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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. 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. This only works outside of combat. 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. Spell slots: To use spells, you will have to spend spell slots. These can be bought using MP which you gain based on your SAU with every level-up. Damage: Most attacks incur some kind of damage. Depending on the type of damage they can incur, this leads to an injury. Different injuries can have different effects, depending on the limbs they target and the repeated success of their hits. Unless otherwise stated, any damage type can be assumed to incur a minor injury upon a successful hit. When an attack successfully hits - meaning it is not dodged or blocked in some manner - the possibility of an injury taking place is determined by two things. For one, the attack must have an equivalent or higher AP than the target. Second, the oriented stat of the attacker must be higher than the target's VIT. If the attacker's oriented stat is lower than the enemy VIT, a dice with as many sides as the point difference is rolled. If the dice hits 1, the hit will cause an injury. Actions and scaling: The amount of actions, or in this case, spells that can be used per round can be calculated on the basis of the scaling stat. For example, a spell that requires INT will have its actions per round calculated by the caster's INT stat. If a spell has multiple stat requirements, then the caster takes the average of their related stats combined (rounded up after 0.5). When using different spells with different requirements, the actions per round will be determined by the lowest score. Note that some spells have exceptions to this rule. You can not use the same spell twice in a single round. 1-5 = 1 action per round. 6-10 = 2 actions per round. 11-20 = 3 actions per round. Most types of magic scale on EMO. Summoning magic however scales on SAU, while utility and healing magic scales on INT. 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. 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 adds a +2 to the oriented stat; meaning it will be more likely to land succesfuly and be more likely to cause an injury, or in the case of defensive spells it creates a higher resistance to damage. In the case of utility spells, a more creative approach can be taken. You can discuss the possible additional effects of such a spell with your DM before casting. 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. Normally, only a single summoned creature can be maintained. But there are ways to expand this. For unholy darkness (necromancy) mages, there is a profession available to allows for more and more undead followers per profession level. For holy fire and holy void mages, there is the possibility of buying the fire-watching and void-chanting perks; Each individually allows for an additional summon to be maintained for every time the perk is bought. 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 rather than invoking magics. 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. Darkness spells typically cause Dark damage, which can incur the Critical injury type. Scales with INT unless otherwise stated. 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. Does Dark damage.
Dark orb -Fire small darkness pellets. Novice level magic that any darkness caster could use. Acts much like bullets. LVL 1 projectile spell. Does Dark damage.
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.
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.
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.
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.
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.
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. 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. 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. 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. 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. 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. 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. All spell slots increase by a level for 3 rounds. Doubles actions per round towards Dark magic. 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. -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. 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. 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. 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. Only works when the caster is shrouded in darkness. LVL 1 spell.
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. Lasts 5 rounds.
Dissonant whisper - The caster whispers words of old draconic nature. Their meaning, while illustrious, causes pain and fear. LVL 6 spell. 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.
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 period of 5 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 3 actions 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. Rather than attempting to cause physical injury, holy darkness magic seeks to cause psychological injury to disorient the target. Scales on EMO unless otherwise stated.
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.
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.
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.
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. 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.
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.
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. 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. 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. 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. 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. Invokes the Frenzy injury. 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.
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. 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. +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 3 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, needs 3 actions to cast. Causes the Frenzy injury. 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, needs 3 actions to cast. 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, needs 3 actions to cast. Causes the Fear injury. 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.
Mass Hysteria - The caster releases a burst of shrieking magic, infecting the minds of everyone in a 20 metre range and causing all-out hysteria. LVL 15 spell. Requires 10 INT and 10 EMO, needs 3 actions to cast. Causes the Hysteria injury. Lasts up to 3 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 15 spell. Requires 10 INT and 10 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. Spells that do unholy Dark damage typically incur the Poison injury, rather than Critical. Scales on SAU unless otherwise stated.
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. Lasts 3 rounds. Does unholy Dark 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. Does unholy Dark damage; Incurs the Break injury, not poison.
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. +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.
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. 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. 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. 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. 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.
Second burst - A spell that is typically used after a necromancer has sent waves of weak undead underlings; The second burst spell causes all corpses in a 15m radius to explode. Upcasting increases radius by 5 meters. LVL 7 spell. Each corpse does minor burn and bleed damage in a 2m radius.
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.
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. 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. Needs 5 actions to cast.
Mass summons - The same pretexts as novice necromancy, but raises 3 undead with a slightly less severe upkeep. LVL 10 spell. Needs 2 actions to cast. Lasts up to 5 rounds.
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. Does unholy darkness damage, severe damage to viro when attacked from behind. Lasts 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. Needs 3 actions to cast. 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 damage typically causes the Burn injury, unless otherwise stated. Scales with EMO unless otherwise stated. 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 projectile spell. Does Light damage.
Light orb - Fire small light pellets. Novice level magic that any light caster could use. Acts much like bullets. LVL 1 projectile spell. Does Light damage.
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, re. Can be used on both self and others, as long as sun rays are touching the target and caster. Upscaling this spell increases the heal by a degree. LVL 2 spell. Scales with INT. Heals target limb by a single degree.
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. Scales with INT. +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. -1 PER to target.
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. Scales with INT.
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. 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 shock injury 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. Scales with INT. Heals a single wound by one degree 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, thus doing damage. LVL 4 projectile spell, does light damage. 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 projectile spell. Requires 8 INT and 8 EMO. Heals by one degree or does Light damage, depending on the intention of the caster. Can pass through targets to hit multiple.
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. Doubles actions per round for Light magic. 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. LVL 4 spell.
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. LVL 5 spell. Shield has AP 4. If the incoming physical attacks have a stat orientation higher than the SAU of the caster, 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. LVL 3 spell. -1 PER for 3 rounds and shock damage 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. Scales with INT. Lasts 3 rounds. Can be deactivated at any time after activation. +1 PER to all allies in 20 metre range. 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 7 INT and 7 EMO. Does light damage to enemies and heals a single injury by a degree on 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. 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. Does shock damage to 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. 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. LVL 5 projectile spell. 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. 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. Scales with INT.
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. 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.
Panacea - One of the strongest healing spells. It targets all allies in a 20 meter radius, overflowing them with magic. This heals an injury on every limb - not just a singular injury - by a degree. Perfect for when the whole party has been going through a lot. Upscaling increases range by 10 meters. LVL 10 spell. Scales with INT. Takes 2 actions.
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. Can not perform other actions during the same round.
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. Can not perform other actions during the same round of initial casting, but 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. Like the illusionists, their offensive abbilities seek to deteriorate the enemy's mental stability. Scales with EMO unless otherwise stated.
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. Induces frenzy injury for one round 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. 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.
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. +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. 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.
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. All injuries are temporarily healed by a degree. 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. +2 PER to allies. 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. +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. -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. Saves the caster, bringing the caster back to the edge of death, when taking lethal damage. Must be cast in advance.
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. +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. Unholy light damage can cause Burn or Poison damage, which is determined by the flip of a coin. Scales on SAU unless otherwise stated.
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. 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. 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. -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. -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. 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. -2 PER on enemies. 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. -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. 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. 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. But spells that are cast from within during its activity will remain. LVL 6 spell. 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. 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. 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 poisonous, 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. Does poison damage with a 2 round delay.
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. Needs 2 actions to cast. Does unholy light damage. 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 caster. LVL 15 projectile spell. Does Burn and Poison damage. Requires 10 INT and 10 SAU, needs 5 actions to cast. 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. Void damage typically causes the Break injury to occur. Scales with EMO unless otherwise stated. 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. Does void damage.
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. Does void damage.
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. Does void and shock damage.
Visual Distortion - The user distorts the targets eyes, warping their vision and potentially blinding them temporarily. LVL 2 spell. Does void damage, targets PER-associated limbs.
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. Scales with 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. All spell slots increase by a level for 3 rounds. Doubles actions per turn towards void magic. 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. 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. Shock damage 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. 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. Does major void damage.
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. Does moderate void damage.
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. 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. Does moderate void damage.
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. 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 an injury by one degree. 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:Doubles damage orientation for void 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. DEX oriented weapon. Deals massive void 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, increasing break injuries by a degree. 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 void damage by invoking a ripple-effect that violently targets essential organs and parts. Can be quite bloody and lethally effective. LVL 15 spell. Needs 4 actions to cast. Does major void damage, thus incurring a major Break injury. Hitting a limb that has already suffered Break injury will cause the dismemberment / decimation injury.
[/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. Scales with SAU unless otherwise stated.
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. Invokes Bleed damage.
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. Has 10 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. Does void damage.
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.
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. It however can not use spells, only skills. A holy spell. LVL 5 spell. 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. +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. Scales with INT.
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. Does void damage.
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. 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. Does shock damage.
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. +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. Does moderate void damage.
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. 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. Needs 3 actions to cast. 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. Needs 3 actions to cast. 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. Needs 5 actions to cast.
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. Needs 3 actions to cast.
[/PTab={background-color:#181818}] [PTab=Unholy void] Reality-bending The most destructive and illustrious of magics, in terms of logics. Featuring teleportation and alteration of what we might consider reality. It typically deals in void damage which incurs the Break injury. Scales with EMO unless otherwise stated.
Blink - The caster teleports instantly to the targeted 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. Scales with INT.
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, but no other action can be taken during that round. LVL 3 spell.
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. Scales with INT.
Eraser - The user imbues their hand with an unstable energy and swipes at an enemy, erasing everything that is touched. 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. Does moderate void damage.
Wabbajack - Allows the user to transform a handheld object into a different (non-electronic) handheld object, as long as that object has roughly the same mass. LVL 6 spell. Scales with INT.
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 perceive anything outside the dome as long as they are inside. Inversely, those outside of the dome can not perceive anything inside the dome. LVL 8 spell. Does void damage.
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. Scales with INT 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 void damage. an unholy spell that requires the caster to be highly infuriated to cast. LVL 10 spell. Needs 2 actions to cast. Does void and shock damage to 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. But be careful, as the caster is not immune to its vacuum. A favorite spell of NASA scientists. LVL 20 spell. Needs 5 actions to cast. Anyone in 10 metre radius is hit. Humanoid sized creatures and smaller die instantly if drawn in. 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. Needs 10 actions to cast.
[/PTab={background-color:#181818}] [PTab=Pure magic] ThaumaturgyThaumaturgy is the pure, unadulterated form of magic. It typically deals Pure Mana damage, which can cause Bleed, Break or Critical injuries depending on the shape the spell takes. Scales with EMO, unless otherwise stated.
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. Only works at short ranges. LVL 1 projectile spell. Does pure mana damage (Break).
Magic shards -Fires shards of purple magic crystals that launch at the target like bullets. LVL 1 projectile spell. Does pure mana damage (Critical).
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. Scales with INT. Lasts 3 rounds.
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. Does pure mana damage (Break).
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. Adds pure mana damage (Critical) to weapon. Weapons that already cause Critical injuries will instead gain Bleeding.
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 cast 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. Does pure mana damage; injury determined by weapon type.
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. 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. Does pure mana damage (Bleed).
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. Does minor shock damage.
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 potentially cause pure mana damage (Break) to those in melee range. LVL 4 spell. Can do pure mana (break) damage.
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. Creating the shards takes an action, but their subsequent firing does not, making it very useful when properly prepared. LVL 4 spell. Does pure mana damage (Critical).
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. Scales with SAU. Does moderate shock damage. 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. Doubles actions per round towards pure mana spells. 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 targeting beam, borrowing down onto defenses to work its way through and leave it ravaged. LVL 5 spell. 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. Does pure mana damage (Bleed).
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. Takes a round to prepare the weapon, lasts three rounds. LVL 5 spell. Does pure mana damage; Break on direct hits, Bleed on indirect hits.
Judgement of Justicia - The caster summons a 2 metre wide blade which falls directly, vertically onto the target. LVL 5 spell. Does pure mana damage (Bleed).
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. Scales with 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 viro wearing armor lighter than juggernaut. Throws for five metres. LVL 6 spell. Does minor shock damage.
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 cast 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. Does moderate pure mana damage; Injury type is dependent on weapon type.
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 successful attack will do extra damage with the same element of the absorbed attack. LVL 7 spell. Scales with INT. Adds some magic damage type.
Charged wounds - When activated, every time the user hits an enemy with the charged weapon, they 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. LVL 8 spell. Does major pure mana damage (Break). Can hit multiple targets, or increase damage by a degree, depending on the amount of previous successful hits. 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. Adds major pure mana damage (Break). Damage degree is dependent on amount of successful hits. 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. Scales with 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. Scales with 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. Needs 2 actions to cast. Does pure mana damage (Break, 2 hits for minor injury).
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. +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. Does major pure mana damage; Damage type dependent on weapon type.
Rebellious bastard - The caster summons a bastardsword, which glows with an unnerving fuchsia glow. It is rumored that a long time ago, a powerful vindicator became defiant to not only the gods, but death itself. LVL 10 spell. Does unholy pure magic damage. Severely increased damage when attacking targets with a holy alignement. 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, needs 3 actions to cast. Does major pure mana damage (Critical).
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, needs 3 actions to cast. Does pure manage damage (Critical).
[/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. It typically deals in shock and frost damage, though most of its spells serve as a utility or buff rather than an offensive capacity. Scales with INT unless otherwise stated.
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. When attacking the affected target, the caster gains +2 PER.
Halting the inevitable - The caster slows down their own biological processes, making debilitating injuries, namely 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. -1 STR or DEX per injury effect tier. Requires higher level slots if removing multiple degrees/wounds.
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. Deals pure mana damage (Frost) to anything passing through the membrane.
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. When cast, all other people in the thread must post their future action and attacks. After this, the caster can edit the past post in which they used this spell.
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.
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. 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. -3 DEX to any who pass through.
Time crumble - Allows for two rounds of actions to be launched in one round. Giving the caster supernatural movement by massively increasing their perception of time. The spell takes two actions to prepare. The servants of sycropahs used this spell to gain a slight understanding of the world as their god saw it. LVL 7 spell. Double amount of actions next round.
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, but no other action can be taken during that round. LVL 1 spell.
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. DM will tell you reactions from non-vassal characters to three proposed actions, over the span of three rounds.
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 100 meters 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. Lasts 3 rounds. Useful for time-sensitive situations.
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, needs 5 actions to cast.
[/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'. Scales with INT unless otherwise stated.
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. 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. Upcasting necessary for moderate (+1) or major (+2) poisoning.
Beefcake - The caster reinforces their own tendons and muscular structure. Essentially forcing themselves to become buff. Literally. LVL 3 spell. +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.
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. Even works on broken jaws or sensory organs, but not the cranium. LVL 5 spell. Nullifies the Dismemberment/Decimation injury.
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 controlled 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.
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.
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.
Grafting - The user adds an extra limb to their body. An additional arm will add +3 STR, an additional leg +3 DEX, and an additional ear or eye will add +3 PER. Every limb requires continual spell slot usage every round to be maintained, but only requires the initial action to be performed. LVL 7 spell.
Mutilate corpse - A more advanced and devious version of Scavenger’s Spoils. The caster grabs an inanimate corpse and it breaks apart into pieces, after which any and all lost limbs can be reattached. LVL 8 spell. Nullifies all Dismemberment and Decimation injuries.
Self-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. Needs 3 actions to cast. 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. Caution: Stat redistribution is permanent until clayshape is cast again. LVL 10 spell. Needs 3 actions to cast. 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, needs 2 actions to cast.
Aegis of flesh - The caster of this spell inflicts a considerable 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. The user can choose to have their whole body affected, or only select sections of their body. LVL 10 spell. Needs 2 actions to cast. Does minor burn damage to any or all caster limbs for 1 round. For 3 rounds, caster becomes immune to Bleed, Break and Critical injuries. Upcast doubles duration, but also increases burn damage suffered.
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. LVL 10 spell. Scales with EMO. Does pure mana damage (Frozen and Bleed)
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. AP 5. Can be maintained without action cost.
Litch appendage - The litch sprouts appendages such as tails or tentacles which can shoot forward to attack closeby targets. LVL 6 spell. Tentacles have 10 STR. Does pure mana damage (Poison).
[/PTab={background-color:#181818}] [PTab=Fire] PyromancyFire is somewhat comparable to void. Has a lot of high level spells. It typically deals fire damage which incurs the Burn injury. Scales with EMO unless otherwise stated. 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. Does fire damage.
Fire bolt -The caster hurls bolts of fire straight at the target, causing quite the impact burn. LVL 1 projectile spell. Does fire damage.
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. Does fire damage. 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. Does shock damage.
Flamethrower - The caster launches forward a spiral of flames in continuous discharge. A very basic and short range, but incredibly useful in close quarters and tight corridors. LVL 2 spell. Does fire damage, can hit three targets in one action. 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. Does fire damage. Use an additional LVL 1 spell slot for every target. Base casting and targeting spell slots both increase with upcasting.
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. 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. Adds fire damage to unarmed attacks. Lasts 3 rounds.
Accelerate Blaze - This spell literally makes the enemy more flammable, increasing the damage of all fire and accelerating the rate at which the target burns. LVL 4 spell. All limbs of the targeted enemy suffer burn injury by an increased degree when hit. Lasts 3 rounds.
Fireball - Cast a flaming sphere of fire to inflict damage on the target through a fiery explosion. Simple enough, right? LVL 5 projectile spell. Does moderate fire damage (Burn and Break). 5 meter blast radius.
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 an area of effect. LVL 5 shielding spell. 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, doing minor shock damage to the caster.
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. Double actions per round towards fire magic. All spell slots increase by a level. Lasts 3 rounds.
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 additional action required. LVL 6 spell. Does moderate fire damage.
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. At the end, the caster comes down to the ground, the impact of which mimics the effect of a fireball spell. LVL 8 spell. Allows flying movement. Does moderate fire damage (Burn and Break) on 5 meter radius of landing.
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. Does minor-major fire damage (Burn and Break). 0-25m minor damage, 25-50 moderate damage, 50m+ major damage.
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. Does burn damage to all limbs within melee range, including caster.
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. Does moderate fire damage. Burn injury degree is 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. Scales with SAU unless otherwise stated.
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. Does fire damage on 3 targets.
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.
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 can summons about 100 ember servants. LVL 3 spell.
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. Does fire damage. 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.
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. 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. Does moderate fire damage. 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. Does fire damage.
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. Does fire damage to all body parts of one target. 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. Has a 5m blast radius. LVL 10 spell. Does major fire damage.
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. Does fire damage in melee range.
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. Does moderate fire damage, needs 2 actions to cast. 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. Does major fire damage, needs 5 actions to cast.
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, needs 5 actions to cast. 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, needs 10 actions to cast. The affected area will be turned into a burning wasteland, inflicting major fire damage on anyone standing in it. The burning wasteland cools down after 5 turns. The user cannot move for 2 rounds 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. As can be expected, it deals primarily in fire damage. Scales with EMO unless otherwise stated.
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. LVL 2 spell.
Melt - The caster touches a surface, and this spell allows a medium-sized area of material to liquefy 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. Does fire damage.
Smoke pellet - The caster throws a ball of condensed smoke out, causing a smoke screen to beset a 10m radius 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 ability to visualize their surroundings. A low-level unholy spell. LVL 4 spell. Lasts 2 rounds. -2 PER to targets within radius.
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. Does fire damage to all target limbs. Does well with low EMO.
Scorched earth - The caster incinerates the earth 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. Does fire damage. Lasts 3 rounds.
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. Does moderate fire damage. 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. Does moderate fire damage.
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. Does fire damage. Needs 2 actions to cast.
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 dealing fire 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 10 spell. Needs 2 actions to cast. Causes minor burn injury on all body parts, ignoring damage resistance. 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. Lasts 3 rounds.
[/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 magic is very versatile in its delivery of damage, having a surprisingly large array of different injuries it can incur. However, it still remains primarily a healing magic. Scales with INT unless otherwise stated. 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. Does water damage (Break).
Ice shard - Fires a shard of ice at the target as a sort of bullet to do basic damage. LVL 1 projectile spell. Does ice damage.
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. Scales with EMO. Does water damage (Break)
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. Scales with EMO. Does ice damage.
Water Cloak -The caster covers himself/herself in a watery coat, giving them resistance to water and ice magic. However, it leaves them more vulnerable to fire magic. LVL 3 spell. Lasts 3 rounds.
Healing wave - By lashing out in front of you with the spell one can heal a friendly target at short range, or create ice shards on the ground to serve as blockade for enemy targets. LVL 3 spell. Heals minor wounds on all of one target's body parts. Does ice damage to 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. Scales with INT and SAU. Activates a healing dome that performs a minor heal on all targets within the dome every round. Takes 2 actions 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. Needs 2 actions to cast. If the caster is unholy, blood can be used as well.
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.Completely heals all burn injuries. LVL 4 spell. 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. Scales with EMO. Does moderate ice damage..
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. All spell slots increase by a level for 3 rounds. Doubles amount of actions towards water magic. Upcasting doubles duration.
Tidal wave - A wave of water is released that engulfs in a 20 metre radius of the caster. It can either hurt or heal targets; we recommend you to get the specifical targeting perk if you want to use this best. Upcasting increases range by 5 meters. LVL 4 spell. Heals minor wounds on friendly targets. Does minor water damage (Break) to enemies.
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. Does moderate healing on all body parts.
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. Scales with EMO and INT. 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 if within melee range. 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. 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. Does moderate ice damage.
Icy Porcupine - After soaking themselves in water, the caster will violently jab anyone or anything in melee range of the caster with icy spikes. LVL 7 spell. Scales with EMO. Needs 2 actions to cast. Does major ice damage.
Blizzard - This spell doesn't actually summon a blizzard, but it's in fact a thick beam of ice being shot. LVL 7 spell. Scales with EMO. Needs 2 actions to cast. Does moderate ice damage.
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. Scales with EMO. Each limb can be used to either defend, by turning into ice, or attack that round to do water damage (Break). 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. Heals burn injuries on self completely. LVL 8 spell. Does minor ice damage.
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. Needs 2 actions to cast. Does major ice damage.
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. Does water damage (Break). Major damage to undead targets. 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. Does moderate water damage (Break). Allies get a major heal.
[/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. Scales with INT unless otherwise stated.
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.
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. Lasts 5 rounds.
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 or adviseable in combat, but it is capable of even reattaching lost limbs if maintained for long enough. LVL 3 spell. Can only be cast outside of combat. Does major healing, even to dismemberment and decimate injuries. 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. Scales with EMO. Deals moderate burn 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. 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. Scales with EMO. Deals moderate burn damage to undead/unholy. Does minor healing to the living/holy.
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. Needs 2 actions to cast. 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. 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. Does minor heal to all targets within radius.
... 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. Minor ice damage to all targets within 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. Does minor water damage (Break) to all targets within radius.
Smiting Water - By applying holy affinity to your water magic, you create holy magic and spray it at an enemy. LVL 7 spell. Scales with EMO. Deals major burn 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 requires 3 actions to cast. LVL 7 spell.
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. Scales with EMO. Deal major burn 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. Needs 3 actions to cast. Does major burn damage to undead/unholy.
Ward of the dead - The caster stands still, then has steam suddenly bursts from them spreading out into a 50m radius, Every single undead and unholy creature within this radius is stunned and boiled not-so-alive. LVL 10 spell. Needs 4 actions to cast. Minor shock damage. Deal major burn 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.
[/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. Scales with EMO unless otherwise stated.
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 limb is suffering from a Bleed injury. LVL 2 spell. 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. Deals temporary moderate Break injury to the eyes. 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. Target limb must have a Bleed injury. Does major burn damage.
TIA - An unholy water spell that causes an artery to block, causing paralysis and damage to whatever artery is targeted. In critical situations where this spell is particularly overcharged, it can damage the brain. Which explains its naming; Transient Ischemic Attack. LVL 5 spell. Causes major Cranial Break injury; target must be suffering a Bleed injury.
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. Causes minor Bleed injury on caster arm.
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. Upcasting allows multiple target limbs, but also requires the caster to bleed more. LVL 5 spell. Causes minor Bleed on chosen caster body part(s), in exchange for healing major injuries on target limbs.
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. Does piercing damage.
Blood regen - The user creates a blood magic version of water regen which slowly regenerates health. If it is performed while the caster has no bleed injuries, it will instead reset the bleed-out timer. LVL 6 spell. Does minor healing on all body parts. All Bleed injuries are healed completely, regardless of degree.
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. Heals caster equally to damage done. Does piercing damage.
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 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. 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. Suffering poison damage perpetually heals equally to the degree the poison would damage.
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. Does moderate piercing damage.
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. +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. Needs 2 actions to cast. +1 stats across the board. Costs LVL 5 spell slot to maintain per round, with no additional action cost.
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. Needs 3 actions to cast. Causes moderate Bleed injury on all body parts of target.
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 bleeding wounds, while enemies will be thrown off balance. LVL 10 spell. Needs 3 actions to cast. Does minor shock damage. Heals anyone in range of all Bleed injuries.
Life transference - The caster creates a link between itself and an ally. All damage the caster takes is 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. Needs 2 actions to cast. Injuries suffered by caster are decreased by a degree; chosen target has a random injuries healed by a similair degree.
[/PTab={background-color:#181818}] [PTab=Earth] GeomancyEarth magic is very defensive. Holy magic however does involve SAU as it manipulates wildlife. Unholy magic, well, it just goes beyond the typical defensive stuff. Geomancers are known for their industrial and economic benefit. In combat, they perform well at defending positions and dishing out hard hitting earth damage, which typically causes Break injuries. Scales with EMO unless otherwise stated. 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. Does earth damage (Break).
Razor leaf - Launches cutting leafs at the target as if they were bullets. LVL 1 projectile spell. Does earth damage (Bleed).
Find product - The caster is made aware of the nearest by natural product or chemical that they are looking for. LVL 1 spell. Scales on INT.
Nutrition - Feed the world! The caster creates a bit of fruit or vegetable, which can be eaten. LVL 2 spell. Scales on 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. Causes moderate Break injury to target eyes for 2 rounds.
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. Does shock damage. If the spell is weaker than the target STR, the trap will break.
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. Scales with INT.
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. Does earth damage (Break)
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. Creates a 1 metre high, 3 metre wide wall. AP 3. Lasts 3 rounds. Getting hit by an attack with higher AP or attack with higher requirement score.
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. Does earth damage (Bleed) on AP 2.
Stone Greatshield - Form a mighty barrier of stone before the caster to create the mightiest of shields to protect from frontal attacks. LVL 4 shielding spell. 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 and injuries done to target is transferred over to the caster; if the caster can resist the injuries, the damage is nulified. Can only be maintained on one target at a time. Can be maintained for additional rounds with LVL 5 slots with no additional actions required.
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. Does shock damage.
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. All spell slots increase by a level for 3 rounds. Doubles actions per round towards earth magic. 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. Scales with INT. 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 elevated 7 meters up. The sleek walls of the thin tower make it impossible to climb up on. LVL 4 spell. Lasts 3 rounds.
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. Wall has AP 5 and blocks magic. If the incoming physical attacks have stats higher than the EMO of the caster or if incoming magic attacks have a higher EMO, 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. Needs 2 actions to cast. Does earth damage (Break) to 3 targets per round.
Gravitational telekinesis - 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. 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. -3 DEX to anyone in the pool.
Stone rupture - The caster focuses 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. -1 DEX to people move across.
Tangling hit - The caster summons thorny vines to wrap around their weapon. After the spell takes effect, the weapon will inflict those same vines upon the enemy. LVL 6 spell. Needs 2 actions to cast. Lasts 2 rounds. Effect of the spell on target lasts 3 rounds. Effect can be undone by cutting away with vines. Does moderate shock damage. 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. Needs 2 actions to cast. Does earth damage (Break).
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. Does unholy earth damage (Break), does major damage when the wielder is suffering 3 or more injuries.
[/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. Scales with SAU unless otherwise stated.
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.
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. Scales with INT.
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.
Animal speak - The caster allows themselves to speak in ways that can be understood by animals, as well as understand the responses animals generate. LVL 5 spell. Scales with INT. Speak to animals for 3 rounds.
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.
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. +2 STR. >Climbing Claws - if the animal can climb vertical surfaces, the user’s hands strengthen and they can climb at a similar speed. +2 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 +2 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 +2 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. Lasts 1 round, but can be maintained on subsequent rounds by spending additional spell slots, requiring no further actions.
Beastial spirit - Infuses the strength of the wild animals within the holy caster, causing them to be more devastating than ever. LVL 6 spell. +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. 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. 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.
Defender of Forests - 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. 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 3 minor activated crystals. 5 stat points across the board. 1-meter tall golem. Medium golem
LVL 10 spell. Requires 6 minor activated crystals. 7 stat points across the board. 3-meter tall golem. Large golem
LVL 15 spell. Requires 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 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 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. Scales with EMO unless otherwise stated.
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. Scales with INT.
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 2 rounds. LVL 4 spell. Only works if caster EMO scaling is higher than target VIT.
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. Shield has AP 4. If the incoming physical attacks have stats higher than the EMO of the caster or if incoming magic attacks have a higher EMO, 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. Scales with INT. 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. 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. +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. Needs 2 actions to cast. Causes major Bleed in target body part.
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. STR oriented weapon. AP 5. Does blunt damage.
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. Needs 2 actions to cast. -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. Needs 2 actions to cast. 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. Needs 2 actions to cast. Does major earth damage (Break).
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. Needs 3 actions to cast. -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 especially well at inflicting poison effects on large groups.These mages inflict wind damage which can have a large array of injuring effects. Scales with EMO unless otherwise stated. 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. Does wind damage (Break).
Air cutter - The caster launches slashes through the air to cut at the target. Fire at the speed of bullets. LVL 1 projectile spell. Does wind damage (Bleed).
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. Scales with INT.
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. +2 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. Does wind damage (Bleed). Can hit 3 targets.
Flight -One of the most iconic and ironic spells of all the wind based spells. Allows for flight, with maximum speed raising with 10kmh on every upcast, with the base speed of 20kmh. Lasts 3 rounds. LVL 3 spell. Scales with INT.
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. +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. Minor shock to large targets, moderate shock to small targets.
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. All spell slots increase by a level for 3 rounds. Doubles actions per round towards wind magic. 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. Scales with INT. Redirects physical projectiles to other random targets. Specifical targeting perk does not work on this spell.
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 and can be used repeatedly in the same round, but you can't use any spells before or after casting it on the same round. LVL 5 spell. Scales with INT.
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. Scales with INT.
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. Scales with INT.
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. Specificaly targeting perk does not work on this spell.
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, but no other actions can be taken during that round. LVL 1 spell.
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. Scales with INT.
Quick as wind - This magic uniquely serves to improve the caster's ability to perform actions overall, though it does not particularly improve their strength or effectiveness. Every muscle movement is aided by a small yet strong gust of wind to accelerate their movements. The winds last 3 rounds. LVL 7 spell. Needs 2 actions to cast. Doubles actions per round towards skill and weapon use, but not magic.
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.
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. Scales with INT. 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. It focuses on causing the Shock injury on enemies through electric damage, further increasing the gap between the caster's speed and that of their enemy. Scales with EMO unless otherwise stated.
Shock - The caster touches the target and releases a small amount of electricity into the target. Any elementary holy magic. LVL 2 spell. Does electric damage.
Spark - A spark of electricity leaps out of the caster's finger and onto the target. LVL 2 projectile spell. Does electric 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. Does electric 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. Does electric damage.
Crackle - A light blast of lightning blasts out of the caster's fingers and into the target. A holy spell. LVL 5 projectile spell. Does moderate electric 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. Does electric 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. Does moderate electric damage. Can have 3 targets.
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. Does moderate electric damage.
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. Does moderate electric 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. Does moderate electric 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. Needs 2 actions to cast. Weapons do electric 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. Needs 2 actions to cast. Does electric damage. Can strike 6 targets in open spaces; 36 targets in enclosed spaces.
Thunderbird: When cast, a formation that can only be described as a bird or phoenix of some kind appears in the sky, after which 24 thunderbolts launch to the target. A holy spell. LVL 10 spell. Needs 2 actions to cast. Does electric 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. Does major electric 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 12 projectile spell. Needs 2 actions to cast. Does major electric 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. Does major electric 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. 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. Does major electric 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. Poison is quick acting, horrid, and hard to deal with. Scales with INT unless otherwise stated.
Quick hit - The caster allows a puff of aerosol to release from the palm of their hand. Typically, this is done while trying to touch the enemy's face, forcing the aerosol into their lungs. The poison will quickly do the rest... As long as it is performed at melee range. LVL 1 spell. Does poison damage.
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. -1 STR and INT on targets.
Spray of nox - The caster releases a swift, arching spray that spread in a 5 meter arch before them. Anyone inhaling the poisonous spray will suffer for it. LVL 3 spell. Deals poison damage.
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. Deals explosive damage when lighting or fire enters the space for the first time. Lingers for 1 round. Can be maintained without action cost with LVL 4 slots.
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. Does poison damage.
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. Affected targets take 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. 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. Causes moderate shock.
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, but not magic. LVL 7 spell. 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. Needs 3 actions to cast. Does major poisoning and minor bleeding 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. Needs 3 actions to cast. Does major poisoning and minor shock 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. Needs 3 actions to cast. Does major poisoning and minor burn 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. Scales on INT, EMO and SAU combined.
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 and is guaranteed to hit the same target. 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. Does major damage to any limb caught within the radius.
Behold, his radiance! - The caster seperates their body from their aura for a single round. During this, the aura and body move independently. The body can inflict strictly physical damage, while the aura only use spells.But due to the seperation, both have their own action economy.Additionally, the body is immune to magic damage while the aura is immune to physical damage. LVL 20 spell. Can be performed instantly, costing no action.
[/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
[/PTab={background-color:#181818}] [/PTabbedContent={background-color:#444444}]
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