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Starry Sky

Debuffs & Curse Spells

These Curse Spells offer great versatility and Debuffs to the enemies of the caster. As the various spells reduce stats either temporarily or permanently, a curse can also cause some intense situations as combat is ever changing and the flow of spells is inconsistent.

Sections Covered:

Mark Spells:

Embrace Spells:

Ward Spells:

Curse Spells:

 

Mark Spells And You

What is a Mark Spell? A Mark Spell is a spell which marks the target with an Element making them weaker to that Element. They will have reduced resistances which means they will take increased damage from the afflicted Elemental Weakness. Although you can inflict a Physical Weakness or Magical Weakness on a target with the Mark Spell, they are hardly used due to the small amounts of reduced resistances. The spell can be displeased, removed, cured, or even changed relatively easily so they are only a temporary reduction as they only last for a single battle.

Magical Spells By
Element:

Spell Construction: Element - Mark Spell


Mark Of Arcane: Arcane magic is gathered on the target weakening them to all Arcane damage taken. The target receives -20% Arcane Resistance until the Mark is Removed.  [Arcane] [Support] [Single Target]


Mark Of Corrosion: Corrosion magic is gathered on the target weakening them to all Corrosion damage taken. The target receives -20% Corrosion Resistance until the Mark is Removed. [Corrosion] [Support] [Single Target]

 


Mark Of Dark: Dark magic is gathered on the target weakening them to all Dark damage taken. The target receives -20% Dark Resistance until the Mark is Removed. [Dark] [Support] [Single Target]


Mark Of Earth: Earth magic is gathered on the target weakening them to all Earth damage taken. The target receives -20% Earth Resistance until the Mark is Removed. [Earth] [Support] [Single Target]


Mark Of Fire: Fire magic is gathered on the target weakening them to all Fire damage taken. The target receives -20% Fire Resistance until the Mark is Removed. [Fire] [Support] [Single Target]


Mark Of Holy: Holy magic is gathered on the target weakening them to all Holy damage taken. The target receives -20% Holy Resistance until the Mark is Removed. [Holy] [Support] [Single Target]


Mark Of Ice: Ice magic is gathered on the target weakening them to all Ice damage taken. The target receives -20% Ice Resistance until the Mark is Removed. [Ice] [Support] [Single Target]


Mark Of Light: Light magic is gathered on the target weakening them to all Light damage taken. The target receives -20% Light Resistance until the Mark is Removed. [Light] [Support] [Single Target]


Mark Of Lightning: Lightning magic is gathered on the target weakening them to all Lightning damage taken. The target receives -20% Lightning Resistance until the Mark is Removed. [Lightning] [Support] [Single Target]


Mark Of Nature: Nature magic is gathered on the target weakening them to all Nature damage taken. The target receives -20% Nature Resistance until the Mark is Removed. [Nature] [Support] [Single Target]


Mark Of Water: Water magic is gathered on the target weakening them to all Water damage taken. The target receives -20% Water Resistance until the Mark is Removed. [Water] [Support] [Single Target]


Mark Of Wind: Wind magic is gathered on the target weakening them to all Wind damage taken. The target receives -20% Wind Resistance until the Mark is Removed.  [Wind] [Support] [Single Target]


Mark Of Physical Weakness: Arcane magic is gathered on the target weakening them to all Physical damage taken. The target receives -10% to all Physical Resistances until the Mark is Removed. [Arcane] [Support] [Single Target]  


Mark Of Magical Weakness: Arcane magic is gathered on the target weakening them to all Magical damage taken. The target receives -5% to all Magical Resistances until the Mark is Removed. [Arcane] [Support] [Single Target]


Mark Of Shattering: Arcane magic is gathered on the target weakening their Break, Frozen, and Petrification Resistance by -10% allowing the effect to be used more often.  [Arcane] [Support] [Single Target]

Embrace Spells And You

What is an Embrace Spell? An Embrace Spell is a more advanced version of the Mark Spell which marks the target with an Element making them even weaker to that Element. They will have a greater reduction in the resistance which means they will take a larger increase in damage from the afflicted Elemental Weakness. Although you can inflict a Physical Weakness or Magical Weakness on a target with the Embrace Spell, they are used more often as a small percentage is better than none. The spell can be displeased, removed, cured, or even changed relatively easily so they are only a temporary reduction as they only last for a single battle.

Magical Spells By
Element:

Spell Construction: Element - Mark Spell - Embrace Spell

Embrace Of Arcane: Arcane magic is gathered on the target weakening them to all Arcane damage taken. The target receives -40% Arcane Resistance until the Embrace is Removed. [Arcane] [Support] [Single Target]

 

Embrace Of Corrosion: Corrosion magic is gathered on the target weakening them to all Corrosion damage taken. The target receives -40% Corrosion Resistance until the Embrace is Removed. [Corrosion] [Support] [Single Target]

 

Embrace Of Dark: Dark magic is gathered on the target weakening them to all Dark damage taken. The target receives -40% Dark Resistance until the Embrace is Removed. [Dark] [Support] [Single Target]

 

Embrace Of Earth: Earth magic is gathered on the target weakening them to all Earth damage taken. The target receives -40% Earth Resistance until the Embrace is Removed. [Earth] [Support] [Single Target]

 

Embrace Of Fire: Fire magic is gathered on the target weakening them to all Fire damage taken. The target receives -40% Fire Resistance until the Embrace is Removed. [Fire] [Support] [Single Target]

 

Embrace Of Holy: Holy magic is gathered on the target weakening them to all Holy damage taken. The target receives -40% Holy Resistance until the Embrace is Removed. [Holy] [Support] [Single Target]

 

Embrace Of Ice: Ice magic is gathered on the target weakening them to all Ice damage taken. The target receives -40% Ice Resistance until the Embrace is Removed. [Ice] [Support] [Single Target]

 

Embrace Of Light: Light magic is gathered on the target weakening them to all Light damage taken. The target receives -40% Light Resistance until the Embrace is Removed. [Light] [Support] [Single Target]

 

Embrace Of Lightning: Lightning magic is gathered on the target weakening them to all Lightning damage taken. The target receives -40% Lightning Resistance until the Embrace is Removed. [Lightning] [Support] [Single Target]

 

Embrace Of Nature: Nature magic is gathered on the target weakening them to all Nature damage taken. The target receives -40% Nature Resistance until the Embrace is Removed. [Nature] [Support] [Single Target]

 

Embrace Of Water: Water magic is gathered on the target weakening them to all Water damage taken. The target receives -40% Water Resistance until the Embrace is Removed. [Water] [Support] [Single Target]

 

Embrace Of Wind: Wind magic is gathered on the target weakening them to all Wind damage taken. The target receives -40% Wind Resistance until the Embrace is Removed.  [Wind] [Support] [Single Target]

 

Embrace Of Physical Weakness: Arcane magic is gathered on the target weakening them to all Physical damage taken. The target receives -20% to all Physical Resistances until the Embrace is Removed. [Arcane] [Support] [Single Target]

 

Embrace Of Magical Weakness: Arcane magic is gathered on the target weakening them to all Magical damage taken. The target receives -10% to all Magical Resistances until the Embrace is Removed. [Arcane] [Support] [Single Target]

 

Embrace Of Shattering: Arcane magic is gathered on the target weakening their Break, Frozen, and Petrification Resistance by -20% allowing the effect to be used more often. [Arcane] [Support] [Single Target]

Ward Spells And You

What is a Ward Spell? A Ward Spell is a condensed more advanced version of the Embrace Spell which is then infused within an object like a Ward, Totem, or Shard. It marks the target with an Element making them greatly weak to that Element for as long as the Ward, Totem, or Shard lasts. They will have an even greater reduction in the resistance which means they will take a huge increase in damage from the afflicted Elemental Weakness. The spell can be removed or cured but it requires the removal and destruction of the object which holds the spell. Due to how magic changes over time, most objects can be infused with a more positive effect to help ward off negative things.

Magical Spells By
Element:

Spell Construction: Element - Mark Spell - Embrace Spell - Ward Spell

 

Ward Of Arcane Weakness: Arcane magic is gathered on the target weakening them to all Arcane damage taken. The target receives -60% Arcane Resistance until the Ward is Removed. [Arcane] [Support] [Single Target] 

 

Ward Of Arcane Empowerment: Arcane magic is gathered on the target reducing all Arcane damage taken. The target receives +60% Arcane Resistance until the Ward is Removed. [Arcane] [Support] [Single Target]

 

Ward Of Corrosion Weakness: Corrosion magic is gathered on the target weakening them to all Corrosion damage taken. The target receives -60% Corrosion Resistance until the Ward is Removed. [Corrosion] [Support] [Single Target]

 

Ward Of Corrosion Empowerment: Corrosion magic is gathered on the target reducing all Corrosion damage taken. The target receives +60% Corrosion Resistance until the Ward is Removed. [Corrosion] [Support] [Single Target]

 

Ward Of Dark Weakness: Dark magic is gathered on the target weakening them to all Dark damage taken. The target receives -60% Dark Resistance until the Ward is Removed. [Dark] [Support] [Single Target]

 

Ward Of Dark Empowerment: Dark magic is gathered on the target reducing all Dark damage taken. The target receives +60% Dark Resistance until the Ward is Removed. [Dark] [Support] [Single Target]  

 

Ward Of Earth Weakness: Earth magic is gathered on the target weakening them to all Earth damage taken. The target receives -60% Earth Resistance until the Ward is Removed. [Earth] [Support] [Single Target]

 

Ward Of Earth Empowerment: Earth magic is gathered on the target reducing all Earth damage taken. The target receives +60% Earth Resistance until the Ward is Removed. [Earth] [Support] [Single Target]  

 

Ward Of Fire Weakness: Fire magic is gathered on the target weakening them to all Fire damage taken. The target receives -60% Fire Resistance until the Ward is Removed. [Fire] [Support] [Single Target]

 

Ward Of Corrosion Empowerment: Fire magic is gathered on the target reducing all Fire damage taken. The target receives +60% Fire Resistance until the Ward is Removed.   [Fire] [Support] [Single Target] 

 

Ward Of Holy Weakness: Holy magic is gathered on the target weakening them to all Holy damage taken. The target receives -60% Holy Resistance until the Ward is Removed. [Holy] [Support] [Single Target]

 

Ward Of Holy Empowerment: Holy magic is gathered on the target reducing all Holy damage taken. The target receives +60% Holy Resistance until the Ward is Removed.    [Holy] [Support] [Single Target]

 

Ward Of Ice Weakness: Ice magic is gathered on the target weakening them to all Ice damage taken. The target receives -60% Ice Resistance until the Ward is Removed. [Ice] [Support] [Single Target]

 

Ward Of Ice Empowerment: Ice magic is gathered on the target reducing all Ice damage taken. The target receives +60% Ice Resistance until the Ward is Removed. [Ice] [Support] [Single Target] 

 

Ward Of Light Weakness: Light magic is gathered on the target weakening them to all Light damage taken. The target receives -60% Light Resistance until the Ward is Removed. [Light] [Support] [Single Target]

 

Ward Of Light Empowerment: Light magic is gathered on the target reducing all Light damage taken. The target receives +60% Light Resistance until the Ward is Removed. [Light] [Support] [Single Target]

 

Ward Of Lightning Weakness: Lightning magic is gathered on the target weakening them to all Lightning damage taken. The target receives -60% Lightning Resistance until the Ward is Removed. [Lightning] [Support] [Single Target]

 

Ward Of Lightning Empowerment: Lightning magic is gathered on the target reducing all Lightning damage taken. The target receives +60% Lightning Resistance until the Ward is Removed. [Lightning] [Support] [Single Target]

 

Ward Of Nature Weakness: Nature magic is gathered on the target weakening them to all Nature damage taken. The target receives -60% Nature Resistance until the Ward is Removed. [Nature] [Support] [Single Target]

 

Ward Of Nature Empowerment: Nature magic is gathered on the target reducing all Nature damage taken. The target receives +60% Nature Resistance until the Ward is Removed. [Nature] [Support] [Single Target]

 

Ward Of Water Weakness: Water magic is gathered on the target weakening them to all Water damage taken. The target receives -60% Water Resistance until the Ward is Removed. [Water] [Support] [Single Target]

 

Ward Of Water Empowerment: Water magic is gathered on the target reducing all Water damage taken. The target receives +60% Water Resistance until the Ward is Removed. [Water] [Support] [Single Target]

 

Ward Of Wind: Wind magic is gathered on the target weakening them to all Wind damage taken. The target receives -60% Wind Resistance until the Ward is Removed. [Wind] [Support] [Single Target]

 

Ward Of Wind Empowerment: Wind magic is gathered on the target reducing all Wind damage taken. The target receives +60% Wind Resistance until the Ward is Removed. [Wind] [Support] [Single Target]

 

Ward Of Physical Weakness: Arcane magic is gathered on the target weakening them to all Physical damage taken. The target receives -40% to all Physical Resistances until the Ward is Removed. [Arcane] [Support] [Single Target]

 

Ward Of Physical Empowerment: Arcane magic is gathered on the target increasing all Physical damage dealt. The target receives +40% Physical damage dealt until the Ward is Removed. [Arcane] [Support] [Single Target]

 

Ward Of Magical Weakness: Arcane magic is gathered on the target weakening them to all Magical damage taken. The target receives -20% to all Magical Resistances until the Ward is Removed. [Arcane] [Support] [Single Target] 

 

Ward Of Magical Empowerment: Arcane magic is gathered on the target increasing all Physical damage dealt. The target receives +20% Physical damage dealt until the Ward is Removed. [Arcane] [Support] [Single Target]

 

Ward Of Shattering: Arcane magic is gathered on the target weakening their Break, Frozen, and Petrification Resistance by -40% allowing the effect to be used more often. [Arcane] [Support] [Single Target]

Curse Spells And You

Curses, curses, and more curses. Starting as a Dark based spell used by ritualistic magic casters, the Curse Spell is a major debuff placed on a target requiring a few items to an entire list to perform simple things. Each world differs on the way and usage of magic, especially curses due to the power of their effects. Many worlds have a reversal, reductions, or negations for curse effects and have ways to cleanse or remove them. The Empire sees curses as a major issue and a higher security tier due to the constant creation of them. The worst Curse is not the Curse of Death or Curse of Instant Death, but instead it is the Curse of Uncomfortability as it can destroy people of all power levels if they don’t determine it is a Curse. In medical facilities across the Empire, they will diagnose and cure ailments of all kinds with Curses being the most expensive to remove. 

 

In a few situations, one may be born with a Curse. In this instance the target’s body will be changed to suit the Curse, like the target becoming blind but gaining supersonic hearing and magic sense and magic sight. Later on they can remove their Curse of Blindness but they will have to readjust to their new life with empowered senses and the ability to now see clearly. Many times the target will be unable to function and be worse off than when they were under the effects of the Curse of Blindness.

 

In rare situations someone may have the Curse Empowerment Curse which can make all Curses beneficial to the target. Someone down on their luck may wish to get this Curse placed on them to better their life and gain more power.

 

Curses are a constantly growing spell category as they are fueled not through innovation, study, or research like other forms of magic. Instead they are fueled by the fires of regret, anger, humiliation, retaliation, and mainly just pure revenge. Someone who was used and abused may create a new curse that instead of making the user just uncomfortable all the time, it will make them much more uncomfortable for a short period of time after they verbally abuse someone else. Although the Curse was made out of pure vengeful hate and revenge of themselves, it will inevitably make the target a better person. Therefore there is no rush to remove the Curse from the Empire's view as the Curse is a beneficial positive for all parties involved.

 

Below are the main types of Curse Spell Effects, they are used as a base to build specialized curses on top.

Magical Spells By
Element:

Spell Construction: Element - Mark Spell - Embrace Spell - Ward Spell - Curse Spell

 

Curse Of Arcane: Arcane magic is gathered on the target weakening them to all Arcane damage taken. The target receives -100% Arcane Resistance until the Mark is Removed.  [Arcane] [Support] [Single Target]  

 

Curse Of Corrosion: Corrosion magic is gathered on the target weakening them to all Corrosion damage taken. The target receives -100% Corrosion Resistance until the Curse is Removed. [Corrosion] [Support] [Single Target]

 

Curse Of Dark: Dark magic is gathered on the target weakening them to all Dark damage taken. The target receives -100% Dark Resistance until the Curse is Removed. [Dark] [Support] [Single Target]

 

Curse Of Earth: Earth magic is gathered on the target weakening them to all Earth damage taken. The target receives -100% Earth Resistance until the Curse is Removed. [Earth] [Support] [Single Target]

 

Curse Of Fire: Fire magic is gathered on the target weakening them to all Fire damage taken. The target receives -100% Fire Resistance until the Curse is Removed. [Fire] [Support] [Single Target]

 

Curse Of Holy: Holy magic is gathered on the target weakening them to all Holy damage taken. The target receives -100% Holy Resistance until the Curse is Removed. [Holy] [Support] [Single Target]

 

Curse Of Ice: Ice magic is gathered on the target weakening them to all Ice damage taken. The target receives -100% Ice Resistance until the Curse is Removed. [Ice] [Support] [Single Target]

 

Curse Of Light: Light magic is gathered on the target weakening them to all Light damage taken. The target receives -100% Light Resistance until the Curse is Removed. [Light] [Support] [Single Target]

 

Curse Of Lightning: Lightning magic is gathered on the target weakening them to all Lightning damage taken. The target receives -100% Lightning Resistance until the Curse is Removed. [Lightning] [Support] [Single Target]

 

Curse Of Nature: Nature magic is gathered on the target weakening them to all Nature damage taken. The target receives -100% Nature Resistance until the Curse is Removed. [Nature] [Support] [Single Target]

 

Curse Of Water: Water magic is gathered on the target weakening them to all Water damage taken. The target receives -100% Water Resistance until the Curse is Removed. [Water] [Support] [Single Target]

 

Curse Of Wind: Wind magic is gathered on the target weakening them to all Wind damage taken. The target receives -100% Wind Resistance until the Curse is Removed. [Wind] [Support] [Single Target]

 

Curse Of Physical Weakness: Arcane magic is gathered on the target weakening them to all Physical damage taken. The target receives -50% to all Physical Resistances until the Curse is Removed. [Arcane] [Support] [Single Target]

 

Curse Of Magical Weakness: Arcane magic is gathered on the target weakening them to all Magical damage taken. The target receives -30% to all Magical Resistances until the Curse is Removed. [Arcane] [Support] [Single Target]

 

Curse of Melee Damping: Arcane magic is gathered on the target reducing all Slashing and Bludgeoning damage dealt by -50% until the Curse is removed. [Arcane] [Support] [Single Target]

 

Curse of Ranged Damping: Arcane magic is gathered on the target reducing all Piercing damage dealt by -50% until the Curse is removed. [Arcane] [Support] [Single Target] 

Curse of Distorting Health: Arcane magic is gathered on the target reducing all Health Regeneration by -50% until the Curse is removed. [Arcane] [Support] [Single Target]

 

Curse of Distorting Vitality: Arcane magic is gathered on the target reducing all Max Health Points and or Vitality Points by -50% until the Curse is removed. [Arcane] [Support] [Single Target]

 

Curse of Distorting Mana: Arcane magic is gathered on the target reducing all Magic Regeneration by -50% until the Curse is removed. [Arcane] [Support] [Single Target] 

Curse of Distorting Magic: Arcane magic is gathered on the target reducing all Max Magic Points and or Mana Points by -50% until the Curse is removed. [Arcane] [Support] [Single Target] 

 

Curse of Distorting Armor: Arcane magic is gathered on the target reducing all Armor Type Bonuses making them take full damage from all attacks until the Curse is removed. [Arcane] [Support] [Single Target]

 

Curse of Distorting Resistances: Arcane magic is gathered on the target increasing the damage received and effect chance percentage from negative effects by -50% until the Curse is removed. [Arcane] [Support] [Single Target]

 

Curse of Distorting Blindness: Arcane magic is gathered on the target, reducing their chance to hit a target, vision range, and perception abilities by -50% until the Curse is removed. Weaker targets will have greatly reduced sight and can even become Blind. [Arcane] [Support] [Single Target]

 

Curse of Distorting Athletics: Arcane magic is gathered on the target, reducing their chance to Dodge and or Evade traps, obstacles, and damage from both Physical and Magical attacks by -50% until the Curse is removed. [Arcane] [Support] [Single Target] 

 

Curse of Death: Sometimes called Doom, dark magic builds over a short period of time reducing all stats and health points until it kills the target. If not magically gifted, protected, or resistant of any kind the target will die at a quick pace. [Dark] [Support] [Single Target]

 

Curse of Slow Death: Dark magic slowly builds over a long period of time slowly reducing all stats and health points until it kills the target. If not magically gifted, protected, or resistant of any kind the target will die at a faster pace. [Dark] [Support] [Single Target]

 

Curse of Instant Death: Dark magic swells around a target with a low chance to instantly kill a target. If not magically gifted, protected, or resistant of any kind the target will die instantly. [Dark] [Support] [Single Target]

 

Curse of Uncomfortability: Dark magic causes this Curse on a target to always feel Uncomfortable with everything they do, it is a slight inconvenience which builds overtime making the target angry and frustrated at everything. [Dark] [Support] [Single Target]

 

Curse of Endless Anger: Dark magic causes this Curse on a target to always feel Angry with everything they themselves or others do, it builds overtime making the target more angry and frustrated at everything and they will begin to lash out in destructive behavior. [Dark] [Support] [Single Target]

 

Curse Empowerment: When applied with a curse the curse’s effects and power is reduced by -95% and then turned into a positive force for the target. [Dark] [Support] [Single Target]

 

Curse Of Bad Deeds: Dark magic enhances the target making them choose a morally worse option for themself in all situations they may be in. [Dark] [Support] [Single Target]

 

Curse Of Negativity: Dark magic enhances the target making them choose every worse option for all situations they may be in that affect other people and not themselves. [Dark] [Support] [Single Target]

 

Curse of Sadness: Dark magic makes the target depressed and sad in all thoughts causing them to eventually want to change it. [Dark] [Support] [Single Target]

 

Curse of Sin: Dark magics invade the target causing them to have an irresistible hunger for the main cardinal sins which the demons invoke. They will slowly be taken control of and manipulated into doing demonic deeds and activities until they are changed. [Dark] [Support] [Single Target]

 

Curse of Demonic Corruption: Dark corruption slowly leaks out of the target making them turn into a demon. They perform slowly worse and worse acts that will turn into a horrific experience in a short time. [Dark] [Support] [Single Target]

 

Curse of Plague: Nature magic slowly leaks out of the target making those around them sick. The longer they interact with the Cursed target, the more ill they will be. [Nature] [Support] [Single Target]

Starry Sky

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You have currently reached the bottom of the page and have ran out of current and new researched magic. Make sure to check back in every now and then to see if the Empirehave discovered any new spells!

Magic
And You

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Core
Creation

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Status
Effects

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Spell
List

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