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Talisman Types Pt.1

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These are the type of Talismans that go to Spell Gauntlets along with a explanation of each and what it looks like. I'll upload some spells for each type too but that will be later.

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These Spell Talismans are the source of spells for Trainers. These Talismans are divided into 14 categories. Each type has its strengths and weaknesses. All Talismans work off of the Chakra supply of their users. Common talismans are of lower level spells and use relatively low amount of Chakra but the rarer a talisman is then most likely the higher its spell level is and the more Chakra it will consume when used. These talismans have no set number on how many were made and new ones can be made via a mage that knows the art.

Fire - This type of Talisman runs off of the third Chakra source. Fire type spells mostly consist of the offensive variety but they have some spells that protect to some extent. Common Fire talismans consist of basic Fireballs that most starting trainers have but rarer and higher level spells command highly destructive power that should only be handled by a experienced trainer.

Water – Running off of the second Chakra source, Water spells are among the most varied of the spells. Water types can take up healing, offensive, and defensive plus most of the time it can take on two roles at once making it very versatile.

Wind – Powered by the fourth Chakra, Wind has mostly defensive type spells. Calling forth the winds to blow back enemies to get distance, these types of talismans are used a lot by long ranged trainers. The few offensive spells this talisman type posses are truly devastating and are of the highest level. One notable spell in this category allows the user to fly.

Ground – Powered by the first Chakra, Ground is the single best defensive type of them all. Able to repel all but the strongest of attacks, it is the ultimate shield. However in exchange for this their offensive abilities lack power to be a real contender.

Dark – Powered by the fifth and seventh Chakra, Dark is higher level type that takes more Chakra to initiate than the others. In addition most spells are of a high level that uses even more Chakra. Dark types spell focus almost exclusively on Offense and boosting the abilities of a target. Prolonged use makes users’ judgment become clouded by negative thoughts. The longer the usage of these spells the more severe the thoughts and resulting actions.

Psychic – At first these powers were only available to psychics, the Magi of old have manage to create spells that replicate these powers to an extent. This type is powered by the fifth, sixth, and seventh Chakra and all spells are high levels. Mental warfare is the focus of psychic type talismans but there are some spells that are purely offensive. However to those that aren’t natural psychics, prolonged use causes severe headaches.

Ghost – One of the most powerful and dangerous type of spells, Ghost type spells call upon powers of the underworld. This type is powered by all seven Chakras and if misused can backfired severely upon the user. The spells uses range from simple intangibility to inflicting curses on others and even dragging the target to the underworld. Not many of these talismans were made and most are forbidden to even use. Backfires of these spells can range from simple pains to instant death.

Dragon – Powered by the third and seventh Chakra, Dragon type spells can be either extreme helpful or extremely lack luster. Though this type calls upon the power of the mighty dragons of the world, all that can be used are the ability boosting powers of their spirit. However this is changing as some offensive spells are being made. The price for these emerging spells however is that the users themselves become increasingly more dragon-like until finally they turn into a dragon Pokémon themselves. This transformation is temporary at first but it soon lasts longer and longer until it becomes permanent.

Shadow – The second of the most powerful and dangerous types of spells. Like the Ghost type, Shadow type spells are powered by all seven Chakras but unlike the Ghost type Shadow spells always cause the user pain when used. Shadow spells are the most powerful offensive spells ever known and they use up a lot of Chakra for it. Though they aren’t forbidden to use, it is highly advised to not use them for they can kill the user.

Ice – A more refined variation of Water types. Ice is powered by the second Chakra. Ice sacrifices Water’s healing capabilities to raise its offensive and defensive capabilities. Ice is more rigid and a little less versatile than Water but it can cause more damage and a shatter defense that was built with ice can quickly turn to a deadly offensive.

Normal – The third of the most powerful spells, these spells are powered by all seven Chakras. Normal type spells don’t give anything in terms offense of defense in ordinary fashions. Instead these spells strengthen and otherwise change the user’s body giving it strength, speed, ect. Some of the most powerful and rare spells are the Metamorph and Break Limit spells which respectively allows the user to transform into and from a Pokemon or to gain Chakra/abilities far beyond that of normal capabilities.

Grass – Powered by the first and second Chakras, Grass types spells have almost no offensive capabilities and its defense is very lack luster. However it makes up for this by boasting the best healing spells around. Most starting trainers get a healing Grass type spell to ensure their Pokémon stays up and fighting.

Electric - A variation of Wind spells, Electric spells are all about offense. Powered by the fourth Chakra, Electric spells can be very dangerous is misused. Proper aim is needed with these spells as once they are initiated they cannot be controlled in its direction. Most spells of Electric are very high in level and are mostly hard to come by.

Augmentation – In right or wrong hands these types of Talismans can be the most powerful things to ever be conceived. These Talismans are not powered by any Chakra however they do allow for two or more spells to be combined into a new spell. These new spells carry all the power they had as two separate spells and even added effects but on the downside these new spells require all of the Chakra that the component spells did plus some more. Combining spells is not the only thing that Augmentation Talismans can do. Some can change properties of spells such as a Plus Effect type which can add a Grass attribute to a Fire attribute spell or even a Wide Effect type which can turn a single target spell into a spell that hits everything in the area. Normal Augmentation talismans are fairly easy to come by but the others are extremely rare.
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Comments13
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ale96's avatar
pretty neat, like the idea... really original and imagination.
:)