Post by Admin Council on Oct 17, 2012 14:32:58 GMT -5
[NOTE ON TERMINOLOGY]
'Area of Awareness': This is generally used for non-projectile magic that simply materializes at a given point. For the purpose of spellcasting, 'area of awareness' is loosely defined as 'within the caster's immediate surroundings or field of vision, excluding extreme distances'. For example, you can't cast 'area of awareness' magic on a distant mountaintop simply because the character can see that far, nor can these spells typically be cast upon a target or point that the caster cannot see (hidden rooms, outside of a building while inside, etc.) 'Rule of Cool' may occasionally be invoked to bypass this, but only do so if you're ready to make a case on how it's justified or reasonable. If you're not sure, watch Slayers and see if Lina or company ever did it -- if so, you're in good shape.
DESCRIPTION: This is a 'simple' 'light' spell. The caster creates a small orb of light in one of their hands and may cause it to move about at will within the spellcaster's area of awareness.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 10
ABILITY: Flash
DESCRIPTION: This is a 'simple' 'light' spell. The caster triggers a momentary flash of bright light in the air within their area of awareness, useful as a distraction or in a bid to briefly blind an opponent.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 15
ABILITY: Arcane Inscription
DESCRIPTION: This is a 'simple' spell. Using magical energies and willful concentration, the caster may magically inscribe a flat surface within their area of awareness with arcane runes and spell-circles. The usefulness of these depends on what other arcane skills the caster possesses. Most 'ritual' spells, for example, require this ability; certain rituals may require Arcane Inscription in a more advanced form (one or more ★).
More mundanely, Arcane Inscription can also be used to mark surfaces with signs, writing, or to graffiti someone's house. It cannot be used on living beings.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 30
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DESCRIPTION: This is a 'common' spell. Casting Levitation allows the caster to fly through the air at roughly the same speed that they could walk or run. This spell can only be cast on the spellcaster him / her / itself.
At 5 ★s, Levitation can be used to levitate objects that the caster is touching, even those that they're standing on. Depending on the object's size and weight, however, more than one caster may be needed to levitate very large or very heavy objects. Only one object may be levitated at a time. The caster may not cause rooted objects, such as buildings or parts of the landscape, to levitate.
At 15 ★s, the caster may Levitate persons or objects, even large or heavy objects within their area of awareness. However, they may still only levitate one object or person at a time and may not levitate rooted objects.
At 30 ★s the caster may Levitate any single object, regardless of size and weight, at will, including rooted objects up to the size and weight of a small island.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 25
ABILITY: Unlock
DESCRIPTION: This is a 'common' spell. The caster touches the locked object (door, treasure chest, etc.) and focuses their mind and willpower on the locking mechanism, causing it to open under the influence of magic. Because of the mischief and thievery this spell can cause it is seldom taught -- most magic students have to learn Unlock on their own.
At 1 ★ Unlock can safely open booby-trapped locks, as long as the trap isn't magical.
At 2 ★s Unlock can open simple magical locks and undo simple locking enchantments (including simple magic traps).
At 6 ★s Unlock can open complex mechanical locks such as combination and sequence locks.
If a Lock spell at the same or greater ★ level is used on an object, Unlock cannot unlock it.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 40
ABILITY: Lock
DESCRIPTION: This is a 'common' spell. The caster touches an object that can be locked (door, treasure chest, etc.) and focuses their mind and willpower on the locking mechanism, causing it to seal under the influence of magic. An object sealed with the Lock spell cannot be opened or lock picked until the magic is dispelled; only the caster may freely open the Lock-sealed object. This does not prevent the locked object from simply being smashed open, however, limiting the spell's usefulness somewhat.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 30
ABILITY: Identify
DESCRIPTION: This is a 'common' spell. The caster places their hands near and object, closes their eyes, and focuses, reading it for signs of magical influence. This can be used to learn if the object has a curse or enchantment on it.
At 5 ★s Identify becomes a Trait, allowing this character to perceive any enchantment or curse within their field of vision. It also allows them to immediately tell the difference between magical illusions and reality.
(REQUIRES CLASS: Advanced Spellcaster {or} Magic Researcher at 5 ★s.)
At 10 ★s Identify allows this character to sense magical and supernatural energies within a wide field of awareness (roughly a quarter mile). This includes curses, enchantments, supernatural beings (ghosts, Mazoku, etc.) and when anyone within that awareness is using any kind of magic or power.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 70
ABILITY: Dark Mist
DESCRIPTION: This is a 'common' spell. The caster causes a heavy cloud of black fog to appear within the caster's area of awareness and encompass an area at will.
This spell effects an area roughly five feet wide for a period of one minute. With each ★ the size and duration of Dark Mist doubles.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 15
ABILITY: Conceal
DESCRIPTION: This is a 'common' spell. The caster touches an object and enchants it with a magical barrier designed to prevent it from being detected or seen magically, particularly by the ritual Scry and high-level Identify.
At 3 ★s this spell can be used to conceal a person from magical detection for five minutes, with an additional 5 minutes for every ★ over 3.
This spell can be combined with Arcane Inscription ★★★ to create a magic circle that blocks supernatural vision of any person or object within it.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 45
ABILITY: Null Enchantment
DESCRIPTION: This is a 'common' spell. The spellcaster applies their magic to neutralize an enchantment on an object via touch. Null Enchantment is useless if the ★ level of the enchantment is higher than this spell. This spell only effects temporary enchantments; it has no effect on permanent enchantments.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 60
ABILITY: Bam Rhod
DESCRIPTION: This is a 'common' 'fire' spell. The spellcaster causes intense magical heat to radiate from a single point along their hand, usually a fingertip.
At 3 ★s this spell can be used to cut through metal and stone, with pinpoint precision.
RELATED CLASS: Sorcerer / Sorceress
AP COST: 20
ABILITY: Fireball
DESCRIPTION: This is a 'common' 'fire' spell. The spellcaster creates a ball of flames in their hands and tosses it at the target of their choice, erupting in a burst of fire ten feet wide on contact that can burn multiple foes at once.
At 2 ★s this spell may be cast without incantation.
Blast radius increases with each ★.
Can be cancelled out by ice magic of equal or greater ★s.
INCANTATION: "Source of all power, light which burns beyond crimson, let thy power gather in my hand. FIREBALL!"
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 25
ABILITY: Flare Arrow
DESCRIPTION: This is a 'common' 'fire' spell. The spellcaster creates a blazing dart of flame that is shot towards a single target. This spell can manifest as a bow and arrow or as a simple burst of narrow pointed cylindrical fire launched from one's hand. Can be cancelled out by ice magic of equal or greater ★s.
At 2 ★s this spell may be cast without incantation.
At 4 ★s Flare Arrow becomes a three-bolt simultaneous shot.
INCANTATION: "Source of all power, wind which blows from the east, FLARE ARROW!"
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 25
ABILITY: Flare Lance
DESCRIPTION: This is a 'common' 'fire' spell. The spellcaster launches large a javelin of pure flame towards a single target with devastating impact potential. Can be cancelled out by ice magic of equal or greater ★s.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 40
ABILITY: Iceball
DESCRIPTION: This is a 'common' 'ice' spell. The spellcaster creates a ball of ice magic in their hands and tosses it at the target of their choice, erupting in a burst of quick-spreading frost five feet wide on contact that can freeze multiple foes at once.
Blast radius increases with each ★.
Can be cancelled out by fire magic of equal or greater ★s.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 20
ABILITY: Freeze Arrow
DESCRIPTION: This is a 'common' 'ice' spell. The spellcaster creates a shimmering dart of ice that is shot towards a single target. This spell can manifest as a bow and arrow or as a simple burst of narrow pointed cylindrical ice launched from one's hand. Freeze Arrows both cause damage and create a small sheet of ice on impact. Can be cancelled out by fire magic of equal or greater ★s.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 30
ABILITY: Icicle Lance
DESCRIPTION: This is a 'common' 'ice' spell. The spellcaster launches large a javelin of magical ice towards a single target with devastating impact potential, able to spear a man-sized target and freeze an impaled human-sized body after a short duration. Can be cancelled out by fire magic of equal or greater ★s.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 45
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DESCRIPTION: This is a 'common' 'summoning' spell, and one that's very useful when traveling. By applying a subtle summoning magic to a fishing rod, the caster greatly increases the chances that fish and other seafood creatures will be drawn to the rod's lure or bait. The spell doesn't control the size or type of attracted water creatures... so be careful where you go fishing, or you might end up fighting a lake dragon.
RELATED CLASS: Sorcerer / Sorceress, Shaman, Summoner
AP COST: 15
ABILITY: Ferious Breed
DESCRIPTION: This is a 'common', 'summoning' spell. The caster utters the incantation and summons a single or a flock of common birds to their location -- even across dimensional barriers. The birds is compelled to follow the spell as it leads them to the caster. The birds can then be used to harass enemies, as messengers, or to carry a small item to a desired location at the caster's discretion.
At 2 ★s this spell may be cast without incantation.
INCANTATION: "Stars which pass through heaven's night, heed the ancient covenant with the earth. I pledge my life that he might be called forth. FERIOUS BREED!"
RELATED CLASS: Summoner, Shaman
AP COST: 20
ABILITY: Summon Slime
DESCRIPTION: This is a 'common' 'summoning' spell that creates a magical slime beast at any location within the caster's area of awareness. Slimes are not particularly dangerous monsters under most circumstances, and certain varieties can even be considered cute or kept as pets. The two most interesting, and potentially dangerous, things about Slimes are their appetite and their ability to reproduce. Slimes can eat almost anything and doing so adds to their size and mass -- they can rapidly digest soft materials like paper, cloth, hay, and even common dirt, while tougher materials like wood, metal, and living creatures can take up to a day to digest fully. This means that Slimes left on their own in the wild can grow truly monstrous, both in size and appetite, without their summoner to control them.
The other thing that makes Slimes problematic is their ability to split and merge. They can do this freely, but cutting weapons like a sword will also cause a slime to split when cut in half. The best way to damage slimes is with spells: they're particularly vulnerable to 'fire' and 'ice' magic, though 'lightning', 'astral', 'force', 'holy', 'white magic' and 'black magic' will work also. They're stubbornly resistant to 'wind' and 'earth' spells however, and 'water' spells do no damage whatsoever because of their gelatinous bodies.
In combat, Slimes are best used as distractions and decoys to slow down magic users or bog down warriors. If consumed by a slime, most characters will survive if they can get out within an hour's time.
With each ★ the caster may summon and control one additional slime at a time, or summon a larger slime instead. The base size for summoned slimes is about three feet.
RELATED CLASS: Sorcerer / Sorceress, Shaman, Summoner
AP COST: 50
ABILITY: Summon Observer
DESCRIPTION: This is a 'common' 'summoning' spell that creates a magical "seeing eye" at any location within the caster's area of awareness. An Observer is a purely magical creature whose body is a crystal sphere; it can "open" to reveal an unblinking eye and float freely through the air. This mystical creature is a useful substitute or supplement to scrying; as long as the caster has a Crystal Orb or a reasonable substitute they can guide the Observer from a great distance away, as well as see and hear everything it does.
Observers are not combat summons by nature but can be used in creative ways by multi-talented spellcasters. For example, an Observer can be used to conjure a Projection if the caster knows that spell, allowing for instant communication across vast distances. 'Simple' and 'common' spells known by the caster can also be channeled through the Observer. This gives these magical constructs incredible flexibility and usefulness under the right circumstances.
Observers, however, are fragile. Any damage beyond a scratch or two causes the Observer to shatter like glass. This can be counteracted, however, by enchanting the Observer or by casting protective magic through it, though if such defenses are overwhelmed the Observer will most certainly be destroyed.
At 5 ★s the caster may cast 'advanced' spells through the Observer.
(REQUIRES CLASS: Advanced Spellcaster {or} Sorcerer / Sorceress at 5 ★s.)
At 7 ★s the caster may create and maintain two Observers at once. With each additional ★ over 7 one more Observer may be summoned at controlled at a time by the caster.
RELATED CLASS: Summoner
AP COST: 70
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DESCRIPTION: This is a 'common' 'healing' spell. The spellcaster channels their magic to gradually restore bodily damage and heal non-lethal wounds for themselves or another person via touch. Healing cannot heal fatal wounds, such as damage to vital organs or extreme blood loss. With each ★ Healing becomes more effective. Like all healing spells, Healing has no effect on spirits, ghosts, undead, golems, demons, or Mazoku.
At 2 ★, Healing can repair broken bones, pulled muscles, and undo temporary blindness or deafness (due to harsh light / sound or magical effects).
At 6 ★s, Healing can cure many common diseases and purge a victim's body of simple poisons (poison's ★ level must be half or less Healing's ★ level, if it has one). This spell can also undo magical paralysis and petrification.
(REQUIRES CLASS: Advanced Spellcaster {or} Priest / Shrine Maiden at 6 ★s.)
At 12 ★s Healing can restore sight to the blind, strengthen the legs of the lame to walk, enable the mute to speak, and instantly restore any living body from crippling injuries. It can still not heal fatal wounds, but at this level Healing can keep a fatally wounded person alive for days or weeks longer if applied frequently.
(REQUIRES CLASS: Sorcery Genius {or} Divine Knight at 12 ★s.)
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 30
ABILITY: Protection
DESCRIPTION: This is a 'common' 'defense' spell. The spellcaster generates a magical barrier which can be used to withstand both magical and physical attacks. However, using Protection forces the caster to be completely stationary, unable to move without dropping the barrier as well. The initial form of this spell only protects the caster from attacks coming from one direction. Multiple casters can unite to make a more powerful Protection and also unite it with any other 'defense' spells.
At 2 ★s, Protection becomes a magic bubble that blocks attacks from all directions.
At 4 ★s, Protection's field extends to a 25-foot bubble, allowing a small group to be protected all at once.
With each additional ★, Protection's maximum size grows by 5 feet.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 30
ABILITY: Recovery
DESCRIPTION: This is a 'common' 'healing' spell. The spellcaster channels their magic to quickly restore the stamina and endurance of themselves or another person via touch, filling them with mental and physical energy. With each ★ Recovery becomes more effective. Like all healing spells, Recovery has no effect on spirits, ghosts, undead, golems, demons, or Mazoku.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 20
ABILITY: Break Curse
DESCRIPTION: This is a 'common', 'white magic', 'exorcism' spell. The spellcaster channels purifying magic at close range to undo a curse placed on a person or object. Break Curse is only effective if the ★ level of the spell is equal to or greater than the curse.
INCANTATION: "Oh power of light and earth and wind, break now the evil spell that has been cast upon this person."
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 75
ABILITY: Assha Dist
DESCRIPTION: This is a 'common', 'white magic', 'light', 'exorcism' spell. The caster triggers a flare of divine light near a target within their area of awareness -- this light is harmless to normal creatures but can be extremely effective verses the undead, sometimes destroying them outright. The spell has no effect on demons or Mazoku, however.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 40
ABILITY: Sleeping
DESCRIPTION: This is a 'common' spell. The caster targets a person within their area of awareness and causes them to fall into a deep magical sleep. This spell can be resisted through raw willpower. Loud noises will not wake someone effected by this spell; however, injury or rough physical contact will. The spell has no effect on demons, ghosts, undead, or Mazoku.
The higher the ★ level of this spell, the harder its effects are to resist.
At 3 ★s Sleeping may be cast on groups instead of just individual targets.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 40
ABILITY: Telekinesis
DESCRIPTION: This is a 'common' spell. The caster uses their mind to move an object within their area of awareness as they will. Initially this is limited to normal non-magical objects and movement speed is roughly human walking speed, though these restrictions are lifted as mastery of the spell increases.
At 5 ★s Telekinesis can be used to help guide projectiles within the caster's area of awareness, such as throwing knives, arrows, or bullets, in mid-flight, either helping them strike their target or to defensively deflect them. This has no effect on weapons used in melee, however.
At 10 ★s Telekinesis can be used to move magical, cursed, or enchanted objects.
At 15 ★s Telekinesis can be used to manipulate multiple objects within the caster's area of awareness simultaneously and with great speed; however, the caster must remain stationary to maintain this level of telekinesis. The caster can now also use telekinesis on a single human-sized character (not ghosts or Mazoku), forcing them to move against their will and even whirling them through the air freely.
At 20 ★s the previous restriction on remaining stationary is no longer applied; the caster may move about freely while maintaining telekinesis. Telekinesis may also now be used against up to five human-sized characters or a single large (not giant) golem at a time.
RELATED CLASS: Advanced Spellcaster, Magic Researcher
AP COST: 70
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DESCRIPTION: This is a 'common', 'shamanist', 'water' spell. The spellcaster harnesses the innate energies of the elements to cause a brief geyser of water to erupt from the ground at a targeted spot within their area of awareness. The water itself is not magical; this spell is not typically harmful and is often used as a prank by novice shamans.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 8
ABILITY: Astral Break
DESCRIPTION: This is a 'common', 'shamanist', 'astral' spell. The spellcaster creates a swirling orb of energy from the astral plane in their hands and throws it at a single enemy, doing damage on impact. As a pure 'astral' spell this only effects targets vulnerable to astral attacks (ghosts, demons, Mazoku, etc.).
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 60
ABILITY: Balus Rod
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The spellcaster harnesses raw physical and spiritual energies, binding them together and giving them form according to the caster's will. This is typically used to create an improvised melee weapon, such as a sword or a whip, though it can be used for other purposes at higher levels. As a manifestation of spiritual magic a Balus Rod weapon can strike immaterial creatures, such as ghosts, though it has no effect against Mazoku. Any object formed by Balus Rod only lasts for a few minutes at most.
At 5 ★s, Balus Rod can take on any form that the spellcaster wishes, though it may be no larger than a 10 foot cube. Each additional ★ increases this by 5 feet.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 50
ABILITY: Blam Blazer
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The spellcaster generates a ball of shimmering energy in their hands and throws it towards a target. On impact, the spell's energies explode and do serious damage.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 50
ABILITY: Balus Wall
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The spellcaster harnesses raw physical and spiritual energies, forging them into a defensive wall immediately in front of him/her/it. This is considered a powerful defensive spell and can neutralize 'simple' and 'common' attack spells up to twice it's ★ level on impact as well as any physical attack. Unfortunately, the caster cannot move while casting Balus Wall and every hit against the wall drains the caster physically and magically. The wall is a straight one-sided barrier -- this means that while maintaining the spell the caster is vulnerable to attack from multiple sides.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 80
ABILITY: Bom Di Wind
DESCRIPTION: This is a 'common', 'shamanist', 'wind' spell. The spellcaster launches a fierce blast of hurricane wind from their hands, blowing back any target that is insufficiently grounded.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 30
ABILITY: Boo Brymer
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell. The spellcaster temporarily imbues a statue within their area of awareness with magic, turning it into an on-the-fly golem.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 60
ABILITY: Change Earth
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell. The spellcaster calls upon the spiritual energies of the earth and wills them to do his or her bidding, changing the state of a nearby patch of ground within their area of awareness. Change Earth can cause solid ground to become mud or soft stone, and vice versa. This spell is useful for laying traps or creating a path through difficult terrain.
The base area-of-effect is four feet wide. This increases by four with each ★.
RELATED CLASS: Shaman
AP COST: 20
ABILITY: Ly Briem
DESCRIPTION: This is a 'common', 'shamanist', 'ice' spell. The spellcaster calls upon the energies of winter to encase part of the ground within their area of awareness in ice. Any person, creature, or object in the area will be covered over by ice if they stay still too long.
RELATED CLASS: Shaman
AP COST: 40
ABILITY: Demona Crystal
DESCRIPTION: This is a 'common', 'shamanist', 'ice' spell. The spellcaster summons a swirling vortex of ice magic and launches it as a solid beam of energy, covering anything it touches in a thin layer of ice.
At 2 ★s, this spell may be cast without its incantation.
INCANTATION: "You who crosses between sky and earth, gently flowing water, gather in my hand and give me power."
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 50
ABILITY: Diem Wing
DESCRIPTION: This is a 'common', 'shamanist', 'wind' spell. Diem Wing is an exceptionally useful spell because as the caster becomes more proficient with it they can use it in two different ways. The spell's base form is a simple targeted burst of strong wind, capable of slowing or stalling large or strong opponents and blowing back small or weak ones as well as light ungrounded objects.
At 3 ★s, Diem Wing gains a second form as a 'common', 'shamanist', 'wind', 'force' spell. This variant of the spell causes a bubble of force and wind to appear around a targeted person or object (of roughly human size and weight), lift them into the air, and release them at wherever the caster wills (within their area of awareness).
At 7 ★s, Diem Wing's "bubble form" can expand large enough to encompass an average-sized golem as well as lift one. At this level the spell can move entire groups of people at once.
RELATED CLASS: Shaman
AP COST: 50
ABILITY: Dash
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The spellcaster imbues him or her self with a brief burst of supernatural speed that propels them rapidly from point A to point B in a straight line (within the caster's area of awareness). This spell requires an exertion of energy such that a character can only use it once per day.
Each ★ allows one extra use of the spell per day.
RELATED CLASS: Shaman
AP COST: 80
ABILITY: Diev Volt
DESCRIPTION: This is a 'common', 'shamanist', 'lightning' spell. The spellcaster triggers a burst of electricity to come striking down on one target within their area of awareness, not unlike a tiny lightning bolt. It is highly precise and swift, making it difficult to dodge.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 30
ABILITY: Ice Spiker
DESCRIPTION: This is a 'common', 'shamanist', 'ice' spell. While touching a body of water (stream, river, lake, ocean) or ice-covered surface the caster causes a towering sharp spike of solid ice to erupt from the surface of the water within their area of awareness.
Each ★ allows one extra spike to be created when the spell is cast.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 30
ABILITY: Stone Spiker
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell. While touching solid ground (not sand or ice) the caster causes a towering sharp spike of solid rock to erupt from the ground within their area of awareness.
Each ★ allows one extra spike to be created when the spell is cast.
At 2 ★s this spell may be cast without its incantation.
INCANTATION: "Earth below me, submit to my will! STONE SPIKER![/b]
RELATED CLASS: Shaman
AP COST: 50
ABILITY: Behfis Bring
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell. While touching the ground the caster causes the earth to open up at any one point within their area of awareness, creating a chasm or deep pit. This can be used to trap enemies or duck underground for protection.
RELATED CLASS: Shaman
AP COST: 40
ABILITY: Ghozu Vro
DESCRIPTION: This is a 'common', 'shamanist', 'shadow' spell. While touching any solid surface the caster causes a flow of darkness to emit from their shadow and reach out for the shadow of another person within their area of awareness. If successful, the spell will sap the physical strength and stamina of the target for as long as the connection is maintained. As this is a 'shadow' spell, the connection can be broken by using a 'light' spell. The caster does not absorb the strength and stamina taken from the target.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 35
ABILITY: Create Golem
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell. While touching solid ground (not sand or ice) the caster infuses a nearby supply of stone with magic tethered to their will, granting it form and causing it to obey them. Golems are typically humanoid in shape but may be fashioned as the caster desires. At the base level this spell only allows for one golem of average human size or smaller to be created and maintained at a time.
At 2 ★s the caster may create and control up to two golems at once.
At 3 ★s the caster may create and control golems up to twelve feet tall.
At 5 ★s the caster may create and control up to three golems at a time.
At 6 ★s the caster may create and control golems up to twenty feet tall.
At 10 ★s the caster may create and control up to four golems at a time. Also, with the Magic Researcher or Golem Maker secondary class, the caster may use this ability as a 'ritual' to create enchanted giant golems (such as the Lina and Naga golems in Slayers Great or the spell-proof golem hidden in Xoana Kingdom) with the proper time, materials, and tools.
For every ★ over 10, the caster may create and control an additional golem.
At 12 ★s the caster may create a single temporary giant golem (such as Naga's imperfect dragon golem from Slayers Perfect) of truly massive size, up to that of a dragon. The giant golem may only be conjured once per week in-story and only lasts roughly ten in-story minutes, though it can likely do a tremendous amount of damage in that time.
RELATED CLASS: Advanced Spellcaster, Shaman, Golem Maker
AP COST: 75
ABILITY: Gray Bomb
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The caster triggers an explosion of sonic energy at the target point within their area of awareness. This burst can stun and knock back enemies but does little real damage.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 35
ABILITY: Monobolt
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The spellcaster fires a small, precise burst of energy from the palm of their hand, able to strike a target accurately.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 40
ABILITY: Mosu Varium
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The spellcaster fires a bolt of pure force from their hands at a target, damaging on impact and with a strong likelihood of knock back.
RELATED CLASS: Shaman
AP COST: 20
ABILITY: Petrify
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell, and a particularly nasty one at that. The caster targets a person within their area of awareness and slowly twists their body from flesh into stone, including clothing. The petrified person is still very much alive and can be restored using spells such as Break Curse (if at same ★ level as Petrify) or Healing ★★★★★★ (or above). Certain Traits or enchanted equipment may prevent a character from being vulnerable to Petrify.
Petrify may only be cast on a person who is stationary and not protected by a magic or energy barrier. The caster may choose to reverse Petrify at any time, causing the effected person to return to normal. If the person was shattered while Petrified, however...
At 4 ★s Petrify may be used on a moving person, though it still takes a significant amount of time to Petrify them. Best to start with the feet.
At 20 ★s, Petrify becomes an instantaneous effect and may be cast on up to five people at once.
RELATED CLASS: Advanced Spellcaster, Shaman
AP COST: 85
ABILITY: Ray Wing
DESCRIPTION: This is a 'common', 'shamanist', 'wind' spell. Ray Wing can be used in one of two ways: to grant the caster flight at high speeds, or to create a bubble of air that allows the caster to transport themselves and a small group at average running / walking speed. Ray Wing is by far the swiftest way for a spellcaster to get around; additionally, when using the bubble form of the spell anyone within the spell is safe from dangerous gases and strong wind force outside the bubble. Ray Wing in either form can also be used for air-breathers to safely travel underwater.
RELATED CLASS: Advanced Spellcaster, Shaman
AP COST: 50
ABILITY: Sea Blast
DESCRIPTION: This is a 'common', 'shamanist', 'water' spell. Touching the surface of a large body of water (river, lake, ocean) with their hand, the spellcaster triggers a sudden wall of water to surge high into the air. This can be useful for repelling or defending against heavy physical and magical attacks, especially cannonballs and fireballs, in nautical warfare or potentially diffusing a small tidal wave.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 20
ABILITY: Shadow Snap
DESCRIPTION: This is a 'common', 'shamanist', 'shadow' spell. Pinning a target's shadow to the ground with a dagger or other sharp blade (required equipment), the caster renders the effected person unable to move their feet from where they stand. The rest of the target's body is free to move, however. Does not affect golems or Mazoku. As this is a 'shadow' spell, the effects of Shadow Snap can be broken by using a 'light' spell.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 60
ABILITY: Shadow Wave
DESCRIPTION: This is a 'common', 'shamanist', 'shadow' spell. Harnessing the shadows or darkness in their surroundings, the caster draws the darkness into a concentrated mass in their hand and launches it at a single target -- if hit, the target will suffer damage from the immediate impact as well as magical damage over time until a 'healing' spell such as Healing, Break Curse, or Recovery is used on them. If the target has a regeneration Trait then Shadow Wave cancels out regeneration instead of doing damage. As this is a 'shadow' spell, the dark projectile can be blocked with a 'light' spell; however, a 'light' spell will have no effect after impact.
RELATED CLASS: Shaman
AP COST: 40
ABILITY: Sphere of Earth
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell. Drawing on the spirit of the earth, the caster causes a large spherical boulder to rise up from the ground; the caster may then choose the direction that the boulder starts rolling with a magical "push", though the boulder will still adhere to the laws of gravity and physics.
RELATED CLASS: Shaman
AP COST: 40
ABILITY: Van Rail
DESCRIPTION: This is a 'common', 'shamanist', 'ice' spell. The caster causes tendrils of ice to form and rush towards a target, wrapping around them before encasing the target entirely in ice. The target is not directly harmed by this spell, merely trapped and held in place. Any fire spell can break this icy prison, (hopefully) leaving the person inside unharmed.
At 3 ★s Van Rail may be cast without its incantation.
INCANTATION: "Holy wind, wind which gently flows across the land, let all things be filled with your pure breath! VAN RAIL!"
RELATED CLASS: Shaman
AP COST: 40
ABILITY: Wind Barrier
DESCRIPTION: This is a 'common', 'shamanist', 'wind', 'force' spell. The caster causes a whirling barrier of fierce winds to rise and protect them; like a miniature tornado the winds will toss most physical ranged attacks, such as arrows, thrown weapons, and bullets, harmlessly aside as well as make it impossible for most characters to pass through the barrier (excluding dragons in dragon form, golems, ghosts, and Mazoku). The caster must remain stationary and concentrate to maintain the spell's effects.
RELATED CLASS: Shaman
AP COST: 60
[/ul]
DESCRIPTION: This is a 'common', 'sorcery', 'astral', 'fire' spell. The caster summons a burst of power from the astral plane that surrounds them in a brief bubble of crimson astral energies, then briefly engulfs the area in a swirling firestorm.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 50
ABILITY: Burst Flare
DESCRIPTION: This is a 'common', 'sorcery', 'force' spell. This spell causes a large damaging explosion of pure force within the caster's area of awareness, able to damage hardened targets like golems and even immaterial beings like ghosts. Does not affect Mazoku. The caster him/her self is protected from the effects of the spell.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 50
ABILITY: Burst Rondo
DESCRIPTION: This is a 'common', 'sorcery', 'force' spell. This spell manifests as a spread of glowing bolts which shoot from the caster's hand and can strike multiple targets at once in the same direction.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 50
ABILITY: Damu Bras
DESCRIPTION: This is a 'common', 'sorcery', 'force' spell. This spell launches a wave of raw force at a single target, sufficiently concentrated to cause physical damage to even hardened targets like golems.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 50
ABILITY: Dil Brand
DESCRIPTION: This is a 'common', 'sorcery', 'force' spell. This spell triggers a towering explosion that's capable of launching targets high into the sky, presuming they survive.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 50
ABILITY: Mega Brand
DESCRIPTION: This is a 'common', 'sorcery', 'force', 'fire' spell. This spell triggers an explosion of raw energy and fire that's capable of causing serious destruction within a limited area.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 60
[/ul]
'Area of Awareness': This is generally used for non-projectile magic that simply materializes at a given point. For the purpose of spellcasting, 'area of awareness' is loosely defined as 'within the caster's immediate surroundings or field of vision, excluding extreme distances'. For example, you can't cast 'area of awareness' magic on a distant mountaintop simply because the character can see that far, nor can these spells typically be cast upon a target or point that the caster cannot see (hidden rooms, outside of a building while inside, etc.) 'Rule of Cool' may occasionally be invoked to bypass this, but only do so if you're ready to make a case on how it's justified or reasonable. If you're not sure, watch Slayers and see if Lina or company ever did it -- if so, you're in good shape.
Simple Spells
DESCRIPTION: This is a 'simple' 'light' spell. The caster creates a small orb of light in one of their hands and may cause it to move about at will within the spellcaster's area of awareness.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 10
ABILITY: Flash
DESCRIPTION: This is a 'simple' 'light' spell. The caster triggers a momentary flash of bright light in the air within their area of awareness, useful as a distraction or in a bid to briefly blind an opponent.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 15
ABILITY: Arcane Inscription
DESCRIPTION: This is a 'simple' spell. Using magical energies and willful concentration, the caster may magically inscribe a flat surface within their area of awareness with arcane runes and spell-circles. The usefulness of these depends on what other arcane skills the caster possesses. Most 'ritual' spells, for example, require this ability; certain rituals may require Arcane Inscription in a more advanced form (one or more ★).
More mundanely, Arcane Inscription can also be used to mark surfaces with signs, writing, or to graffiti someone's house. It cannot be used on living beings.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 30
[/ul]
Common Spells ~ General Magic
DESCRIPTION: This is a 'common' spell. Casting Levitation allows the caster to fly through the air at roughly the same speed that they could walk or run. This spell can only be cast on the spellcaster him / her / itself.
At 5 ★s, Levitation can be used to levitate objects that the caster is touching, even those that they're standing on. Depending on the object's size and weight, however, more than one caster may be needed to levitate very large or very heavy objects. Only one object may be levitated at a time. The caster may not cause rooted objects, such as buildings or parts of the landscape, to levitate.
At 15 ★s, the caster may Levitate persons or objects, even large or heavy objects within their area of awareness. However, they may still only levitate one object or person at a time and may not levitate rooted objects.
At 30 ★s the caster may Levitate any single object, regardless of size and weight, at will, including rooted objects up to the size and weight of a small island.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 25
ABILITY: Unlock
DESCRIPTION: This is a 'common' spell. The caster touches the locked object (door, treasure chest, etc.) and focuses their mind and willpower on the locking mechanism, causing it to open under the influence of magic. Because of the mischief and thievery this spell can cause it is seldom taught -- most magic students have to learn Unlock on their own.
At 1 ★ Unlock can safely open booby-trapped locks, as long as the trap isn't magical.
At 2 ★s Unlock can open simple magical locks and undo simple locking enchantments (including simple magic traps).
At 6 ★s Unlock can open complex mechanical locks such as combination and sequence locks.
If a Lock spell at the same or greater ★ level is used on an object, Unlock cannot unlock it.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 40
ABILITY: Lock
DESCRIPTION: This is a 'common' spell. The caster touches an object that can be locked (door, treasure chest, etc.) and focuses their mind and willpower on the locking mechanism, causing it to seal under the influence of magic. An object sealed with the Lock spell cannot be opened or lock picked until the magic is dispelled; only the caster may freely open the Lock-sealed object. This does not prevent the locked object from simply being smashed open, however, limiting the spell's usefulness somewhat.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 30
ABILITY: Identify
DESCRIPTION: This is a 'common' spell. The caster places their hands near and object, closes their eyes, and focuses, reading it for signs of magical influence. This can be used to learn if the object has a curse or enchantment on it.
At 5 ★s Identify becomes a Trait, allowing this character to perceive any enchantment or curse within their field of vision. It also allows them to immediately tell the difference between magical illusions and reality.
(REQUIRES CLASS: Advanced Spellcaster {or} Magic Researcher at 5 ★s.)
At 10 ★s Identify allows this character to sense magical and supernatural energies within a wide field of awareness (roughly a quarter mile). This includes curses, enchantments, supernatural beings (ghosts, Mazoku, etc.) and when anyone within that awareness is using any kind of magic or power.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 70
ABILITY: Dark Mist
DESCRIPTION: This is a 'common' spell. The caster causes a heavy cloud of black fog to appear within the caster's area of awareness and encompass an area at will.
This spell effects an area roughly five feet wide for a period of one minute. With each ★ the size and duration of Dark Mist doubles.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 15
ABILITY: Conceal
DESCRIPTION: This is a 'common' spell. The caster touches an object and enchants it with a magical barrier designed to prevent it from being detected or seen magically, particularly by the ritual Scry and high-level Identify.
At 3 ★s this spell can be used to conceal a person from magical detection for five minutes, with an additional 5 minutes for every ★ over 3.
This spell can be combined with Arcane Inscription ★★★ to create a magic circle that blocks supernatural vision of any person or object within it.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 45
ABILITY: Null Enchantment
DESCRIPTION: This is a 'common' spell. The spellcaster applies their magic to neutralize an enchantment on an object via touch. Null Enchantment is useless if the ★ level of the enchantment is higher than this spell. This spell only effects temporary enchantments; it has no effect on permanent enchantments.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress
AP COST: 60
ABILITY: Bam Rhod
DESCRIPTION: This is a 'common' 'fire' spell. The spellcaster causes intense magical heat to radiate from a single point along their hand, usually a fingertip.
At 3 ★s this spell can be used to cut through metal and stone, with pinpoint precision.
RELATED CLASS: Sorcerer / Sorceress
AP COST: 20
ABILITY: Fireball
DESCRIPTION: This is a 'common' 'fire' spell. The spellcaster creates a ball of flames in their hands and tosses it at the target of their choice, erupting in a burst of fire ten feet wide on contact that can burn multiple foes at once.
At 2 ★s this spell may be cast without incantation.
Blast radius increases with each ★.
Can be cancelled out by ice magic of equal or greater ★s.
INCANTATION: "Source of all power, light which burns beyond crimson, let thy power gather in my hand. FIREBALL!"
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 25
ABILITY: Flare Arrow
DESCRIPTION: This is a 'common' 'fire' spell. The spellcaster creates a blazing dart of flame that is shot towards a single target. This spell can manifest as a bow and arrow or as a simple burst of narrow pointed cylindrical fire launched from one's hand. Can be cancelled out by ice magic of equal or greater ★s.
At 2 ★s this spell may be cast without incantation.
At 4 ★s Flare Arrow becomes a three-bolt simultaneous shot.
INCANTATION: "Source of all power, wind which blows from the east, FLARE ARROW!"
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 25
ABILITY: Flare Lance
DESCRIPTION: This is a 'common' 'fire' spell. The spellcaster launches large a javelin of pure flame towards a single target with devastating impact potential. Can be cancelled out by ice magic of equal or greater ★s.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 40
ABILITY: Iceball
DESCRIPTION: This is a 'common' 'ice' spell. The spellcaster creates a ball of ice magic in their hands and tosses it at the target of their choice, erupting in a burst of quick-spreading frost five feet wide on contact that can freeze multiple foes at once.
Blast radius increases with each ★.
Can be cancelled out by fire magic of equal or greater ★s.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 20
ABILITY: Freeze Arrow
DESCRIPTION: This is a 'common' 'ice' spell. The spellcaster creates a shimmering dart of ice that is shot towards a single target. This spell can manifest as a bow and arrow or as a simple burst of narrow pointed cylindrical ice launched from one's hand. Freeze Arrows both cause damage and create a small sheet of ice on impact. Can be cancelled out by fire magic of equal or greater ★s.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 30
ABILITY: Icicle Lance
DESCRIPTION: This is a 'common' 'ice' spell. The spellcaster launches large a javelin of magical ice towards a single target with devastating impact potential, able to spear a man-sized target and freeze an impaled human-sized body after a short duration. Can be cancelled out by fire magic of equal or greater ★s.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 45
[/ul]
Common Spells ~ Summoning Magic
DESCRIPTION: This is a 'common' 'summoning' spell, and one that's very useful when traveling. By applying a subtle summoning magic to a fishing rod, the caster greatly increases the chances that fish and other seafood creatures will be drawn to the rod's lure or bait. The spell doesn't control the size or type of attracted water creatures... so be careful where you go fishing, or you might end up fighting a lake dragon.
RELATED CLASS: Sorcerer / Sorceress, Shaman, Summoner
AP COST: 15
ABILITY: Ferious Breed
DESCRIPTION: This is a 'common', 'summoning' spell. The caster utters the incantation and summons a single or a flock of common birds to their location -- even across dimensional barriers. The birds is compelled to follow the spell as it leads them to the caster. The birds can then be used to harass enemies, as messengers, or to carry a small item to a desired location at the caster's discretion.
At 2 ★s this spell may be cast without incantation.
INCANTATION: "Stars which pass through heaven's night, heed the ancient covenant with the earth. I pledge my life that he might be called forth. FERIOUS BREED!"
RELATED CLASS: Summoner, Shaman
AP COST: 20
ABILITY: Summon Slime
DESCRIPTION: This is a 'common' 'summoning' spell that creates a magical slime beast at any location within the caster's area of awareness. Slimes are not particularly dangerous monsters under most circumstances, and certain varieties can even be considered cute or kept as pets. The two most interesting, and potentially dangerous, things about Slimes are their appetite and their ability to reproduce. Slimes can eat almost anything and doing so adds to their size and mass -- they can rapidly digest soft materials like paper, cloth, hay, and even common dirt, while tougher materials like wood, metal, and living creatures can take up to a day to digest fully. This means that Slimes left on their own in the wild can grow truly monstrous, both in size and appetite, without their summoner to control them.
The other thing that makes Slimes problematic is their ability to split and merge. They can do this freely, but cutting weapons like a sword will also cause a slime to split when cut in half. The best way to damage slimes is with spells: they're particularly vulnerable to 'fire' and 'ice' magic, though 'lightning', 'astral', 'force', 'holy', 'white magic' and 'black magic' will work also. They're stubbornly resistant to 'wind' and 'earth' spells however, and 'water' spells do no damage whatsoever because of their gelatinous bodies.
In combat, Slimes are best used as distractions and decoys to slow down magic users or bog down warriors. If consumed by a slime, most characters will survive if they can get out within an hour's time.
With each ★ the caster may summon and control one additional slime at a time, or summon a larger slime instead. The base size for summoned slimes is about three feet.
RELATED CLASS: Sorcerer / Sorceress, Shaman, Summoner
AP COST: 50
ABILITY: Summon Observer
DESCRIPTION: This is a 'common' 'summoning' spell that creates a magical "seeing eye" at any location within the caster's area of awareness. An Observer is a purely magical creature whose body is a crystal sphere; it can "open" to reveal an unblinking eye and float freely through the air. This mystical creature is a useful substitute or supplement to scrying; as long as the caster has a Crystal Orb or a reasonable substitute they can guide the Observer from a great distance away, as well as see and hear everything it does.
Observers are not combat summons by nature but can be used in creative ways by multi-talented spellcasters. For example, an Observer can be used to conjure a Projection if the caster knows that spell, allowing for instant communication across vast distances. 'Simple' and 'common' spells known by the caster can also be channeled through the Observer. This gives these magical constructs incredible flexibility and usefulness under the right circumstances.
Observers, however, are fragile. Any damage beyond a scratch or two causes the Observer to shatter like glass. This can be counteracted, however, by enchanting the Observer or by casting protective magic through it, though if such defenses are overwhelmed the Observer will most certainly be destroyed.
At 5 ★s the caster may cast 'advanced' spells through the Observer.
(REQUIRES CLASS: Advanced Spellcaster {or} Sorcerer / Sorceress at 5 ★s.)
At 7 ★s the caster may create and maintain two Observers at once. With each additional ★ over 7 one more Observer may be summoned at controlled at a time by the caster.
RELATED CLASS: Summoner
AP COST: 70
[/ul]
Common Spells ~ White Magic
DESCRIPTION: This is a 'common' 'healing' spell. The spellcaster channels their magic to gradually restore bodily damage and heal non-lethal wounds for themselves or another person via touch. Healing cannot heal fatal wounds, such as damage to vital organs or extreme blood loss. With each ★ Healing becomes more effective. Like all healing spells, Healing has no effect on spirits, ghosts, undead, golems, demons, or Mazoku.
At 2 ★, Healing can repair broken bones, pulled muscles, and undo temporary blindness or deafness (due to harsh light / sound or magical effects).
At 6 ★s, Healing can cure many common diseases and purge a victim's body of simple poisons (poison's ★ level must be half or less Healing's ★ level, if it has one). This spell can also undo magical paralysis and petrification.
(REQUIRES CLASS: Advanced Spellcaster {or} Priest / Shrine Maiden at 6 ★s.)
At 12 ★s Healing can restore sight to the blind, strengthen the legs of the lame to walk, enable the mute to speak, and instantly restore any living body from crippling injuries. It can still not heal fatal wounds, but at this level Healing can keep a fatally wounded person alive for days or weeks longer if applied frequently.
(REQUIRES CLASS: Sorcery Genius {or} Divine Knight at 12 ★s.)
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 30
ABILITY: Protection
DESCRIPTION: This is a 'common' 'defense' spell. The spellcaster generates a magical barrier which can be used to withstand both magical and physical attacks. However, using Protection forces the caster to be completely stationary, unable to move without dropping the barrier as well. The initial form of this spell only protects the caster from attacks coming from one direction. Multiple casters can unite to make a more powerful Protection and also unite it with any other 'defense' spells.
At 2 ★s, Protection becomes a magic bubble that blocks attacks from all directions.
At 4 ★s, Protection's field extends to a 25-foot bubble, allowing a small group to be protected all at once.
With each additional ★, Protection's maximum size grows by 5 feet.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 30
ABILITY: Recovery
DESCRIPTION: This is a 'common' 'healing' spell. The spellcaster channels their magic to quickly restore the stamina and endurance of themselves or another person via touch, filling them with mental and physical energy. With each ★ Recovery becomes more effective. Like all healing spells, Recovery has no effect on spirits, ghosts, undead, golems, demons, or Mazoku.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 20
ABILITY: Break Curse
DESCRIPTION: This is a 'common', 'white magic', 'exorcism' spell. The spellcaster channels purifying magic at close range to undo a curse placed on a person or object. Break Curse is only effective if the ★ level of the spell is equal to or greater than the curse.
INCANTATION: "Oh power of light and earth and wind, break now the evil spell that has been cast upon this person."
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 75
ABILITY: Assha Dist
DESCRIPTION: This is a 'common', 'white magic', 'light', 'exorcism' spell. The caster triggers a flare of divine light near a target within their area of awareness -- this light is harmless to normal creatures but can be extremely effective verses the undead, sometimes destroying them outright. The spell has no effect on demons or Mazoku, however.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 40
ABILITY: Sleeping
DESCRIPTION: This is a 'common' spell. The caster targets a person within their area of awareness and causes them to fall into a deep magical sleep. This spell can be resisted through raw willpower. Loud noises will not wake someone effected by this spell; however, injury or rough physical contact will. The spell has no effect on demons, ghosts, undead, or Mazoku.
The higher the ★ level of this spell, the harder its effects are to resist.
At 3 ★s Sleeping may be cast on groups instead of just individual targets.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 40
ABILITY: Telekinesis
DESCRIPTION: This is a 'common' spell. The caster uses their mind to move an object within their area of awareness as they will. Initially this is limited to normal non-magical objects and movement speed is roughly human walking speed, though these restrictions are lifted as mastery of the spell increases.
At 5 ★s Telekinesis can be used to help guide projectiles within the caster's area of awareness, such as throwing knives, arrows, or bullets, in mid-flight, either helping them strike their target or to defensively deflect them. This has no effect on weapons used in melee, however.
At 10 ★s Telekinesis can be used to move magical, cursed, or enchanted objects.
At 15 ★s Telekinesis can be used to manipulate multiple objects within the caster's area of awareness simultaneously and with great speed; however, the caster must remain stationary to maintain this level of telekinesis. The caster can now also use telekinesis on a single human-sized character (not ghosts or Mazoku), forcing them to move against their will and even whirling them through the air freely.
At 20 ★s the previous restriction on remaining stationary is no longer applied; the caster may move about freely while maintaining telekinesis. Telekinesis may also now be used against up to five human-sized characters or a single large (not giant) golem at a time.
RELATED CLASS: Advanced Spellcaster, Magic Researcher
AP COST: 70
[/ul]
Common Spells ~ Shamanist Magic
DESCRIPTION: This is a 'common', 'shamanist', 'water' spell. The spellcaster harnesses the innate energies of the elements to cause a brief geyser of water to erupt from the ground at a targeted spot within their area of awareness. The water itself is not magical; this spell is not typically harmful and is often used as a prank by novice shamans.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 8
ABILITY: Astral Break
DESCRIPTION: This is a 'common', 'shamanist', 'astral' spell. The spellcaster creates a swirling orb of energy from the astral plane in their hands and throws it at a single enemy, doing damage on impact. As a pure 'astral' spell this only effects targets vulnerable to astral attacks (ghosts, demons, Mazoku, etc.).
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress, Priest / Shrine Maiden, Shaman
AP COST: 60
ABILITY: Balus Rod
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The spellcaster harnesses raw physical and spiritual energies, binding them together and giving them form according to the caster's will. This is typically used to create an improvised melee weapon, such as a sword or a whip, though it can be used for other purposes at higher levels. As a manifestation of spiritual magic a Balus Rod weapon can strike immaterial creatures, such as ghosts, though it has no effect against Mazoku. Any object formed by Balus Rod only lasts for a few minutes at most.
At 5 ★s, Balus Rod can take on any form that the spellcaster wishes, though it may be no larger than a 10 foot cube. Each additional ★ increases this by 5 feet.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 50
ABILITY: Blam Blazer
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The spellcaster generates a ball of shimmering energy in their hands and throws it towards a target. On impact, the spell's energies explode and do serious damage.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 50
ABILITY: Balus Wall
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The spellcaster harnesses raw physical and spiritual energies, forging them into a defensive wall immediately in front of him/her/it. This is considered a powerful defensive spell and can neutralize 'simple' and 'common' attack spells up to twice it's ★ level on impact as well as any physical attack. Unfortunately, the caster cannot move while casting Balus Wall and every hit against the wall drains the caster physically and magically. The wall is a straight one-sided barrier -- this means that while maintaining the spell the caster is vulnerable to attack from multiple sides.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 80
ABILITY: Bom Di Wind
DESCRIPTION: This is a 'common', 'shamanist', 'wind' spell. The spellcaster launches a fierce blast of hurricane wind from their hands, blowing back any target that is insufficiently grounded.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 30
ABILITY: Boo Brymer
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell. The spellcaster temporarily imbues a statue within their area of awareness with magic, turning it into an on-the-fly golem.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 60
ABILITY: Change Earth
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell. The spellcaster calls upon the spiritual energies of the earth and wills them to do his or her bidding, changing the state of a nearby patch of ground within their area of awareness. Change Earth can cause solid ground to become mud or soft stone, and vice versa. This spell is useful for laying traps or creating a path through difficult terrain.
The base area-of-effect is four feet wide. This increases by four with each ★.
RELATED CLASS: Shaman
AP COST: 20
ABILITY: Ly Briem
DESCRIPTION: This is a 'common', 'shamanist', 'ice' spell. The spellcaster calls upon the energies of winter to encase part of the ground within their area of awareness in ice. Any person, creature, or object in the area will be covered over by ice if they stay still too long.
RELATED CLASS: Shaman
AP COST: 40
ABILITY: Demona Crystal
DESCRIPTION: This is a 'common', 'shamanist', 'ice' spell. The spellcaster summons a swirling vortex of ice magic and launches it as a solid beam of energy, covering anything it touches in a thin layer of ice.
At 2 ★s, this spell may be cast without its incantation.
INCANTATION: "You who crosses between sky and earth, gently flowing water, gather in my hand and give me power."
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 50
ABILITY: Diem Wing
DESCRIPTION: This is a 'common', 'shamanist', 'wind' spell. Diem Wing is an exceptionally useful spell because as the caster becomes more proficient with it they can use it in two different ways. The spell's base form is a simple targeted burst of strong wind, capable of slowing or stalling large or strong opponents and blowing back small or weak ones as well as light ungrounded objects.
At 3 ★s, Diem Wing gains a second form as a 'common', 'shamanist', 'wind', 'force' spell. This variant of the spell causes a bubble of force and wind to appear around a targeted person or object (of roughly human size and weight), lift them into the air, and release them at wherever the caster wills (within their area of awareness).
At 7 ★s, Diem Wing's "bubble form" can expand large enough to encompass an average-sized golem as well as lift one. At this level the spell can move entire groups of people at once.
RELATED CLASS: Shaman
AP COST: 50
ABILITY: Dash
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The spellcaster imbues him or her self with a brief burst of supernatural speed that propels them rapidly from point A to point B in a straight line (within the caster's area of awareness). This spell requires an exertion of energy such that a character can only use it once per day.
Each ★ allows one extra use of the spell per day.
RELATED CLASS: Shaman
AP COST: 80
ABILITY: Diev Volt
DESCRIPTION: This is a 'common', 'shamanist', 'lightning' spell. The spellcaster triggers a burst of electricity to come striking down on one target within their area of awareness, not unlike a tiny lightning bolt. It is highly precise and swift, making it difficult to dodge.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 30
ABILITY: Ice Spiker
DESCRIPTION: This is a 'common', 'shamanist', 'ice' spell. While touching a body of water (stream, river, lake, ocean) or ice-covered surface the caster causes a towering sharp spike of solid ice to erupt from the surface of the water within their area of awareness.
Each ★ allows one extra spike to be created when the spell is cast.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 30
ABILITY: Stone Spiker
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell. While touching solid ground (not sand or ice) the caster causes a towering sharp spike of solid rock to erupt from the ground within their area of awareness.
Each ★ allows one extra spike to be created when the spell is cast.
At 2 ★s this spell may be cast without its incantation.
INCANTATION: "Earth below me, submit to my will! STONE SPIKER![/b]
RELATED CLASS: Shaman
AP COST: 50
ABILITY: Behfis Bring
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell. While touching the ground the caster causes the earth to open up at any one point within their area of awareness, creating a chasm or deep pit. This can be used to trap enemies or duck underground for protection.
RELATED CLASS: Shaman
AP COST: 40
ABILITY: Ghozu Vro
DESCRIPTION: This is a 'common', 'shamanist', 'shadow' spell. While touching any solid surface the caster causes a flow of darkness to emit from their shadow and reach out for the shadow of another person within their area of awareness. If successful, the spell will sap the physical strength and stamina of the target for as long as the connection is maintained. As this is a 'shadow' spell, the connection can be broken by using a 'light' spell. The caster does not absorb the strength and stamina taken from the target.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 35
ABILITY: Create Golem
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell. While touching solid ground (not sand or ice) the caster infuses a nearby supply of stone with magic tethered to their will, granting it form and causing it to obey them. Golems are typically humanoid in shape but may be fashioned as the caster desires. At the base level this spell only allows for one golem of average human size or smaller to be created and maintained at a time.
At 2 ★s the caster may create and control up to two golems at once.
At 3 ★s the caster may create and control golems up to twelve feet tall.
At 5 ★s the caster may create and control up to three golems at a time.
At 6 ★s the caster may create and control golems up to twenty feet tall.
At 10 ★s the caster may create and control up to four golems at a time. Also, with the Magic Researcher or Golem Maker secondary class, the caster may use this ability as a 'ritual' to create enchanted giant golems (such as the Lina and Naga golems in Slayers Great or the spell-proof golem hidden in Xoana Kingdom) with the proper time, materials, and tools.
For every ★ over 10, the caster may create and control an additional golem.
At 12 ★s the caster may create a single temporary giant golem (such as Naga's imperfect dragon golem from Slayers Perfect) of truly massive size, up to that of a dragon. The giant golem may only be conjured once per week in-story and only lasts roughly ten in-story minutes, though it can likely do a tremendous amount of damage in that time.
RELATED CLASS: Advanced Spellcaster, Shaman, Golem Maker
AP COST: 75
ABILITY: Gray Bomb
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The caster triggers an explosion of sonic energy at the target point within their area of awareness. This burst can stun and knock back enemies but does little real damage.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 35
ABILITY: Monobolt
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The spellcaster fires a small, precise burst of energy from the palm of their hand, able to strike a target accurately.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 40
ABILITY: Mosu Varium
DESCRIPTION: This is a 'common', 'shamanist', 'force' spell. The spellcaster fires a bolt of pure force from their hands at a target, damaging on impact and with a strong likelihood of knock back.
RELATED CLASS: Shaman
AP COST: 20
ABILITY: Petrify
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell, and a particularly nasty one at that. The caster targets a person within their area of awareness and slowly twists their body from flesh into stone, including clothing. The petrified person is still very much alive and can be restored using spells such as Break Curse (if at same ★ level as Petrify) or Healing ★★★★★★ (or above). Certain Traits or enchanted equipment may prevent a character from being vulnerable to Petrify.
Petrify may only be cast on a person who is stationary and not protected by a magic or energy barrier. The caster may choose to reverse Petrify at any time, causing the effected person to return to normal. If the person was shattered while Petrified, however...
At 4 ★s Petrify may be used on a moving person, though it still takes a significant amount of time to Petrify them. Best to start with the feet.
At 20 ★s, Petrify becomes an instantaneous effect and may be cast on up to five people at once.
RELATED CLASS: Advanced Spellcaster, Shaman
AP COST: 85
ABILITY: Ray Wing
DESCRIPTION: This is a 'common', 'shamanist', 'wind' spell. Ray Wing can be used in one of two ways: to grant the caster flight at high speeds, or to create a bubble of air that allows the caster to transport themselves and a small group at average running / walking speed. Ray Wing is by far the swiftest way for a spellcaster to get around; additionally, when using the bubble form of the spell anyone within the spell is safe from dangerous gases and strong wind force outside the bubble. Ray Wing in either form can also be used for air-breathers to safely travel underwater.
RELATED CLASS: Advanced Spellcaster, Shaman
AP COST: 50
ABILITY: Sea Blast
DESCRIPTION: This is a 'common', 'shamanist', 'water' spell. Touching the surface of a large body of water (river, lake, ocean) with their hand, the spellcaster triggers a sudden wall of water to surge high into the air. This can be useful for repelling or defending against heavy physical and magical attacks, especially cannonballs and fireballs, in nautical warfare or potentially diffusing a small tidal wave.
RELATED CLASS: Spellcaster, Sorcerer / Sorceress, Shaman
AP COST: 20
ABILITY: Shadow Snap
DESCRIPTION: This is a 'common', 'shamanist', 'shadow' spell. Pinning a target's shadow to the ground with a dagger or other sharp blade (required equipment), the caster renders the effected person unable to move their feet from where they stand. The rest of the target's body is free to move, however. Does not affect golems or Mazoku. As this is a 'shadow' spell, the effects of Shadow Snap can be broken by using a 'light' spell.
RELATED CLASS: Sorcerer / Sorceress, Shaman
AP COST: 60
ABILITY: Shadow Wave
DESCRIPTION: This is a 'common', 'shamanist', 'shadow' spell. Harnessing the shadows or darkness in their surroundings, the caster draws the darkness into a concentrated mass in their hand and launches it at a single target -- if hit, the target will suffer damage from the immediate impact as well as magical damage over time until a 'healing' spell such as Healing, Break Curse, or Recovery is used on them. If the target has a regeneration Trait then Shadow Wave cancels out regeneration instead of doing damage. As this is a 'shadow' spell, the dark projectile can be blocked with a 'light' spell; however, a 'light' spell will have no effect after impact.
RELATED CLASS: Shaman
AP COST: 40
ABILITY: Sphere of Earth
DESCRIPTION: This is a 'common', 'shamanist', 'earth' spell. Drawing on the spirit of the earth, the caster causes a large spherical boulder to rise up from the ground; the caster may then choose the direction that the boulder starts rolling with a magical "push", though the boulder will still adhere to the laws of gravity and physics.
RELATED CLASS: Shaman
AP COST: 40
ABILITY: Van Rail
DESCRIPTION: This is a 'common', 'shamanist', 'ice' spell. The caster causes tendrils of ice to form and rush towards a target, wrapping around them before encasing the target entirely in ice. The target is not directly harmed by this spell, merely trapped and held in place. Any fire spell can break this icy prison, (hopefully) leaving the person inside unharmed.
At 3 ★s Van Rail may be cast without its incantation.
INCANTATION: "Holy wind, wind which gently flows across the land, let all things be filled with your pure breath! VAN RAIL!"
RELATED CLASS: Shaman
AP COST: 40
ABILITY: Wind Barrier
DESCRIPTION: This is a 'common', 'shamanist', 'wind', 'force' spell. The caster causes a whirling barrier of fierce winds to rise and protect them; like a miniature tornado the winds will toss most physical ranged attacks, such as arrows, thrown weapons, and bullets, harmlessly aside as well as make it impossible for most characters to pass through the barrier (excluding dragons in dragon form, golems, ghosts, and Mazoku). The caster must remain stationary and concentrate to maintain the spell's effects.
RELATED CLASS: Shaman
AP COST: 60
[/ul]
Common Spells ~ Sorcery
DESCRIPTION: This is a 'common', 'sorcery', 'astral', 'fire' spell. The caster summons a burst of power from the astral plane that surrounds them in a brief bubble of crimson astral energies, then briefly engulfs the area in a swirling firestorm.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 50
ABILITY: Burst Flare
DESCRIPTION: This is a 'common', 'sorcery', 'force' spell. This spell causes a large damaging explosion of pure force within the caster's area of awareness, able to damage hardened targets like golems and even immaterial beings like ghosts. Does not affect Mazoku. The caster him/her self is protected from the effects of the spell.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 50
ABILITY: Burst Rondo
DESCRIPTION: This is a 'common', 'sorcery', 'force' spell. This spell manifests as a spread of glowing bolts which shoot from the caster's hand and can strike multiple targets at once in the same direction.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 50
ABILITY: Damu Bras
DESCRIPTION: This is a 'common', 'sorcery', 'force' spell. This spell launches a wave of raw force at a single target, sufficiently concentrated to cause physical damage to even hardened targets like golems.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 50
ABILITY: Dil Brand
DESCRIPTION: This is a 'common', 'sorcery', 'force' spell. This spell triggers a towering explosion that's capable of launching targets high into the sky, presuming they survive.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 50
ABILITY: Mega Brand
DESCRIPTION: This is a 'common', 'sorcery', 'force', 'fire' spell. This spell triggers an explosion of raw energy and fire that's capable of causing serious destruction within a limited area.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 60
[/ul]
This spell list is based on the 'The Slayers d20 System' manual published by Guardians of Order Inc.
which is derived from the anime 'The Slayers', 'Slayers Next', 'Slayers Try', and the Slayers OVAs; full credits here.
and is being used under the premise of 'open gaming content' and fair use doctrine.
Set Me Free and its staff claim no ownership over any materials related to the Slayers franchise or the Guardians of Order d20 system roleplaying guidebook.
No money is being made by Set Me Free members or staff through the use of these intellectual properties -- we just want to roleplay, really.
which is derived from the anime 'The Slayers', 'Slayers Next', 'Slayers Try', and the Slayers OVAs; full credits here.
and is being used under the premise of 'open gaming content' and fair use doctrine.
Set Me Free and its staff claim no ownership over any materials related to the Slayers franchise or the Guardians of Order d20 system roleplaying guidebook.
No money is being made by Set Me Free members or staff through the use of these intellectual properties -- we just want to roleplay, really.