literature

Statice Spells Part 5

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Statice Spells 41-50

41. Trigger Spell: A situational spell designed for specific activation of other spells. Statice uses this spell to inhibit the release of other spells unless certain conditions are met. For example, a trigger spell on Statice’s house will activate Hammerspace when Statice leaves his castle to prevent anypony from stealing from him. When Statice comes back to his house, the spell will activate again and force Statice’s belongings out of Hammerspace.

42. Mine Spell: An explosive battle spell designed for surprise attacks. Statice will focus his magic at a certain point and will then release it in a burst, similar to transportation but without him transporting himself to his location. The magic mines can be used either on air or underground.

43. Blast-port-at-ion Spell: A fusion of a magic blast and a teleportation spell. Statice will throw a magic blast close to his opponents without hitting them. The opponents will fall into a false sense of security at Statice’s mistake. Unknown to them, Statice will use the residual magic of his blast to teleport himself close to the site of the blast to attack them from a closer distance.

44. Tele-blast-at-ion Spell: Another fusion of a magic blast and a teleportation spell. Statice will throw a magic blast at the same time that he is doing a teleportation spell. This will result in the blast being teleported instead of Statice himself, allowing him to attack his opponent from a surprise angle.

45. Sound Buffer Spell: A stealth spell designed to remove sound from any undesired source. Statice mainly uses this on himself, more specifically on his hooves and mouth to prevent anypony from discovering him. Sadly, the control for this spell is so delicate that he cannot use another spell while is using this one.

46. Magic Reclaiming Spell: A recharging spell designed to allow Statice to recover any magic that he spent on previous spells. Statice will sense and absorb any residual magic that remains in the environment after he used his spells, allowing him to slightly recharge his magic reserves.

47. Earth Prison Spell: An earth elemental spell designed to restrain Statice’s enemies. Statice will focus his magic to control the density of the earth under his opponents’ feet. He will then lift the earth and solidify it in such a way that his enemies are unable to escape.

48. Dark Lightning Spell: A lightning elemental spell that is amplified by dark magic. Statice uses his natural affinity with lightning magic when using dark magic to result in a painful lightning attack.

49. Force Redirection Spell: A combination of force field and Warp designed to redirect magical attacks directed at Statice. The spell works by swirling magic around Statice, creating a field that will redirect any attack directed towards him. Statice uses this defensive spell when facing any force destructive enough to shatter his shield.

50. Blunting Spell: A spell designed to create a smooth edge around sharp objects, rendering them blunt. The spell is designed to prevent enemies armed with blades from injuring Statice.
This is the fifth part of Statice's spells.
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