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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.

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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:​

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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.

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​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

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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

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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

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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

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Meteor Spell: Tier 5 Spell

Twilight Healing Spell: Tier 5 Spell

Explosion Spell: Tier 5 Spell

Tier 0 Spells:

The raw natural elemental power of pure magic known as Arcane.

Arcane

The raw elemental power of holy magic.

Holy

The raw elemental power of water magic.

Water

The raw elemental power of corrosion magic.

Corrosion

The raw elemental power of ice magic.

Ice

The raw elemental power of wind magic.

Wind

The raw elemental power of dark magic.

Dark

The raw elemental power of light magic.

Light

The raw elemental power of earth magic.

Earth

The raw elemental power of lightning magic.

Lightning

The raw elemental power of fire magic.

Fire

The raw elemental power of nature magic.

Nature

Tier 1 Spells:

Elemental energy is gathered on a piece of equipment which then boosts the resistance of the desired element until the spell is broken, dispelled, canceled, or removed.

Armor Spell

Elemental Magic is condensed and linked together as it bounces between many Targets the spell is thrown at in front of the Caster. Although many variations are unused the most common is Chain Lightning. The Chain Spell deals Elemental Damage and bounces between targets as it can cause the Elements Effects to occur on the Target.

Chain Spell

Holy Magic is harnessed into the eyes and aura allowing the target to see and feel the hidden and corporeal.

Divine Sense Spell

Elemental power is gathered on the target granting increased elemental damage and effects for a short time.

Gift Spell

Arcane Power is linked to a target to burn away part of their power whether it be their Magical or Natural Energy. An advanced version of the spell exists but requires mastery of both variations of the spell to be fully usable with the correct amount of potency.

Mana Burn Spell

Holy energy enters the body and brings the user back to life in a weakened state using their own soul. Can only be used on a freshly dead corpse and not something that has been dead longer than a week.

Revive Spell

Arcane magic opens a small rift to another area allowing you to summon a creature of the desired type to form a contract with. They can be summoned and stored in their rift allowing for summons to exist as needed on various worlds.

Summoning Spell

Elemental Magic is condensed in front of the Caster exploding upwards into a wall blocking an area or path. Non physical walls can be passed or seen through while physical walls can block normal vision.

Wall Spell

Elemental power is gathered on the target pulsating outwards for targets to absorb its effects where they are positive or negative. The Auras can inflict both positive or negative effects, enhancements, or increases and decreases in stats, or it can inflict various afflictions to targets.

Aura Spell

Light magic power is gathered on a target healing them and removes some status ailments and afflictions.

Cure Spell

Arcane magic links the caster to the target and opens a flow in the preferred direction. This allows the exchange of Health, which takes Strength and Vitality, Mana, which takes Magic and Endurance, Stamina, which takes Constitution and Endurance, and Power, which takes Physical Power and Magical Power from the target and gives it to the caster or to give it to the target from the caster.

Drain Spell

Light magic is gathered on the target and explodes in an instant healing the target or in some cases dealing damage to them. It is used by the church as a great source of healing but also to detect those who may infiltrate them or the areas in which they protect.

Healing Light Spell

Elemental Magic is condensed on a Target weakening them to that Element.

Mark Spell

Arcane magic power is stored in the throat and released with a loud roar which empowers nearby allies for a short time.

Roar Spell

Lightning magic slams into the ground shocking nearby targets instantly causing minor damage but it can disrupt electronics and sensors.

Surge Spell

Elemental magic is formed into a weapon which floats near the caster and attacks their target dealing damage and protecting them. The Shield variant spins rapidly around the caster blocking a few hits before flying outwards towards an enemy bashing them hard, sending a shockwave of elemental power causing damage and inflicting the target with the Element’s effect. The Sword and Lance Variations will float and rotate around the caster looking for a target. The Lance will impale the target into another and inflict them with the damage and effect while the sword will begin to slash rapidly at a target trying to cut and inflict them with the element damage and effect.

Weapon Spell

Arcane Magic wraps around the caster allowing them to send forward a magical projection of themselves which allows them to trade places with it and can cause the projection to explode dealing damage and leaving lingering effects at the area of explosion. Any element can be channeled into the effect but mastery over the Blink Spell is required to fully use the elemental damage and effects properly.

Blink Spell

Arcane magic is gathered on the body to boost the body's natural healing and clotting factors while also promoting blood production.

Cure Wounds Spell

Elemental Magic is condensed into a thin layer on the caster or the caster’s target’s body, coating them in pure element energy which reduces the damage and effects they receive from that element.

Elemental Skin Spell

Holy Light Magic is harnessed into a powerful ball spinning above the target before exploding into a beam of light dealing damage to the target and has a decent chance to inflict both Stun and Slow. It deals more damage to Dark and Corrupted based targets.

Holy Light Spell

Elemental power is created in a unique gaseous form which can be stored in a container to be released at a later time. It is mainly used as a trap as it fills the area quickly but if it is not an enclosed space it dissipates very fast.

Mist Spell

Arcane magic power is stored in the throat and released with a loud echoing screech which can inflict Fear, Silence, and Darkness on the targets nearby.

Screech Spell

Arcane magic opens a large portal sending tons of summoned creatures to slam into the target.

Swarm Spell

Elemental Magic is condensed in the casters hand or in front of the caster as a small Ball-like Orb and then flung at a Target dealing the Elemental Damage and can cause the Elements Effects to occur on the Target.

Bolt Spell

Arcane power is charged by the caster and released to detect nearby magic and traps.

Detect Spell

Powerful Wind Magic mixes with Intense Fire Magic for a Storm unlike any other.

Fire Storm Spell

Arcane magic power is stored in the throat and released with a loud echoing howl which makes allies rush to the caster to assist in their time of need.

Howl Spell

Dark Magic or Elemental Magic is gathered on the target's body and then damages their body and nerves causing intense pain and minor damage which quickly is healed by the spell.

Pain Spell

Elemental Magic is condensed in the casters Throat small globs watch are then spit at a Target which rapidly grows in size as the magic power in the air enhances its size. Larger creatures can spit larger sized globs and they can close their jaws causing the spit to spew out of their mouth in a cone. The Spit deals the Elemental Damage and can cause the Elements Effects to occur on the Target.

Spit Spell

Known as the Thick Skin Spell, This Spell uses magic to enhance the outer layer of the target to increase its Strength, Durability, Resistance, and Resilience. It improves the Skin, Fur, or Scales of the target to resist and reduce all Physical Damage.

Thick Skin Spell

Elemental Magic is condensed in the casters Throat as a small ball of condensed magic power, as they inhale deeply the magic intensifies then as they exhale they open their mouth spewing a cone of elemental magic at a Target dealing the Elements Damage and can cause the Elements Effects to occur on the Target.

Breath Spell

Light Magic is harnessed into a powerful ball spinning above the target before exploding into a beam of light dealing damage to the target and has a decent chance to inflict both Confusion and Blind. It deals more damage to Dark and Corrupted based targets.

Divine Light Spell

Magic power is gathered in the hands then infused with the desired element as it is shot outwards in a blast to knock people back and down. Experienced users can use one hand while masters can do it in a single instance.

Force Spell

Arcane Magic is harnessed into the body allowing it to become much better at hunting, feeling and detecting the surroundings, and be overall faster at spotting danger.

Keen Sense Spell

The Rain Spell is unique in the fact that environmental conditions on a world will cause the Rain Spell to also release those environmental conditions. If a world has acid rain on a daily basis, then the Rain Spell will also have acid rain.

Rain Spell

Wind and Water magic come together twisting and swirling into a powerful Storm Spell which causes intense winds and rain across a large area. The caster can reduce the effects to just create rain but a more violent and natural storm can be created.

Storm Spell

Elemental Magic is condensed in the casters fingertips and or palm as they touch a Target dealing High Elemental Damage and can cause the Elements Effects to occur on the Target in an immediate or delayed experience.

Touch Spell

Tier 2 Spells:

Elemental power is gathered on the target granting increased elemental damage and effects at a small rate for a long period of time.

Aspect Spell

Magic power infuses the sharp claws and talons of a creature allowing them to inflict damage and status effects on the target. The larger the claws or talons the larger the damage inflicted.

Claw Spell

Elemental Magic is condensed on a Target making them weaker to that Element.

Embrace Spell

Arcane power wraps around the caster and any other targets that wish to teleport. A clear image is required and then the entire group will teleport to the desired area. The Spell is smart enough to not land on other sources of magic or in terrain which is unsafe.

Lance Spell

Holy magic enters the body with a spirit or soul to bring a corpse back to life with more than half their vitality and life points. Can only be used on a freshly dead corpse and not something that has been dead longer than a week. If it has been longer than a week then a new soul or spirit will be needed and it can alter or change the person who is brought back to life.

Resurrection Spell

Element power is gathered into the body and is slammed into the ground from a powerful stomp of the foot. Other variations of the spell have been observed such as the caster leaping into the air and slamming into the ground with either their arms, hands, and or feet or by charging the power into their hands and then clapping them together. All variations of the spells seem to deal the same amount of damage and cause the same amount of effects but the manner in which the spell is casted is different.

Slam Spell

Arcane power wraps around the caster and any other targets that wish to teleport. A clear image is required and then the entire group will teleport to the desired area. The Spell is smart enough to not land on other sources of magic or in terrain which is unsafe.

Teleport Spell

Elemental Magic is created as a small Bolt Spell in the casters hand or in front of the caster as it begins to rapidly spin growing in size as the magic power enhances its size and density becoming a large ball that is flung at a Target dealing High Elemental Damage and can cause the Elements Effects to occur on the Target.

Ball Spell

Elemental Magic is condensed into a thick pulsating layer on the casters body, coating them in pure element energy emitting the element's damage and effects outwards towards their enemies, it also slightly reduces the damage and effects they receive from that element. Known as a Cloak, it also has 2 other variations observed by the Empire. The Shroud variation deals less damage but affects a much larger area while the Veil variation has an increased effect over the standard Cloak variation.

Cloak Spell

Elemental Magic is created in the likeness of the casters hand which erupts below the Target grabbing and holding them dealing Low Elemental Damage and can cause the Elements Effects to occur on the Target over time increasing in potency the longer the spell holds the target.

Grip Spell

Lightning magic slams into the target, shocking them instantly causing minor damage but it can disrupt and destroy the magic link and effects which can disrupt and destroy undead and summoned creatures.

Purge Spell

Holy and Light magic power is gathered around the caster and released in a slowly growing wave to empower and heal those around them.

Salvation Spell

Elemental power is gathered into various shapes in front of the caster then swings at the target, although the different variations may have different shapes and sizes the damage and effects are observed to be the same. The Slash variation is 3 or more small talon-like sources of power which slash at a target from a diagonal direction. The Cut variation is a vertical slash made from a powerful dense magic energy which slashes the target vertical. The Slice variation of the spell condensed magical energy and slashes at a target horizontally.

Slash Spell

Arcane power is gathered and condensed on the target which blocks a percentage of all physical damage taken while allowing spells to get through.

Barrier Spell

Elemental Magic is condensed into multiple rotating Bolt Spells which deal High Elemental Damage and has a High Chance to cause the Elements Effects to occur on the Target.

Coil Spell

Arcane power is gathered and harnessed into a guarding state reducing damage while it taunts nearby enemies and causes them to attack the caster instead of allies.

Guard Spell

Elemental Magic is condensed in the Sky above the Caster as small Bolt Spells and will rain down on an entire area dealing damage to all Targets in the area. The Rain Of Element Bolts Spell deals Low Elemental Damage and can cause the Elements Effects to occur on all affected Targets.

Rain Of Bolts Spell

Holy And Light magic power is gathered around the caster and released in small waves to empower and heal those around them.

Sanctuary Spell

Holy Light Magic is harnessed into a powerful ball spinning above the target before exploding into a beam of light dealing damage to the target and has a decent chance to inflict both Stun and Slow. It deals more damage to Dark and Corrupted based targets.

Smite Spell

Razor sharp teeth infused with magical power to inflict various status ailments allows the caster to bite down on a target damaging them, the larger the mouth or maw the more damage it inflicts.

Bite Spell

Light magic power is gathered on a target healing them and removes some status ailments and afflictions.

Cure Spell

Elemental magic power is condensed into either a small rapidly spinning projectile or into a magical arrow which is then shot out of a created magical weapon of the casters desires.

Gun Spell

Holy magic enters the target's soul and binds to them causing them to revive instantly when they die after a short amount of time. Although the other variation of the spell is used to bring a person’s soul from another place into a fresh or blank body somewhere else, the average person will not use this variation as it is ineffective in combat and requires vast amounts of power and magic to do.

Reincarnation Spell

Arcane power is gathered and condensed on the target which blocks a percentage of the spell from targeting the caster or the caster’s target instead of the full spell damage and effects.

Shell Spell

Elemental magic is gathered on the body and hardens as it extends outwards into small spikes to provide enhanced protection and inflict damage, elemental effects, and status effects on the user.

Spike Spell

Elemental Magic is condensed in the casters hand or in front of the caster as a small Ball-like Orb which is hollowed out and then flung at a Target dealing the Elemental Damage in a small area and can cause the Elements Effects to occur on all affected Targets.

Blast Spell

Holy Magic is created and condensed into a massive hammer which falls from the heavens. Although the weapon can take the form of various weaponry to suit the caster preferences, it generally takes the form of a massive hammer of golden light.

Divine Hammer Spell

Arcane power is condensed on a target’s body causing them to heal and close wounds.

Light or Holy power is condensed on a target’s body causing them to heal and close wounds.

Heal Spell

Arcane magic enters into the outer layer of the body increasing the resistance to magical damage as it thickens the Skin, Scales, or Fur of the target.

Resistant Skin Spell

Arcane power is gathered and condensed on the target which blocks a spell from targeting the caster or the caster’s target.

Shield Spell

Wind and Water magic come together twisting and swirling into a powerful Storm Spell which causes intense winds and rain across a large area. The caster can reduce the effects to just create rain but a more violent and natural storm can be created.

Storm Spell

Tier 3 Spells:

Elemental power is gathered on the target granting increased elemental damage and effects at a large rate but lasting until it is removed.

Blessing Spell

Arcane magic energy is gathered in the wounds of the target, closing them and restoring the damage. It is highly effective against Bleeding and Hemorrhaging and is used in many magical surgeries.

Mend Spell

Elemental Magic is condensed in the Casters Throat as a Breath Spell and then a Beam Spell. As the Beam leaves the mouth, the lips will close and purse causing the beam to become a thin ray dealing more damage but losing the area of effect. The Ray Spell deals Very High Elemental Damage and can cause the Elements Effects to occur on all affected Targets.

Ray Spell

A storm of Wind and Water magic come together twisting and swirling building powerful electrical currents before releasing intense barrages of Lightning and Lightning Bolts towards the ground in either a controlled area or a completely random area.

Thunder Storm Spell

Elemental Magic is created and condensed into a hollow orb and then charged building power over time allowing it to deal much more damage than the standard Blast Spell. The Burst Spell deals Higher Elemental Damage in a large area and can cause the Elements Effects to occur on all affected Targets.

Burst Spell

Arcane power is gathered and harnessed into an advanced guarding state, greatly reducing damage while it taunts nearby enemies and causes them to attack the caster instead of allies.

Mighty Guard Spell

Arcane power rapidly infuses the target's blood causing it to reproduce and restore lost blood quickly.

Renew Spell

Elemental Magic is condensed either in a magical form on the Target or it is created as a physical object in the form of a Totem, Shard, or Ward which spreads out the Mark weakening many people in an area.

Ward Spell

A gateway connecting 2 places allowing for instantaneous traversal.

Gate Spell

Elemental Magic is condensed at the Targets feet and explodes dealing High Elemental Damage in a large area and can cause the Elements Effects to occur on all affected Targets.

Nova Spell

Arcane power attaches to the target's blood cells and causes them to implode against wounded areas, quickly clotting and healing the area stopping bleeding at the cost of blood cells which can cause people to pass out or pass away depending on how little blood cells they have.

Restore Spell

Holy energy is charged and released with curing and healing properties as it hits the target multiple times, restoring the body in a glowing golden light.

Healing Hands Spell

Magical power is condensed and consolidated into a small dense orb-like sphere which hovers above the ground or around a target at a short distance. It is imbued with the desired element as raw power and will slowly enlarge and expand over time or cause different effects to occur. Known as a Sphere or Orb, this spell is used rarely unless it is the light spell which can light up entire areas. The spell operates in and out of combat differently as it can be used to attack other targets when the user attacks and it can detonate in a small explosion.

Orb Spell

Heavy Winds and Frozen Water created with Ice magic come together swirling about releasing frost and snow in the area dropping the temperature in the area instantly. The direct center will be almost instantly frozen as the temperature slowly drops for all things stuck at the center, the larger the storm the more cold and frozen things become.

Snow Storm Spell

Holy Light Magic is harnessed into a powerful beam above the target before exploding downwards in a wide beam of golden light dealing damage to the target and has a decent chance to inflict both Stun and Slow. It deals more damage to Demonic, Dark and Corrupted based targets.

Judgement Spell

Rain Of Balls Spell: High into the sky many Ball Spells are created and hurled downwards to a target dealing splash damage to everything in the area. If charged before casting the Ball Spells can become dense creating large explosions dealing more damage and spreading their element effects across a larger area. It has a moderate chance to inflict the associated element effect as it deals moderate associated element damage to all affected targets. [Element] [Offensive] [AoE]

Rain Of Ball Spell

Magic power is gathered and created to form Ball Spells trapped in a Ball Spell causing surprise damage across a large area. Although not as deadly as the Spell Strike Spell or Trap Spell, the Spell Bomb can cause a large amount of damage for its ease of use.

Spell Bomb

Tier 4 Spells:

Dark Magic is condensed on a Target changing their life for a more dark and sinister way to live. Mainly used as revenge and punishment, many curses have been altered and changed to become a more positive experience but this is hardly used as a curse is a detrimental thing.

Curse Spell

Fusion Spell of the Restore Spell and the Renew Spell

Restoration Spell

Elemental power is gathered on the target granting increased elemental damage and effects while causing random sporadic bursts of their elemental effects to cause damage to things around them, although it is a positive buff many see it as a curse as the buff is permanent and used in a more negative way.

Heart Spell

Fire And Earth Magic are created and fused together high in the Sky above the Caster as chunks of earthen hellfire which superheat and fuse as they begin their fast plummet into an area. The Rain Of Flaming Earth Spell deals High Elemental Damage in a large area and can cause the Elements Effects to occur on all affected Targets.

Rain Of Flaming Earth

Fusion Spell of the Mend Spell and the Healing Hands Spell

Mending Hands Spell

Magical power is gathered and constructed into a trap which can be set off by any form of trap from wires to glyphs, from weight to motion. They will release a heavy Nova Spell to the surface they are attached to, destroying the trap in the process. Many times the spell slowly absorbs magic power to make the trap more effective but this can be bad as some unlucky adventurers can explore lost tombs to set off an explosion so large it destroys part of the continent.

Trap Spell

Elemental Magic is condensed into a ball with a delayed Nova Spell at its center. When the Ball hits a Target the Nova will fall to the ground and then Explode dealing High Elemental Damage on Initial Contact and in a large area and can cause the Elements Effects to occur on all affected Targets.

Nova Ball Spell

Elemental Magic is condensed in multiple stages becoming a Bolt Spell, then into a Blast and Burst Spell before it is manipulated and rotated at high speeds before being split into smaller orbs at launch which releases into a large spreading wave in a cone in front of the Caster dealing Low Elemental Damage in a large area and can cause the Elements Effects to occur on all affected Targets.

Wave Spell

Tier 5 Spells:

Elemental Magic is condensed at the Targets feet and explodes dealing High Elemental Damage in a large area and can cause the Elements Effects to occur on all affected Targets.

Explosion

Fire And Earth Magic are created and fused together high in the Sky above the Caster as a single massive chunk of earthen hellfire the size of an entire city or kingdom rotated to make it smooth and dense which superheats and strengthens as it begins its slow steady plummet splitting the sky and clouds as it comes slamming down into an area. The Meteor Spell deals Extremely High Elemental Damage in a massive area and can cause the Elements Effects to occur on all affected Targets.

Meteor Spell

From the legends formed of stars falling from above with each drop of light fully healing a target, many have seen it as something which does not exist in this realm. The realm of man is unable to use the spells of gods which shape the world, very few have ever reached the heights required.

Twilight Healing Spell

Additional Resources

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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