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Grimoire is for the gaining Spells that you learn as you do quests and so that you may level up.

How to gain spells and level up

How gain more spells in each Magic Ability:

You will need to use 2 of the previous Spells each 3 times then you may gain the next Spell.
Apply to me for new Spell.

How to gain a new Ability:
You will need to have used all of your Level spells 3 times in one Ability.
Apply to me for new Ability.

How to advance to a new Title/Level:
You will need to have used all of the spells in the previous level at least 3 times.
Apply to me for new Title.

If you keep accurate records, I can check faster and get your new Spell, Ability or Title faster.

Here is the way I keep track of my Spells:
Spell Type:
Spell itself:
What Spell is used:
1. For: Battle, Chore, Practice Battle
Date:
2. For: Battle, Chore, Practice Battle
Date:
3. For: Battle, Chore, Practice Battle
Date:

Once you have used that Spell 3 times, there is no need to record it again.
Name: Wizard Jacques Stephanwolfe
Age: 29
Gender: male
Position and Starting Money: Wizard- 1100 Gold

Personal Belongings:

1 Quest Start Up Kit…………… 275 pounds on Pack Horse
Upgrade ………………………….170 Gold
3 Heavy Duty Horses
Cost 50 Gold Upgrade for 2 horses= 100 Gold
Cost 50 Gold for Horse Gear=……….50 Gold
Total…………………………….……150 Gold
3rd Heavy Duty Horse and tack are paid for by the Guild.
6 Boxes of Food……………………..4 Gold
1 Box in the backpack………………………………………..5 pounds
5 Boxes on the horse………………………………………..15 pounds
10 Weapons-
2 Crossbow-……………………………… 1 & 1
4 Quiver of 12 Arrows……………………1 & 3
2 Pair of Knives…………………………...1 & 1
1 Rifle Kit…………………………………1
1 Sword Cane……………………………..1


Abilities:


Primary: Earth Magic
Secondary: Water Magic
3rd: Mental/Mind Control Magic



Your Weapons:

2 Crossbow
4 Quiver of 12 Arrows
2 Pair of Knives
1 Rifle Kit
1 Sword Cane


Starting Abilities

Wizard/Wizardess
May instruct up to 3 Apprentices. May Have Adventurer as an assistant.
Basic Core Elements

Air/Wind Magic

1. Make a small breeze
2. Gusts- short blast of wind that lasts 30-40 seconds
3. Blasts of wind – can last up to 10 to20 minutes depending on experience and stamina
4. Create and manipulate wind currents
5. Make a sturdy wind- lasting for up to an hour depending on experience
6. Whirlwind-rapid and spinning wind that can slice through objects when combined with swords or a secondary element (small tornado)
7. Force blast- sudden blast of strong wind
8. Tornado- large funnel type of wind that can pick up or spew objects or creatures

Earth Magic

1. Trembling- Make ground tremble
2. Rising 1-Make ground rise up into a mole hill
3. Rising 2-Make ground rise up into a hill
4. Shaking- Make pebbles move
5. Shaking- Make Rocks move
6. Rising 3-Make ground rise up into a mountain
7. Able to near instantly grow small amount of crops from seed to maturity.
8. Rock slide/Avalanche
9. Crushing- Crush to sand, turn the earth around you into sand

Fire/Heat Magic

1. Make a spark
2. Small flame
3. Heat something up
4. Fire balls
5. Heat wave- waves of a heat forced towards an object or creature
6. Flame throwing- a sturdy stream of fire
7. Fire Blast- a fast stream of fire aimed at an object or creature
8. Flame wall – a wall of fire that surrounds a person or object

Water Magic

1. Make water move without touching
2. Pull water out of air
3. Water Spout- a small water devil
4. Throw a stream of water
5. Misting/Fog- the creating of a thin fog (mist) to a thick can’t see through water shield (fog)
6. Whirl pool- swirling water that pulls objects or creatures down into the water
7. Tidal wave- a wave of water aimed at an object or creature


Inside of the Body Magick

Mental/Mind Control Magic

1. Mind bonding – a close bond with a specific creature
2. Telepathy – Ability to speak mind to mind
3. Telekinesis- ability to move objects or bend objects
4. Teleport to known/previously been to places
5. Levitation- the ability to float
6. Empathic- able to experience the feelings or sensations of another creature
7. Influence - weak mind control, persuasion at its best
8. Illusion- make a creature see something that is not there
9. Shape shifting- assume the shape and habits of an animal
10. Assurance- make another person feel like he/she can do something
11. Charm/charisma- the rare ability to make someone want to do something

Sound

1. Ventriloquist- able to throw voice to various locations
2. Mimic- able to hear a sound/voice and be able to reproduce the sound/voice exactly
3. Metal sound- makes high pitched squeal
4. Sonic vibration- Sound waves that can be felt
5. Muffle – creates silence within shadows and darker areas


Extra Abilities

Add 4 More Ability Set in addition to the first 6 Core Abilities.
1.
2.
3.
4.

Moderators: Other Characters (played anonymously) TheCreator7