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Post by frankthetriviaman on Jun 26, 2019 20:23:03 GMT -5
Here, we break down the spells of the Colormen Tier System, by element.
Reminder of how it works:
Tier 1: Basic spell; intended to be non-lethal but can be lethal depending on circumstances and factors (I.e. being struck by a lightning spell while wearing metal armor in the rain). Consumes least amount of magic
Tier 2: More advanced spell; stronger than Tier one, lethality depends on the type and strength of target being hit.
Tier 3: lethal when cast on a single target; survivable only by the strongest of enemies. Capable of greatly damaging multiple enemies
Tier 4: Most powerful of spells. Lethal against multiple targets. Most proficient mages are theoretically capable of taking down dozens of grunts at a time, and even the strongest fall in one blow. Nothing living has been known to survive a level 4 spell. However- they drain all available magic in the colorman and can only be used when the colorman has his artifact
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Post by frankthetriviaman on Jun 26, 2019 20:32:16 GMT -5
Spirit magic:
Tier One: Loosened bonds... causes the body and spirit bonds to weaken to the point where when one tries to move, their "spirit" is the only thing that moves while the body remains stationary
Tier Two: Out of Body... causes the person to have an "out of body" experience. Weakens the bonds to the point where, while not dead, the person's spirit temporarily leaves the body. Early colormen used this spell in an era before effective anesthetics to do surgery that would otherwise cause great pain to the patient.
Tier Three: Soulbreaker... breaks the soul into its traditional components, the intellect, the emotion and the will. Causes the target to essentially have three beings inside him/her fighting over for control, rendering the target immobile and defenseless
Tier Four: Soul annihilation... Destroys the target's soul, effectively erasing them from existence. Only used on beings so dangerous they "cannot even be allowed to dwell in the afterlife"
Because there is no defense against magic that directly attacks the soul/spirit, the forces of evil grew to fear the Spirit-type colormen. However, it should be noted that despite its power spirit magic has major weaknesses: It does not affect beings with no souls, such as golems or hommunculi, and creatures that have some degree of control over their soul, like liches, do have varying degrees of resistance depending on what causes said control (like a curse)
Strengths of spirit magic:
Physical defenses are useless against spirit magic
Spirit magic is exclusive to Colormen; no mage has ever developed an effective defensive spell against it
Weaknesses:
Ineffective against beings with no souls, like golems and demons
Spirit type magic does minimal, if any, physical damage
Team reliant; because spirit type users can only use elements they have aptitudes for, they often need others to help defend themselves. Furthermore, they are incapable of learning magic for any element they lack the aptitude for (instead of being able to at least learn level 1 for all elements). So if one’s only aptitudes are fire and earth and they are a spirit type, they cannot learn any other elements. Furthermore, they can only achieve level 4 with spirit magic
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Post by frankthetriviaman on Jun 26, 2019 20:39:40 GMT -5
Fire magic:
Tier one: Basic fireball; non-lethal “blast of heat” intended to weaken enemies.
Tier two: advanced fireball: single, more effective fireball; lethality dependent on target hit
Tier three: expert fireball: single, lethal ball of fire lethal against most kinds of enemies; survivability dependent primarily on environmental factors
Tier four: Firestorm: lethal “storm of fire” capable of killing multiple enemies. Depending on mage, can take form of “tornado of fire,” raining fireballs or a “river of flames bursting forth from the hands” (ie think of a flamethrower)
Strengths:
Beats ice magic and earth magic
Fire itself is “organic;” lingering flames can cause additional burn damage to target
Weaknesses:
Weak against water
Can go either way against air magic (proficient air mages were often literally able to “blow the flames out”, while proficient fire mages could strengthen their fire by using the air as fuel)
If mage is not proficient or properly trained, fire magic can be just as dangerous to the caster as it is the target
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Post by frankthetriviaman on Jun 27, 2019 0:11:05 GMT -5
Water magic:
Tier one: basic water jet; non-lethal jet of water shot at enemy; mainly meant to stun or throw off balance
Tier two: advanced water jet; stronger jet that can be lethal depending on a variety of factors
Tier three: expert water jet: lethal against most enemies, barring environmental factors and targets own nature Water prison: encases enemy’s body in a “straight jacket” of water, restricting movement
Tier four: Tsunami blast: large torrent of water capable of wiping out many enemies at a time
Strengths:
beats fire
In addition to “magic conjured” water, can manipulate naturally occurring water; meaning most areas have a ready supply of “ammunition”
Compared to other elements, spells do not consume as much magic because manipulating existing water eliminates need to conjure water from magic itself
Weaknesses:
Not particularly effective against air, dark, light or ice magic; weak to electric magic
If a mage is not proficient in his control over water, risks drowning himself
Dry, arid areas with low moisture force water mages to use more magic in their spells to conjure the appropriate amount of water needed
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Post by frankthetriviaman on Jun 27, 2019 1:25:12 GMT -5
Earth magic:
Tier one: sand/dirt blast; a small “cloud” of earth matter is thrown at the target; immobilizing it but not enough force to kill the target unless exceptionally weak
Tier two: rock blast: a cloud of larger, harder earth matter thrown at target; can attack multiple targets to stun, or one target can be brought down lethally
Tier three: rock wall; a solid slab of earth can be manipulated as a defensive barrier, or thrown at enemies; lethality dependent on various factors Stone casing: entrapment of target in solid stone
Tier four: meteor strike; large chunks of earth manipulated into levitating “balls” and thrown at many targets at once
Strengths:
Strong against electric and air
Readily available supply of “ammunition” everywhere
Spells do not consume as much magic when the natural earth is used
“Earth” is a broad term referring to many materials that can be used
Weaknesses:
Weak to fire and water; not particularly effective against light, dark and ice
Inconsistency of composition of natural earth can lead to inconsistency in effectiveness of spells depending on location
If our at sea or in the air, must consume more magic to conjure necessary earth for spells
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Post by frankthetriviaman on Jun 27, 2019 1:43:57 GMT -5
Air magic:
Tier one: air blast; basic blast of air; knocks target off feet or causes disorientation
Tier two: air scythe; “sharper” air blade, capable of creating gashes, scars and the like. Dismemberment possible but not intentional
Tier three: air sword: “sharpest” blade; capable of amputation, decapitation, etc. effective only against single targets Basic levitation: capable of hovering in air
Tier four: sword hurricane: tier three on a larger scale: can attack multiple enemies or single, exceptionally powerful enemies. Historically, the only enemies able to resist the sword hurricanes were larger, flightless dragons with exceptionally thick scales. (Fortunately rare) Flight: full blown flight Liquid nitrogen: can manipulate the state of matter of the nitrogen in the air- bringing it to its infamously cold liquid phase
Strengths:
Strong against water and electric (air doesn’t conduct electricity, and wind can moves water to create waves, so wind can "Push water away" perhaps)
Can go either way against fire
Abundance of air eliminates need to conjure all together
Weaknesses:
Weak against earth, not particularly effective against dark, light or ice
Lack of proficiency can result is just as much injury to the caster as the target
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Post by frankthetriviaman on Jun 28, 2019 13:26:05 GMT -5
Electric/lightning Magic:
Tier One: Single bolt; a single bolt of lightning fired at an individual target; though can affect multiple targets depending on environmental factors (i.e. a group of targets standing in a river). Intended to be non-lethal, but can be accidentally lethal depending on environmental factors
Tier Two: Advanced bolt; a more powerful attack intended to immobilize a small group of targets or an individual, larger enemy
Tier Three:Expert bolt; lethal against most enemies barring elemental resistance and other factors. In general, only larger monsters capable of shrugging off this spell
Tier Four: lightning cascade; huge burst of lightning lethal against many enemies; so powerful "it was almost as if man controlled the weather itself"
Strengths:
Strong against water and ice
Speed of bolts makes dodging almost impossible
Weaknesses:
Weak against air and earth
Consumes relatively more magic per spell due to energy needed for necessary discharges
If not proficient, spells are just as dangerous to caster as target
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Post by frankthetriviaman on Jun 28, 2019 13:39:58 GMT -5
Ice magic:
Tier one: Single burst; non-lethal burst of ice crystals that encase and freeze part of the target
Tier two: large burst; larger burst of ice crystals that freeze over larger targets
Tier three: multi burst; akin to a "machine gun firing ice bullets" it essentially fires fast-moving icicles at targets with lethal force.
Tier four: Icicle storm; similar to tier three, but on a far larger scale and capable of taking down multiple enemies
Strengths:
Strong against water and earth (pushing it; but need it for balancing)
Very useful in supportive roles (i.e. immobilizing targets)
In regions where large amounts of ice are present, spells do not need to consume as much magic
Weaknesses:
Weak against fire, light and electric, not particularly effective against dark or air
Ice magic is weaker in dry, arid regions of the world
Lack of proficiency increases risk of freezing oneself
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Post by frankthetriviaman on Jun 28, 2019 13:50:32 GMT -5
Light magic:
(Note: can take the form of a beam or be "thrown as a ball" but for simplicity here we will only use "beam" in description)
Tier one: basic beam; a bright, non-lethal ray of light meant to blind and immobilize enemies
Tier two: advanced beam; a stronger ray, capable of creating burns on enemies but not outright killing them unless composed primarily of dark elemental magic (see below)
Tier three: expert beam; lethal against single targets, greatly injuring multiple targets, survival usually comes at the cost of blindness
Tier four: solar flare; intense, wide area hitting attack that can wipe out many enemies at once
Strengths:
Strong against dark and ice magic
Element of choice for non-lethal take downs
Because healing magic is considered a sub-category of light magic, proficiency in one often helps the other
Demonkind's extreme weakness to light magic makes it most effective against them
Weaknesses:
not particularly effective against water, fire, electric, earth or air
In "war combat" situations, lower tier spells are not very useful
Beyond healing spells and those who specialize in demon hunting, this is not considered a popular element to learn due to the aforementioned lack of lethality compared to other elements
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Post by frankthetriviaman on Jun 28, 2019 13:56:38 GMT -5
Dark magic:
Tier One: basic energy blast; non lethal blast of magic energy intended to immobilize rather than kill a target
Tier Two: advanced energy blast; more destructive blast, capable of killing weaker targets and greatly damaging stronger ones
Tier Three: expert energy blast; very destructive blast, capable of killing very strong enemies, or multiple weaker enemies at once
Tier four: Ultimate blast; large blast of energy capable of killing many targets at once
Strengths:
In capable hands, arguably most destructive of the elements
Weaknesses:
Weak against light magic; is not particularly effective against fire, earth, air, water, ice, or electric
Although not "evil" in nature, because the focus of this magic is solely on offense and destructive capacity, there is a bit of a "stigma" against this element compared to others. Because while fire, water, earth, air, light, ice and electric can also have non-combat spells that can "Improve quality of life" as some call it, no such spell has ever been discovered for dark magic
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Post by frankthetriviaman on Jun 28, 2019 16:42:15 GMT -5
Note:
This is by no means an “end all” list; the Colormen have access to many varied spells; these are the “basicsl as they pertain to the tier system
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Post by frankthetriviaman on Jun 30, 2019 19:28:05 GMT -5
Beyond the tier system, one thing of note is that the Colormen also have access to "Instant-spell" rocks. These projectiles, no bigger than an egg, bypass the need to chant a spell or do body motions to cast a spell. Once thrown, if the caster is not of clear mind and does not have a clear idea of what he wants to happen, the effects of Instant-spells can be extremely random.
They are not usually lethal; in fact in the nearly 1,000 year history of the Colormen, there has been no recorded fatalities that were a direct result of casting an Instant-Spell. That being said, due to their random nature, those who dared to face the sworn protectors of Ordos felt very uneasy at the sight of these rocks, since they could literally make anything happen (Well, that's a hyperbole, but you get the idea)
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