Post by Durriken Petulengro on Feb 3, 2012 0:14:42 GMT -5
This is the list of his special tarot cards and his level of mastery in each card.
Ace of Swords
Green Horn
The user pulls out a tarot card that when activated conjures a basic long sword. The sword is mundane with no special abilities or powers. This sword can be used by anyone but the further it strays from the conjurer the harder it is to maintain. The sword is identical to the sword depicted on the card.
Feeble
Adds 10% armor piercing to the blade
Drawback: Limited duration dependent on the users magic. Only one tarot spell can be active per level of mage. Example: A feeble level mage can have two greenhorn cards active or only one feeble level card. Trauma to the sword or the conjurer can shatter the effect.
Mediocre
Range:Melee or 10 Yards
At Mediocre rank the Ace of Swords conjures a sword that has currents of wind rotating around it. It has the ability to slice through 20% of the opponent’s armor and with the expenditure of one feeble level spell can launch sharp crescent of air that inflicts slicing damage but does not ignore armor.
Drawback: Requires Ace of Swords to cast. The crescent of air does not distinguish between friend and foe and requires the slicing of the sword to activate. Limited by the tarot card sustainment table.
Two of Swords
Range:20 Yards(Mediocre)
Feeble
Range:Variable
The user pulls out a tarot card that when activated conjures two daggers. These daggers can be used by anyone but the further they stray from the user the more magic it takes to keep them conjured. These daggers are imbued with the power of air which lets the user penetrate 10% of the opponents armor.
Drawback: Duration is controlled by the tarot card sustainment table. Requires Two of Swords to use.
Mediocre
At Mediocre rank the Two of Swords conjures two daggers that has currents of wind rotating around it. It has the ability to slice through 20% of the opponent’s armor and if thrown can return to the users hand handle first.
Drawback: Requires Two of Swords to cast. The blade cannot return if restrained in any fashion. Limited by the tarot card sustainment table.
Three of Swords
Range:Melee Touch
Feeble
Range: Melee Touch
Durriken attaches the Three of Swords to a door of a room. For an area to be considered a room it must be entirely enclosed by walls and have a ceiling and be at most 150 ft2. Once place a magical circle encompasses the room before disappearing. Once the circle has disappeared, anyone of equal or lesser magical power to the user. (Equal or less experience) cannot listen in on any conversion uttered within that room until the spell ends.
Mediocre
Durriken attaches the Three of Swords to a door of a room. For an area to be considered a room it must be entirely enclosed by walls and have a ceiling and be at most 300 ft2. Once placed a magical circle encompasses the room before disappearing. Once the circle has disappeared, anyone of equal or lesser magical power to the user. (Equal or less experience) cannot listen in on any conversion uttered within that room until the spell ends.
Drawback: Affected by the tarot magic sustainment table. Requires Three of Swords to cast.
Four of Swords
Range:Melee Touch
Feeble
Durriken attaches the Four of Swords to a person mouth and until the spell is broken the person will be unable to talk. When placed a spell circle will emerge before going away leaving a black padlock on the back of the card. Once the spell is broken the card shreds away and magically appears back in the user’s tarot deck.
Drawback:Affected by the tarot magic sustainment table. The person afflicted by this card can spend one greenhorn spell’s worth of magical energy to weaken this cards duration by 3 posts of the caster. This can be done multiple times in one post and is known intrinsically by those being affected by the effect. Requires Four of Swords to cast.
Mediocre
Durriken attaches the Four of Swords to a person mouth and until the spell is broken the person will be unable to talk. When placed a spell circle will emerge before going away leaving a black padlock on the back of the card. Once the spell is broken the card shreds away and magically appears back in the user’s tarot deck.
Drawback: Requires Four of Swords to cast. Affected by the tarot card sustainment table. The person afflicted by this card can spend one Feeble spell’s worth of magical energy to weaken this cards duration by 3 posts of the caster. This can be done multiple times in one post and is known intrinsically by those being affected by the effect.
Five of Swords
Range:20 Yards(Feeble); 30 Yards(Mediocre)
Feeble
From the card a sphere of air about 1 foot in radius is launched. The wind is so compact it appears as if it is solid. There sphere cannot be controlled once hit directly by this card. If it collides with its target it will do concussive damage to the person hit by it. The orb moves at the speed of an average runner.
Drawback: Requires Five of Swords to cast.
Mediocre
From the card a sphere of air about 1 foot in radius is launched. It has a solid appearing core with rapid moving air around it. There sphere cannot be controlled once hit directly by this card. If it collides with its target it will do concussive damage due to the center solid part of air as well as slice the user with the sharp fast moving air swirling around the orb. The orb moves at the speed of an average runner.
Drawback: Requires Five of Swords to cast. Cannot be cast for two turns.
Six of Swords
Range:20 Yards(Feeble); 30 Yards(Mediocre)
Feeble
By placing the card to his throat Durriken activates the card. This card lets Durriken throw his voice 20 yards making it appear as if it is coming from someplace else.
Mediocre
By placing the card to his throat Durriken activates the card. This card as well as letting him throw his voice lets him mimic any voice he has heard in three separate threads.
Drawback: Requires Six of Swords to cast. Limited by the tarot card sustainment table.
Seven of Swords
Range:Melee Touch
Feeble
The card is thrown down on the ground at the user’s feet where it enlarges to a two feet by one foot size. Where it will then disappear and make the user’s feet glow and for wind to swirl around the feet. Until the spells termination the user can jump to a max height of 15’.
Drawback: The spell does not terminate inertial so the user can sustain injury if they land incorrectly. It also follows the Tarot Magic sustaining table and rule described in profile.
Mediocre
The card is thrown down on the ground at the user’s feet where it enlarges to a two feet by one foot size. Where it will then disappear and make the user’s feet glow and for wind to swirl around the feet. Until the spells termination the user can jump to a max height of 30’. On the fall back down it will reduce the inertial of the fall by 15’. Each time the user jumps a greenhorn level of magic is used.
Eight of Swords
Range:Melee Touch
Feeble
This card when placed on a person’s chest lets them float two feet off the ground but imparts no momentum so they will just float there unmoving unless an outside force acts on them causing them to drift lazily in the direction.
Drawback: Requires Eight of Swords to cast. Limited by the tarot card sustainment table. If the spell ends while in the air the user will just fall. Counts as a mediocre spell for the sustainment table.
Mediocre
This card when placed on a person’s chest lets them fly at a maximum height of 8 feet at the speed of a normal person’s walk.
Drawback: Requires Eight of Swords to cast. Limited by the tarot card sustainment table. If the spell ends while in the air the user will just fall. Counts as an intermediate spell for the sustainment table
Nine of Swords
Range:30 Yards
Mediocre
Description:When thrown the card will spin rapidly causing a vortex to appear below it. The vortex is eight feet high and two feet wide at its widest point. This vortex will move in a straight path and give large cuts to anyone it passes through ignoring 20% of their armor. After one post the vortex will vanish and the card will return to Durriken’s deck.
Drawback: Requires Nine of Swords to cast. Takes two turns to return to Durriken’s deck.
Ten of Swords
Range:20 Yards(Feeble); 30 Yards(Mediocre)
Feeble
Durriken holds up the card and 10 large swords fly from the card in a straight path in a 4 ft2 square spread. These swords are mundane in nature and vanish once they hit the ground or a target. At 10 feet the sword will penetrate 1 foot into flesh unless it hits bone or armor.
Mediocre
Durriken holds up the card and 10 large swords fly from the card in a straight path in a 9 ft2 square spread. These swords are mundane in nature and vanish once they hit the ground or a target. At 15 feet the sword will penetrate 1 foot into flesh unless it hits bone or armor.
Drawback: Requires Ten of Swords to cast. Cannot be cast for 3 turns after using.
Page of Sword
Range:Melee Touch
Mediocre
Empowers a weapon or non-air magic spell with the power of air. If a weapon is imbued with air it gains the ability to ignore 15% of the target’s armor. If a projectile spell is imbued with air it will move 15% faster. Any other spell will have the properties of if an air aligned mage cast it.
Drawback:Requires Page of Swords to cast. Limited by the tarot card sustainment table. Only one person’s magic or one weapon can be enhanced at a time.
Knight of Swords
Range:Melee Touch
Mediocre
By simultaneously reducing the friction around the feet and propelling the user with the power of wind the user can move 10 feet in nearly a second .
Drawback: Requires Knight of Swords to cast. Can only be used once a post for a total of three times in a thread. Can only be used in a linear direction, however the user can move multiple times in one post if in total the distance traversed does not exceed the 10 meter limit.
Queen of Swords
Range:4 Foot Radius Sphere
Mediocre
Once activated the card creates a shimmering sphere around a person that will reflect one feeble level air aligned spell. If the spell was a projectile it will deflect according to geometry. If it is a sustained spell the user is immune to the spell for half of the normal duration of the spell.
Drawback: Requires Queen of Swords to cast. Limited by the tarot card sustainment table. When active no other air spells can be cast or else it will be reflected infinitely within the sphere until the sphere lets it out.
King of Swords
Mediocre
This card lets the user control the air and wind around them in a 30 yard radius. This can cause strong gusts if no active wind was originally present or enhance and control the current winds.
Drawback: Requires King of Swords to cast. Limited by the tarot card sustainment table. If another mage’s magic is affecting the wind this card has no affect. The properties of the air cannot be affected. Ex: Can’t remove the air from a person’s lungs or remove the oxygen from the air around a person.
Ace of Wands
Green Horn
The user pulls out a tarot card that when activated conjures a basic long staff. The staff is mundane with no special abilities or powers. This staff can be used by anyone but the further it strays from the conjurer the harder it is to maintain. The staff is identical to the staff depicted on the card.
Drawback: Limited duration dependent on the users magic. Only one tarot spell can be active per level of mage. Example: A feeble level mage can have two greenhorn cards active or only one feeble level card. Trauma to the sword or the conjurer can shatter the effect.
Feeble
Summons his original staff but it is now immune to the affects of fire. It is able to burn but will not be consumed by the flames.
Mediocre
Summons his original staff which is immune to the affects of fire and with the expenditure of a feeble level amount of power will ignite on the tips with a feeble level flame that does fire damage if striking.
Drawback:Requires Ace of Wands to cast. Limited to the tarot card sustainment table. The fire does not distinguish between friend and foe.
Two of Wands
Range:Melee Touch
Feeble
When the card is activated no magical circle is created though a small burn mark is placed on the ground at the original place of casting. This burn mark indicated the casting was successful. Until the affect ends one person is able to walk without causing any sounds from their footsteps.
Mediocre
When the card is activated no magical circle is created though a small burn mark is placed on the ground at the original place of casting. This burn mark indicated the casting was successful. Until the affect ends the user and one ally is able to walk without causing any sounds from his footsteps.
Drawback: Requires Two of Wands to cast. Limited by the tarot card sustainment table.
Three of Wands
Range:Melee Touch
Feeble
Once placed on a person if not detected and removed will track the user’s location up to 0.5km away. It is done so by giving the user an intrinsic notion on the direction to go but not how far away they are.
Mediocre
Once placed on a person if not detected and removed will track the user’s location up to 1 km away. It is done so by giving the user an intrinsic notion on the direction to go but not how far away they are.
Drawback: Requires Three of Wands to cast. Limited by 2x the normal tarot sustainment table.
Four of Wands
Range:10 Feet(Feeble);20 Feet(Mediocre)
Feeble/Mediocre
From the card black smoke will emerge at a high rate of speed. After one post the entire spherical radius will be filled with the magical smoke. This smoke does not limit breathing but does limit sight limiting it to only 3 feet in front of anyone including the user.
Drawback: Requires Four of Wands to cast. Limited by the tarot card sustainment table.
Five of Wands
Range:20 Yards(Feeble);30 Yards(Mediocre)
Feeble/Mediocre
The user holds up the Five of Wands card and from the card a fireball 15cm in diameter appears and is launched in a straight line at the speed of a normal person can run at. The fireball is orange-red in appearance.
Drawback: Cannot be controlled once launched. Requires Five of Wands to launch.
Six of Wands
Range:10 Yards
Medciore
Durriken holds up the card in front of him and like a Mario fire flower flames spew from the cards. The further away from the card the weaker the flames are before becoming harmless after 10 yards.
Drawback: Requires Six of Wands to cast. Can only be sustained for three posts before three posts need to be waited for the card to regain its energy.
Seven of Wands
Range:Melee Touch
Feeble
This card once activated and placed on a person will grant them immunity to non-magical fire. This will give them a soft red glow to signify the affect until the spell ends.
Mediocre
This card once activated and placed on a person will grant them and the user immunity to non-magical fire. This will give them a soft red glow to signify the affect until the spell ends.
Drawback: Requires Seven of Wands to cast. Limited to the tarot card sustainment table.
Eight of Wands
Range:30 Yards
Mediocre
This card can be used in two ways. Right before activation is can stiffen allowing it to be thrown or it can stealthily slipped into someone’s possession before being set off. This card can be activated at any distance and after four seconds will explode.
Drawback:Requires Eight of Wands to cast. Takes three posts for the card to magically reappear in the user’s tarot deck.
Nine of Wands
Range:30 Yards
Mediocre
This card can be activated at a distance. Once activated on the next post the field will darkness and storm clouds approach, the post after that thunder and small flashes of lighting will appear in the sky and finally on the third post a lightning bolt will come down the location of the card if nothing is blocking it’s path.
Drawback: Requires Nine of Wands to cast. Once the lightning has struck it takes five posts for the sky to clear and become able to be affected once more
Ten of Wands
Range:15 Yard Radius half sphere
Mediocre
The user places the card in front of their eyes shielding them from the affect. The card will slowly darkness drawing in the light around it creating a visible shadow around the user before brilliantly brightening to a brightness greater then a picture flash for a duration of five seconds blinding anyone who looks directly upon him for two of the looker’s posts.
Drawback: Requires Ten of Wands to cast. Does not distinguish between friend and foe. Can be avoided by not looking of wearing sunglasses.
Page of Wands
Range:Melee Touch
Mediocre
Empowers a weapon or non-fire magic spell with the power of fire. Anything imbued with fire gains the ability to ignite anything it hits with a feeble level fire and have it counted as having the mage type of fire.
Drawback: Requires Page of Wands to cast. Limited by the tarot card sustainment table. Only one person’s magic or one weapon can be enhanced at a time.
Knight of Wands
Range:Melee Touch
Feeble
A red spectral horse emerges from the card, runs for a short distance and turns around running through the user. Once the horse runs through the user, his feet will glow with a soft orange and black glow. As long as their feet are glowing, the user can walk upon lava and only lava with impunity.
Mediocre
A red spectral horse emerges from the card, runs for a short distance and turns around running through the user and one ally. Once the horse runs through the person, their feet will glow with a soft orange and black glow. As long as their feet are glowing, the person can walk upon lava and only lava with impunity.
Drawback: Effected by the Tarot Magic sustainment table. Requires the Knight of Wands to cast.
Queen of Wands
Range:4 Feet Radius sphere
Mediocre
Once activated the card creates a red tinted transparent sphere around a person that will reflect one feeble level fire aligned spell. If the spell was a projectile, it will deflect according to geometry. If it is a sustained spell the user is immune to the spell for half of the normal duration of the spell.
Drawback: Requires Queen of Wands to cast. Limited by the tarot card sustainment table. When active no other fire spells can be cast or else it will be reflected infinitely within the sphere until the sphere lets it out.
King of Wands
Range:30 Yards
Mediocre
This card lets the user control the natural fire around them in a 30 yard radius. The user can move the fire around but cannot strengthen or enhance it.
Drawback: Requires King of Wandss to cast. Limited by the tarot card sustainment table. If another mage’s magic is affecting the fire this card has no affect. The properties of the fire cannot be affected such as its temperature.
Ace of Cups
Green Horn
The user pulls out a tarot card that when activated conjures a golden cup. The cup is mundane with no special abilities or powers. This cup can be used by anyone but the further it strays from the conjurer the harder it is to maintain. The cup is identical to the cup depicted on the card
Drawback: Limited duration dependent on the users magic. Only one tarot spell can be active per level of mage. Example: A feeble level mage can have two greenhorn cards active or only one feeble level card. Trauma to the sword or the conjurer can shatter the effect
Six of Cups
Range:Melee Touch
Feeble
The user places the card in his hand and places it against the wound on another person. If the wound was created by a Feeble or lower ability the wound will heal.
Drawback: Requires Six of Cups to use. If the wound is healed in one post it has a five post cooldown. If the user chooses to have the wound heal over 3 posts for a feeble and 2 posts for a greenhorn there is no cooldown.
Ace of Pentacles
Green Horn
The user pulls out a tarot card that when activated conjures a basic round shield. The shield is mundane with no special abilities or powers but will reduce any physical attacks struck upon the shield by 50%. This shield can be used by anyone but the further it strays from the conjurer the harder it is to maintain. The shield is identical to the shield depicted on the card.
Drawback: Limited duration dependent on the users magic. Only one tarot spell can be active per level of mage. Example: A feeble level mage can have two greenhorn cards active or only one feeble level card. Trauma to the shield or the conjurer can shatter the effect.
Feeble
The force of Earth imbues the shield with increased defensive powers increasing its ability to resist physical attacks that strike upon its surface to 70% up from 50% The shield is a round shield with a diameter of two feet made out of wood with a large pentagram inscribed on its surface. The shield will shatter if hit by a mediocre or higher level ability or if hit by three feeble level melee abilities.
Drawback:Requires Ace of Pentacles to cast and limited by the tarot card sustainment table. Must actually hit the shield to have any effect and the shield must be held. Cannot protect against anything elemental/magical.
Medicore
The force of Earth imbues the shield with increased defensive powers increasing its ability to resist physical attacks that strike upon its surface to 75% up from 70% The shield is a round shield with a diameter of two feet made out of wood with a large pentagram inscribed on its surface. By expending a feeble amount of magical power the user can incase the shield in a thin layer of rock that reduces the next magical spell that strike upon the shield by 25%. The shield will shatter if hit by a intermediate or higher level ability or if hit by three mediocre level melee abilities.
Drawback: Requires Ace of Pentacles to cast and limited by the tarot card sustainment table. Must actually hit the shield to have any effect and the shield must be held. Unless encased in rock this shield cannot protect against anything elemental/magical.
Two of Pentacles
Range:2 Foot Radius from user
Feeble/Medicore
When activated this card will create a dim brown shield around the user that can absorb the power of one spell of lower rank. The shield will shimmer and crack into pieces when struck by the spell and if it was high enough it will shatter violently and continue through.
Drawback:Requires Two of Pentacles to cast and limited by the tarot card sustainment table.
Four of Pentacles
Range:10 Yards (Feeble);20 Yards (Mediocre)
Feeble
When activated the card will stiffen so it can be thrown. Once activated the user has two turns to place it contact with the ground. On the second turn a bright light will flash in the shape of a pentagram and a perfectly cylindrical hole will appear. This hole will be five feet in diameter and ten feet deep.
Mediocre
When activated the card will stiffen so it can be thrown. Once activated the user has two turns to place it contact with the ground. On the second turn a bright light will flash in the shape of a pentagram and a perfectly cylindrical hole will appear. This hole will be eight feet in diameter and fifteen feet deep.
Drawback: Requires Four of Pentacles to cast. Does not differentiate between friend and foe. Takes one post after the hole appears to return to the user's tarot deck.
Five of Pentacles
Range:20 Yards (Feeble);30 Yards (Mediocre)
Feeble
The user holds up the Five of Pentacles card and from the card a rock 15cm in diameter appears and is launched in a straight line at the speed of a normal person can run at.
Mediocre
The user holds up the Five of Pentacles card and from the card a rock 15cm in diameter appears and is launched in a straight line at 1.5x the speed of a normal person can run at.
Drawback:Cannot be controlled once launched by the card. Requires Five of Pentacles to cast. Does not differentiate between friend or foe.
Six of Pentacles
Range:20 Yards
Mediocre
When the card is placed on the ground and activated the earth will begin to shake and rumble violently in an earthquake knocking those unaware to the ground as well as knocking lose or possibility destroying anything not strapped down or already weakened. Does damage equivalent to a 5.0 richter earthquake to the affected area.
Drawback:Requires Six of Pentacles to cast. Only lasts one post cycle. Does not differentiate between friend, foe, or user.
Seven of Pentacles
Range:Armor
Feeble
When activated this card will pull rocks and small debris from the surrounding area and stick it to the user's body creating a rock armor. This armor is only about half an inch thick and gives an equivalent armor to leather armor.
Drawback:The armor only protects against physical based attacks. Limited by the tarot card sustainment table. Requires Seven of Pentacles to cast.
Mediocre
When activated this card will pull rocks and small debris from the surrounding area and stick it to the user's body creating a rock armor. This armor is only about an inch thick and gives an equivalent armor to plate armor.
Drawback: The armor only protects against physical based attacks. Limited by the tarot card sustainment table. Requires Seven of Pentacles to cast. Heavy.
Nine of Pentacles
Range:Melee Touch
Feeble
When activated this card lets the user touch an object and double its mass effectively doubling its weight. This spell will affect the first item the user touches that is not living and will increase the mass for ten posts.
Mediocre
When activated this card lets the user touch an object and triple its mass effectively tripling its weight. This spell will affect the first item the user touches that is not living and will increase the mass for ten posts
Drawback: Requires Nine of Pentacles to cast. Does not differentiate between friend and foe. At most three items can be increased in this manner.
Duration Chart: (Same Level)
Held by User:Fifteen Posts by User
Five Feet Away:Twelve Posts by Holder
Ten Feet Away:Eight Posts by Holder
Fifteen Feet Away:Four Posts by Holder
Duration Chart: (Level Below)
Held by User:Thirty Posts by User
Five Feet Away:Twenty-Four Posts by Holder
Ten Feet Away:Sixteen Posts by Holder
Fifteen Feet Away:Eight Posts by Holder
Ace of Swords
Green Horn
The user pulls out a tarot card that when activated conjures a basic long sword. The sword is mundane with no special abilities or powers. This sword can be used by anyone but the further it strays from the conjurer the harder it is to maintain. The sword is identical to the sword depicted on the card.
Feeble
Adds 10% armor piercing to the blade
Drawback: Limited duration dependent on the users magic. Only one tarot spell can be active per level of mage. Example: A feeble level mage can have two greenhorn cards active or only one feeble level card. Trauma to the sword or the conjurer can shatter the effect.
Mediocre
Range:Melee or 10 Yards
At Mediocre rank the Ace of Swords conjures a sword that has currents of wind rotating around it. It has the ability to slice through 20% of the opponent’s armor and with the expenditure of one feeble level spell can launch sharp crescent of air that inflicts slicing damage but does not ignore armor.
Drawback: Requires Ace of Swords to cast. The crescent of air does not distinguish between friend and foe and requires the slicing of the sword to activate. Limited by the tarot card sustainment table.
Two of Swords
Range:20 Yards(Mediocre)
Feeble
Range:Variable
The user pulls out a tarot card that when activated conjures two daggers. These daggers can be used by anyone but the further they stray from the user the more magic it takes to keep them conjured. These daggers are imbued with the power of air which lets the user penetrate 10% of the opponents armor.
Drawback: Duration is controlled by the tarot card sustainment table. Requires Two of Swords to use.
Mediocre
At Mediocre rank the Two of Swords conjures two daggers that has currents of wind rotating around it. It has the ability to slice through 20% of the opponent’s armor and if thrown can return to the users hand handle first.
Drawback: Requires Two of Swords to cast. The blade cannot return if restrained in any fashion. Limited by the tarot card sustainment table.
Three of Swords
Range:Melee Touch
Feeble
Range: Melee Touch
Durriken attaches the Three of Swords to a door of a room. For an area to be considered a room it must be entirely enclosed by walls and have a ceiling and be at most 150 ft2. Once place a magical circle encompasses the room before disappearing. Once the circle has disappeared, anyone of equal or lesser magical power to the user. (Equal or less experience) cannot listen in on any conversion uttered within that room until the spell ends.
Mediocre
Durriken attaches the Three of Swords to a door of a room. For an area to be considered a room it must be entirely enclosed by walls and have a ceiling and be at most 300 ft2. Once placed a magical circle encompasses the room before disappearing. Once the circle has disappeared, anyone of equal or lesser magical power to the user. (Equal or less experience) cannot listen in on any conversion uttered within that room until the spell ends.
Drawback: Affected by the tarot magic sustainment table. Requires Three of Swords to cast.
Four of Swords
Range:Melee Touch
Feeble
Durriken attaches the Four of Swords to a person mouth and until the spell is broken the person will be unable to talk. When placed a spell circle will emerge before going away leaving a black padlock on the back of the card. Once the spell is broken the card shreds away and magically appears back in the user’s tarot deck.
Drawback:Affected by the tarot magic sustainment table. The person afflicted by this card can spend one greenhorn spell’s worth of magical energy to weaken this cards duration by 3 posts of the caster. This can be done multiple times in one post and is known intrinsically by those being affected by the effect. Requires Four of Swords to cast.
Mediocre
Durriken attaches the Four of Swords to a person mouth and until the spell is broken the person will be unable to talk. When placed a spell circle will emerge before going away leaving a black padlock on the back of the card. Once the spell is broken the card shreds away and magically appears back in the user’s tarot deck.
Drawback: Requires Four of Swords to cast. Affected by the tarot card sustainment table. The person afflicted by this card can spend one Feeble spell’s worth of magical energy to weaken this cards duration by 3 posts of the caster. This can be done multiple times in one post and is known intrinsically by those being affected by the effect.
Five of Swords
Range:20 Yards(Feeble); 30 Yards(Mediocre)
Feeble
From the card a sphere of air about 1 foot in radius is launched. The wind is so compact it appears as if it is solid. There sphere cannot be controlled once hit directly by this card. If it collides with its target it will do concussive damage to the person hit by it. The orb moves at the speed of an average runner.
Drawback: Requires Five of Swords to cast.
Mediocre
From the card a sphere of air about 1 foot in radius is launched. It has a solid appearing core with rapid moving air around it. There sphere cannot be controlled once hit directly by this card. If it collides with its target it will do concussive damage due to the center solid part of air as well as slice the user with the sharp fast moving air swirling around the orb. The orb moves at the speed of an average runner.
Drawback: Requires Five of Swords to cast. Cannot be cast for two turns.
Six of Swords
Range:20 Yards(Feeble); 30 Yards(Mediocre)
Feeble
By placing the card to his throat Durriken activates the card. This card lets Durriken throw his voice 20 yards making it appear as if it is coming from someplace else.
Mediocre
By placing the card to his throat Durriken activates the card. This card as well as letting him throw his voice lets him mimic any voice he has heard in three separate threads.
Drawback: Requires Six of Swords to cast. Limited by the tarot card sustainment table.
Seven of Swords
Range:Melee Touch
Feeble
The card is thrown down on the ground at the user’s feet where it enlarges to a two feet by one foot size. Where it will then disappear and make the user’s feet glow and for wind to swirl around the feet. Until the spells termination the user can jump to a max height of 15’.
Drawback: The spell does not terminate inertial so the user can sustain injury if they land incorrectly. It also follows the Tarot Magic sustaining table and rule described in profile.
Mediocre
The card is thrown down on the ground at the user’s feet where it enlarges to a two feet by one foot size. Where it will then disappear and make the user’s feet glow and for wind to swirl around the feet. Until the spells termination the user can jump to a max height of 30’. On the fall back down it will reduce the inertial of the fall by 15’. Each time the user jumps a greenhorn level of magic is used.
Eight of Swords
Range:Melee Touch
Feeble
This card when placed on a person’s chest lets them float two feet off the ground but imparts no momentum so they will just float there unmoving unless an outside force acts on them causing them to drift lazily in the direction.
Drawback: Requires Eight of Swords to cast. Limited by the tarot card sustainment table. If the spell ends while in the air the user will just fall. Counts as a mediocre spell for the sustainment table.
Mediocre
This card when placed on a person’s chest lets them fly at a maximum height of 8 feet at the speed of a normal person’s walk.
Drawback: Requires Eight of Swords to cast. Limited by the tarot card sustainment table. If the spell ends while in the air the user will just fall. Counts as an intermediate spell for the sustainment table
Nine of Swords
Range:30 Yards
Mediocre
Description:When thrown the card will spin rapidly causing a vortex to appear below it. The vortex is eight feet high and two feet wide at its widest point. This vortex will move in a straight path and give large cuts to anyone it passes through ignoring 20% of their armor. After one post the vortex will vanish and the card will return to Durriken’s deck.
Drawback: Requires Nine of Swords to cast. Takes two turns to return to Durriken’s deck.
Ten of Swords
Range:20 Yards(Feeble); 30 Yards(Mediocre)
Feeble
Durriken holds up the card and 10 large swords fly from the card in a straight path in a 4 ft2 square spread. These swords are mundane in nature and vanish once they hit the ground or a target. At 10 feet the sword will penetrate 1 foot into flesh unless it hits bone or armor.
Mediocre
Durriken holds up the card and 10 large swords fly from the card in a straight path in a 9 ft2 square spread. These swords are mundane in nature and vanish once they hit the ground or a target. At 15 feet the sword will penetrate 1 foot into flesh unless it hits bone or armor.
Drawback: Requires Ten of Swords to cast. Cannot be cast for 3 turns after using.
Page of Sword
Range:Melee Touch
Mediocre
Empowers a weapon or non-air magic spell with the power of air. If a weapon is imbued with air it gains the ability to ignore 15% of the target’s armor. If a projectile spell is imbued with air it will move 15% faster. Any other spell will have the properties of if an air aligned mage cast it.
Drawback:Requires Page of Swords to cast. Limited by the tarot card sustainment table. Only one person’s magic or one weapon can be enhanced at a time.
Knight of Swords
Range:Melee Touch
Mediocre
By simultaneously reducing the friction around the feet and propelling the user with the power of wind the user can move 10 feet in nearly a second .
Drawback: Requires Knight of Swords to cast. Can only be used once a post for a total of three times in a thread. Can only be used in a linear direction, however the user can move multiple times in one post if in total the distance traversed does not exceed the 10 meter limit.
Queen of Swords
Range:4 Foot Radius Sphere
Mediocre
Once activated the card creates a shimmering sphere around a person that will reflect one feeble level air aligned spell. If the spell was a projectile it will deflect according to geometry. If it is a sustained spell the user is immune to the spell for half of the normal duration of the spell.
Drawback: Requires Queen of Swords to cast. Limited by the tarot card sustainment table. When active no other air spells can be cast or else it will be reflected infinitely within the sphere until the sphere lets it out.
King of Swords
Mediocre
This card lets the user control the air and wind around them in a 30 yard radius. This can cause strong gusts if no active wind was originally present or enhance and control the current winds.
Drawback: Requires King of Swords to cast. Limited by the tarot card sustainment table. If another mage’s magic is affecting the wind this card has no affect. The properties of the air cannot be affected. Ex: Can’t remove the air from a person’s lungs or remove the oxygen from the air around a person.
Ace of Wands
Green Horn
The user pulls out a tarot card that when activated conjures a basic long staff. The staff is mundane with no special abilities or powers. This staff can be used by anyone but the further it strays from the conjurer the harder it is to maintain. The staff is identical to the staff depicted on the card.
Drawback: Limited duration dependent on the users magic. Only one tarot spell can be active per level of mage. Example: A feeble level mage can have two greenhorn cards active or only one feeble level card. Trauma to the sword or the conjurer can shatter the effect.
Feeble
Summons his original staff but it is now immune to the affects of fire. It is able to burn but will not be consumed by the flames.
Mediocre
Summons his original staff which is immune to the affects of fire and with the expenditure of a feeble level amount of power will ignite on the tips with a feeble level flame that does fire damage if striking.
Drawback:Requires Ace of Wands to cast. Limited to the tarot card sustainment table. The fire does not distinguish between friend and foe.
Two of Wands
Range:Melee Touch
Feeble
When the card is activated no magical circle is created though a small burn mark is placed on the ground at the original place of casting. This burn mark indicated the casting was successful. Until the affect ends one person is able to walk without causing any sounds from their footsteps.
Mediocre
When the card is activated no magical circle is created though a small burn mark is placed on the ground at the original place of casting. This burn mark indicated the casting was successful. Until the affect ends the user and one ally is able to walk without causing any sounds from his footsteps.
Drawback: Requires Two of Wands to cast. Limited by the tarot card sustainment table.
Three of Wands
Range:Melee Touch
Feeble
Once placed on a person if not detected and removed will track the user’s location up to 0.5km away. It is done so by giving the user an intrinsic notion on the direction to go but not how far away they are.
Mediocre
Once placed on a person if not detected and removed will track the user’s location up to 1 km away. It is done so by giving the user an intrinsic notion on the direction to go but not how far away they are.
Drawback: Requires Three of Wands to cast. Limited by 2x the normal tarot sustainment table.
Four of Wands
Range:10 Feet(Feeble);20 Feet(Mediocre)
Feeble/Mediocre
From the card black smoke will emerge at a high rate of speed. After one post the entire spherical radius will be filled with the magical smoke. This smoke does not limit breathing but does limit sight limiting it to only 3 feet in front of anyone including the user.
Drawback: Requires Four of Wands to cast. Limited by the tarot card sustainment table.
Five of Wands
Range:20 Yards(Feeble);30 Yards(Mediocre)
Feeble/Mediocre
The user holds up the Five of Wands card and from the card a fireball 15cm in diameter appears and is launched in a straight line at the speed of a normal person can run at. The fireball is orange-red in appearance.
Drawback: Cannot be controlled once launched. Requires Five of Wands to launch.
Six of Wands
Range:10 Yards
Medciore
Durriken holds up the card in front of him and like a Mario fire flower flames spew from the cards. The further away from the card the weaker the flames are before becoming harmless after 10 yards.
Drawback: Requires Six of Wands to cast. Can only be sustained for three posts before three posts need to be waited for the card to regain its energy.
Seven of Wands
Range:Melee Touch
Feeble
This card once activated and placed on a person will grant them immunity to non-magical fire. This will give them a soft red glow to signify the affect until the spell ends.
Mediocre
This card once activated and placed on a person will grant them and the user immunity to non-magical fire. This will give them a soft red glow to signify the affect until the spell ends.
Drawback: Requires Seven of Wands to cast. Limited to the tarot card sustainment table.
Eight of Wands
Range:30 Yards
Mediocre
This card can be used in two ways. Right before activation is can stiffen allowing it to be thrown or it can stealthily slipped into someone’s possession before being set off. This card can be activated at any distance and after four seconds will explode.
Drawback:Requires Eight of Wands to cast. Takes three posts for the card to magically reappear in the user’s tarot deck.
Nine of Wands
Range:30 Yards
Mediocre
This card can be activated at a distance. Once activated on the next post the field will darkness and storm clouds approach, the post after that thunder and small flashes of lighting will appear in the sky and finally on the third post a lightning bolt will come down the location of the card if nothing is blocking it’s path.
Drawback: Requires Nine of Wands to cast. Once the lightning has struck it takes five posts for the sky to clear and become able to be affected once more
Ten of Wands
Range:15 Yard Radius half sphere
Mediocre
The user places the card in front of their eyes shielding them from the affect. The card will slowly darkness drawing in the light around it creating a visible shadow around the user before brilliantly brightening to a brightness greater then a picture flash for a duration of five seconds blinding anyone who looks directly upon him for two of the looker’s posts.
Drawback: Requires Ten of Wands to cast. Does not distinguish between friend and foe. Can be avoided by not looking of wearing sunglasses.
Page of Wands
Range:Melee Touch
Mediocre
Empowers a weapon or non-fire magic spell with the power of fire. Anything imbued with fire gains the ability to ignite anything it hits with a feeble level fire and have it counted as having the mage type of fire.
Drawback: Requires Page of Wands to cast. Limited by the tarot card sustainment table. Only one person’s magic or one weapon can be enhanced at a time.
Knight of Wands
Range:Melee Touch
Feeble
A red spectral horse emerges from the card, runs for a short distance and turns around running through the user. Once the horse runs through the user, his feet will glow with a soft orange and black glow. As long as their feet are glowing, the user can walk upon lava and only lava with impunity.
Mediocre
A red spectral horse emerges from the card, runs for a short distance and turns around running through the user and one ally. Once the horse runs through the person, their feet will glow with a soft orange and black glow. As long as their feet are glowing, the person can walk upon lava and only lava with impunity.
Drawback: Effected by the Tarot Magic sustainment table. Requires the Knight of Wands to cast.
Queen of Wands
Range:4 Feet Radius sphere
Mediocre
Once activated the card creates a red tinted transparent sphere around a person that will reflect one feeble level fire aligned spell. If the spell was a projectile, it will deflect according to geometry. If it is a sustained spell the user is immune to the spell for half of the normal duration of the spell.
Drawback: Requires Queen of Wands to cast. Limited by the tarot card sustainment table. When active no other fire spells can be cast or else it will be reflected infinitely within the sphere until the sphere lets it out.
King of Wands
Range:30 Yards
Mediocre
This card lets the user control the natural fire around them in a 30 yard radius. The user can move the fire around but cannot strengthen or enhance it.
Drawback: Requires King of Wandss to cast. Limited by the tarot card sustainment table. If another mage’s magic is affecting the fire this card has no affect. The properties of the fire cannot be affected such as its temperature.
Ace of Cups
Green Horn
The user pulls out a tarot card that when activated conjures a golden cup. The cup is mundane with no special abilities or powers. This cup can be used by anyone but the further it strays from the conjurer the harder it is to maintain. The cup is identical to the cup depicted on the card
Drawback: Limited duration dependent on the users magic. Only one tarot spell can be active per level of mage. Example: A feeble level mage can have two greenhorn cards active or only one feeble level card. Trauma to the sword or the conjurer can shatter the effect
Six of Cups
Range:Melee Touch
Feeble
The user places the card in his hand and places it against the wound on another person. If the wound was created by a Feeble or lower ability the wound will heal.
Drawback: Requires Six of Cups to use. If the wound is healed in one post it has a five post cooldown. If the user chooses to have the wound heal over 3 posts for a feeble and 2 posts for a greenhorn there is no cooldown.
Ace of Pentacles
Green Horn
The user pulls out a tarot card that when activated conjures a basic round shield. The shield is mundane with no special abilities or powers but will reduce any physical attacks struck upon the shield by 50%. This shield can be used by anyone but the further it strays from the conjurer the harder it is to maintain. The shield is identical to the shield depicted on the card.
Drawback: Limited duration dependent on the users magic. Only one tarot spell can be active per level of mage. Example: A feeble level mage can have two greenhorn cards active or only one feeble level card. Trauma to the shield or the conjurer can shatter the effect.
Feeble
The force of Earth imbues the shield with increased defensive powers increasing its ability to resist physical attacks that strike upon its surface to 70% up from 50% The shield is a round shield with a diameter of two feet made out of wood with a large pentagram inscribed on its surface. The shield will shatter if hit by a mediocre or higher level ability or if hit by three feeble level melee abilities.
Drawback:Requires Ace of Pentacles to cast and limited by the tarot card sustainment table. Must actually hit the shield to have any effect and the shield must be held. Cannot protect against anything elemental/magical.
Medicore
The force of Earth imbues the shield with increased defensive powers increasing its ability to resist physical attacks that strike upon its surface to 75% up from 70% The shield is a round shield with a diameter of two feet made out of wood with a large pentagram inscribed on its surface. By expending a feeble amount of magical power the user can incase the shield in a thin layer of rock that reduces the next magical spell that strike upon the shield by 25%. The shield will shatter if hit by a intermediate or higher level ability or if hit by three mediocre level melee abilities.
Drawback: Requires Ace of Pentacles to cast and limited by the tarot card sustainment table. Must actually hit the shield to have any effect and the shield must be held. Unless encased in rock this shield cannot protect against anything elemental/magical.
Two of Pentacles
Range:2 Foot Radius from user
Feeble/Medicore
When activated this card will create a dim brown shield around the user that can absorb the power of one spell of lower rank. The shield will shimmer and crack into pieces when struck by the spell and if it was high enough it will shatter violently and continue through.
Drawback:Requires Two of Pentacles to cast and limited by the tarot card sustainment table.
Four of Pentacles
Range:10 Yards (Feeble);20 Yards (Mediocre)
Feeble
When activated the card will stiffen so it can be thrown. Once activated the user has two turns to place it contact with the ground. On the second turn a bright light will flash in the shape of a pentagram and a perfectly cylindrical hole will appear. This hole will be five feet in diameter and ten feet deep.
Mediocre
When activated the card will stiffen so it can be thrown. Once activated the user has two turns to place it contact with the ground. On the second turn a bright light will flash in the shape of a pentagram and a perfectly cylindrical hole will appear. This hole will be eight feet in diameter and fifteen feet deep.
Drawback: Requires Four of Pentacles to cast. Does not differentiate between friend and foe. Takes one post after the hole appears to return to the user's tarot deck.
Five of Pentacles
Range:20 Yards (Feeble);30 Yards (Mediocre)
Feeble
The user holds up the Five of Pentacles card and from the card a rock 15cm in diameter appears and is launched in a straight line at the speed of a normal person can run at.
Mediocre
The user holds up the Five of Pentacles card and from the card a rock 15cm in diameter appears and is launched in a straight line at 1.5x the speed of a normal person can run at.
Drawback:Cannot be controlled once launched by the card. Requires Five of Pentacles to cast. Does not differentiate between friend or foe.
Six of Pentacles
Range:20 Yards
Mediocre
When the card is placed on the ground and activated the earth will begin to shake and rumble violently in an earthquake knocking those unaware to the ground as well as knocking lose or possibility destroying anything not strapped down or already weakened. Does damage equivalent to a 5.0 richter earthquake to the affected area.
Drawback:Requires Six of Pentacles to cast. Only lasts one post cycle. Does not differentiate between friend, foe, or user.
Seven of Pentacles
Range:Armor
Feeble
When activated this card will pull rocks and small debris from the surrounding area and stick it to the user's body creating a rock armor. This armor is only about half an inch thick and gives an equivalent armor to leather armor.
Drawback:The armor only protects against physical based attacks. Limited by the tarot card sustainment table. Requires Seven of Pentacles to cast.
Mediocre
When activated this card will pull rocks and small debris from the surrounding area and stick it to the user's body creating a rock armor. This armor is only about an inch thick and gives an equivalent armor to plate armor.
Drawback: The armor only protects against physical based attacks. Limited by the tarot card sustainment table. Requires Seven of Pentacles to cast. Heavy.
Nine of Pentacles
Range:Melee Touch
Feeble
When activated this card lets the user touch an object and double its mass effectively doubling its weight. This spell will affect the first item the user touches that is not living and will increase the mass for ten posts.
Mediocre
When activated this card lets the user touch an object and triple its mass effectively tripling its weight. This spell will affect the first item the user touches that is not living and will increase the mass for ten posts
Drawback: Requires Nine of Pentacles to cast. Does not differentiate between friend and foe. At most three items can be increased in this manner.
Duration Chart: (Same Level)
Held by User:Fifteen Posts by User
Five Feet Away:Twelve Posts by Holder
Ten Feet Away:Eight Posts by Holder
Fifteen Feet Away:Four Posts by Holder
Duration Chart: (Level Below)
Held by User:Thirty Posts by User
Five Feet Away:Twenty-Four Posts by Holder
Ten Feet Away:Sixteen Posts by Holder
Fifteen Feet Away:Eight Posts by Holder