Voices of The Deep
◈ A Z U R E ◈
Ok, so this thread is dedicated to the 'ideas' of new Light Side spells that can actually be called somewhat unique in their own right. I know you technically cannot 'create' new force abilites because they cannot be 'approved'. But i feel as if it is much better to have the spells fleshed out and documented in a degree of detail and balance instead of being like 'Oh the force is infinite'.
Now i will be the first to admin, i did not really like The Witches of Dathomir because they seemed very limited and narrowed in what could be done with the force. They are virtually 'harder' to use since they utilize incantations and other factors that regular force users just dont have to deal with. Which is why this faction was created. To innovate and advance magic. Only reason we describe our spells is for OOC purposes because ppl like to complain and moan because something is not canon and thus they don't understand it. Making the other person a 'Cheater' or 'Powerplayer'. The 'Spellbook' categorizes everything we learn & create and explains it in detail so not only new members of the faction can figure out how to learn it and how it basically works. But so those on the outside looking in can see that a spell is not some OP thing but actually makes sense and...looks pretty cool. Saying someone can do something because they can has always been kind of frowned upon in RP's in my experience. Even if the force is infinite. Ppl will always dislike what they don't understand.
If someone walked up to my character and said they made the floor beneath me melt and i fell in. I'd have a fit...BUT if he had it listed as something he worked hard on to make that is special to him and it is well explained and developed. I'd still be mad...but i'd give props for working hard to make something cool and unique instead of saying 'Oh he just did it.'.
Light Side Spell Ideas
Hex of Entropy: A passive spell that allows a witch or wizard to place the desired target in a temporary state of paralysis. While the body becomes stiff and incapable of moving as the subjects accuracy is disturbed and their mind becomes heavy with the sins of their past. A spell designed to show the victim the error of their ways without engaging hostility. (Basically putting someone in temporary stasis)
Essence of Sleep: Another passive spell that allows the caster to create an aura that puts ones mind into an almost perpetual state of ease and peacefulness. Taking mere moments to take effect, this spell makes the desired target slowly lose consciousness and fall into a deep state of sleep. Very few are able to resist the effect of the spell, those who can normally have superior control of their mind or some kind of force resistance.
Lost Luck: A spell that is utilized in area of effect. This spell can make those around the caster suffer a sudden streak of unluckiness. Sharpshooters can no longer find their aim, force users struggle to control their power. Swordsman perhaps misstep and fall over themselves. An annoying spell that can make the most patient of individuals crack under frustration.
Shield of Repulsion: For as long as this spell is active, waves of repulsive energy emanate from the mage. This field is capable of blocking blaster bolts, lightsabers, and other forms of hostility but like glass can shatter under to much pressure. This spell required an enormous amount of concentration and more often than not the field of aura only appears in front of them. Only master spellcasters would be able to create a sphere around themselves.
Weight of Darkness: A rather morbid spell that takes the form of regret and truth. A caster who uses this would most likely be directing it towards someone aligned with the dark side of the force. Designed to show them the error of their ways. When the spell is casted, the one it is directed at will suffer from a slow blindness. Darkness will soon consume their vision until they can barely see anything aside from what is directly in front of them. While in this state, every sin they had ever committed weighs their body down, making them heavy and sluggish. Stalling their movement until either the spell is dispersed or the victim breaks out of it.
UPDATE BELOW
Wrath of the Void: An rather more aggressive and extremely versatile and advanced spell which most witches hesitate go even go near in their lessons in the magical arts. A Light Side Spell that required enormous amounts of concentration, focus, and extensive knowledge of the force. When this spell is cast, the user draws in from the void of the force. Turning the raw power of the force and molding it into a metaphysical voidbow of pure energy. When summoned, the caster can use the voidbow as a near-traditional version of the Nightsisters energy bow. The spellcaster can then choose from a veriety of effects the metaphysical arrow will take mostly consisting of the primal elements such as Fire, Ice, Lightning, and ect. Should the caster choose to use the original form (Void), the arrow will create a large area of effect blast similar to that of a grenade if focused. Throwing victims into the air and if concentrated can be channeled into a blast similar to a plasma bolt where it merely cuts through almost any material like butter. This spell is extremely advanced and should only be taught to knights and above for it requires not only knowledge of the force, but the complete balance between Light & Darkness.
Spirit of Guidance: A unique spell that is slightly advanced as it utilizes astral projection over extremely long distances. This spell requires its caster to be in a stationary position, normally meditating. While in this state, the said witch can project his/her spiritual form beyond that of their physical body. Potentially vanishing from one planet only to appear at another almost instantly, though that requires a master to achieve. This ability is useful for espionage, helping comrades when in battle, and communicating over long distances. A witch or wizard must learn to speak to others through telepathy in order for someone to know they are there, unless the one thy are trying to reach can see spirits. This spell is extremely draining and long amounts of time using it is relatively dangerous.
Blessing of Revival: This spell is designed to be a supportive spell meant for the quick healing of an injured being. By focusing large amounts of the force into a soothing aura the witch is able to heal wounds such as deep cuts, trauma, broken bones and even stabilize someone who is dying by keeping their life force in tact. Some masters of this spell would be capable of perhaps bringing back someone who had recently been deceased so long as the body remains completely in tact. Rejuvenation must normally take place at least an 30 minutes after death for the Spell to bring the spirit back to its body. (Idea by Darth Erebos)
Circle of Truth: A rather odd spell given its premise, the Circle of Truth is a special incantation that, when casted. Summons a large aura-like circle around a certain area. When someone steps into the circle they are bound by the spell and whatever words they speak that are lies forces the circle to cause them discomfort, pain, and other effects. This spell is normally used for trials, interrogations, and ect. (Idea by Darth Erebos)
Charm of Unlocking: A special Spell that allows the user to bypass most security systems by casting a charm on any kind of door, forcing it to automatically open regardless of what systems may be put in place to prevent intrusion.
Charm of Revealing: Another charm that is meant to reverse the effect of concealment force abilities such as Force Cloak, and Art of Concealment. Revealing a person for who he or she truly is, this spell also dispels illusions within a small area of effect around the caster.
Hex of Momentum: An effective spell used to decrease the velocity of a moving target; it should be noted that it can be used on multiple targets, as well as on the caster himself. Blaster bolts, incoming vehicles, ect.
Shape of the Beast: A very advanced spell that is suggested for knights and masters. This spell allows the caster to change themselves into any creature. However, to do this spell correctly the caster must first absorb the spiritual essence of said creature which is a dark side spell that also requires a master to learn. However, should the spell be done correctly the caster can turn into the animal, but can still be harmed and injuries sustained in either form transfer.
Charm of Disarming: A spell that uses the force and focuses it onto a target and what he or she is holding, forcing it from their grip and away from them. This can be used on one or multiple targets at once and is a relatively simple spell and useful for young initiates. However, those using the gripping spell or something similar can possibly resist this spell.
Voidbomb: A powerful destruction spell that is similar to Wrath of the Void. However, in this version the user summons the raw power of both sides of the force within the palm of their hand and when thrown in a certain direction it can cause massive splash damage and take out a small group of hostiles.
These are just a few ideas i came up with for possible spells. Yey? Nay? They good or bad? i tried to stay as far away as i cold from common force abilities but i did draw some inspiration like mind trick and such. Using other resources from a lot of classic video games, movies, and ect to draw inspiration from as well. In my mind, a 'Light Side Spell' would be designed not to harm or even disfigure, but to temporarily disable and possibly enlighten. This list will be updated as you all come up with possible ideas as well. Remember, these are just IDEAS. You don't have to help make them if you dont want, this is just a place to be like 'Oh hey i had this idea for a nifty little spell'. And then share it.
Keep in mind, these spells must be fair and balanced. Summoning rancors or doing something OP will be frowned upon. So just try to keep things calm and fair ^^. Cheers lads, hope you enjoy the read.
[member="Avo"]
[member="Darth Erebos"]
[member="Henry Chinko"]
[member="Jack Raxis"]
[member="Kaeda Vevut"]
[member="Særa Ayña Savan"]
[member="Vithar Seth"]
[member="Ultimatum"]
[member="Rose Blade"]
Now i will be the first to admin, i did not really like The Witches of Dathomir because they seemed very limited and narrowed in what could be done with the force. They are virtually 'harder' to use since they utilize incantations and other factors that regular force users just dont have to deal with. Which is why this faction was created. To innovate and advance magic. Only reason we describe our spells is for OOC purposes because ppl like to complain and moan because something is not canon and thus they don't understand it. Making the other person a 'Cheater' or 'Powerplayer'. The 'Spellbook' categorizes everything we learn & create and explains it in detail so not only new members of the faction can figure out how to learn it and how it basically works. But so those on the outside looking in can see that a spell is not some OP thing but actually makes sense and...looks pretty cool. Saying someone can do something because they can has always been kind of frowned upon in RP's in my experience. Even if the force is infinite. Ppl will always dislike what they don't understand.
If someone walked up to my character and said they made the floor beneath me melt and i fell in. I'd have a fit...BUT if he had it listed as something he worked hard on to make that is special to him and it is well explained and developed. I'd still be mad...but i'd give props for working hard to make something cool and unique instead of saying 'Oh he just did it.'.
Light Side Spell Ideas
Hex of Entropy: A passive spell that allows a witch or wizard to place the desired target in a temporary state of paralysis. While the body becomes stiff and incapable of moving as the subjects accuracy is disturbed and their mind becomes heavy with the sins of their past. A spell designed to show the victim the error of their ways without engaging hostility. (Basically putting someone in temporary stasis)
Essence of Sleep: Another passive spell that allows the caster to create an aura that puts ones mind into an almost perpetual state of ease and peacefulness. Taking mere moments to take effect, this spell makes the desired target slowly lose consciousness and fall into a deep state of sleep. Very few are able to resist the effect of the spell, those who can normally have superior control of their mind or some kind of force resistance.
Lost Luck: A spell that is utilized in area of effect. This spell can make those around the caster suffer a sudden streak of unluckiness. Sharpshooters can no longer find their aim, force users struggle to control their power. Swordsman perhaps misstep and fall over themselves. An annoying spell that can make the most patient of individuals crack under frustration.
Shield of Repulsion: For as long as this spell is active, waves of repulsive energy emanate from the mage. This field is capable of blocking blaster bolts, lightsabers, and other forms of hostility but like glass can shatter under to much pressure. This spell required an enormous amount of concentration and more often than not the field of aura only appears in front of them. Only master spellcasters would be able to create a sphere around themselves.
Weight of Darkness: A rather morbid spell that takes the form of regret and truth. A caster who uses this would most likely be directing it towards someone aligned with the dark side of the force. Designed to show them the error of their ways. When the spell is casted, the one it is directed at will suffer from a slow blindness. Darkness will soon consume their vision until they can barely see anything aside from what is directly in front of them. While in this state, every sin they had ever committed weighs their body down, making them heavy and sluggish. Stalling their movement until either the spell is dispersed or the victim breaks out of it.
UPDATE BELOW
Wrath of the Void: An rather more aggressive and extremely versatile and advanced spell which most witches hesitate go even go near in their lessons in the magical arts. A Light Side Spell that required enormous amounts of concentration, focus, and extensive knowledge of the force. When this spell is cast, the user draws in from the void of the force. Turning the raw power of the force and molding it into a metaphysical voidbow of pure energy. When summoned, the caster can use the voidbow as a near-traditional version of the Nightsisters energy bow. The spellcaster can then choose from a veriety of effects the metaphysical arrow will take mostly consisting of the primal elements such as Fire, Ice, Lightning, and ect. Should the caster choose to use the original form (Void), the arrow will create a large area of effect blast similar to that of a grenade if focused. Throwing victims into the air and if concentrated can be channeled into a blast similar to a plasma bolt where it merely cuts through almost any material like butter. This spell is extremely advanced and should only be taught to knights and above for it requires not only knowledge of the force, but the complete balance between Light & Darkness.
Spirit of Guidance: A unique spell that is slightly advanced as it utilizes astral projection over extremely long distances. This spell requires its caster to be in a stationary position, normally meditating. While in this state, the said witch can project his/her spiritual form beyond that of their physical body. Potentially vanishing from one planet only to appear at another almost instantly, though that requires a master to achieve. This ability is useful for espionage, helping comrades when in battle, and communicating over long distances. A witch or wizard must learn to speak to others through telepathy in order for someone to know they are there, unless the one thy are trying to reach can see spirits. This spell is extremely draining and long amounts of time using it is relatively dangerous.
Blessing of Revival: This spell is designed to be a supportive spell meant for the quick healing of an injured being. By focusing large amounts of the force into a soothing aura the witch is able to heal wounds such as deep cuts, trauma, broken bones and even stabilize someone who is dying by keeping their life force in tact. Some masters of this spell would be capable of perhaps bringing back someone who had recently been deceased so long as the body remains completely in tact. Rejuvenation must normally take place at least an 30 minutes after death for the Spell to bring the spirit back to its body. (Idea by Darth Erebos)
Circle of Truth: A rather odd spell given its premise, the Circle of Truth is a special incantation that, when casted. Summons a large aura-like circle around a certain area. When someone steps into the circle they are bound by the spell and whatever words they speak that are lies forces the circle to cause them discomfort, pain, and other effects. This spell is normally used for trials, interrogations, and ect. (Idea by Darth Erebos)
UPDATE - NEW SPELLS BELOW
Charm of Unlocking: A special Spell that allows the user to bypass most security systems by casting a charm on any kind of door, forcing it to automatically open regardless of what systems may be put in place to prevent intrusion.
Charm of Revealing: Another charm that is meant to reverse the effect of concealment force abilities such as Force Cloak, and Art of Concealment. Revealing a person for who he or she truly is, this spell also dispels illusions within a small area of effect around the caster.
Hex of Momentum: An effective spell used to decrease the velocity of a moving target; it should be noted that it can be used on multiple targets, as well as on the caster himself. Blaster bolts, incoming vehicles, ect.
Shape of the Beast: A very advanced spell that is suggested for knights and masters. This spell allows the caster to change themselves into any creature. However, to do this spell correctly the caster must first absorb the spiritual essence of said creature which is a dark side spell that also requires a master to learn. However, should the spell be done correctly the caster can turn into the animal, but can still be harmed and injuries sustained in either form transfer.
Charm of Disarming: A spell that uses the force and focuses it onto a target and what he or she is holding, forcing it from their grip and away from them. This can be used on one or multiple targets at once and is a relatively simple spell and useful for young initiates. However, those using the gripping spell or something similar can possibly resist this spell.
Voidbomb: A powerful destruction spell that is similar to Wrath of the Void. However, in this version the user summons the raw power of both sides of the force within the palm of their hand and when thrown in a certain direction it can cause massive splash damage and take out a small group of hostiles.
These are just a few ideas i came up with for possible spells. Yey? Nay? They good or bad? i tried to stay as far away as i cold from common force abilities but i did draw some inspiration like mind trick and such. Using other resources from a lot of classic video games, movies, and ect to draw inspiration from as well. In my mind, a 'Light Side Spell' would be designed not to harm or even disfigure, but to temporarily disable and possibly enlighten. This list will be updated as you all come up with possible ideas as well. Remember, these are just IDEAS. You don't have to help make them if you dont want, this is just a place to be like 'Oh hey i had this idea for a nifty little spell'. And then share it.
Keep in mind, these spells must be fair and balanced. Summoning rancors or doing something OP will be frowned upon. So just try to keep things calm and fair ^^. Cheers lads, hope you enjoy the read.
[member="Avo"]
[member="Darth Erebos"]
[member="Henry Chinko"]
[member="Jack Raxis"]
[member="Kaeda Vevut"]
[member="Særa Ayña Savan"]
[member="Vithar Seth"]
[member="Ultimatum"]
[member="Rose Blade"]