
The Spell Book and Magical Spells:
Magic or Magical Power is a spell casters way of life as it influences everything they do. As magic power grows within a user of magic, they will begin to learn and use this fundamental power to further enhance their natural abilities. As they begin to channel the element they are most fond of, the power within them grows and they will learn how to build spells. As magic is a building block of magical based beings, everything from their breath to their senses are further enhanced by the magic they consume. As the air around them fills their lungs, the breath of magic becomes a force untapped. Like all other muscles within the body, magic too can be enhanced and the powers increased.
Magical Spells are cast in various ways and methods. They have a basic runic script bound to them for enchantment and written purposes but are mainly casted using either incantations and gesturing. At times casters may create sigils, wards, circles or some other means to cast spells. Different schools, people, teachers, and even worlds have different natural magical laws on how magic spells are created, stored, and used. Thus the empire has determined this to be a trivial manner, and will only state the magical spells as they are cast and the effects they have, not the how.
Magical Spells are collected and stored here by their types and effects as the Empire has spent great time collecting and consolidating the information. In broad terms the magic spells listed within these magical tomes are those which are used mainly on worlds the empire has visited and studied. Lesser magics or specialized magics like Evomancy or Meteromancy aren't covered here due to their unique forms of magical acquisition of spells and powers. Evomancy is the evolution of magic gained by hunting and eating magical cores and is only prevalent in a few worlds, Meteromancy and the consumption or absorption of meteoric rocks to use temporary magic powers is not a true form of magical power and won't be covered here.
Below is the magic spell book as studied and researched by the empire. The magic spells contained within are separated into various classifications like their element type, how many targets they affect, or if they are offensive and defensive. Check the sections below to further your knowledge on the spells listed within them.
Elements Used In Spell Creation:
The Main 12 Elements used in the creation of Spells are listed directly below. More information can be found on their individual pages which covers the Element itself as well as how magic influences or changes it.
Arcane:
Corrosion:
Dark:
Earth:
Fire:
Holy:
Ice:
Light:
Lightning:
Nature:
Water:
Wind:
Elemental And Status Effects:
All Spells are created from and crafted with the Main 12 Elements. This caused them to undergo changes as the Spell interacts with the various elements and magic power in the air around the caster. This has caused various effects to occur as the phenomenon of magic occurs in the surrounding area. Like how Fire deals Fire based Damage it also inflicts Burn on the target, another effect it has is weakening the target making them more susceptible to all damage sources since they are hurt. While Ice inflicts Frost and can Freeze a target, it also slows them down and makes them wet and cold as it can inflict Cold, Wet, and Slow. When it comes to the Arcane based Element magic undergoes different magical changes allowing the caster to build more direct and clear spells to inflict different things. This allows people to make Spells which can inflict positive based things like Haste, Speed Up, or even Regenerate.
Acid / Rust:
Berserk:
Bleed:
Blind:
Broken:
Burn:
Charm:
Cold:
Confusion:
Cursed:
Death:
Decay:
Disease:
Dizzy:
Doom:
Frost:
Frozen:
Haste:
Hemorrhage:
Muted / Silenced:
Paralyze:
Petrification:
Plague:
Poison:
Possession:
Pressure:
Regenerate:
Shattered:
Shock:
Slow:
Stun:
Uncomfortable:
Vulnerable:
Weakened:
Wet:
More detailed information can be found on the Status Effect page Here.
Spell Tiers:
Spells within the Astarian Empire have been classified in terms of Tiers through their spell creation and not through power like most other magic based systems. As spells increase in power and potency based on an individual's magic power, skill, ability, and efficiency, this has caused smaller Tier 1 Spells like Firebolt / Fire Bolt to deal damage on all ends of the damage spectrum. As their size, shape, power, and destructive abilities change with each caster, a new form of ranking was needed to label each basic spell casted.
The Spell Tiers are broken down as follows:
Tier 0 Spells:
These are the basic elements which all forms of spells are crafted of and on. This includes the base 12 Elements; Arcane, Corrosion, Dark, Earth, Fire, Holy, Ice, Light, Lightning, Nature, Water, Wind. All learners of Magic will start here, learning the Base Element of the types of spells one wants to cast is fundamental to magical education.
Tier 1 Spells:
These Spells are built on the 12 Base Elements and now include change of shape and form. This can cause more effects positive or negative to the desired target. New support categories of magic are developed in this tier. An example is turning the natural Element of Fire into a Fire Based Armor, maybe even into a Firebolt or Fire Bolt changing its shape and turning it into a dense oval based projectile. Most apprentice level learners will complete Tier 0 and Tier 1 Spells.
Tier 2 Spells:
These Spells are built on and modify a Tier 1 Spell to a much higher degree. This allows them to be drastically changed, invoking new effects and creating things most people would never see. New categories of magic are opened as high tier support magic begins to allow for more unique forms of magic and spells. An example is turning a Firebolt or Fire Bolt into a Fire Ball increasing its size while maintaining a larger more destructive force. As magic casters begin to master their magical powers they will get to be much better and stronger with magic and complete Tier 2 Spells after many years of training. Mastery over the basics is crucial and a required step to become an expert with Tier 2 Spells.
Tier 3 Spells:
These Spells are either modifications and improvements of Tier 2 Spells like turning a Fire Ball into a Fire Nova which changes the spells entire activation and how it deals damage. Other Spells are given shape like Changing the Storm Spell into a more deadly variant which causes large nation or global impacts. Most magic casters and weavers of formulas into their spells will stop at this tier. Just learning how to cast Tier 3 Spells can take decades and the magic power needed exponentially increases as Spells become much larger and more powerful. While a Nova based spell may not require as much magical power as the Storm Spell which has been drastically changed to inflict environment changing effects, it requires a mastery of spell craft as a Nova Spell is crafted and casted at a Targets feet exploding outwards in a great area which can hit friendlies and innocents.
Tier 4 Spells:
These Spells are mainly known as Ancient Spells or Lost Spells as their powers are so great they are highly guarded. There are many Spells in this level which are based on Curses and Light Based Restoration and Mending. Although a select few will undergo only these types of Spell training, they will be so magically unbalanced that they will lose the abilities to use other magic if they do not properly learn them. One who excels at Curses may be unable to use any other magic that isn't Dark Element Based. The same can be said about those who learn the depths of Church Holy and Light based magic spells will be stuck in their magical journey of growth but have high levels of magic no one else can cast. These Tier 4 Spells take decades to learn and even longer just to get mastery over them. Unless one starts at a young age they will be extremely difficult to learn naturally.
Tier 5 Spells:
These Spells exist in Legends. The great spell of Meteor which creates and brings a massive chunk of earth from low orbit to smash an area causing absolute devastation is but one example of spells which exist outside the levels of Normal, Advanced, Ancient, and Lost Magic.
The Direct Section Below will list all the Spells under their specific Tiers as a general overview. The sections below the Spell Tier List will provide an in-depth and detailed description on each of the Spells within their designated Tiers.
Types Of Spells And Their Tiers:
Base Elements: Tier 0 Spells
Armor Spells: Tier 1 Spells
Aura Spells: Tier 1 Spells
Blink Spell: Tier 1 Spell
Bolt Spells: Tier 1 Spells
Breath Spells: Tier 1 Spells
Chain Spells: Tier 1 Spells
Cure Wounds Spell: Tier 1 Spell
Detect Spell: Tier 1 Spell
Divine Light Spell: Tier 1 Spell
Divine Sense Spell: Tier 1 Spell
Drain Spell: Tier 1 Spell
Elements Skin Spells: Tier 1 Spells
Fire Storm Spell: Tier 1 Spell
Force Spells: Tier 1 Spells
Gift Spells: Tier 1 Spells
Grasp Spells: Tier 1 Spells
Healing Light Spell: Tier 1 Spell
Holy Light Spell: Tier 1 Spell
Howl Spell: Tier 1 Spell
Keen Sense Spell: Tier 1 Spell
Mana Burn Spell: Tier 1 Spell
Mark Spells: Tier 1 Spells
Mist Spells: Tier 1 Spells
Pain Spell: Tier 1 Spell
Rain Spell: Tier 1 Spell
Revive Spell: Tier 1 Spell
Roar Spell: Tier 1 Spell
Screech Spell: Tier 1 Spell
Spit Spells: Tier 1 Spells
Storm Spell: Tier 1 Spell
Summoning Spell: Tier 1 Spell
Surge Spell: Tier 1 Spell
Swarm Spells: Tier 1 Spells
Thick Skin Spells: Tier 1 Spells
Touch Spells: Tier 1 Spells
Wall Spells: Tier 1 Spells
Weapon Spells: Tier 1 Spells
Aspect Spells: Tier 2 Spells
Ball Spells: Tier 2 Spells
Barrier Spell: Tier 2 Spell
Bite Spells: Tier 2 Spells
Blast Spells: Tier 2 Spells
Claw Spells: Tier 2 Spells
Cloak Spells: Tier 2 Spells
Coil Spells: Tier 2 Spells
Cure Spell: Tier 2 Spell
Divine Hammer Spell: Tier 2 Spell
Embrace Spells: Tier 2 Spells
Grip Spells: Tier 2 Spells
Guard Spell: Tier 2 Spell
Gun Spells: Tier 2 Spells
Heal Spell: Tier 2 Spell
Purge Spell: Tier 2 Spell
Rain Of Bolts Spells: Tier 2 Spells
Reincarnation Spell: Tier 2 Spell
Resistant Skin Spells: Tier 2 Spells
Resurrection Spell: Tier 2 Spell
Salvation Spell: Tier 2 Spell
Sanctuary Spell: Tier 2 Spell
Shell Spell: Tier 2 Spell
Shield Spell: Tier 2 Spell
Shot Spell: Tier 2 Spell
Slash Spells: Tier 2 Spells
Slam Spells: Tier 2 Spells
Smite Spell: Tier 2 Spell
Spike Spells: Tier 2 Spells
Storm Spell: Tier 2 Spell
Talon Spells: Tier 2 Spells
Teleport Spell: Tier 2 Spell
Wall Spell: Tier 2 Spell
Blessing Spells: Tier 3 Spells
Burst Spells: Tier 3 Spells
Explosion Spell: Tier 3 Spell
Gate Spell: Tier 3 Spell
Healing Hands Spell: Tier 3 Spell
House Of Walls Spell: Tier 3 Spell
Judgement Spell: Tier 3 Spell
Mend Spell: Tier 3 Spell
Mighty Guard Spell: Tier 3 Spell
Nova Spells: Tier 3 Spells
Orb Spells: Tier 3 Spells
Piercing Shot Spell: Tier 3 Spell
Rain Of Spells: Tier 3 Spells
Ray Spells: Tier 3 Spells
Renew Spell: Tier 3 Spell
Restore Spell: Tier 3 Spell
Bomb Spell: Tier 3 Spell
Snow Storm Spell: Tier 3 Spell
Thunder Storm Spell: Tier 3 Spell
Ward Spell: Tier 3 Spell
Curse Spells: Tier 4 Spells
Heart Spells: Tier 4 Spells
Mending Hands Spell: Tier 4 Spell
Nova Ball Spells: Tier 4 Spells
Restoration Spell: Tier 4 Spell
Rain Of Flaming Earth Spell: Tier 4 Spell
Trap Spells: Tier 4 Spells
Wave Spells: Tier 4 Spells
Meteor Spell: Tier 5 Spell
Twilight Healing Spell: Tier 5 Spell
Explosion Spell: Tier 5 Spell
