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Starry Sky

Extra Spells And You

Extra Spells are spells which are learned and adapted either from existing spells or from original creations which do not fit in any one place. As the list of traditional magic has grown and then halted to a stop, more combination and specialized spells have risen to power. This section is split into different research groups to reference as needed per the Empire's Magic Research Department. 

Sections Covered:

Wave Spell:

Coil Spell:

Chain Spell:

 

Wave Spells And You

What is a Wave Spell and why is it hardly used in most situations? As the raw element is harnessed and focused into a Bolt Spell then a Blast Spell, it is focused into a Burst Spell and then begins to undergo a change in its movement. Filling it with Arcane magics and stretching the Burst Spell into a long log-like shape it begins to spin and roll with the arcane power inside making it rise and fall as a wave when shot outwards. This looks extremely cool to onlookers but in combat all the opposing target needs to do is just duck under it at the right moment to completely dodge not just the damage but also the element effects being inflicted from the spell.

Magical Spells By
Element:

Spell Construction: Element - Bolt Spell - Blast Spell - Burst Spell - Wave Spell

Corrosion Wave: A large wave created with pure Corrosion magic power is released from the hand in a flick of the wrist. It rolls outwards hitting many targets before it slowly dissipates in the air. It has a low chance to inflict the Acid and Burn effect as it deals moderate Corrosion damage to the target. [Corrosion] [Offensive] [AoE]


Dark Wave: A large wave created with pure Dark magic power is released from the hand in a flick of the wrist. It rolls outwards hitting many targets before it slowly dissipates in the air. It has a low chance to inflict the Darkness and Silence effect as it deals moderate Dark damage to the target. [Dark] [Offensive] [AoE]


Earth Wave: A large wave created with pure Earth magic power is released from the hand in a flick of the wrist. It rolls outwards hitting many targets before it slowly dissipates in the air. It has a low chance to inflict the Poison and Petrify effect as it deals moderate Piercing Earth damage to the target. [Earth] [Offensive] [AoE]


Fire Wave: A large wave created with pure Fire magic power is released from the hand in a flick of the wrist. It rolls outwards hitting many targets before it slowly dissipates in the air. It has a low chance to inflict the Burn and Weakening effect as it deals moderate Fire damage to the target. [Fire] [Offensive] [AoE]


Holy Wave: A large wave created with pure Holy magic power is released from the hand in a flick of the wrist. It rolls outwards hitting many targets before it slowly dissipates in the air. It has a low chance to inflict the Stun and Slow effect as it deals moderate Holy damage to the target. [Holy] [Offensive] [AoE]


Ice Wave: A large wave created with pure Ice magic power is released from the hand in a flick of the wrist. It rolls outwards hitting many targets before it slowly dissipates in the air. It has a low chance to inflict the Cold and Frost effect as it deals moderate Ice damage to the target. [Ice] [Offensive] [AoE]

 


Light Wave: A large wave created with pure Light magic power is released from the hand in a flick of the wrist. It rolls outwards hitting many targets before it slowly dissipates in the air. It has a low chance to inflict the Confusion and Blind effect as it deals moderate Light damage to the target. [Light] [Offensive] [AoE]


Lightning Wave: A large wave created with pure Lightning magic power is released from the hand in a flick of the wrist. It rolls outwards hitting many targets before it slowly dissipates in the air. It has a low chance to inflict the Shock and Paralyze effect as it deals moderate Lightning damage to the target. [Lightning] [Offensive] [AoE]


Nature Wave: A large wave created with pure Nature magic power is released from the hand in a flick of the wrist. It rolls outwards hitting many targets before it slowly dissipates in the air. It has a low chance to inflict the Slow and Poison effect as it deals moderate Piercing Nature damage to the target. [Nature] [Offensive] [AoE]


Water Wave: A large wave created with pure Water magic power is released from the hand in a flick of the wrist. It rolls outwards hitting many targets before it slowly dissipates in the air. It has a low chance to inflict the Wet and Cold effect as it deals moderate Water damage to the target. [Water] [Offensive] [AoE]


Wind Wave: A large wave created with pure Wind magic power is released from the hand in a flick of the wrist. It rolls outwards hitting many targets before it slowly dissipates in the air. It has a low chance to inflict the Shatter and Bleed effect as it deals moderate Wind damage to the target. [Wind] [Offensive] [AoE]

Coil Spells And You

What is the Coil Spell? The Coil Spell is a condensed constructed multiple Bolt Spell. It is built on top of 3-5 condensed Bolt Spells which are rotated at high speeds before fired at a target. They spin together creating a small elemental force which deals more elemental damage and has more elemental effect chance the further the spell is from the target. When fired the spell rotates rapidly as it glides through the air and will continue the tight rapid rotation and speed so long as the Bolts stay in unison. If disrupted or destroyed the spell will loosen and the coils will become more distanced, decreasing damage and effect chance.

Magical Spells By
Element:

Spell Construction: Element - Bolt Spell - Coil Spell

Arcane Coil: Condensing the Arcane Bolt by adding more Bolt Spells and making a small arcane ball in the center to anchor the added Bolt Spells by thin magic threads and adding rotation allows for the spell to have an insane range and a huge amount of damage. The increased range and shooting nature causes it to have more damage and effect chance due to the added Bolt Spells linked together. It deals high Arcane damage to the target. [Arcane] [Offensive] [Single Target]


Corrosion Coil: Condensing the Corrosion Bolt by adding more Bolt Spells and making a small arcane ball in the center to anchor the added Bolt Spells by thin magic threads and adding rotation allows for the spell to have an insane range and a huge amount of damage. The increased range and shooting nature causes it to have more damage and effect chance due to the added Bolt Spells linked together. It has a moderate chance to inflict the Acid and Burn effect as it deals moderate Corrosion damage to the target. [Corrosion] [Offensive] [Single Target]


Dark Coil: Condensing the Dark Bolt by adding more Bolt Spells and making a small arcane ball in the center to anchor the added Bolt Spells by thin magic threads and adding rotation allows for the spell to have an insane range and a huge amount of damage. The increased range and shooting nature causes it to have more damage and effect chance due to the added Bolt Spells linked together. It has a moderate chance to inflict the Darkness and Silence  effect as it deals moderate Dark damage to the target. [Dark] [Offensive] [Single Target]


Earth Coil: Condensing the Earth Bolt by adding more Bolt Spells and making a small arcane ball in the center to anchor the added Bolt Spells by thin magic threads and adding rotation allows for the spell to have an insane range and a huge amount of damage. The increased range and shooting nature causes it to have more damage and effect chance due to the added Bolt Spells linked together. It has a moderate chance to inflict the Poison and Petrify effect as it deals moderate Piercing Earth damage to the target. [Earth] [Offensive] [Single Target]
 

Fire Coil: Condensing the Fire Bolt by adding more Bolt Spells and making a small arcane ball in the center to anchor the added Bolt Spells by thin magic threads and adding rotation allows for the spell to have an insane range and a huge amount of damage. The increased range and shooting nature causes it to have more damage and effect chance due to the added Bolt Spells linked together. It has a moderate chance to inflict the Burn and Weakening effect as it deals moderate Fire damage to the target. [Fire] [Offensive] [Single Target]


Holy Coil: Condensing the Holy Bolt by adding more Bolt Spells and making a small arcane ball in the center to anchor the added Bolt Spells by thin magic threads and adding rotation allows for the spell to have an insane range and a huge amount of damage. The increased range and shooting nature causes it to have more damage and effect chance due to the added Bolt Spells linked together. It has a moderate chance to inflict the Stun and Slow effect as it deals moderate Holy damage to the target. [Holy] [Offensive] [Single Target]


Ice Coil: Condensing the Ice Bolt by adding more Bolt Spells and making a small arcane ball in the center to anchor the added Bolt Spells by thin magic threads and adding rotation allows for the spell to have an insane range and a huge amount of damage. The increased range and shooting nature causes it to have more damage and effect chance due to the added Bolt Spells linked together. It has a moderate chance to inflict the Cold and Frost effect as it deals moderate Ice damage to the target. [Ice] [Offensive] [Single Target]


Light Coil: Condensing the Light Bolt by adding more Bolt Spells and making a small arcane ball in the center to anchor the added Bolt Spells by thin magic threads and adding rotation allows for the spell to have an insane range and a huge amount of damage. The increased range and shooting nature causes it to have more damage and effect chance due to the added Bolt Spells linked together. It has a moderate chance to inflict the Confusion and Blind effect as it deals moderate Light damage to the target. [Light] [Offensive] [Single Target]


Lightning Coil: Condensing the Lightning Bolt by adding more Bolt Spells and making a small arcane ball in the center to anchor the added Bolt Spells by thin magic threads and adding rotation allows for the spell to have an insane range and a huge amount of damage. The increased range and shooting nature causes it to have more damage and effect chance due to the added Bolt Spells linked together. It has a moderate chance to inflict the Shock and Paralyze effect as it deals moderate Lightning damage to the target. [Lightning] [Offensive] [Single Target]


Nature Coil: Condensing the Nature Bolt by adding more Bolt Spells and making a small arcane ball in the center to anchor the added Bolt Spells by thin magic threads and adding rotation allows for the spell to have an insane range and a huge amount of damage. The increased range and shooting nature causes it to have more damage and effect chance due to the added Bolt Spells linked together. It has a moderate chance to inflict the Slow and Poison effect as it deals moderate Piercing Nature damage to the target. [Nature] [Offensive] [Single Target]


Water Coil: Condensing the Water Bolt by adding more Bolt Spells and making a small arcane ball in the center to anchor the added Bolt Spells by thin magic threads and adding rotation allows for the spell to have an insane range and a huge amount of damage. The increased range and shooting nature causes it to have more damage and effect chance due to the added Bolt Spells linked together.It has a moderate chance to inflict the Wet and Cold effect as it deals moderate Water damage to the target. [Water] [Offensive] [Single Target]


Wind Coil: Condensing the Wind Bolt by adding more Bolt Spells and making a small arcane ball in the center to anchor the added Bolt Spells by thin magic threads and adding rotation allows for the spell to have an insane range and a huge amount of damage. The increased range and shooting nature causes it to have more damage and effect chance due to the added Bolt Spells linked together. It has a moderate chance to inflict the Shatter and Bleed effect as it deals moderate Wind damage to the target. [Wind] [Offensive] [Single Target]

 

Chain Spells And You

What are Chain Spells and how often are they used? Chain Spells or Jumping Spells are condensed versions of the standard Elements gathered together and charged to hit a target to also hit other adjacent targets. Although the main Chain Spell used by most magic casters is Chain Lightning, the Chain Spell is a step within the spell creation process of a Wall Spell. It is viable in combat but there are better choices for spell usage so this spell is mostly a stepping spell over a combat spell.

Magical Spells By
Element:

Spell Construction: Element - Chain Spell

Chain Corrosion: Condensing the Corrosive magics into a ball of threads, it travels a short distance hitting a target then bouncing to hit other adjacent targets. It has a low chance to inflict the Acid and Burn effect as it deals moderate Corrosion damage to the target. [Corrosion] [Offensive] [Multiple Targets]


Chain Dark: Condensing the Dark magics into a ball of threads, it travels a short distance hitting a target then bouncing to hit other adjacent targets. It has a low chance to inflict the Darkness and Silence effect as it deals moderate Dark damage to the target. [Dark] [Offensive] [Multiple Targets]


Chain Earth: Condensing the Earth magics into a ball of threads, it travels a short distance hitting a target then bouncing to hit other adjacent targets. It has a low chance to inflict the Poison and Petrify effect as it deals moderate Earth damage to the target. [Earth] [Offensive] [Multiple Targets]


Chain Fire: Condensing the Fire magics into a ball of threads, it travels a short distance hitting a target then bouncing to hit other adjacent targets. It has a low chance to inflict the Burn and Weakening effect as it deals moderate Fire damage to the target. [Fire] [Offensive] [Multiple Targets]


Chain Holy: Condensing the Holy magics into a ball of threads, it travels a short distance hitting a target then bouncing to hit other adjacent targets. It has a low chance to inflict the Stun and Slow effect as it deals moderate Holy damage to the target. [Holy] [Offensive] [Multiple Targets]


Chain Ice: Condensing the Ice magics into a ball of threads, it travels a short distance hitting a target then bouncing to hit other adjacent targets. It has a low chance to inflict the Cold and Frost effect as it deals moderate Ice damage to the target. [Ice] [Offensive] [Multiple Targets]


Chain Light: Condensing the Light magics into a ball of threads, it travels a short distance hitting a target then bouncing to hit other adjacent targets. It has a low chance to inflict the Confusion and Blind effect as it deals moderate Light damage to the target. [Light] [Offensive] [Multiple Targets]


Chain Lightning: Condensing the Lightning magics into a ball of threads, it travels a short distance hitting a target then bouncing to hit other adjacent targets. It has a low chance to inflict the Shock and Paralyze effect as it deals moderate Lightning damage to the target. [Lightning] [Offensive] [Multiple Targets]


Chain Nature: Condensing the Nature magics into a ball of threads, it travels a short distance hitting a target then bouncing to hit other adjacent targets. It has a low chance to inflict the Slow and Poison effect as it deals moderate Nature damage to the target. [Nature] [Offensive] [Multiple Targets]


Chain Water: Condensing the Water magics into a ball of threads, it travels a short distance hitting a target then bouncing to hit other adjacent targets. It has a low chance to inflict the Wet and Cold effect as it deals moderate Water damage to the target. [Water] [Offensive] [Multiple Targets]


Chain Wind: Condensing the Wind magics into a ball of threads, it travels a short distance hitting a target then bouncing to hit other adjacent targets. It has a low chance to inflict the Shatter and Bleed effect as it deals moderate Wind damage to the target. [Wind] [Offensive] [Multiple Targets]
 

The Sanctuary Spell

What is the Sanctuary Spell and why do the churches of various worlds use this with great fervor? As observed from the Empire’s top magical researchers, a large beam of golden light with white particles erupts from the caster. All nearby friendly targets glow in a faint golden light as their bodies begin to rapidly heal. Curses seem to almost vanish but it is later discovered that the Curses actually enter a dormant paused state for a short time until after the spell stops. This spell is very suited for the saintly and clerical members of churches across the galaxy. Most worlds with some form of religious system will use this as the pinnacle of faith and power. As the clergy and faithful gather with their magic linked, the stronger this spell becomes. 

 

It has also been observed that limbs lost in combat can be restored as they are regrown from their own bodies cells. It has been observed that the restored limbs have only 80% function to them, not enough for the average person to notice but a master of combat or spell casting will notice. As the Empire’s magic casters use this spell the restored limb is 100% combat effective so it is determined that the spells potency greatly depends on the casters magic powers. 

 

The more targets caught in the Area of Effect the lessens the potency, power, and the duration of the spell. The longer the spell is charged and channeled for the longer it lasts. The Empire has observed power saints and priests using this spell for combative purposes due to the large holy light to deal with demons and dark beings as it can deal constant damage to them in a large area. 

 

Due to it being a restorative spell for light beings, dark beings seem to take huge amounts of damage from it- as evidenced from the churches standpoint. This however is an interesting topic to study since the nature of good and evil is subjective and from a moral standpoint. As Astar says, good intentions and actions pave the road to the underworld. After much research into the spell it has been argued and refuted about the nature of the spell and how it actually operates. They brought in a variety of magic casters to test this theory and have interesting stories and results.

 

  1. Supreme Magistrate Alimah casted the spell and it did nothing. The confusion of the spell is what prompted this whole study. Wanting a lesser form of Twilight Healing to be available to the general public, this spell went from being the biggest gain to the worst flop and no one knew why. This caused intensive research and study into what the Sanctuary Spell really is.

  2. They studied many different magic casters from holy based worlds and it was seen that at the normal levels the eyes can detect this spell is the same however when watched by the Supreme Magistrate Alimah, this could not fool her and distinctions appeared. As spells fluctuate in the powers used in a small amount from each caster, the base spell has about the same power placed into it. With no extra focus or power added into the Sanctuary Spell being casted it is seen that there is a huge fluctuation of power within the boosts, healing, and effect blooms which should be standard and within a very small % margin.

  3. For their research they found a magic caster who specializes in only Arcane boosted magic buffs with no skill in any other magic types and they described the spell to be a massive all powerful full powered boost to a small group of people as it causes large plants to erupt from the ground and grabs people in a cocoon like plant bulb before it explodes and the target is released with buffs. Instead of the Nature Elements failing and the spell working as described like expected, the unexpected had occurred. The spell went exactly as believed and the caster was able to use advanced Nature magic control.

  4. In order to test this “belief” in the spell they had some Demonic Priests gathered together. They described the spell as a huge explosion of dark swirling magics which causes the targets of the spell to gain huge boosts in power while growing in size and gaining the Berserk and Life Stealing effects for a short time. After they are described this spell and its look and effects they casted the Sanctuary Spell and it did exactly that. This was the final proof that the spell is all based on the belief of the spell's operation or comprehension of the spell, not the understanding of the spell itself.

 

From this mindset it has been determined through much research and testing from the Empire’s magic casters and holy magic casters on various worlds the following results:

 

  1. The Sanctuary Spell only operates as the user or caster decides it to. Only the targets they wish to heal or hurt will be affected. This also only applies to targets seen by the caster, entities like ghosts, camouflaged people, or even those turned into other animals are not affected by this spell.

  2. The Sanctuary Spell has no morality, no allegiance, and no spell bloom or visual effects unless the caster puts effort into showing it off. That being said, how the magic is taught and believed is how it affects targets, as well as the type of elements used is completely subjective to the caster and how they believe the spell to be used and casted.

Magical Spells By
Element:

Spell Construction: Holy + Light - Aura Spell - Sanctuary Spell

Sanctuary: A large beam of holy light erupts from the caster and all nearby friendly targets as they begin to glow in a golden light. They rapidly begin to heal, repair, and restore themselves back to full health and vitality as all status ailments are cured and removed and curses are greatly lessened. The more targets caught in the Area of Effect the lesser the duration of the bonus. The longer the spell is charged the longer it lasts. It has a high chance to inflict the Stun, Slow, Confusion, Blind, and Paralysis as it inflicts high Holy and Light damage to all enemy targets in the Area Of Effect. [Holy / Light] [Offensive] [AoE]
 

Orb Spell

What is a Spell Orb or Spell Sphere and how is it used? Primarily used for combative purposes, the floating orb of condensed magic power has a hard crystallized shell which absorbs magic particles in the air. As they are a collection of powerful magic that is condensed into a hard ball, many of these are naturally recurring in areas rich in that Element or on powerful creatures. A Lava Snake may have a few of these cores on them as its body will make them grow stronger and can be harvested when killed. If the Lava Snake is in an area where it will not thrive like the frozen north, it will use the orbs' powers to keep warm and stay alive.

 

Inside Of Combat these orbs will hover around the casters weapon or themselves. They will attack alongside the caster by releasing a bolt spell based off the Element of the orb. The orb can be detonated releasing a huge explosion of the orbs Element in a large area as a Nova Spell.

 

Outside Of Combat these are created for smithing and equipment purposes mainly but can be used in other ways. As magic power is poured into it, it will create more of the Element the Orb is created from. As the Orb dwindles in power it needs to be charged, therefore it acts as a battery of sorts. Powerful magical units like an Endless Well or a Room Heater are made with a Water Orb or Fire Orb placed within a magically lined metal box with small holes or slits. Overtime the amount of Element being released will wane but can be charged with a huge amount of magic to function the same way as before.

Magical Spells By
Element:

Spell Construction: Element - Bolt Spell - Ball Spell - Orb Spell

 

Arcane Orb / Arcane Sphere / Sphere Of Arcane / Orb Of Arcane: Condensing the Arcane magic into a small Nova Spell then encasing it in a crystalline shell, it is a dense ball of magical power. When attacking with the caster it deals moderate Arcane damage to the target. When the Orb explodes it deals very high Arcane damage to the target.  [Arcane] [Offensive] [Single Target / AoE]

 

Corrosion Orb / Corrosion Sphere / Sphere Of Corrosion / Orb Of Corrosion: Condensing the Corrosion magic into a small Nova Spell then encasing it in a crystalline shell, it is a dense ball of magical power. When attacking with the caster it has a low chance to inflict the Acid and Burn effect as it deals low Corrosion damage to the target. When the Orb explodes it has a high chance to inflict the Acid and Burn effect as it deals high Corrosion damage to the target.  [Corrosion] [Offensive] [Single Target / AoE]

 

Dark Orb / Dark Sphere / Sphere Of Dark / Orb Of Dark: Condensing the Dark magic into a small Nova Spell then encasing it in a crystalline shell, it is a dense ball of magical power. When attacking with the caster it has a low chance to inflict the Darkness and Silence effect as it deals low Dark damage to the target. When the Orb explodes it has a high chance to inflict the Darkness and Silence effect as it deals high Dark damage to the target. [Dark] [Offensive] [Single Target / AoE]

 

Earth Orb / Earth Sphere / Sphere Of Earth / Orb Of Earth: Condensing the Earth magic into a small Nova Spell then encasing it in a crystalline shell, it is a dense ball of magical power. When attacking with the caster it has a low chance to inflict the Poison and Petrify effect as it deals low Earth damage to the target. When the Orb explodes it has a high chance to inflict the Poison and Petrify effect as it deals high Earth damage to the target. [Earth] [Offensive] [Single Target / AoE]

 

Fire Orb / Fire Sphere / Sphere Of Fire / Orb Of Fire: Condensing the Fire magic into a small Nova Spell then encasing it in a crystalline shell, it is a dense ball of magical power. When attacking with the caster it has a low chance to inflict the Burn and Weakening effect as it deals low Fire damage to the target. When the Orb explodes it has a high chance to inflict the Burn and Weakening effect as it deals high Fire damage to the target. [Fire] [Offensive] [Single Target / AoE]

 

Holy Orb / Holy Sphere / Sphere Of Holy / Orb Of Holy: Condensing the Holy magic into a small Nova Spell then encasing it in a crystalline shell, it is a dense ball of magical power. When attacking with the caster it has a low chance to inflict the Stun and Slow effect as it deals low Holy damage to the target. When the Orb explodes it has a high chance to inflict the Stun and Slow effect as it deals high Holy damage to the target. [Holy] [Offensive] [Single Target / AoE]

 

Ice Orb / Ice Sphere / Sphere Of Ice / Orb Of Ice: Condensing the Ice magic into a small Nova Spell then encasing it in a crystalline shell, it is a dense ball of magical power. When attacking with the caster it has a low chance to inflict the Cold and Frost effect as it deals low Ice damage to the target. When the Orb explodes it has a high chance to inflict the Cold and Frost effect as it deals high Ice damage to the target. [Ice] [Offensive] [Single Target / AoE]

 

Light Orb / Light Sphere / Sphere Of Light / Orb Of Light: Condensing the Light magic into a small Nova Spell then encasing it in a crystalline shell, it is a dense ball of magical power. When attacking with the caster it has a low chance to inflict the Confusion and Blind effect as it deals low Light damage to the target. When the Orb explodes it has a high chance to inflict the Confusion and Blind effect as it deals high Light damage to the target. [Light] [Offensive] [Single Target / AoE]

 

Lightning Orb / Lightning Sphere / Sphere Of Lightning / Orb Of Lightning: Condensing the Lightning magic into a small Nova Spell then encasing it in a crystalline shell, it is a dense ball of magical power. When attacking with the caster it has a low chance to inflict the Shock and Paralyze effect as it deals low Lightning damage to the target. When the Orb explodes it has a high chance to inflict the Shock and Paralyze effect as it deals high Lightning damage to the target. [Lightning] [Offensive] [Single Target / AoE]

 

Nature Orb / Nature Sphere / Sphere Of Nature / Orb Of Nature: Condensing the Nature magic into a small Nova Spell then encasing it in a crystalline shell, it is a dense ball of magical power. When attacking with the caster it has a low chance to inflict the Slow and Poison effect as it deals low Nature damage to the target. When the Orb explodes it has a high chance to inflict the Slow and Poison effect as it deals high Nature damage to the target. [Nature] [Offensive] [Single Target / AoE]

 

Water Orb / Water Sphere / Sphere Of Water / Orb Of Water: Condensing the Water magic into a small Nova Spell then encasing it in a crystalline shell, it is a dense ball of magical power. When attacking with the caster it has a low chance to inflict the Wet and Cold effect as it deals low Water damage to the target. When the Orb explodes it has a high chance to inflict the Wet and Cold effect as it deals high Water damage to the target. [Water] [Offensive] [Single Target / AoE]

 

Wind Orb / Wind Sphere / Sphere Of Wind / Orb Of Wind: Condensing the Wind magic into a small Nova Spell then encasing it in a crystalline shell, it is a dense ball of magical power. When attacking with the caster it has a low chance to inflict the Shatter and Bleed effect as it deals low Wind damage to the target. When the Orb explodes it has a high chance to inflict the Shatter and Bleed effect as it deals high Wind damage to the target. [Wind] [Offensive] [Single Target / AoE]

Walk Spell And You

​​What is a Walk Spell or Spell Walking and how is it used? Magic power is wrapped around the user’s feet allowing them to pass through the element the cast and they are able to walk through with this buff. It removes all movement debuffs and allows for their speed and actions to be used when passing through the Element of the Walk Spell.

Magical Spells By
Element:

Spell Construction: Element - Armor Spell - Walk Spell

 

Corrosion Walking: Corrosion magic is gathered on the target’s feet allowing passage through Corrosion areas. It removes all movement debuffs and allows for their speed and actions to be used when passing through the area until the Elemental Skin is Removed. [Element] [Support] [Single Target]

 

Dark Walking: Dark magic is gathered on the target’s feet allowing passage through Corrosion areas. It removes all movement debuffs and allows for their speed and actions to be used when passing through the area until the Elemental Skin is Removed. [Element] [Support] [Single Target]

 

Earth Walking: Earth magic is gathered on the target’s feet allowing passage through Corrosion areas. It removes all movement debuffs and allows for their speed and actions to be used when passing through the area until the Elemental Skin is Removed. [Element] [Support] [Single Target]

 

Fire Walking: Fire magic is gathered on the target’s feet allowing passage through Corrosion areas. It removes all movement debuffs and allows for their speed and actions to be used when passing through the area until the Elemental Skin is Removed. [Element] [Support] [Single Target]

 

Holy Walking: Holy magic is gathered on the target’s feet allowing passage through Corrosion areas. It removes all movement debuffs and allows for their speed and actions to be used when passing through the area until the Elemental Skin is Removed. [Element] [Support] [Single Target]

 

Ice Walking: Ice magic is gathered on the target’s feet allowing passage through Corrosion areas. It removes all movement debuffs and allows for their speed and actions to be used when passing through the area until the Elemental Skin is Removed. [Element] [Support] [Single Target]

 

Light Walking: Light magic is gathered on the target’s feet allowing passage through Corrosion areas. It removes all movement debuffs and allows for their speed and actions to be used when passing through the area until the Elemental Skin is Removed. [Element] [Support] [Single Target]

 

Lightning Walking: Lightning magic is gathered on the target’s feet allowing passage through Corrosion areas. It removes all movement debuffs and allows for their speed and actions to be used when passing through the area until the Elemental Skin is Removed. [Element] [Support] [Single Target]

 

Nature Walking: Nature magic is gathered on the target’s feet allowing passage through Corrosion areas. It removes all movement debuffs and allows for their speed and actions to be used when passing through the area until the Elemental Skin is Removed. [Element] [Support] [Single Target]

 

Water Walking: Water magic is gathered on the target’s feet allowing passage through Corrosion areas. It removes all movement debuffs and allows for their speed and actions to be used when passing through the area until the Elemental Skin is Removed. [Element] [Support] [Single Target]

 

Wind Walking: Wind magic is gathered on the target’s feet allowing passage through Corrosion areas. It removes all movement debuffs and allows for their speed and actions to be used when passing through the area until the Elemental Skin is Removed. [Element] [Support] [Single Target]

Force Spell And You

What is the Force Spell? Condensed Arcane power grows and then is unleashed outwards to launch a small object or target a great distance. The larger the target the closer they land to the caster. A small ball can be launched a few hundred meters away while a person can be thrown a few meters. An object or person's mass does influence the trajectory and projectile distance as well as other factors like gravity and wind.

Magical Spells By
Element:

Spell Construction: Arcane - Force Spell

 

Force: Arcane magics gather in the palms of the casters hands as they shoot a wave outwards pushing the target back. It deals moderate Arcane damage and pushes them back. [Arcane] [Offensive] [Single Target]

Summoning Spell 

What is the Summoning Spell? The Summoning Spell or Swarm Spell has many different effects and summoned creatures. This is seen as one of the few building block spells the Empire has observed. As the caster focuses on their favorite summoning type, they can build their element into the spell to use that element's attacks and effects. The Empire will use the research and understanding of this spell’s creation and modification to study other magic across the galaxy. This is the first true spell the Empire began to study due to constantly seeing the spell and how its element changes with each summoning. As the Empire has researched, when going to a new world and using this magic the level of the spells change drastically. A Swarm Of Rat Spell is mainly a low level rat summoning spell which is more generally seen as an entry level spell into the conjuration side of magic. On a world where the “Rat” is actually a powerful demonic beast which can fly and breathe fire, it will now become a much higher level spell than initially expected. A simple Crab Summoning Spell will summon a large crab to assist the caster in combat, on a desert world this spell has a huge mana cost as it summons a large sand crab which is a natural disaster level calamity. This goes to show that many different creatures are interchangeable as standard creatures to be used for the caster. Therefore the Empire has devised a list of the most generic and generalized summoning spells to be able to use on almost all worlds. A catalog can be found at each adventurers guild the empire has control of which can show what the summonings are and their general levels.

Magical Spells By
Element:

Spell Construction: Element - Summoning Spell

 

Summoned Element List:

Arcane - Resistant to Elemental Damage and Elemental Effect Chance

Corrosion - Acid and Burn

Dark - Darkness and Silence 

Earth - Poison and Petrify

Fire - Burn and Weakening

Holy - Stun and Slow

Ice - Cold and Frost

Light - Confusion and Blind

Lightning - Shock and Paralyze

Nature - Slow and Poison

Water - Wet and Cold

Wind - Shatter and Bleed

 

Creature Summoning:

Normal: 1 single creature which will fight for the caster.

Giant: 1-2 giant creatures which are much better at combat and fight for the caster.

Swarm: 3-5 smaller creatures which will swarm and fight for the caster.

 

Summoned Creature List:

Bat Summoning: A small bat creature which is imbued with the caster’s chosen element is summoned to attack the caster’s target. Their bite deals low piercing elemental damage to the target as it restores +10% damage dealt as life to the caster.

 

Rat Summoning: A small rat creature which is imbued with the caster’s chosen element is summoned to attack the caster’s target. Their claws deal low slashing elemental damage to the target as it has a high chance to inflict the Poison and Bleed status effects. Their bite deals low piercing elemental damage to the target.

 

Spider Summoning: A small spider creature which is imbued with the caster’s chosen element is summoned to attack the caster’s target. Their bite deals low piercing elemental damage to the target as it has a high chance to inflict the Poison and Bleed status effects.

 

Crab Summoning: A small crab creature which is imbued with the casters chosen element is summoned to attack the caster’s target. Their claw weapon deals low Bludging and Crushing elemental damage to the target.

 

Hawk Summoning: A small hawk creature which is imbued with the caster's chosen element is summoned to attack the caster’s target. Their talons deal low piercing elemental damage to the target as it has a high chance to inflict the Bleed status effects.

 

Scorpion Summoning: A small scorpion creature which is imbued with the caster’s chosen element is summoned to attack the caster’s target. Their claw weapon deals low Bludging and Crushing elemental damage to the target as it has a high chance to inflict the Stun and Weakening status effects. Their tail barb weapon deals low piercing elemental damage to the target as it has a high chance to inflict the Poison and Weakening status effects. 

 

Wolf Summoning: A wolf creature which is imbued with the caster’s chosen element is summoned to attack the caster’s target. Their claw weapon deals low piercing elemental damage to the target as it has a high chance to inflict the Stun and Weakening status effects.

 

Boar Summoning: A boar creature which is imbued with the caster’s chosen element is summoned to attack the caster’s target. 

 

Bear Summoning: A bear creature which is imbued with the caster’s chosen element is summoned to attack the caster’s target. 

 

Hydra Summoning: A hydra creature which is imbued with the caster’s chosen element is summoned to attack the caster’s target. 

 

Mule Summoning: A mule creature which is imbued with the caster’s chosen element is summoned to attack the caster’s target. 

 

Horse Summoning: A horse creature which is imbued with the caster’s chosen element is summoned to attack the caster’s 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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