Post by Admin Council on Oct 21, 2012 18:41:54 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 an 'advanced' 'mind' spell. The spellcaster uses forbidden magics to pacify and manipulate the mind of a single target, forcing them to do as the caster wills. A character with a strong will can resist Mind Control; ghosts, golems, and Mazoku are automatically immune, while demons and dragons are highly resistant. Characters with the secondary classes Advanced Spellcaster, Sorcerer / Sorceress, Warrior of Justice, or Deadly Serious, or the legendary class Sorcery Genius are all highly resistant; characters with the legendary class Divine Knight are automatically immune as well. Characters may also have Traits or enchanted equipment that allows them to resist Mind Control.
NOTE: This spell is not an excuse to ignore the rights of a fellow RPer. If you wish to attempt Mind Control on someone else's character, contact them via PM and discuss your plans. If the two of you cannot come to an agreement on use of Mind Control in the RP you may contact a Council member -- however, know that unless you have the single most brilliant idea ever we will side with the character's owner (and even then, we cannot force them to allow it, only discuss it with the character's owner further). However, the spell may be freely used on NPCs including humans, beastmen, animals, and certain kinds of monsters (where applicable).
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress, Servant of Evil
AP COST: 500
ABILITY: Projection
DESCRIPTION: This is an 'advanced' 'illusion' spell. The spellcaster creates a magical image of him or her self that acts and speaks as the original wills; additionally, the caster can see and hear in their mind all that the illusory projection does, making it like an extension of themself. This illusion can be created anywhere within the caster's area of awareness -- by using the ritual Scry a Projection can even be created anywhere that the caster can see through scrying. The Projection is treated as an immaterial being; it cannot interact with physical objects and any contact with magical energy dispels it instantly. A Projection is harmless, unable to attack or defend in any way. If the caster suffers even minor damage all Projections automatically disappear.
At 3 ★s the caster may create and maintain up to 3 Projections at a time. With each additional ★ over 3 the caster may create and maintain one additional Projection.
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress
AP COST: 100
ABILITY: Illusion
DESCRIPTION: This is an 'advanced', 'illusion', 'mind' spell. The spellcaster employs magic to fool the senses, using mass illusion to reinvent an entire area. The caster can create an illusion anywhere within their area of awareness -- using the ritual Scry, illusions can be created anywhere the caster can see through scrying. It's even possible to cover an entire area of awareness in illusions. Since they aren't real, illusions themselves cannot do any (direct) harm or interact with real people or objects. If the caster suffers even minor damage all illusions automatically disappear.
Identify ★★★★★ or higher allows a character to automatically tell the difference between what's real and what's an illusion, though they will still see the illusions
Identify ★★★★★★★★★★ or higher prevents Illusion from having any effect on a character whatsoever; they can freely see through any illusion, no matter how complex or subtle.
RELATED CLASS: Sorcery Genius
AP COST: 400
ABILITY: Teleportation
DESCRIPTION: This is an 'advanced' spell. Harnessing magical energies to bend space and time, the caster warps themself or a single person or object they're touching (of human size or smaller) across a great distance, relocating them in a flash of mystical light. Initially this spell may only be cast once per in-story day.
With each additional ★, Teleportation may be used one additional time per in-story day.
At 1 ★ this spell may be cast during combat, but only on allies, bystanders, or inanimate objects.
At 2 ★s this spell may be cast during combat, even on enemies, but is still limited to only one character / object per teleport.
At 3 ★s this spell may be used at range, allowing for the teleportation of any person or object within the caster's area of awareness.
At 5 ★s this spell may be used to teleport entire groups of people / objects simultaneously within the caster's area of awareness
RELATED CLASS: Sorcery Genius
AP COST: 500
ABILITY: Time Stop
DESCRIPTION: This is a 'top tier' 'time' spell. Using powerful magic to influence the flow of time, the caster causes relative time to stop within their area of awareness. The caster him / her self, along with those under their protection, are unaffected and may move about freely while the spell is in effect; all other persons and objects, however, are "paused" in the moment for as long as the spell is maintained. Maintaining the spell requires constant focus -- the caster cannot cast any other magic while maintaining a Time Stop. Allies, however, are still able to cast spells, though casting a spell that is 'astral', 'advanced', or 'top tier' while Time Stop is in effect will immediately return time's flow to normal. Because it's such a high-powered spell Time Stop may only be cast once per in-story week without exceptions. Spirits, ghosts, and Mazoku are immune.
RELATED CLASS: Sorcery Genius
AP COST: 1000
ABILITY: Time Slip
DESCRIPTION: This is a 'top tier' 'time' spell. Using powerful magic to influence the flow of time, the caster causes objects within the desired area of effect to revert to an earlier state of being. This can be used, for example, to restore a room or building that has been destroyed to like-new condition or revert a pile of ashes back into a manuscript. It cannot bring back lost enchantments on destroyed enchanted objects; the magic is lost when the object is destroyed and must be re-cast. Time Slip only effects plants and non-living materials; it cannot be used as a healing spell.
INCANTATION: "Time which has passed, be called back again."
RELATED CLASS: Sorcery Genius
AP COST: 200
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DESCRIPTION: This is an 'advanced', 'astral', 'force' spell. The spellcaster concentrates magical energy into orbs around their fist, not unlike a pair of boxing gloves in terms of function. This allows their bare-handed melee attacks to do additional damage, even allowing them to harm immaterial creatures and Mazoku.
RELATED CLASS: Warrior of Justice
AP COST: 100
ABILITY: Fel za'Red
DESCRIPTION: This is an 'advanced', 'astral', 'exorcism', 'force' spell. The spellcaster unleashes a cyclone of concentrated white magic, astral, and raw mystical force, sweeping away any foe caught in its blast. As an 'astral' spell this can be used against demons and Mazoku, though it's most commonly known as a spell of exorcism used by over-zealous ghost hunters. As a 'force' spell it's also somewhat useful against regular targets as well, though this isn't its true purpose.
RELATED CLASS: Shaman, Priest / Shrine Maiden, Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 120
ABILITY: Flow Break
DESCRIPTION: This is an 'advanced', 'astral', 'white magic', 'force' spell. Especially useful for containing ghosts, demons, and low-level Mazoku, Flow Break can also be applied as a counter to magical spells, curses, and enchantments. As a containment barrier Flow Break traces a six-pointed white magic star on the ground, creating a temporary field that is exceptionally difficult for all but the most potent spells and energy attacks to break through. As a spell counter, Flow Break can completely neutralize any 'simple' or 'common' spell it is used against. Flow Break can lift curses and nullify temporary enchantments (or nullify permanent enchantments for roughly a minute) up to 1 & 1/2 times it's ★ level (rounding down).
At 4 ★s Flow Break can also neutralize 'advanced' spells up to half it's ★ level (rounding down).
At 6 ★s, with Arcane Inscription ★★★★, Flow Break can create a permanent barrier wherever it is cast; however, only one permanent Flow Break can be maintained at a time.
RELATED CLASS: Priest / Shrine Maiden
AP COST: 150
ABILITY: Megiddo Flare
DESCRIPTION: This is an 'advanced', 'exorcism', 'white magic' spell. Calling upon the purest elements of their soul the spellcaster unleashes a flare of divine light from their body intended to exorcise any evil spirits or ghosts within the blast radius. Megiddo Flare is harmless to physical objects and ordinary creatures. If there is a focus of spiritual energy nearby, such as a temple or a structure designed to contain or resist evil energies (or even the ruins of one, for that matter) Megiddo Flare's blast radius increases dramatically, able to purity entire towns in one go. The spell can also break temporary and permanent curses and does minor damage to demons or Mazoku who are caught in the blast radius.
INCANTATION: "You who are not of this world, pitiful twisted creatures, by the light of the purity I possess I bid thee be gone to the nexus of our two worlds! MEGIDDO FLARE!"
RELATED CLASS: Priest / Shrine Maiden
AP COST: 300
ABILITY: Resurrection
DESCRIPTION: This is a 'top tier', 'healing', 'white magic' spell, the ultimate spell of healing and restoration. So long as even the tiniest spark of life remains within the person this spell is trying to save, a successful Resurrection spell will deny death it's claim and save the victim from an early demise. Resurrection is a difficult spell to cast and even experienced Priests and Shrine Maidens sometimes pass out after attempting it. The spell is taxing on both the caster's magical and physical strength. The spell only works on characters with mortal injuries -- it cannot stop death by disease, poisoning, or old age. Like all healing spells, Resurrection has no effect on spirits, ghosts, undead, golems, demons, or Mazoku. The spell must be cast at very close range to work.
INCANTATION: "Blessed humble hand of God, life and breath of Mother Earth, I pray thee come before me. Show your great compassion to {this person} and deliver {him/her} back to us."
RELATED CLASS: Priest / Shrine Maiden
AP COST: 300
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DESCRIPTION: This is an 'advanced' 'summoning' spell. The spellcaster wills unlife into a nearby corpse, reanimating it as a zombie. Though weak individually, zombies pose a great threat in numbers and can overrun entire towns in the dead of night. The nature of the corpse being reanimated determines the zombie's characteristics: if all that's left is a pile of bones, an undead skeleton is created, whereas if the corpse is still mostly intact the zombie may even be able to pass for a living person (if no one looks too closely). Animals and beastmen may also be reanimated as undead, though the spell is not potent enough for the corpses of true monsters, demons, or dragons until the caster is far more experienced with it. Any 'astral', 'exorcism', or 'holy' spell automatically destroys an undead on contact.
With each ★, the summoner can call upon and control one additional undead at a time.
At 7 ★s the caster may reanimate the corpses of monsters.
At 12 ★s the caster may temporarily reanimate the corpses of demons, though these undead will vaporize under the touch of sunlight.
At 15 ★s the caster may reanimate the corpse of a single dragon and enslave it to their will. The corpses of Golden Dragons, protected by the divine will of Ceiphied, cannot be reanimated as undead under any circumstances.
RELATED CLASS: Summoner
AP COST: 80
ABILITY: Summon Ghost
DESCRIPTION: This is an 'advanced' 'summoning' spell. The spellcaster calls a lingering spirit into the material world, binding the ghost to their will until it is either destroyed or released. A summoned ghost can be a tricky opponent, since physical attacks have no effect on them and only 'astral', 'exorcism', and 'holy' magics are truly effective.
With each ★, the summoner can call upon and control one additional ghost at a time.
RELATED CLASS: Summoner
AP COST: 100
ABILITY: Summon Ghost Warrior
DESCRIPTION: This is an 'advanced' 'summoning' spell. The spellcaster calls the phantom of a sword-wielding warrior into the material world, binding the ghost to their will until it is either destroyed or released. A summoned ghost can be a tricky opponent, since physical attacks have no effect on them and only 'astral' and 'exorcism' magics are truly effective. However, the swords wielded by these phantoms are real enough despite being made from "ghost stuff", allowing them to be blocked and parried like normal weapons.
With each ★, the summoner can call upon and control one additional ghost warrior at a time.
RELATED CLASS: Summoner
AP COST: 120
ABILITY: Summon Lesser Demon
DESCRIPTION: This is an 'advanced' 'summoning' spell. Brutal monsters of a demonic nature, Lesser Demons are a plague of destruction upon the world wherever they set foot. Consequently, summoning one or more to fight on your behalf can be quite useful in a pinch, though they make exceptionally poor house guests and should never be considered as pets. The forms possessed by Lesser Demons vary somewhat, though they are generally muscular with glowing eyes and beast-like humanoid bodies (even more beastly that beastmen, curiously). Lesser Demons are capable of using simple energy burst attacks as well as 'common' attack spells, most commonly spitting Flare Arrows from their mouths or claws. They lack the intelligence needed for spellcasting of any sophistication, however, and are generally regarded as simple-minded brutes. Some, depending on form, may also be able to fly.
Lesser Demons are vulnerable to 'astral' attack spells and can be harmed by 'exorcism' magic as well. 'Holy' attacks destroy them outright. They can also be harmed by normal attacks and regular attack spells.
With each ★, the summoner can call upon and control one additional Lesser Demon at a time.
RELATED CLASS: Summoner
AP COST: 200
ABILITY: Gaia Graze
DESCRIPTION: This is an 'advanced' 'summoning' spell to call forth a Brass Demon. Towering demonic creatures that look like bony gargoyles, Brass Demons are far stronger and more cunning than their Lesser kin, though still a far cry from true Mazoku in terms of both power and wit. Brass Demons can cast bolts of black magic energy at their foes and are extremely resilient verses physical damage and 'common' attack spells. Brass Demons are vulnerable to 'astral' attack spells and can be harmed by 'exorcism' magic as well. 'Holy' attacks destroy them outright.
With each ★, the summoner can call upon and control one additional Lesser Demon at a time.
RELATED CLASS: Summoner
AP COST: 350
ABILITY: Summon Lesser Mazoku
DESCRIPTION: This is a 'top tier', 'summoning', 'ritual' spell. Using forbidden magical knowledge, the caster beckons a Lesser Mazoku to appear before them, usually for the purpose of making a deal or exchange of some kind, potentially even the Pledge of Immortality. It is worth noting that this particular summoning spell does not give the caster control over the Lesser Mazoku -- many an over-ambitious spellcaster has made this mistake, only to be killed by the Lesser Mazoku they summoned. If it wills, the Lesser Mazoku may agree to serve the caster under certain terms and conditions, though they must do so willingly or not at all. In this usage, 'lesser' is used to define a Mazoku that is below the Priests and Generals of the Mazoku Lords in terms of both power and rank, typically at the level of Zorom (the Mazoku summoned by Rezo), Zazan (the Mazoku who attacked Lina at the sorcery doctor's house), and Seigram (the Mazoku that Halciform worked with).
To summon a Lesser Mazoku requires the caster to know the Mazoku's name and have a summoning circle prepared (easiest done with Arcane Inscription, but not necessary). A Lesser Mazoku may not necessarily come forth unless there is something to entice them...
RITUAL COMPONENTS: To summon a Lesser Mazoku for the first time requires an offering of some kind. Since Mazoku feed off of negative emotional energy, this is the most common offering -- twisted tales of people being kidnapped, tortured, and killed in a bid to call forth a Mazoku are not at all uncommon, and are as much the stuff of campfire ghost stories as they are the grim reality of forbidden magic rituals. Other offerings can be used, but the success of such varies greatly.
RELATED CLASS: Summoner, Servant of Evil
AP COST: 700
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DESCRIPTION: This is an 'advanced', 'shamanist', 'astral', 'force' spell. The spellcaster launches a ball of astral energy which explodes in mid-air, temporarily creating a transparent "web" of astral energy that functions as a large barrier. Unlike other defensive spells, Flare Web is designed specifically to counter astral attacks and beings like spirits, ghosts, demons, and Mazoku -- except for Mazoku, all such beings break and shatter on contact with the web. Flare Web can also resist physical attacks and all but 'top tier' attack spells, though doing so will cause the barrier to dissipate instantly afterwards.
RELATED CLASS: Shaman
AP COST: 200
ABILITY: Astral Bind
DESCRIPTION: This is an 'advanced', 'shamanist', 'astral', 'enchantment' spell. The spellcaster funnels energy from the astral plane and binds it to a physical object, generally a weapon such as a sword, bow and arrow, or gun and bullets. Such weapons gain the ability to do damage to immaterial creatures such as ghosts and can even prove useful in combat with lesser Mazoku. Any object enchanted with Astral Bind also gains an increased resistance to magic attacks. The spell can only be cast on inorganic (non-living) objects.
RELATED CLASS: Shaman
AP COST: 140
ABILITY: Vlave Howl
DESCRIPTION: This is an 'advanced', 'shamanist', 'fire', 'earth' spell. Calling on lava flows from deep underground, the caster causes a small volcanic geyser to erupt and douse a targeted area in lava, immolating anything it touches in the intense heat and then hardening into rock after a short time. This spell is almost certainly fatal to any living thing it touches -- if the lava doesn't kill right away, then being entombed in volcanic rock will usually cause a slow and agonizing demise.
RELATED CLASS: Shaman
AP COST: 350
ABILITY: Elmekia Lance
DESCRIPTION: This is an 'advanced', 'shamanist', 'astral' spell. The spellcaster fires a swift beam of radiant astral energies from the palm of their hand. As a pure 'astral' spell this only effects targets vulnerable to astral attacks (ghosts, demons, Mazoku, etc.).
RELATED CLASS: Shaman, Priest / Shrine Maiden, Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 120
ABILITY: Ra Tilt
DESCRIPTION: This is a 'top tier', 'shamanist', 'astral' spell, considered to be the ultimate spell for combating demons and Lesser Mazoku. Drawing power from their soul and uniting it with the vast energies of the astral plane, the caster unleashes a storm of energy with a large area of effect at a targeted point within their area of awareness. The impact of the Ra Tilt has been described as being just as powerful as the Dragon Slave -- however, as an 'astral' spell it can safely be used in close quarters and only affects innately spiritual beings such as spirits, ghosts, demons, and Mazoku.
At 2 ★s the Ra Tilt may be cast without its incantation.
INCANTATION: "Everlasting flame of blue, let the power hidden in my soul be called forth here from the infinite! RA TILT!"
RELATED CLASS: Shaman, Priest / Shrine Maiden
AP COST: 450
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DESCRIPTION: This is an 'advanced' 'sorcery' spell. Flow Twist temporarily manipulates the natural or magical flow of strong energies and reverses them, sometimes with dramatic effects. Used on targets with a regeneration Trait, Flow Twist causes the target to lose regeneration altogether and sustain continual damage equal to the healing they would have received -- for example, this makes it extremely effective against trolls, usually killing them outright. Used on targets with a temporary enchantment or temporary curse, the inverse of the enchantment / curse would replace the previous effect (or, in cases where no reasonable inverse can be determined, simply nullifies the original effect). This spell has no effect on permanent curses or permanent enchantments, however.
The caster must touch the target with his or her hands to cast Flow Twist.
At 6 ★s Flow Twist can be used to send 'simple' and 'common' projectile magic, such as Fireball or Demona Crystal, back at the spellcaster who fired it. This does not work with energy attacks by Mazoku or 'holy' spells.
At 10 ★s Flow Twist can be used to send 'advanced' projectile magic, such as Elmekia Lance, back at the caster who fired it (as long as the ★ level is not equal to or higher than Flow Twist). This does not work with energy attacks by Mazoku or 'holy' spells.
RELATED CLASS: Priest / Shrine Maiden, Sorcerer / Sorceress
AP COST: 200
ABILITY: Curse
DESCRIPTION: This is an 'advanced', 'sorcery', 'black magic' spell. The caster places a curse on a person or object -- depending on the exact details of the curse a ritual may be necessary and the AP cost will vary. Please fill out the section below when purchasing this spell. NOTE: If you want to create a new or different curse after purchasing this spell, you will need to buy the spell again.
CURSE DETAILS:
RITUAL: (YES/NO)
RITUAL COMPONENTS: (if applicable)
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster, Servant of Evil
AP COST: Variable
ABILITY: Dynast Bras
DESCRIPTION: This is an 'advanced', 'sorcery', 'lightning', 'black magic' spell. Calling on the power of the Mazoku Lord Dynast Grauscherra, the caster unleashes a fierce storm of lightning and dark magical power. The spell causes a glowing red magic circle to appear on the ground beneath the target seconds before an explosion of lightning and unholy energy erupts, doing massive damage to anything caught in the blast.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 150
ABILITY: Gaav Flare
DESCRIPTION: This spell has been discontinued due to the death of Demon Dragon King Gaav.
RELATED CLASS:
AP COST:
ABILITY: Dragon Slave
DESCRIPTION: This is a 'top tier', 'sorcery', 'black magic' spell. Believed by some to be the single most potent spell in the study of black magic, the infamous Dragon Slave calls upon power from the Dark Lord Ruby-Eye Shabranigdo, the most powerful Dark Lord commonly known to exist within the world. Possessing remarkable range and a blast radius that can turn small towns into smoking craters, the Dragon Slave is a spell of immense destructive power that, once seen, can never be forgotten.
Because of the spell's power, most spellcasters can only manage a single Dragon Slave per in-story day, and doing so wipes out their reserves of magic power, rendering then unable to cast anything stronger than Lighting until they've slept for a full night.
At 1 ★ casting the Dragon Slave no longer prevents regular spellcasting afterwards.
At 2 ★s the Dragon Slave may be cast twice in an in-story day. Each additional ★ over 2 allows for one additional casting per in-story day.
At 4 ★s the caster gains a protective field when casting the Dragon Slave that shields them against it's effects, allowing the Dragon Slave to be fired point-blank at an enemy safely. This only protects the caster from a Dragon Slave of their casting, not from one cast my another spellcaster.
At 6 ★s the caster no longer needs to speak the incantation for the Dragon Slave, though an "instant" Dragon Slave is considered only half as powerful as a regular one.
INCANTATION:
RELATED CLASS: Sorcery Genius
AP COST: 450
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'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.
Advanced Spells ~ General Magic
DESCRIPTION: This is an 'advanced' 'mind' spell. The spellcaster uses forbidden magics to pacify and manipulate the mind of a single target, forcing them to do as the caster wills. A character with a strong will can resist Mind Control; ghosts, golems, and Mazoku are automatically immune, while demons and dragons are highly resistant. Characters with the secondary classes Advanced Spellcaster, Sorcerer / Sorceress, Warrior of Justice, or Deadly Serious, or the legendary class Sorcery Genius are all highly resistant; characters with the legendary class Divine Knight are automatically immune as well. Characters may also have Traits or enchanted equipment that allows them to resist Mind Control.
NOTE: This spell is not an excuse to ignore the rights of a fellow RPer. If you wish to attempt Mind Control on someone else's character, contact them via PM and discuss your plans. If the two of you cannot come to an agreement on use of Mind Control in the RP you may contact a Council member -- however, know that unless you have the single most brilliant idea ever we will side with the character's owner (and even then, we cannot force them to allow it, only discuss it with the character's owner further). However, the spell may be freely used on NPCs including humans, beastmen, animals, and certain kinds of monsters (where applicable).
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress, Servant of Evil
AP COST: 500
ABILITY: Projection
DESCRIPTION: This is an 'advanced' 'illusion' spell. The spellcaster creates a magical image of him or her self that acts and speaks as the original wills; additionally, the caster can see and hear in their mind all that the illusory projection does, making it like an extension of themself. This illusion can be created anywhere within the caster's area of awareness -- by using the ritual Scry a Projection can even be created anywhere that the caster can see through scrying. The Projection is treated as an immaterial being; it cannot interact with physical objects and any contact with magical energy dispels it instantly. A Projection is harmless, unable to attack or defend in any way. If the caster suffers even minor damage all Projections automatically disappear.
At 3 ★s the caster may create and maintain up to 3 Projections at a time. With each additional ★ over 3 the caster may create and maintain one additional Projection.
RELATED CLASS: Advanced Spellcaster, Sorcerer / Sorceress
AP COST: 100
ABILITY: Illusion
DESCRIPTION: This is an 'advanced', 'illusion', 'mind' spell. The spellcaster employs magic to fool the senses, using mass illusion to reinvent an entire area. The caster can create an illusion anywhere within their area of awareness -- using the ritual Scry, illusions can be created anywhere the caster can see through scrying. It's even possible to cover an entire area of awareness in illusions. Since they aren't real, illusions themselves cannot do any (direct) harm or interact with real people or objects. If the caster suffers even minor damage all illusions automatically disappear.
Identify ★★★★★ or higher allows a character to automatically tell the difference between what's real and what's an illusion, though they will still see the illusions
Identify ★★★★★★★★★★ or higher prevents Illusion from having any effect on a character whatsoever; they can freely see through any illusion, no matter how complex or subtle.
RELATED CLASS: Sorcery Genius
AP COST: 400
ABILITY: Teleportation
DESCRIPTION: This is an 'advanced' spell. Harnessing magical energies to bend space and time, the caster warps themself or a single person or object they're touching (of human size or smaller) across a great distance, relocating them in a flash of mystical light. Initially this spell may only be cast once per in-story day.
With each additional ★, Teleportation may be used one additional time per in-story day.
At 1 ★ this spell may be cast during combat, but only on allies, bystanders, or inanimate objects.
At 2 ★s this spell may be cast during combat, even on enemies, but is still limited to only one character / object per teleport.
At 3 ★s this spell may be used at range, allowing for the teleportation of any person or object within the caster's area of awareness.
At 5 ★s this spell may be used to teleport entire groups of people / objects simultaneously within the caster's area of awareness
RELATED CLASS: Sorcery Genius
AP COST: 500
ABILITY: Time Stop
DESCRIPTION: This is a 'top tier' 'time' spell. Using powerful magic to influence the flow of time, the caster causes relative time to stop within their area of awareness. The caster him / her self, along with those under their protection, are unaffected and may move about freely while the spell is in effect; all other persons and objects, however, are "paused" in the moment for as long as the spell is maintained. Maintaining the spell requires constant focus -- the caster cannot cast any other magic while maintaining a Time Stop. Allies, however, are still able to cast spells, though casting a spell that is 'astral', 'advanced', or 'top tier' while Time Stop is in effect will immediately return time's flow to normal. Because it's such a high-powered spell Time Stop may only be cast once per in-story week without exceptions. Spirits, ghosts, and Mazoku are immune.
RELATED CLASS: Sorcery Genius
AP COST: 1000
ABILITY: Time Slip
DESCRIPTION: This is a 'top tier' 'time' spell. Using powerful magic to influence the flow of time, the caster causes objects within the desired area of effect to revert to an earlier state of being. This can be used, for example, to restore a room or building that has been destroyed to like-new condition or revert a pile of ashes back into a manuscript. It cannot bring back lost enchantments on destroyed enchanted objects; the magic is lost when the object is destroyed and must be re-cast. Time Slip only effects plants and non-living materials; it cannot be used as a healing spell.
INCANTATION: "Time which has passed, be called back again."
RELATED CLASS: Sorcery Genius
AP COST: 200
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Advanced Spells ~ White Magic
DESCRIPTION: This is an 'advanced', 'astral', 'force' spell. The spellcaster concentrates magical energy into orbs around their fist, not unlike a pair of boxing gloves in terms of function. This allows their bare-handed melee attacks to do additional damage, even allowing them to harm immaterial creatures and Mazoku.
RELATED CLASS: Warrior of Justice
AP COST: 100
ABILITY: Fel za'Red
DESCRIPTION: This is an 'advanced', 'astral', 'exorcism', 'force' spell. The spellcaster unleashes a cyclone of concentrated white magic, astral, and raw mystical force, sweeping away any foe caught in its blast. As an 'astral' spell this can be used against demons and Mazoku, though it's most commonly known as a spell of exorcism used by over-zealous ghost hunters. As a 'force' spell it's also somewhat useful against regular targets as well, though this isn't its true purpose.
RELATED CLASS: Shaman, Priest / Shrine Maiden, Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 120
ABILITY: Flow Break
DESCRIPTION: This is an 'advanced', 'astral', 'white magic', 'force' spell. Especially useful for containing ghosts, demons, and low-level Mazoku, Flow Break can also be applied as a counter to magical spells, curses, and enchantments. As a containment barrier Flow Break traces a six-pointed white magic star on the ground, creating a temporary field that is exceptionally difficult for all but the most potent spells and energy attacks to break through. As a spell counter, Flow Break can completely neutralize any 'simple' or 'common' spell it is used against. Flow Break can lift curses and nullify temporary enchantments (or nullify permanent enchantments for roughly a minute) up to 1 & 1/2 times it's ★ level (rounding down).
At 4 ★s Flow Break can also neutralize 'advanced' spells up to half it's ★ level (rounding down).
At 6 ★s, with Arcane Inscription ★★★★, Flow Break can create a permanent barrier wherever it is cast; however, only one permanent Flow Break can be maintained at a time.
RELATED CLASS: Priest / Shrine Maiden
AP COST: 150
ABILITY: Megiddo Flare
DESCRIPTION: This is an 'advanced', 'exorcism', 'white magic' spell. Calling upon the purest elements of their soul the spellcaster unleashes a flare of divine light from their body intended to exorcise any evil spirits or ghosts within the blast radius. Megiddo Flare is harmless to physical objects and ordinary creatures. If there is a focus of spiritual energy nearby, such as a temple or a structure designed to contain or resist evil energies (or even the ruins of one, for that matter) Megiddo Flare's blast radius increases dramatically, able to purity entire towns in one go. The spell can also break temporary and permanent curses and does minor damage to demons or Mazoku who are caught in the blast radius.
INCANTATION: "You who are not of this world, pitiful twisted creatures, by the light of the purity I possess I bid thee be gone to the nexus of our two worlds! MEGIDDO FLARE!"
RELATED CLASS: Priest / Shrine Maiden
AP COST: 300
ABILITY: Resurrection
DESCRIPTION: This is a 'top tier', 'healing', 'white magic' spell, the ultimate spell of healing and restoration. So long as even the tiniest spark of life remains within the person this spell is trying to save, a successful Resurrection spell will deny death it's claim and save the victim from an early demise. Resurrection is a difficult spell to cast and even experienced Priests and Shrine Maidens sometimes pass out after attempting it. The spell is taxing on both the caster's magical and physical strength. The spell only works on characters with mortal injuries -- it cannot stop death by disease, poisoning, or old age. Like all healing spells, Resurrection has no effect on spirits, ghosts, undead, golems, demons, or Mazoku. The spell must be cast at very close range to work.
INCANTATION: "Blessed humble hand of God, life and breath of Mother Earth, I pray thee come before me. Show your great compassion to {this person} and deliver {him/her} back to us."
RELATED CLASS: Priest / Shrine Maiden
AP COST: 300
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Advanced Spells ~ Summoning Magic
DESCRIPTION: This is an 'advanced' 'summoning' spell. The spellcaster wills unlife into a nearby corpse, reanimating it as a zombie. Though weak individually, zombies pose a great threat in numbers and can overrun entire towns in the dead of night. The nature of the corpse being reanimated determines the zombie's characteristics: if all that's left is a pile of bones, an undead skeleton is created, whereas if the corpse is still mostly intact the zombie may even be able to pass for a living person (if no one looks too closely). Animals and beastmen may also be reanimated as undead, though the spell is not potent enough for the corpses of true monsters, demons, or dragons until the caster is far more experienced with it. Any 'astral', 'exorcism', or 'holy' spell automatically destroys an undead on contact.
With each ★, the summoner can call upon and control one additional undead at a time.
At 7 ★s the caster may reanimate the corpses of monsters.
At 12 ★s the caster may temporarily reanimate the corpses of demons, though these undead will vaporize under the touch of sunlight.
At 15 ★s the caster may reanimate the corpse of a single dragon and enslave it to their will. The corpses of Golden Dragons, protected by the divine will of Ceiphied, cannot be reanimated as undead under any circumstances.
RELATED CLASS: Summoner
AP COST: 80
ABILITY: Summon Ghost
DESCRIPTION: This is an 'advanced' 'summoning' spell. The spellcaster calls a lingering spirit into the material world, binding the ghost to their will until it is either destroyed or released. A summoned ghost can be a tricky opponent, since physical attacks have no effect on them and only 'astral', 'exorcism', and 'holy' magics are truly effective.
With each ★, the summoner can call upon and control one additional ghost at a time.
RELATED CLASS: Summoner
AP COST: 100
ABILITY: Summon Ghost Warrior
DESCRIPTION: This is an 'advanced' 'summoning' spell. The spellcaster calls the phantom of a sword-wielding warrior into the material world, binding the ghost to their will until it is either destroyed or released. A summoned ghost can be a tricky opponent, since physical attacks have no effect on them and only 'astral' and 'exorcism' magics are truly effective. However, the swords wielded by these phantoms are real enough despite being made from "ghost stuff", allowing them to be blocked and parried like normal weapons.
With each ★, the summoner can call upon and control one additional ghost warrior at a time.
RELATED CLASS: Summoner
AP COST: 120
ABILITY: Summon Lesser Demon
DESCRIPTION: This is an 'advanced' 'summoning' spell. Brutal monsters of a demonic nature, Lesser Demons are a plague of destruction upon the world wherever they set foot. Consequently, summoning one or more to fight on your behalf can be quite useful in a pinch, though they make exceptionally poor house guests and should never be considered as pets. The forms possessed by Lesser Demons vary somewhat, though they are generally muscular with glowing eyes and beast-like humanoid bodies (even more beastly that beastmen, curiously). Lesser Demons are capable of using simple energy burst attacks as well as 'common' attack spells, most commonly spitting Flare Arrows from their mouths or claws. They lack the intelligence needed for spellcasting of any sophistication, however, and are generally regarded as simple-minded brutes. Some, depending on form, may also be able to fly.
Lesser Demons are vulnerable to 'astral' attack spells and can be harmed by 'exorcism' magic as well. 'Holy' attacks destroy them outright. They can also be harmed by normal attacks and regular attack spells.
With each ★, the summoner can call upon and control one additional Lesser Demon at a time.
RELATED CLASS: Summoner
AP COST: 200
ABILITY: Gaia Graze
DESCRIPTION: This is an 'advanced' 'summoning' spell to call forth a Brass Demon. Towering demonic creatures that look like bony gargoyles, Brass Demons are far stronger and more cunning than their Lesser kin, though still a far cry from true Mazoku in terms of both power and wit. Brass Demons can cast bolts of black magic energy at their foes and are extremely resilient verses physical damage and 'common' attack spells. Brass Demons are vulnerable to 'astral' attack spells and can be harmed by 'exorcism' magic as well. 'Holy' attacks destroy them outright.
With each ★, the summoner can call upon and control one additional Lesser Demon at a time.
RELATED CLASS: Summoner
AP COST: 350
ABILITY: Summon Lesser Mazoku
DESCRIPTION: This is a 'top tier', 'summoning', 'ritual' spell. Using forbidden magical knowledge, the caster beckons a Lesser Mazoku to appear before them, usually for the purpose of making a deal or exchange of some kind, potentially even the Pledge of Immortality. It is worth noting that this particular summoning spell does not give the caster control over the Lesser Mazoku -- many an over-ambitious spellcaster has made this mistake, only to be killed by the Lesser Mazoku they summoned. If it wills, the Lesser Mazoku may agree to serve the caster under certain terms and conditions, though they must do so willingly or not at all. In this usage, 'lesser' is used to define a Mazoku that is below the Priests and Generals of the Mazoku Lords in terms of both power and rank, typically at the level of Zorom (the Mazoku summoned by Rezo), Zazan (the Mazoku who attacked Lina at the sorcery doctor's house), and Seigram (the Mazoku that Halciform worked with).
To summon a Lesser Mazoku requires the caster to know the Mazoku's name and have a summoning circle prepared (easiest done with Arcane Inscription, but not necessary). A Lesser Mazoku may not necessarily come forth unless there is something to entice them...
RITUAL COMPONENTS: To summon a Lesser Mazoku for the first time requires an offering of some kind. Since Mazoku feed off of negative emotional energy, this is the most common offering -- twisted tales of people being kidnapped, tortured, and killed in a bid to call forth a Mazoku are not at all uncommon, and are as much the stuff of campfire ghost stories as they are the grim reality of forbidden magic rituals. Other offerings can be used, but the success of such varies greatly.
RELATED CLASS: Summoner, Servant of Evil
AP COST: 700
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Advanced Spells ~ Shamanist Magic
DESCRIPTION: This is an 'advanced', 'shamanist', 'astral', 'force' spell. The spellcaster launches a ball of astral energy which explodes in mid-air, temporarily creating a transparent "web" of astral energy that functions as a large barrier. Unlike other defensive spells, Flare Web is designed specifically to counter astral attacks and beings like spirits, ghosts, demons, and Mazoku -- except for Mazoku, all such beings break and shatter on contact with the web. Flare Web can also resist physical attacks and all but 'top tier' attack spells, though doing so will cause the barrier to dissipate instantly afterwards.
RELATED CLASS: Shaman
AP COST: 200
ABILITY: Astral Bind
DESCRIPTION: This is an 'advanced', 'shamanist', 'astral', 'enchantment' spell. The spellcaster funnels energy from the astral plane and binds it to a physical object, generally a weapon such as a sword, bow and arrow, or gun and bullets. Such weapons gain the ability to do damage to immaterial creatures such as ghosts and can even prove useful in combat with lesser Mazoku. Any object enchanted with Astral Bind also gains an increased resistance to magic attacks. The spell can only be cast on inorganic (non-living) objects.
RELATED CLASS: Shaman
AP COST: 140
ABILITY: Vlave Howl
DESCRIPTION: This is an 'advanced', 'shamanist', 'fire', 'earth' spell. Calling on lava flows from deep underground, the caster causes a small volcanic geyser to erupt and douse a targeted area in lava, immolating anything it touches in the intense heat and then hardening into rock after a short time. This spell is almost certainly fatal to any living thing it touches -- if the lava doesn't kill right away, then being entombed in volcanic rock will usually cause a slow and agonizing demise.
RELATED CLASS: Shaman
AP COST: 350
ABILITY: Elmekia Lance
DESCRIPTION: This is an 'advanced', 'shamanist', 'astral' spell. The spellcaster fires a swift beam of radiant astral energies from the palm of their hand. As a pure 'astral' spell this only effects targets vulnerable to astral attacks (ghosts, demons, Mazoku, etc.).
RELATED CLASS: Shaman, Priest / Shrine Maiden, Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 120
ABILITY: Ra Tilt
DESCRIPTION: This is a 'top tier', 'shamanist', 'astral' spell, considered to be the ultimate spell for combating demons and Lesser Mazoku. Drawing power from their soul and uniting it with the vast energies of the astral plane, the caster unleashes a storm of energy with a large area of effect at a targeted point within their area of awareness. The impact of the Ra Tilt has been described as being just as powerful as the Dragon Slave -- however, as an 'astral' spell it can safely be used in close quarters and only affects innately spiritual beings such as spirits, ghosts, demons, and Mazoku.
At 2 ★s the Ra Tilt may be cast without its incantation.
INCANTATION: "Everlasting flame of blue, let the power hidden in my soul be called forth here from the infinite! RA TILT!"
RELATED CLASS: Shaman, Priest / Shrine Maiden
AP COST: 450
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Advanced Spells ~ Black Magic
DESCRIPTION: This is an 'advanced' 'sorcery' spell. Flow Twist temporarily manipulates the natural or magical flow of strong energies and reverses them, sometimes with dramatic effects. Used on targets with a regeneration Trait, Flow Twist causes the target to lose regeneration altogether and sustain continual damage equal to the healing they would have received -- for example, this makes it extremely effective against trolls, usually killing them outright. Used on targets with a temporary enchantment or temporary curse, the inverse of the enchantment / curse would replace the previous effect (or, in cases where no reasonable inverse can be determined, simply nullifies the original effect). This spell has no effect on permanent curses or permanent enchantments, however.
The caster must touch the target with his or her hands to cast Flow Twist.
At 6 ★s Flow Twist can be used to send 'simple' and 'common' projectile magic, such as Fireball or Demona Crystal, back at the spellcaster who fired it. This does not work with energy attacks by Mazoku or 'holy' spells.
At 10 ★s Flow Twist can be used to send 'advanced' projectile magic, such as Elmekia Lance, back at the caster who fired it (as long as the ★ level is not equal to or higher than Flow Twist). This does not work with energy attacks by Mazoku or 'holy' spells.
RELATED CLASS: Priest / Shrine Maiden, Sorcerer / Sorceress
AP COST: 200
ABILITY: Curse
DESCRIPTION: This is an 'advanced', 'sorcery', 'black magic' spell. The caster places a curse on a person or object -- depending on the exact details of the curse a ritual may be necessary and the AP cost will vary. Please fill out the section below when purchasing this spell. NOTE: If you want to create a new or different curse after purchasing this spell, you will need to buy the spell again.
CURSE DETAILS:
RITUAL: (YES/NO)
RITUAL COMPONENTS: (if applicable)
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster, Servant of Evil
AP COST: Variable
ABILITY: Dynast Bras
DESCRIPTION: This is an 'advanced', 'sorcery', 'lightning', 'black magic' spell. Calling on the power of the Mazoku Lord Dynast Grauscherra, the caster unleashes a fierce storm of lightning and dark magical power. The spell causes a glowing red magic circle to appear on the ground beneath the target seconds before an explosion of lightning and unholy energy erupts, doing massive damage to anything caught in the blast.
RELATED CLASS: Sorcerer / Sorceress, Advanced Spellcaster
AP COST: 150
DESCRIPTION: This spell has been discontinued due to the death of Demon Dragon King Gaav.
ABILITY: Dragon Slave
DESCRIPTION: This is a 'top tier', 'sorcery', 'black magic' spell. Believed by some to be the single most potent spell in the study of black magic, the infamous Dragon Slave calls upon power from the Dark Lord Ruby-Eye Shabranigdo, the most powerful Dark Lord commonly known to exist within the world. Possessing remarkable range and a blast radius that can turn small towns into smoking craters, the Dragon Slave is a spell of immense destructive power that, once seen, can never be forgotten.
Because of the spell's power, most spellcasters can only manage a single Dragon Slave per in-story day, and doing so wipes out their reserves of magic power, rendering then unable to cast anything stronger than Lighting until they've slept for a full night.
At 1 ★ casting the Dragon Slave no longer prevents regular spellcasting afterwards.
At 2 ★s the Dragon Slave may be cast twice in an in-story day. Each additional ★ over 2 allows for one additional casting per in-story day.
At 4 ★s the caster gains a protective field when casting the Dragon Slave that shields them against it's effects, allowing the Dragon Slave to be fired point-blank at an enemy safely. This only protects the caster from a Dragon Slave of their casting, not from one cast my another spellcaster.
At 6 ★s the caster no longer needs to speak the incantation for the Dragon Slave, though an "instant" Dragon Slave is considered only half as powerful as a regular one.
INCANTATION:
RELATED CLASS: Sorcery Genius
AP COST: 450
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