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Post by Crowco Cooper on Jul 7, 2016 11:49:43 GMT
Codex entry - MagicAaah, magic. Some things you should know about it. For a full explanation of the spellcasting mechanic, click this link: (not made yet, be patient you fuck) AP: Magic ignores armour penetration value. This is due to the fact that magic is, in essence, not completely bound by physicality. Recharge: By spending a full round charging and not moving/attacking you can recharge a single spell slot. The level of the recharged spell slots depends on SAU. Range: Much like weapons, certain spells have effective ranges. A spell will miss if a target is beyond its effective range. The range of a spell, just like that of a weapon, should be easy to figure out from its description. If not, ask staff for clarification. SP: To gain spells, one has to spend Spell Points. These are gained per level, depending in amount on your INT level. The amount of SP needed to buy a spell is equal to the spell's LVL. Elementalism vs allignment: All characters have a pre-set elemental disposition. This means that they are born with a specific element, which binds their magic down to three schools of magic. For example, someone born with the 'darkness' element will be restricted to the magic schools of darkness elementalism, illusionism, and necromancy. Elemental magic is always available, but depending on a character's moral actions during RP, only one of the two later schools becomes available. Show good moral fortitude (depending on your elemental god's opinion on ethics) and you are granted access to the holy school. Show evil morallity, and the pathway of the unholy magic type opens up. Characters can start with any element, but not with an allignment. This has to be earned through your actions. There are high-level perks that grant access to multiple elements, as well as a medical condition that allows your character to start out with two elements rather than one. See the perks and trivia codexes repsecitvely for more information on this. A concise list of elements and their allignments can be found in the elements codex. Spell slot level - Using a spell slot levelled higher than the level of the actual spell will increase the strength of the spell. There aren't many spells that level past 10, yet one can have incredibly high levels. Theoretically, you could have a level 100 spell slot. Firing a simple level 1 projectile spell with that slot would be enough to destroy a city. Upcasting - Casters can, as noted above, push their spells beyond their limits by using higher level slots. The demand for energy however increases by every scale. That meaning that when an upcast is done, the cost for additional upscales doubles. Every upscale doubles the effects of the spell including both benefit and possible negative effects. Example: One wants to perform a +3 upcast of a level 2 spell. Step by step it increases as such; +1 LVL 4, +2 LVL 8, +3 LVL 16. As you can see, the increase of level slot doubles by every scale. Continuation - Some spells are simply stronger versions of lower level spells. If you already possess the lower level version, then the cost of that lower level version will be subtracted from the higher level. For example; You own "surprise visit" (a darkness spell that allows lockpicking of novice locks) and you want to get "unwelcome guest", a spell that does the same, but with more difficult locks. Then the "unwelcome guest" spell becomes 1 SP cheaper, because that was the cost of the "surprise visit" spell. Summoning - Certain magics lend themselves to the act of summoning followers. In basics; there are two ways to expand the amount of summons that can be maintained in total, as there is no set time frame (meaning, once summoned, a creature will remain until death). For one, the amount of summons can be increased through the necromancy profession. A higher profession level will lead to a direct increase in summons/undead followers. Additionally, a single follower can be maintained for every level the caster has. An introductory to the advances of magickaMirrahs: Better known as mana, Mirrahs is a form of radioactivity, stored within the second layer of reality. More specifically, in the aura of a person. The soul generates this force over time, while the physical body radiates it to keep mana levels at a reasonable size.
Spells: Magic is the art of casting spells, or exerting mana onto objects. To tackle the first of those two, we have to look at how magic works internally. As earlier explained, everyone has an aura, which contains mirrahs. The body can radiate this force, but when exposed to emotions or calculation-able thoughts, the aura will adopt a certain frequency. In this case, then mirrahs are expulsed from the body, they will manifest accordingly to the frequency in the form of a meta-material. For example, a firebal cumulated through mirrahs will not set wood on fire, but be able to burn flesh. It requires no air, yet it replicates the process of oxidisation. In this effect, meta-materials or effects of magic are imitations of reality. A magic fire does not act the way a real fire would. This can work to both the benefit and the limitation of the cast. For example, this allows one to hurt a person with a focussed ball of fire, yet on the other side this means one can not light a cigarette. The effects that magic carry out onto the world wholey depend on the frequency, as the aforementioned effects can also potentially be in reverse should the caster wish it.
Radiation: Mirrahs is a form on radiation. Like all radiation, it can be potentially dangerous to a person should they be exposed to too much of it. This also means that other forms of radiation may disrupt it. Alpha, beta, gamma and x radiation all respectively have disrupting effects on magic. In particular, gamma radiation shows this result. Like other forms of radiation, Mirrahs can also cause dna splicing and abnormal growth. This effect explains why most of earth is still so lively and why wildlife is so grandiose. Mirrahs, when passively present in an area, will cause mutations and growth. Unlike other forms of radiation, passive mana rarely results in negative effects. This is, unless the passive mana is agitated by active mana, in which case air-pressure can rapidly shift and cause for destructive storms to form.
Frequency ranges: Or 'types'. Souls generate mirrahs at certain frequencies, in eight seperate ranges. These are called "elements", as the mirrahs expulsed from these sources act accordingly to such typifications. The elements are; Fire, water, air, earth, void, pure mana, darkness, light. Among these typifications, certain extra-normal effects may take place. An example of such would be the 'holy and unholy' allignments. Which can cause for magic to gain adverse effects, depending on one's standing with the god discerning over one's particular element. Another adverse effect that can take place is in the form of specialisation. Fire, darkness, and pure mana have the ability to reanimate bodies of the dead. Earth, water and wind have the ability to influence existing wildlife. Void carries with it the ability to summon creatures of the void. Light allows the mimicry of gamma radiation to disrupt other magics. So on and so forth. Spell collision or magi-dysmorphia is the result of two equally powerful projectile spells of different elements impacting one another. An effect that will cause the frequencies to become distorted, but not neutralised like a shielding spell would do. Instead, the two projectiles will assume an entirely different elemental damage. This effect is largely randomised.
Void: Void magic is a bit of an exception in the field of magic. Unlike other magics, void actively meddles with a different plane of existence. This means its effects are real changes to reality, rather than replications of effects. The creatures summoned are real, living void creatures who abide by their summoner on the sole logic that not killing their summoner increases their chances of coming into reality again. Permanent void summons will attack anyone, including their summoner. Teleportation using void magic is an actual act of stepping in and out of the void, where distances between places are much smaller (to be simplistic).
[PTabbedContent] [PTab=Darkness] UmbramancyUmbramancers, aka dark mages, are versatile utility magicians. Darkness magic is one that requires high INT more often than not. A low EMO is not favourable. Lends itself to a sneaky playstyle, or that of a necromancer. Dark missile - A dark magic missile to do some basic damage to you enemy. Any darkness magic caster with a spec of self-respect knows how to cast this. The missile can also bust down minor defensive structures. LVL 1 projectile spell.
Dark orb -Fire small darkness pellets. Novice level magic that any darkness caster could use. Acts much like bullets. LVL 1 projectile spell.
Chameleon - Lends the caster a light-weight invisibility that allows the caster to stay hard to see. This allows for the caster to move around and sneak through area's in which they normally would easily be seen. Can not attack whilst active LVL 1 spell. Lasts 3 rounds. Breaks when taking damage or attacking someone. Requires 5 INT.
Surprise visit - The caster launches a small pellet of dark magic into a simple lock which forces it open. LVL 1 spell. Unlocks novice lock on touch. Requires 5 INT.
Ashes to dust - The caster touches the body of a former enemy now laying as corpse and turns it to ash. A useful tool if you want to make sure the bodies left behind by your assassinations do not draw attention. Forfeits any loot of the body, so remember to take that before casting the spell. LVL 1 spell. Removes corpse or cadaver. Requires 5 INT.
Shard of the dark - The caster pulls at shadows to create a solid object that can be held in one hand. The object exists for as long as the caster holds it and as long as it is not in direct light - otherwise, the object disappears. The object can be a small or medium-sized tool such as a crowbar, screwdriver, piton etc, but the shadows cannot create any electrical components and cannot deal any damage. LVL 1 spell. Requires 5 INT.
Shadow sprint -Allows for the caster to 'jump' from one shadow to another, as long as said shadow is within a direct line of sight. This will let the caster move within the blink of an eye and have no one notice it. LVL 2 spell. Requires 7 INT.
Horned chameleon - The caster is given a form of light-weight invisibility like chameleon, but allows the caster to still attack. This can give the caster an edge in fights. LVL 2 spell. Requires 6 INT and 6 EMO. Lasts 3 rounds, but breaks when taking damage.
Unwelcome guest - The caster pushes a single tiny dark tendril into a lock, which pushes tumblers right into place. LVL 2 spell. Requires 7 INT. Unlocks apprentice level lock and lesser on touch.
Spike of Darkness -The caster can make a spike forcefully appear from any surface covered in shadows. The spike cannot extend outside the shadows, as the spike will disintegrate with the contact of sunlight, electrical light, light magic, etc. LVL 2 spell. Requires 5 INT and 7 EMO. Does dark damage. Exposure to light will negate the spell.
Dark vision - A spell is cast over the casters' eyes, allowing the caster to see what the caster normally couldn't. See any living beings through walls. LVL 2 spell. Requires 7 INT. Lasts 3 rounds. Close range.
Invasive entry - The caster creates multiple small dark tendrils at the tips of its finger which can force tumblers into place. LVL 3 spell. Requires 8 INT. Unlocks journeyman level lock and lesser on touch.
Invisibility - Become completely undetectable. You might as well stroll into the headquarters of the enemy, steal them blind and walk right again. No one would be the wiser. And yes, using this solely for perverted reasons is a federal offence. Can not attack whilst active. LVL 4 spell. Requires 8 INT. Lasts 3 rounds, but can be broken when taking damage or when attacking.
Attune to the dark - The caster spends a round summon the shadows of its element, which will circle around the caster in a purple glow. The next round, the glow intensifies, after which the caster makes the shadows surge around their hands. This allows the caster to use darkness spells at greater efficiency, boosting their damage whilst lowering their required energy to cast. LVL 4 spell. Requires 8 INT. All spell slots increase by a level for 3 rounds. Halves casting time. Upcasting doubles duration.
Unseen death - Become completely undetectable, and attack your enemy in the process. Very scary for anyone who likes to stay alive. Anyone targeting the caster whilst this spell is active will have their accuracy greatly decreased. LVL 5 spell. Requires 9 INT. -2 PER on non-AoE attacks targetting caster. Lasts 3 rounds.
Burglar's finger - The caster pushes multiple small dark tendrils which use sophisticated techniques to imitate magnetic security measures, allowing for the tendrils to bypass advanced security measures. LVL 5 spell. Requires 9 INT. Unlocks expert level locks and lesser on touch.
Dark oculus - A spell akin to dark vision is cast over the casters' eyes. Allows for the caster to not only see living beings through obstructions, but also see useful objects, loot, gear and potential dangers. This allows the caster to not only see where the casters' enemies are located, but also what they are armed with. LVL 5 spell. Requires 9 INT. Lasts 4 rounds.
Clay key - The caster creates an imitation key for the specific lock it is trying to open, allowing the caster to turn the lock open after which the key dissipates. LVL 7 spell. Requires 10 INT. Unlocks master level locks and lesser on touch.
Dark phase - The caster summons up a complex magical power which allows the caster to gain snapshot instinctual responses against normally impossible to dodge attacks. In response, the caster insta-moves a very short distance, leaving only a momentary shade of the caster in the form of idle mana. Can be used in high succession during a single round. A holy spell which only works when the caster is shrouded in darkness. LVL 1 spell. Requires 7 INT and 7 EMO.
Feign death - The caster touches a willing creature, or themselves, after which they will collapse and appear dead. The target of the spell will be immune to continuous damage (poison, bleeding, etc), but also be blind and incapable to move. LVL 6 spell. Requires 7 INT and 8 EMO. Lasts 5 rounds.
Dissonant whisper - The caster whispers words of old draconic nature. Their meaning, while illustrious, causes pain and fear. LVL 6 spell. Requires 7 INT and 8 EMO. Does darkness damage and -2 EMO for three rounds.
Spare the dying - The caster uses unholy darkness magic to stabilise someone on the edge of dying. This saves them from dying, but does not bring them back to consciousness. LVL 8 spell. Requires 9 INT and 9 EMO.
Grim scythe - The caster summons a scythe. This spell was a favourite of the long forgotten champion of Oiche, before he/she had decided to betray her. The scythe seems large, and made completely of ebonite. Its blade a heavy and cruel sickle. LVL 10 spell. Requires 8 INT and 10 EMO. Unholy darkness spell. Does unholy darkness damage, severe damage to viro when attacked from behind. Lasts 5 rounds.
Luna's darkness - This spell allows the caster to invoke the power of luna, creating an imitation moon to block out the sun. Within the brief perid of 3 rounds in which this spell takes hold, all darkness magics become immune to the effects of light. LVL 10 spell. Requires 8 INT and 10 SAU. Takes 1 round to cast, lasts 3 rounds.
[/PTab={background-color:#181818}] [PTab=Holy darkness] Illusionism Illusionists are the holy version of darkness magic, specialised in arcane tricks and illusions that lower EMO of targets and excert forms of mind control.
Distract -The caster projects an appealing sound to potentially distract anyone within hearing range. This is a very basic holy form of darkness. LVL 1 spell. Requires 5 INT.
Illusion -The user can make up to two realistic illusions appear within range and sight. They cannot exceed 2 metres by 2 metres big. These illusions cannot damage anything or anyone. The illusion can move, but only when a higher level spell slot is used. LVL 1 spell. Requires 6 INT.
Mind read -The user can read surface thoughts of anyone within range and sight. (By surface thoughts, it means what they are thinking of at that moment) LVL 1 spell. Requires 5 INT and 5 EMO.
Another’s Face - A skilled assassin knows that invisibility comes in many forms. Some of the best ways to hide is to do so in plain sight, after all. User spends a round studying the face of another, then creates an illusion of said person over caster. LVL 2 spell. Requires 6 INT and 6 EMO. If damaged when still casting, illusion is broken and unable to reapplied for three rounds.
Another’s Voice - Both the actor and the liar find their keep with this. User modifies voice to sound precisely like another’s, although this holy spell does not make you talk like said person. LVL 1 spell. Requires 5 INT and 5 EMO.
Psychotica - The caster puts an unsuspecting minor npc into a state of complete illusionary disarray. Causing the victim to see, hear and feel things that aren't really there. By the creative mind, this can be used to make the victim attack allies, attack themselves, performs tasks or simply be the victim of a very bad practical joke. LVL 3 spell. Requires 6 INT and 7 EMO.
Double team - This ability creates 9 copies of you, which are illusions and can't do anything except confuse your opponent. An opponent's accuracy is lowered by 1. Useful for get-aways. Can cast on other people and it does stack with "Clone". This holy darkness magic was used by elusive assassins who targetted evil dictators and required a get-away. LVL 4 spell. Requires 8 INT. Lasts 2 rounds or if destroyed. (Copies are destroyed by mere touch)
Fear - The caster summons a holy effect over a target, lowering their EMO swiftly and instilling fear. LVL 5 spell. Requires 7 INT and 7 EMO. Target suffers -3 EMO for two rounds.
Viscous mockery - The caster creates whispers that seep into the target's ears, which mock the target and distracts them. LVL 5 spell. Requires 7 INT and 7 EMO. Target DEX and PER -1.
Charm - The caster summons a rather un-darkness like pink cloud of holy magic, which is sent to take a hold of a target that is not in combat. Once taking effect, the target will act towards the caster as though they were a dear friend. LVL 5 spell. Requires 7 INT and 7 EMO. Lasts up to 3 rounds. Can be resisted if the target has a higher EMO than the caster.
Frenzy - The caster influences a target's mind, causing them to go into an aggressive frenzy and attack the nearest creature regardless of relation, be they friend or foe. LVL 6 spell. Requires 7 INT and 8 EMO. Lasts up to 3 rounds. Can be resisted if the target has a higher EMO than the caster.
Mirror image - A very confusing spell. This magick allows the caster to make someone else (including themselves) see what another person is seeing. Both targets must be within eyesight of the caster to work, and can be self inflicted. LVL 6 spell. Requires 7 INT and 7 EMO.
Toll the wounds - A holy darkness spell that allows the caster to make their target experience pain more severely. Only works when the target already has wounds. This stuns them and makes the damage they have already suffered more severe. LVL 6 spell. Requires 8 INT and 8 EMO. Can be resisted if the target has higher EMO than the caster.
Encouraging Self-Hypnotism - By hypnotizing yourself into believing you're stronger than you actually are, your STR , DEX and PER stats are slightly increased for the next 2 turns. LVL 7 spell. Requires 8 INT and 9 EMO. +1 STR, DEX and PER. Lasts 3 turns.
Solar Eclipse - The user gives the illusion of the sun being blocked out by something that's definitely NOT a moon, what with the eyes, teeth and tentacles, to the target. This severely demoralizes and maybe even terrifies the target, assuming the spell worked completely as intended. LVL 8 spell. Requires 9 INT and 8 EMO. Affects all targets within 25 metre radius. -4 EMO. Lasts 2 turns.
Mass frenzy - The caster releases a burst of swirling purple holy magic, infecting the minds of everyone in a 20 metre range, mimicking the effect of Frenzy. Caster's EMO must be higher than that of targets. LVL 10 spell. Requires 10 INT and 10 EMO. Lasts up to 3 rounds.
Mass charm - The caster releases a burst of pink, lovely holy magic, charming everyone in a 20 metre range. It mimics the effects of Charm, making everyone who is not directly in combat friendly towards the caster. LVL 10 spell. Requires 10 INT and 10 EMO. Lasts up to 3 rounds. Can be resisted if the target has a higher EMO than the caster.
Mass fear - The caster releases a burst of disturbing purple holy magic, infecting the minds of everyone in a 20 metre range and instilling fear into their minds. LVL 10 spell. Requires 10 INT and 10 EMO. Lasts up to 3 rounds. Target suffers -3 EMO for two rounds. Can be resisted if the target has a higher EMO than the caster.
Command - The caster launches a small pellet towards a target. Once it hits and takes effect, the target will be forced to follow a two word command. This can range from "stand still" to "attack friend". LVL 4 spell. Requires 6 INT and 7 EMO. Can be resisted if the target has a higher EMO than the caster.
[/PTab={background-color:#181818}] [PTab=Unholy darkness] Necromancy Necromancy allows for a caster to delve into the dark and costly subject that is reanimating the dead. An art that weighs heavily on one's wallet due to the costs involved for ingredients, but is extremely powerful when well organised.
Critters - Allows the caster to summon a small swarm insects, both dead and alive. Not very effective for doing damage in its base form, but can cause quite the distraction. Upcasting of this spell to significant degrees will cause entire swarms of insects to ravage about. LVL 1 spell. Requires 5 INT and 5 EMO. Lasts 3 rounds, does minor poison damage. AP 2.
Detonate The Dead - When cast, one of your undead thralls of your choice instantly dies, sending bone splinters out in a 10ft circle around it, this thrall can no longer be raised. an unholy spell. LVL 4 spell. Requires 6 INT and 7 EMO. Does explosive damage.
Dark blessing - The caster uses this spell to reinforce undead thralls, making them more capable at dealing damage by enhancing the magic that already flows through them. LVL 3 spell. Requires 7 EMO. +1 STR and dark damage on melee combat.
Deceive death - This spell hides a creature from the reaper (metaphorically, of course… unless…), preventing them from passing on. You must touch a corpse that has died within the last minute to cast the spell. The corpse is not returned to life, but they stop decaying and are preserved for a time, until they can be healed properly back from the brink. For the purposes of time limits, the corpse is treated like they had just died, which can be useful for using the revive spell, for example. LVL 4 spell. Requires 7 INT and EMO.
Novice necromancy - The most noteable use of unholy darkness magic is the reanimation of corpses. Using this spell, a caster focuses for a full round on a corpse that normally would have 50 health at max. Using this magic alows the caster to take control of the corpse for some time and have it fight for it. A raised corpse can easily be spotted by its violet glow surrounding its body and orrifices. LVL 5 spell. Requires 8 INT and 7 EMO. Lasts up to 5 rounds.
Bone control - A version of novice necromancy specialised for humanoid bodies that have deteriorated to the point of becoming a skeleton or near-skeleton. Allows for the caster to create a wither skeleton with the remnants of the body. This spell takes two rounds to cast, during which the skeleton is pieced together through magic. LVL 6 spell. Requires 8 INT and 8 EMO. Lasts up to 5 rounds.
Death grips - The caster induces the effect within a 15m radius. Causing all corpses within that radius to animate to a limited extent. Anyone alive who is not the caster within this radius will have the animated corpses grab them, causing them to be trapped or limited in movement. LVL 6. Requires 7 INT and 7 EMO. Causes -3 DEX to enemies within range of corpse grab.
Command Dead - Gain control of an undead that you do not already control. LVL 6 spell. Requires 8 INT and 8 EMO. Lasts 5 rounds. When the spell ends control is given back to the undead In case of an undead controlled by another necromancer the mage with the highest SAU wins.
Greater Necromancy - Just like novice Necromancy, but instead of a zombie, it raises a much more powerful ghoul with better starts all around. This ghoul has can be summoned from corpses that normally have 8 VIT or more. LVL 10 spell. Requires 9 INT and 8 EMO.
Bound soul of the dead - The caster uses this spell on a soul when it can be seen leaving someone's body after their death. This causes the soul to linger longer than it normally would, and create a shade. The use of this spell is not only unholy, but also illegal to be cast. LVL 10 spell. Requires 9 INT and 10 EMO. Needs the caster to have twice the amount of SAU the target had. Takes two rounds to complete, after which the shade stays until they die.
Ever-living servant - When cast, one of your currently summoned undead thralls no longer requires the mana price to be paid every round and can only be un-summoned via re-death or released from command, when released the thrall dies once again. When in this state, they become little less than brain dead creatures, loyal only to their master and lacking in anything but primal destructive wanton if left alone. LVL 10 spell. Requires 9 INT and 10 EMO.
Mass summons - The same pretexts as novice necromancy, but raises 3 undead with a slightly less severe upkeep. LVL 10 spell. Requires 10 INT and 10 EMO. Lasts up to 5 rounds.
Reaper's beckoning - Summons forth a reaper, forcing it to follow the caster's commands for three rounds. Reapers are incredibly varied, extremely capable at stealth, and generally a mixed bag. No two reapers - nor their stats- are ever the same. LVL 15 spell. Requires 10 INT and 10 EMO. Lasts 3 rounds.
[/PTab={background-color:#181818}] [PTab=Light] LuxomancyLuxmancy is a favoured element of the trinity, often reffered to as light magic. Light magic is one often used to buff targets through holy magic, or debuff through unholy magic. A high EMO is most often the favourable path to go with this magic. Light missile - A light magic missile to do some basic damage to you enemy. Any light magic caster with a spec of self-respect knows how to cast this. The missile can also bust down minor defensive structures. LVL 1 spell.
Light orb - Fire small light pellets. Novice level magic that any light caster could use. Acts much like bullets. LVL 1 spell.
Sun's blessing - A spell that can only be used when sun rays are touching the skin of the caster. This spell allows for an increase of health, regardless of whether this would heal existing wounds or boost the maximum health is up to the circumstances. Can be used on both self and others, as long as sun rays are touching the target and caster. LVL 2 spell. Requires 5 INT and 5 EMO. Heals target of minor wounds.
Moonlight's charm - A spell that can only be used when moonlight is touching the skin of the caster. This spell allows for an increase of strength in attacks. LVL 2 spell. Requires 5 INT and 5 EMO. +1 STR for two rounds.
Blinding light - As the name implies this spell blinds anyone looking in the direction of the caster with a single flash of light. Both friend and foe. If someone is wearing night vision goggles when hit by this attack, then the blinding time is doubled. LVL 2 spell. Requires 6 EMO. Minor blind.
Platform - Creates a translucent, movable square 2x2x0,2 (length, width, height) platform in the air that can be used for, for example, transportation purposes. The platform can be rotated and manipulated in just about any way (except changing the dimensions). The platform is durable, capable of withstanding around 200kg's of weight. LVL 3 spell. Requires 6 INT and 6 SAU.
Zerna's wall - The caster summons a wide shield of light in the form of a 5 metre wide disc. As long as it is raised, it will halt any attack from the other side of the disc. But if the shield is broken through, then the caster will be stunned. LVL 3 shielding spell. Requires 6 INT and 6 SAU. Wall has AP 4 and blocks magic. If the incoming physical attacks have stats higher than the SAU of the caster or if incoming magic attacks have a higher SAU, then the spell will break.. Minor stun on caster upon breaking.
Healing stroke - Sends out a wave of gold-white light in a 5 meter radius of the caster that heals all within range. Both friend and foe. LVL 3 spell. Requires 7 INT and 7 EMO. Heals minor wounds on all targets.
Protectorate - A spell that doubles as both a shield and an offensive attack. This spell summons a beam of light down, forming into a sphere of luminescence around the caster. The caster can choose to keep it there a round, providing them an increased AP, or forego this time. Either way, the spell ends by launching a beam of light formed from the sphere at a target. LVL 4 spell. Requires 6 EMO and 6 INT. +1 AP for one round.
Purifying beam - Sends a beam of light flying straight at the enemy. Quite hard to miss, but does not do much damage for its size. When used on a friend it will have an inverted effect where the spell heals instead of damaging. It also cures all ailments and effects for both friend and foe. LVL 4 spell. Requires 8 INT and 8 EMO. Heals or damages, depending on the intention of the caster. Can pass through targets.
Attune to the light - The caster spends a round summoning light from any source, which will intertwine with their body as it creates a bright glow. In the next round, the caster will make these lights burn brighter, after which they stick radiantly to the caster's hands and eyes. This allows the caster to use light spells at greater efficiency, boosting their damage whilst lowering their required time to cast. LVL 4 spell. Requires 8 EMO. All spell slots increase by a level for 3 rounds. Halves casting speed. Upcasting doubles duration.
Pillar of light - A glowing pillar that is a cylinder a meter in diameter and up to ten meters tall rises out of the ground. The caster may put the pillar beneath themselves or another target if they wish, in which case the target may be lifted off the ground. If the pillar hits a ceiling, anyone on it is squished between and is stuck. Casting this spell with higher spell slots allows for a taller or wider pillar. This spell does not function in darkness. Requires half a round to cast. LVL 4 spell. Requires 7 INT and 7 SAU.
Light ward - The caster creates a disc at its hand, which blocks incoming magical damage. It only works against magic and does not protect against attacks with a radius of effect. An unholy spell. LVL 5 spell. Requires 7 INT and 7 SAU. Shield has AP 4. If the incoming physical attacks have stats higher than the SAU of the caster or if incoming magic attacks have a higher SAU, then the spell will break.
Quassar - The caster raises its hand, releasing a bright disc into the sky that shines so bright that nothing but light can be seen by those unfortunate enough to look at it. After this, the disc aims at a predetermined specific target and releases a beam of light that burns the eyes, causing said target to be blinded and stunned. An unholy spell for it's most painful application. Luckily, it's effect does not last. LVL 3 spell. Requires 7 EMO. Minor blind for 3 rounds and stun for 1 round to all looking at caster.
Shining Light - The caster is engulfed by a shining light, illuminating the surroundings, increasing every allies accuracy. This spell is capable of negating certain darkness spells. LVL 4 spell. Requires 7 INT and 7 EMO. Lasts 3 rounds. Can be deactivated at any time after activation. +1 to all allies in 20 metre range. Does not increase casters PER. Can be used outside of battle to illuminate dark areas.
Angel's wings - Allows for the caster to shortly take to the air, only to come down to the ground to create a shockwave that damages or heals all within a 10 meter range. This holy spell is often used by the loyal disciples of Zerna. LVL 5 spell. Requires 8 INT and 8 EMO. Does light damage to enemies and does minor healing to allies.
Divine fortress - A large dome of light manifests itself, protecting the caster and closeby allies from even a direct rocket impact whilst allowing allies to fire through their side of the shield. LVL 5 spell. Requires 8 EMO and 8 SAU. Wall has AP 5 and blocks magic. If the incoming physical attacks have stats higher than the SAU of the caster or if incoming magic attacks have a higher SAU, then the spell will break. Minor stun on caster upon breaking.
Nova - The user compresses particles of pure light and energy to create a pulsing crystal-like orb of energy, ready to violently burst when it hits someone. Due to it's burst effect, it's too dangerous to use at melee range. LVL 5 spell. Requires 8 EMO. Does light damage.
Helios' Holy Spear - The user materializes a spear of pure light in their hand and throws it at the enemy, dealing massive damage to whoever it strikes. This spell is strictly for the more advanced magic users, as any inexperienced caster would most certainly be incapable of using this spell well. A holy spell, used by warrior priestesses of Zerna. LVL 5 projectile spell. Requires 8 INT. Does light damage.
Starfall - The caster summons a slow floating star, which is directed into a straight line. As it travels, the star will fire off a 'light missile' spell at any given target. LVL 5 projectile spell. Requires 8 EMO. Additional LVL 1 slot cost for every light missile.
Appealing spark - A flash of light is radiated from the caster, causing enemies within eye-sight to take notice and be more likely to cast the attacker. The perfect spell for a paladin trying to keep his or her party safe. LVL 6 spell. Requires 6 INT and 8 EMO.
Nova Storm - A direct upgrade to the Nova spell. Instead of firing just 1 compressed energy orb, Nova Storm fires 5 orbs at the enemy, although they don't deal as much damage due to the lesser concentration on each individual orb. Rather hard to avoid due to the machine gun like effect of the spell. A spell used by Zerna's warrior priestesses. LVL 7 spell. Requires 9 EMO. Does light damage.
Zerna's halberd - The caster summons a halberd, glowing with a golden light. This spell was a favourite of Zerna a long time ago, when she was still bound to the overworld. The halberd is a wieldy 2 meter long staff with axe and spear head. It seems to be completely made of solite. LVL 10 spell. Requires 8 INT and 10 EMO. STR and DEX oriented weapon. Lasts 5 rounds.
Revive - An extremely powerful spell that can bring back a creature who has been dead for no longer than 5 minutes at the time the caster begins casting. If the creature died from old age or is under an effect that prevents any magic or specifically revive being cast on him, this spell won't work. The spell doesn't have any binding or compelling effect on the creature being revived. If the caster is interrupted, the spell won't reset it's time limit. As in, if the person was dead for 4 minutes, the caster was interrupted and begins casting the spell again, it will take 3 rounds again, but the spell's dead timer will remain at 4 minutes, rather than jumping forward to the 6 minutes since death, the second time the spell begins. If the caster casts any other magic once interrupted, the the spell will reset it's time limit and in the previous example the creature will become revival through this spell. LVL 10 spell. Requires 10 INT and 10 EMO. Takes 3 rounds to cast.
Sol's light - Invoking one of the most powerful light magics, one caster can create an imitation of the sun in the sky. Temporarily causing the passive day-time effects on magic to take hold. This spell can be cancelled out by Luna's darkness. LVL 10 spell. Requires 10 INT and 10 EMO. Takes 1 round to cast, lasts 3 rounds.
[/PTab={background-color:#181818}] [PTab=Holy light] Swordsinger Better known as bards. The swordsingers are mages who incorporate the frequencies of music to influence their magic, causing some interesting effects that universally work better depending on how high an affected creature's perception is. Bards are particularly fond of using both spells and skills to flourish in combat.
Dutch insults - Everyone knows that Dutch people have the most vibrant library of insults. A holy bard can utilise this to insult enemies, while entertaining their party. LVL 2 spell. Requires 6 EMO. Induces frenzy status on target if their EMO is lower than caster.
Regalia - You are a source of hope... and light as well, with this spell. Undead beware your glory. LVL 3 spell. Requires 7 EMO. Undead creatures within 15 meters will have -1 STR and VIT.
Thunderous chord - By creating a strong vibration with an instrument or a voice, the caster causes immense chaos. Sound and light waves push back and damage all others in a close radius near the caster, with objects and constructs taking extra damage. This spell also creates a loud noise that can be heard from quite far away. LVL 3 spell. Requires 7 EMO.
Song of greatness - The caster signs the tune of an epic hero. Invigorating all who hear the tune. A higher PER stat will increase the effects of this spell slightly. LVL 4 spell. Requires 6 INT and 8 EMO. +1 STR and VIT to all who hear it.
Countercharm - The caster makes a looping, repetitive tune that hypnotizes themselves and all viro who can hear. This tune prevents listeners, both friend and foe, from being charmed or compelled, although it must be used preemptively and does not reverse charms that are already in effect. LVL 4 spell. Requires 7 EMO. Lasts 1 round, but can be maintained on subsequent rounds using additional spell slots requiring no action.
Word of radiance - The caster shouts words of conviction, that seep into the minds of all enemies that can hear them. Those targets afflicted will suffer light damage from the inside out. LVL 5 spell. Requires 7 INT and 7 EMO.
Words of virtue - The caster shouts words of conviction, that seep into the minds of all allies that can hear them. Those allies gain the power to persevere through their wounds, though they aren't healed. LVL 5 spell. Requires 7 INT and 7 EMO. Lasts 3 rounds.
Bless - The caster releases light, targetting up to three allies. Once affected, those targets will be more accurate in their attacks. LVL 5 spell. Requires 7 INT and 7 EMO. Lasts 3 rounds.
Air guitar - Let lose a sweet riff from a translucent magic guitar/lute that invigorates surrounding targets. Anyone with a lower EMO than the caster suffers the frenzy status debuff. LVL 6 spell. Requires 8 EMO. +3 VIT on anyone in 15m radius.
Forlorn melody - A sad melody that reminds the listener of beter days long past. The sad tune can invigorate those with an EMO above 5, while lowering it on anyone who has below 5. The "specifical targetting" perk negates prerequisites, on enemies but not allies. LVL 8 spell. Requires 6 INT and 9 EMO. -1 EMO on targets of 5 EMO or below, +2 EMO on targets of 6 EMO or higher.
Denial of fate - This spell was made especially for the warriors of Zerna who proved themselves loyal to her. The spell allows the caster to ward death for little longer so they can still fight or flee. A holy spell used by the best healers Zerna has to offer. LVL 10 spell. Requires 10 INT and 10 EMO. Saves the caster, bringing the caster back to the edge of death, when taking lethal damage.
Flute of Hameln - Summons a holy flute, used by the legendary rat-catcher of Hameln to lure away both plague-carrying rats and the children of fraudulent non-payers. Amplifies holy magic. LVL 15 spell. Requires 7 INT and 10 EMO. +5 spell slot level on holy magic spells for 3 rounds.
Dawn of solaris - One of the greatest blessings incured by Solaris. This spell allows the caster to cast a radiant light. Hurting anyone within a 20m radius, or invoking the Revive spell on anyone within its radius. With appropriate perks, this allows one to essentially reset a fight. The holyest of magics. LVL 20 spell. Requires 10 INT and 10 EMO. Takes 3 rounds to cast.
[/PTab={background-color:#181818}] [PTab=Unholy light] Gammacasting Gammacasting is the act of using imitations of radioactive effects such as gamma rays to interferre with the frequencies of the magic of other casters. Making gammacasters a fearful sight to any mage.
Lethargy - To calm the rowdy slaves during uncertain times, this art of casting bolts of light was used. This unholy spell was often used by the religious slavers. LVL 2 spell. Requires 6 INT. Targets skills will require a single level higher skill slot in order to be used for one round.
Fatigue - A favourite spell of policing forces against magi and magical creatures, the user cast balls of orange light at a target. This unholy spell was often used by the enforcers of dictators. LVL 2 spell. Requires 6 INT. Targets spells will require a single level higher spell slot in order to be used for one round.
Langour - Invented as a way for mages to better combat cavalry, this pulsating red light seemingly drains the strength from victim's limbs. A favourite Unholy spell of Big Game hunters and policemen in the current day. LVL 2 spell. Requires 5 INT. -1 DEX on target for two rounds.
Mana Strain - Invented in France in the midst of the revolution, this Unholy Light Spell was one of the factors in favour of the rebelling Humans and their magical sympathizers. With a violently pulsating violet, it will sap the very Mana from a body. Nowadays, it is an effective tool against the average Magic wielding criminal. LVL 2 spell. Requires 5 INT. -1 SAU on target for two rounds.
Microwave - The caster emits an invisible beam of microwave radiation from their hand that travels in a straight line. The beam passes harmlessly through concrete, glass, and ceramics, but is stopped by heavy metals, water and things that contain a lot of water, such as most viro. LVL 5 spell. Requires 8 EMO and 8 INT. Does unholy Light damage. Ignores magical and non-metal armor/barriers, unless they’re also lined with lead or something similar.
Bane - An unholy version of Bless, where up to three enemy targets have their accuracy lowered. LVL 5 spell. Requires 7 INT and 7 EMO. Lasts 3 rounds.
Beta-block - The unholy caster resonates a frequency of beta-radiation that spreads out around them. Causing those affected by the 25m radius to have their SAU lowered. LVL 5 spell. Requires 7 INT and 7 EMO. -1 SAU to all in range. Lasts 3 rounds, radius follows caster.
Moment of silence -A spell developed to counter and control magical riots by particularly creative priests. User creates a 10m diameter circle in which magic is unable to be cast, maintained, or used. The anti-magic field fades after two rounds. LVL 5 spell. Requires 8 INT and 8 EMO. Lasts 2 rounds.
Silence - This spell comes in the form of a disturbing tune coming into the air, which cancels the use of magic by any but the caster self in a vicinity of 10 metres. This spell does not discriminate between allies and enemies. LVL 5 spell. Requires 7 INT and 6 EMO. Spell slot used must be equal or higher than SAU level of targets.
Cancel - The caster summons an unseen shield that envelops a 10 metre vicinity. Magic projectiles cast into the field dissipate. Magic effects present in this field are cancelled. LVL 6 spell. Requires 7 INT and 7 EMO. Spell slot used must be equal or higher than SAU level of the one targetting caster.
Dismorphia - The caster envelops themselves with a field of distorted mana frequencies, which alter magic cast towards the caster. This can cause damaging spells to heal them, or vise versa. The effects are random. LVL 7 spell. Requires 8 INT and 7 EMO. Spell slot used must be equal or higher than SAU level of the one targetting caster.
Gamma beam - The caster invokes unholy light magic in its purest form. Sending out a short beam of magic that not only hurts the target, but also lowers their magic output. LVL 7 projectile spell. Requires 7 INT and 8 SAU. Lowers hit target SAU by -2.
Plague bearer - A spell invoked by unholy mages to specifically target healers. This spell causes all subsequent healing magics from the target to become harmful, spreading a plague that poisons targets when healed, rather than heal them. The poison only subtly sets into effect after 2 rounds however, causing the healing mage to spread this disease for the caster. LVL 8 spell. Requires 7 INt and 8 EMO.
Fallout - Nuclear fallout is no joke. Its effects are long-lasting, multi-generational mutative diseases... Or, in the case of this particular spell, a temporary cancellation of magic within a certain area. Almost as bad really, considering it affects a 15m radius around the caster. At least the caster itself is not limited by this effect. LVL 9 spell. Requires 8 INT and 7 SAU. Silences everyone in a 15m radius of the caster. Exiting radius discontinues the debuff. Effect lasts in area for 3 rounds.
Ionisation - To put it bluntly; the caster creates a small, nuclear explosion. It does a great deal of damage in the immediate area and also forces a long-lasting silence on anyone within that area except the cast. LVL 15 projectile spell. Does radiation and fire damage. Requires 10 INT and 10 SAU. Radius is 30m; Silence effect in this radius for 20 rounds.
[/PTab={background-color:#181818}] [PTab=Void] AbsemancyAbsemancy, literally "absence magic" is the official name given to the act of using void magic. Void has abstract differences between holy and unholy. While holy has high requirements of EMO, its unholy counterparts actually thrive on low EMO. Ripple - Creates small ripples within the fabric of reality and send them towards your enemies to do some basic damage. A very basic void magic that can be used by any beginner. LVL 1 projectile spell. Performs better with low EMO.
Sentry portal- Open a small rip in reality that fires off small beams of pure void. Appears above or beside the caster. LVL 1 projectile spell. Performs better with low EMO.
Warp - Warps a part of an enemy by crumbling the reality around a enemies bodypart. This stuns the enemy in the process. LVL 2 projectile spell. Requires 5 INT. Performs better with low EMO. Stuns.
Visual Distortion - The user distorts the targets eyes, warping their vision and potentially blinding them temporarily. LVL 2 spell. Requires 6 INT. Does well with low EMO.
Portable hole - A temporary cylindrical hole is formed, up to 1m in diameter and up to 3m deep, in a non-living surface. The hole can be used to travel through a wall, to quickly stash an item, or to sink an enemy down in the ground. After 1 round, the matter that was in the hole returns, leaving no trace and safely ejecting anything outside. LVL 3 spell. Requires 7 INT. The hole can be maintained for additional rounds through the use of spell slots of any level, requiring no action.
Attunement to the void - The caster spends a round summoning dark streaks from nothingness, which surge around the caster with tremendous force. The next round, the dark streaks will cause resonance of an eerie sound, alike to violin strings playing in reverse, after which the black streaks will surround the casters hands. This allows the caster to use void spells at greater efficiency, boosting their damage whilst lowering their required time to cast. Attunement lasts 3 rounds. LVL 4 spell. Requires 8 INT. All spell slots increase by a level for 3 rounds. Halves casting speed. Upcasting doubles duration.
Void Explosion - Originally the result of a failed attempt at a void spell, the potential of this mishap was picked up by an unknown bunch. An explosion violently erupts from the caster, dealing damage to anything in its range (although not dealing damage to the caster him/herself). Now tweaked into being an offensive spell, this spell is a last resort of such, dealing a large amount of damage to everyone, foe or ally, at the cost of draining a large amount of damage. Also makes a considerable amount of sound, possibly leading enemies to the casters position. LVL 5 spell. Requires 7 INT. Does well with low EMO. Deals void damage to everyone in a 25 meters radius.
Distortion - A more intense version of warp that does serious damage. Tends to remove limbs, thus not for the faint of heart. LVL 5 spell. Requires 7 INT. Does well with low EMO. Stuns for 1 round. Requires a 3 round recharge.
Shieldpiercer - The caster releases a swift missile. Though quite ineffective against most targets, it performs extreme damage against shielding magic and obstacles. LVL 5 spell. Requires 7 INT and 7 SAU. Triple damage value against shielding magic.
Chaos bolt - The caster summons a bolt of unstable magic, which crackles with intense violent power. Once launched, it can cause devastating damage. LVL 6 spell. Requires 7 INT and 8 SAU. Does well with low EMO.
Javelin - The caster collects magical power into their aura before launching a heavy projectile up into the air. It archs over, only to come down much further and cause a devastating implosion. An unholy spell. LVL 7 projectile spell. Requires 9 INT. Does well with low EMO.
Brittle Armour - The user manipulates void energy to create a circular field around any specified point within a 20 meter range in which armour is significantly weakened. LVL 7 spell. Requires 8 INT and 8 EMO. Creates a 5-meter radius translucent globe where AP drops by 2 points.
Vortex of Mayhem - The upgraded version of Ripple. The target's body, my condolences to whoever it is, is warped beyond recognition, bending, turning and grinding their bones, if not breaking them beyond recognition. Not for the inexperienced caster for obvious reasons. LVL 8 spell. Requires 9 INT. Does well with low EMO.
Spelly Spell - This spell is rather odd. The spell has 6 different effects and, as such, is only really used as a last resort of sorts. Its effect is instable. Unholy spell LVL 6 spell. Caster must define if the spell is used on themselves, an ally or enemy BEFORE attempting to use it. Roll 1 dice with 6 sides to determine the effect of the spell. Having the 'lucky' perk allows you to re-roll if you wish. Roll 1 to activate Spelly Spear: Projectile spell that does void damage. Roll 2 to activate Spelly Heal: Heals target of most wounds. Roll 3 to activate Spelly Stat-Buff: Increases a random stat by 2 points. Roll 4 to activate Spelly Warrior: Has 7 stat points across the board. Uses steel sword. Roll 5 to activate Spelly Attacks: Increases damage for two rounds. Roll 6 to activate Spelly Blast: Explodes in a range of 10 meters radius, dealing void damage to everyone, including you!
Void blaster - The caster summons a revolver that fires void-charged 12 gauge shells. This used to be a favoured spell of the general, who used it to battle in heated firefights. The revolver seems to be made out of ebonite, and draws in the light in its short range area, creating a distorted glow around it. LVL 10 spell. Requires 10 INT and 10 EMO. DEX oriented weapon. Deals massive damage to targets deemed unholy. Lasts 5 rounds.
Black Field - The user creates a mass expanse of void energy that amplifies the strength and effective range of all void spells. LVL 10 spell. Requires 10 INT and 10 EMO. The user creates a field with a size of their own choosing between 2 and 30 meters. When within the field, damage of void spells is severely increased. Wears off after 3 turns.
Portable maw - A more powerful version of Portable Hole. Functions the same way, but when the spell is over, all matter inside the hole is trapped inside the surface and must be dug out by some means if it is to be extracted. Also, while the hole is open, the outsides are lined with sharp, angled teeth that make it more difficult to go out than in. LVL 10 spell. Requires 10 INT.
Execute - A ridiculously powerful spell. Causes immense damage by invoking a ripple-effect that violently targets essential organs and parts. Can be quite bloody and lethally effective. LVL 15 spell. Requires 9 INT. Does well with low EMO.
[/PTab={background-color:#181818}] [PTab=Holy void] Vocatomancy The magic whichs 'calls forth' creatures from the void.The most profane of magics, which delves into the summoning of otherworldly void creatures to aid the caster in their combat.
CHOMP! - The chomps are essentially prosthetic dentals with legs, summoned from the void to inflict some gruesome damage. Once summoned close to their target, they will huddle along and attempt to take a bit out of their target. This spell can be charged to summon multiple chomps. The most basic of holy summon spells. LVL 1 spell. Can only be cast with LVL 1 slots, the more slots are expanded into the spell, the more chomps will appear.
Tendrils from beyond - Opens a portal that lets out a black, inky tentacle. The caster is rendered immobile as the caster can only move his/her casting hands in order to guide the tentacle's attacks. Its strength is enough to bust down walls or flip over light vehicles. It takes 1 round to summon, and can be maintained for a certain amount of time or until the caster is hit. This holy spell was used by the novice summoners of old who studied the various planes of existence. LVL 3 spell. Requires 6 INT and 6 EMO. Has 5 STR.
Voidbat - The holy caster launches a single voidbat at their target by opening a portal from the void. The voidbat approaches, shakes heavily, then explodes. Causing quite some damage to anything that gets in its way. A short range spell that gets around obstacles rather than through them. LVL 2 projectile spell. Requires 6 INT and 6 EMO.
Mistman - The caster projects a floating skeletal humanoid, enveloped in a blackened mist which follows it wherever it goes. This skeletal creature wields a sword and assists the caster however it can. A holy spell used by summoners as a servant for their tasks. LVL 4 spell. Has 5 STR, DEX, PER and VIT. 6 INT, EMO and SAU. Uses steel sword as attacking moveset.
Gate - The caster touches a door, archway, window, or other such frame. The first time the spell is cast, this does nothing except save the doorway’s location for later. After that, however, the spell creates a temporary portal between the touched doorway and another such doorway that the caster has previously cast this spell on. If two mages cast this spell at the exact same time, they can also link to each other’s doorways, intentionally or unintentionally. LVL 4 spell. Requires 8 INT and 6 EMO.
Clone - A shade of the caster steps away from the caster, and becomes a sentient attacker. The clone has the same stats and items. It will do the same thing as the caster is doing. A holy spell. LVL 5 spell. Requires 7 INT and 7 EMO. Lasts 3 rounds.
Infusion - Infuses an allied creature with the power of the void, causing them to become more powerful and dangerous. Only works on summons or pets. LVL 5 spell. Requires 8 EMO. +1 STR and VIT on affected target for 5 rounds.
Sight beyond Sight - Quite an interesting spell, in honesty. Note that using them for frivolous human reasons will anger them, and by extension, the being from whom you borrow them from. User summons Eyes from the void, connecting them to his vision at the cost of blindness of his own eyes when using them. The Eyes can move at 20 mph, float 10 feet from the ground, and attach to objects. This holy spell was used by the summoners of old who spied for their kings from afar. LVL 2 spell. Requires 8 INT and 8 EMO.
Voidbat swarm - A holy spell that allows the caster to fire off an entire swarm of voidbats; a more powerful form of the base voidbat spell. All of them will home in on their target, each of them causing small explosions after a brief period of vibrating. LVL 5 projectile spell. Requires 7 INT and 8 EMO.
Void warrior - Casts a portal from which a warrior 'spills' out. It comes equipped with a giant mace and plate armor. It will attack the first enemy it sees. The warrior is about 2.20m high, sturdy, and completely covered in a tar-like liquid. It takes two rounds to cast. This holy spell was used by the summoners who created their personal guards themself. LVL 6 spell. Requires 8 INT and 8 EMO. Has 7 stats across the board. AP 2, uses war-hammer.
Abyss puppers - These puppies are all bite and no bark. Summons two portals to the void from which two abyssal hounds will appear. They will charge the target, attempt an attack, then jump right back into the void again. LVL 6 spell. Requires 8 INT and 8 EMO. Stuns target.
Censer of void - The holy caster creates a totem out of thin air, which is placed into the ground. In a radius of 20m from that totem, a thick, black mist spreads that hugs tightly to the ground. All void creatures that touch the mist are invigorated. LVL 7 spell. Requires 8 INT and 8 EMO. +5 VIT to all void creatures in radius.
Arms of Cogniti - The caster has tendrils of void sprout from their body, lashing enemies in 5 metre range. Slashing all in range with void damage. LVL 7 spell. Requires 8 INT and 8 EMO.
Calm flow - The caster reinforces an undead thrall or summoned creature with magicka, transferring their of mana to them. Used by summoners who delve into necromancy, or by summoners who wish to enhance the power of their summoned monsters. LVL 7 spell. Requires 8 INT and 8 EMO.Undead thrall gains up to three spell slots given by the caster.
Arm Breaker - The user opens a gate to another world and summons a quad-armed, deformed humanoid whose savagery can only be described with the fact that it enjoys breaking the arms of viro. Targets only enemies with unbroken arms, and disappears when he cannot use Break Arm anymore. A holy summoner's work. LVL 9 spell. Requires 9 INT and 9 EMO. Has 8 stats across the board. Equipped with mace.
Leg Breaker - The demented sister to the creatively named Arm Breaker, the leg breaker is not only equally as creatively named, but just as dangerous. Identical in appearance to the Arm Breaker, but reportedly uses a squeaky, female voice as it cackles on the battlefield. Targets only enemies with unbroken legs, and disappears when she cannot use Break Leg anymore. A holy summoner's work. LVL 9 spell. Requires 9 INT and 9 EMO. Has 8 stats across the board. Equipped with mace.
Tarous Drake - The Tarous Drake spell is similar to the Void Warrior spell, but instead of a warrior, it summons a 5 meter tall and 12 meters long drake that obliterates everything in it's way. It doesn't have any wings, though. A high level spell for the better holy summoners. LVL 20 spell. Requires 10 INT and EMO.
Invokation of the void - The caster opens up a rip into the void. Out of this rip a singular void creature will spill, selected from the bestiary at random. The creature that can result from this, has at least a level that is double that of the spell slot spent or less. Warning: One never knows for sure what will come through. LVL 10 spell. Requires 10 INT and 10 EMO.
[/PTab={background-color:#181818}] [PTab=Unholy void] Reality-bending The most destructive and illustrious of magics, in terms of logics. Featuring teleportation and and alteration of what we might consider reality.
Blink - The caster teleports instantly to the targetted location. As long as the caster has a direct line of sight with absolutely no obstacle, the caster will be able to relocate to said position. The caster will seem to step in and out of existence during this spell. LVL 2 spell. Requires 6 INT and 6 EMO.
Void phase - The caster summons up a complex magical power which allows the caster to gain snapshot instinctual responses against normally impossible to dodge attacks. In response, the caster insta-moves a very short distance, leaving only a momentary shade of the caster in the form of idle mana. Can be used in high succession during a single round. LVL 3 spell. Requires 6 INT and 7 EMO.
Singularity - The caster summons a small black hole for a fraction of a second. This causes everything caught in the black hole's 5 metre radius to instantly be pulled towards itself. Especially dangerous when used in a space where many loose objects are lying around. Strong casters can use this to move particularly heavy objects out of the way or change the trajectory of flying objects. LVL 4 spell. Requires 7 INT and 7 EMO.
Eraser - The user imbues their hand with an unstable energy and swipes at an enemy, erasing everything that is touched without fail. If the user swipes at the air, it can bring an enemy or object nearer and open them for closer ranged attacks. Mid range (50 meters) LVL 5 spell. Requires 7 INT and 7 EMO.
Wabbajack - Allows the user to transform a handheld object into a different (non-electronic) handheld object. LVL 6 spell. Requires 8 INT and 7 EMO.
Hunger of Absentia - The caster manifests a 20 metre radius globe of pure void. Anyone in this globe will suffer void damage, and will be incapable to see or hear anything as long as they are inside. LVL 8 spell. Requires 8 INT and 9 EMO.
Pocket dimension - The user can mark access points to a personal space. This personal space is a 10x10x3 (length, width, height) white room with a single door that the user can open to utilize any marked access points. Any object, person, being, etc. can be brought into the personal space, and, depending on your ability, you could possibly expand the size of the space. LVL 9 spell. Requires 9 INT and 9 EMO. Mark a point, there is no per-turn or over time cost of maintenance. Limit of 10 access points at a time; if an 11th is made, an old one must be overwritten - I personally suggest writing down your access points.
Spatial distortion - The caster fires a direct beam into a target with high accuracy. The impact blows the target back, creates ear shattering sound and does massive damage. an unholy spell that requires the caster to be highly infuriated to cast. Unholy spell. LVL 10 spell. Requires 10 INT and 10 EMO. Stuns and blinds target.
Moonportal - To be quite simple, this spell creates a 2 metre by 1 metre portal, which leads to the moon. This causes any unlucky soul to be sucked in and killed by the void of space. Careful, the caster is not immune to its danger. LVL 20 spell. Requires 10 INT and 10 EMO. Anyone in 10 metre radius is hit. Humanoid sized creatures and smaller die instantly. Larger creatures suffer massive void damage.
Dimensional shift - A portal that allows the caster to surpass the guard of Relo and step into an entirely different world. Only few have survived this passage, even fewer came back. LVL 50 spell. Requires 10 INT and 10 EMO.
[/PTab={background-color:#181818}] [PTab=Pure magic] ThaumaturgyThaumaturgy is the pure, unadulterated form of magic. Pure magic is one that does well with a high INT and, unlike most other elements, often utilises SAU as a requirement. It does poorly with low EMO, and having a low EMO disrupts the effectivity of magic. Rather than using EMO, pure mana uses SAU to increases the effectivity of magic.
Magic burst - Fires up a burst of pure purple magicka to launch at the target. Destroys minor structures. At impact, it launches shrapnel in the form of magic crystals. LVL 1 projectile spell.
Magic shards -Fires shards of purple magic crystals that launch at the target like bullets. LVL 1 projectile spell.
Bound weapon - The caster casts a binding enchantment over their melee weapon, allowing them to throw the weapon over close range and have it fly itself back to the wielder. It also allows for creative fighting techniques. The modern spellsword can't go without it. LVL 1 spell. Requires 5 INT.
Magic Missile -Fires a missile of compressed magical energy towards the target. The missile is somewhat homing. Upon impact, the energy will decompress, blowing the target back. LVL 2 spell. Requires 5 INT and 5 EMO.
Enchanter- Enchants whatever weapon the caster is using, adding extra pure magic power to the weapon. This is a process that takes one round, where the caster hovers his/her casting catalyst over the weapon to spread the power over the weapon. This spell will give the weapon a glow akin to the caster's aura. LVL 2 spell. Requires 5 INT.
Novice magic weapon - the caster summons a one-handed weapon out of thin air to wield for one round. Alternatively, three weapons can be "summoned" and thrown in rapid succession. It is recommended that this throwing is done with melee weapons. The weapon(s) that are casted are translucent and glow, making it impossible to sneak with them. The weapons are not actually summoned, but rather formed from the magic someone releases. LVL 3 spell. Requires 6 INT.
Anguish -The caster lets magic surge through their weapon, giving it more AP. This lasts a good 3 rounds. Takes a round to prepare the weapon. LVL 3 spell. Requires 6 INT. Adds +1 AP to the weapon wielded by the caster for 3 rounds.
Blundershot - The caster releases a set of shards in a wide, close range burst. This causes for a blunderbuss-like blast of magic shards that rip everything in front of the caster to pieces. LVL 3 projectile spell. Requires 6 INT.
Shockwave - The caster aims its catalyst or hand(s) towards an enemy, pushing forth a blast of magic to throw any target aimed at at melee range. The spell can only be casted once every two rounds, but also takes up only half of the round's attacks. Meaning one can follow up with attacks after using this spell. The spell allows for stunning an enemy, as well as throwing any target that is viro-sized or smaller (except for giants) wearing armor lighter than heavy armour. Throws back these targets for three metres. LVL 3 spell. Requires 7 INT and 6 SAU. Minor stun.
Sword burst - The caster releases a set of five magic, transparent swords that rush around in the air, no further than 2 metres away from the caster. Upon hit, the swords break, but cause pure mana damage. LVL 4 spell. Requires 7 INT and 7 SAU.
Magic striker - The caster creates five magic shards, which will go on to levitate over the casters shoulder. The shards will keep levitating over the shoulders until the caster comes within 10 meter range of a potential target, where the shards will automatically launch towards the potential target. LVL 4 spell. Requires 6 INT and 6 EMO.
Soul strain - Strains the aura of the opponent, making the opponent lose the power to move. The spell is not launched, but rather directly inflicted by touch on the opponent. Thus it is not dodged, but resisted when it fails to hit. LVL 4 spell. Requires 6 INT and 7 SAU. Can be resisted if target has a higher SAU than the caster.
Attune to the purity - The caster spends a round summoning pure mana, which will form a vortex around the caster. In the next round, the glow of the mana will intensify before surging into the the caster. Their hands and eyes will burn brightly of their own element. This allows the caster to use pure mana spells at greater efficiency, boosting their damage whilst lowering their required time to cast. Attunement lasts 3 rounds. LVL 4 spell. Requires 8 INT. All spell slots increase by a level for 3 rounds.
Mana torrent - The caster releases a continuous beam of magic shards that lay down a barrage on the target. These shards rotate around a thin targetting beam, borrowing down onto defences to work its way through and leave it ravaged. LVL 5 spell. Requires 7 INT and 7 SAU. Lowers target AP by 1 until armour is repaired or healed.
Strike blade- A spell that only influences melee weapons. This allows for the caster to enchant their weapon, after which they can use the melee weapon to send 'echos' of their weapon through forms of magic. Giving them the advantage to attack up to 20 metres with their melee weapons, or destroy incoming projectile-spells if their damage overpowers that of the projectile. Takes a round to prepare the weapon, lasts three rounds. LVL 5 spell. Requires 8 INT and 5 EMO.
Explosive impact - Allows for ranged weapons to have a area of effect blast. This spell enchants the users firearm or otherwise ranged weapon with magic that makes its projectiles explode upon impact. When a projectile 'misses' it will instead do half the damage of when it would hit. Takes a round to prepare the weapon, lasts three rounds. LVL 5 spell. Requires 8 INT and 5 EMO.
Judgement of Justicia - The caster summons a 2 metre wide blade which falls directly, vertically onto the target. LVL 5 spell. Requires 7 INT and 7 SAU.
Dispel - The caster releases a burst of magic, which undoes magical effects on inanimate objects in a 10 metre radius. If the magical effect on an object is performed with a spell slot higher than the caster of dispel, the effect will remain. LVL 6 spell. Requires 7 INT and 8 SAU.
Advanced shockwave - An evolved version of shockwave. Aside from mimicking its power, this form can also allow the caster to jump up to five meters into the air when aimed down at the ground. Also, by using this spell soon before landing on the ground after a big fall allows for the user to land safely on the ground without taking damage. Throwing effect also effects vrio wearing armor lighter than juggernaut. Throws for five metres. LVL 6 spell. Requires 8 INT and 7 SAU.
Experienced magic weapon - the caster summons a one- or two-handed weapon out of thin air to wield for one round. Alternatively, six weapons can be "summoned" and thrown in rapid succession. It is recommended that this throwing is done with melee weapons. The weapon(s) that are casted are translucent and glow, making it impossible to sneak with them. The weapons are not actually summoned, but rather formed from the magic someone releases. LVL 6 spell. Requires 7 INT and 7 SAU.
Absorb element - The caster absorbs a magical attack. While they do take damage, the caster gains a resistance to the element of that attack until the caster lands an attack of their own. Their next succesful attack will do extra damage with the same element of the absorbed attack. LVL 7 spell. Requires 7 INT and 8 SAU.
Charged wounds - When activated, every time the user hits an enemy with the weapon charged will imbue the weapon with an explosive energy. After a while, or at command, the weapon will glow a brightly and release a violent blast of energy at all enemies. LVL 8 spell. Requires 8 INT and 10 SAU. Use a LVL 4 spell slot or higher for every extra round it is maintained.
Charged Heresy - When activated, every time the user deals direct damage to an enemy, a small amount of energy will be stored, which can at will be infused into a bullet or projectile to deal additional damage. LVL 8 spell. Requires 8 INT and 10 SAU. Use a LVL 4 spell slot or higher for every extra round it is maintained.
Dimensional anchor - The caster touches a surface, and pure mana floods a 10x10x10m area around it. While the caster maintains the spell, any attempt to teleport to or from that area fails. Summoning or conjuring anything is also impossible in that area, although this spell doesn't block pre-existing summons. Lasts 1 round. LVL 8 spell. Requires 8 INT and 8 SAU. Can be maintained on subsequent rounds using additional spell slots, requiring no action.
Cancellation - This spell cancels any spell the target is casting and restricts them from using any spells for the next 2 turns. However, the user must be touching the target for this spell to work. LVL 9 spell. Requires 9 INT and 10 SAU. Can be resisted if the target has a higher SAU than the caster.
Pure Magic Punch Barrage - This spell barrages the target with 15 close-combat punches infused with pure mana. A high level spell. LVL 10 spell. Requires 10 INT and 10 SAU.
Crystal Armor - The user coats themselves in magical crystals that will defend them from incoming attacks. Well, until they break, that is. LVL 10 spell. Requires 9 INT and 10 SAU. +2 AP, +2 VIT, -1 DEX.
Master magic weapon - the caster summons a one- or two-handed weapon out of thin air to wield for one round. Alternatively, nine weapons can be "summoned" and thrown in rapid succession. It is recommended that this throwing is done with melee weapons. The weapon(s) that are casted are translucent and glow, making it impossible to sneak with them. The weapons are not actually summoned, but rather formed from the magic someone releases. LVL 9 spell. Requires 10 INT and 10 SAU
Rebelious bastard - The caster summons a bastardsword, which glows with an unnerving fuchsia glow. It is rumoured that a long time ago, a powerful vindicater became defiant to not only the gods, but death itself. LVL 10 spell. Requires 10 INT and 10 SAU. Does unholy pure magic damage. Severely increased damage when attacking targets alligned with a religious group. Lasts 5 rounds.
Auroran syphon - A spell that can only be used while the caster is illuminated with moonlight. A large rotating magical torrent will engulf the caster before launching bright homing projectiles at closeby enemies. The magical torrent also shields the caster from incoming attacks, but will leave the caster stunned afterwards from exhaustion. Warning: An extreme spell, can possibly negatively effect one's health. LVL 15 spell. Requires 10 INT and 10 SAU.
Onslaught rain - The caster summons a large sphere around the battlefield, about 200m in diametre. Along this sphere, a beehive-pattern forms. Each formation in this pattern launching a single magic shard projectile. Resulting in an extremely dangerous all-angle projectile based attack on anyone within a 100m range of the caster. These projectiles however do not pass through structures. LVL 20 spell. Requires 10 INT and 10 SAU.
[/PTab={background-color:#181818}] [PTab=Holy pure mana] Temporamancy Temporal adjustments can be made through complex magics. Messing with time itself might seem completely overpowered. Rest assured.... It is.
Distillation - Rapidly increases the passage of time on an innanimate object. Causing it to crumble... Though this spell is much more often used to rapidly distill alcohol and chemical compounds at high speed. Hussah for viro ingenuity. LVL 1 spell. Larger objects require higher spell slot uses. Requirements fluctuate.
True strike - The caster makes a singular target's body more clearly visible and predictable to themselves. A holy spell, used to increase accuracy. LVL 3 spell. Requires 7 INT and 6 SAU. When attacking the affected target, the caster gains +2 PER.
Halting the inevitable - The caster slows down their own biological processes, making debilitating conditions like bleeding and poisoning to be lessened or removed in their effects. The more tiers of status effects have to be lowered, the more strength or dexterity will be sacrificed. LVL 4 spell. Requires 7 INT and 7 SAU. -1 STR or DEX per status effect tier. Requires higher level slots if removing multiple tiers.
Dilation - You create a thin membrane where time moves slightly slower. This membrane is very thin, but can be up to 2mx2m in the other two dimensions. Anything that passes through the membrane is warped by the change in space-time, with more warping happening if the process takes longer. Kind of like how light slows down when it passes through a glass of water, and speeds back up afterwards. If part of your heart is beating just slightly slower… that can’t be healthy. LVL 4 spell. Requires 7 INT and 8 SAU. Deals damage to anything passing through the membrane, proportional to how slow it passes through.
Clairvoyance - The caster receives an image of the future within an instant, allowing the caster to prevent what could possibly happen in the near future. This magic, much like all other time-influencing magics, is holy pure mana. LVL 5 spell. Requires 8 INT and 7 SAU. When cast, all other people in the thread must post their future action and attacks. After this, the caster has a full round to use this information to its advantage.
Echoes - The caster detects the activity of an aura in relation to an object or corpse, allowing them to glimpse into final moments and activity of others by tracing their aura signature. This includes final words and actions, as well as the actions of others. A useful spell for detectives. LVL 5 spell. Requires 7 IN and 8 SAU.
Traces - The caster detects the past movements of an aura in relation to an object or corpse, allowing them to track their previous movements over longer distances. Useful for detectives and trackers for following tracks that have otherwise faded. LVL 5 spell. Requires 7 INT and 8 SAU. Lasts 3 rounds.
Entanglement - A screen summoned by the caster which forms a 5X2m wall. This wall has no physical interaction, but any thing or person passing through this screen will be slowed down. Making projectiles easier to dodge and debuffing living being's dexterity for a round after passing through. The screen stays in place for three rounds. LVL 6 spell. Requires 8 INT and 8 SAU. -3 DEX to any who pass through.
Time crumble - Allows for three rounds of attacks to be launched in one round. Giving the caster supernatural movement by massively increasing their perception of time. The spell takes one round to prepare, after which for two round long no more spells can be cast. Can not launch spells during the three round time the spell gives. The servants of sycropahs used this spell to gain a slight understanding of the world as their god saw it. LVL 7 spell. Requires 8 INT and 6 SAU. +5 dexterity for 2 rounds, experience time as if it was moving slower.
Mana phase - The caster summons up a complex magical power which allows the caster to gain snapshot instinctual responses against normally impossible to dodge attacks. In response, the caster insta-moves a very short distance, leaving only a momentary shade of the caster in the form of idle mana. Can be used in high succesion during a single round. LVL 1 spell. Requires 9 INT and 9 SAU.
Corridors of time - You bare witness to three different timelines in a single moment, each one showcasing a different outcome. Based off this, you choose which path to take. The future sight extends over three rounds, though the effect does not affect draemora. LVL 8 spell. Requires 9 INT and 8 SAU.
Keepers of the clock - When this spell is cast, the user anchors themselves in time, sending out a wave of chrono-energy. This wave travels up to 1km in all directions, and forms a barrier at the edges. Until the start of the user’s next turn, time inside the barrier moves much more quickly - for all intents and purposes, time outside is paused. Nothing outside can enter or affect anything inside, and vice versa. Powerful entities might be able to circumvent this spell, so watch out for that! LVL 9 spell. Requires 7 INT and 9 SAU.
Time-travel - The caster steps into a different time period within their world, allowing them to see what happens within this time frame but not interact with it. This vision only extends to the exact location in which they are while casting this spell. LVL 10 spell. Requires 10 INT and 10 SAU.
[/PTab={background-color:#181818}] [PTab=Unholy pure mana] Traumaturgy A wordplay on thaumaturgy and one of the most disturbingly capable magicks in terms of multi-generational traumatic damage. It is often dubbed 'flesh bending'.
Eyes everywhere - The caster moves one of their eyes through their body, rearranging it to look from somewhere else, like the palm of their hand or the back of their head. Only slightly painful. Can be used to gain 360 vision or look around a corner, or other creative uses. LVL 1 spell. Requires 5 INT. Additional spell slots can repeat or extend this spell with no action required on subsequent turns.
Neutralisation - The caster purges their body of ailments. Removing poisonous status effects instantly. LVL 2 spell. Requires 5 INT and 6 SAU.
Beefcake - The caster reinforces their own tendons and muscular structure. Essentially forcing themselves to become buff. Literally. LVL 3 spell. Requires 5 INT and 7 SAU. +2 STR
Flex - The caster elastifies their hand. Allowing it to slip through tiny cracks. Useful for opening locked doors or getting that one poorly dropped soda can from the PIECE OF SHIT vending machine. LVL 4 spell. Requires 6 INT and 7 SAU.
Scavenger's spoils - This spell is probably illegal. The caster grabs an arm or leg from an inanimate corpse, and it is detached. The caster can then immediately attach the limb to themselves or another nearby viro, replacing a lost one. The living target must be missing a limb, although it does not necessarily have to be the exact one - a scavenged left arm can substitute for a missing leg or right arm, for example. This process restores health to the target and functionality to the limb, and can be used to fix destroyed limbs from Self-Disassembly or other trauma. LVL 5 spell. Requires 7 INT and 8 SAU.
Puppeteer - Strings of thin skin lead out from the casters fingers and stretch out into the body of a lower level dead viro. The skin then guides the body back to life and becomes controled the same way a puppeteer would simulate movements in a string-puppet. This practice is limited by the amount of hands the caster has. LVL 5 spell. Requires 7 INT and 8 SAU.
Sacrifice - This unholy form of magic allows for the caster to create a fusia glow over their weapon in order to activate this power. With it, any damage done with this weapon in the next round is converted into mana and sent back to the caster. The unholy act of converting health into magic is trademark to unholy pure mana. The damage can be done to any target, including one self. LVL 6 spell. Requires 8 INT and 8 SAU.
Afflicted flesh - The caster fires off a shard at a target, which upon impact will inject the flesh with highly concentrated mana, causing the target to have a part of its body painfully erode. The "bending" of flesh is typical for such unholy spells. LVL 7 spell. Requires 7 INT and 7 SAU.
Magical Limb Attachment - The user adds an extra arm to their body, allowing them to use an extra attack next turn, or, alternatively, use it again in that next turn to stack the effect, allowing the user to attack with multiple arms and thus multiple weapons. Unholy spell. LVL 7 spell. Requires 7 INT and 7 SAU.
Mutilate corpse - A more advanced and devious version of Scavenger’s Spoils. The caster grabs an inanimate corpse or an unintelligent undead, and it breaks apart into pieces. The limbs can then be attached in the same manner as Scavenger’s Spoils, or they can simply be left there. Only the head is animate or animatable. LVL 8 spell. Requires 8 INT and 8 SAU.
Sel-disassembly - The caster detaches up to four of their limbs and/or one of their heads from their torso, allowing each to act independently. All your parts still share their stats with each other, but can take actions and move independently. If a limb is destroyed, you lose that limb forever, and if your torso or head are destroyed, you die. Only the head can cast spells, but any part can use skills if they are relevant, or attack. (Use common sense - a head can’t use a bow, and a single arm probably can’t hold a two-handed weapon, but might be able to handle a pistol. Remember that only parts with eyes can see!) When the spell ends, all appendages return to the torso unless they have been destroyed. LVL 9 spell. Requires 8 INT and 9 SAU. Lasts one turn, but additional spell slots of any level can extend this spell with no action required on subsequent turns.
Clayshape - The caster’s skin and flesh become soft like clay for a moment as they reform to fit their needs. This spell allows the caster to redistribute their stat points from their STR, VIT, DEX and PER. For example they could get -5 PER and -2 DEX for +3 VIT and +4 STR. This transformation lasts three turns, and this spell cannot be cast again during that time. LVL 10 spell. Requires 10 INT and 10 SAU. You can’t reduce a stat below 0. Also, reducing a stat to 0 is probably bad for your health.
Collector - The caster uses this magic by launching a stream of unholy magic into a nearby dead viro body. The corpse will spasm, before erupting in tentacles and become a collector. This spell must be cast within one round of the body's death. LVL 10 spell. Requires 10 INT and 10 SAU.
Aegis of flesh - The caster of this spell inflicts a major pain unto itself as this spell melts the skin with a burning scorch of pure mana, after which the molten skin turns rock-solid, allowing it to absorb impossible amounts of force. An unholy spell. LVL 10 spell. Requires 10 INT and 10 SAU. Damages the caster, but can resist enormous amounts of damage.
Glass porcupine - The caster launches a wave of pure mana over its target, which will then seep into the flesh of its target and cause an eruption of crystals to envelop and stab the target as it is frozen into place by the construction. Unholy spell. LVL 10 spell. Requires 10 INT and 10 SAU.
Litch shield - The litch shields itself by melting its skin to form it into an armoured bone-like shield or armour which protects the caster against incoming damage. LVL 6 spell. Requires 10 SAU. AP 5.
Litch appendage - The litch sprouts appendages such as tails or tentacles which can shoot forward to attack closeby targets. LVL 6 spell. Requires 10 SAU. Tentacles have 10 STR.
[/PTab={background-color:#181818}] [PTab=Fire] PyromancyFire is somewhat comparable to void. It's holy spells use INT and EMO to a high extent, while unholy spells do best with low EMO. Has a lot of high level spells. Fire blast - A basic firespell that allows the caster to launch a short but powerful blast of embers damage an enemy. It's launch works much like a blunderbuss, giving a wide and short range blast. LVL 1 projectile spell.
Fire bolt -The caster hurls bolts of fire straight at the target, causing quite the impact burn. LVL 1 projectile spell.
Cinders - By swiping a spell over a wide area the caster can set either the ground or a target at melee range on fire. This allows for blockading paths or possibly making targets panic. LVL 2 spell. Requires 5 INT. Does well with low EMO.
Fireworks! - The caster shoots a missile that quickly flies, exploding after a short delay in a dazzling blast of color! The fireworks can be any color or pattern you like. Does a bit of fire damage in a 5m aoe. More importantly, the explosion makes for a great distraction and blinds those who are very close to it. Also prone to making dogs bark and viro go “oooooh” and “aaaah”. LVL 2 spell. Requires 5 INT.
Flamethrower - The caster launches forward a spiral of flames in continuous discharge. A very basic, but very effective spell. LVL 2 spell. Requires 5 INT. Does well with low EMO.
Pillars of flames - The caster keeps still and begins to launch fire from the earth below up into their targets. These pillars cause quite the damage. The mages with big mana pools can do an immense amount of damage with this. LVL 3 spell. Requires 6 INT. Use a LVL 1 spell slot for every additional target.
Fire Cloak - The caster is engulfed in embers, giving them resistance to fire magic. However, it leaves them more vulnerable to water magic. LVL 3 spell. Requires 6 INT and 6 SAU. Lasts 3 rounds.
Fists of flames - Engulfs the fists of the caster in fire, adding fire damage to the punches and allowing for holding hot objects without the caster burning his/her hands. LVL 4 spell. Requires 7 INT and 7 SAU. Lasts 5 rounds.
Accelerate Blaze - This spell literally makes the target more flammable, increasing the damage of all fire and accelerating the rate at which the target burns. LVL 4 spell. Requires 7 INT and 7 SAU.
Fireball - Cast a flaming sphere of fire to inflict damage on the target. Simple enough, right? LVL 5 projectile spell. Requires 7 INT and 8 SAU.
Flame ward - The caster creates a disc at its hand, which blocks incoming magical damage. It only works against magic and does not protect against attacks with a radius of effect. A moderate levelled spell. LVL 5 shielding spell. Requires 8 INT and 8 SAU. Disc has AP 4 and blocks magic. If the incoming physical attacks have stats higher than the SAU of the caster or if incoming magic attacks have a higher SAU, then the spell will break.
Attune to the inferno - The caster spends a round summoning embers to twirl around them. The next round, the embers flash up into flames. The flames keep surging, though wrapping around their body in a bright armour. This allows the caster to use fire spells at greater efficiency, boosting their damage whilst lowering their required time to cast. Attunement lasts 3 rounds. LVL 4 spell. Requires 8 INT. All spell slots increase by a level for 3 rounds and require half their original time to cast.
Afterimage - As the user of this spell moves, they leave behind a trail of fire in the shape of themselves. The user gets +3 DEX on themselves, and anyone who passes through the trail takes fire damage. Lasts one turn, but can be maintained using additional slots with no action required. LVL 6 spell. Requires 7 INT and 8 SAU.
Icarus wings - A holy fire spell that is quite powerful but hard to find. Gives the caster burning wings that allow both flight and have a special attack after running out of rounds. LVL 8 spell. Requires 9 INT and 10 SAU. Allows flying movement.
Meteor shot - The caster fires off a burning rock from their hand. As it flies through the air, it obtains momentum and ignites further. The further the meteor travels before it hits its target, the more damage it does. LVL 10 spell. Requires 10 INT and 10 SAU. Does well with low EMO.
Self-immolation - The caster sets fire to itself and everything in the direct area. Especially handy when finding spiders in your house. LVL 10 spell. Requires 10 INT and 10 SAU. Does well with low EMO.
Valiant scimitar - The caster summons a scimitar that seems to have been set aflame. The recently deceased champion of Arrior wielded this sword everywhere he went. LVL 10 spell. Requires 8 INT and 10 EMO. Damage is severely increased when outnumbered 3-to-1. Lasts 5 rounds.
Kugelblitz - An experimental spell stil in development named after the creators' intent; to create a magic-based kugelblitz. The spell involves concentrating immense amounts of heat into a single, molecular spot as decided by the caster. While it does not quite create a blackhole from the sheer intensity of the heat, the spell is still powerful enough to instantly incinerate everything in a 100 meter radius from the point of origin. This spell is only known to a very select few, and even fewer are even capable of casting this spell. LVL 50 spell. Requires 10 INT and 10 EMO. Subsequently melts and obliterates everything within range at a molecular level.
[/PTab={background-color:#181818}] [PTab=Holy fire] Sentinel The hailmerrymen dedicate their lives to creating the living flame. Their sentinel magic is the closest immitation of this dream. Featuring moving flames that have a mind of their own.
Sacred flame - The caster uses a holy form of flamethrower, which has a spiral of white and blue flames burst from their finger tips. These flames have a homing effect, allowing it to arch around objects and have increased chance at hitting a target that dodges. LVL 3 spell. Requires 6 INT.
Captured flame - This spell creates a roaring flame that quickly gets out of control if not properly contained. Without a container, this spell simply ignites the caster and everything nearby. However, a suitable container enables the spell to do more - a specially designed vessel in the shape of a golem is traditional, although in a pinch any heat-resistant metal container that is mostly but not fully enclosed will do the trick. This creation then acts as a servant, following the caster’s orders. It can move, attack, understand commands, carry things, and stand guard, with its power increasing based on container size and spell slot level. LVL 3 spell. Requires 7 INT.
Ember servant - The caster conjures a swarm of little servants from a pile of embers. Each ember becomes one servant, which joins a swarm that acts as one, or can split apart into smaller swarms to do tasks. Ember servants have a 3 in each stat across the board when in a swarm of at least a few dozen, and a 1 in each stat when alone. Each is a few millimeters tall and wide, and glows dimly. They have no attacks, but a swarm has +4 STR for lifting or moving objects only, and can communicate by spelling out letters or symbols together. A small brazier or campfire summons about 100 ember servants. LVL 3 spell. Requires 7 INT.
Fury serpent - The caster slams onto the ground and summons a fire that trails over the ground, homing in onto its target. This holy fire magic can make a second attempt at hitting its ground-bound target if it misses initially. LVL 5 spell. Requires 8 INT. Does well with low EMO. If the attack misses, it will re-attack in the next round.
Ash wraith - The caster summons a mixture of soot and fire, in the form of an ash wraith. The wraith is made of gasses and fine dust, so it can’t lift or carry things, and it treats liquids as solid barriers. But the wraith can float around and burn things on contact, and its amorphous form allows it to fit into tiny cracks. What makes the wraith exceptional, however, is its defense - it is highly resistant to physical damage, since it’s hard to shoot or punch a cloud to death. And it can fly. LVL 6 spell. Requires 7 INT and 7 SAU.
Ashman - The caster uses the holy fire of Arrior to cast forth a ashman. This ashman acts much like any worker-class demon. Its body is comprised of hardened ash, with a burning flame deep within to act as its motor. The ashman wields a club with which it attacks. LVL 7 spell. Requires 8 INT and 8 SAU. Has 6 stats across the board. Uses a studded bat.
Drifting embers - The caster summons a cluster of embers, which slowly but surely home in on their targets. The very moment they hit their target, they burn intensely on the surface of their victim. Religiously, the embers are considered concious and thus holy. LVL 7 spell. Requires 8 INT and 9 SAU..
Chaos orb - The caster creates a singular orb into the air which will launch either three fire bolts or one fire blast every round for three rounds. This holy magic was originally created by the hailmerrymen, who loyaly served Arrior in hopes of creating living fire. LVL 8 spell. Requires 9 INT and 10 SAU.
Chaos breath - The caster inhales shortly before exhaling a stream of fire which will dance around its target. This holy magic was originally created by the hailmerrymen, who loyally served Arrior in hopes of creating living fire. LVL 9 spell. Requires 9 INT and 10 SAU.
Burn the house down - Cause one giant eruption of fire that launches fireballs down to below targets. An immense spell only for those that have spent years using fire magic. LVL 10 spell. Requires 10 INT and 10 SAU. Does well with low EMO.
Firestarter - Start a small, undamaging fire on one of your teammates that swiftly envelops them. Anyone who gets too close will be burned. LVL 10 spell. Requires 10 INT and 10 SAU. Does well with low EMO.
Pillars of Arrior - Alike to pillar of flame, but stronger. This holy spell has a limited reach as it simply erupts around the caster, but the effects it can have on its surroundings is immense. Up to 15 eruptions of magma spout from the ground, burning anyone who gets too close. Can hit friendlies too. LVL 10 spell. Requires 10 INT and 10 SAU. Use a LVL 5 spell slot for every additional target.
Meteor Shower - It would be quite the sight to behold... well, that IS if you weren't the one taking this fiery mayhem of a shower to your face. A superbly difficult spell that even a spec ops operative would have difficulty casting. A holy spell. LVL 30 spell. Requires 10 INT and 10 SAU.
Fire golem - A questionable spell, considering its manifestation. The fire golem is a variant of the regular golem, formed from rock and lava. Its super-heated 10 meter tall body is nigh impervious to all damage, save the crystalline formations used to power them. LVL 35 spell. Requires 10 INT and 10 EMO. Requires at least 10 crystals to make. AP 6.
Vainglory - Summon a huge beam of white-hot fire from the heavens and eradicate your opponents and the ground on which they tread from the face of the earth. A holy spell, used by the most powerful pyromancers. Considered a Tier 3 spell and thus illegal. LVL 50 spell. Requires 10 INT and 10 EMO. The affected area will be turned into a burning wasteland, inflicting fire damage on anyone standing in it. The burning wasteland cools down after 5 turns. The user cannot move for 2 turns after casting the spell.
[/PTab={background-color:#181818}] [PTab=Unholy fire] Magmancy Area denial is the motto of magmatism. Covering any and all areas in a thick layer of fire to make sure no one can come close. Lends well to ranged casters who want a buffer against melee attackers.
Flow - The caster causes a section of lava, big enough for a handful to stand on, to become cool, solid rock. The caster can control the direction of the lava flow around the rock, which slowly moves it and anything on it along like a boat on a river.
Melt - The caster touches a surface, and this spell allows a medium-sized area of material to liquify for a moment, which generates rather extreme heat and causes structural damage. Either targets a 1m radius of a surface, or some armor/weapon, in which case that item is damaged and has its AP reduced by 1. LVL 4 spell. Requires 7 INT and 6 SAU.
Immolation -The caster fires off a small ember, which upon touching with the target sets alight into a grand fire. This burns the target severely. LVL 6 projectile spell. Requires 7 INT and 8 SAU. Does well with low EMO.
Scorched earth - The caster incinerates the eart around them in a 5m radius. causing anyone to step foot on this radius to be burnt, with exception of the caster. An unholy spell, used by unholy mages to guard their domains. LVL 6 spell. Requires 7 INT and 8 SAU. Lasts 3 rounds.
Smoke pellet - The caster throws a ball of condensed smoke out, causing a smoke screen to beset a 10m rdius upon impact. Anyone within the radius of the smoke suffers inhalation problems, causing them damage as long as they stay within the radius, as well as taking away their abbility to visualise their surroundings. A low-level unholy spell. LVL 4 spell. Requires 6 INT and 7 SAU. Lasts 2 rounds. -2 PER to targets within radius.
Magma orb - The caster throws a heavy orb of condensed fire, that splashes into an intense heat upon impact. The area of impact, which is a rough 2m radius splash, forms into hot magma. Making the act of stepping on this area intesely painful and dangerous for the duration of its presence. LVL 7 projectile spell. Requires 8 INT and 8 SAU. Lasts 5 rounds.
Lava-spew - The caster exhales a torrent of lava from their mouth, which plaquates whatever they aim at with a thick layer of lava that lasts for 3 rounds. Potentially causing the hit structure to be set alight through the intense heat. In addition, this spell happens to be a particularly brutal melee move. LVL 8 spell. Requires 9 INT and 10 SAU. Causes burning.
Eruption - The caster raises their hand high above their head, causing five magma orbs to launch from their hand and fall down on random locations within a 20m radius off them, each causing a 2m radius magma splash to appear upon impact that lasts for 5 rounds. Making movement in the direct vicinty very dangerous for any attacker. An unholy method employed by advanced unholy mages. LVL 9 projectile spell. Requires 9 INT and 10 SAU.
Shadowflame - The caster makes any enemy he/she can see with their own eyes erupt into a small to large sized black flame. The flame will stick to that person for 3 rounds, dealing damage to the enemy. Costs a decent amount of mana. Spell can be charged to increase size of flame, which will increase the damage of the fire, though at the cost of using rounds and even more mana. This unholy fire spell was used by most of Arrior's outcasts. LVL 5 spell. Requires 9 INT. Does well with low EMO.
Lavawalker - Lavawalker gives the caster and their clothes, oddly enough, complete imperviousness to non-magical fire, allowing them to safely tread through lava and magma alike as if it was but mud. An essential spell for risk-taking volcanologists, though the act is considered unholy. LVL 10 spell. Requires 10 INT and 10 SAU.
[/PTab={background-color:#181818}] [PTab=Water] HydromancyWater is oriented towards supporting magicks that help yourself and your allies. But a darker side to this magic allows you to take control over blood, provided the target has an open wound. Does not lend itself well to low EMO. Water burst - Blasts water from the caster out forward in blunderbuss-like fashion. It's short but hard hitting punch can do some basic damage for the caster. LVL 1 projectile spell.
Ice shard - Fires a shard of ice at the target as a sort of bullet to do basic damage. LVL 1 projectile spell.
Waterbreathing - This enables the user, and anyone they touch, to be able to breathe water as though it were air. Lasts an hour. LVL 1 spell.
Water Wave -A small wave of water is shot towards a single enemy. It travels along the ground, so it cannot hit flying enemies. LVL 2 spell. Requires 5 INT.
Flash freeze - Supercooled water ice crystals coat the caster's hand, and spread to anything they touch. This deals cold damage to targets and freezes water nearby. A single touch can freeze a 1mx1mx1m cube of water. LVL 2 spell. Requires 5 INT.
Water Cloak -The caster covers himself/herself in a watery coat, giving them resistance to water magic. However, it leaves them more vulnerable to fire magic. LVL 3 spell. Requires 6 INT and 6 EMO. Lasts 3 rounds.
Healing wave - By lashing out in front of you with the spell one can heal friendly targets at short range, or create ice shards on the ground to serve as blockade for enemy targets. LVL 3 spell. Requires 7 INT and 7 EMO. Heals minor wounds on all targets. Damages enemies that pass into the wave.
Water dome - Creates a dome around the caster that heals allies that are within it. The dome is 10 meters in diameter. If the caster does anything that require foot movements, the dome will dissipate. The dome does not obstruct attacks from either side of the dome. A holy water magic. Counts as a shielding spell that can be cast with a magick shield. LVL 3 spell. Requires 7 INT and 7 EMO. Activates a healing dome that heals allies within the dome every round. Takes 1 round to activate. Caster must remain stationary and not use any spells while dome is active. Disappears after 3 rounds. After the dome has disappeared, the caster will not be able to use the spell again until 2 more rounds have passed.
Flood - The caster raises their hand, and any nearby water raises to meet it. In an open space, this creates a wave which splashes water everywhere. In an enclosed space, like a room, the water floods the room to the desired level. This spell requires existing water to work, but even a tiny puddle will do. Lasts two turns. LVL 4 spell. Requires 6 INT and 6 EMO. If the caster is unholy, the water is blood instead.
One with the surf - The user becomes one with the body of water they are currently touching, increasing that body's mass with the exact some amount of water as their own body weight with added gear. Attunement lasts 3 rounds. LVL 4 spell. Requires 7 INT and 7 EMO. Can not use other abilities while attuned.
Anti-Molecular Vibration Beam (AMVB) - The user fires a beam of ice-magic infused energy, temporarily halting the molecular vibrations of whoever is hit, causing incredibly painful freezing. LVL 4 spell. Requires 7 INT and 7 EMO. Can potentially freeze someone.
Attunement to the frost - The caster summons ice-carrying winds to whirl around them, creating a frigid aura. The next round, the frigid cold sticks onto the caster like frostbite. This allows the caster to use water spells at greater efficiency, boosting their damage whilst lowering their required time to cast. Attunement lasts 3 rounds. LVL 4 spell. Requires 8 INT. All spell slots increase by a level for 3 rounds. Halves casting time. Upcasting doubles duration.
Tidal wave - A wave of water is released that engulfs in a 20 metre radius of the caster. It heals friends, and hurts enemies. LVL 4 spell. Requires 7 INT and 7 EMO. Heals minor wounds on friendly targets. Does minor damage to enemies.
Blood regen - The user creates a blood magic version of recharges which slowly regenerates health. An unholy water spell. LVL 1 spell. Requires 7 INT and 7 EMO. Does minor healing.
Water regen - The caster splashes an ally with water that fills their wounds and rapidly heals them. Can be used to heal more complicated wounds. LVL 5 spell. Requires 8 INT and 7 EMO. Does moderate healing.
Water ward - The caster creates a disc at its hand, which blocks incoming magical damage. It only works against magic and does not protect against attacks with a radius of effect. LVL 5 shielding spell. Requires 6 INT and 8 SAU. Disc has AP 4 and blocks magic. If the incoming physical attacks have stats higher than the SAU of the caster or if incoming magic attacks have a higher SAU, then the spell will break.
Ygrosif's cloak - The caster creates a cloak of ice to protect the caster. This allows the caster to raise AP by 3 points for one round. Any attack that hits the cloak in this round will bounce back, having the attacker suffer minor water damage. LVL 6 shielding spell. Requires 7 INT and 8 SAU.
Advanced healing wave - The caster has water flow from their hands, which leads its way over to all allies in a 7 meter radius. The water heals their wounds, even if they are substantial. LVL 6 spell. Requires 9 INT and 7 EMO. Does moderate healing to all allies in range.
ICE-9 - A more advanced version of Flash Freeze. Functions identically, but the range is all connected liquids in a 5km radius. Kurt Vonnegut will sue you for this. If a target dies from the cold damage, they turn completely into ice. LVL 7 spell. Requires 8 INT and 7 EMO.
Icy Porcupine - After soaking themselves in water, the caster will violently jab anyone or anything in the 1 metre radius of the caster with icy spikes. Takes 1 round to prepare. LVL 7 spell. Requires 8 INT and 9 EMO.
Blizzard - This spell doesn't actually summon a blizzard, but it's actually a thick beam of ice being shot. LVL 7 spell. Requires 8 INT and 9 EMO.
Way of the Octopus - A specific type of water magic first invented by fishermen off the coast of Japan, later perfected by both monks and the military, it offers both defensive and offensive capabilities. The caster uses the water around them in order to create eight tentacle-like limbs that surround them. Level 8 spell. Requires 9 INT and 9 EMO. Each limb can be used to either defend, by turning into ice, or attack that round. Caster cannot move while using this ability.
Frost form - Making use of a magic similair to that of the 'one with the surf', this spell allows the user to momentarily become a cloud of frost. This allows the user to move unharmed, while doing minor frost damage to whomever they pass through. LVL 8 spell. Requires 9 INT and 9 EMO.
Freezer burn - A water spell that freezes whatever the user touches on contact. This spell slows the target down, reducing their speed no matter where it touches them, and causes intense pain. LVL 9 spell. Requires 9 INT and 10 EMO. -3 DEX for four rounds.
Tidal trident - The caster summons a trident with waving spearheads. This trident was the weapon and symbol of the high priestess of nara, both that of the present and the past. LVL 10 spell. Requires 8 INT and 10 EMO. Does water damage. Damage to undead is severely increased. Lasts 5 rounds.
Healing tsunami - The caster spawns a massive wave of water which spreads out in a radius of 20 metres. Enemies are caught by this wave and if their STR is lower than the caster's SAU, they will suffer a minor stun. Allies will instead be healed by a moderate amount. LVL 10 spell. Requires 10 INT and 10 EMO. Does minor stun/water damage. Moderate heal to allies.
[/PTab={background-color:#181818}] [PTab=Holy water] Holy waterThe church of the trinity equipes most places with at least one mage capable of using this highly capable form. Both effective at healing, and repelling the unholy.
Droplet of faith - This spell is simple and subtle. The caster looks at a specific creature, and a tiny droplet of water is conjured on their finger. The water is warm if the creature is holy, cold if the creature is unholy or undead, and room temperature if it’s neither. LVL 1 spell.
Hydrate - Hydrate yourself! The caster creates about 500ml of water, strictly for refreshing one self or others. LVL 2 spell. Requires 5 INT.
Waterwalk - Invoke the spirit of Jesus by walking on water. As long as waterwalk is maintained - which can be done without taking up time in a round - water below the feet of the caster will act like a newtonian fluid, as in that they must keep moving on the water to prevent sinking into it. As such, even if waterwalk is effective, the caster can not stand still for longer than one round while on water. LVL 3 spell. Requires 5 INT and 6 EMO.
Regenerate - Water is life, in this case literally. This spell mends the wounds of a target. The healing takes a long time, so it’s not effective in combat, but it is capable of even reattaching lost limbs if maintained for long enough. LVL 3 spell. Requires 5 int and 7 EMO. Does not work on constructs or undead.
Puddle of purging - The caster summons a puddle of water of 20m radius to form on the ground. Undead and unholy creatures that step into this puddle will feel as though this puddle is boiling, while holy and/or living creatures will simply get wet feet. LVL 4 spell. Requires 6 INT and 7 EMO. Deals minor damage to undead/unholy
Shielding stream - Everyone knows vampires hate garlic, can’t enter a dwelling without asking first, and can’t cross running water. Well… there’s some truth to this last one. With this spell, the caster touches an existing running water source or conjures a small one. Anyone the caster disallows cannot cross the stream, treating it like a physical barrier that extends from the ground to far above. All other creatures and objects may pass like normal. Vampires that are disallowed specifically explode if they try to cross. Level 5 spell. Requires 6 INT and 7 EMO. Lasts 2 rounds, but ends early if the stream stops flowing.
Evaporate - The caster summons a cloud of evaporated water which floats forward slowly. Covering 5 metres every round and dissipating after 4 rounds. With the cloud taking up a ball of 4m radius. Any creature that is undead or unholy alligned will experience the touch as though it were high-temperature steam. Anyone else who touches this cloud will undergo minor healing during every round that they touch it. LVL 5 spell. Requires 6 INT and 8 EMO. Deals moderate damage to undead/unholy
When it rains - A spell used to activate one of 4 second stage spells. Causes a small shower of rain to take over the battlefield, about 30 meters radius of the caster. Does nothing in the first stage, and if the caster is struck at all, the rain fades away almost as quickly as it came in. The rain can only be used for one of the second stages, not all 4. LVL 3 spell. Requires 6 INT and 7 EMO. Preps caster for second stage.
...It pours - part of the 'when it rains spell, and the easiest spell to cast. The rain picks up and the radius of the spell shrinks to 15 meters, making it difficult for anyone to see, except for the caster. The heavy rain lasts for 2 rounds. Can be used immediately after casting when it rains. Taught alongside when it rains. LVL 3 spell. Requires 6 INT and 7 EMO. Blinds all within radius of effect.
...you see the rainbow - part of the 'when it rains spell', and a bit more challenging to cast. This spell requires the user to charge the starting spell for 3 rounds before use. The rain fades away, leaving a faded rainbow in the sky. Any ally underneath the rainbow recieves a small health boost. The rainbow stretches over an area of 10 metre radius of the caster. Must purchase when it rains and it pours before learning this spell. LVL 5 spell. Requires 7 INT and 8 EMO. Heals all within radius and
... it freezes - part of the 'when it rains spell', on the difficult side of the spectrum. This spell requires the user to charge the starting spell for one round before use. The rain freezes, forming wet snow that creates a hard-to-traverse snow layer on the ground below. The cold and mud that follows, causes all those caught in the weather to be slowed down. Affects all within 30 metre radius of the spell, including allies. Lasts for 4 round. Must purchase when it rains, it pours and you see the rainbow before learning this spell. LVL 6 spell. Requires 8 INT and 8 EMO. -2 DEX to all in radius.
...It storms - the final part of the 'when it rains' spell, and possibly the most difficult to cast. The spell requires 5 rounds of charging with the rain, but is well worth the wait. The rain freezes in air, becoming gradually heavier and heavier until it starts to come down as large clumps of hail. Anyone in the area is in danger as the hail crashes down around the battlefield in a 30 metre radius, excluding the caster. Must purchase previous stages before this one. LVL 7 spell. Requires 8 INT and 9 EMO. -2 DEX and -2 VIT to all in radius.
Smiting Water - By applying holy affinity to your water magic, you create holy magic and spray it at an enemy. LVL 7 spell. Requires 8 INT and 9 EMO. Deals massive damage to undead/unholy.
Banish - A powerful spell. The caster begins to draw watery sigils with their hands, and begins the process of returning a summoned creature back to whence it came. Only works on summoned creatures. Works instantly on summons that were summoned with a finite duration, otherwise the caster must be uninterrupted for a full round. LVL 7 spell. Requires 8 INT and 8 EMO.
Holy caste - Sprinkle a bit of holy water over your crusading weapons. Nothing like expelling demons with holy water and silver bullets, am I right? LVL 8 spell. Requires 9 INT and 9 EMO. Deal massive damage to undead/unholy. Lasts 3 rounds.
Guardian of the faith - The caster creates a creature of water that is ever fluctuating in its shape. It lashes out with its pure holy form against any undead or unholy creature that comes within a 50m radius, and with its fluid state it can get around most obstacles. The creature can however not leave its 50m radius. Caster must stand still to maintain the guardian and remain within the same summoning radius as the guardian. LVL 9 spell. Requires 9 INT and 10 EMO. Does major damage to undead/unholy.
Ward of the dead - The caster stands still for a round. The next round, steam suddenly bursts from them spreading out into a 50m radius, Every single undead and unholy creature within this radius is stunned and boiled alive. LVL 10 spell. Requires 10 INT and 10 EMO. Minor stun. Deal massive damage to undead/unholy
Forbiddance - A more powerful Shielding Stream. To cast this spell, a mage must spend at least a few minutes laying out holy water, salts, and powdered silver in a circle. The circle can be any size, but must be contiguous, and larger circles take more time to make. When the circle is complete, the caster specifies a type of creature that is not allowed in the circle - this can be a category like “undead”, a specific creature like “Prince Purebright”, or a descriptor like “anyone born on june 5th”. Anyone specified, when they enter the circle and for as long as they remain inside, will feel the sensation that they are drowning and begin taking heavy water damage every turn. Even creatures that do not need to breathe will feel the feeling and take the damage, as water starts to burst from their internals. The damage and sensation stop one round after the creature completely exits the space. The circle lasts one year and one day- but anyone who isn’t disallowed can break the circle by physically disrupting the materials at the border, which ends it early. Disallowed individuals cannot touch the materials. Level 15 spell. Requires 10 INT, 10 EMO, and 10 SAU.
[/PTab={background-color:#181818}] [PTab=Unholy water] SanguinomancyConsidered the most terrifying of magicks. Or at least, as far as creatures with blood in their veins are concerned. Blood mages have the reputation of being evil incarnate.
Bend blood - By manipulating the blood in someone else’s arm, you can cause their attack to go wide, their weapon to drop, their ally to get slapped… the possibilities are endless. Only works if the target has an open wound. LVL 2 spell. Requires 6 SAU. Lasts only a moment.
Seeing red - Popping some minor vessels in the eyes, an unholy caster can cause any target to become partially impair visual ability for a moment. Vastly decreasing their accuracy. LVL 4 spell. Requires 8 SAU. Lowers target PER by -2. Lasts 3 rounds.
Bloody Murder - This pun would be funny if it wasn't meant so literally. This unholy spell was explicitely designed to, ahem, "Boil the blood of your enemies simply by touching them."... Right, then. The spell is listed as illegal to cast. LVL 5 spell. Requires 7 INT and 8 EMO. Target must have an open wound and have blood. Damages the caster.
TIA - An unholy water spell that causes an artery to block, causing paralysis and damage to whatever artery is targetted. In critical situations where this spell is particularly overcharged, it can damage the brain. Which explains its naming; Transient Ischemic Attack. LVL 5 spell. Requires 6 INT and 9 SAU.
Cut the strings - A sanguinist's banish. The caster draws a rune with their own blood, and disrupts the connection between a target and anyone controlling it. This breaks direct mind control, telepathic channels, and the connection between master and summon. If the affected target has free will, it can now act on its own. Otherwise, the target continues to follow the last instructions it was given, but cannot receive new orders or be directly controlled. Without orders, summons usually defend themselves but take no proactive actions. LVL 5 spell. Requires 5 INT and 7 EMO.
Crimson Elixir - Your blood can heal when you use this spell! You could use it on an ally. Or an enemy. I don't judge. LVL 5 spell. Requires 7 INT and 8 EMO. Damages the caster as much as it heals the target.
Spear of the bloodwitch - The user conjures a spear from their own blood, and can immediately attack with it. The spear has AP 3, is a SAU based melee weapon, and it lasts three turns. This spell only works if the caster is injured and bleeding, otherwise the spear emerges from the user’s chest and does damage to THEM instead - a cruel joke from the spell’s original creator. Upcasting this spell grants additional AP. LVL 6 spell. Requires 7 INT and 7 SAU.
Rejuvenating Blood - By manipulating the rate of regeneration in your blood with mana, you heal yourself a little. LVL 6 spell. Requires 8 INT and 8 EMO. Does very effective healing to self and undoes bleeding.
Bloodstrike - A basic form of bloodmagic where the caster shoots a shard of blood of its own at a target. It will then return to the caster and grant the caster a possible boost in health. LVL 5 spell. Requires 7 INT and 8 EMO. Heals caster equally to damage done.
All For One - A blood magic spell designed to be a mocking of the earth magic spell, instead of using the ideas of blood magic to protect someone else, it uses it to protect themselves. A willing or unwilling ally is cut and whenever an attack gets into range the target's own blood is used to block the attack, it cannot be used on enemies. LVL 6 spell. Requires 8 INT and 8 EMO. Passes damage suffered over to targetted ally.
Purging blood - By inserting a magic concentrate in the casters own blood, the caster will become able to heal from poison rather than be damaged by it. LVL 6 spell. Requires 8 INT and 8 EMO. Undoes status effects like bleeding, poison and such.
Surprise Blood Spike - Once in melee range, you can use this spell to take your enemy by surprise by penetrating them with a spike of blood. LVL 7 spell. Requires 8 INT and 9 EMO. Almost always hits.
Cold veins - The caster influences the bloodflow of a reanimated thrall, increasing their healthiness. an unholy blood magic. Does not work on skeletons. LVL 8 spell. Requires 9 INT and 9 EMO. +1 STR, DEX and VIT to undead.
Rage of the Blood Titan - This spell utilises the limit of the viro body, or, rather, removes it. It increases your stats immensely, but you will take damage every turn. Use it carefully; There have been times when the skin of the caster has turned blood red and become incredibly sensitive due to using this spell too much. LVL 10 spell. Requires 10 INT and 10 EMO. +1 stats across the board.
Blood porcupine - One of the most sadistic spells in existence, and outlawed everywhere for its unholyness. Incidentally, it is also a favourite of Kalin. This spell allows the caster to infect the blood of a target, after which the blood is formed into long spikes and shot out from the inside. This causes massive bleeding as well as excursiating pain, as one can imagine when being stabbed from the inside out. LVL 10 spell. Requires 10 INT and 10 EMO. Stuns target severely. Causes severe bleeding.
Purging of pain - The caster summons a short but strong wave of water to spread out around themselves. Everyone hit in a 15 metre radius who is allied to the caster will be healed of major wounds, while enemies will be thrown off balance. LVL 10 spell. Requires 10 INT and 10 EMO. Stuns enemies minor. Heals allies in range of almost all wounds.
Life transference - The caster creates a link between itself and an ally. All damage the caster takes is severely decreased. The decreased amount will transfer to the ally, healing them rather than damaging them. The ally must be close by. An unholy blood magic. LVL 10 spell. Requires 10 INT and 10 EMO.
[/PTab={background-color:#181818}] [PTab=Earth] GeomancyEarth magic is very defensive. Utilising EMO and SAU. INT is less involved. Holy magic however does involve INT as it manipulates wildlife. Unholy magic, well, it just goes beyond the typical defensive stuff. Geomancers are known for their industrial and economic benefit. Clump-o-dirt - Hurls a ball of dirt that explodes into vines upon impact. Doing basic damage. A very easy to cast spell for beginning mages. LVL 1 projectile spell.
Razor leaf - Launches cutting leafs at the target as if they were bullets. LVL 1 projectile spell
Find product - The caster is made aware of the nearest by natural product or chemical that they are looking for. LVL 1 spell. Requires 5 INT.
Nutrition - Feed the world! The caster creates a bit of fruit or vegetable, which can be eaten. LVL 2 spell. Requires 5 INT.
Pocket Sand - This spell, originating from a rural town in Texas, causes a burst of finely ground sand to fly from the user's hands. While it was designed as a quick non-lethal getaway, it can be utilized in a more… aggressive manner. LVL 2 spell. Requires 5 INT and 5 EMO. Blinds target.
Trapping vines - The caster marks a spot on the ground, which launches up vines when stepped on. These vines take a hold of whoever enters the trap, keeping them in place. Affects a 2 metre diametre circle. LVL 2 spell. Requires 5 INT and 5 EMO Stuns target. If the spell is weaker than the target STR, the trap will break. (INT + EMO) / 2 = Spell stat strength.
Burrow - The caster permanently moves the earth below them to create a hiding spot big enough for them to, for example, hide in. Can also be directed to burrow in other directions. Often used for smaller digging jobs. LVL 2 spell. Requires 5 INT and 5 EMO.
Landslide - Ever wanted to reenact the Khait Landslide? Well, now you can, by creating a large amount of rocks and tossing them at your opponents. LVL 3 spell. Requires 5 INT and 5 EMO.
Earth Shield - Creates a rectangular shield in front of the caster, which works as a relatively strong barrier. LVL 3 shielding spell. AP 3. Lasts 2 rounds.
Cover - The caster creates a waist high wall, allowing for a save space to seek cover behind. LVL 3 shielding spell. Requires 5 INT, 5 EMO and 6 SAU. Creates a 1 metre high, 3 metre wide wall. AP 3. Lasts 3 rounds. Getting hit by an attack with higher AP or magic cast by mage with higher SAU.
Thorn whip - A holy earth spell in which the caster creates a thorned whip of vines, which can be used to hit a single target. The whip does considerable damage, especially to lower AP targets, while also being able to pull smaller, light targets towards the caster. LVL 4 spell. Requires 6 INT and 7 EMO.
Stone Greatshield - Form a mighty barrier of stone before the caster to create the mightiest of barriers to protect from frontal attacks. LVL 4 shielding spell. Requires 5 INT, 6 EMO and 6 SAU. Blocks frontal attacks. Lasts 1 round. AP 5.
Rock armour - Forms an armor of stone on the caster. Causing the caster to become much stronger. Unlike other more traditional forms of armor, this will not hinder the caster in the slightest. LVL 4 shielding spell. +1 AP points. +1 VIT. Lasts 3 rounds.
One For All - An earth spell designed around the ideas of blood magic however to protect someone rather than hurt someone. You cast the spell on someone and your self, the ally it is cased on will be protected from all attacks as earth magic will block anything that gets near the ally, however to do such a powerful and complex spell it is designed to take mana and health. LVL 5 shielding spell. Damage done to target is transferred over to the caster.
Earthbind - This spell was created to spite the sky, but it's also occasionally used as a magical seatbelt. The caster points at a creature within 100ft, and earthy tethers erupt from the ground, grabbing them. The tethers pull a target to the ground, and remain for a round. The tethers restrict vertical movement, requiring the target to stay in direct contact with the ground, but horizontal movement is not impeded. The spell can be maintained on additional rounds by using a spell slot, requiring no action. LVL 3 spell. Requires 5 INT and 5 EMO.
Attunement to the sands - The caster spends a round summoning sands into the air, which will rotate around the caster. The next round, the sand will push itself against the caster, sticking onto their skin and armour. This allows the caster to use earth spells at greater efficiency, boosting their damage whilst lowering their required time to cast. Attunement lasts 3 rounds. LVL 4 spell. Requires 8 SAU. All spell slots increase by a level for 3 rounds. Halves casting time. Upcasting doubles duration.
Gravitational Pull - The caster pulls any object that doesn't weigh too much within range to himself/herself. Holy monks became famous for using this magic. LVL 4 spell. Requires 6 INT and 5 EMO. Can pull objects that weigh up to 40 kilos to the caster. Caster must be within 15 meters of the object. The route from the caster to the object must be devoid of obstructions.
Tower of the sentinel - The caster uses its magic to launch a pillar of rock up in their right below them, causing for the caster to become elivated 7 metres up. The sleek walls of the thin tower make it impossible to climb up on. [iLVL 4 spell. Requires 5 INT, 6 EMO and 6 SAU. Lasts 3 rounds.[/i] Earthen Bastion - Creates a 4-meter radius circular globe of earthen materials around the caster, blocking most attacks from all directions relatively well. LVL 6 spell. Requires 5 INT, 7 EMO and 8 SAU. Wall has AP 5 and blocks magic. If the incoming physical attacks have stats higher than the SAU of the caster or if incoming magic attacks have a higher SAU, then the spell will break. Minor stun on caster upon breaking. Sand Devil - Invoke the mysticism of the desert by destroying the opposition with what can only be described as the mix of a sandstorm and a tornado. It doesn't exactly hurt people by wind, but rather by hurling dirt and stone at people. Lasts 2 turns. LVL 6 spell. Requires 5 INT, 8 EMO and 7 SAU. Gravitational telekenesis - An advancement of the gravitational pull spell. This spell allows for one to not just pull an object towards themselves, but to levitate or even throw it at a distance. LVL 6 spell. Requires 7 INT and 6 EMO. Can pull, push, or levitate objects that weigh up to 60 kilos. Caster must be within 20 meters of the object. The caster must have a direct line of sight to the object, but it is not necesarrily unobstructed. Bog Down - An uncharacteristic Earth Spell, used by hunters in the early days of the world. It covers the ground to a viscous mud, slowing down and ruining your fashionable new uniform and/or cape. No dirt actually needed for this to work, though it is worthy of note that doing this to pools is both messy and immature. Pool has a 10 metre radius and lasts 3 rounds. LVL 6 spell. Requires 5 INT, 8 EMO and 7 SAU. Stone rupture - The caster focusses upon a relatively nearby point of ground, where the earth will raise up from its normal state and create a disruptive hill. The hill has a 20 metre radius, and will hurt targets standing on this radius if present during the spell to varying degree. Makes movement much harder for anyone to move across. LVL 6 spell. Requires 6 INT, 6 EMO and 8 SAU. -1 DEX to people move across. Tangling hit - The caster summons throny vines to wrap around their weapon. After the spell takes effect, the weapon will inflict those same vines upon the enemy. LVL 6 spell. Requires 7 INT and 7 EMO. Lasts 2 rounds. Effect of the spell on target lasts 3 rounds. Effect can be undone by cutting away with vines. Locks target in place. Targets with 8+ STR can resist. Earthquake - The caster touches the ground with this spell, causing the very earth itself to rumble under the casters power. Anything on the ground in a 50 metre radius will be damaged. Most structures are destroyed. LVL 8 spell. Requires 5 INT, 8 EMO and 8 SAU. Grounded hammer - The caster summons a large, heavy greathammer made of stone. The greathammer was a favourite of an ancient champion, who defeated an entire army with just this hammer. LVL 10 spell. Requires 7 INT, 10 EMO and 10 SAU. Does unholy earth damage, does severely more damage when the wielder is suffering many wounds. [/font][/font] [/PTab={background-color:#181818}] [PTab=Holy earth] ShamanismShamans are among the best paid of government functions. That is because of their warding and herding capacities, which have kept entire cities safe from extreme danger.
Growth - Helps to enlarge the size of your wood. With this spell, you can cause plants in an area around you to grow quickly, and produce more crops. Works on any non-intelligent plant, but the results are more noticeable with plants that have a shorter life cycle. LVL 1 spell.
Druidic call - The caster calls out, and all nonviro animals within a 5km radius hear the call. They instantly know the identity and location of the caster, as well as their current situation, and are magically influenced to help if their goals don’t directly conflict with the caster’s. I.E if the proposal doesn’t actively hinder the animal, they’re inclined to help. If the animal doesn’t like what the caster is doing, however, they might ignore the call or come to help the opposition! LVL 3 spell. Requires 6 SAU.
Tap the leylines - By placing their hand on the earth, the caster can tell where the nearest groups of animals are, the general health of the ecosystem, and if any major changes have recently occurred. Works in urban areas too, but the results are a little more abstract. LVL 3 spell. Requires 6 SAU.
Alarm - The caster creates a circular ward over a circle up to 7 metre diameter. When an enemy enters the warded area, the caster will be alerted of this. Can be adjusted to not sound alarm for specific people, which has to be depended for beforehand. Optionally, the alert of the ward can be made audible for all within hearing range. The alarm comes in the sound of a 'ping', which is rather loud. LVL 4 shielding spell. Requires 6 INT, 5 EMO and 5 SAU.
Animal friendship - The caster makes a target, uncontrolled animal suffer the influence of the caster. This allows the caster to take control over the creature for 10 rounds. The caster must have thrice the INT of the target. LVL 5 spell. Requires 6 INT and 7 EMO.
Beastshapes - This spell allows the caster to borrow the powers of an animal for a time. They must touch a friendly animal as they cast the spell. The caster gains powers based on the nature of the animal: >Fierce Fangs - if the animal has sharp teeth that it uses for attacking, the user’s teeth sharpen and strengthen, allowing them to bite with similar force. +1 STR. >Climbing Claws - if the animal can climb vertical surfaces, the user’s hands strengthen and they can climb at a similar speed. +1 DEX. >Serene senses - if the animal has an advanced sense of smell, sight, or hearing, the user gains similar senses. Their nose, eyes, and/or ears change to reflect these new powers, respectively +1 PER. >Arbor Armor - if the animal has natural armor, like a shell or scales, the user’s body is similarly endowed. +1 AP when unarmored, and +1 VIT. Multiple benefits can be gained depending on the animal, but each can only be gained once per casting. For example, a dog would grant the Fierce Fangs and Serene Senses buffs, but would not get multiple instances of either. LVL 5 spell. Requires 7 EMO and 7 SAU. Lasts 1 round, but can be maintained on subsequent rounds by spending additional spell slots, requiring no action.
Beastial spirit - Infuses the strength of the wild animals within the holy caster, causing them to be more devestating than ever. LVL 6 spell. Requires 8 EMO and 8 SAU. +2 to STR and VIT. Lasts 3 rounds.
Ward of the wild - The caster, a shaman, casts a ward over an area which lasts indefinitely. Wild creatures that are not agitated will avoid entering or passing the warded area unless absolutely necessary, as they feel a mental compelling not to do so. Area can be up to 100 metre long and is deployed in a wall-fashion. Spell is not visible. Expires after 5 rounds. LVL 7 spell. Requires 7 INT, 6 EMO and 7 SAU. Caster must be shaman of profession. Creatures with a higher EMO than the caster ignore this effect.
Beast bond - The caster creates a telepathic bond with a wild creature under their control. By these means, the caster can communicate better, even when separated. LVL 7 spell. Requires 7 INT and 8 EMO. Caster must be shaman of profession. Creatures with a higher EMO than the caster ignore this effect.
Blessing of Gaya - The caster creates a small bright green orb which circles around the caster. This orb will block any attack, no matter how strong, and nullify its effect. It only does this once. LVL 8 shielding spell. Requires 5 INT, 8 EMO and 8 SAU.
Defender of Nature - Summons a being that once protected a large forest somewhere in the world. Now it uses it's strength to protect you; it's new master. This thin, dark-green, crooked being will attack your enemies at your command with it's vine whips and sharp claws. LVL 10 spell. Requires 6 INT, 10 EMO and 10 SAU. Summons a Leshen when in a forest.
Create Golem - A classic use of earth magic, creating a golem is easy to learn, but hard to master. This spell is notable for it's scaling ability and variety in usage. Requires a nearby source of dirt or rocks. Small golem
LVL 5 spell. Requires 5 INT, 6 EMO, 5 SAU and 3 minor activated crystals. 5 stat points across the board. 1-meter tall golem. Medium golem
LVL 10 spell. Requires 5 INT, 6 EMO, 6 SAU and 6 minor activated crystals. 7 stat points across the board. 3-meter tall golem. Large golem
LVL 15 spell. Requires 6 INT, 7 EMO, 8 SAU, 6 minor activated crystals and 1 potent activated crystal. 9 stat points across the board. 5-meter tall golem. Huge golem
LVL 20 spell. Requires 7 INT, 8 EMO, 10 SAU, 6 potent activated crystals and 1 treated potent crystal. 12 stat points across the board. 10-meter tall golem. . Cataclysmic golem
LVL 30 spell. Requires 8 INT, 10 EMO, 10 SAU and 7 potent treated crystals. 18 stat points across the board. 25-meter tall golem.
[/PTab={background-color:#181818}] [PTab=Unholy earth] FerrumancyOften reffered to as steel-skins. The ferrumancers are specialised in bending steel rather than dirt, which makes them especially terrifying in the modern age.
Find ore - The caster is made aware of the nearest source of any given metallic ore or crystal they are looking for. LVL 1 spell. Requires 5 EMO and SAU.
Encage - The caster takes an existing metal object they are wearing or carrying (either their armor, weapon or shield) and reforms it into a metal blob, which flies at the target. If it hits, the target is surrounded by the metal, which grants them +4 AP but also immobilizes them. When the spell ends, the item transforms back into its original form and will need to be retrieved. Lasts 1 turn. LVL 4 spell. Requires 6 EMO and SAU. Less effective against larger targets.
Iron ward - The caster creates a disc at its hand, which blocks incoming magical damage. It only works against magic and does not protect against attacks with a radius of effect. An unholy spell. LVL 5 shielding spell. Requires 5 INT, 6 EMO and 7 SAU. Shield has AP 4. If the incoming physical attacks have stats higher than the SAU of the caster or if incoming magic attacks have a higher SAU, then the spell will break. .
Armour of Hephaestus - Drawing minerals from the ground and surroundings, you create up to three metal suits of armor, up to three metal weapons such as longswords or spears, and up to three shields. These form around the bodies of and in the hands of up to three nearby targets, respectively. All are considered novice level custom items, and turn back into minerals when they are no longer being worn or carried. LVL 7 shielding spell. Requires 5 INT and 7 EMO. Higher slots increase item quality.
Towers of the underworld - The caster uses its magic to launch large steel spikes from the ground, up into his opponents and their vicinity. Effects anyone in a 5 metre radius. An unholy spell. LVL 5 spell. Requires 5 INT, 7 EMO and 6 SAU. Target's hit suffer -2 DEX during next turn.
Sharded steel - This spell transforms whatever melee weapon one is holding, causing penetrative shards to erupt from their surface. This makes the weapon all the more damaging when used, but also heavier. LVL 6 spell. Requires 8 STR and 8 SAU. +2 AP and increased damage to weapon for two turns.
Iron deficiency - Some people might complain about iron deficiency in their blood. But they only know the real meaning of this complain once they've felt the pain of all the iron in their blood ripping out of their pores. Targets a specific enemy to rip the iron from their blood in a violent manner. LVL 8 spell. Requires 8 EMO and 9 SAU. Causes moderate bleeding.
Metallic Cleave - The caster creates a makeshift cleaver of sorts by manipulating the minerals in the ground below them and hits the enemy with it. Not much of a cleaver, though, more like a blunt force weapon shaped like one.Unholy Spell LVL 9 spell. Requires 5 INT, 10 EMO and 9 SAU. STR oriented weapon. AP 5.
Metallic Endurance - By hardening the minerals already existent in their body, the caster increases their vitality and AP. Lasts 3 rounds. An unholy spell. LVL 9 shielding spell. Requires 6 INT, 9 EMO and 10 SAU. -1 DEX, +3 VIT, and +2 AP.
False-crystal armour - The caster summons a series of metallic crystals to form across the body. These formations refract and deflect magic, allowing the user impunity against the effects of directly attacking spells, but not against debuffs and the like. LVL 10 shielding spell. Requires 8 INT, 9 EMO and 10 SAU. Impervious to damage from direct damage from spells cast at a lower spell slot level than this spell. Lasts 3 rounds.
Gravitational Crush - A cruel usage of the Gravitational telekenesis spell, this spell takes hold of the targets body and pushes it inwards on itself, crushing whoever is unfortunate enough to be targeted. An unholy spell. LVL 10 spell. Requires 7 INT, 9 EMO and 10 SAU.
Walking tank - A greatly enhanced version of metalic endurance, where additional minerals are mimicked through magic to form what could quite literally be called an iron hide. Besides from the caster looking like the silver surfer, this spell also greatly enhances health and AP, while restricting movement speed. Lasts 3 turns. LVL 15 shielding spell. Requires 6 INT, 10 EMO and 10 SAU. -2 DEX, +5 VIT and +3 AP.
[/PTab={background-color:#181818}] [PTab=Wind] AeromancyWind magic focusses heavily on projectile spells. It's holy magic does shock damage, which does well against electronics and flying creatures. It's unholy magic performs status effects on large groups. Gust - The caster cuts a blast of wind through the air at the target. Making a hard impact. A basic spell for most wind magic users. LVL 1 projectile spell.
Air cutter - The caster launches slashes through the air to cut at the target. Fire at the speed of bullets. LVL 1 projectile spell.
Float - a spell used by wind users to make things float or levitate for extended periods of time. This can help the caster move things around from a distance of up to 10 meters away, or hold things in place. Only works on things that weigh less than 5 kilos. LVL 2 spell. Requires 5 INT and 5 EMO.
Acceleration - This handy dandy spell is for the nimble and quickfooted. Boosting ones speed for as long as one can manage to uphold it. LVL 3 spell. Requires 6 INT and 6 EMO. +1 DEX.
Harvest Winds -This is a rather old spell used by farmers that were magically inclined but lacked the manpower to reap the harvest. Nowadays, it is used for far less mundane tasks. It performs rapid, though weak cuts. LVL 3 projectile spell. Requires 6 INT and 6 EMO.
Flight -One of the most iconic and ironic spells of all the wind based spells. Allows for flight, maximum speed raising with 10kmh every higher level slot used, with the base speed of 20 kmh. Lasts 3 rounds. LVL 3 spell. Requires 6 INT and 6 EMO.
Haste - Putting the wind in the back of those around you, this spell allows the caster to reinforce the dexterity of everyone in a 20m radius. This spell is activated and continues to be cast around the user as long as they do not take damage or the spell slots run out. Subsequent rounds after casting do not take up actions. LVL 4 spell. Requires 6 INT and 7 EMO. +1 DEX
Air wave - The caster aims its catalyst or hand(s) down at the ground, causing a 5m radius blast of wind that throws back viro-sized enemies (besides giants) wearing armor lighter than heavy for three metres. Otherwise affected targets are stunned. The spell takes up only half a round, meaning the caster can still launch attacks after casting, although only half the normal amount. LVL 4 spell. Requires 6 INT and 7 EMO. Stuns all.
Attunement to the storm - The caster summons strong winds to surge around their body for a round. The next round, the winds will build up speed, becoming a tiny storm that surround the caster directly. This allows the caster to use wind spells at greater efficiency, boosting their damage whilst lowering their required time to cast. Attunement lasts 3 rounds. LVL 4 spell. Requires 8 INT. All spell slots increase by a level for 3 rounds. Halves casting time. Upcasting doubles duration.
Denial - By manipulating air currents, the user can create something like a redirecting shield around themselves or an ally, redirecting incoming projectiles. Does not work against magic. LVL 5 shielding spell. Requires 6 INT, 6 EMO and 7 SAU. Redirects to other targets.
Rapid reload - by manipulating air currents, the caster can speed up the process of reloading a weapon significantly. This spell near-instantly reloads a single round or projectile that's no heavier than an arrow into its respective weapon. Casting this spell takes no action, but you can't use any spells before or after casting it on the same turn. LVL 5 spell. Requires 6 INT and 6 EMO.
Levitate - an advanced version of float. This spell grants the user the ability to hold several objects depending on weight and distance. Any object that weighs less than 30 pounds can be lifted up to a maximum of 30 meters away, or any combination of item weights and distances equalling 13 kilos and 30 meters away. LVL 5 spell. Requires 7 INT and 7 EMO.
Untimely unload - A variant of Rapid Reload. The caster creates a harsh wind that tries to rip a magazine or projectile out of a weapon, spilling it on the ground. Can also work on other objects, but they can be no bigger than a bullet or small arrow. Automatically works on anything that isn’t being worn or carried, otherwise the opponent can spend a skill slot that is higher than the slot used to cast this spell to quickly grab the item and prevent it from being lost. This spell takes the normal action required. Level 5 spell. Requires 6 INT and 6 EMO.
The Eye -User summons their own personal wind storm around them, spanning 15 meters in diameter. Caster able to move when in use. The winds lowers accuracy of weapons with AP 1 or 2 tremendously. Affects indiscriminately and anyone inside the winds is affected, including the caster. LVL 6 spell. Requires 7 INT and 8 EMO.
Air phase - The caster summons up a complex magical power which allows the caster to gain snapshot instinctual responses against normally impossible to dodge attacks. In response, the caster insta-moves a very short distance, leaving only a momentary shade of the caster in the form of idle mana. Can be used in high succesion during a single round. LVL 1 spell. Requires 7 INT and 8 EMO.
Feather fall - The caster summons an effect over up to 6 allies, allowing all of those to land on the grounds safely during what would be a dangerous fall. LVL 6 spell. Requires 7 INT and 8 EMO.
Advanced air wave - Aside from mimicking air wave, this spell allows for the user to neutralise falling damage. In fact, when dropping from above 20 metres high this spell increases in radius to 15 metres. Throws viro-sized enemies wearing armor lighter than juggernaut for five metres. An unholy spell. LVL 8 spell. Requires 8 INT and 10 EMO.
Rapider reload/unload - a more powerful version of Rapid Reload / untimely unload. Functions identically, but the caster can reload- or unload- one magazine or projectile in any number of ranged weapons that are within 15m. Reloading takes no action, but you can’t use any spells before or after casting it on the same turn. Unloading, or doing both reloading and unloading simultaneously, takes the normal action. LVL 10 spell. Requires 10 INT and 8 EMO. If you already have Rapid Reload or Untimely Unload, you can subtract the SP you spent ONE of those spells from this spell’s SP cost.
[/PTab={background-color:#181818}] [PTab=Holy wind] FulguromancyLightning mages are infamous for their superior hunting capabilities, and many with such powers can be found in the ranks of the riesen-jagd.
Shock - The caster touches the target and releases a small amount of electricity into the target. Any elementary holy magic. LVL 2 spell. Requires 5 INT and 5 EMO. Does shock damage.
Spark - A spark of electricity leaps out of the caster's finger and onto the target. LVL 2 projectile spell. Requires 5 INT and 5 EMO. Does shock damage.
Ball o' lightning - The user conjures a little sphere of crackling energy in between their two hands. The user can throw it like a grenade, where it then explodes in a few meters radius, dealing some lightning damage. The sphere can instead be held for up to three turns, with each turn increasing the size of the ball, which makes it explode for more damage and in a larger area. After three turns, if it isn’t thrown, it explodes right away, so watch out! LVL 3 spell. Requires 5 INT and 6 EMO. Does lightning damage in a 2m/4m/8m radius depending on charge.
Thunderclap - The caster summons a thunderbolt from the sky, landing right on the caster self. This holy spell causes anyone in a 4m reach to be hit with the effects of the spell, damaging them. LVL 4 spell. Requires 6 INT and 7 EMO.
Crackle - A light blast of lightning blasts out of the caster's fingers and into the target. A holy spell. LVL 5 projectile spell. Requires 7 INT and 7 EMO. Does shock damage.
Arc Trap - The user places a dangerous electrical trap with a current of around 0.05 amperes. If anyone besides the user comes within 0.5 meters of the trap, it will detonate, zapping everyone besides the user within a 3 meter radius. Can also be detonated at will. A holy spell. LVL 6 spell. Requires 7 INT and 8 EMO. Does shock damage.
Bronmyr - The caster creates a powerful whip made of thunder, with which the caster strikes at multiple enemies at once. It improves with power as the targets' AP does. Used by hunters who prefered hunting drakes over boars. LVL 7 spell. Requires 8 INT and 9 EMO.
Lightning bolt - A blast of lighting blasts out of the caster's fingers and into the target, often sending them flying back and tearing apart whatever is hit. A holy spell. LVL 7 projectile spell. Requires 8 INT and 8 EMO.
Thunderous clap - A lash of thunder strikes down from the sky. This is especially effective against flying enemies. The spell was used by warriors of Aria who attacked from above. LVL 8 spell. Requires 8 INT and 9 EMO. Does shock damage.
Holy hunter - A bolt of lightning is sent into the air by the caster, and comes back down to its target in a homing-cluster manner. Each of the bolts does its own damage, and there are 7 bolts in total. It impacts one round after casting, during which more attacks can be launched. (Writers tip: Use a stun effect on your target.) LVL 8 projectile spell. Requires 8 INT and 9 EMO Does shock damage.
Striker's influence - The caster enchants their weapon with the power of lightning, making their weapon pack extra punch as well as attack faster. A holy spell. Lasts 3 rounds. LVL 8 spell. Requires 8 INT and 9 EMO. Weapons do shock damage, +1 DEX when used.
Bouncebolt - The caster. with one burst, launches a burst of bolts. although they do little damage, they can become extremely lethal. This is due to the fact that the 6 bolts will bounce back off walls and targets. This allows for the bolts to keep striking over and over. LVL 9 projectile spell. Requires 9 INT and 9 EMO. Does shock damage.
Thunderbird: When cast, a formation that can only be described as a bird or phoenix of some kind appears in the sky, after which multiple thunderbolts hit the target. A holy spell. LVL 10 spell. Requires 10 INT and 10 EMO. Does shock damage.
Thunder bolt - A powerful blast of lightning blasts out of the caster's hand and into the target. A holy spell. LVL 10 projectile spell. Requires 10 INT and 10 EMO. Does shock damage.
Twin lightning bolt - Two blasts of lighting blast out of the caster's hands. One out of each hand. The two lightnings have to hit different targets. LVL 10 projectile spell. Requires 10 INT and 10 EMO. Does shock damage.
Chain lightning - A blast of lightning leaps out at the target. If there is anyone else within melee range of the caster, the lightning my leap onto them and will continue leaping five times or fails to hit all available targets. The lightning can't leap onto the same target twice. A holy spell. LVL 10 projectile spell. Requires 10 INT and 10 EMO. Does shock damage.
Hunters bow - The caster summons birch shortbow, which fires by drawing back the string and creating a magical arrow. It was once used b a champion of a previous wind god, who was the first viro to kill a dragon. LVL 10 spell. Requires 8 INT and 10 EMO. Does shock damage. Does severely increased damage against bosses.
Lightning storm - A cloud appears in the sky and rains down 10 lightning strikes, divided equally between everyone in the affected area. The cloud is 30m in diameter and strikes only right under itself. A holy spell. LVL 10 spell. Requires 10 INT and 10 EMO. Does shock damage.
[/PTab={background-color:#181818}] [PTab=Unholy wind] VenumancyPoisoners focus on dealing poisonous damage to large groups. Best at outlasting large battles in especially cruel ways.
Laughing gas - The caster spews out a concentrated mixture of nitrous oxide, filling an area in a cone in front of them. This relaxes anyone caught in the blast. LVL 2 spell. Requires 5 INT and 5 EMO. -1 STR and INT on targets.
Gasleak - The caster spreads a cloud of colorless, odorless, tasteless natural gas in all directions. The gas is mostly harmless by itself, but a single spark can lead to explosive results. LVL 4 spell. Requires 6 INT and 7 EMO. Deals explosive damage when lighting or fire enters the space for the first time. Lingers for 1 round.
Sickening Gas - The user infuses an object with poisonous gas. If the object is disturbed at any point 12 hours after imbuement, it will detonate, filling the surrounding area with noxious gasses. Unholy spell. LVL 5 spell. Requires 7 INT and 7 EMO.
Fell mist - This spell conjures a thick, heavy fog that is opaque, which surrounds the caster in a large area. The fog causes a bit of poison damage to all in contact with it, and also causes affected targets to lose their sense of direction and have trouble navigating. This eerie spell has been the source of many superstitions and 'cursed' areas. LVL 5 spell. Requires 7 INT and 7 EMO. Affected targets take a bit of poison damage, are blinded and move randomly until they exit the area. Lasts 1 round, but can be maintained on additional rounds with no action required. Targets that are immune to poison are blinded but not damaged or confused.
Bad Air -At times, the best way to stop a rampaging beast wasn't to strike it down. Causes a 20 meter in diameter area in which the air feels incredibly thick and difficult to breathe in. Unholy spell. LVL 6 spell. Requires 7 INT and 8 EMO. Does poison damage.
Aspyxiation - Temporarily 'relieves' a target of oxygen, causing any creature reliant on air to collapse to the ground and choke. An unholy spell used to torture intruders. LVL 7 spell. Requires 7 INT and 9 SAU. Causes paralysis and damage for 1 round.
Gaseous form - The caster touches a willing target, be it someone else or themselves, and turns them into a cloud of gas. While in this form, the target will move slowly, but be able to fly and get through small openings with ease. Liquids will be considered solid. The target is immune to physical damage. LVL 7 spell. Requires 8 INT and 8 EMO. Lasts 5 rounds.
Mercury mist - The caster releases a cloud of mercury, causing intense pain and poisoning unto a 5 meter radius of the caster. The mist on itself looks enchanting, but its touch proves it to be a dangerous beauty. Unholy spell. Lasts 2 rounds. LVL 9 spell. Requires 9 INT and 9 EMO. Does poisoning damage.
Patrifact - The caster releases a cloud of petrifying poison, inducing a dangerous effect on anyone who is hit in a 5 meter radius of the caster. LVL 9 spell. Requires 9 INT and 9 EMO. Does poisoning damage.
Ghastly wave - The caster launches a green-yellow cloud in flamethrower-fashion at a target, This wave of poisonous clouds causes dangerous poisoning upon touch. LVL 9 spell. Requires 9 INT and 9 EMO. Does poisoning damage.
[/PTab={background-color:#181818}] [PTab=Miscelaneous] MiscelaneousChange - A spell that can only be used by Changlings. This spell allows the caster to mimic someone/something else's appearance at the cost of a restirction on all other mana use. Restricts spell use while active. Instant cast.
Manipulate - Not quite so much a spell as a passive power. Depending on the element, one can manipulate their surroundings. A fire element might be able to bend fire, while a water element can freeze water. The effectiveness of this manipulation depends heavily on the amount of mana, the intelligence, emotionality and general soul strength of a caster. Darkness - Can shape shadows in spite of lightsources Holy dark - Can cause patterns of objects to change, but only for the perception of others. Unholy dark - Can move dormant ivory, mostly found in bones. Only works on dead sources. Light - Can brighten or darken lightsources Holy light - Can create and change sounds Unholy light - Can neutralise or enhance existing sources of alpha, beta and gamma radiation Void - Can disrupt portals Holy void - Can command void creatures Unholy void - Can momentarily disrupt laws of physics; note: this effect is reversed immediately after use Pure mana - Can manipulate, grow and change crystallic formations Holy pure mana - Can fast-forward their perception of time Unholy pure mana - Can manipulate the flesh of dead organisms Fire - Can create small flames and direct their flow (but not their intensity) Holy fire - Can manipulate existing ashes Unholy fire - Can manipulate existing lava Water - Can manipulate and change water, including its state Holy water - Can manipulate the weather Unholy water - Can manipulate blood, including that inside others (must be suffering from bleed status) Earth - Can manipulate existing rock and dirt formations Holy earth - Can create and manipulate plant-life Unholy earth - Can create and manipulate metals Wind - Can manipulate aircurrents Holy wind - Can redirect existing thunder and manipulate electric currents Unholy wind - Can manipulate various existing gasses Varying spell slot usage depending on intent.
Enthrall - A magical power reserved for the Crideth vampires. Provided the target is of lower level than the caster, has a lower EMO and SAU than the caster, this spell can be used to turn a single individual to aid the caster. Spell slot usage depends on targets level.
Dragon breath - Dragons have the unique abbility to use their elemental breath in order to fight foes. The effects change accordingly to element; Fire dragons can breathe fire; Holy can use chaos breath which writhes and moves. Unholy can breathe dark fire. Water dragons can breathe icy air; Holy can use healing breath. Unholy can use a lifesteal breath that heals the dragon as it does damage. Earth dragons can breathe disorienting dust; Holy can use a roar that turns hostile wildlife to their side. Unholy can use deterioarting breath that weakens armour and weapons. Air dragons can breathe electric streams; Holy can roar storms into vicinty that randomly hit enemies with lightning strikes. Unholy can breathe poison breath. Void dragons can breathe distorted beams; Holy can roar portals from the void into existence that summon void creatures. Unholy can breathe overcharged distorted beams. Pure mana dragons can breathe light disintegrating mana; Holy can use time deteroarting breath that turn consumeables rotten, and natural products broken/useless. Unholy can use flesh melting breath. Darkness dragons can breathe dark disintegrating mana; Holy can use hallucinogenic breath. Unholy can use raise dead breath, the spell slot using requiring to be equal or greater than the raised dead (lasts 3 rounds) Light dragons can breathe beams of light. Holy can use a shielding roar to casts protection on allies. Unholy can use magic silencing breath, that cancels the abbility to use magic of others. LVL 1 spell.
[/PTab={background-color:#181818}] [PTab=Divinator] DivinatorDivine power is something only draemora can wield. Those creatures directly descended from the all-god hold abbilities beyond any normal magic powers. With any spell, one throws two 8-sided dices. Depending on the outcome of this throw, one will have an additional elemental effect on top of their starting element. 1. Darkness. 2. Light. 3. Pure mana. 4. Void. 5. Fire. 6. Water. 7. Earth. 8. Wind. Additionally, divinators require a verbal component in their magic, Meaning one has to verbalise the 'name' of their spell in order to cast it.
Return unto thee - Launch a single corona disc from the casters hand. It will travel about 20 metres, before hanging still in the air and moving back towards the caster's hand in the next round regardless of the caster's position, cutting anything that comes in its way. LVL 5 projectile spell.
By his spear - Throws a radian spear that is overflowing with magicka. If it hits succesfully on an enemy, another spear is summoned in the caster's hand. The second spear (using up yet another spell slot) will explode upon impact in the determined elemental damage. LVL 8 projectile spell. Second projectile, 5m radius.
I shall judge thee - Summons a bright, overflowing rod that is roughly shaped like a sword (though the magic flowing from this weapon makes that form hard to see). With a range of 5 metres due to the 'echo' coming off from the blade. Lets off five lashes in a specific combo ( upper-right down, upper-left down, vertical up, horizontal right, horizontal right). If one gets hit by one slash, each subsequent slash will also be a guaranteed hit. LVL 10 spell.
Return, thy servant - Launch a set of 9 discs from the casters hand. These go out in a 180 degree angle forward, will stick in the air at a 20 metre distance, and come back towards the caster's hand in the next round (regardless of their position) whilst cutting anything in their path. LVL 10 projectile spell.
I reveal thee! - When the caster speaks this out, they must adress one particular target. This target, if they are a draemora or vassal, will be forced to speak out their name. LVL 10 spell. EMO must be higher than target to work.
I invoke thee...! - The caster calls forth the name of a draemora they know,thereby granting themselves the power of that draemora's birthmagi for two rounds. LVL 15 spell. Lasts 2 rounds.
I revoke thee...! - The caster banishes a demon or angel in visual range, but only if they know that creature's name. LVL 15 spell.
Stand with me...! - The caster calls forth the name of a draemora within them that they have a positive relationship with. The draemora takes shape in an aetherial form for three rounds, while the caster themselves becomes incorporeal. The draemora will fight in their stead, while the caster can exclusively use defensive and utility abbilities. LVL 15 spell.
Bow to me...! - The caster calls forth the name of a draemora within them that they have a negative relationship with. The effects of the birth magi they have are doubled for three rounds. LVL 15 spell.
Thyne judgement ruled - Summons two bright sickle-shaped blades overflowing with magic. The caster will then let off a flurry of ten hits, each doing substantial damage to whoever is hit with these blades. Each hit has the possibility of causing lasting effects (bleeding, burning, poisoning) depending on what elemental damage is rolled. Water, bleeding. Fire, burning. Earth, poisoning. Wind, EMP. Darkness, -1 EMO. Light, -1 SAU. Pure mana, -1 VIT. Void, stun. LVL 15 spell. Effects last 3 rounds. Flip a coin with each hit, heads = effect. Multiple succesful hits with a heads cause more severe forms of the effect.
Blitzkügel - A melee version of kügelblitz. The caster thrusts a stake of magic into the ground or enemy, causing a 2m radius around impact to be absolutely annihilated with massive magic power. LVL 20 spell.
[/PTab={background-color:#181818}] [PTab=Vassal] VassalOnly the 'Vessels' or 'Vassals' have the abbility to tap into the unnatural abbility to mold the very fabric of reality to their hand. Vassalage is not something to be taken lightly; It is proof that existence itself favours your path to protect it. Vassal magic is mostly 'chance' based. One can not learn any one vassal spell. Instead, one can learn to perform a "Vassalage ritual" through which any of the listed random effects can take place, based on a dice throw.
Vassalage ritual - A spell is cast to invoke the powers of vassalage, an unpredictable form of magic where what happens is simply the will of the universe. Any vessel/vassal can learn this spell. LVL 10 spell.
1, Summon object - Opens a portal summoning an entirely random object, as decided by the universe. There totally isn't some list owned by Crowco of hilariously stupid summonable items. It'll be useful, I'm sure.
2, None Existant - Caster and closest by enemy get sent into the underworld and stuck there for 3 rounds.
3, Out of nowhere - A void creature that disturbingly resembles a WWE wrestler is summoned, and instantly goes for a signature move on whoever the caster is targetting.
4, Adios - Get teleported to a random different world for one round, then returned to place of origin.
5, Polymorph - Caster is turned into a random animal or monster for two rounds.
6, Bye - When a caster rolls a 6, re-roll. If another 6 is rolled, the caster gets sent to an entirely diffrent region of the world, possibly interrupting another ongoing rp.
7, Die - If a caster somehow manages to roll a 7 three times in a row, the caster instantly dies.
8, Ball buster - Targetted enemy is suddenly and violently castrated.
9, Bad luck - Targetted enemy loses a random item from their inventory. But if in the next vassalage ritual, the caster rolls a 9 again, they lose a random item from their own inventory.
10, Help - The caster recieves a helpful tip from the watcher himself, directly and disutrbingly sensually whispered into their ear.
11, Rejuvenation - instantly heal yourself or someone in your vicinity completely. Target is determined by additional dice roll.
12, Monkeys paw - Caster can make a wish using only three words. Inevitable 'monkeys paw' effect applies.
13, Friday - a ladder, a black cat, and a mirror are summoned. Prevent the mirror from breaking, as well as anyone from passing under the ladder, whilst avoiding to cross paths with the cat, and the caster will get +20 lvl slots on their next spell. if not, then the caster can not cast magic at all for three rounds.
14, no u - Whatever damage the caster suffers in the current round or the last round, will be instead applied onto the attacker.
15, Helium air - Everyone in the direct vicinty will sound as though they just inhaled helium. Does not have any implications beyond comedic effect.
16, Levitate - Gravity reverses for a random target. This does not negate the inevitable fall damage once this effect stops.
17, Bondage - Some questionable materials spawn from the ground, binding a random target to their location and thus inducing a stun effect.
18, Literally fucking nothing - The only thing this does is waste a LVL 10 spell slot. Just like how you've wasted most of your life on cheeto-fueled gaming binges.
19, Amnesia - Everyone in the engagement forgets everything that has happened in the last five rounds. Including the caster.
20, Top level - Caster launches a randomly selected 20+ lvl spell. The caster, however, has no control over how it is implemented.
21, Beeg Yoshi - A fat bipedal dragon is summoned. Acts as a mount for the caster, or simply sits around and does nothing but be fat.
22, Lorax - Gain the abbility to speak with innanimate objects and plants for 3 rounds.
23, Iron fists - The caster's fists turn into cast iron. Making them incredibly heavy and incredibly damaging. Casters with an STR below 5 will simply fall to the ground due to the weight. Casters above 5 STR get an AP5 and significant damage boost on unarmed attacks. Lasts 2 rounds.
24, Dance off - Everyone in the engagement is forced to switch from combat to a dance-off. Three jury members are summoned behind a booth, and will judge the performance to deduce a winner.
25, Hol' up - A time-out lasting one round is called in the combat engagement. Giving everyone time to heal and rest.
26, ohgodohfuck - Induces PTSD-esque flashbacks on a random target. Causing them to stand still and reflect on their actions.
27, Lambsauce - Plants a vial containing lamb sauce on the inventory of a randomly selected character. Following this, demon lord Ramzay is summoned. His only intention; To locate and acquire the lamb sauce.
28, Invisibility - Everyone in the engagement is turned invisible. Including the caster. Lasts for 3 rounds.
29, Amuzing simplicity - Riachi enters the engagement, only to mock everyone in the engagement incessantly for 2 rounds.
30, Chuckles - ... You're in danger. Summons the enigma. Whatever happens next is up to her. Lasts 1 round.
31, Seasonal spirit - Everything and everyone is suddenly decorated and dressed appropriate to the closest by holiday.
32, Manly - Instantly grow a bear, regardless of gender. Has no real other utility.
33, Possession - Everyone in the engagement loses control of one limb.
34, Paralysis - The caster is paralysed for one round
35, Paralysis 2, electric boogaloo - Everyone in the engagement except the caster is paralysed for one round
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