, female cousin of Shadowfax, is beckoned from the Wild. This will not instantly teleport Shadowmere to the users location - it merely sends a call to her, a call which can be ignored if desired. Shadowmere does not need to remain with the user any longer than the horse itself desires.
Voice of Supremacy[/b]
-> Time to cast - A few seconds
-> Verbal components - Yes
-> Physical components - Staff[/size]
The users voice is enchanted to be booming and carry over distance for about thirty seconds. This allows for commands to be issued over a large battlefield to all participants.
Frightful Presence[/b]
-> Time to cast - Instant
-> Verbal components - None
-> Physical components - None[/size]
The user is made to look more intimidating. This illusionary enchantment lasts for approximately thirty seconds, and feeds off anyone who can see the enchanted individual. The enchanted persons physical image appears to shift slightly according to whatever it is that would make them appear more frightening to whomever is viewing. No two people see the exact same changes, though some often include; darkened features, enlarged frame, and murderous stares. This commonly causes individuals weak of mind or heart to simply flee before the image. Those stronger are often repulsed, worried, scared or unwilling to challenge.
Glorified Presence[/b]
-> Time to cast - Instant
-> Verbal components - None
-> Physical components - None[/size]
The user is made to look more inspiring. This illusionary enchantment lasts for approximately thirty seconds, and feeds off anyone who can see the enchanted individual. The enchanted persons physical image appears to shift slightly according to whatever it is that would make them appear more inspiring to whomever is viewing. No two people see the exact same changes, though some often include; brighter radiating features, confident voice and gestures, and enlarged frame. This commonly inspires those allied to the individual, renewing vigor and instilling ferocious valor. Those opposite or otherwise unaffiliated with individual are commonly awestruck, unwilling to fight, or intimidated.
Sanctification of the Vala[/b]
-> Time to cast - About a minute
-> Verbal components - Yes
-> Physical components - Staff[/size]
This particular enchantment lasts approximately one minute, and cannot be cast upon the caster. The subject of the spell is fortified by an invisible barrier. While active, it cannot be seen, but can be felt as a sort of boost of confidence. The aura remains until it expires from time, or, until the subject would be struck by a harmful blow. Such a blow is completely negated by the aura as if the blow had struck something with enough force to stop it, which promptly fades away. For example, an arrow to the head would divert by inches to miss, or a hammer blow to the chest would cause no pain whatsoever. If such a blow would cause the protected individual to be moved or stagger, this still happens (such as a sweeping blow from a troll). Further blows are unaffected. Does not protect from magical blows, blows of immense power (such as being crushed by an ent), blows that would not be fatal outright (such as a poisoned blade), or damage that is not caused by another being (drowning, fire, earthquakes).
Cloak of Obscurity[/b]
-> Time to cast - A few seconds
-> Verbal components - No
-> Physical components - Staff, Alatars' cloak[/size]
Alatars' cloak, and only ever said cloak, appears to melt into a misty blue colour. For approximately five minutes, the cloak seems to be a cloud of mist, distorting the image behind it. As such, the wearer of the cloak is incredibly hard to see and strike. At night, the wearer is all but invisible, as the colours mesh very well into the night. While the wearer runs, they appear as little more than a blur, easily shaken off a figment of the imagination.
Remove Feeling[/b]
-> Time to cast - About ten seconds
-> Verbal components - Yes
-> Physical components - None[/size]
A single recipient becomes numb to both physical and emotional sense for about five minutes. Can be used to remove feelings such as fear or hatred. On the other hand, it can also be used to make the subject immune to pain, allowing them to continue to fight regardless of the their injuries. When the spell wears off, all the pain and emotion missed for those five minutes comes flooding back at once, and is often crippling.
Burden[/b]
-> Time to cast - Instant
-> Verbal components - No
-> Physical components - None[/size]
A single object, no more than a foot in any direction, is made to feel incredibly weighted. Said object gains the feel of about 1000lb for one minute.[/font][/color][/blockquote][/justify]