Hidden Abilities

Outdated - use this instead.
== Profession ==
These spells typically have a cost of 0 RPP unless stated otherwise, but still require good development.
=== Masterwork ===
An achieved blacksmith or rune-writer is capable of crafting a masterpiece, a weapon above their normal skill once every decade and a half. It is the pinnacle of crafting, and these weapons are rarely outclassed.
* Tier 0 craft: Able to apply an extra stat-boost (5 melee, like 4 md) onto a weapon and give it the [MASTERPIECE] tag.
* Requires T1 Blacksmithing/Scribing (obviously) and several logs of proof of their mastercraft. 
=== Medic ===
The ability to heal temporary wounds through first aid or other methods, and apply trauma kits to permanent injuries via surgery, with aftercare included. While the requirements for this ability aren't as intensive as the other hiddens (as medics are needed!), we're mostly after quality rather than quantity. Your character should meet the following:
*A background as a healer/doctor, experience in anatomy, surgical procedures, first aid, etc.
*Be creative. Not every injury is the same, and they'll need to be handled differently. 
*Not be lazy. When healing someone's injury it should be a good scene of RP rather than a quick post.
*Understand that medical treatment is more involved than waving your hand and throwing some holy magic at it. You should be cleansing wounds, applying stiches and bandages as much as you use your magic.
== Melee ==
These abilities are suited for characters that favor high melee damage over magic damage.
=== Afterimage ===
Using advanced techniques to accelerate to unprecedented speeds, a magi can zoom and move unnaturally fast. This allows the most experienced swordsmen to shift past enemy attacks and land a plethora of blows and phase out of reach before the enemy could even realize.
* Aura. Requires 150 base agility
* Increases agi/crit. Grants melee-damage space teleport and click teleport.
===Assassin's Shroud===
Mastery of stealth and deception, a shadowy silhouette of illusionary magic. Its form can shift and turn, like a second body of illusion almost, aiding in the wielder's to feint and confuse their opponent. The caster will slip through the shadows and conjure illusions to aid in their assault.
*Requires 150 base agility, upgrade to camouflage (10RPP). 
*Increases crit. Melee Power is increased by a % base agility. Pursue and flee are increased by 10%.
*On dash, the caster teleports directly behind the target, applying a short slow.
===Elemental Strike===
Masterfully channeling a certain element, a well-trained elementalist can strike elemental magic forward, sending a small force of said type to brandish one’s foes. One can muster up a strike from the embers of fire, the depths of water, the force of the earth or the call of lightning.
* Similar to Galeforce Strike, with elemental scaling for fire/wind/lightning.
=== Energy Overdrive ===
Also known as Ancestral Wrath and Energy Shroud Omega. The user shrouds themselves in vibrant blue, almost fiery mana as they pull more strength than they could before from themselves or an external source of raw energy, such as from a connection to important family members in the Spirit Realm. It's said this brilliant blue aura allows the user to irregularly interrupt an opponent's ability to cast spells for brief periods with their melee strikes, and that they get stronger the harder they have to fight.
* Aura. Requires Energy Shroud
* Increased stats on Energy Shroud, a bigger sprite, and an AoE on strike.
=== Fire Claw ===
The caster surrounds their arm in a protective veil of wind as they ignite a brilliant coat of flame around it, creating a burning claw of fire. Such a deadly force can be powerful when wielded by a skilled martial magi as this technique favors those attuned to melee combat. However, such flames can only be held at bay by the strong exertion of mana, along with the lingering drain of the Ifrit Style.
* Aura. Requires Fire/Wind and Ifrit Style
* Increases Melee, Agility, and Crit and melee AP.
===Fist of Justice===
An Exorcist technique, hailing from blessings from the Divine. It requires significant training in body and mind to sustain the energy in the user's palm long enough, and powerful enough, to pull off such a feat as to make the technique usable in combat. Though the power can be granted from any Holy-Inclined Divine, the Urayan Pantheon has always been more giving in their blessings, and as such, most who acquire this ability come from the ranks of their followers. Through it's use, the Magi is capable of better sensing the dark energies of Occult magic, and it's influence on others. This enhanced sense comes with the price that the user feels the polarity of their magics much harsher than normal, requiring significant training to overcome. By striking with this ability in combat, the user can break through their opponent's defenses, and deliver a powerful stunning blow, aided by their Force of Will.
* Requires Faith in 'Good' Gods, such as Kraus, The Emperor, or Urayan Gods.
* Requires the first row in Holy magic. (+/-15 points)
* Breaks through blocks, and stuns the target. Scales to both Magic, and Melee Damage.
=== Flashsword ===
The ability to move so fast that it doesn't appear like you're moving at all; sacrificing strength for speed, the practitioner must be a master of the blade and possess an indomitable will that can sustain the overwhelming flow of mana within a single arm for the brief (but deadly) strikes forward. 
* Requires 200 base agility.
* For 10 seconds, strike's range is increased to 3x3 and the character's total agility is added to the damage. Cooldown of 60s.
=== Giant Form ===
Requiring an immeasurable amount of brute strength, this art subjects the user's body to a temporary transformation. Their muscles swell up from magical impulses as their entire form would grow to an incredibly large size. While enlarged, the user is much stronger and more durable than their normal form. Thick fat and muscles dull blows as enlarged and heavy fists deal extremely deadly blunt damage.
* Toggle-buff. Requires 200 base melee.
* Increases size and melee. Drains mana heavily.
=== Muscle Armor ===
It's like armor. But muscle..
* Aura. 50 Melee, 10 Vitality.
* Strike knocks back and has a 20% chance to inflict a 3s slow. 
* E Spell: Immunity to stuns and knockbacks for 10s.
=== Mystic Energy ===
Mystic Energy, or the Mystic Arts in a more overarching term, is an advanced form of mana manipulation that can stem from either energy magic or spirit mancy in a few documented cases. There is yet no precedent of the mystic arts coming in other elements, but that is not to say it is entirely impossible. The Mystic arts, typically manifesting in the raw energy magic of the user, becoming not only more dense, but richer in mana, the magic directly relevant to the cast spell becoming more of a turquoise or teal-blue tone.
Due to the density of the mana, it allows the users physical reach to actually grow, almost doubling in even novices of the Mystic Arts. Pursuit of this technique often involves a deep spiritual journey, be it literal traipsing about the spirit realm or deep self-introspective meditations. It often takes days, weeks, perhaps even months for a magi to truly master.
* Two different spells- Mana Overcast, Transcendent Steppe.
Mana Overcast
* Toggle-buff. Requires Energy or Spirit Magic.
* Increases melee/agility. Increases strike range by one.
Transcendent Steppe
* Cast-spell. Requires Mana Overcast.
* Enter a state of invulnerability briefly, ended by pressing Q to teleport to your target and delivering a heavy blow.
=== Pandemonium Drive ===
Pandemonium Drive is the channeling of unfiltered carnal instincts, typically by worshiping the Wolf of Winter, Saekani, or Ixchel. The user indulges in the hunting instinct of their patron spirit and channels their essence through ritualistic cannibalism.
Black tribal-like tattoos manifest on the user in the shape of bite marks, as well as elongated nails and sharpened teeth.
* Toggle-buff. Requires Saekanite/Ixchel Faith or Cannibalistic development(?)
* Increases melee, agility, and crit.
* When distanced from your opponent, gain a speed boost.
* Recolors energy/wind magic to black.
=== Shinobi Surprise ===
A technique derived by Shinobi Magi that have found carrying excess supplies unnecessary when magic is at their disposal. Bringing forth an arsenal of blinding smoke to hide beneath Shinobi surprise is a spell that aids the user with a simple trick. Those relying on hand to hand combat employ a strike from behind the smoke to slow the target, aiming for the weak points, the legs.
* Requires heavy intensive knowledge with smokebombs and frequently uses caltrops. Be a ninja.
=== Spatial / Rift Swordsmanship ===
Developed as a means to push the abilities of both opening rifts and wayfinding points to their absolute limits. The ability allows for the user to create openings in combat that would otherwise not be there, opening rifts around their opponent or teleporting to a wayfinding point left upon their target.
* Bladestyle. Increases melee and agility.
* Requires wayfinding or rift magic.
* Using Heavy Strike teleports the caster to the target with a portal effect.
=== UltraSMASH ===
The caster jumps toward the target, slamming down and delivering an ultra-sized powersmash that generates enough kinetic energy to conjure tornadoes.
* Cast spell. Requires Powersmash 
* 180 Melee requirement
* Leap towards the target, hitting them hard enough to make tornadoes, slowing the opponent on impact
* The user is inflicted with -10% DR for 10 seconds.
== Mage ==
These abilities are suited for characters that favor high magic damage over melee damage.
=== Desert's Fury ===
To combine the aspects of the Sarab itself, the power of the Desert's Fury stems from the heat of the beating sun, the ferocity of the howling winds, the destruction of the raging sands... And the mercy of the Oasis. Rumored to be Sarradian in origin, the power reveals itself as they learn more and more of the elements, immersing themselves in the aspects of fire, wind, earth and water. It seems to grow quicker when the one in question is descended from the Exiliar. Though there have been cases where that has not been so.
A deadly pilgrimage into the Desert and attuning one's self to the elements are considered two of the keys of unlocking its Fury. The mage in question must as well have extraordinary inner wells of magic, in order for the 'Sands' to be commanded.
* Requires investment into 3 of the 4 elements: Water, Fire, Wind, Earth.
* Combines the abilities of wind, earth, and fire aura. E spell similar to Blizzard (far less projectiles)
=== Execution Beam ===
A mastered version of the Shadow Cannon spell, this allows the user to give their beam a powerful push, causing the width size of the beam to grow by a large scale, dealing the same powerful blow.
* Requires Shadow Cannon
* Bigger Shadow Cannon
=== Holy Judgement ===
Using an unprecedented amount of holy energies, the user can enact a holy judgement unto the vile and corrupt. The clouds part and the caster conjures a blast of holy magic from the skies, obliterating their enemies. It deals additional torment to Occultists and Demons. 
* Requires heavy investment into Holy Magic. 
* Requires Faith in the Non-Chaotic Divine. 
* A blast of holy magic that deals extra damage to occultists or demons. 
=== Vacuum Vortex: Divine Winds ===
Utilizing the magic of the winds in a unique way to form a vortex that shoots out towards the opponent. The act itself requires extreme control over the magic of the winds, spinning the vortex in either the palm of their hand or around their weapon throughout the battle, before unleashing it upon their opponent in a devastating manner. 
* Requires heavy investment into Wind Magic. 
* 200 RPL 
* 15 RPP 
=== Nullification ===
Occultism has gained the ire for being a corrupt path, causing the dwindling of minds of whoever decides to pursue such abilities. However, if an occultist finds it in themselves to attempt to exempt themselves from the madness occult magic brings, they may attempt to diffuse those aspects. Although it would be terribly challenging, an occultist must go under a rehabilitation of holding back their occultic magic and controlling their thoughts. This allows them to further get used to their magic’s inherited influences, giving them training for overcoming it.
Upon mastery over pushing by the maddening occult thoughts, a magi would brandish a powerful set of mastery over the occult. With a sharp mind and powerful magic, the user gains heightened magical power, enhancing their spellcasting abilities. Along with that, at times of great need, a magi can seep the very color of the world around them as they channel their abilities to nullify the damage of incoming attacks.
* Aura. Requires Occultism
* Damage soak-shield spell on E.
=== Storm ===
Storm magic is the mastery of lightning, water and wind. By forming clouds around the user and saturating them with lightning, the user turns the air about them into a thick enough fog to touch, a constant conductor and amplifier for magic and bursts of their associated elements.
* Requires investment in Water/Wind/Lightning
* Increases MD, Crit, and Melee Power. Space TP & Click TP. Homing spell on Q.
=== Wildcard ===
The Void's primary gift to those it finds the most entertaining to spectate, accomplished magi who have proven themselves wholly unpredictable and erratic, lone wolves who rarely play by the rules of the rest of the world. While it is biased towards Cosmic magi, as well as those more malicious, it's far from exclusive to either. When a carrier of the celestial virus engages in deadly combat, and their opponent survives, it has a risk of spreading to them. y'know, in-character, anyway.
* Aura. 
* Slightly increases all stats. Enter a brief, last ditch grace period whenever you're about to be KO'd.
== Dual ==
These abilities are generally suited for all build types.
=== Celestial Ascension ===
An augmented art derived from the cosmos above, Celestial Ascension calls the user to channel their connection with their star in a strong, yet dangerous way. The caster would overcharge their mana circuits to the point of overflowing it with cosmic power, causing the excess to protrude behind the user, creating two glittering wings. Such an act is a detriment to the caster's health and well-being, however their martial and magical capabilities are greatly enhanced by the overflow of magical energies.
* Toggle-buff. Requires cosmic.
* Increases MD, Melee, and Agi/Crit. E spell with increased AP.
* Comes with Aesthetic Fly. They're wings!
=== Cosmic Overdrive ===
Harnessing the power of daylight, the practitioner of this ability develops a harmonious relationship with their star, synergizing their magical circuit with the flow of ethereal energies. Acceptance and acknowledgment from their star as a vessel for cosmic is required, to cleanse and act according to the will of the natural order of the cosmos.
* Aura. Requires Cosmic
* Increases AP. Meteor dash on space-dash. E spell similar to Wraithblade.
=== Cursed Cosmic ===
Cosmic magic is known for its soothing, cleansing properties, but the tainted flow of red ethereal mana is the exact opposite: this is a euphoric, highly emotional, destabilizing brand of astral magic. Commonly, it requires a connection between one of the Apostles of the Sealed God, a dark entity that was sealed in the moon near the dawn of time. The horrors of the Void is also a viable path.
* Aura. 15 RPP to purchase.
* Cosmic spells become red.
* +10% Attack Power / +5% Damage Reduction.
* E spell that increases AP by 20% for 6 seconds.
=== Dark Guardian ===
This spell is a dark symbiote that arises in response to a sufficiently traumatic moment in a sufficiently powerful occultist's life. A wayward spirit binds itself to the controller who adapts and uses it to their advantage, perhaps at the cost of their physical self or sanity.
* Toggle-buff. Requires Summon Medium Spirits or Summon Demons.
* Increases AP.
=== Ghostfire ===
A blessing from the five divine dragons, a user needs to be a devout follower of one of the five beings. This spell requires the user to not just be a master at the specific element that their particular deity wields, but they must also be an adept spiritmancer to channel their gods’ very essence into the battlefield.
With a strong sword and a well trained swordsman, the user can imbue their attacks with ghostly flames, creating a small field of ghostfire whenever some of their strikes hit. Along with that, the user can also pierce the fabric of reality, creating small portals that summons draconic warriors from the dragon deities, giving the user a group of dragon warriors to fight for them for a short period.
* Toggle-buff. Requires Drakanite faith and investment of the patron dragon's element.
* Summons a dragon on E. AoE on strike.
=== Glorious Inferno ===
The flame within has been the drive and spunk of many practitioners of fire magic. However, if one's willpower ever burns stronger than the flames they possess, breaking past the limitations of their own innate abilities, then the metaphorical flame that their will burns for ignites and materializes. Engulfed in a glorious blaze, those capable of casting this spell shifts the burning presence of this fire into proud wings, taking the user to further heights. Though the flame that comes from them will burn, their willpower bolsters their strengths to an immense level.
* Toggle-buff. Requires investment in Fire.
* +10% AP / -5% DR.
* Forms fiery wings.
=== Harmonic Attunement ===
* Aura. Requires Heroism.
* Increases Melee/MD and Defense/Res. Significantly powerful heal.
=== Illuminated Glow ===
Those versed in the scriptures of The Illuminated speak of a journey called the Ritual of the Rays. The journey calls Luminates to become blessed by the Jianghese fox god Jiuweihu. It is said that those blessed by Jiuweihu take on the attributes of the morning sun, much like when she was freed from her prison in Kunlun Mountain. In the journey, Limunates attune themselves to the light of their god, eventually being blessed by them.
* Toggle-buff. Requires Jiuweihu faith.
* +5% DR. User gets a golden glow.
=== Insectomancy ===
Making use of nature's little carriers, this spell requires heavy attunement to nature's poisonous groups of insects. Those that master this can not only command a symphony of swarms, but it is said that a few of them even often mutate, garnering body parts that are bug-like in nature, such as thin insectoid wings, sharp pincers, and long slender antennae.
In combat, practitioners of this art tend to use the swarm to their advantage. Bugs tend to distract opponents, allowing the user to deal critical and precise blows better. Along with that, such insects can even go as far as completely catching an opponent in a wave of bugs, leading to the opponent to be dazzled and annoyed by the insects.
* Aura. Requires invesment in a bio-element (blood, poison, nature)
* Increases Crit/Agi. Wave-spell on Q that confuses and poisons.
=== Invisibility ===
(Reduces a character's sprite to 90% transparency, so they're near invisible. Purely cosmetic.)
* No specific requirements for this one!
=== Maelstorm ===
The frontal lobe is of great importance for executing functions, mental flexibility, problem solving, and even the definition of a Magi's personality. Despite that, when magic excess affects neuropsychological functions, changes are expected in the entire body, whereas emotions have a drastic effect on a person's mana.
A mastery of electrical powers can produce a different exposure in neurons. Such excess of maleic force diminishes the power of the frontal lobe, erasing the part of the brain that controls the consciousness for a while. In a state of non-existence, the body moves automatically, and the responses come from the muscles themselves, impulses created by the current of electricity running through each microparts, and may even be present in cells.
However, such practice is extremely arduous even for the most competent mages, and thus require the user to severely lack empathy to begin with. With little care for others and natural apathy towards everything surrounding oneself, it becomes significantly easier to tap into such state of partial unconsciousness.
Due to the lack of purity, the rays become blackened, intensely boosting the potential of accurate attacks, also authenticating dodging. However, the user ends up hurting his own body with the polarized control, leaving his skin more sensitive, even if feelings like pain pass away from his mind. A successful blow has far greater consequences on the person using this spell.
It is said that, thanks to the subconscious state, the fighter will never hold himself in a battle. All his power is released, and anyone who dares to cross his path will be in a dangerous fight.
* Aura. Requires an apathetic/indifferent personality. Requires 130 agility and investment in lightning.
* The aura can only be used in dangerous or deadly combat, as the user is unable to hold back once activated.
=== Mana Absorb ===
A wicked art most attributed to the eldritch deity known as the Dreamer, such practice of the ability centers around the siphoning of magical energies from the victim in an instant. However, due to the incredibly archaic and mysterious way of mana siphoning, the primary path to unlocking such potential seems to lie with the Dreamer herself.
* Toggle-buff. Requires Neries Faith.
* Increases DR to magic damage. Mana-sapping AoE that heals mana and health.
=== Melody ===
The Melody is a unique variant of sound magic. It utilizes sound to create a calming effect around the user. It surrounds the wielder of the magic in a gentle, appealing melody, typically unique to each user. For most, it simply creates a more calming atmosphere around them. However it's true strength lies in its ability to soothe some of the most savage. The Melody has been proven to cure the effects of Occult Madness, and even sin magic.
* Aura. Requires all of sound magic(?)
* Increases MD and Melee. Can apparently cure sin.
=== Metal Skin ===
This is a rare, advanced cognitive and symbolic magic, with roots in both Energy magic and Earth magic. It is commonly characterized as the ability to manipulate and shift the form of metal around their body, similar to that of the technique to create an armor of earth, but much more durable. This allows the user to not only bear metal like skin to act as a natural armor to blows, but it also alleviates the user from the burden of the typical weight of metal.
* Aura. Requires energy or earth.
* Increases vitality and mana by a significant amount.
=== Nethradin Binding ===
The art of binding and summoning Nethradin from the realm of Helheim within the Spirit Realm, true demons or devils formed from lost spirits who have fallen to guilt over the actions of their life. They rarely take to keeping a master, tending to have great wills of their own; it takes great power for a summoner to keep a Nethradin bound. The Parallel to this is Warden Contracting.
* No mechanical spell. Requires Spirit summoning.
* Allows you to summon a Nethradin as a PC.
=== Rift Magic ===
Rift magic is a rare depraved art. Not intended at all by the life stream, rift magic is the utilization of mana in order to rip open space at two locations based on the flow of the life stream, and temporarily 'knitting' the wound together to step through.
This power takes a strong magi studied in advanced space-time magic theory. Intricate knowledge of the astral planes is expected. Given the danger this poses to novice users, it is nigh suicidal to attempt rift magic without studying under the tome of a master- the runes used to initiate the portal have been perfected over the generations, and are a necessary to begin with any hope of success.
The magic is outlawed in most nations, due to the passive effects that accompany its usage. Dark spirits, such as the Nethradin, have been known to 'slip through the cracks' of the scars that rift magic leaves. It also warps the land itself- mutating the soil and platlife at the rift magi's feet, and by extension the unseen spirits.
It is, like most dark arts, a shortcut to power, with consequences equal to the gain. 
* Two spells: Rift Manipulation and Rift Warp 
* Rift Manipulation: An OOC spell that allows a rift mage to teleport between places. There are guidelines to this, which will determine how many people you can take with you. You must save 'rift points' to teleport to places. 
* Rift Warp: After several years, this spell can be earned for 10 RPP. It is a temporary buff which gives 50% spell dodge and a short-ranged teleport similar to Vritra. 
=== Runecasting ===
The written language of the divine, otherwise known as runes, is the code of all matter and even existence itself. While humanity's overall knowledge in runes is only a small fraction of the overall picture, it is nonetheless a potent tool.
Spell-writing involves the design of battle-runes that can be conjured in battle to cast different abilities, with the mana manifested as spinning discs of magical energy that is typically wielded by the hands. The magi activates the different runes on the spell circles mid-battle, channeling their mana (and the runic instruction) for an effect.
This is for combat only. Other areas of runic expertise involve rituals, enchantments, and most forms of technology.
* Requires mastery over runewriting (Tier 1). 
* Required to be 180 RPL.
=== Spring's Bloom ===
The antithesis to another, more cruel nature spell, Spring's Bloom is the personification of being one with nature, ultimately wielding its forces with such high level of mastery. In the face of danger, a practitioner of this art summons forth vines capable of taking on even the strongest foes. Furthermore, flowers bloom wherever they go, signifying their high immersion in nature and life.
* Aura. Requires heavy investment in Nature.
* Immortal vines. 5% DR.
* On E, creates 6 Deadly Bloom flowers for 6 seconds.
=== Starlight Overdrive ===
While Cosmic Overdrive might harness daylight, Starlight Overdrive is the opposite. Instead of heat, there's the cool, misty energy of the moonlight, the night sky.
* Aura. Requires Cosmic
* Increases Melee, MD, Crit. Increased mana regen from cosmic aura.
=== Super Magi ===
A specialized form of energy magic that harnesses a Human's full potential of their mana circuit as one carefully supercharges mana inwards to bolster the body for both heightened offense and defense capability. It is extremely difficult to pull off initially but with repeated practice becomes easier over time.
The base appearance of this state, is raw ether flowing out from the user with a blue color scheme for all aspects. For those inclined to Darkness or Holy magics, will find their rendition of the ability tainted by either forms of magic, rendering it a dark reddish purple for Occultists and a bright yellowy golden for Exorcists.
There are many paths to reach the state; be it through trial and error, meditation or absolute focus through amazing feats of courage and so on. As a result, the Magi which are able to enter such a form will reap many benefits; though none have been confirmed and are classed as rumors, such as being able to hold onto one's youth a while longer at least visually.
Only Humans that are both experienced with Energy magics and that are blank slates can reach such a state; those that are in tune with the Arcane, or possess either a holy or dark guardian watching over them, will be unable to become a 'Super Magi' or if they have obtained the ability already, may not obtain those abilities.
* Aura. Requires heavy investment in the Energy tree.
* Exclusive to Humans.
* Mutually exclusive towards the Arcane (Chaos and Order magic), Dark Guardian and Holy Guardian.
* Those seeking to reach such a state can do so easier from a teacher (someone who already has the ability) or through questing for it specifically (events) but it is not mandatory to do so, merely suggested.
If you got any questions or need help planning an event or getting one ran for this hidden, pm Rhyneth#0451 on discord.
=== Supernova ===
* Aura. +15% AP.
* Leaves a 3x3 AoE during movement.
* Must be focused in fire magic (no combination magic). 
=== Supreme Blazing Wave ===
Manifesting in the soul of the users of those who have attuned themselves to the flame, complete mastery and control over their craft displayed through one powerful explosive ability.  Achieving this technique requires unique, empowering methods of magical technique. It is never as simple as raw fire.
* Spell. Requires GFW?
* Big Fire Wave.
=== Warden Contracting ===
The art of of contracting and summoning a Warden from the Spirit Realm, a spirit who has forsaken all prior memory to guard the Spirit Realm and Eternia, warriors sworn to slay Nethradin and anything that should not live, such as undead. In exchange for their service, those contracted may be forced to sacrifice a portion of their own lifeforce to keep the Warden within the physical realm. The parallel to this is Nethradin Binding.
* No mechanical spell. Requires Spirit summoning.
* Allows you to summon a Warden as a PC.
=== Water Dome ===
While standard users of water magic are capable of manifesting and controlling water to astonishing degrees, the users of Water Prison are capable of taking such skill to the next level. This spell creates a torrential shell of water around the immediate area of the caster, effectively imprisoning them within it's boundaries. Such mastery doesn't come easy however, as only the most dedicated of water magi manage to muster the magic necessary.
* Spell. Requires heavy investment in water-based trees or water magic.
* Creates an AoE of water like flood, but instead of healing it does more damage and applies a slow(?). Lasts much longer.
=== Wintermute ===
The frigid wastes has been home to practitioners of magic attuned to its icy winds. Those who can already muster of such icy influences can further master their abilities, leading to an almost perfected use of Ice magic. Wherever a practitioner of this magic goes, the temperature itself drops, causing snowflakes to fall regardless of the area's temperature.
* Toggle-buff. Requires investment in Ice magic.
* Increases wind and water pow by 10, and gives 30 crit. When the user Mist Forms, a small blizzard is generated.
=== Wraithblade ===
basically im edgy demon sword
* Spell. Requires no magic: Dev finding an edgy sword and learning how to wield it
* Powersmashes the ground and then shoots a slow edgy wave of magic, doing MD/Melee damage based on what's higher.
==Exalted==
These are abilities that are significantly difficult to acquire, and have much higher requirements than other Hidden Abilities. Usually, they come as the result of events or an exceptional application.  
=== Angelic Wing ===
A small golden wing that manifests in magi that strive to 'do the right' thing, typically those that possess holy
mana. There are numerous theories as to why this happens, but no one can be completely sure. Some say that it's a direct blessing of the Angels who watch from afar, a manifestation of courage and selflessness, or a mutation that can spark within those that descend from the divine.
* Aura. Requirements: Holy or occult aura v2
* Increases MD/Melee and Vit. Has an AP increase on E. Has an Energy-Rapidfire spell on E.
===Barrier Magic===
An advanced specialization in Holy Magic that fully harnesses the user's will to protect. It is the antithesis to Death Magic. While Death Magic might be the ultimate offensive magic, Barrier Magic is the ultimate defensive magic. 
* Aura. Requires Holy Magic. 
* Increases DR. Has a tree. 
=== Cruel Thesis ===
An ability for those truly attuned with nature and its more viscous aspects; the tearing of thorns, the piercing of brambles and the false allure of the blue rose. Blue, poisonous petals fall around the caster gently, a subtle and beautiful effect that can be thrown into a deadly storm at a moment's notice.
A magi must fully attune to the 'cruelty' of nature to unlock this ability.
* Aura. Requires heavy investment in nature.
* Increases AP. Makes summoned vines immortal. E spell similar to Blizzard.
=== Death's Door ===
* Passive spell.
* When you are about to take lethal damage, instead remain at 1 HP for a few seconds and keep fighting.
===Death Magic===
The absolute pinnacle of Occult Magic, complete mastery over the destructive aspect of it. Those that have unlocked the secrets of Death Magic are the posterchilds of why the Occult has a troublesome reputation. They've likely dabbled in human experimentation (with live subjects), and harnessed the darkest aspects of the Occult to the point where wanton murder has become a habit. 
Death magi are said to be able bypass the protective barrier that surrounds the soul and rattle it directly, a feat which only divine magic is otherwise capable of. It's likely the most powerful offensive ability in the world.
* Aura. Requires Occult Mastery.
* Increases MD heavily, deals constant AoE damage with a considerable mana drain. Has a tree.
=== Sin Magic ===
Claimed to have first been developed by a fallen angel's human experimentation, sin has long since developed without the need of the fallen; similar to the spreading of occultism without the teachings of demons. Hinted in many teachings: Too much gratification can lead to corruption. To become too emotional leads to instability and destruction. When a person indulges greatly in a vice, it spurs the corruption, altering their circuits and forces their personality to embody the sin. Those that have fallen to sin are rarely able to suppress the urge to indulge within their sin's nature. It is not simple gratification to sin that spurs the corruption, it often requires great amounts of stress, pressure and acceptance for a sin to manifest.
* A set of toggle-buffs. Has two 'versions' — v1 (10 RPP) and v2 (5 RPP)
* Each have their own unique buff and fluff ability.
=== Valor's Light ===
Where barrier magic focuses on the protective and defensive nature of holy magic, valor's light focuses on the strength of a resolute will. Holy magic is said to manifest from one's desire to protect, yet how does one protect? Valor's light is the refinement of holy mana in one's will to never give in and fight for what they believe in; courage and righteousness shine through.
* 20 rpp
* Aura: 15% AP +15 vit
* Effect: Fires a wave of holy magic out when Powersmash is cast, does not knockback.