This page lists and describes the different kinds of Magic, and the most common spells learned and taught under each category. It is important to note that this page is not an exhaustive list, nor are the spells listed absolute. Magic is an inherently creative act, which can have somewhat different outcomes, based on how they're applied. This means that one person's approach may lead to a slightly different fireball, compared to other people.
In addition, Magic is also not bound by the list of spells. If you can figure out how to do it, it's possible to have a Darkness spell that functions like a fireball.
With these facts in mind, it's also important to note that specific spells can only be used by their respective Magic. Examples of this circumstance would be things such as summoning specific entities(not just creating Magical clones) and many buff-type spells, just as a few examples.
Each spell is listed with a tier, each requires more Mana, which is listed to the side. T1(1), T2(4), T3(16), T4(64), T5(256), T6(1024), T7(4096), T8(16384), T9(65536), T10(262144), T11(1048576), T12(4194304), T13(16777216), T14(67108864), T15(268435456), T*(1073741824)
Each spell also has a type. If it is a plain damage dealing spell, it will have a (D) label. If the spell is a ward type, it will have a (W). If it's a buff/debuff spell or other auxiliary effect spell, it'll be labeled with a (B). If the spell summons a being, it'll be tagged with an (S). If the spell's main effect is healing or restoring something, it will be marked with an (H) tag. Most spells will have a (D) tag. Some (D) tags will have effects from a (B) type, however this is only a secondary effect.
When statistics are changed, the stat change effect decays by 0.5% a minute, after 10 minutes, unless stated otherwise. Stat change assumes the current value, not the base value. Reducing 100 by 10%, twice, will reduce it to 81.
DoT effects last for 3 minutes, dealing the DoT damage every 18 seconds, unless stated otherwise.
Basic Magic has no modifier to learning it.
Fire Magic is based around decent damage and damage over time. All fire attacks deal damage over time, unless otherwise stated. All Fire Magic has a 10% chance to inflict Ignited, unless otherwise stated.
LV1: Fireball(Launch a small ball of fire that does light damage)(T1)(D), Flamelash(Coat your fingers in flame and lash your enemies with a short-lived whip of fire, dealing light instant damage and light damage over time for the duration of contact)(T2)(D), Fire Shot(Coat your fingers in flame and fire it like an arrow, dealing light-medium damage)(T2)(D)
LV2: Heat Lance(Throw a javelin made of fire at your opponent, dealing medium damage, and has a 10% chance to ignore armor)(T3)(D), Flame Mirage(Create a special flame that cannot be seen by normal eyes. This effect can be applied to any fire spell, when learned)(T3)(B), Cleansing Flame(Cause your body to heat up, which will purge any and all biological effects present in your body, including, but not limited to: poisons, venoms, toxins, and Infection(both magical and natural). This effect takes five minutes to complete, at which point any biological status effects will be purged. This spell does not stop things like bleeding)(T3)(H)
LV3: Triple Fireball(Launch a fireball with two orbiting around it, dealing medium for each fireball)(T4)(D), Fire Smash(Slam your weapon into a target, causing a 2-meter explosion doing medium damage)(T4)(D)
LV5: Blazeball(Launch a massive fireball of scorching black fire dealing heavy damage, with a 50% chance to inflict Stun, and a 25% chance of inflicting Ignited, instead of 10%)(T5)(D)
LV6: Rapid-Fire Shot(Coat your hands with flame and loose a flurry of flaming arrows(+3 arrows every 5 levels), all of which deal medium damage)(T5)(D), Ragestorm(Create a frontal shield of searing black flame that deals heavy damage to anyone who cross it. It lasts until ten minutes have passed)(T6)(W)
LV7: Inferno(Heat the air around you to extreme temperatures, igniting the very air, dealing heavy damage, with a 75% chance of inflicting Ignited)(T6)(D), Firestorm(Cause a storm of fireballs to circle around you until dispelled or you run out of mana, deals heavy damage every second, this spell drains 25 Mana per second, after being cast)(T7)(D)
LV8: Pyromancer(Gain heavy defense against fire damage(Fire deals 10% normal damage) and increase fire-based damage(Increased by 50%) until you leave combat. In addition, you cannot be afflicted with Ignited until the effect wears off)(T8)(B)
LV9: Volcano(Cause a massive explosion of black fire, deals amazing damage, with a 50% chance of causing Ignited)(T8)(D), Blazestorm(Cause a storm of black fireballs to circle around you until dispelled or you run out of mana(draining 25 mana every second), deals massive damage every second, with a 50% chance of inflicting Ignited)(T8)(D), Wall of Hatred(Create a mobile sphere of intense white flame around you, and separate ones around your allies. The flame sphere deals amazing damage when an enemy touches it, and it can be refunded for half of the mana used to cast it, even by your allies. It lasts until refunded or after ten minutes. This sphere has a 50% chance of inflicting Ignited)(T9)(W)
LV10: Infernostorm(Cause a storm of meteors to rain down, dealing ludicrous fire damage in a 50-meter radius, with a 50% chance to inflict a stun on anything hit)(T10)(D), Heated Rain(Summon forth a cloud of volcanic ash, above, to rain white flame on the battlefield. Upon landing, each flame causes a wave of flame to quickly spread over a 15 meter radius. The waves deal ludicrous damage, and the drops deal God-like damage, if they connect directly)(T11)(D), Incinerator Cannon(Launch a fireball of white flame at blinding speed. For any target that is less than 1/4 the level of the caster, the fireball will pierce straight through them, dealing 90% of their health in damage, or, for any other target, it will deal God-like damage upon impact)(T12)(D)
LV11: Critical Meltdown(Cause a massive, 10 meter explosion around yourself. If a target is hit by the first, parent explosion, another, equally powerful explosion occurs at their position. These child explosions cannot cause more explosions. All explosions deal god-like damage, and each has a 1% chance of dealing 10 times the amount of damage. If this event occurs, the explosion radius is boosted by 10 times, as well)(T13)(D)
Water Magic is based on deadly, but avoidable attacks and cutting defenses. Water Magic ignores 25% of armor. All Water Magic attacks will inflict the Soaked! debuff, unless stated otherwise.
LV1: Water Sphere(Create a ball of water to launch at your opponent, dealing light damage, and damages armor(Reduces defense by 5%))(T1)(D)
LV2: Water Pulse(Send into the ground a pulse of water that will track opponents, dealing light damage. Can only be avoided by blocking or avoiding the ground where the pulse is)(T2)(D), Waterfall(Jump into the sky, and drop onto your enemy's head with the power of a waterfall, deals medium damage)(T3)(D)
LV3: Hydro Pulse(Send into the ground a deadly pulse of water that splits into 5 different pulses, each dealing medium damage and can only be avoided by blocking or avoiding the ground where the pulse is)(T3)(D), Flood(Wash out your opponent with this heavy attack, stunning and dealing heavy damage. It can be avoided by using Magic or the environment to split the stream or by jumping over it)(T4)(D)
LV4: Deluge(An intense flood filled with debris and mud, deals heavy damage and can be dodged by using Magic or the environment to split the stream or by jumping over it)(T5)(D), Tsunami(A dangerous flood that Stuns the enemy and shatters their defenses(Defense reduced by 25%))(T4)(B), Water Dance(Increase your attack power by 50%, and give yourself 100% Soaked! resistance)(T3)(B), Drown(Drown the target, draining exactly 15% of their current health, and cutting all stats by 10%)(T6)(D), Water Pressure(Build up pressure and launch yourself at your opponent, dealing massive damage and decreasing their defense by 50%)(T6)(D)
LV5: Aqua Spiral(Twelve water tendrils erupt from your skin. Each tendril will attempt to slash any targets within a 30 meter radius, dealing massive damage. Each time a target is struck, a tendril will spawn from the target, and will begin attacking other targets. If none are available, it will attack the parent target)(T8)(D)
LV6: Dehydrate(Forcefully rip the moisture out of an opponent's body. This spell has three outcomes. The first has a 10% chance of occuring; the target will receive only light damage, and will lose no moisture from their body. The second has an 80% chance of occuring; the target will receive massive damage, and their body will lose about half of its moisture, which gives the target the Bone-Dry debuff. Lastly, which has a 10% chance of occuring; the target will receive ludicrous damage, and 99% of all moisture in their body will be removed. Instead of giving them the Bone-Dry debuff, they are dealt the Mummification debuff, leaving them only half an hour to be rehydrated, and also healed, or they will die, regardless of their health. Dehydrate will not apply the Soaked! debuff)(T10)(B)
Earth Magic spells all have a 10% chance to deal Broken, and a 1% chance to deal Shattered, unless stated otherwise. Once you become an Intermediate Earth Mage(Judged by having cast at least a LV3 Earth Spell, at least once), you gain the ability to eat most things, including metals and rocks.
LV1: Upheaval(Send rock spikes into your opponent, dealing medium damage)(T2)(D)
LV2: Crunch(Make jaws of rock to crush your opponent's armor, having a 50% chance to apply Broken, and a 10% chance to apply Shattered, and dealing medium damage)(T4)(B), Heavy Strike(Double your weapon's weight, a split second before it lands the hit, dealing heavy damage. If done using a blunt weapon, the damage is doubled)(D)(T4)
LV3: Tremor(Cause a small earthquake, Stunning your opponent and dealing light-medium damage)(T5)(D), Power Crush(Target your opponent's willpower in your assault, having a 50% chance of inflicting Broken, a 10% chance of inflicting Shattered, and a 25% chance of inflicting Shell Shocked)(T5)(B)
LV4: Earthquake(Cause a massive earthquake, dealing heavy damage to both friends and foes and stunning everyone near you)(T6)(D), Earthshaker(Stun any enemy, no matter what, cannot fail, even if the enemy is usually immune to stunning and even if the enemy is immaterial, however they must still be in range of the attack)(T7)(B), Destroyer(Decimate an opponent's stats, applying Shell Shocked and Broken, with a 50% chance of applying Shattered instead of Broken, and wiping out exactly 5% of their current health)(T7)(D), Boulder Storm(Throw a barrage of boulders at the opponent, dealing heavy damage each hit(+boulder thrown every 5 levels). All boulders that hit collect into an unstable mass, and once reaching critical mass(10 boulders), the mass will explode for amazing damage)(T6)(D)
LV5: Split the Earth(Awaken the rage of the world by splitting open the ground, all around you. The area around each crack becomes infused with the unstable Mana from the world's core, causing amazing damage every second to anyone who is in said region. Falling into a crack will result in God-like damage being dealt to the enemy, before spitting them out)(T10)(D), Skullcrusher(Does amazing damage, and applies Shattered)(T9)(D)
LV6: Conditional Destruction(From the moment the spell finishes casting, all magic cast in a 100-meter radius around the caster will empower the caster with a 10% buff to STR, ARM and damage, per spell. The buffs max out at a 100% boost. Additionally, the first time the effect applies, the amount of Mana used to cast the spell is refunded)(T11)(B)
Sky (Sky Magic uses crushing and brute force)
Sky Magic is used to deal decent damage and inflict stuns on opponents, every spell has a 15% chance of dealing a stun, unless stated otherwise.
LV1: Gust(Send forth a weak gust of air, dealing light damage)(T1)(D)
LV2: Steam Burst(Send forth a gust of extremely hot air to scald your target, dealing light-medium damage)(T2)(D)
LV3: Skybolt Rush(Send forth an extremely fast gust of wind dealing medium damage)(T3)(D)
LV4: Tornado(Make a gust of wind powerful enough to move boulders. Sucks up nearby objects and beings. For each thing inside, each being inside takes light damage, multiplied by the amount of things inside. Once they land, they are stunned)(T4)(D)
LV5: Storm of Dramae(Call forth a storm of Light. Deadly Light/Sky Magic strikes hit opponents without fail, dealing heavy damage each hit(+1 strike per five levels), and stunning them)(T7)(D)
LV6: Storm of Raptoris(Call forth a storm of destruction and creation. Godly Nova/Sky Magic strikes opponents for amazing damage(+1 strike per 10 levels), and knocking them down)(T9)(D)
LV7: Siskar's Wrath(Call forth a clone of Siskar to aid you in battle. This clone's level is 3 times higher than you and as long as it's alive, you gain a 5% boost to all stats and nearby allies get a boost of 1% to all stats. The clone follows your instructions, and always acts in your favor, but also has a mind of its own)(T11)(S), Critical Force(While casting takes some time, once cast, the first time they take damage, will have a 100% chance to stun enemies with any Magic they cast until combat ends. Additionally, enemies that strike the caster with melee will be launched 10 meters away, and will sustain amazing damage)(T11)(B)
LV8: Motion Drift(Upon being cast, any time the caster makes a major movement(walking, running, jumping, flying or dodging), a number of Sky projectiles(0.5*[user's level], rounded down) will launch from their body. Each projectile deals amazing damage. Any target that takes lethal damage from one of these projectiles will spawn a Sky sphere, which will target and attack a nearby target with a beam that deals God-like damage, after which the sphere explodes, dealing God-like damage to anything in its 10-meter radius. While under the effects of Motion Drift, you are immune to Stun and Knockdown)(T12)(B)
Air (Air Magic uses slicing and cutting force)
Air Magic is similar to Sky Magic, but uses cutting force instead of crushing force. All Air spells have a 10% chance to completely ignore armor, and a 20% chance to ignore 50% of armor.
LV1: Wave(Send forth a weak blade of air to cut the enemy, dealing light-medium damage)(T1)(D)
LV2: Air Dart(Coat your fingertips with a raging storm, and whip darts of air at the enemy(+3 darts per 5 levels), dealing medium damage each hit)(T2)(D)
LV3: Whirlwind Sickle(Sling sickles of air at the enemy in a single barrage(+3 sickles per 5 levels), dealing medium damage each hit)(T3)(D)
LV4: Raging Storm(Plant a seed of destruction at your feet, creating a shell made of air around you, 2.5 meters wide, dealing heavy damage if they get too close and will push them back. This lasts until you run out of Mana or until dispelled)(T4)(D)
LV5: Glazed Lancet(Coat your fingers in a raging storm and use them as daggers or throwing daggers. Every hit deals heavy damage. This effect lasts 10 minutes)(T6)(D), Aviri's Air Sentinel(Summon a sphere of Air magic that constantly casts Air Dart. The sphere uses the caster's stats, as if it were the caster. It also consumes the caster's Mana for each cast)(T6)(S)
LV6: Mountain Splitter(Awaken a storm of legendary proportions that engulfs the entire battlefield for ten minutes, continuously dealing a heavy DoT to anyone the caster sees as an enemy. This spell can be concentrated to be smaller. Reducing to half or below will increase its damage to massive DoT)(T9)(D), Dissipator(Summon forth a sphere of incredibly fast winds to deflect 75% of incoming spells onto nearby entities)(T7)(W)
LV7: Eye of the Storm(Create a storm barrier around you ten meters wide. Touching the barrier from the outside does ludicrous damage. Being caught on the boundary when initially cast will deal God-like damage and throw the unlucky target away. Passing through the barrier from the inside will push you a safe distance away, and being the caster will incur no damage whatsoever)(T11)(D)
LV8: Piercing Zephyr(Within a 100-meter radius, any and all Air spells, Sky spells, and any derivatives, will deal 300% more damage. In addition, anyone the caster sees as their enemy will take heavy DOT, just for existing in an atmosphere. This area of effect lasts until combat ends, or until dispelled)(T12)(B)
Soul Magic is less of a traditional magic type, and is more of a spirituality. Through the pursuit of self truth, one can advance further into Soul Magic. Even a mortal could be a Grand Soul Magus, if they had a deep enough understanding.
Although, at the basic level, you can only sense if other Souls are near you.
In addition to this, you can begin augmenting yourself using Soul Drives. Soul Drives are short-term buffs applied to yourself. The only drawback is that they can't be used often, only once a day. On the basic level, only a few are available, at first.
At any given time, only one Drive may be active at once. If you activate another, it will replace the previous one and force it onto its cool down period.
Soul Saber: Soul Saber coats whatever weapon you're using at the time in a blue film, for 5 minutes. While this film is present, any attacks that physically connect with that weapon will deal 50% more damage.
Soul Burst: Soul Burst will cause all spells cast by you to have a faint pulse of blue light, for 5 minutes. While this pulse is present, all spells will deal 50% more damage.
Soul Buckler: Soul Buckler coats your armor, including shields, with a blue film, for 5 minutes. While this film is present, your ARM stat is increased by 50%.
Advanced Magic has a -2 modifier to learning it.
Darkness Magic is built to deal decent damage and also steal health, Mana and other things from your opponent. Darkness Magic, similar to Light, will ignore armor altogether. Wards and physical structures are your only defense against it. Additionally, all Darkness spells deal double damage to Angels.
LV1: Dark Strike(Hit an enemy with a health stealing attack, dealing light damage, steals health equal to half the damage dealt)(T2)(D)
LV3: Dark Beam(Send a target seeking, mana stealing beam, steals health and mana equal to half your level every second it connects. Connection can be broken by physical objects between the target and the caster)(T3)(D)
LV5: Dark Pulse(Create 3 pulses that decrease attack by 25% and steals half of your level in health)(T4)(D), Dark Smash(Slam your weapon into the ground, reducing the target's attack by 25%, dealing heavy damage)(T4)(D)
LV6: Stinger(Coat your hands with Darkness, and fire bolts of darkness that stick to your target(+3 bolts per 5 levels). On impact, each dart does light damage, and each bolt that sticks will sap 10% of the damage dealt per second, and lasts 10 seconds before disintegrating)(T5)
LV7: Dark Lotus(Crush a single enemy's defenses by 75% of their current armor value, and deal medium damage)(T6)(D), Clone(Summon an immobile clone, which has a 25% chance of distracting enemies into attacking it)(T2)(S), Summon Shadow(Summon a dark creature which will follow your commands, follows until it is dispelled or killed, it's attacks do light damage. It is always equal to 10% of your level)(T5)(S), Dream Thief(Used on sleeping targets, it steals dreams, giving you 30 Mana and 100 health or 100 Mana and 100 health plus 5% of your maximum health, whichever is higher)(T5)(H)
LV8: Dark Meteor(Drop a meteor that inflicts light damage, slowness and cuts defense and attack 25%)(T4)(D), Rapid Dark Pulse(Send 20 pulses that do light-medium damage in a 1.5 meter radius, each having a 10% chance to create another pulse)(T7)(D)
LV9: Hellbound(Damn the enemy's soul to hell, decreasing attack and defense by 50% and stops any Mana regeneration, including stealing Mana for three minutes)(T9)(B)
LV10: Rose Dance(Call upon the Lesser God of Death, who will then steal 10% of the target's current HP and Mana, cuts defense and attack by 50%, and renders the target immobile for 5 seconds)(T11)(S)
LV11: Grave of Gates(Forcefully beckon a mass of Shadows from the Corridor. Upon sustaining any damage, the mass will explode, dealing massive damage in a 10-meter radius, leaving an army of Shadows at your command, until combat ends. The amount of Shadows summoned is equal to: [Your Level]*[A D4 roll]. You can subconsciously command the Shadows to combine or break apart, at will, reducing or increasing their stats in the process. The Shadows are always [Your Level] / 2, with half of your stats, each. Breaking them apart will cut their stats in half, and recombining restores them)(T13)(S)
Healing Magic is used to restore you or your team's health.
LV1: Cure(Heal the target for 1% of their max HP)(T2)(H), Cureall(Heal the entire party for 1% of each members max HP, multiplying the cost by 2.5 for each extra member outside of yourself)(T3)(H)
LV2: Heal(Heal the target for 5% of their max HP)(T4), Healall(Heal the entire party for 5% of each members max HP, multiplying the cost by 2.5 for each extra member outside of yourself)(T5)(H), White Knight(Give gleaming white spectral armor to your target, giving them a 25% buff to their armor. If they happen to take lethal damage while being a White Knight, they will be revived at 10% HP, with the White Knight buff consumed)(T5)(H)
LV3: Panacea(Heal the target for 20% of their max HP)(T6), Blessing(Heal the entire party for 20% of each members max HP, multiplying the cost by 2.5 for each extra member outside of yourself)(T7)(H), Sap Strength(Summon forth a stationary ring onto the ground, or onto a surface. Standing in the ring's area of effect will drain your health, at a rate of 25 per second. This ring can be dispelled)(T6)(D)
LV4: Zephyz' Touch(Heal the target for 50% of their max HP)(T8), Zephyz' Blessing(Heal the entire party for 50% of each members max HP, multiplying the cost by 2.5 for each extra member outside of yourself)(T9)(H)
LV5: Rejuvenate(Create a ring of Healing magic on the ground. Anyone who stands inside the ring, including enemies, will be healed by 10% of their max HP per second. This spell will damage undead at a rate of 25% of their max HP, per second)(T10)(H), Fanged Cloak(You begin to exude a ruinous energy in a 1 meter radius around you. Anyone inside this radius will be sapped of their health, at a rate of 1% per second. This health drain can be siphoned into you, any allies within a 10 meter radius, or can be turned into Mana, at a rate of 1 Mana per 2 health. While under its effects, you give off a faint red glow)(T11)(D)
LV6: Crown of the Saint(Create a crown made of pure Healing magic and Mana. Upon being placed onto the target's head, it turns into a spectral crown. Upon taking lethal damage, one of the four jewels will break, and the target will be revived, fully. This process will continue until all of the jewels are broken; after which, the crown will disappear. The crown will remain, indefinitely, and cannot be dispelled, not even by the caster. When placed upon undead or Demons of any kind, the crown will instantly kill them, and offer their Soul to the nearest Realm)(T14)(B)
Light Magic focuses on ignoring armor for decent damage and annihilating undead and Demons.
LV1: Solus Lance(Send forth a piercing bolt of light that ignores armor for light-medium damage, dealing double damage to undead and Demons)(T2)(D)
LV2: Morning Light(Send a pulse that crumbles undead, dealing amazing damage to them, others take light damage)(T4)(D), Holy Lance(Send forth a powerful bolt of light that ignores armor for medium damage, dealing double damage to undead and Demons)(T5)(D), Dispel(Dispel a summoned being)(T4)(B)
LV3: Holy Light(Crush enemies with a powerful blast of light, heavy damage in a 6 meter radius, and ludicrous damage to undead)(T6)(D), Morning Star(Drop a star on the enemy for heavy damage, shatters armor completely, dealing triple damage to undead and Demons)(T5)(D)
LV4: Hero Strike(Summon an ancient warrior to unleash their holy wrath upon your enemy, dealing 2 consecutive massive damage hits)(T6)(S), Prismatic Pulse(Blind your enemies with a multi-colored light burst, dealing massive damage, dealing triple damage to undead and Demons)(T6)(D)
LV5: Seal(Seal away an enemy that is lower leveled than you to use as a summon later, this only works on non-sapient creatures. Casting Seal again will summon the captured creature)(T8)(S), Pact Breaker(If the enemy is using any Slayer Magic spell, they will take 50% of their maximum health in damage and any Slayer spells they have active will be immediately terminated, dealing medium damage per Slayer spell active)(T9)(S), Light Cannon(Fire a destructive beam of light that instantly kills undead lower leveled than the caster, otherwise doing ludicrous damage, and severely harms anything other than light creatures, amazing damage)(T9)(D)
LV6: Holy Curse-Bearer(You, alone, take on the burden of lifting the darkness from a Soul. Though draining, you can devour the dark aspect of a black or grey Soul. This process requires constant, 100%, attention. You can absolve a grey Soul, through this process, in 3 days time. A black Soul will take nearly 2 weeks (14 days). This process does not go without its fruits. Given you did so, beforehand, you can bind the darkness to an object, and create a familiar out of it. Said familiar will be completely subservient, and will always be half of your level (leveling with you). Upon spending the initial Mana, if the process is interrupted, all progress will be lost, and you will fall unconscious until your Mana is refilled)(T14)(H), Eclipse(Summon a swarm of 7 rifts that, after 3 seconds of charging, fire jets of pure, unadulterated light. On most targets, this spell will deal amazing damage per hit. However, when used against any humanoid being(but, not beings merely shaped humanoid), the spell deals six times its usual damage, per hit)(T14)(D)
Now, those were regular spells that affect ONLY the targeted person, persons, or area. Curses are on another level. Curses harm the user to add a powerful effect to a person, persons, or area. Curses are one of the only written forms of Magic, and they're written in the most recent Voratian dialect. As such, they use the Voratian language to actually perform the actions you write, and are acted upon by an unknown force.
Curses are very versatile. They can do nearly anything. However, they cannot specifically target living beings with souls. It can target traits very well. An example could be: A wall that will stop anything that has blue eyes. Another could be: A wall that will stop anyone with blue eyes that is between the ages of 26 and 40. If they meet this criteria, they will be pushed backwards and will be pelted with fireballs. The criteria can be intensely specific.
These effects can also be used to make turrets or enchantments. In these circumstances, a statement that will always return "true" is used. "If 1=1, return true", for example.
Having large amounts of Curses active will give your character a headache, and if ignored and added to, your head will eventually explode. it is possible to build up a resistance to this effect, but it's impossible to be immune.
For every character written, it costs from 1-3 mana, depending on the complexity of the character. This can quickly add up, if making elaborate traps or enchantments.
Silver Magic is often used by saints, paladins and priests as an alternate form to Light Magic.
LV1: Saint Knife(Throw a dart of pure light at the target for light damage)(T1)(D)
LV2: Saint Blade(Send forth a wave of pure light to hit multiple targets for light damage)(T2)(D)
LV3: Benediction(Enhance your melee damage by 20%)(T2)(B), Saint's Sickle(Send forth a wave of pure light that will seek out darkness for medium damage)(T3)(D)
LV4: Saint Knife Omega(Throw a powerful dart of pure light, it will seek out darkness and deal heavy damage)(T4)(D), Piety(Enhances your melee damage and your defense by 25%)(T4)(B), Silver Spear(Summon a holy spear that can parry Darkness magic, it does medium damage)(T5)(S)
LV5: Saint Knife Alpha(Throw a wave of 10 darts glowing with godly light, they will seek out darkness, and deal massive damage)(T6)(D), Silver Greatsword(Summon a holy greatsword that can devour Darkness magic and give Mana to the user. This greatsword deals massive damage)(T7)(S)
LV6: Harsh Light of Judgement(A spell made by followers of the Shaskhi, Babel. Create a circle of light 5-meters wide, around yourself. Unless the target(s) are able to teleport, there is no escaping this circle. Spells and physical objects cannot freely enter and leave. Only when you decide that the circle can dissipate, will it dissipate. However, if you're rendered unconscious or you're killed, the circle will cease)(T9)(W)
LV7: Chains of the Saint(You launch forth a barrage of chains, encompassing a 25-meter bubble around you, including underground. While inside this region, you regenerate health at a rate of 1%, per minute. Your opponent cannot heal, regenerate Mana, nor escape while inside the region. It can only be dispelled by the caster, whether they end it, or they are killed. It does not disappear, even if they run out of Mana. If the caster dies while the spell is still active, the spell disappears, and they are revived as an entity that is driven to kill their assailant. Every time they die, they will reappear at the location where the spell originally ended, to continue their hunt. Once this process has ended, the entity will degrade into dust, permanently)(T13)(W)
At the advanced level, Soul Magic can allow you to sense if you're near other Souls, and their traits. In order to advance to this point, you must strive to gain a deeper understanding of yourself.
In addition, you also gain access to more augmentation through more Soul Drives.
Soul Blade: Soul Blade coats your weapon in a glowing blue film, for 10 minutes. While this film is present, all attacks physically dealt with this weapon deal 100% more damage.
Soul Blast: Soul Blast will cause all spells cast by you to have an aura of blue light, for 10 minutes. While this aura is present, all spells will deal 100% more damage. Soul Blast can only be used once per day.
Soul Bulwark: Soul Bulwark coats your armor, including shields, with a glowing blue film, for 10 minutes. While this film is present, your ARM stat is increased by 100%. Soul Bulwark can only be used once per day.
Magefloat: Magefloat creates a pair of small, glowing blue, decorative wings on your back. Any time you would fall, including after jumping, and falling long drops, your descent speed is halved. This effect lasts for 1 minute of falling. Time is not consumed while not falling. Magefloat can only be used once per day.
Soul Link: Soul Link creates a faint blue line between the caster and anyone else with an active Soul Link. This line will remain, regardless of physical objects between members of the Soul Link. For each separate member of the Soul Link, including the original member, each member's Mana regeneration rate is increased by 50%. This effect lasts for 1 hour. Soul Link can only be used once per day.
Expert Magic has a -5 modified to learning it.
Dragon Magic is based on yourself and stat increases and decreases.
LV1: Forgotten Rage(The memories of a past life haunt you. Utterly destroy your foes with a Magic explosion dealing heavy damage to all enemies nearby, your attack is also increased by 30% until the end of combat)(T5)(D), Blackened Memories(Increase your attack by 60% until combat ends)(T5)(B)
LV2: Total Chaos(Call forth a storm of hatred. Foes, that are weaker than you, that are struck with the hatred bolts, become your mindless slaves until the storm clears in ten minutes)(T6)(S)
LV3: Confidence(Find your inner peace, and increase all of your stats by 100%)(T7)(B)
LV4: Dragonfire(Use a breath attack based on your strongest Magic. If the enemy is wearing Mithral Armor, the attack does light damage, if not, it does God-like damage to a single target. Your breath attack has the same effects of the your strongest magic, such as Light's damage to undead and Demons, or Fire's chance to ignite the target)(T9)(D)
LV5: The Mother's Resolve(In the name of Schalos, the Mother, you will purge the object of your hatred. You gain an aura of ruinous energy, granting you a 200% boost to all stats, until the target is destroyed. 50% of Magical damage dealt to you turns into a shield that will deal massive damage to melee attackers, or can be expended into a ludicrous damage wave of energy. If you die in this state, your Soul will be given to the nearest Dragonoid who is not an enemy of yours. They will be tasked with finishing what you could not. If they die, this process repeats)(T11)(B), Ride the Storm(You call forth the destructive rage of Seiyrg, the Stormrider, in one of two forms. The first, a cataclysmic explosion, covering a massive 150-meter radius, dealing God-like damage to all those the caster views as an enemy, and inflicting them with the Deep Scorch debuff. The second, a single, target-seeking dart of crackling hatred, capable of piercing walls and hairpin turns, dealing 95% of the target's maximum health in damage)(T12)(D)
Slayer Magic is a difficult one to learn, and even harder to master. It doesn't follow typical spell casting ideas. It involves very specific symbols in order to cast the spells.
Hunting Grounds - A spell to force your foe into your eternal hunting grounds. You can hold them in this state as long as you have Mana to spare, initially costing 5% of your maximum Mana, and draining 5 mana per second. Casting spells in this state will either weaken or stop the effects of this spell. Physical attacks have no affect on the spell. While there, your foe cannot fight back, as it will injure them for medium damage and bind them. Fleeing is their only option.
Blood Moon - A spell used both by Vampires and Vampire hunters. It siphons the foe's blood in order to supply you with enough power to unload on them. When used during the day, landing it will siphon 3% of the opponent's health to you. When used during the night, landing it will siphon 5% of the opponent's health and will replenish 25% of Blood Moon's casting cost. Blood Moon costs 350 Mana per cast.
Cold Knight - Your skin becomes colder than hell frozen over. Physical damage is reduced by 75%, and your weapon has a 25% chance of freezing your foe solid. The effect drains 50 Mana per second.
Seal of Trap - Your Soul becomes a trap. Any who dare touch you will find themselves without a Soul, and your Maximum Mana will be increased by half of the target's Maximum Mana. This technique only works on enemies weaker than yourself.
Seal of Blood - Your blood becomes Steel. For the next 5 seconds, you have a 99% damage reduction, and any magical attack, dealt by an opponent, that hits you will restore 5% of the initial Mana cost of the Seal of Blood. Seal of Blood's cost increases with your level. Cost = [Your Level] * 10,000.
Thousand Swords of the Slayer - The Thousand Swords of the Slayer summons countless blades to attack your opponent. The blades follow your orders, which you need not speak. The stronger your Soul, the more blades will be summoned. This ability is similar to Enigma's Thousand Lost Blades technique, however his blades are actual weapons, not just magic, and he isn't limited to the amount he can summon. The amount of swords increases with your level. Amount of swords = [Your Level] * 5. Thousand Swords of the Slayer increases in costs with your level. Cost = [Your Level] * 1,000.
Hawkeye - Hawkeye allows you to pinpoint all of your opponent's weaknesses of any kind, physical, mental and others. Whether or not you can exploit them is up to your ability as a fighter.
Seal of the Peer - Enabling Seal of the Peer has multiple simultaneous effects. Firstly, any entity capable of casting a Slayer spell will be seen through your eyes with a purple outline. Seal of the Peer makes you immune to any and all Slayer spells, while active. When you have a partner who is also using Seal of the Peer, you can share the initial Mana costs of Slayer spells, to allow for more casting. Seal of the Peer costs 25,000 Mana to initiate, and it will last for a single day. Seal of the Peer's cost cannot be reduced, in any way, and will always cost exactly 25,000, no matter the circumstance.
Seal of the Saint - Upon being attacked by Light magic, or any of its direct derivatives(Sunlight, Starlight, Moonlight, etc.), the moment the attack connects, you will gain a day-long buff that reduces damage from said magics by 25%. Casting Seal of the Saint initially costs 12,500. Once cast, the effect will remain until the buff is activated, or 5 minutes passes, whichever is sooner.
Astral Magic is used as a slightly weaker alternative to Nova Magic and is also used as a decent crowd control Magic. However, there is a stronger form of Astral Magic that is not taught, due to its overwhelming power.
LV1: Starfire(Drops a curtain of purple flame on the enemy, dealing massive damage to all enemies)(T5)(D), Starlance(Summon an incredibly heavy lance that can explode for a massive AOE when the wielder wishes, or can be used as a regular weapon for heavy)(T5)(S)
LV2: Starburst(Drops stars on the enemy for massive damage, which then explode into heavy splash damage, and then turns into medium damage over time)(T6)(D), Shooting Star(Grow wings made of stardust to fly at intense speed. Colliding with a target at this high speed will deal amazing damage to the target and heavy damage to you. Landing an attack while flying at high speed will summon a meteor to strike the enemy for massive damage)(T8)(B)
LV3: Meteor Lance(Although it takes a while to charge, it cannot be blocked, rebounded or absorbed, the spell has a 5% chance of success. If it succeeds, it will instantly kill the target, causing massive splash and DOT. Despite its power, if the opponent can stun you, the spell loses its charge. The other 95% of the time, it will do heavy damage to the caster. However, it travels in a straight line, and is therefore prone to missing. Keep in mind that certain things may somewhat stop or completely negate this spell)(T8)(D)
LV4: Starfield(Call forth a whirlwind of stars and nebulae. Those inside the whirlwind, when cast, cannot exit until dispelled, and those outside cannot enter under the same circumstance. Targets that are immaterial, or have pre-set portals are able to escape. Those inside the field, except for the caster, are 50% more susceptible to Nova, Celestial, and Astral Magic)(T9)(W)
LV5: Stellar Doppelganger(Summon a rainbow-colored crystal to your side. This crystal will copy you, casting any spell that you cast. It does not consume Mana. However, if two or more Stellar Doppelgangers exist within 500-meters, any and all of them will explode, causing God-like damage to any living thing within a 30-meter radius, including the caster)(T11)(S)
Revival (Usually referred to as White Necromancy, or just Healing in some cases)
Revival Magic, for a very long time, was both controversial and misunderstood by the uneducated public. Often, and even still, called "Necromancy" or likened to "evil". It is similar, but not the same as reanimation, or true Necromancy. It involves both repairing the previous host's body, and capturing and returning the Soul of the host, in order to bring them back from being dead. Revival Magic is incredibly draining, and is considered quite dangerous by its practitioners.
LV1: Life Thread(Retrieve the loosed Soul of a target and repair their body to a state where it's conscious, but barely functional. Will require additional healing effects)(T5)(H)
LV2: Revival(Retrieve the loosed Soul of a target and repair their body to the point of functionality. However, they are still quite vulnerable, and may require additional healing effects)(T8)(H)
LV3: Resurrection(Retrieve the loosed Soul of a target and repair their body to a point where it can defend itself to a greater degree. While unnecessary, healing can be applied to ensure full functionality)(T10), Guardian(Apply an automatic Revival spell to a target. Upon the circumstance where they would die, instead, they will be affected by a Revival spell)(T11)(B)
LV4: Immortal Soul(Retrieve the loosed Soul of a target and repair their body fully, along with applying a finite Mana shield to absorb incoming damage. The shield depends on how much extra Mana you spend, with a conversion rate of 5 HP per 1 Mana, with a minimum shield of 200 HP)(T12)(H)
Animation Magic is the blanket title given to any magic with a similar effect to either reanimating the dead or creating Golems. Necromancy is under Animation as a sub-category, and thus, Animation is widely considered to be an evil magic.
LV1: Raise Dead(Raise a dead body, who, in life, was of Level 10, or less. This being will constantly sap away at your Mana, at the rate of 1 Mana per hour, unless you repair their mind. This being can be commanded by thoughts, and will enact any orders you may give it through your mind. If the order is impossible, it will still attempt it. It will remain until destroyed, or you run out of Mana)(T4)(S), Charge Golem(Charge a Golem that is already built. This can only charge basic Golems, specifically, Golems of smaller size than a normal Human, and can only complete basic functions such as moving objects or collecting data arbitrarily. The charge is weak, and will power the Golem for three days)(T6)(S)
LV2: Control Corpse(Raise a dead body, who, in life, was of level 35 or less. This being will constantly sap away at your Mana, at the rate of 1 Mana per hour, unless you repair their mind. This being can be commanded by thoughts, and will enact any orders you give it through your mind. If the order is impossible, it will still attempt it. It will remain until destroyed, or you run out of Mana)(T6)(S), Overcharge Golem(Charge a Golem that is already built. This can charge most types of Golems, except Golems that have personalities. It is possible to charge combat Golems, but will only provide half the Mana to them. For most, it will provide three days of charge, and for combat Golems, it will provide one and a half days)(T8)(S), Command Flesh(While unable to generate flesh, this spell commands the flesh of nearby corpses to collect into an amorphous blob, capable of following simple orders. It can consume other beings to fuel itself, instead of requiring upkeep from its owner. If not, it requires 1 Mana per hour)(T6)(S)
LV3: Corpse Thrall(Raise a dead body, who, in life, was of level 100 or less. If raising a being of level 90 or above, the upkeep is 2 Mana per hour, otherwise it's still 1 per hour, unless you repair its mind. This being can be commanded by thoughts, and will enact any orders you give it through your mind. If the order is impossible, it will still attempt it. It will remain until destroyed, or you run out of Mana)(T10)(S)
LV4: My Sacrifice(The spell requires a physical ritual to take place. The ritual requires exactly 7 light sources, placed in a circle around the target. The target must remain immobile. In addition, the only things allowed inside the circle are the target and a gemstone of any variety. Once the stage is set, the caster, which can also be the target, must start the spell by spending the initial Mana. Once they do so, an extra-dimensional spectre will appear, and rip the humanity out of the target, and place it into the gemstone. Doing so will allow the target to take on the form of any animal or creature. This will permanently change them into this creature, effectively resetting their body, but not their Soul. The gemstone filled with the target's humanity can be used for many spells, Magical tools or the creation of entities. If left alone for too long, these gemstones disappear without a trace)(T11)(B)
LV5: Until Death Do Us Part(Raise a dead body, and create a Soul and mind for it. In addition, you will imprint the being an unshakeable and powerful emotional connection, compelling them to be your companion. Despite having complete autonomy, unlike other spells of this nature, they'll feel a strong desire to carry out your will. They also have most, if not all, of their mental functions restored, allowing them to think, plan and process. They do not count as a summon, and cannot be dispelled)(T13)(S)
Soul Magic on the Expert level is much finer than the previous levels. Expert level Soul mages can read other peoples' Souls like printed text, and are able to discern most things about a person just by interacting with their Soul. Two Expert level Soul mages are able to converse simply by standing near each other.
Soul Glaive: Soul Glaive generates a glowing iridescent aura for 20 minutes. While this aura is present, all attacks physically dealt with this weapon deal 200% more damage. In addition, physical attacks dealt with the same weapon also have a 10% chance to completely ignore armor. Soul Glaive can only be used once per day.
Soul Fusillade: Soul Fusillade will cause all spells cast by you to have a glowing iridescent aura, for 20 minutes. While this aura is present, all spells will deal 200% more damage. In addition, any spells cast will have a 5% chance to cast a second time for half of the usual Mana cost. Soul Fusillade can only be used once per day.
Soul Centurion: Soul Centurion generates a glowing iridescent aura around armor and shields for 20 minutes. While this aura is present, your ARM stat is increased by 200%. In addition, you, the person wearing the armor/shield, have a 10% chance to ignore lethal damage, and instead be restored to half health. Soul Centurion can only be used once per day.
Mageflight: Mageflight creates a pair of large, glowing iridescent wings on your back. These wings will allow those who don them to fly for 10 minutes. Time is not consumed when not flying. The wings also slow your fall to half speed. However, this still consumes time. Mageflight can only be used once per day.
Soul Pressure: Soul Pressure gives you a glowing iridescent aura for 30 seconds. This aura causes anyone who views you, and has a smaller Soul than you, to immediately surrender and/or cede to you. If they have already done so, previously, or are in a close relationship with you(family, friend, loved one, etc...), nothing will happen to them. This can only be used once per day.
Master Magic has a -10 to learning it.
Nova Magic is based on explosions of Magic, dealing high damage and also dealing out stat decreases.
LV1: Nova(Send forth a mixture of all types of Magic, dealing amazing damage to a single target)(T10)(D), Black Hole(Torture your enemies with the absence of existence, dealing heavy damage to many targets and decreasing all stats by 10%)(T10)(D)
LV2: Supernova(Send forth a powerful mix of Magic, dealing ludicrous damage to up to 3 targets(The spell will chain to them))(T12), Supermassive Black Hole(Destroy the enemy's morale by dealing massive damage to them all, while decreasing all stats by 25%)(T12)(D), Superposition(Swallow the force of a Supernova spell, boosting your stats to three times their normal amount)(T12)(B)
LV3: Hypernova(Blast your foes into oblivion by dealing God-like damage to up to 7 targets at once)(T14), Ultramassive Black Hole(Decimate the enemy forces by damaging them all for amazing damage and decreasing their stats by 50%)(T14)
LV4: Meganova(Crush foes with heavenly might. If the enemy is lower leveled than the user, the enemy is 1-hit-killed. Otherwise, they're dealt God-like damage from two separate explosions, with a 75% chance to be hit for a third God-like hit. Can hit up to 15 targets)(T*)(D), Foreverzero(Stamp out all hopes for the enemy as you deal ludicrous damage and decrease all stats by 99%)(T*)(D), Fractal Existence(Swallow the force of a Meganova spell, boosting your stats to 15 times their normal amount)(T*)(B), The Fourth Wall(Become the center of your universe, by creating a small moon to orbit around you. The moon has 20 phases. As long as you have the moon, you can pick any attack you want to reduce damage from. This reduces the damage by 90%, and consumes 1/20 of the moon. Consume the entire moon to nullify any attack, fully, once)(T*)(W)
Special Magic is used as a buffing Magic, usually used by spellswords, priests, paladins or even team leaders.
LV1: Rebound(Bounce back 50% of the damage you take the next time you get hit)(T7)(W), Vis(Your magic attacks do double damage for one day)(T7)(B), Propero(Your physical attacks do double damage for one day)(T7)(B), Munire(Your ARM is doubled for one day)(T7)(B), Hyperion(Using a magical crystal, your enemies become distracted and more open to attacks. In this state, they receive double damage, if they fall victim)(T7)(B)
LV2: Obruo(Your magic and physical attacks do double damage, and hybrid attacks do x3 damage)(T8)(B)
LV3: Extreme Speed(Your next attack cannot miss, no matter what)(T9)(B), Bulwark(Your defense is increased to x3 until you run out of Mana)(T9)(B)
LV4: Blastback(Bounce back x10 of the damage you take the next time you get hit)(T12)(W), Smite(If you die while you still have Mana, a ray of destroying light will deal your maximum health in damage to anyone who gets hit and you are restored to 1 health)(T13)(B), Active Action(Once activated, friction and air resistance no longer act on your body, allowing you to move incredibly fast and also allowing you to slide across the ground with minimal effort. To initiate it, you have to spend a large amount of Mana, and afterwards, you need to supply with upkeep(5 Mana per second))(T12)(B)
LV6: Retribution(If you die while you still have Mana, a ray of destroying light will deal x5 your maximum health in damage to anyone who gets hit, and you get revived with 1% health remaining)(T14)(B), Omnotois(Increase defense, physical, magical and hybrid attacks by x2, your next attack cannot miss, and the next time you get hit, 50% of the damage gets dealt to whoever hit you)(T14)(B)
LV7: Xertrine(Your skin becomes like the night sky, complete with stars and four separate moons. While active, all of your stats are multiplied by 5. If you die while still under the effects of Xertrine, the effect will be consumed, and you will be fully revived. In addition, all spells of (T6) and below are chain cast, casting 3 other copies for free. If the effects of that spell cannot stack or be repeated, the magnitude of the initial cast will be multiplied by 3. The effect lasts until you run out of Mana, or dispelled)(T*)(B)
Rose Magic is based on inflicting pain, with either a swarm of small attacks or damage over time. All of the DOT effects will increase in duration as the victim moves more and more. It's also used as a decent alternative to Darkness Magic. It often uses flowers or plants to attack.
LV1: Death's Dance(You become less focused on attacking and more on lulling your opponent into a false sense of security. You gain a 50% chance to dodge all attacks. When distracted, you may use a rose thorn to poison your target for heavy DOT)(T6)(D)
LV2: Rose Garden(When cast, countless rose bushes will hide themselves about the ground around you. If you step on them, you will not be hurt, but if an enemy steps on them, they will become ensnared and will suffer amazing DOT until they escape, where they will feel massive DOT. This ability will differentiate between friend and foe)(T9)(D)
LV3: Solemn Gift(Give the gift that keeps on giving... Poison. If your opponent falls for it, when they touch the rose you give them, the rose will wrap itself around whatever part of them touched it and begin injecting poison for ludicrous DOT. While the rose can be removed, massive DOT will continue for a day)(T11)(D), Gift of Truth(Give a rose, depending on your feelings for a person. If it's a red rose, the rose will convey their feelings for you and vice versa. If yellow, it will help strengthen the bond between you. If pink, both of you will receive the gift of a day-long 10% boost to maximum Mana and maximum health. If white, it will purge them of any illness. And, if it's orange, and its accepted, you will both receive 10 Mana. Gift of Truth can only be cast twice a day, before the cost increases by a single tier per cast)(T3)(B)
LV4: Angel of Thorns(From your back sprouts a giant bramble that acts as a symbiotic entity. Each branch of the bramble now acts as an extension of your body. The bramble produces a potent toxin that deals ludicrous DOT for the first five minutes, and then resets, and increases to God-like DOT. The brambles also deal massive damage on impact. The brambles are highly resistant to fire. The bramble disappears when you run out of Mana, or when you dispel it)(T14)(S)
Celestial Magic is an advanced form of Astral Magic. It offers intimidating spells that are built to bring devastation. It's an experimental magic, designed by the Demigods among the Council of Magic. For the longest time, Nova Magic has been seen as the pinnacle. Now, the Council wants a new kid in town. Enter Celestial Magic.
LV1: Vertigo Shot(Fire a bolt of searing white energy travelling at the speed of light. Upon impact, it deals amazing damage, and subsequently explodes, dealing amazing damage, and then collapses into itself, drawing all non-caster entities closer, dealing ludicrous damage)(T9)(D)
LV2: Reverse Divinity(Summon a clone of yourself, whose Souls is the exact opposite of yours. If you're kind, it will be cold. If you're caring, it will be apathetic. This being, despite being your opposite, is obsessed with ensuring your survival. However, it also has all of your cognitive abilities, as well. It is highly resistant to being dispelled, and will only be dispelled if the target attempts to dispel it three times)(T11)(S)
LV3: Vertigo Repeater(Launch a fusillade of searing white energy bolts, travelling at the speed of light. Upon impact, each deals amazing damage, explodes, dealing amazing damage, and they all subsequently collapse into themselves, dealing ludicrous damage. The implosions and explosions will affect each other, making a deadly celestial cloud that deals amazing damage to anyone caught up in it. All entities except for the caster are affected by this spell)(T14)(D)
LV3: Extinction(While it takes a long while to cast, a full minute of charge time and preparation, the effects are stunning. Upon being successfully cast, an extradimensional portal will open behind the caster, and a being will emerge. This being is incapable of taking damage, unless from a Shaskhi or stronger. It will defeat exactly one enemy, however long it takes, before returning. Once defeated, it will consume the enemy, and anything that the enemy had possession of, including things not on the battlefield. Once the entity has departed, it is unable to be summoned for another 100 years, by ANY caster that has the ability to summon it. While it is possible to dispel it, it takes upwards of 100 casts of Dispel, or similar spells. At which point, it will be banished from this plane for the next 100 years)(T15)(S)
At the Master level, Soul Magic allows its users to read even deeper into their own Soul and the Souls of others. Using this ability, and using other peoples' Souls as a conduit, you can predict the muscular movements in other peoples' bodies.
Soul Razor: Soul Razor generates a radiant blue aura around your current weapon, for 20 minutes. While this aura is present, all attacks physically dealt with this weapon deal 500% more damage. In addition, physical attacks dealt with the same weapon also have a 20% chance to completely ignore armor. Soul Glaive can only be used once per day.
Soul Beam: Soul Fusillade will cause all spells cast by you to have a radiant blue aura, for 20 minutes. While this aura is present, all spells will deal 350% more damage. In addition, any spells cast will fire a beam at any nearby targets, dealing 50% of the overall damage of the spell. Soul Beam can only be used once per day.
Soul Warden: Soul Warden generates a radiant blue aura around armor and shields, for 20 minutes. While this aura is present, your ARM stat is increased by 500%. In addition, you, the person wearing the armor/shield, have a 15% chance to ignore lethal damage, and instead be restored to full health. Soul Warden can only be used once per day.
Combination of Magic
Ice is a combination of Water and Air.
LV1: Freeze Shot(Launch a spike of ice, dealing light damage and stuns the opponent)(T3)(D)
LV3: Freeze Blast(Cause a mini explosion of ice spikes, radiating from you, dealing light-medium damage)(T4)(D)
LV5: Shatter(Shatter an opponent's armor, decreases defense by 50%)(T5)(B), Frost Smash(Smash your weapon into the ground, causing a giant ice spike to come up from under your target, dealing medium damage)(T4)(D)
LV7: Deep Freeze(Seal an opponent in ice, decreasing defense by 25%, it also stacks with Shatter)(T6)(B), Icestorm(Cause a storm of slowing frost, inflicting light damage every second and decreasing attack power by 25%, lasts until dispelled or you run out of mana(Drains 2 mana per second))(T7)(D)
LV8: Sleetromancer(Become immune to ice, ice attacks deal double damage until you leave combat)(T7)(B), Ice Meteor(Drop a massive chunk of ice on your enemy's head, dealing heavy damage and inflicts slowness)(T7)(D)
LV:9 Glacier(Drop a glacier on your enemy(s), dealing massive ice damage, slowness, cut defense by 50%)(T8)(D)
LV10: Glacierstorm(Drop several glaciers on your enemies, dealing amazing damage, slowness and cut defense by 75%)(T9)(D)
LV11: Glacius Maximus(Call forth a clone of Glacius who will aid you in battle. The clone level is the caster's level, multiplied by three, and as long as the clone is alive, it'll give you a 100% boost to your defense and a 30% boost to your nearby allies' defenses)(T13)(S)
Lightning (Lightning Magic is amplified by a target wearing metal armor)
Lightning is a combination between Fire and Air.
LV1: Chain Lightning(Chain a weak electric pulse to up to 3 enemies, dealing light damage)(T3)(D)
LV3: Shock Pulse(Cause 5 paralyzing, light damage pulses in a 3 meter radius)(T4)(D), Shock Smash(Slam your weapon into the ground, causing a lightning bolt to strike the enemy, cannot miss, dealing light-medium damage)(T4)(D)
LV5: Stun(Stop your enemy from moving for 3 seconds)(T4)(D)
LV7: Lightningstorm(Summon a lightning storm to electrocute enemies, strikes twice for each enemy in the area, each bolt does heavy damage)(T6)(D), Chain Laser(Sends a laser at up to 10 enemies, or loops back at the targets if there isn't 10, until all the 10 charges are used up, each hit does medium damage)(T7)(D)
LV8: Plasromancer(Become immune to stun of any kind and lightning, lightning attacks deal double damage until you leave combat)(T7)(B)
LV9: Thunder Pillar(Fire a pillar of lightning from under your opponent, stunning them for 10 seconds and dealing massive DOT, until the attack stops)(T8)(D), Heat Lightning(Burn up to 5 enemies with heavy lightning damage, and decrease their attack by 50%)(T8)(D)
LV10: Devilthunda(Strike up to 10 enemies with both a massive laser, and a black lightning bolt, restoring 2% of your maximum Mana per target hit, dealing amazing damage)(T9)(D)
LV11: Sky Split(Cut the sky in half and drop a beam of Lightning on the opponent, causing a heavily damaging explosion, and amazing damage over time. Anyone other than yourself caught in the radius will be stunned for 3 seconds and their attack power will be cut by 90%)(T11)(D)
Chaos Magic is created by infecting oneself with a profane amount of Darkness. This can be achieved through self-targeting or through an intense Darkness attack that did not kill you. Chaos Magic is dangerous, as, if you are not strong-willed, it will destroy your sense of self and your ability to feel emotion other than rage, often accompanied by an insatiable hunger. The Mana cost is split between Health and Mana.
LV1: The Voices(Summon a wraith of [your level]x[1.25] to aid you in combat. It's attacks do the same amount of damage as your last used attack, whether that be magic or physical)(T6)(S), Hellrend(Summon claws onto your hands that deal double the damage of your last used weapon before you cast the spell)(T7)(B)
LV2: Chaos Orb(Form a solid ball of chaos in your hand, and throw it. Despite being light to you, this orb is absurdly heavy to anyone else, easily breaking bones. This attack does massive damage)(T4)(D), Chaos Tendrils(From your hands burst bladed tendrils that seek out targets(+1 tendril every 10 levels). The tendrils deal heavy damage on impact)(T8)(D)
LV3: Aspis Aggression(Chaos takes over your weakest arm, twisting your muscles into knots of solid flesh-metal. This arm seems to have an obsession in denying your opponents the ability to deal damage, and will do damn near anything to make them hate themselves. Any attacks dealt to that arm will do 75% less damage, and, in addition, the arm gains a +7(+35% chance) to deflecting weapon attacks, and a +4 to deflecting spells, either through blocking or parrying. The arm will remain in this form until combat ends)(T9)(B)
Metal Magic focuses on refining Earth Magic, making it even more unmovable than Earth Magic, and even more devastating. Being a skilled Metal Mage, you can eat many non-edible things without consequence.
LV1: Iron Shot(Fire a small rod of solid iron at the enemy at supersonic speed. Deals heavy damage)(T4)(D), Heavy Shield(Create an incredibly large and thick metal shield, physical attacks that hit it will do 10% of their normal damage. Magic can still conduct through it)(T6)(W)
LV2: Steelstorm(Call forth a whirlwind of metal shards, each dealing medium damage for as long as the caster has Mana or stops the spell)(T6)(D)
LV3: Graveyard(Summon countless blades to shoot from the ground, creating a forest of giant swords. Upon summoning, if one hits an enemy, they take amazing damage)(T8)(D)
LV4: Iron Lotus(Throw 5 blades(+5 for every 10 levels) in every direction that will home in on your target or targets, dealing massive damage per blade)(T9)(D)
LV5: Karmic Demon Godsword(Summon a 30-meter long Steel grandsword, that you can swing with no hindrance. This sword deals the base weapon damage for steel grandswords. It also has a magic damage modifier of doing ludicrous damage)(T12)(S)
LV6: Karmic Demon Headhunter(Summon an iron variant Silver Demon to your side, simply called an Iron Demon, acting as your loyal servant for eternity. The Iron Demon is always ([your level]*1.5). You can only have a single Iron Demon summoned to you at once. Attempting to summon another will do nothing, but will still consume Mana)(T14)(S)
Flesh Magic has many applications. For an extremely experienced mage, you can create other living beings. For the less experienced, you can create malignant monstrosities, able to infect other living creatures, and other similar effects.
LV1: Flesh Strand(Fire a strand of flesh, acting as a tether. Upon impact, it deals medium damage, and will remain until destroyed or dispelled)(T3)(D), Bone Shot(Fire a collection of bone shards at your enemy(+2 shards per 5 levels), each for light-medium damage)(T4)(D)
LV2: Net(Release a large flesh net at your opponent, slowing them down and applying a medium DoT effect to them)(T4)(D)
LV3: Disease Shot(Launch a small infectious mass at your enemy, which, unless dispelled or intercepted, will Infect your opponent. Infected opponents suffer increasingly damaging DoT effects. At first, light damage over time, for 10 minutes. Then, light-medium damage over time, for 7 minutes. Then medium damage over time for 5 minutes. And, finally heavy damage over time for 10 minutes. After this, the effect will wear off, will give your opponent a 90% reduction in Infection damage for the next in-game month)(T6)(D)
LV4: Lord of Maggots(Taking 10 seconds to charge fully, once charged and cast, it will generate a 30 meter field of writhing maggots. Anyone the caster views as an enemy, and who isn't currently immune to Infection, will become Infected, and also take light-medium DoT from the maggots, until they stop touching them. The area of effect stays until the maggots are destroyed, dispelled, or the caster runs out of Mana)(T7)(D), Skin of the Beast(Alter your flesh to be more akin to a beast, increasing your defense by 50%, and make yourself immune to Infection, while restoring your health by 10%)(T7)(B)
Infernal Magic is a highly advanced form of Fire Magic, which harnesses the power of Infernal Demons to inflict horrifying burns and terrifying brutality.
Note that Infernal Burns cannot be put out by normal means. The easiest ways to rid yourself of Infernal Burns is to either take a hit from a Water, Fire, Ice or Infernal spell, or wait a day for a week for the burns to heal.
LV1: Infernal Hand of Heat(Summon forth a cluster of five flame tendrils. Each tendril deals medium damage, and each has a 5% chance to inflict Infernal Burns. Infernal Burns cause all Water, Fire, Ice and other Infernal attacks to deal double damage)(T5)(D)
LV2: Immolate(Create a burning mixture that acts like a living being, which seeks out targets and sticks to them. The mixture deals heavy DOT with a 25% chance to inflict Infernal Burns)(T6)(D)
LV3: Burning Prince(Call forth a lesser Infernal Demon. The Demon bursts from the ground below you. If there is no ground below you, it will create a rift. Upon emerging, it causes a 5-meter explosion of Infernal flame, with a 5% chance to inflict Infernal Burns. The Demon will use Infernal Hand of Heat and Immolate on targets until 5 targets have been slain, or combat ends, at which point it will disappear using an identical explosion to the one prior)(T7)(S)
LV4: Infernal Aura(Allow yourself to temporarily become possessed by a greater Infernal Demon, increasing all damage you do by 50% and reduces all damage you take by 10%. In addition, if you die while possessed, you will be revived, and the Demon will be expelled. While possessed, Fire and Infernal do significantly reduced damage to you, only doing 10% of its normal damage, and Infernal does 30% of its normal damage. While possessed, your eyes will glow a faint red, and your voice will be mixed with the voice of the Demon)(T8)(B)
LV5: Master of Ashes(Call to you a greater Infernal Demon. All of the Demon's Fire and Infernal spells have a 50% chance to inflict Infernal Burns. The Demon will erupt from a rift, loosing a wave of flame that deals massive damage. The Demon will use any Fire and Infernal spells it can afford, while attempting to protect its caster. The Demon will remain until combat has ended, or the caster runs out of Mana)(T9)(S), Burning Spear(Summon a ball of sooty flame into your hand. Once you attempt to fire it, the entire mass of the ball fires itself at the target with blinding speed. In addition, the flame is able to make hairpin turns to reach its target. On impact, the flame does ludicrous damage)(T9)(D)
Portal Magic is a combination of Light, Darkness and Curse.
LV1: Rift(Create a rift, between two predetermined locations. The locations must have been seen first hand, by you, and must be clear of any obstructions. Any entity that can be considered alive in some sense can use a Rift)(T4)(S), Dualism(Create a rift that will suck in surrounding objects, and send them to an output rift. Both rifts must have been seen first hand, by you, and must be clear of any obstructions in order to function, but can remain if they are currently obstructed)(T5)(S)
LV2: Flashstep(Make a near-instantaneous dash forward, in the direction you're looking. The more Mana you put into it, the farther you will go. Using the base amount will move you 3 meters. Upon entering, and upon exiting Flashstep, you will loose a small explosion of light, dealing medium damage to nearby entities. The momentum that Flashstep gives can also apply to objects, given the caster is touching them when cast. This does not work on objects that are super-massive)(B)(T6), Darkstep(Make a near-instantaneous dash in any direction you choose, even if you are not facing nor looking that way. However, you can only dash on the cardinal directions and those between(North, NW, West, etc...). The more Mana you put into it, the farther you will go. Using the base amount will move you 3 meters. Upon exiting Darkstep, you will leave a sphere of Dark Magic at your point of origin. This sphere will fire a single beam at a nearby target, dealing medium damage every second until contact is broken. The sphere remains until you dispel it, or run out of Mana)(B)(T6)
LV3: Jump(Instantly arrive at a nearby, precise location of your choosing. The precision of this spell is limited only by your concept of space. The potential radius for the jump is always 10 meters, regardless of how much Mana you put into it. Additionally, upon entering and leaving jump, you release a non-damaging cloud of your most powerful Magic)(B)(T7), Portal(Create a semi-permanent/permanent portal to another location. The destination can be set simply by knowing the description of the place. Portals do not have a set Mana cost. Instead, for every meter between the portals, the cost increases by 100 Mana. A portal can be made nearly any size. However, the portal will cease to function if there is an object in the portal's space, if it is not removed)(S)(T: N/A)
Alien Magics have a -20 modifier to learning them. Additionally, unless specified exactly, traits that help with learning Magic DO NOT apply to ANY Alien Magic. That said, if they DO specify, then it WILL have an effect.
LV1: Void Ripple(The Void that permeates the world ripples, forcing a sphere of unbound Unstable Mana to be born, causing a random magical effect the moment it is born)(T8)(?)
LV2: It Sees...(Stare into the Void, and that Void shall stare back into thee. For the next 3 seconds, you can see any location between you and the end of the physical universe. This spell has a 50% chance to permanently blind the caster, and THEN a 50% chance to drive the caster insane, afterwards)(T10)(B), It Hears...(Deafen yourself to the sounds of the mortal world, and instead place your ear against the door to the Void. For the next 3 seconds, you will hear the voice of the Void. This spell has a 50% chance of permanently deafening the caster, and THEN a 50% chance to drive the caster insane, afterwards)(T10)(B)
LV3: It Lives...(Project your will into the Void. The Void listens. If you acknowledge any Gods, begin praying now. There is no guarantee what will heed your call. It could be a wish-granting God, or a world-eating, extra-dimensional beast)(T13)(S)
LV1: The Eternal Flame(Call upon the birth of flame, scorching entire worlds, reducing most who face it to ash. Those who remain will be reborn in the image of the Eternal Flame)(T???)(D), The Abyss of L’Eig(Open the gates to a dimension of water, drowning regions of space, and infecting all living creatures caught within its influence with a disfiguring virus)(T???)(D), The Primeval Skies(A silvery wind shreds all matter in its path, forcing free-floating Mana to take on the form of air-based djinn)(T???)(D), The End of the Earth(Awaken an ever-expanding vastness of solid matter; land, rock, metal. All will be mere pebbles in its wake)(T???)(D)
LV2: The Prime(Reawaken the primordial sea of darkness that once covered vast numbers of Realms. The darkness will flow forth, reuniting with those which it spawned)(T???)(S), The Sought(Call from its slumber the great light that first gave birth, some time after, to beings wrought of primeval order)(T???)(S), The Rest(Remind those born first that the third born still lives, and they shudder, bringing an end to the reign of the elder siblings)(T???)(S)
God Magic is a form of Magic that can typically only be performed by Greater Gods or higher.
The Skril Scream was created by Skril' Astriloth. It's a powerful demonic roar capable to shattering a foe's will to fight, as well as their defensive measures. It can usually only be used by other Skril' Demons, but if a being's hatred and willpower is strong enough, they can learn it.
Blinding Light was created by Dramae when he was still a Greater God. It takes a short time to charge, but as soon as it's charged, it can be used until the user runs out of Mana. This spell summons beams of cleansing light that emerge from the ground around the user. If a being who is perceived to be evil by the caster was to look at these beams, they would lose their sight permanently. If hit by one, the being has one of three reactions. One, if the being is weaker than the caster, it will be immediately destroyed with no trace. Two, if the being is only slightly weaker, equal or slightly stronger, it will take incredible damage and will find most of it's Mana gone. Three, if the being is stronger, it will slowly leech their Mana until it's gone, at which point it will target it's Soul. Only beings with white Souls can use it.
Soul Fire was created by the Demons of the first age. Soul Fire's main purpose was to cause a Soul to grow abnormally large, killing it's body so that Demons could harvest Souls faster. This power was extremely draining. If the spell was cast incorrectly, or the target wasn't viable, the caster would potentially die. For this reason, it was only taught to Demon high priests.
Dragonfire was created by the Dragon God, Schalos. It is an extremely potent fire breath attack that destroys a being's Soul, so that the body can be revived as a slave. A substantially less powerful version of this spell was taught to most other Dragons to give an edge against those who would do them harm. Only one kind of material could resist this: Mithril. Mithril's anti-Dragon properties make it a must when fighting Dragons that can use any variation of Dragonfire. Dragonfire is not only fire, however. The effect depends on the Dragon's main form of Magic. So, it is possible to have Ice Dragonfire.
When cast by the Dragon Gods are their guardians, Dragonfire will deal its full damage, except when through Mithral, where it will deal 75% of its normal damage.
Dragonflare is similar to regular Dragonfire, however it has a few key differences. Firstly, Dragonflare is resistant to Anti-Mana, meaning if fired through the Void, the effects would not diminish nearly as much. Secondly, Dragonflare ignores Mithral protection completely, instead dealing 100% of its normal damage. Dragonflare is also significantly more powerful, and is capable of destroying the Souls of other Dragons, even through their hides that resist regular Dragonfire.
Engine of Wrath
Engine of Wrath was created by the Energy Clan to purge impurities from the Realm. These could include Darkness rifts, Void Rot, and many other harmful effects. This spell is difficult to use, due to how much Mana it requires. The Energy Clan members all have unusually high Mana Counts, so they have no problem with it. If cast by others, a group is usually needed to sustain such a powerful cleansing Magic.
Nature's Might was created by Yzaar-Takous. She uses it to smite those who destroy nature without atoning for their sins. It's rarely used for it's true purpose, though. Often, it's used as a primary attack, coupled with fire spells. The attack itself grows a thick thorn bush around the target, injecting them with many horrible poisons. Since the bush is flammable, lighting it ablaze does even more damage. She had bestowed the knowledge of this spell upon Dramae and Saul, the two guardians of Zeterra, along with her more devout followers.
Void Saint was originally used by the Uares, back when their civilization was still alive. Nowadays, Rhahamiir and Schakkus are the two people we know of who are capable of casting this spell.
Originally, it was used much like the Seal spell, of Light Magic. But, it was used for one specific being. That being is a construct, that was given life as the Head of the Church of the Goddess-Queen. The being's name is Chairokaknasis (pronounced "KY-Rock-EK-NA-SIS"), although informally, it was nicknamed "Kairo". Chairokaknasis was tasked with managing the Church on a world-wide scale, as well as calling the people into a frenzy against dangers to the Church.
Chairokaknasis, these days, is used as a highly agile aid while fighting, as the Church that it used to maintain is no longer in use.
Call of the Ojjmyepoegg
The people of the island of Kotana have always been reclusive. They've never been involved in global politics, nor have they ever made any local land-grabs. And, up until recently, we've known next to nothing about the Kotanians. But, a Research Facility member was recently allowed to learn of their culture. Quickly, the researcher learned of the Kotanian's religious beliefs. The Kotanians view all other people, including the Gods, as dangerous and selfish. They view almost all Gods as if they're mysterious, ruinous beings, and thusly created their own.
The Ojjmyepoegg(Pronounced: Yi-Myeh-Peg) began as a children's story; a jungle demon that prevented the Kotanians from leaving the island. Soon, the elders of Kotana crafted this jungle demon through sheer force of will. The Ojjmyepoegg now literally prevents them from leaving, but in return, it kills and devours those who threaten the peaceful life of the island.
The only imagery of the Ojjmyepoegg depict it as a creature with the body of a rabbit, jaws and teeth of a Dragon, the twisted horns of a powerful Demon, and its front legs are positioned, instead, like how a Wyvern's are; acting as wings.
Currently, we're unsure just how powerful the Ojjmyepoegg is. However, it can be assumed that it wields the powers of a true God, due to its ability to become intangible at will, according to the stories.
Forbidden Magic is just that: forbidden. Not on the level of Mortals, but of Gods, due to the implications and applications. While how to use them is not described in the vast libraries of Rhahamiir's, they are spoken about on multiple accounts. Many forbidden magics are abilities related to retribution, punishment or destruction on the scale of great regions of space.
The Shades of Cardindra
This spell used as retribution against incredibly powerful wrong-doers. There are only four recorded instances of it being used, all of which have happened in the past 2,000 years. The spell consists of summoning forth the decaying souls of those who died during the destruction of Wintergreen. Resisting this spell is noted to be almost entirely impossible, although it is currently unknown why. The souls appear as ghostly figures, and slowly dance around the chosen victim. This dance is thought to be part of a ritual. The moment the dance begins, the victim in unable to move. Once this action has been completed, the victim's soul is extinguished, often resulting in death, or a death-like sleep.
The Tower of Babel
This spell is very similar to the Shades of Cardindra in that it's also used for punishment. Whenever this spell has been referenced, the being known as "Babel" is also often referenced. Babel is thought to be a very powerful political figure in multiversal politics. There have been no accurate descriptions of this spell, because if you're close enough to see it, you're close enough to be affected by it. There have only been two instances of its use, and both times caused massive spatial distortions throughout much of the civilized universe. Unlike the previous spell, only one person we know of knows how to use this spell, which is clearly stated in multiple texts: Siskar. Siskar, being the oldest and most powerful God we know of, has access to powers beyond most we know of.
Time Crash is a widely-feared spell, typically by the older Gods. Despite its reputation, Time Crash is fairly obscure, similar to the Tower of Babel.
The effects of the spell, however, are well documented. It was originally created to craft gateways between the Surface dimension, and a place called the Elysium. However, no one could predict the side effects. Time Crash would create gateways by lining up the timelines of both the Surface and the Elysium. As you may have assumed, this means that one either has to slow down, or one has to speed up. And, this fact alone lead to the largest event of mass death within a minute ever recorded. it's hard to even calculate the death-toll, considering the range it covered.
The mass death occurred in a time before Dramae and the others were born. The documentation was from about 23,000 years ago, and was obtained from the Dragons of old, passed onto the Uares, and eventually to Rhahamiir's library.
Rhahamiir has commented that she wasn't alive during the Time Crash; she hadn't been born, yet. But, she had heard stories from the academics of her childhood. It was used as a lesson to always be cautious with legendary spells and artifacts.
We aren't sure who used it, during the -~23,000 Time Crash, as they were assumed to have died because of it, and so did most of the people who were alive at the time.
Apparently, the Uares had begun research on how to stabilize the Time Crash, so that it could actually be used. But, this research wasn't finished by the time the Uares civilization fell.