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Starry Sky

Skin Enhancing Spells

Skin Spells or Skin Enhancing Spells are spells which manipulate the skins innermost layer thickening it and increasing its resistance and durability. Each one of the spells listed below are covered in their own respective section.

Sections Covered:

Thick Skin Spell:

Resistant Skin Spell:

Elemental Skin Spell:

Cloak Spell:

Thick Skin Spell

What is the Thick Skin Spell?  Referred to as the Thick Skin Spell, Thick Scale Spell, or the Thick Fur Spell. The first layer of epidermis, or skin tissues, becomes extremely thick as it offers protection to the body as it builds more cells on top of the thick layer. This spell reduces physical damage taken from all physical based attacks to the underlayer of skin cells. The race of the caster or target of the spell doesn’t matter as the thick skin layer will be at the base before the top layer of skin, fur, or scales will harden for the spell. The longer the spell is charged the more damage it reduces as the top layer becomes very thick and coarse. While this effect is a natural process in most magical beings as their body becomes stronger to protect themselves from incoming physical damage, the spell can offer even stronger more durable cells to become even more physically protected when needed.

Magical Spells By
Element:

Spell Construction: Arcane - Thick Skin Spell

 

Thick Skin Spell: Magical power is used to enhance the skin of the target to take reduced physical damage from all sources. The longer the spell is charged the more % of damage is reduced. [Arcane] [Support] [Single Target]

Thick Scale Spell: Magical power is used to enhance the scales of the target to take reduced physical damage from all sources. The longer the spell is charged the more % of damage is reduced. [Arcane] [Support] [Single Target]

Thick Fur Spell: Magical power is used to enhance the fur of the target to take reduced physical damage from all sources. The longer the spell is charged the more % of damage is reduced. [Arcane] [Support] [Single Target]

Resistant Skin Spell

What is the Resistant Skin Spell?  Referred to as the Resistant Skin Spell, Resistant Scale Spell, or the Resistant Fur Spell. The first few layers of epidermis, or skin tissues, overlap into a lattice pattern as it offers protection to the body as it builds more cells on top of the latticed layer. This spell reduces magical damage taken from all magical based attacks to the lattice layer of skin cells. The race of the caster or target of the spell doesn’t matter as the lattice skin layer will remain under their normal skin, fur, or scale layer. The longer the spell is charged the more damage it reduces as the top lattice diverts some of the magical damage taken to the body. While this effect is a natural process in most magical beings as their body becomes stronger to protect themselves from incoming magical damage, the spell can offer even stronger more durable cells to become even more magically protected when needed.

Magical Spells By
Element:

Spell Construction: Arcane - Thick Skin Spell - Resistant Skin Spell

 

Resistant Skin Spell: Magical power is used to enhance the skin of the target to take reduced magical damage from all sources. The longer the spell is charged the more % of damage is reduced. [Arcane] [Support] [Single Target]

Resistant Scale Spell: Magical power is used to enhance the scales of the target to take reduced magical damage from all sources. The longer the spell is charged the more % of damage is reduced. [Arcane] [Support] [Single Target]

Resistant Fur Spell: Magical power is used to enhance the fur of the target to take reduced magical damage from all sources. The longer the spell is charged the more % of damage is reduced. [Arcane] [Support] [Single Target]

Element Skin Spell

What is the Element Skin Spell? The Element Skin Spell is a spell which channels the desired element into the skin to negate the chosen element. As it requires more magic power then the element walking spell, this one protects the entire body. As the whole body is protected from the element it offers less protection. More magic power can be pumped though the skin to increase its resistance up to complete negation at the cost of much more magical energy and power.

Magical Spells By
Element:

Spell Construction: Element - Armor Spell - Walk Spell - Elemental Skin Spell

 

Skin Of Arcane / Arcanic Skin: Arcane magic is gathered on the target reducing the Arcane damage taken. The target receives +50% Arcane Resistance until the Elemental Skin is Removed. [Arcane] [Defensive] [Single Target]

 

Skin Of Corrosion / Corrosive Skin: Corrosion magic is gathered on the target reducing the Corrosion damage taken. The target receives +50% Corrosion Resistance and Reduces Corrosion Effect Chance by -50% until the Elemental Skin is Removed. [Corrosion] [Defensive] [Single Target]

 

Skin Of Darkness / Dark Skin: Dark magic is gathered on the target reducing the Dark damage taken. The target receives +50% Dark Resistance and Reduces Dark Effect Chance by -50% until the Elemental Skin is Removed. [Dark] [Defensive] [Single Target]

 

Skin Of Earth / Earthen Skin: Earth magic is gathered on the target reducing the Earth damage taken. The target receives +50% Earth Resistance and Reduces Earth Effect Chance by -50% until the Elemental Skin is Removed. [Earth] [Defensive] [Single Target]

 

Skin Of Fire / Flaming Skin: Fire magic is gathered on the target reducing the Fire damage taken. The target receives +50% Fire Resistance and Reduces Fire Effect Chance by -50% until the Elemental Skin is Removed. [Fire] [Defensive] [Single Target]

 

Skin Of Holy / Holy Skin: Holy magic is gathered on the target reducing the Holy damage taken. The target receives +50% Holy Resistance and Reduces Holy Effect Chance by -50% until the Elemental Skin is Removed. [Holy] [Defensive] [Single Target]

 

Skin Of Ice / Frozen Skin: Ice magic is gathered on the target reducing the Ice damage taken. The target receives +50% Ice Resistance and Reduces Ice Effect Chance by -50% until the Elemental Skin is Removed. [Ice] [Defensive] [Single Target]

 

Skin Of Light / Light Skin: Light magic is gathered on the target reducing the Light damage taken. The target receives +50% Light Resistance and Reduces Light Effect Chance by -50% until the Elemental Skin is Removed. [Light] [Defensive] [Single Target]

 

Skin Of Lightning / Thundering Skin: Lightning magic is gathered on the target reducing the Lightning damage taken. The target receives +50% Lightning Resistance and Reduces Lightning Effect Chance by -50% until the Elemental Skin is Removed. [Lightning] [Defensive] [Single Target]

 

Skin Of Nature / Nature Skin: Nature magic is gathered on the target reducing the Nature damage taken. The target receives +50% Nature Resistance and Reduces Nature Effect Chance by -50% until the Elemental Skin is Removed. [Nature] [Defensive] [Single Target]

 

Skin Of Water / Water Skin: Water magic is gathered on the target reducing the Water damage taken. The target receives +50% Water Resistance and Reduces Water Effect Chance by -50% until the Elemental Skin is Removed. [Water] [Defensive] [Single Target]

 

Skin Of Wind / Wind Skin: Wind magic is gathered on the target reducing the Wind damage taken. The target receives +50% Wind Resistance and Reduces Wind Effect Chance by -50% until the Elemental Skin is Removed. [Wind] [Defensive] [Single Target]

Cloak Spell And You

What is a Cloak Spell and how is it used? A Cloak Spell essentially wraps the caster in a tight aura of empowered elemental power that protects the caster but also releases its damage and effects on nearby targets. It is extremely effective and powerful at the cost of not just energy activation costs but also additional sustain costs. Even the most powerful magic casters can’t maintain a full cloak for a long period of time. Once one’s power exceeds the mortal realm their cloak spell can become more eternal than temporary. As the Cloak Spell can have its power adjusted to reduce the energy cost, it does reduce the overall effectiveness and damage of the spell while maintaining it active at almost all times. 

 

Shroud Spells and Veil Spells also fall under this category but are slightly different in nature. Due to the various magical worlds throughout the Empire, many worlds have different ways and effects for the similar spells so they are categorized in the same way. Although magic casters will use them in the same regard, seeing very confused allied casters use a similar spell with different effects is entertaining.

 

The main difference as observed by the Empire is mainly the Area of Effect of the Spell, Cost, Damage, and Effect Chance. Due to it being a mid ground spell the Shroud Spell and Veil Spell offer different stats. Cloak Spells are the standard in the Empire. It is what all magic casters train to use and operate. Veil Spells have a huge boost in damage over a cloak spell with a higher activation cost which causes more damage over time with the elemental effects. Shroud Spells have a large effect area and chance to inflict their element's effects but have a reduced initial damage to nearby targets. Although these stat changes are minor in comparison, the spells themselves have different looks as a Cloak Spell wraps itself around the caster about .5 meters or 1.5 feet away, it is a spinning torrent of elemental effects. Mainly the elements in a Cloak Spell are more powderized or thin like strings of spinning elements. The Veil Spell is a tighter spell which wraps directly around the caster's skin with more chunk-like elements. It is harder to tell the difference in flame and water veils, but with earth it is easy to see since there are actual pebbles. The Shroud Spell is a larger area spell spreading out to 1 meter or 3 feet around the caster. Full rocks spin about in a more destructive combative nature.

 

Empire’s Notes:

Veil Spells offer more damage, less effect chance, less AoE, and more cost to function.  

Cloak Spells offer more damage, more effect chance, less AoE, and less cost to function.  

Shroud Spells offer less damage, more effect chance, more AoE, and less cost to function.

Magical Spells By
Element:

Spell Construction: Element - Armor Spell - Walk Spell - Elemental Skin Spell - Cloak Spell

 

Cloak Of Corrosion: Condensing the Corrosion magic into a dense pressure around the caster. It has a moderate chance to inflict the Acid and Burn effect as it deals moderate Corrosion damage to the target. It has a low Area of Effect around the caster as it has a low activation and sustain cost. [Corrosion] [Offensive] [AoE]

 

Shroud Of Corrosion: Condensing the Corrosion magic into a dense pressure around the caster. It has a moderate chance to inflict the Acid and Burn effect as it deals low Corrosion damage to the target. It has a moderate Area of Effect around the caster as it has a low activation and sustain cost. [Corrosion] [Offensive] [AoE]

 

Veil Of Corrosion: Condensing the Corrosion magic into a dense pressure around the caster. It has a low chance to inflict the Acid and Burn effect as it deals moderate Corrosion damage to the target. It has a low Area of Effect around the caster as it has a moderate activation and sustain cost. [Corrosion] [Offensive] [AoE]

 

Cloak Of Darkness: Condensing the Dark magic into a dense pressure around the caster. It has a moderate chance to inflict the Darkness and Silence effect as it deals moderate Dark damage to the target. It has a low Area of Effect around the caster as it has a low activation and sustain cost. [Dark] [Offensive] [AoE]

 

Shroud Of Darkness: Condensing the Dark magic into a dense pressure around the caster. It has a moderate chance to inflict the Darkness and Silence effect as it deals low Dark damage to the target. It has a moderate Area of Effect around the caster as it has a low activation and sustain cost. [Dark] [Offensive] [AoE]

 

Veil Of Darkness: Condensing the Dark magic into a dense pressure around the caster. It has a low chance to inflict the Darkness and Silence effect as it deals moderate Dark damage to the target. It has a low Area of Effect around the caster as it has a moderate activation and sustain cost. [Dark] [Offensive] [AoE]

 

Cloak Of Earth: Condensing the Earth magic into a dense pressure around the caster. It has a moderate chance to inflict the Poison and Petrify effect as it deals moderate Earth damage to the target. It has a low Area of Effect around the caster as it has a low activation and sustain cost. [Earth] [Defensive] [AoE]

 

Shroud Of Earth: Condensing the Earth magic into a dense pressure around the caster. It has a moderate chance to inflict the Poison and Petrify effect as it deals low Earth damage to the target. It has a moderate Area of Effect around the caster as it has a low activation and sustain cost. [Earth] [Defensive] [AoE]

 

Veil Of Earth: Condensing the Earth magic into a dense pressure around the caster. It has a low chance to inflict the Poison and Petrify effect as it deals moderate Earth damage to the target. It has a low Area of Effect around the caster as it has a moderate activation and sustain cost. [Earth] [Defensive] [AoE]

 

Cloak Of Flames: Condensing the Fire magic into a dense pressure around the caster. It has a moderate chance to inflict the Burn and Weakening effect as it deals moderate Fire damage to the target. It has a low Area of Effect around the caster as it has a low activation and sustain cost. [Fire] [Offensive] [AoE]

 

Shroud Of Flames: Condensing the Fire magic into a dense pressure around the caster. It has a moderate chance to inflict the Burn and Weakening effect as it deals low Fire damage to the target. It has a moderate Area of Effect around the caster as it has a low activation and sustain cost. [Fire] [Offensive] [AoE]

 

Veil Of Flames: Condensing the Fire magic into a dense pressure around the caster. It has a low chance to inflict the Burn and Weakening effect as it deals moderate Fire damage to the target. It has a low Area of Effect around the caster as it has a moderate activation and sustain cost. [Fire] [Offensive] [AoE]

 

Cloak Of Holy: Condensing the Holy magic into a dense pressure around the caster. It has a moderate chance to inflict the Stun and Slow effect as it deals moderate Holy damage to the target. It has a low Area of Effect around the caster as it has a low activation and sustain cost. [Holy] [Defensive] [AoE]

 

Shroud Of Holy: Condensing the Holy magic into a dense pressure around the caster. It has a moderate chance to inflict the Stun and Slow effect as it deals low Holy damage to the target. It has a moderate Area of Effect around the caster as it has a low activation and sustain cost. [Holy] [Defensive] [AoE]

 

Veil Of Holy: Condensing the Holy magic into a dense pressure around the caster. It has a low chance to inflict the Stun and Slow effect as it deals moderate Holy damage to the target. It has a low Area of Effect around the caster as it has a moderate activation and sustain cost. [Holy] [Defensive] [AoE]

 

Cloak Of Frost: Condensing the Ice magic into a dense pressure around the caster. It has a moderate chance to inflict the Cold and Frost effect as it deals moderate Ice damage to the target. It has a low Area of Effect around the caster as it has a low activation and sustain cost. [Ice] [Defensive] [AoE]

 

Shroud Of Frost: Condensing the Ice magic into a dense pressure around the caster. It has a moderate chance to inflict the Cold and Frost effect as it deals low Ice damage to the target. It has a moderate Area of Effect around the caster as it has a low activation and sustain cost. [Ice] [Defensive] [AoE]

 

Veil Of Frost: Condensing the Ice magic into a dense pressure around the caster. It has a low chance to inflict the Cold and Frost effect as it deals moderate Ice damage to the target. It has a low Area of Effect around the caster as it has a moderate activation and sustain cost. [Ice] [Defensive] [AoE]

 

Cloak Of Light: Condensing the Light magic into a dense pressure around the caster. It has a moderate chance to inflict the Confusion and Blind effect as it deals moderate Light damage to the target. It has a low Area of Effect around the caster as it has a low activation and sustain cost. [Light] [Defensive] [AoE]

 

Shroud Of Light: Condensing the Light magic into a dense pressure around the caster. It has a moderate chance to inflict the Confusion and Blind effect as it deals low Light damage to the target. It has a moderate Area of Effect around the caster as it has a low activation and sustain cost. [Light] [Defensive] [AoE]

 

Veil Of Light: Condensing the Light magic into a dense pressure around the caster. It has a low chance to inflict the Confusion and Blind effect as it deals moderate Light damage to the target. It has a low Area of Effect around the caster as it has a moderate activation and sustain cost. [Light] [Defensive] [AoE]

 

Cloak Of Lightning: Condensing the Lightning magic into a dense pressure around the caster. It has a moderate chance to inflict the Shock and Paralyze effect as it deals moderate Lightning damage to the target. It has a low Area of Effect around the caster as it has a low activation and sustain cost. [Lightning] [Offensive] [AoE]

 

Shroud Of Lightning: Condensing the Lightning magic into a dense pressure around the caster. It has a moderate chance to inflict the Shock and Paralyze effect as it deals low Lightning damage to the target. It has a moderate Area of Effect around the caster as it has a low activation and sustain cost. [Lightning] [Offensive] [AoE]

 

Veil Of Lightning: Condensing the Lightning magic into a dense pressure around the caster. It has a low chance to inflict the Shock and Paralyze effect as it deals moderate Lightning damage to the target. It has a low Area of Effect around the caster as it has a moderate activation and sustain cost. [Lightning] [Offensive] [AoE]

Cloak Of Nature: Condensing the Nature magic into a dense pressure around the caster. It has a moderate chance to inflict the Slow and Poison effect as it deals moderate Nature damage to the target. It has a low Area of Effect around the caster as it has a low activation and sustain cost. [Nature] [Offensive] [AoE]

 

Shroud Of Nature: Condensing the Nature magic into a dense pressure around the caster. It has a moderate chance to inflict the Slow and Poison effect as it deals low Nature damage to the target. It has a moderate Area of Effect around the caster as it has a low activation and sustain cost. [Nature] [Offensive] [AoE]

 

Veil Of Nature: Condensing the Nature magic into a dense pressure around the caster. It has a low chance to inflict the Slow and Poison effect as it deals moderate Nature damage to the target. It has a low Area of Effect around the caster as it has a moderate activation and sustain cost. [Nature] [Offensive] [AoE]

 

Cloak Of Water: Condensing the Water magic into a dense pressure around the caster. It has a moderate chance to inflict the Wet and Cold effect as it deals moderate Water damage to the target. It has a low Area of Effect around the caster as it has a low activation and sustain cost. [Water] [Defensive] [AoE]

 

Shroud Of Water: Condensing the Water magic into a dense pressure around the caster. It has a moderate chance to inflict the Wet and Cold effect as it deals low Water damage to the target. It has a moderate Area of Effect around the caster as it has a low activation and sustain cost. [Water] [Defensive] [AoE]

 

Veil Of Water: Condensing the Water magic into a dense pressure around the caster. It has a low chance to inflict the Wet and Cold effect as it deals moderate Water damage to the target. It has a low Area of Effect around the caster as it has a moderate activation and sustain cost. [Water] [Defensive] [AoE]

 

Cloak Of Wind: Condensing the Wind magic into a dense pressure around the caster. It has a moderate chance to inflict the Shatter and Bleed effect as it deals moderate Wind damage to the target. It has a low Area of Effect around the caster as it has a low activation and sustain cost. [Wind] [Offensive] [AoE]

Shroud Of Wind: Condensing the Wind magic into a dense pressure around the caster. It has a moderate chance to inflict the Shatter and Bleed effect as it deals low Wind damage to the target. It has a moderate Area of Effect around the caster as it has a low activation and sustain cost. [Wind] [Offensive] [AoE]

 

Veil Of Wind: Condensing the Wind magic into a dense pressure around the caster. It has a low chance to inflict the Shatter and Bleed effect as it deals moderate Wind damage to the target. It has a low Area of Effect around the caster as it has a moderate activation and sustain cost. [Wind] [Offensive] [AoE]

Starry Sky

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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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