arrow Level 1 Apprentice.
arrow Level 2 = Novice.
arrow Level 3= Wizard, Witch, Warlock, Sorcerer, Sorceress, Enchanter, Enchantress, Ect, Ect.
arrow Level 4 = Master/Mistress Wizard, Witch, Warlock, Sorcerer, Sorceress, Enchanter, Enchantress, Ect, Ect.
arrow Level 5 = MageLord/Lady, Witch, Warlock, Sorcerer, Sorceress, Enchanter, Enchantress, Ect, Ect.
If you should have any sugestions for spells or psychic powers please let me know and they will be considered and even perhaps added to the list.
SPELL BOOK.
Magic spells:
The winds of magic waxes and wanes in random ways; with in these winds are verying types of mystical energies that can be channelled in to certain spell types to cause desired effects.
Only Metaron?s can cast spells with out need for rolling due to their sheer saturation with magical energies, bare in mind though there can only be one metaron per group of players.
Psychic, Chi and Jutsu.
These are different to magic for where a caster must summon to them selves the energies required to attempt a casting a Psychic needs only to be ale to focus and concentrate his or hers mind or spiritual energy in order to make the required ability to work.
Though this is not as simple as it may actually seem at first glance.
DISSPELL, Any magic user be they Human Elemental or even Daemonic can learn this spell and is amongst the easy to learn.
The spell enables the caster to stop a spell that has been cast by them selves or by some one else dead in its tracks.
THE ELERMENTAL SPELLS: Ecomancy.
Pyromancy.
[Level 1]
Fire Ball, this spell enables the caster to create a ball of fire that can be thrown at a target of the casters choosing.
[Level 2]
Molten Man, the caster of this spell instantly becomes hot as a photosphere causing any thing or one near him to reduced to ashes while the caster remains unharmed.
[Level 2]
Flameing Wall, the caster creates a wall of impassable flames.
[Level 4]
Fire Storm, this spell causes flaming teardrops to fall like rain.
[Level 3]
Burning Fists, the casters hands burst into flames that do not harm the caster but can cause other hit by the fiery hands to catch fire as well as receive server burns.
[Level 1]
Blinding Flair, The caster can create a blinding blaze of super nova that can for a span of time render all unprepared completely blind.
[Level 1]
Fire Armour, this spell creates a full suit and helmet of armour formed of white hot flames that does not harm the user but any who are touched by it run the risk of catching fire while obtaining server burns.
[Level 1]
Fire Shield, this spell enables the use to create a curved circular shield of flames to protect them selves, often used in conjunction with fire armour spell and either magma whip or flaming scimitar spell.
[Level 1]
Magma Whip, this spell remain in play for as long as the user wishes and causes a tendril of molten magma manifest itself in the place of one the casters hands, though it has no effect on the wielder it will cause a opponent hit by this to burst into flames and suffer severe burns.
There is all so the chance that it will cause armour flesh bone to melt.
[Level 4]
Spontaneous Combustion, the target of this spell must been in line of sight to work and on successful casting will cause the victims body to suddenly catch fire and be rendered into ashes.
[Level 1]
Flaming Scimitar, a blade of fire erupts into being from the casters clenched fist.
Though it has no effect on the wielder any one hit but the blade of fire suffers as though hit by a sword as well as runs the risk of catching fire.
Terramancy.
[Level 1]
Burning Iron, causes an arrow of molten iron to manifest it self and can then be fired by pointing at a target and saying a command word such as shoot or fire.
[Level 2]
Burning Silver, is the same as above with the burning iron spell but with molten silver perfect for use against the regenerative abilities of a Were or Daemon.
[Level 3]
Bane of Steel, this spell causes all steel object of the target to rust and crumble.
[Level 2]
Earthquake, this spell causes the ground to tremble with considerable force though still nowhere as potential as a real earthquake where the mantles of the earth over lap.
[Level 3]
Stone Golem, a collection of stone run as though liquid to form a immense ten foot humanoid giant that will do the caster will for a short period of time until the spell wares off and returns to a collection of stones and rock.
[Level 4]
Metal Golem, this is the same as the stone golem spell above but can be used with any form of metal though finding enough metal to cast this spell can be hard and often means the golem is weak as several types of metal are often used when steel is not available such as gold silver iron and copper.
[Level 1]
Animal Speech, this spell enables the caster to communicate with any form of animal that lives on the ground.
[Level 1]
Natures Shield, this spell creates a shield of stone that is near weightless to the caster affording them the ease to block incoming attacks.
Can be combined with the iron shell spell and either diamond sabre or jaded spear for extra protection and power.
[Level 1]
Iron Shell, crusts of iron form thick layers over the caster to create a hard enchanted shell that covers both head and body to deflect most attack, like the spell natures shield is weightless to the user.
[Level 1]
Jaded Spear, on being cast a javelin like spear manifests itself and can be used as close combat weapon or as a projectile.
This spell can be used in conjunction with diamond sabre or the nature shield spell.
[Level 3]
Diamond Sabre, once cast a sabre of solid diamond with zero flaws manifest itself in the casters hand.
This blade is capable of easily cutting though the densest of materials that any mortal can manufacture.
Arielmancy.
[Level 1]
Forked Lightning, the caster of this spell causes lightning to arc towards any two targets at once and cause vast amounts of damage.
[Level 2]
Thunder Bolt, once cast a clap of thunder is summoned damaging the eardrums of all preasent even the summoners.
Caution is advised in the use of this spell.
[Level 3]
Ball Lightning, on being cast a sphere of electrical energy forms in the palm of the casters hand ready to be thrown at whom ever the caster wishes.
This spell is more power full that the forked lightning spell but can only be used against one target.
However ball lightning will actively seek out the target making evading the spell near impossible for any mortal or elemental to do though some daemons are swift enough to do so.
[Level 4]
Tornado, this spell calls up a tornado.
[Level 2]
Hurricane, this call up a hurricane.
[Level 3]
Whirlwind, this spell calls up a whirlwind.
[Level 2]
Hail, when cast large chunks of ice fall from the sky with considerable force capable of beating a fully-grown man to a bloody pulp, however thsi is an idirect attack that may hit every one including the target.
[Level 1]
Storm Shield, a shield takes form from the howling winds to deflect any missile attack or push aside any close combat attack.
This spell can be used in conjunction with armour of oden spell and either electro-sword or lightning of zeus spell form more power and protection.
[Level 1]
Odens Armour, lightning arcs across the body to protect it?s warier from attacks and electrocute any attack foolish enough to attack with a weapon that conducts electricity.
[Level 1]
Cloud Fall, though not very lethal this spell has proved more than useful on many occasions.
Once cast rain clouds gaver and the sky darkens as torrential rain occurs.
[Level 2]
Lightning of Zeus, a lightning bolt is formed in one of the casters hand doing no damage to them, the bolt is then cast at a target of their choice and will cause a server electrical shock to the victim hit by it.
This spell can be used in conjunction with the electro-sword spell.
[Level 1]
Electro-Sword, a blade of electricity forms from the out stretched hand of the caster.
Not only does this blade of electrical energy cut but also any thing conductive that it makes contact with receives a severe electrical shock.
Hydromancy.
[Level 4]
Whirlpool, this spell creates a whirlpool to form in any spance of water.
The size and strength of the whirlpool depends completely on where its cast, so if cast in a pond it would be weak while in an ocean it would be extremely powerful.
[Level 2]
Water Tower, this spell causes a waterspout to form and cause considerable amounts of damage.
[Level 1]
Submarinal, this causes a set of gills to form on the caster or a person of the caster choosing and last for as long as needed.
[Level 3]
Ice Field, this spell enables the caster to freeze any expanse of water for as far as the caster can see but only for short period of time.
Further more the ice is thick enough to walk over but can only support a limited amount of weight.
[Level 1]
Ice Armour, this spell causes an armour of ice to form around the casters body and head to protect them from harm; this spell can be used in conjunction with
The freeze arrow spell.
[Level 1]
Freeze Arrow, this spell is launched at an opponent as though using and invisible bow where upon an arrow of ice manifests itself.
On hitting the target the victim is instantly frozen in ice.
[Level 2]
Aqua-Sword, a sword of pure water that can cut like a razor sharp blade yet enables the user to move twice as fast as they would normally move.
Astromancy.
[Level 4]
Gravity Crush, this spell causes a sphere of gravity around the target to increase a million fold completely crushing every thing with in the sphere it self.
[Level 4]
Meteor Madness, summoning forth small asteroids to plummet to earth and crash into a target with in line of sight of the caster, warning though the asteroid are to small to pose a threat to the planet or its echo-system it is a wild spell that can not be controlled and may cause as much harm to the summoner as it does to the target.
[Level 3]
Star Light, this spell causes the user to shoot a thin concentrated beam of light from his out stretched finger. [Yes it?s a laser beam]
However due to it extreme acurousy it has proved less than effect on a battlefield.
[Level 4]
Time, this spell can be used in one of three ways:
Freeze Time, time with in a fixed area has stopped completely save for the caster and those in physical contact with the caster.
Time Speeds up, the caster is pulled out of time itself along with any in physical contact with the caster as time speeds past them.
Time Slows Down, all time with in a fixed area slows down to a crawl save for the caster and those in physical contact with the caster.
THE ANGELIC SPELLS: Angelology.
Life: Hierophancy.
Life: Hierophancy.
[Level 3]
Regeneration, this spell allows the wounds of person other than the caster to be regenerate at a rapid rate causing broken ones to reknit at phenomenal speeds and torn flesh to regrow near instantaneously.
However if burning causes the wound then this spell cannot work on it and burned area must be removed first.
[Level 1]
Heal, this spell allows the caster to heal those wounded though only to a point the more serveare the wound the hard it is to heal.
[Level 1]
Cure, this spell enable the caster or some one of their choice to be cured if they have been infected stung or generally bitten with a toxin venom poison disease or virus to be cured, however this spell has no effect on zombification as those who are or are close to becoming full zombies suffer greatly as this spell can be used as a weapon against the undead and living dead.
[Level 5]
Life, this spell enable a character killed to be brought back to life but only if the head is still attached and the brain undamaged.
However Death is not a happy gate keeper when people and things start messing around with lives he/she/it has reaped and will allow it only so many times.
[Level 1]
Sleep, some times it is better to creep around a large threat than to charge straight into them swords flashing and voices roaring, such as a Dragon.
On such occasions it is better to send the creature or thing to sleep and just quietly walk on pass leaving sleeping Dragons lie.
[Level 1]
Calm, there will come a time when panic may brake loose amongst the hero or paranoia or some other extreme emotion may surface and a sedative is needed, on some occasions when a character has gone it to shock this to can aid them and prevent an untimely demise.
[Level 4]
Guardian Light, this causes a sphere of light to form around the caster and any in close proximity shielding them from any psychic magical or none magical attacks, however this works both ways.
THE DAEMON SPELLS: Daemonology.
Life: Nature Hand
. Life: Nature Hand
[Level 3]
Mistress of the Marsh, this causes marsh gas to manifest around the caster yet while the caster is unaffected by it and can breath easily no one around the caster can.
Warning Marsh Gas is highly flammable and can be used against the caster by igniting it; doing so will cause the caster to go p in flames.
[Level 4]
Living Arrow, the shafts of a number of arrows are mystically wound around each other to form a singular arrow which can be summoned by the caster and fired with a bow.
On launching into the air the arrow unweaves to darken the sky with a hail of arrows however this spell does require a bow to be used.
[Level 3]
Flower Power, despite the some what questionable name of this spell it results are quite spectacular to say the lest, as a mere flower has the strength to grew through rock so to does the summoner have the strength to pummel his opponent or perform super human feats of strength.
[Level 3]
Words of the Forest, this spell enables the caster to hear and understand the words of the plant world and at time call upon the denizens to come to their aid in time of strife.
[Level 1]
Whip of the Willow, when cast a branch grows from the summoners shoulder lashing about with a life of its own, large thorns capable of tearing flesh from bone tip the end so when the whipping branch strikes it leave deep gouge with in the opponents flesh.
This spell can be used in conjunction with the lady silther?s armour spell and the club of oak spell for greater power and protection.
[Level 4]
Lady Silther's Armour, for a short pace of time the great tree spirit sends a slither of her essence to the caster of this spell that manifests it self in the form of armour that surrounds the body and head protecting them from harm.
[Level 3]
Club of Oak, causes one of the casters or person of there choosing hands to turn in to a spiked wooden oak club, this then can be used to bludgeon an enemy.
Death: Necromancy & BioMancy.
[Level 3]
Steal Soul, the caster is able to steal the soul of the victim before him her or it.
[Level 4]
Drain Life, the caster can gradually suck the very life force from any in physical contact with him it or her.
[Level 3]
Raise Dead, This spell enable the reanimation of the dead, the effects of this spell depend souly on what there is to give animation to, so say it is used in a morgue then the handful of dead corpses would rise to the feet completely in the control of the caster.
Or if used in a cemetery then the caster would have an army of the undead at his her or its disposal.
[Level 3]
Zombification, this spell can cause the target to slowly turn in to a zombie which in turn can turn other s in to creature of the living dead by merely biting or scratch them, the victim will slowly go off all food and drink other than the flesh and blood of the living.
[Level 4]
Puppet Master, this spell allows the caster to take control of some one as long as their will is weak and they are still alive.
[Level 3]
Demoralise, this spell enables a victim finds his hers its will to fight or do any thing drained from them causing them to slump down on the spot and just give up.
[Level 4]
Enfeeble, the victim grows weak and tired unable to even raise their arm in defence allowing them to be at the casters mercy.
[Level 3]
Storm Lightning, arcs of bio-electrical energy crackles across the casters body discharging sparks of electricity at any who come to close causing server electrical shocks to any one in physical contact with the caster.
[Level 4]
Flesh Cage, on being cast the ground opens up before him it her as whipping tendrils sinew and flesh flail towards the chosen target enveloping them in sticky fibrous flesh that slowly constricts and squirms, while all the time ectoplasmic psedopods attempt to crush the luckless victim into a bloody pulp.
[Level 3]
Daemonic Shield, the caster channels his hers its vast powers summoning up souls long since stolen from the river styx to dance around the caster in contorted agony protecting him her it from harm.
[Level 4]
Vigour Mortis, channelling the horrific energy of disease ridden death through their body the caster is invested with unholy power of the worst kind as his hers its body causing them to become unstoppable for a short period of time.
Warning this spell causes death followed by zombification to the caster.
[Level 4]
Putrefying Curse, this causes the victim of the caster choice to rot in a display of premature putrefaction.
[Level 4]
Flesh Curse, this spell causes flesh to run like liquid so as to create a horrific abomination that fills all mortals to look upon it with disgust and desire to kill it rather than tolerate its continual existence.
Shadow: Shadowmancy.
[Level 5]
Shadow Clone, the casters or any shadow used upon solid and full autominous perfoming what ever the caster will it to do, the shadow clone lasts unitll disspelled or destroyed.
[Level 3]
Shadow, this allows the caster to become partially corporeal being partial real and partial unreal, only magic attacks can harm the caster when this spell is played.
[Level 3]
Cloak of Darkness, the caster is surrounded by a swirling miasma of power hiding them from all senses both natural and unnatural; warning direct contact with light instantly nullifies the spell.
[Level 4]
Shadow Chill, this spell causes the caster body to run cold as though ice where running through their vines, any one who it touched or touches the aster instantly suffer from the effects of frost bite and prolonged contact can cause death.
[Level 4]
Terror, all who look the caster in the eyes are filled with mind numbing dread as their courage is striped away from them and sheer terror fills their very being.
[Level 3]
Horror, all who look upon the caster are filled with horror and must fight the urge to flee in total fear.
[Level 3]
Hellshriek, the caster opens his hers its mouth and emits a screech of such piercing intensity that the victim?s brain liquefies and their blood turns to jelly.
[Level 4]
Dark Bliss, once cast the target of this spell is induced with an over whelming sensation of euphoria and ecstasy that wounds that would topple a rhino would seem little more than pin pricks to raging god.
[Level 3]
Shadow Kiss, a shadow is as solid to a user of Shadowmancy as is the flesh is to a mortal, as such the caster can call forth nearby shadows and consume them to enhance his strength many time over.
[Level 4]
Cerebral Splinter, at first the victim feels nothing and then a sharp stabbing sensation in their brain that slowly increases until its unbearable at which point the victims own blood begins to flow through all and any orifices, from their tear ducts and ears even the pours of their skins as the capillaries erupt violently causing the skin to tear at a microscopic level eventually the victim dies from blood loss or from the pain itself.
[Level 3]
Shadow Blade, a blade of pure darkness is formed in the casters hand, this blade cuts like a razor but can phase through armour or solid objects like a wall.
Special Spell List:
Caution must be taken inusing these spell as there power is great and extreamly hard to control.
[Level 5]
Requiem, this spell causes a field or energy to shroud all with in five miles of caster negating all psychic, magical and chi energies.
Warning once in play no other spell, psychic, kai, chi, chakra, spiritual Ect Ect related ability can be used even if its part of a character natural ability as chi, psychic or magical energy would still be required to uterlise them.
[How ever caution should be taken for though this effects even weapons, armour and items of the above properties it dose not work on machines.]
[Level 5]
Quantum Flux, This spell pulls the user from time and space allowing them for a period of time to move out side of time and though those around the caster see him as vanishing in truth he or she has not quite the oppersit.
There is another side to the spell though, one that allows the caster to control the very fabric of time it self allowing me reverse or increase time in any one location or even rewrite events.
A warning to those that would cast this spell one mistake can cause great harm and change the present for the worse.
[Level 5]
Ragnarok, a spell that creates all including the caster to be hit by subzero temperature freezing all with in one mile of the caster.
PSYCHIC POWERS: Psychic Abilities.
Telepathy, the psker can enter the minds of others allowing him or her to place messages directly into another persons mind or read that persons mind.
Mesmerism, the psyker is able to cause the victim of this power sees the Psyker as the object of their deepest desire wanting to please the psyker's merest whim even to self destruction.
However this power only works for a short period of time and then only on members of the opposite gender.
Enforce Will, the psyker uses their mental ability to stop the target of this power from performing a particular function such as drawing a sword or letting go of a bow string and so on.
Puppet Master, this allows the psyker to control the victim?s body against the target will to perform the psyker's mental commands.
This power is a persistent power that continues until either the victem is released or the psyker?s concentration is broken. (or the psyker is killed)
Demoralise, using their empathic power drains the victim of their courage until they are reduced to cowering heap on the ground.
Embolden, the psyker uses their empathic powers to strengthen a friend or comrades courage filling that persons mind with images of heroic actions distracting them from that which has caused such mind numbing fear.
Banshee's Howl, the psyker using their mental powers cause a psychic blast of telepathic energy to rip through a targets brain overloading their senses and nervous system.
Psi-Tracer, using their power the psyker can trace the location of any other character via their unique mantle signature though only over a short distance like the area of a city or dungeon labyrinth.
This only works in locating people the psyker has come into contact with and not any one they have never met.
Psychic Shield, the psyker focuses their power to create a telekinetic shield to defend themselves or others from attack.
Teleportation, focusing their mental might the psyker can teleport anywhere so long as they can create the image of their destination in their mind.
Warning this power can cause the user to teleport half in half out a solid wall or fully with in the wall which can be quite messy.
Instability, the user can cause his or hers molecules phase out of reality enabling them to ghost through sold object and on to the other side or pass through the floor to the next level.
Warning due to the limited effect of this power if the psyker is still with in the wall (due to its thickness) or has made a mistake of using this power to phase through the floor on the ground level, the results are best not described other than to say messy very messy indeed.
Flame burst, holding out their hand palm facing the target the psyker can create a flame that can engulf the victim causing them to catch fire.
Warning this power has a very short range.
Fire Tower, the psyker causes a tower of flames to leap up from beneath the target engulfing them in flames and incinerating them.
Spontaneous Combustion, the Psyker?s target is forced to catch fire and burn up from the inside out in a spectacular display.
Translation, this spell enables the psyker to understand another person?s langue or the sounds of an animal by reading their surface thoughts.
Translocation, the psyker can teleport behind an opponent and due to the extremely short distance of this power there is little risk of teleporting half in or half out of a solid object.
Telephesia, the psyker can remote view any one or thing any where by leaving their mortal shell however this makes them highly vulnerable to daemons who might prey on the human soul.
Terrifyingly, the psyker fills the targets mind with images of horror and suffering that warp and twist the way they view the psyker into some thing to horrific to bear.
Holographic, the psyker causes all around him/her that he chooses to see only what they want them to see.
Psychic Empowerment, this allows the psyker or a person of their choosing to tap in to their hidden untapped strength for a short period of time allowing them to perform feats of super human strength.
Telekinesis, the psyker can move objects with his mind be it liquid gas or solid.
The uses of this power are so vast and varied that the play can have a victim picked up and flung against a wall or just plain crushed to death, there are even more uses for such an ability like levitation.
Spider Man, the psyker is able to create a telekinetic field around his/hers hands and feet to enable them to climb up walls or flat surfaces.
Freeze Time, this ability does not stop time as it implies in its name but pulls the psyker out side of quantum space and for a short period of time allows him/her to move as though incredibly quick. to every one else around him.
Healing Hand, the psyker can cause bones to knit and flesh to grow at a rapid rate with little if no scaring from themselves or a friend/comrade.
Stop Bleeding, this power allows the psyker to stop the body from bleeding out (death by blood loss) upon themselves or a friend/comrade.
Painkiller, this power allows the psyker to remove all traces of pain from themselves or a friend/comrade.
Chameleon, the psyker uses his power to hide his form in the same way as a chameleon.
Mirror Force, the psyker can create a fully function duplicate of him/her self or another person that will act and speak in conjunction with the original.
The double will be armed and armoured in the same way as the original but in reverse so if the real person has a sword in the right hand the duplicate will have one in the left.
Thunder Clap, the psyker causes a sonic boom that both disorientates and deafens all around save for themselves.
Electro-Charge, the psyker is able to generate bioelectrical field in the same way as a stingray and electric ell that can then be discharged at target of psyker choosing.
This power can cause both paralyse and cause server electrical burns on the target especially if their warring any electrically conductive material like metal.
Warning this can all so inadvertently affect friends and comrades all so warring conductive materials as well.
Acidic Vomit, the psyker can cause his bodies digestive juices to be regurgitated and orally ejected over a target of their choosing causing them to have there skin and flesh partially digested while armour is melted by the corrosive fluid that has be vomited over its warier.
Warning this ability doe tend to cause bad breath and is quite the turn off to members of the opposite gender.
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