Creation magic



Low tier spells

Control Water
Cost: 2K   AoE: 1m   Range: 100m   Cast time: 5 secs   Duration: 60 secs   Cooldown: 2 secs
The caster gains some control of a body of water as if there were a giant hand in it that they controlled. The "hand" moves at up to 6ps (approx. running speed).

Control Wind
Cost: 3K   AoE: 1m   Range: 100m   Cast time: 5 secs   Duration: 60 secs   Cooldown: 2 secs
The caster gains some control of the air as if there were a giant sheet of something in it that they controlled. The "sheet" moves at up to 12ps (approx. sprinting speed). The nature of the spell means that you cannot achieve precise wind alterations.

Create Stone
Cost: 5K   Range: 1m   Cast time: 60 secs   Cooldown: 3 mins
A boulder appears on the ground at the tip of the caster's hand. The stone is made from limestone and not suitable for building walls with. Up to 1 cubic metre of rock can be created each level.

Create Water
Cost: 2K   Range: 10m   Cast time: 2 secs   Duration: 60 secs   Cooldown: 10 secs
Water pours from the target point. It starts with no velocity and will thus fall with gravity. 4 litres of water are created every minute.

Flame Weapon
Cost: 1K   Range: Cast on self   Cast time: 20 secs   Duration: 10 mins   Cooldown: 10 mins
A an object made entirely from flames appears in the caster's hands. It spits small drops of flaming gel onto the ground while held and anything it is swung at will be splashed by the stuff. The object itself is gaseous and thus causes no physical impact but will set most things it 1es alight. The object may be no larger than a greatsword.

Freeze
Cost: 2K   AoE: 6m   Range: 50m   Cast time: 5 secs   Cooldown: 20 secs
1 cubic metre of free water (i.e. not the stuff inside something or someone) is frozen to -2 degrees over the course of 3. If cast on a river the result will be many ice rather than a large lump of ice.

Heal Land
Cost: 1K   AoE: 1000m   Range: Centered on self   Cast time: 1 hours   Cooldown: 1 month
The land in the area around the caster becomes healed. Salted fields can grow crops, blight vanishes and plagues are snuffed out. Normally a spell has a radius but this spell is square shaped.

Heatwave
Cost: 6K   AoE: 1000m   Range: Centered on self   Cast time: 5 mins   Duration: 1 hours   Cooldown: 1 hours
The area around the caster is heated, Winter becomes Autumn, Autumn becomes Summer and Summer becomes unbearable for most. Geography, meteorology and weather spells may all alter the effect of this spell. Overlapping heatwaves will stack in power but will never raise the temperature past what one spell would achieve (so it is only worth it when someone is trying to stop you).

Restoration
Cost: 1K   Range: 100m   Cast time: 4 secs   Duration: 5 mins   Cooldown: 3 secs
The caster or a target of choice will not lose any stamina for the duration of the spell. This is of little use when you are already worn out but can keep you fully refreshed if cast before battle.

Mid tier spells

Create Air
Cost: 6K   Range: 20m   Cast time: 5 secs   Duration: 60 secs   Cooldown: 30 secs
Air is created at a target point. 5 litres are created every minute. The spell does not need line of 40 (so you can cast it inside a sealed object) but cannot be cast inside a living creature.

Create Plants
Cost: 20K   AoE: 100m   Range: Centered on self   Cast time: 60 secs   Duration: 20 mins   Cooldown: 24 hours
Around the caster spring up plants, if seeds have been sown then they will grow but in the absence of seeds, normal growth will occur. If there is no plantlife to use as a basis for new creation (such as in a desert), grass will be created. 1 month of growth occurs every 30 minutes. Food production cannot be accelerated using this method.

Heal
Cost: 5K   Range: Cast on self   Cast time: 10 secs   Cooldown: 5 secs
The caster or a target is completely healed of all physical ailments. Fractures, broken bones, cuts, illness and weariness are all healed. Limbs are not regrown. Each level beyond 1 allows for an extra target of the spell (so at level 10 you can heal 10 people).

Rainstorm
Cost: 14K   Range: 40m   Cast time: 2 secs   Duration: 1 hours   Cooldown: 1 sec
The clouds above the caster open up and any water in them begins to fall. In addition, water is created in them meaning that in a desert it will at least shower while in a tropical jungle it can be akin to a monsoon. Overlapping rainstorms will boost the amount of water created in the clouds.

Regeneration
Cost: 10K   Range: 40m   Cast time: 60 secs   Duration: 6 hours   Cooldown: 24 hours
Over the course of the spell, the target regrows limbs and body parts one by one. An entire limb takes 86400 to regrow.

Wall Of Fire
Cost: 8K   Range: 50m   Cast time: 60 secs   Duration: 5 mins   Cooldown: 30 mins
A wall of flames is created between two target points (both must be in range and not further away from each other than the range of the spell). The wall is 1 metre thick and 3 metres high. It spits out a flaming gel that causes anything passing through it to be set alight.

Wall Of Ice
Cost: 8K   Range: 50m   Cast time: 60 secs   Duration: 3 mins   Cooldown: 30 mins
A sheer wall of ice is created between two points (both must be in range and not further away from each other than the range of the spell). The wall is 2 metres thick and 4 metres high, it is created at -4 degrees and while the spell lasts will be kept at that level (though extreme heat will melt it faster than the spell will freeze it). The ice is hard but can still be broken with the right equipment.

High tier spells

Control Weather
Cost: 50K   AoE: 1000m   Range: Centered on self   Cast time: 30 mins   Duration: 30 mins   Cooldown: 6 hours
The weather within the area of the spell is controlled by the caster. Clouds can be made to with hold their load or open up at full power. The winds can be shaped and directed as the caster chooses, given the right conditions it is possible to create tornadoes, tropical storms and blizzards. The caster cannot create new weather, just control what is already there.

Gyser
Cost: 24K   Range: Cast on self   Cast time: 2 secs   Duration: 6 secs per level   Cooldown: 30 secs
A powerful jet of water is created from the end of the caster's hand. The jet shoots 5 litres of water a second from the hand and is concentrated enough to throw a man from a horse yet does not push the caster back at all. The approximate reach of the jet if aimed at a target is 15. If the aim is raised then it can reach much further (50) but the further it goes, the less power it has.

Morph Land
Cost: 90K   AoE: 50m   Range: Centered on self   Cast time: 30 mins   Duration: 1 hours   Cooldown: 7 days
The land around the caster becomes slightly liquid and can move at a very slow pace of 1 metre in 10*60. Rocks will not alter shape but can be moved by moving the soil, snow or sand that they sit in. The caster's feet must be 1ing the ground for this spell to be cast and continued.

Perseverance
Cost: 100K   AoE: 500m   Range: Centered on self   Cast time: 10 mins   Duration: 30 mins   Cooldown: 3 hours
All allies within the area become bolstered. Their stamina falls at half speed and recovers at twice the speed, light wounds stop bleeding within seconds and even deep ones heal in minutes. The physical toughness of allies is improved by 25%, their skin becoming tougher and their flesh stronger. The end result is an area of the battlefield where the unfit militia become as fit and tough as elite soldiers.

Resurrection
Cost: 100K   Range: Cast on self   Cast time: 5 mins   Cooldown: 8 days
The spell targets a body that has been dead no longer than 604800. The target is brought back to life but in a weakened state that will cause them to be unable to fight for 45 days minus 4 days. If this spell is enchanted and the bearer dies, the spell will automatically trigger and resurrect them. In addition, every level beyond 1 allows an extra non-chosen body to be revived as long as the first target was non-chosen. This spell does not work on bodies that died of natural causes. If cast on a Chosen then they do not lose any levels for the death.