Available Magic (Main Campaign)

This is all of the Current available magic in Wasted World (Main Campaign) magic is divided into 4 main categories, Effect Spells, Particle Spells, Utility Spells, and Combat spells. Each category is divided because of how the spells work in a general sense but each spell and its corresponding levels are different from each other and can be used in many different ways to varying effect. Each of these spells can be leveled to their own respective caps ranging from 10 to 1.
== ***Effect Spells*** ==
=== Tier 1 (Costs 1-5 Mana) ===
- Dot = Creates dots on Objects (1 Mana)
- Dot II = Creates Bigger dots on Objects (2 Mana)
- Dot III = Creates Explosive dots (1d8 Area) (3 Mana)
- Dot IV = Creates Bigger Explosive dots (2d8 Area) (4 Mana)
- Dot V = Creates Even Bigger Explosive dots (3d8 Area) (5 Mana)
- Dot VI = Creates Changeable sized, Large Explosive dots (4d8 + Players Level, Area) (6 Mana)
- Dot VII = Creates Changeable sized, Large Explosive dots (5d8 + Players Level, Area) (7 Mana)
- Dot VIII = Creates Changeable sized, Large Explosive dots (6d8 + Players Level, Area) (8 Mana)
- Dot IX = Creates Changeable sized, Large Explosive dots (7d8 + Players Level, Area, Energy) (9 Mana)
- Dot X = Creates Changeable sized, Large Explosive dots (8d8 + Players Level, Area, Energy) (Technical: Roll 1d20 + Performance (if over 22) User Can instead Multiply the damage by their Player Level instead of adding it.) (10 Mana)
- Leprosy = Withers down Target (1d2 every turn) (2 Mana)
- Leprosy II = Withers down Target Faster (2d2 every turn) (4 Mana)
- Leprosy III = Withers down Target Even Faster (4d8 every turn) (User gains the Weakened effect) (5 Mana)
-Humble Height = Sends User to the Roof (4 Mana)
-Humble Height II = Sends User & 1 other to the Roof (5 Mana)
- Quake = Makes a rumble in a small area (1d4 Area) (2 Mana)
- Quake II = Makes a rumble in a medium area (2d4 Area) (3 Mana)
- Quake III = Makes a rumble in a large area (3d4 Area) (4 Mana)
- Oppo-Music = Re-tunes Instruments (+2 to selected Instrument) (5 Mana)
- Finger Lit = Lighter for a cigarette (1 Mana) (Comes out of finger, Requires a Skill check)
- Finger Lit II = Bigger and Better lighter for a grill or cigarette (2 Mana) (Comes out of finger)
- Advert = Reverses a moving object (projectile) (3 Mana)
- Blockoo = Makes an invisible block for 1d4 turns (4 Mana)
- Contract = Creates Paper out of wood (4 Mana) (Requires a Skill check)
- Contract II = Creates Paper out of Air (5 Mana) (Requires a Skill check)
- Verta = Cleans an Object (+1 Charisma to Object, Requires a Skill check) (5 Mana)
- Wuna-Cure = Cures bad effects (Roll Double Disadvantage) (1 Mana)
- Wuna-Cure II = Cures bad effects (Roll Disadvantage) (2 Mana)
- Wuna-Cure III = Cures bad effects (Roll Regular) (3 Mana)
- Wuna-Cure IV = Cures bad effects (Roll Advantage) (Requires Arcane 10+) (4 Mana)
- O Button = User gains +3 to next evasion/movement check (EXP -30) (1 Mana)
- O Button II = User gains +4 to next evasion/movement check (EXP -50) (2 Mana)
- O Button III = User gains Advantage to next evasion/movement check (EXP -100) (3 Mana)
- Division of Insanity = User is immune to status effects for 1d4 turns (Requires Arcane 10+) (1 Mana)
- Division of Insanity II = User is immune to status effects for 2d2 turns (Requires Arcane 10+) (2 Mana)
- Division of Insanity III = User is immune to status effects for 2d2 +1 turns (Requires Arcane 10+) (3 Mana)
- Bofa = User heals both themselves and 1 ally by 1d5 HP (1 Mana)
- Bofa U = User heals both themselves and 1 ally by 2d5 HP (2 Mana)
- Bofa U 2 = User heals both themselves and 2 allies by 2d5 HP (3 Mana)
- Bofa U 2 Brotas = User heals both themselves and 2 allies by 2d10 HP (4 Mana)
- Bofa Brotas Beda Healz = User heals both themselves and 3 allies by 2d15 HP (Alignment must be Lawful) (5 Mana)
- Substitute = When user takes damage over 50+ User can cast this spell as a reaction, this spell creates a smoke duplicate of themselves as user gains Invisibility for 1d4 Turns (2 Mana)
- Substitute II = When user takes damage over 40+ User can cast this spell as a reaction, this spell creates a smoke duplicate of themselves as user gains Invisibility for 1d8 Turns (3 Mana)
- Substitute III = When user takes damage over 30+ User can cast this spell as a reaction, this spell creates a smoke duplicate of themselves as user gains Invisibility for 2d4 Turns (4 Mana)
- The Red Spy’s Technique = When user takes damage over 20+ User can cast this spell as a reaction, this spell creates a dead duplicate of themselves for 2d10 turns as user gains Invisibility for 3d4 Turns (HP -10) (5 Mana)
- Rebels Spell =  This Spell does Nothing but create Harmless small sparks (1 Mana)
- Rebels Spell (Special) =  This Spell does Nothing but create Harmless small sparks (Technical: Roll 1d20 + Performance (if over 22) When in combat this spell fires a steam rocket at an enemy dealing (1d90 Area, Poison), If this spell is cast your first turn than it gives you and 1 ally +19 Temporary HP, If this spell is cast outside of combat than it increases users speed by 13 for 4 turns) (2 Mana)
- Rebels Spell (Special II) =  This Spell does Nothing but create Harmless small sparks (Technical: Roll 1d20 + Performance (if over 22) When in combat this spell fires a steam rocket at an enemy dealing (1d90mi10 Area, Poison), If this spell is cast your first turn than it gives you and 1 ally +29 Temporary HP, If this spell is cast outside of combat than it increases users speed by 23 for 4 turns) (3 Mana)
- Pipe Dream Spell = User can cast any spell they currently have but it’s actually this spell, this spell cannot do anything but imitate other spells only by energy/aura/particle effects, the spells mana cost is based off the spell you want to cast reduced by 25%. (Other Spells cost reduced by 25%)
- Pipe Dream Spell II = User can cast any spell they currently have but it’s actually this spell, this spell cannot do anything but imitate other spells only by energy/aura/particle effects, the spells mana cost is based off the spell you want to cast reduced by 30%. (Other Spells cost reduced by 30%)
- Pipe Dream Spell III = User can cast any spell they currently have but it’s actually this spell, this spell cannot do anything but imitate other spells only by energy/aura/particle effects, the spells mana cost is based off the spell you want to cast reduced by 35%. (Other Spells cost reduced by 35%)
- Bubble Breath = Gives user 1d15mi5 Turns of Water Breathing, while the spell is active user takes 5% less damage from energy based attacks. (2 Mana)
- Bubble Breath II = Gives user 1d15mi8 Turns of Water Breathing, while the spell is active user takes 8% less damage from energy based attacks. (3 Mana)
- Bubble Breath III = Gives user 1d15mi10 Turns of Water Breathing, while the spell is active user takes 10% less damage from energy based attacks. (4 Mana)
- Why do I hear Boss Music? = User gives a song to the DM to play, as long as the song play’s (3 Turn Cycles) User and Ally’s all gain +4 to Hit, +10 to Damage deal by User’s. (1 Mana)
- Why do I hear Boss Music?? = User gives a song to the DM to play, as long as the song play’s (3 Turn Cycles) User and Ally’s all gain +8 to Hit, +15 to Damage deal by User’s. (2 Mana)
- Why do I hear Boss Music??? = User gives a song to the DM to play, as long as the song play’s (3 Turn Cycles) User and Ally’s all gain +12 to Hit, +20 to Damage deal by User’s. (3 Mana)
- Why do I hear Boss Music?!?! = User gives a song to the DM to play, as long as the song play’s (3 Turn Cycles) User and Ally’s all gain +16 to Hit, +25 to Damage deal by User’s. (Technical: Roll 1d20 + Performance (if over 22) All Players gain Advantage of Dodging/movement rolls while spell if active.) (5 Mana)
- Foretelling the Fake Future = Upon being casted user enters their mindscape as the DM than must tell a What IF story based on the user’s choice or description (must be a small summary), this spell is basically a time waster for fun, yes this is from someone else and they made me include this so enjoy…. (2 Mana)
==== Tier 2 (Costs 6-12 Mana) (Level 5+) ====
- Zip = Closes/Opens Doors (must be unlocked, Requires a Skill check) (6 Mana)
- Zip II = Closes/Opens Doors (must be unlocked) (7 Mana)
- Zip III = Closes/Opens Doors (8 Mana)
- Zip IV = Creates a Door (Break-in without blowing a wall down) (9 Mana)
- Collapse = Breaks cables (Requires a Skill check) (6 Mana)
- Flash-o-Light = Creates a Dull light from the palm of your hand (Requires a Skill check)
(6 Mana)
- Flash-o-Light II = Creates a Regular light from the palm of your hand (Requires a Skill check) 
(7 Mana)
- Flash-o-Light III = Creates a Bright LED light from the palm of your hand (8 Mana)
- Warfstache = Fires a pink tuft of hair (6 Mana)
- Warfstache II = Fires a energy fused pink tuft of hair (1d4) (7 Mana)
- Warfstache III = Fires a powerful energy fused pink tuft of hair (1d6) (8 Mana)
- Warfstache IV = Fires a pure powerful mustache (1d12 Energy) (9 Mana)
- Warfstache V = Fires a pure powerful mustache with a poof sound effect 
(2d12 +Intimidation, Energy) (10 Mana)
- Warfstache VI = Fires a pure powerful mustache with a poof sound effect (3d12 +Intimidation + Charisma, Energy) (11 Mana)
- Warfstache VII = Fires a pure powerful mustache with a poof sound effect (4d15 +Intimidation +Charisma, Energy) (Technical: Roll 1d20 + Performance (if over 22) User gains the Sponk effect for 1d7 Turns.) (12 Mana)
- Mana-Link = Steals mana from an enemy (Roll Double Disadvantage) (1d4 Mana recovered)
(-3 EXP)
- Mana-Drain = Steals mana from an enemy (Roll Disadvantage) (1d5 Mana recovered) (-4 EXP)
- Mana-Channeling = Steals 1d10 of mana from an enemy (Roll Regular) (-5 EXP)
- Mana-Conjuring = Steals 2d10 of mana from an enemy (Roll Regular) (-6 EXP)
- Ripple Effect = User changes the course of battle with the cast of this spell by rolling 1d3
(-1 Arcana Skill point) (10 Mana)
1. Entering at Disadvantage - Enemies gain Advantage for 1d6 Turns
2. Fighting Fair - Both sides are healed back to full HP (Enemies & Teammates)
3. Turning the Tables - Teammates gain Advantage for 1d6 Turns
- Persuading Pointer-Finger = User points at an opponent and uses persuasion as damage (1d12 + Persuasion) (9 Mana)
- Persuading Pointer-Finger = User points at an opponent and uses persuasion as damage
(2d12 + Persuasion) (12 Mana)
- timor Flammae oppugnationis = User fires a Black orb of Fear towards an enemy (1d4 Scared) (6 Mana)
- timor Flammae oppugnationis II = User fires a Big Black orb of Fear towards an enemy 
(2d2 Scared) (7 Mana)
- Healthy Upbringing = User enchants an HP restoring Item (+1d23 Extra HP) (6 Mana)
- Healthy Upbringing II = User enchants an HP restoring Item (+2d17 Extra HP) (7 Mana)
- Healthy Upbringing III = User enchants an HP restoring Item with massive power (+3d12 Extra HP) (Item gives 50 Extra Temporary Points) (11 Mana)
- Steam on a cold day = User can reduce bad effects placed on teammates by 1
(7 Mana)
- Steam on a cold day II = User can reduce bad effects placed on teammates by 2
(9 Mana)
- Steam on a cold day III = User can reduce bad effects placed on teammates by 3
(11 Mana)
- Topsy-Turvy = User can confuse an enemy (Roll Double Disadvantage)
(Gives the Confusion Effect) (9 Mana)
- Topsy-Turvy II = User can confuse an enemy (Roll Disadvantage) (Gives the Confusion Effect) (10 Mana)
- Topsy-Turvy III = User can confuse an enemy (Roll Regular) (Gives the Confusion Effect)
(11 Mana)
- Ducky Blast = User fires a blast of energy Ducks towards an enemy (1d14 Duck, Energy) (7 Mana)
- Ducky Blast II = User fires a bigger blast of Ducks towards an enemy (2d14 Duck, Energy) (8 Mana)
- Ducky Blast III = User fires a pixelated blast of Ducks towards an enemy (3d14 Duck, Energy) (EXP -30) (9 Mana)
- Ducky Blast IV = User fires a Golden blast of Rubber Ducks towards an enemy (2d50 Duck, Energy) (Alignment must be Lawful) (10 Mana)
- C = User can add 1d3 to any player roll (EXP -50) (6 Mana)
- C+ = User can add 1d4 to any player roll (EXP -60) (7 Mana)
- C++ = User can add 1d6 to any player roll (EXP -70) (9 Mana)
- C Sharp = User can subtract 1d6 to any enemies roll, user can cast this spell as a reaction (EXP -70) (9 Mana)
- C Sharp II = User can subtract 2d3 to any enemies roll, user can cast this spell as a reaction (EXP -77) (10 Mana)
- C Sharp III = User can subtract 3d2 to any enemies roll, user can cast this spell as a reaction (EXP -80) (11 Mana)
- A Button = Gives user 1 extra turn to use an Item (Item can only heal 1-5 HP) (EXP -30) (6 Mana)
- A Button II = Gives user 1 extra turn to use an Item (Item can only heal 1-20 HP) (EXP -40) (7 Mana)
- A Button III = Gives user 1 extra turn to use an Item (Item can work no matter what HP Recovery) (EXP -50) (8 Mana)
- Intermission = User pauses the fight for 1d4 turns in order to do anything (2 Turn wait before Activation) (9 Mana)
- Dehance - Hits an enemy with a small debuff (-3 to all rolls for 1d4 turns) (6 Mana)
- Dehance II - Hits an enemy with a medium debuff (-5 to all rolls for 2d4 turns) (7 Mana)
- Dehance III - Hits an enemy with a large debuff (-10 to all rolls for 2d4 turns) (8 Mana)
- Rendered Useless - Hits an enemy with an extreme debuff (-19 to all rolls, effect user rolls at double disadvantage for 2d4 turns, Effect user Suffers the Mental Ristrain Status Effect for 1d5 Turns) (User Suffers the Confusion Effect for 1d5 Turns) (11 Mana)
- Rendered Obsolete - Hits an enemy with a beyond extreme debuff (Effect user suffers the Tired, Sad, and Weakened Status effect and must roll double disadvantage for 1d5 Turns) (User Flips a coin if Head user does not suffer the Confusion Effect, if tails they suffer the effect for 1d5 turns) (12 Mana)
- Heal - Heals 1d10 HP to yourself or a party member (6 Mana)
- Heal II - Heals 2d10 HP to yourself or a party member (7 Mana)
- Heal III - Heals 2d20 HP to yourself or a party member (8 Mana)
- Heal IV - Heals 2d25 HP to yourself or a party member (9 Mana)
- Heal V - Heals 3d25 HP to yourself or a party member (10 Mana)
- Heal VI - Heals 3d30 HP to yourself or a party member (11 Mana)
- Heal VII - Heals 4d30 HP to yourself or a party member (Tactical: Roll 1d20 + Performance (if over 22) give healed person/yourself 1d20 Temporary HP.) (12 Mana)
- Self-Benefit = User targets 1 Ally and drains their HP by 1d15, depending on the roll you receive (Rolls Amount) in Temporary HP (User Cannot Heal for 1 Turn) (6 Mana)
- Self-Benefit II = User targets 1 Ally and drains their HP by 2d15, depending on the roll you receive (Rolls Amount) in Temporary HP (User Cannot Heal for 2 Turn) (7 Mana)
- Self-Benefit III = User targets 1 Ally and drains their HP by 2d20, depending on the roll you receive (Rolls Amount) in Temporary HP (User Cannot Heal for 3 Turn) (8 Mana)
- Trail Mix = User uses their mana to channel and recover a random set of HP (!rr 3 4d5 HP) (If users HP is at max than HP gained from this spell can be transferred to Temporary HP (Max of 100)) (10 Mana)
- Trail Mix II = User uses their mana to channel and recover a random set of HP (!rr 3 4d6 HP) (If users HP is at max than HP gained from this spell can be transferred to Temporary HP (Max of 100)) (11 Mana)
- Trail Mix III = User uses their mana to channel and recover a random set of HP (!rr 3 4d7 HP) (If users HP is at max than HP gained from this spell can be transferred to Temporary HP (Max of 100)) (12 Mana)
- Animate = User Brings an object to life, this object speaks common and is alive for 1d4 Turns, this item cannot attack or do any action besides talk. (1 Turn wait before Activation) (13 Mana)
- Animate II = User Brings an object to life, this object speaks common and is alive for 2d4 Turns, this item can attack and gain limbs, they are limited to what they can do and can still die. (1 Turn wait before Activation) (14 Mana)
- Re-Animate = User Brings an Undead/Ghost back to life for 1d4 Turns, they can do anything they please, but after turns are over they are painfully ripped away from their life. (User gains the Weakened Status Effect for 1d5 Turns) (1 Turn wait before Activation) (15 Mana)
- Bullet-Sponge = User gains the Vital Orange Effect for 1d4 Turns (13 Mana)
- Bullet-Sponge II = User gains the Vital Orange Effect for 2d2 Turns (14 Mana)
- Bullet-Sponge III = User gains the Vital Orange Effect for 4d2 Turns (15 Mana)
- Bullet-Sponge IV = User gains the Vital Orange Effect for 4d3 Turns (16 Mana)
- Wither = Gives an Enemy/Player the Wither Status Effect for 5 Turns (12 Mana)
- Wither II = Gives an Enemy/Player the Wither Status Effect for 10 Turns (13 Mana)
- Wither III = Gives an Enemy/Player the Adv.Wither Status Effect for 15 Turns (User gains the Mental Restrain Effect) (14 Mana)
- Wither IV = Gives an Enemy/Player the Adv.Wither Status Effect for 20 Turns (User gains the Mental Restrain Effect) (15 Mana)
- Wither IV = Gives an Enemy/Player the Lethal Wither Status Effect for 25 Turns (User gains the Mental Restrain Effect) (16 Mana)
- Came from nowhere?! = User rolls 1d20, depending on what they roll something comes out of nowhere to assist. (12 Mana)
1-10 = A Small civilian is gifted with courage and is willing to assist in simple ways, without giving their life but still assisting.
11-15 = A nearby object will either fall/trip/or explode/etc to give you & your party and opportunity. 
16-20 = A Rare Item/Creature will put aside what they are doing (they must be in the area) and come to assist you the best way they can. 
- Came from nowhere?!?! = User rolls 1d20, depending on what they roll something comes out of nowhere to assist. (13 Mana)
1-11 = A Small civilian is gifted with courage and is willing to assist in simple ways, without giving their life but still assisting.
12-16 = A nearby object will either fall/trip/or explode/etc to give you & your party and opportunity. 
17-20 = A Legendary Item/Creature will put aside what they are doing (they must be in the area) and come to assist you the best way they can. 
- Deus Ex Machina = User rolls 1d30, depending on what they roll something comes out of nowhere to assist.(Requires Wisdom check over 31) (Requires Arcane 10+) (13 Mana)
1-10 = A Small civilian is gifted with courage and is willing to assist in large ways, without giving their life but still assisting, they gain legendary weapons.
11-20 = A nearby object will either fall/trip/or explode/etc to give you & your party and the opportunity to have a giant fighting chance.
21-29 = A Legendary Item/Creature will put aside what they are doing (they must be in the area) and come to assist you the best way they can, using their god like powers or abilities.
30 = An object or chain of events somehow help you out in the biggest and best way possible. 
- Recite Imagery = User can create a holographic/prismatic item/location/or creature, this item/location/creature is a small image that shows details of either the Item, shows population if location, and strength and abilities of a creature. (1d15 Turns active) (-1 Insight Skill Point) (6 Mana) 
- Recite Imagery II = User can create a holographic/prismatic item/location/or creature, this item/location/creature is a small image that shows details of either the Item, shows population if location, and strength and abilities of a creature. (2d15 Turns active) (-1 Insight Skill Point) (7 Mana) 
- Recite Imagery III = User can create a holographic/prismatic item/location/or creature, this item/location/creature is a small image that shows details of either the Item, shows population if location, and strength and abilities of a creature. (2d20 Turns active) (-1 Insight Skill Point) (8 Mana) 
- Cutting at the seams = User gives a selected enemy the Smolder Effect for 1 Turn, Enemy has Disadvantage on Landing an attack against you for 1 Turn. (8 Mana)
- Cutting at the seams II = User gives a selected enemy the Smolder Effect for 19 Turn, Enemy has Disadvantage on Landing an attack against you for 3 Turn. (-3 Arcana 	Skill Points) (9 Mana)
- Cutting at the seams III = User gives a selected enemy the Smolder Effect for 28 Turn, Enemy has Disadvantage on Landing an attack against you for 10 Turn. (-2 Arcana Skill Points) (10 Mana)
- Sniffles become!~ = User hits an enemy with a beam of soft energy, they must beat a constitution check against the user’s wisdom, if they didn’t pass they must make a sneezing sound effect every 5 Turns, if user doesn't on the turn they should they skip their next turn. (6 Mana)
- Sniffles become!~ II = User hits an enemy with a beam of soft energy, they must beat a constitution check against the user’s wisdom, if they didn’t pass they must make a sneezing sound effect every 3 Turns, if user doesn't on the turn they should they skip their next turn. (7 Mana)
- Sniffles become!~ III = User hits an enemy with a beam of soft energy, they must beat a constitution check against the user’s wisdom, if they didn’t pass they must make a sneezing sound effect every 1 Turn, if user doesn't on the turn they should they skip their next turn. (8 Mana)
- False Fear - User can cast this spell as a reaction, attack, dodge, etc, This spell must be told only to DM when casted, When casted user gains a 78% automatic success on the action they want to do, this action is an illusion but looks 100% accurate to what is described, if an attack it will deal damage but all damage will be undone when user either stops the spell or get 25 meters away from casting area/subject. (7 Mana) (Illusion can be broken if enemies/subject passes an intelligence check against caster)
- False Fear II - User can cast this spell as a reaction, attack, dodge, etc, This spell must be told only to DM when casted, When casted user gains a 88% automatic success on the action they want to do, this action is an illusion but looks 110% accurate to what is described, if an attack it will deal damage but all damage will be undone when user either stops the spell or get 35 meters away from casting area/subject. (8 Mana) (Illusion can be broken if enemies/subject passes an intelligence check against caster)
- False Fear III - User can cast this spell as a reaction, attack, dodge, etc, This spell must be told only to DM when casted, When casted user gains a 100% automatic success on the action they want to do, this action is an illusion but looks 110% accurate to what is described, if an attack it will deal damage but all damage will be undone when user either stops the spell or get 40 meters away from casting area/subject. (-1 Survival & Arcane Skill points) (9 Mana) (Illusion can be broken if enemies/subject passes an intelligence check against caster)
- Foriegn Locked = User rolls 1d3, depending on the number from top down in traits user cannot use trait that number landed on for 1d14 Turns. (6 Mana)
- Foriegn Locked II = User rolls 1d3, depending on the number from top down in traits user cannot use trait that number landed on for 2d14 Turns. (7 Mana)
- Foriegn Locked III = User rolls 1d4, depending on the number from top down in traits user cannot use trait that number landed on for 2d14 Turns. (8 Mana)
- Uromaroma = User targets 1-3 Enemies and 1-3 Party members (Not counting User), selected enemies/players/npc’s must make a charisma saving throw against the user’s Intelligence check, those who fail suffer the Charmed Status Effect for 2d7 + 1 Turns. (9 Mana)
- Uromaroma II = User targets 1-3 Enemies and 1-3 Party members (Not counting User), selected enemies/players/npc’s must make a charisma saving throw against the user’s Intelligence check, those who fail suffer the Charmed Status Effect for 2d7 + 2 Turns. (10 Mana)
- Uromaroma III = User targets 1-3 Enemies and 1-3 Party members (Not counting User), selected enemies/players/npc’s must make a charisma saving throw against the user’s Intelligence check, those who fail suffer the Charmed Status Effect for 2d7 + 3 Turns. (11 Mana)
- Uromaroma IV = User targets 1-3 Enemies and 1-3 Party members (Not counting User), selected enemies/players/npc’s must make a charisma saving throw against the user’s Intelligence check, those who fail suffer the Charmed Status Effect for 2d7 + 4 Turns. (12 Mana)
- Bilk = Target 1 Enemy/Ally, the selected person’s money will fly out of their pocket and magnit towards you, 1d20 gp, 1d100 dollars, 0.5% Rare Money Item. (6 Mana)
- Bilk II = Target 1 Enemy/Ally, the selected person’s money will fly out of their pocket and magnit towards you, 1d20 gp, 1d100 dollars, 1% Rare Money Item. (7 Mana)
- Bilk III = Target 1 Enemy/Ally, the selected person’s money will fly out of their pocket and magnit towards you, 1d20 gp, 1d100 dollars, 1.5% Rare Money Item. (8 Mana)
- Temporary Trait = User can gain 1 random trait from the DM for 1d3 Turns, user can only have a max of 1 traits given to them, once the spell has been dispelled/ended user loses the trait and gains the smolder effect for 3d5 turns. (7 Mana)
- Temporary Trait II = User can gain 1 random trait from the DM for 1d3 Turns, user can only have a max of 1 traits given to them, once the spell has been dispelled/ended user loses the trait and gains the smolder effect for 2d5 turns. (8 Mana)
- Temporary Trait III = User can gain 1 random trait from the DM for 1d3 Turns, user can only have a max of 1 traits given to them, once the spell has been dispelled/ended user loses the trait and gains the smolder effect for 1d5mi3 turns. (9 Mana)
- Temporary Trait IV = User can gain 1 random trait from the DM for 1d3 Turns, user can only have a max of 1 traits given to them, once the spell has been dispelled/ended user loses the trait and gains the smolder effect for 1d5 turns. (10 Mana)
- Gravity Hold = User creates an Aura of Gravity to hold them on a selected direction, this lasts 2d6 Turns, while active the user gains the Vital Purple effect. ((Gravity is affected by location/sight)) (9 Mana)
- Gravity Hold II = User creates an Aura of Gravity to hold them on a selected direction, this lasts 3d6 Turns, while active the user gains the Vital Purple effect. ((Gravity is affected by location/sight)) (10 Mana)
- Gravity Hold III = User creates an Aura of Gravity to hold them on a selected direction, this lasts 4d6 Turns, while active the user gains the Vital Purple effect. ((Gravity is affected by location/sight)) (11 Mana)
- Gravity Hold IV = User creates an Aura of Gravity to hold them on a selected direction, this lasts 5d12 Turns, while active the user gains the Vital Purple effect. ((Gravity is affected by location/sight)) (12 Mana)
- Corrosive Spray = User sprays 1-3 enemies with a very flammable liquid, that lasts 1d3 turns, if selected enemies are shot/set on fire/or shocked user gains the Lethal Burn status effect, while user has the liquid (not on fire) on them they gain the Wet status effect. (6 Mana)
- Corrosive Spray II = User sprays 1-3 enemies with a very flammable liquid, that lasts 1d4 turns, if selected enemies are shot/set on fire/or shocked user gains the Lethal Burn status effect, while user has the liquid (not on fire) on them they gain the Wet status effect. (7 Mana)
- Corrosive Spray III = User sprays 1-3 enemies with a very flammable liquid, that lasts 2d4 turns, if selected enemies are shot/set on fire/or shocked user gains the Lethal Burn status effect, while user has the liquid (not on fire) on them they gain the Wet status effect. (8 Mana)
- Corrosive Spray IV = User sprays 1-3 enemies with a very flammable liquid, that lasts 2d4 turns, if selected enemies are shot/set on fire/or shocked user gains the Lethal Burn status effect, while user has the liquid (not on fire) on them they gain the Adv.Wet status effect. (9 Mana)
- Corrosive Spray V = User sprays 1-5 enemies with a very flammable liquid, that lasts 2d4 turns, if selected enemies are shot/set on fire/or shocked user gains the Lethal Burn status effect, while user has the liquid (not on fire) on them they gain the Adv.Wet status effect. (10 Mana)
- Green Mana Barrier = User summons a Green Mana Barrier, Armor: 2d400, DD:1d4, DG: 1d50, While people are within the barrier (including enemies) recover 5 Mana & 5 HP per every 2 Turns. (6 Mana)
- Green Mana Barrier II = User summons a Green Mana Barrier, Armor: 2d500, DD:1d4, DG: 1d60, While people are within the barrier (including enemies) recover 10 Mana & 10 HP per every 2 Turns. (8 Mana)
- Green Mana Barrier III = User summons a Green Mana Barrier, Armor: 2d1000, DD:1d4, DG: 1d70, While people are within the barrier (including enemies) recover 15 Mana & 15 HP per every 2 Turns. (10 Mana)
- Go the fuck to Sleep! - User affects a small area of enemies, enemies must then pass a constitution check over 25, if failed enemies gain the Asleep status effect. (6 Mana)
- Go the fuck to Sleep!! - User affects a medium area of enemies, enemies must then pass a constitution check over 35, if failed enemies gain the Heavy Asleep status effect. (7 Mana)
- Go the fuck to Sleep!!! - User affects a large area of enemies, enemies must then pass a constitution check over 45, if failed enemies gain the Deep Asleep status effect. (8 Mana)
- John Knocks you the fuck out!!! - User affects a large area of enemies, enemies must then pass a constitution check over 55, if failed enemies gain the Deep Asleep status effect & are stunned for 3 extra Turns. (Requires an Arcana over 15+) (9 Mana)
- Hex: Big Rigs over the road racing… = User creates the speed spell status effect (Big Rigs over the road racing), While active user gains +3d15 to Driving/Actions that involve driving, while driving user can go into any terrain while hex is active without being restricted from elements or terrain, This Hex is active for a total of 1d20 + Player Level Turn when the turn limit is up this Hex is triggered, when Triggered User’s car gains +1 Drunken Inspiration that they can used in 3 turns if not used in 3 turns the Inspiration is wasted. (50% Chance of Curse) (12 Mana)
- Hex: Mutation of Blessings!!! = User creates the Hex stage effect (Mutation of Blessings), While active all active player/enemy blessings are disabled while Hex is active, at any point if any Player/Enemy rolls a Nat Fail(1) than this Hex is triggered, when triggered this Hex is disabled as the Player/Enemy who rolled a Nat 1 must disable 1 Selected trait/blessing for 1d3 Day(s). (5% Chance of Curse) (20 Mana)
=== Tier 3 (Costs 13-19 Mana) (Level 10+) ===
- Self Sacrifice = User gets rid of a part of themselves to save 1 other teammate (To Teammate Max HP, 1d4 Turn Advantage to all rolls) (HP -100) (17 Mana)
- Self Sacrifice II = User gets rid of a part of themselves to save 2 other teammates (To Teammates Max HP, 1d4 Turn Advantage to all rolls) (HP -150) (18 Mana)
- Self-Disembowelment = User gets rid of their state of being to save 1 other teammate during any turn (To Teammate Max HP, +100 Combat Damage for 2d2 Turns) (HP -600) (-2 Survival Skill points) (19 Mana)
- Uchi no chikara = User gains advantage for 1d2 Turns (14 Mana)
- Uchi no chikara II = User gains advantage for 1d3 Turns (15 Mana)
- Uchi no chikara III = User gains advantage for 1d4 Turns (16 Mana)
- Uchi no chikara IV = User gains advantage for 1d5 Turns (17 Mana)
- Uchi no chikara V = User gains advantage for 1d6 Turns (18 Mana)
- Uchi no chikara VI = User gains advantage for 2d3 Turns (Alignment must be Good)      
(19 Mana)
- UnderVocal = User summons one of these creatures by rolling 1d7 (User suffers from the UnderVocal Effect) (18 Mana)
1. Bad Time Tom - HP.1 Cannot Attack, Only annoys everyone and leaves next turn.
2. Pox Power Flame Guard - HP.108, Attacks with large flame sword (3d50 Lethal Burn) 
(Leaves after 1d4 Turns)
3. Mix Master Wu - HP.320, Attack using advanced martial arts (44d22 Physical) 
(Leaves after 1d4 Turns)
4. Demo-Pan - HP.150, Attacking using a frying pan (1d200 Komik Retribution)
(Leaves after 2d1 Turns)
5. Fanasco - HP.60 Cannot Attack, Gives HP back to summoner (+1d50 HP)
(Leaves after 1 Turn)
6. Spell Maker - HP.15, Casts 1 Random Spell
(Leaves after 3 Turns)
7. Hans Kipler - HP.Overthecounter, Using the Over infinity ability all party members gain +15 to their next rolls (Leaves after 1 turn) 
- Transformer = Changes the vehicle to some form of advanced creature 
(choose from 1-4 for transformation) (Lasts 1d6 Turns) (17 Mana)
1.Tiger = Vehicle can climb up objects and deal slashing Damage now.
2.Turtle = Vehicle moves way slower but gains a DT.600.
3.Dolphin = Vehicle moves faster in the water & all attacks gain the wet effect
4.More than meets the eye = Vehicle changes to a auto-bot looking creature and gains a plasma railgun which deals 2d55 Plasma Damage.
- Komik Dancing = User makes a enemy do a very painful (humiliating) Dance (2d400 Komik Retribution) (16 Mana)
- Komik Dancing II = User makes a enemy do a very painful (humiliating) Dance (2d450 Komik Retribution) (17 Mana)
- Komik Dancing III = User makes a enemy do a very painful (humiliating) Dance (2d500 Komik Retribution) (-1 Athletics Skill point) (19 Mana)
- Imagination Influx = User summons a creation of the first thing they think of and stays for 3 turns (Require Arcane 10+) (3 Turn wait before Activation) (17 Mana)
- Imagination Influx II = User summons a creation of the first thing they think of and stays for 4 turns (Require Arcane 10+) (3 Turn wait before Activation) (18 Mana)
- Mensa (Table Mountain) = User Creates a large table in front of them, this table cannot be destroyed by any known attack, it cannot be moved, it dissipates after 2d15 turns (Requires Wisdom check over 31) (13 Mana)
- Critical Zone = While User & Allies are in a 10ft radius around the caster/user their rolls that identify as a Critical Hit goes down to a 19-20 for 4 Turns (If players already have an effect like this than make it go down by an extra 2) (20 Mana)
- Critical Zone II = While User & Allies are in a 11ft radius around the caster/user their rolls that identify as a Critical Hit goes down to a 18-20 for 4 Turns (If players already have an effect like this than make it go down by an extra 2) (Require Arcane 20+) (21 Mana)
- Critical Zone III = While User & Allies are in a 12ft radius around the caster/user their rolls that identify as a Critical Hit goes down to a 17-20 for 4 Turns (If players already have an effect like this than make it go down by an extra 3) (Require Arcane 25+) (22 Mana)
- Critical Zone IV = While User & Allies are in a 12ft radius around the caster/user their rolls that identify as a Critical Hit goes down to a 16-20 for 4 Turns (If players already have an effect like this than make it go down by an extra 4) (Require Arcane 30+) (Requires Wisdom check over 31)  (23 Mana)
- Komik Killing = User projects a flash of light affecting whoever is closest or in a 15ft area, those who are affected (This can include enemies/party members/ allies/ etc) take 2d5000mi1000 Energy, Area, Komik Retribution Damage and suffer from the Slowed Effect for 1d4 Turns (16 Mana)
- Komik Killing II = User projects a flash of light affecting whoever is closest or in a 15ft area, those who are affected (This can include enemies/party members/ allies/ etc) take 2d5000mi1000 Energy, Area, Komik Retribution Damage and suffer from the Slowed Effect for 2d4 Turns (User suffers from Geiger Counter 2 for 5 Turns) (17 Mana)
- Komik Killing III = User projects a flash of light affecting whoever is closest or in a 15ft area, those who are affected (This can include enemies/party members/ allies/ etc) take 2d5000mi1000 Energy, Area, Komik Retribution Damage and suffer from the Slowed Effect for 2d6 Turns (User suffers from Geiger Counter 4 for 5 Turns) (18 Mana) 
- Scry Sky = When user takes damage next turn and they have armor, subtract the lost armor and add what armor you lost to temporary HP, if armor is destroyed than you do not gain any Temporary HP. (19 Mana) (Can be casted before guarding) 
- Pillow Fight = All Weapons in the fight are temporarily transformed into pillows that do 1d3 Damage, Armor is negated, & Spells cost double their mana cost (1d15 Turns) (3 Turn wait before activation) (17 Mana)
- Master Form = User Transforms themselves into a Master for as long until they lose all of their mana, User in this form gains a DD. 1d28 until form ends, User can add all of their main modifiers to damage. (-55 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot kill, use ranged weapons, or heal)
- Master Form II = User Transforms themselves into a Master for as long until they lose all of their mana, User in this form gains a DD. 1d29 until form ends, User can add all of their main modifiers to damage. (-50 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot kill, use ranged weapons, or heal)
- Master Form III = User Transforms themselves into a Master for as long until they lose all of their mana, User in this form gains a DD. 1d30 until form ends, User can add all of their main modifiers to damage. (-45 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot kill, use ranged weapons, or heal)
- Vindictive Aerosol = User shoots a 10by10 area of invisible gas that when breathed in they must pass a Constitution check against the users Strength Check, if failed the player/ally/npc will be enraged and will attack the nearby ally/foe until either ally/foe is killed or prone. (17 Mana)
- Vindictive Aerosol II = User shoots a 12by15 area of invisible gas that when breathed in they must pass a Constitution check against the users Strength Check, if failed the player/ally/npc will be enraged and will attack the nearby ally/foe until either ally/foe is killed or prone. (18 Mana)
- Vindictive Aerosol III = User shoots a 17by25 area of invisible gas that when breathed in they must pass a Constitution check against the users Strength Check, if failed the player/ally/npc will be enraged and will attack the nearby ally/foe until either ally/foe is killed or prone. (19 Mana)
- Anti-Magic = User shoots an orb/triangle of Negative types of energy, depending on given roll (1d9) spell does the listed effect of Anti-Magic. (User gains the Smolder effect for 1d5 Turns) (17 Mana)
1. Deals Heavy Negative Nova Damage (8d71 Nova)
2. Selected enemy cannot cure their current status effects, if a status effect cannot be removed unless doing an action then the enemy takes 1d40 Mental Damage every enemy turn.
3. Enemy selected is skipped for 1d20 Turns, Does not count as a stun counts as a skip/baton toss.
4. Selected enemy gains the Manacollusion effect for 2d18 turns & takes Heavy Negative Nova Damage (8d71 Nova)
5. Selected enemy gains the Manacollusion effect for 2d18 turns & takes Light Negative Nova Damage (4d20 Nova)
6. Selected enemy’s traits are disabled for 1d4 Turns.
7. Selected enemy’s skill bonuses (+’s) are disabled for 1d4 Turns.
8. Selected enemy gains the Manacollusion effect for 2d18 turns & enemy’s traits are disabled for 1d4 Turns.
9. Selected enemy gains the Manacollusion effect for 2d18 turns, enemy’s traits are disabled for 1d4 Turns, & takes Heavy Negative Nova Damage (8d71 Nova)
- Anti-Magic II = User shoots an orb/triangle of Negative types of energy, depending on given roll (1d9) spell does the listed effect of Anti-Magic. (User gains the Smolder effect for 1d5ma4 Turns) (18 Mana)
1. Deals Heavy Negative Nova Damage (8d71 Nova)
2. Selected enemy cannot cure their current status effects, if a status effect cannot be removed unless doing an action then the enemy takes 1d40 Mental Damage every enemy turn.
3. Enemy selected is skipped for 1d20 Turns, Does not count as a stun counts as a skip/baton toss.
4. Selected enemy gains the Manacollusion effect for 2d18 turns & takes Heavy Negative Nova Damage (8d71 Nova)
5. Selected enemy gains the Manacollusion effect for 2d18 turns & takes Light Negative Nova Damage (4d20 Nova)
6. Selected enemy’s traits are disabled for 1d4 Turns.
7. Selected enemy’s skill bonuses (+’s) are disabled for 1d4 Turns.
8. Selected enemy gains the Manacollusion effect for 2d18 turns & enemy’s traits are disabled for 1d4 Turns.
9. Selected enemy gains the Manacollusion effect for 2d18 turns, enemy’s traits are disabled for 1d4 Turns, & takes Heavy Negative Nova Damage (8d71 Nova)
- Anti-Magic III = User shoots an orb/triangle of Negative types of energy, depending on given roll (1d9) spell does the listed effect of Anti-Magic. (User gains the Smolder effect for 1d5ma3 Turns) (19 Mana)
1. Deals Heavy Negative Nova Damage (8d71 Nova)
2. Selected enemy cannot cure their current status effects, if a status effect cannot be removed unless doing an action then the enemy takes 1d40 Mental Damage every enemy turn.
3. Enemy selected is skipped for 1d20 Turns, Does not count as a stun counts as a skip/baton toss.
4. Selected enemy gains the Manacollusion effect for 2d18 turns & takes Heavy Negative Nova Damage (8d71 Nova)
5. Selected enemy gains the Manacollusion effect for 2d18 turns & takes Light Negative Nova Damage (4d20 Nova)
6. Selected enemy’s traits are disabled for 1d4 Turns.
7. Selected enemy’s skill bonuses (+’s) are disabled for 1d4 Turns.
8. Selected enemy gains the Manacollusion effect for 2d18 turns & enemy’s traits are disabled for 1d4 Turns.
9. Selected enemy gains the Manacollusion effect for 2d18 turns, enemy’s traits are disabled for 1d4 Turns, & takes Heavy Negative Nova Damage (8d71 Nova)
- Seal-Spirit = User can seal a spirit or ghost figures/entities into selected items, Item than acts as a Spirit Item. (Requires a Wisdom check over 31) (User has to beat the selected enemies/spirits constitution + wisdom check) (use Intelligence check) (17 Mana)
- Ying-Yang = User splits themselves into two identities/players, one with one alignment and the other with the other half for 2d18 Turns. (EX. Lawful Evil = 1 Lawful, 2 Evil) (Spell only ends when both halves form back together, spell cannot end if one half is not with the other, if this happens both users takes 2d15 Mental Damage every turn) (Requires Wisdom Check over 31) (19 Mana)
- Yang-Ying = User splits themselves into two identities/players, one with one alignment and the other with the other half for 2d18 Turns, but opposite. (EX. Lawful Evil = 1 Chaotic, 2 Good) (Spell only ends when both halves form back together, spell cannot end if one half is not with the other, if this happens both users takes 2d15 Mental Damage every turn) (Requires Wisdom Check over 31) (19 Mana)
- Hex: Guaranteed Chance = User creates a Hex status effect (Guaranteed Chance), while active for 7d2 Turns User gains 1 Extra roll/coin flip/and reaction towards any check, User will be surrounded by a Bronze Aura that is spirtatic and wavy. (Chance Aura), While active all checks user does also count as chance checks now. (45% Chance of Curse) (16 Mana)
- Hex: Action is coming! = User creates a Hex stage effect (Action is coming!), while active enemies of unidentified factions or race will be summoned to attack the user and their group, while active user will have to fight 1d80 Enemies who are at levels of !rr (Last Roll) 1d200, once user/party defeats the entire hoard than this Hex’s effect is triggered, when triggered all EXP gained is multiplied by 2 but must subtract 100. (70 Chance of Curse) (20 Mana)
- Hex: Saviour of the Universe!!!! = User creates a Hex status effect (Saviour of the Universe), while active user’s Stats/Skills/Traits/Blessings/Curses/etc (Anything that gives bonuses) are disabled, User gains the Vital Red Status Effect for as long as this Hex is Active, While active user starts to lose 1d10 HP every Turn (Including enemy/ally/npc/player Turns), User regains 1d5mi3 HP everytime user does a successful action, If user is at Max HP and does a successful action than user can roll 1d10 for Temporary HP (Stacks), User’s Stats (Skills & Modifiers) change to 200, User’s Max HP is changed to 10 while Hex is active (is restored when Hex ends), If user is knocked prone or killed while this Hex is active than the Hex is Triggered, When Triggered User puts their HP back to Max HP at their original HP, The Hex is disabled and the User gains a +400 to their next Action, If users misses their next action while spell was Triggered than user gains +3 Charges & +50 Mana back towards Traits and Items. (Requires an Arcana over 35+) (88% Chance of Curse) (75 Mana)
- Hex: Hope is never Lost!!! = User creates the Hex Universal effect (Hope is never Lost!!!), while active all Active Players gains the Invincible status effect for 9dPlayer Level Turns, While active all Players gains the ability to baton pass without using up their turn (EX. Uses their turn than can Baton Pass), once every players Invincibility has ended this Hex’s effect is Triggered, When triggered if there is any enemies still in your path or a Puzzle or such obstacle that you cannot pass in your way when this effect is triggered well all players roll 1 chance check against the DM (DM must roll 1d20), if players pass DM must find a way to get rid or find a story related reason on how the obstacle get defeated by the winning user’s. (After triggered Hex is disabled.) (Requires a Wisdom check over 31) (76% Chance of Curse) (100 Mana)
- Nova d'Âme = When casted against an enemy both the User and Enemy roll constitution, depending on who got higher the winner will lose control of their soul and take a direct 6d30 Mental, Nova damage, The winner than gains control of the enemy for 1d25 Turn before either they die or gain control of their body again. (Requires a Wisdom check over 31) (-4 Perception Skill Point) (21 Mana)
- Nova d'Âme II = When casted against an enemy both the User and Enemy roll constitution, depending on who got higher the winner will lose control of their soul and take a direct 60d30 Mental, Nova damage, The winner than gains control of the enemy for 1d25 Turn before either they die or gain control of their body again. (Requires a Wisdom check over 31) (-3 Perception Skill Point) (26 Mana)
- Nova d'Âme III = When casted against an enemy both the User and Enemy roll constitution, depending on who got higher the winner will lose control of their soul and take a direct 60d30 Mental, Nova damage, The winner than gains control of the enemy for 2d25 Turn before either they die or gain control of their body again. (Requires a Wisdom check over 31) (-2 Perception Skill Point) (32 Mana)
- Nova d'Âme IV = When casted against an enemy both the User and Enemy roll constitution, depending on who got higher the winner will lose control of their soul and take a direct 60d60 Mental, Nova damage, The winner than gains control of the enemy for 2d30 Turn before either they die or gain control of their body again. (Requires a Wisdom check over 31) (-1 Perception Skill Point) (42 Mana)
- Hex: Mystery Gift! = User creates a Hex Item chance effect (Mystery Gift!), while active the user gains a 7% chance while doing their next 1d30 actions to get a very powerful but risky gift. If user gets the chance while during the 1d30 actions than the Hex is triggered, When triggered user gains a gift of random rarity (based off DM), this gift could hold a powerful Item/Weapon/Ally/or Trait, but also this Item could hold a very powerful Enemy/Trap/or Curse, If the gift isn’t opened but kept instead than the user cannot cast this spell again until last gift was opened… (50% Chance of Curse) (16 Mana)
- Hex: Aura of the Nether = User creates a Hex status effect (Aura of the Nether), while active user gains a powerful Aura, User then gains a Power of 2 (p^2) to all regular non combat based actions for 1d27 Turns, Also while the spell is active user takes 5% Less damage from Magic based attacks, 10% Less damage from particle/plasma based attacks, 25% Less damage from energy based attacks, & Lastly 85% Less damage from Fire/Wither based attacks, at any point while the spell is active your can trigger this hex, when triggered the spell disables itself to cure the user of 1 selected status effect or decrease an afflicted status effect on a player/ally by 1d3. (22% Chance of Curse) (User gains the Adv. Cripple Status effect after spell ends) (20 Mana)
- Blow Bonuses Away! = User can only cast this spell as a reaction after an Alley/Player/Enemy/etc. Has finished their roll, once this spell is casted the selected target's final roll is reduced by any + 's & other dice rolls besides the main roll. (Requires a Skill check) (Require Arcane 25+) (20 Mana)
== ***Particle Spells*** ==
=== Tier 1 (Costs 1-5 Mana) ===
- Fireball = Shoots a ball of fire at an enemy (1d4) (1 Mana)
- Fireball II = Shoots a bigger ball of fire at an enemy (1d6 Burn) (2 Mana)
- Fireball III = Shoots a giant ball of fire at an enemy (1d10 Burn) (3 Mana)
- Fireball IV = Shoots multiple balls of fire at enemies (2d10 Burn) (5 Mana)
- Spark = shock an enemy (1d3) (1 Mana)
- Shock = shock an enemy (1d5 Shock) ( 2 Mana)
- Super Shock = shock an enemy (1d12 Shock) (3 Mana)
- Electricity Stream = shock multiple targets (2d12 Shock) (4 Mana)
- Lighting Strike = Paralyze a enemy (1d20 Paralyze) (4 Mana)
- Lighting Arc = Paralyze multiple targets (2d20 Paralyze) (5 Mana)
- Ice Beam = hit an enemy with a cold blast (1d4) (2 Mana)
- Ice Beam II = hit an enemy with a hard cold blast (1d6 Cold) (3 Mana)
- Ice Beam III = hit an enemy with a large freezing blast (1d12 Freeze) (4 Mana)
- Blizzard = hit multiple enemies with a large icy storm (1d20 Freeze) (5 Mana)
- Rock Wave = user creates a small wave of rocks (1d4 Area) (2 Mana)
- Rock Wave II = user creates a medium wave of rocks (1d8 Area) (3 Mana)
- Rock Wave III = user creates a large wave of rocks (1d12 Area, Stun) (5 Mana)
- Bubble Gum Blast = user shoots a bullet made of gum (1d3) (1 Mana)
- Bubble Gum Blast II = user shoots a bullet made of gum (1d6 Sticky) (3 Mana)
- Bubble Gum Blast III = user shoots a bullet made of gum (2d6 Sticky) (4 Mana)
- Water Pulse = user shoots out a ring of water towards an enemy (1d4) (1 Mana)
- Water Pulse II = user shoots out a ring of water towards an enemy (1d5 Wet) (2 Mana)
- Water Pulse III = user shoots out a ring of water towards an enemy (2d5 Wet) (3 Mana)
=== Tier 2 (Costs 6-12 Mana) (Level 5+) ===
- Grass Cutter = hit an enemy with a wave of grass (1d3) (6 Mana)
- Grass Cutter II = hit an enemy with a large wave of grass (1d6 Life-Link) (7 Mana)
- Grass Cutter III = hit an enemy with a storm of grass (1d12 Piercing, Life-Link) (8 Mana)
- Bubble Blast = hit multiple enemies with bubbles (1d3) (6 Mana)
- Bubble Blast II = hit multiple enemies with bigger bubbles (1d6 Wet) (6 Mana)
- Bubble Blast III = hit multiple enemies with fragmentation bubbles (1d12 Wet, Area)
- Ink Splatter = hit an enemy with a small ink ball (1d3 Blind) (6 Mana)
- Ink Splatter II = hit an enemy with a medium ink ball (1d5 Blind) (7 Mana)
- Ink Splatter III = hit an enemy with a large ink ball (1d8 Blind) (8 Mana)
- Shadow Spark = create shadow energy to form into a doppelganger (1d12 + Constitution) 
(12 Mana) (depending on the 1st roll will show how much HP the Doppelganger has) 
- Acid Rain = User creates a cloud that rains down Poison (1d4 Poison) 
(1d2 Turns cloud will stay out) (6 Mana)
- Acid Rain II = User creates a cloud that rains down Poison (1d4 Poison)
(1d3 Turns cloud will stay out) (7 Mana)
- Acid Rain III = User creates a cloud that rains down Poison (1d4 Poison)
(1d4 Turns cloud will stay out) (8 Mana)
- Grass Entangle = Grass extends from the ground grabbing an enemy (1d3) (6 Mana)
- Grass Entangle II = Grass extends from the ground grabbing an enemy (1d4 Stun) (7 Mana)
- Grass Entangle III = Grass extends from the ground grabbing an enemy (2d2 Stun) (8 Mana)
- Grass Inpale = Grass extends from the ground impaling an enemy (1d15 Stun, Bleeding, Piercing) (10 Mana)
- Iron Defence = Users skin hardens to become as hard as steel for 1d2 Turns (+1d15 DT)
(7 Mana)
- Iron Defence II = Users skin hardens to become as hard as steel for 1d4 Turns (+2d15 DT)
(8 Mana)
- Iron Defence III = Users skin hardens to become as hard as steel for 2d2 Turns (+3d15 DT)
(9 Mana)
- Salty Floor = User sends hot Salty Ice all around the floor (1d15 Area, Cold) (7 Mana)
- Salty Floor II = User sends hot Salty Ice all around the floor (2d15 Area, Cold) (8 Mana)
- Salty Floor III = User sends hot Salty Ice all around the floor (3d15 Area, Freezing) (10 Mana)
- Pixel Plasma = User shoots a pixelated ball of energy towards an enemy (1d4 Plasma) 
(EXP -10) (6 Mana)
- Pixel Plasma = User shoots a pixelated ball of energy towards an enemy (1d6 Plasma)
(EXP -12) (7 Mana)
- Pixel Plasma = User shoots a pixelated ball of energy towards an enemy (3d3 Plasma)
(EXP -14) (8 Mana)
- Wood Wildfire = User creates 1d3 flaming wooden objects flying towards an opponent 
(1d5 Burn x how many flaming objects) (6 Mana)
- Wood Wildfire II = User creates 1d6 flaming wooden objects flying towards an opponent
(1d5 Burn x how many flaming objects) (7 Mana)
- Wood Inferno = User creates 2d6 flaming wooden objects flying towards an opponent
(1d5 Burn x how many flaming objects) (11 Mana)
- B Button = User’s weapon gains the Particle Effect for 3 turns (EXP -10) (6 Mana)
- B Button II = User’s weapon gains the Particle Effect for 4 turns (EXP -20) (7 Mana)
- B Button III = User’s weapon gains the Particle Effect for 5 turns (EXP -30) (8 Mana)
- Flaming Drill Shot = User shoots a small inferno spiraling in a drill shape (2d3 Burn) (6 Mana)
- Flaming Drill Shot II = User shoots a medium inferno spiraling in a drill shape (2d6 Burn) (7 Mana)
- Flaming Drill Shot III = User shoots a large inferno spiraling in a dill shape (3d12 Burn) (8 Mana)
- Flaming Drill Shot IV = User shoots a large inferno spiraling in a drill shape (4d12 Piecing, Burn) (9 Mana)
- Piecing Energy = User shoots a large bolt of energy/electricity at an enemy (1d20 Energy, Shock, Piecing) (7 Mana)
- Piecing Energy II = User shoots a large bolt of energy/electricity at an enemy (1d30 Energy, Shock, Piecing) (8 Mana)
- Piecing Storm = User shoots multiple large bolts of energy/electricity at multiple enemies (2d30 Energy, Shock, Piecing) (HP -35) (9 Mana)
- Piecing Storm II = User shoots multiple large bolts of energy/electricity at multiple enemies (3d30 Energy, Shock, Piecing) (Technical: Roll 1d20 + Performance (if over 22) Instead of the Shock it changes the damage to Adv. Shock) (HP -45) (10 Mana)
- Arcane Overdrive = User gains the Sponk Effect towards Spell Damage for 2 Turns (Require Arcane 10+) (7 Mana)
- Arcane Overdrive II = User gains the Sponk Effect towards Spell Damage for 3 Turns (Require Arcane 15+) (8 Mana)
- Arcane Overdrive III = User gains the Sponk Effect towards Spell Damage for 4 Turns (Require Arcane 20+) (9 Mana)
- Sag = User Creates a 2by2 pillar of stone that has an HP of 5dPlayersLevel, This Pillar Has a brown glow to it and when touched, the afflicted will gain the Smolder Effect for 1 Turn (User is immune to the Glow) (6 Mana)
- Shag = User Creates a 2by2 pillar of stone that has an HP of 5dPlayersLevel, This Pillar Has a brown glow to it and when touched, the afflicted will gain the Smolder Effect for 2 Turn (User is immune to the Glow) (7 Mana)
- Super Shag = User Creates a 3by3 pillar of stone that has an HP of 5dPlayersLevel, This Pillar Has a brown glow to it and when touched, the afflicted will gain the Smolder Effect for 3 Turn (User is immune to the Glow) (8 Mana)
- Futch = User sends a wave of Air carrying nearby grass/sand/rocks and flings them as multiple enemies (2d13 + Intelligence Area, Physical) (6 Mana)
- Futch II = User sends a wave of Air carrying nearby grass/sand/rocks and flings them as multiple enemies (2d16 + Intelligence Area, Physical) (7 Mana)
- Futch II = User sends a wave of Air carrying nearby grass/sand/rocks and flings them as multiple enemies (2d20 + Intelligence Area, Physical) (8 Mana)
- Permafrost Beam = User fires a small beam of cold energy at an enemy (2d15 Cold, Slowed for 2 Turns) (7 Mana) 
- Permafrost Beam II = User fires a medium beam of cold energy at an enemy (3d15 Cold, Slowed for 3 Turns) (8 Mana) 
- Permafrost Beam III = User fires a large beam of cold energy at an enemy (4d15 Cold, Frozen, Slowed for 4 Turns) (9 Mana) 
- Permafrost Snow Storm = User creates a freezing storm that rains down heavy snow (4d15 Area, Cold, Frozen, Slowed for 5 Turns) (10 Mana)
- Furious Flare = User shoots a small red neon ball of fire (2d19 Energy, Area, Burn) (6 Mana)
- Furious Flare II = User shoots a medium red neon ball of fire (3d23 Energy, Area, Burn) (7 Mana)
- Furious Flare III = User shoots a medium red neon ball of fire (4d26 Energy, Area, Burn) (8 Mana)
- Pyromaniacs Personal Flare = User shoots a large red neon ball of fire (4d26 Energy, Area, Burn) (Technical: Roll 1d20 + Performance (if over 22) It changes the Burn status effect to Adv.Burn) (HP -10) (10 Mana)
- High Voltage = User projects large strikes of electricity at multiple enemies (4d9 Energy, Shock) (6 Mana)
- High Voltage II = User projects large strikes of electricity at multiple enemies (5d10 Energy, Shock) (7 Mana)
- Higher Voltage = User projects large strikes of electricity at multiple enemies (5d20 Energy, Adv.Shock, Paralyze) (8 Mana)
- Highest Voltage = User projects large strikes of electricity at multiple enemies (6d20 Energy, Adv.Shock, Paralyze) (9 Mana)
- OverGrow = From the ground vines imerge and hold down a selected enemy. (1d10 + Strength Physical, Stun) (7 Mana)
- OverGrow II = From the ground vines imerge and hold down a selected enemy. (2d10 + Strength Physical, Stun) (8 Mana)
- OverGrow III = From the ground vines imerge and hold down a selected enemy. (3d10 + Strength Physical, Adv.Stun) (9 Mana)
- Hot Winds = User creates a large gust of steaming hot fumes and shoots a storm like gust at an enemy. (8d33mi11 Adv. Burn) (7 Mana)
- Hot Winds II = User creates a large gust of steaming hot fumes and shoots a storm like gust at an enemy. (8d33mi22 Adv. Burn) (9 Mana)
- Hot Winds III = User creates a large gust of steaming hot fumes and shoots a storm like gust at an enemy. (8d33mi25 Adv. Burn) (11 Mana)
- Google Blast = User fires a blast of multiple elements made of code and pixels. (3d24 Burn, Shock, Poison, Wet) (8 Mana)
- Google Blast II = User fires a blast of multiple elements made of code and pixels. (4d24 Burn, Shock, Poison, Wet) (9 Mana)
- Google Blast III = User fires a blast of multiple elements made of code and pixels. (4d24 Adv. Burn, Adv. Shock, Adv. Poison, Adv. Wet) (10 Mana)
- Flare of Venom = User fires an orb of plasma imbued with poison, 3d25 Ranged, Burn, Poison damage. (9 Mana)
- Flare of Venom II = User fires an orb of plasma imbued with poison, 3d25 Ranged, Adv. Burn, Adv. Poison damage. (10 Mana)
- Flare of Venom III = User fires an orb of plasma imbued with poison, 3d25 Ranged, Lethal. Burn, Lethal. Poison damage. (11 Mana)
- Pox Fireball = User fires a fireball with a golden glow surrounding it, (2d18 + 3d9 Ranged, Burn, Homing). (9 Mana)
- Pox Fireball II = User fires a fireball with a golden glow surrounding it, (2d28 + 3d9 Ranged, Adv. Burn, Homing). (10 Mana)
- Pox Fireball III = User fires a fireball with a golden glow surrounding it, (3d28 + 4d9 Ranged, Adv. Burn, Homing). (11 Mana)
- Pox Fireball IV = User fires a fireball with a golden glow surrounding it, (3d38 + 4d10 Ranged, Lethal Burn, Homing). (12 Mana)
- Water Flow = User creates a wave of water that is tossed like a disk towards an enemy, (2d12 + 3d9 Ranged, Wet, Homing). (9 Mana)
- Water Flow II = User creates a wave of water that is tossed like a disk towards an enemy, (3d12 + 4d9 Ranged, Adv. Wet, Homing). (10 Mana)
- Water Flow III = User creates a wave of water that is tossed like a disk towards an enemy, (4d12 + 5d9 Ranged, Adv. Wet, Homing). (11 Mana)
- Water Flow IV = User creates a wave of water that is tossed like a disk towards an enemy, (5d12 + 5d10 Ranged, Adv. Wet, Homing). (12 Mana)
- Verberrium = User creates a hardlight mixture of energy and plasma (8d23ma13 Ranged, energy, plasma, Trinket Breaker) (10 Mana)
- Verberrium II = User creates a hardlight mixture of energy and plasma (9d23ma13 Ranged, energy, plasma, Trinket Breaker) (11 Mana)
- Verberrium III = User creates a hardlight mixture of energy and plasma (9d23 Ranged, energy, plasma, Trinket Breaker) (12 Mana)
- Pox Thunda = User strikes an enemy with a golden bolt of electricity, (2d18 + 1d10 Ranged, Shock, EMP) (10 Mana)
- Pox Thunda II = User strikes an enemy with a golden bolt of electricity, (2d18 + 2d10 Ranged, Adv.Shock, Adv.EMP) (11 Mana)
- Pox Thunda III = User strikes an enemy with a golden bolt of electricity, (2d18 + 2d10 Ranged, Lethal Shock, Lethal EMP) (12 Mana)
- Pox Iceball = User fires a Iceball with a golden glow surrounding it, (2d18 + 1d14 Ranged, Cold). (9 Mana)
- Pox Iceball II = User fires a Iceball with a golden glow surrounding it, (3d18 + 2d14 Ranged, Adv. Cold, Chilled). (10 Mana)
- Pox Iceball III = User fires a Iceball with a golden glow surrounding it, (4d18 + 3d14 Ranged, Lethal Cold, Chilled, Frozen). (11 Mana)
=== Tier 3 (Costs 13-19 Mana) (Level 10+) ===
- Poison Spark = hit an enemy with a drop of poison (1d5 Poison) (13 Mana)
- Poison Splash = hit an enemy with a splash of poison (2d5 Poison) (14 Mana)
- Poison Fusion = hit an enemy with a vortex of poison fumes (20d3 Adv. Poison) (19 Mana)
- Lethal Poison Cross = hit an enemy with a vortex of lethal fumes (20d5 Lethal Poison) (20 Mana)
- Wind Storm = hit multiple enemies with heavy winds (20d4 Cold) (15 Mana)
- Wind Storm II = hit multiple enemies with heavy winds (30d5 Cold) (16 Mana)
- Wind Storm III = hit multiple enemies with heavy winds (40d6 Cold) (17 Mana)
- Tsunami = Hit multiple enemies with a large wave of water (1d100 Wet) (17 Mana)
- Tsunami II = Hit multiple enemies with an even larger wave of water (1d200 Wet) (18 Mana)
- Tsunami III = Hit multiple enemies with a giant wave of water (2d100 Wet) (19 Mana) 
- Nuclear Blast = hit multiple enemies with a large explosive ball of energy & plasma   (1d100 Area, Plasma, Radiation)  (HP -35) (17 Mana) 
- Nuclear Flash = hit multiple enemies with a large explosive flash of pure plasma
(1d200 Area, Plasma, Blind, Radiation, Lethal Wither for 6 Turns) (HP -45) (18 Mana)
- Nuclear FlashII  = hit multiple enemies with a large explosive flash of pure plasma
(2d200 Area, Plasma, Blind, Radiation, Lethal Wither for 12 Turns) (HP -55) (19 Mana)
- Subspace Vortex = user sends a Orb that acts like a vacuum and brings enemies in where the orb is located (3d40 Area, Suck) (Requires Wisdom check over 31) (18 Mana) 
- White Light = Hits an enemy with a bolt of White Electricity (7d13 Energy, Blind) (14 Mana)
- White Light II = Hits an enemy with a bolt of White Electricity (7d13 Energy, Shock, Blind) 
(15 Mana)
- White Light III = Hits an enemy with a bolt of White Electricity (10d13 Energy, Paralyze, Blind)
(16 Mana)
- Black Light = Hits an enemy with a bolt of Black Electricity (8d12 Energy, Poison, Blind) 
(User suffers from the Confusion Status effect) (14 Mana)
- Black Light II = Hits an enemy with a bolt of Black Electricity 
(8d12 Energy, Adv. Poison, Shock, Blind) (User suffers from the Confusion Status effect) (16 Mana)
- Black Light III = Hits an enemy with a bolt of Black Electricity
(9d12 Energy, Lethal Poison, Paralyze, Blind) (User suffers from the Confusion Status effect) (19 Mana)
- Stone Storm = Hits enemies with a large swarm of pebbles (16d4 + Strength) (16 Mana)
- Stone Storm II = Hits enemies with a large swarm of rocks (16d5 + Strength) (17 Mana)
- Stone Storm III = Hits enemies with a large swarm of boulders (16d6 + Strength) (18 Mana)
- Stone Storm IV = Hits enemies with a large swarm of Magma-Filled boulders (17d6 + Strength + Constitution, Burn) (19 Mana)
- Platinum Beam = Hits an Enemy with a Platinum colored bolt of energy (!rr 4 8d20 (Highest numbers from the four columns are taken and added together for damage, Ranged, Microwave, Smolder for 10 Turns) (13 Mana)
- Platinum Beam II = Hits an Enemy with a Platinum colored bolt of energy (!rr 5 8d20 (Highest numbers from the five columns are taken and added together for damage, Ranged, Microwave, Smolder for 10 Turns) (14 Mana)
- Platinum Beam III = Hits an Enemy with a Platinum colored bolt of energy (!rr 6 8d20 (Highest numbers from the six columns are taken and added together for damage, Ranged, Microwave, Smolder for 10 Turns) (15 Mana)
- Trial Mix = Hits an Enemy with a colorful blast of mixed elements (!rr 3 6d3 (Depending on the chart below based on the most frequent number of each row an effect will be afflicted onto the enemy) (1 = Fire/Burn, 2 = Water/Wet, 3 = Electricity/Shock) (13 Mana)
- Trial Mix II = Hits an Enemy with a colorful blast of mixed elements (!rr 4 6d3 (Depending on the chart below based on the most frequent number of each row an effect will be afflicted onto the enemy) (1 = Fire/Burn, 2 = Water/Wet, 3 = Electricity/Shock) (14 Mana)
- Trial Mix III = Hits an Enemy with a heavy colorful blast of mixed elements (!rr 5 6d4 (Depending on the chart below based on the most frequent number of each row an effect will be afflicted onto the enemy) (1 = Fire/Adv. Burn, 2 = Water/Adv. Wet, 3 = Electricity/Adv. Shock, 4 = Ice/Frozen) (15 Mana)
- Trial of the Guardians = Hits an Enemy with a heavy colorful blast of mixed elements (!rr 5 6d4 (Depending on the chart below based on the most frequent number of each row an effect will be afflicted onto the enemy) (1 = Fire/Adv. Burn, 2 = Water/Adv. Wet, 3 = Electricity/Adv. Shock, 4 = Ice/Adv.Frozen) (16 Mana)
- Glimmering Hail = User summons a portal which shoots out large chunks of shiny clear hail. (7d5 Cold, Freezing, Chilled) (13 Mana)
- Glimmering Hail II = User summons a portal which shoots out large chunks of shiny clear hail. (7d10 Cold, Freezing, Chilled) (14 Mana)
- Glimmering Hail III = User summons a portal which shoots out large chunks of shiny clear hail. (7d20 Cold, Freezing, Chilled) (15 Mana)
- Hoʻohui ʻo nā Pūkuhi = User combusts into a large Explosion around them setting all objects/Players/Enemies on Fire. (1d70 Area, Burn) (HP -30) (13 Mana)
- Hoʻohui ʻo nā Pūkuhi II = User combusts into a large Explosion around them setting all objects/Players/Enemies on Fire. (2d70 Area, Adv.Burn) (HP -40) (14 Mana)
- Hoʻohui ʻo nā Pūkuhi III = User combusts into a large Explosion around them setting all objects/Players/Enemies on Fire. (3d70 Area, Lethal Burn) (HP -50) (15 Mana)
- Show-Stunning Performance = User does an action, depending on the action (DM’s Matter) they Stun all enemies for 5 + Performance. (1 Turn before activation) (16 Mana) 
- Pylon World Output = User utilizes their life force into pure galactic energy, unleashing a very devastating bolt of Nova Electricity (13d40mi3 Nova, Adv. Shock, Paralyze) (20 Mana)
- Pylon World-Wide Output = User utilizes their life force into pure galactic energy, unleashing a very devastating bolt of Nova Electricity (16d40mi5 Nova, Lethal Shock, Paralyze) (30 Mana)
- Pylon World-Wide Output II = User utilizes their life force into pure galactic energy, unleashing a very devastating bolt of Nova Electricity (16d40mi5 Nova, Electrocution, Paralyze) (40 Mana)
- Hellflame Assistance = User calls upon the deepest point of their inner rage to summon a being to pure hatred and flame to assist them, The Hellflame Assistant will be active for 3d4 Turns, while active they follow the casters commands, the Hellflame Assistant cannot take regular damage from Physical/Ranged attacks and only is affected by energy or mental based attacks, if at any point water is near or splash onto the assistant than the assistant is destroyed. (While active/near caster the caster gains +19 to Hit, but takes 5% More damage while near the Assistant) (20 Mana)
- Hellflame Assistance II = User calls upon the deepest point of their inner rage to summon a being to pure hatred and flame to assist them, The Hellflame Assistant will be active for 4d5 Turns, while active they follow the casters commands, the Hellflame Assistant cannot take regular damage from Physical/Ranged attacks and only is affected by energy or mental based attacks, if at any point water is near or splash onto the assistant than the assistant is destroyed. (While active/near caster the caster gains +19 to Hit, but takes 5% More damage while near the Assistant) (21 Mana)
- Hellflame Assistance III = User calls upon the deepest point of their inner rage to summon a being to pure hatred and flame to assist them, The Hellflame Assistant will be active for 5d6 Turns, while active they follow the casters commands, the Hellflame Assistant cannot take regular damage from Physical/Ranged attacks and only is affected by energy or mental based attacks, if at any point water is near or splash onto the assistant than the assistant is destroyed. (While active/near caster the caster gains +19 to Hit, but takes 5% More damage while near the Assistant) (22 Mana)
- Obliterate!!! = User marks an enemy/location, during the next 30 turns that area will be marks in a red aura to the user until turn limit has ended, once 30 turns have past the selected area is blown to bits by a supernova like blast dealing 3d2 P^5 Ranged, Nova, Area, Smolder, Frequency, Radiation Damage. (HP -180) (18 Mana)
- Obliterate!!! II = User marks an enemy/location, during the next 20 turns that area will be marks in a red aura to the user until turn limit has ended, once 20 turns have past the selected area is blown to bits by a supernova like blast dealing 3d2 P^5 Ranged, Nova, Area, Smolder, Frequency, Radiation Damage. (HP -190) (19 Mana)
- Obliterate!!! III = User marks an enemy/location, during the next 10 turns that area will be marks in a red aura to the user until turn limit has ended, once 10 turns have past the selected area is blown to bits by a supernova like blast dealing 3d2 P^5 Ranged, Nova, Area, Smolder, Frequency, Radiation Damage. (HP -200) (20 Mana)
- Unholy Shower = User selects 1 seen enemy, the enemy every 1d39mi3 turns takes a direct 2d8 Poison damage, If the enemy is wearing armor than the damage gains the dissolve effect added onto it. (Caster takes 33% more damage for 1d70mi20 turns) (18 Mana)
- Unholy Shower II  = User selects 1-2 seen enemies, the enemy every 1d39mi3 turns takes a direct 2d8 Adv.Poison damage, If the enemy is wearing armor than the damage gains the dissolve effect added onto it. (Caster takes 33% more damage for 1d70mi10 turns) (19 Mana)
- Unholy Shower III  = User selects 1-3 seen enemies, the enemy every 1d39mi3 turns takes a direct 2d8 Lethal Poison damage, If the enemy is wearing armor than the damage gains the dissolve effect added onto it. (Caster takes 33% more damage for 1d70mi5 turns) (20 Mana)
- Elemental Form = User Transforms themselves into Elemental versions of themselves for as long until they lose all of their mana, User in this form User can choose 1 of 6 Forms listed below until the form ends. (-60 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this any of these States user cannot Heal by themselves and needs someone else to assist them or to be given a healing item, User also gains a -5 for every turn towards combat related actions.)
Selectable Forms
- PyroKinesis (Fire) = While in this form user can control/create/& manipulate fire & flames, User in this form all their attacks deal Burn (If user is over level 20 than make this Adv. Burn), User can also cast Red (HP cost Spells) without subtracting their HP, User can control Heat of others and themselves in this form and can talk to nearby flames they have created, User in this form takes 25% less damage from fire based attacks.
- Aquakinesis (Water) = While in this form user can control/create/& manipulate liquids & gases (Steam, Water Vapor) & Solid Ice, User in this form all their attacks deal Wet (If user is over level 20 than make this Adv. Wet & Adv. Cold), User while in this form cannot drown while in water and doesn't need to breathe while in water, User can also walk on water as a free action at any time.
- Aerokinesis (Air) = While in this form user can control/create/& manipulate air, User gains Automatic Flight while in this form (4d20 to Flight) & gains the ability to create heavy gusts of winds or form wind into tools for temporary use, User while in this form can breath in space or area without proper oxygen or required gas in order to breath, User also has enhanced senses and gains a +15 to Wisdom/Perception based checks.
- Electrokinesis (Electricity) = While in this form user can control/shape/& create electricity, User in this form can recharge almost any charge based item just by touching it, User in this form all their attacks deal Shock (If user is over level 20 than make this Adv. Shock), User while in this form can drain energy from other electronics to recover 3d20 Mana, also User takes 40% less damage from energy based attacks, While in this form user is Immune to the Shock effect.
- Geokinesis (Earth) = While in this form user can control/shape/& manipulate earth (earthen elements) (Soil/Dirt/Boulder/Sand/Dust), User in this form takes 50% Less from all incoming damage, User in this form can repair/destroy objects with Advantage, User can create avalanches/earthquakes/mudslides/or quicksand depending on your current environment, User can also create constructs or sculptures utilizing the earth (EX. a small stone house or a statue of me), User gains slight Tectonic Plate Manipulation in which can create or subtract terrain (Only active if the user is at level 30 or above). 
- Kómmikinesis (Gum) = While in this form user can create/shape/& manipulate chewing gum, User in this form all their attacks deal Sticky (If user is over level 40 then make this Adv. Sticky), User while in this form is Immune to the sticky status effect, User while in this form gains +90 to all non-combat related charisma checks. (After form ends while in this form User gains 80% of their HP lost back to them)
- Below Zero = User summons a large snowstorm that follows 2 feet behind the caster, while in this storm all Player/Ally’s/Enemies/etc besides the Caster are affected by the following, Every turn all those who are affected gain the Chilled, Lethal Cold, & the Limited Stamina effects for as long as the affect are outside or within the storm, Those who are affected by the storm take 15 Direct damage after the end of their turn. (Caster gains a +1d10 to all checks while this spell is active) (Spell lasts for 2d15mi7 Turns) (Require Arcane 30+) (22 Mana)
== ***Utility Spells*** ==
=== Tier 1 (Costs 1-5 Mana) ===
- Hover = allows the user to fly for 1d4 turns (2 Mana)
- Hover II = allows the user to fly for 2d4 turns (3 Mana)
- Glide = allows the user to fly for 3d10 turns with +1 to flying rolls (5 Mana)
- Glide II = allows the user to fly for 3d10 turns with +2 to flying rolls (6 Mana)
- Glide III = allows the user to fly for 3d10 turns with +3 to flying rolls (7 Mana)
- E Flight = allows the user to fly for 4d20 turns, Instead of adding Dexterity multiply it. (10 Mana)
- Cloak = turns user invisible for 1d4 of turns (3 Mana)
- Cloak II = turns user invisible for 2d4 turns (4 Mana)
- Cloak III = turns user invisible for 3d4 turns (5 Mana)
- Warm Cloak = turns the user invisible for as long as the user wants, can dispel the invisibility anytime they request (Technical: Roll 1d20 + Performance (if over 22) You gain Immunity to Status effects in the area as long as the spell is active) (7 Mana)
- Cautionary Step = user gains +2 to saving rolls for 2d3 turns (3 Mana) 
- Cautionary Step II = user gains +3 to saving rolls for 2d4 turns (4 Mana)
- Cautionary Step III = user gains +4 to saving rolls for 2d5 turns (5 Mana)
- Rush = pushes user forward in a flow of air, for at least 3 meters (1 Mana)
- Rush II = pushes user forward in a flow of air, for at least 6 meters (2 Mana)
- Rush III = pushes user forward in a flow of air, for at least 9 meters (Technical: Roll 1d20 + Performance (if over 22) You gain the Exhilarated Status effect for 1d5 turns.) (3 Mana)
- Rad-Bad = Removes Radioactivity from food (5 Mana)
- Rad-Bad II = Removes Radioactivity from Items (5 Mana)
- Rad-Bad III = Removes Radioactivity from Players (5 Mana)
- X Button = Recover from 1 attack (EXP -20) (3 Mana)
- X Button II = Recover from 2 attacks for 1d3 turns (EXP -30) (4 Mana)
- X Button III = Recover from 3 attacks for 2d3 turns (EXP -40) (5 Mana)
- ∆ Button = Increase Death Saves by 1 for 1d3 Turns (EXP -30) (2 Mana)
- ∆ Button II = Increase Death Saves by 2 for 1d6 Turns (EXP -60) (3 Mana)
- ∆ Button III = Increase Death Saves by 3 for 2d2 Turns (EXP -70) (4 Mana)
- Remit Spell = User denies the casting of a spell (Double Disadvantage) (Requires Arcane 10+) (1 Mana) (Used as a Reaction)
- Remit Spell II = User denies the casting of a spell (Disadvantage) (Requires Arcane 10+) (2 Mana) (Used as a Reaction)
- Remit Spell III = User denies the casting of a spell (Roll Regular) (Requires Arcane 10+) (3 Mana) (Used as a Reaction)
- Remit Spell IV = User denies the casting of a spell (1d20 + Arcane) (4 Mana) (Used as a Reaction)
- Involvement = User gains Advantage in the next 6 turns (3 Mana)
- Involvement II = User gains Advantage in the next 5 turns (4 Mana)
- Involvement III = User gains Advantage in the next 4 turns (5 Mana)
- HighLight - Shoots a blast of Neon Ink towards an object giving it an aura that can be seen through walls for 1d3 turns. (2 Mana)
- HighLight II - Shoots a blast of Neon Ink towards an object giving it an aura that can be seen through walls for 1d4 + 1 turns. (3 Mana)
- HighLight III - Shoots a blast of Neon Ink towards an object giving it an aura that can be seen through walls for 2d2 + 1 turns. (4 Mana)
- HighLight IV - Shoots a blast of Neon Ink towards an object giving it an aura that can be seen through walls for 2d2 + 2 turns. (Tactical: Roll 1d20 + Performance (if over 22) Aura effect lasts 3d18 extra turn or until washed off.) (5 Mana)
- SmallSmell - User turns themself small (2 millimeters - Ant Size) reducing their movement speed & attacks by 27, but enhancing their traits by +17 for 1d6 turns (User can also get into small spaces and does not give off any sound but does smell, 1d100 for how bad the smell is) (2 Mana)
- SmallSmell II - User turns themself small (2 millimeters - Ant Size) reducing their movement speed & attacks by 27, but enhancing their traits by +17 for 2d6 turns (User can also get into small spaces and does not give off any sound but does smell, 1d100 for how bad the smell is) (3 Mana)
- SmallSmell III - User turns themself small (2 millimeters - Ant Size) reducing their movement speed & attacks by 27, but enhancing their traits by +17 for 3d6 turns (User can also get into small spaces and does not give off any sound but does smell, 1d100 for how bad the smell is) (4 Mana)
- Nothing Net = User sends a Net made out of thin air, The person captured must make a strength check with triple advantage to break out. (1 Mana)
- Nothing Net II = User sends a Net made out of thin air, The person captured must make a strength check with advantage to break out. (2 Mana)
- Nothing Net III = User sends a Net made out of thin air, The person captured must make a strength check to break out. (3 Mana)
- Nothing Net IV = User sends a Net made out of thin air, The person captured must make a strength check at disadvantage to break out. (4 Mana)
- Nothing Net V = User sends a Net made out of thin air, The person captured must make a strength check at double disadvantage to break out. (5 Mana)
- Driver-Assist = User summons an invisible buddy who assists in driving a little bit, +3 to Driving for 1d2 Turns. (1 Mana)
- Driver-Assist II = User summons an invisible buddy who assists in driving a little bit, +6 to Driving for 1d3 Turns. (2 Mana)
- Driver-Assist III = User summons an invisible buddy who assists in driving a little bit, +9 to Driving for 1d4 Turns. (3 Mana)
- Driver-Assist IV = User summons an invisible buddy who assists in driving a little bit, +12 to Driving for 2d2 Turns. (4 Mana)
- Driver-Assist V = User summons an invisible buddy who assists in driving a little bit, +15 to Driving for 2d3 Turns. (5 Mana)
- Driver-Assist VI = User summons an invisible buddy who assists in driving a little bit, +18 to Driving for 2d4 Turns. (6 Mana)
- Driver-Assist VII = User summons an invisible buddy who assists in driving a little bit, +21 to Driving for 2d5 Turns. (7 Mana)
- Vroom = This spell can be casted when user is using Nitro, user gains +5d3 extra bonus to your current speed check, if user used over 50% of the vehicles overall nitro than the vehicle recovers 12% Nitro back, If this spell is casted more than 3 times during a fight than the car has an 88% chance of gaining the overheated status effect. (3 Mana)
- Vroom II = This spell can be casted when user is using Nitro, user gains +5d3 extra bonus to your current speed check, if user used over 50% of the vehicles overall nitro than the vehicle recovers 12% Nitro back, If this spell is casted more than 4 times during a fight than the car has an 88% chance of gaining the overheated status effect. (4 Mana)
- Immoleo Tainuro = User propel themselves 1d1250 feet into the air, while in the air user gains +23 to an action in the air, if user uses this action in the air instead of pushing them higher instead slams them down towards the ground as they take 55% reduced fall damage. (4 Mana)
- Immoleo Tainuro II = User propel themselves 1d1250 feet into the air, while in the air user gains +23 to an action in the air, if user uses this action in the air instead of pushing them higher instead slams them down towards the ground as they take 65% reduced fall damage. (5 Mana)
=== Tier 2 (Costs 6-12) (Level 5+) ===
- Stepping Stone = user summons a small platform under their feet which they can stand on for 1d3 turns (6 Mana)
- Stepping Stone II = user summons a medium platform under their feet which they can stand on for 1d4 turns (7 Mana)
- Stepping Stone III = user summons a large platform under their feet which they can stand on for 1d5mi2 turns. (Tactical: Roll 1d20 + Performance (if over 22) User can control the Platform, they can move the platform to move straight up or down.) (8 Mana)
- Grapple = user admits a energy chain and grapples onto an object (Chains HP 5) (6 Mana)
- Grapple II = user admits a energy chain and grapples onto an object (Chains HP 10) (7 Mana)
- Grapple III = user admits a energy chain and grapples onto an object (Chains HP 15) (8 Mana)
- Grapple IV = user admits a energy chain and grapples onto an object (Chains HP 20) (9 Mana)
- Grapple V = user admits a energy chain and grapples onto an object (Chains HP = Players Level) (10 Mana)
- Deflect = user creates a orange wind that tries to deflect ranged attacks 
(Roll Double Disadvantage) (6 Mana)
- Deflect II = user creates a orange wind that tries to deflect ranged attacks
(Roll Disadvantage) (7 Mana)
- Deflect III = user creates a green wind that deflects ranged attacks (Roll Regular) (8 Mana)
- Deflect IV = user creates a blue wind that deflects ranged attacks better (Roll 2d20) (10 Mana)
- Jack Jack’s Personal Deflect = user creates a brown wind that deflects melee/ranged/area attacks (Roll 3d20) (HP -60) (11 Mana)
- Capture = target an enemy or friend and bring them close with a gust of wind and energy
(Skill Check required) (6 Mana)
- Up & Down = user can change their own gravity either from down to up for 1d2 turns (6 Mana)
- Up & Down II = user can change their own gravity either from down to up for 1d4 turns (7 Mana)
- Air Dodge = user is immune to all damage while in the air for 1d2 turns (User must be in the air in order to cast this spell) (7 Mana)
- Air Dodge II = user is immune to all damage while in the air for 1d3 turns(User must be in the air in order to cast this spell) (8 Mana)
- Air Dodge III = user is immune to all damage while in the air for 1d4 turns (User must be in the air in order to cast this spell) (9 Mana)
- Extra Jump = user gains an extra move that must use a small jump (EXP -20) (6 Mana)
- Extra Jump II = user gains an extra move that must use a jump (EXP -20) (7 Mana)
- Extra Super Jump = user gains an extra move that must use a long jump (+3 to Jumping for 3d2 turns) (EXP -30) (8 Mana)
- Echolocation = user gains +10 to hearing for 1d2 turns (11 Mana)
- Echolocation II = user gains +20 to hearing for 1d2 turns (12 Mana)
- Water Walking = user can walk on water for 1d2 turns (6 Mana)
- Water Walking II = user can walk on water for 2d2 turns (7 Mana)
- Water Walking III = user can walk on water for 3d2 turns (8 Mana)
- Praise = user can heal 2d4 HP towards teammates or to themselves (Alignment must be Neutral) (6 Mana)
- Praise II = user can heal 2d6 HP towards teammates or to themselves (Alignment must be Neutral) (7 Mana)
- Commend = user can heal 2d12 HP towards teammates or to themselves (Alignment must be Neutral) (8 Mana)
- OverPraise = user can heal 4d12 HP towards teammates or to themselves (Alignment must be Neutral) (9 mana)
- Short Circuit = user gives the overheat effect to 1 enemy robot or enemy weapon (8 Mana)
- Short Circuit II = user gives the overheat effect to 1 enemy robot or enemy weapon (2d10 Shock) (9 Mana) 
- Warm Up = Removes the Cold Effect (10 Mana)
- Warm Up II = Removes Cold/Freezing Effects (11 Mana)
- Gust of Fog = Creates a 7by7 area of fog to conceal or distract enemies. (3d4 Turns of concealment) (-3 Deception Skill Point) (8 Mana)
- Gust of Fog II = Creates a 7by7 area of fog to conceal or distract enemies. (4d4 Turns of concealment) (-2 Deception Skill Point) (9 Mana)
- Gust of Fog III = Creates a 7by7 area of fog to conceal or distract enemies. (5d4 Turns of concealment) (-1 Deception Skill Point) (10 Mana)
- Seal = Seals a door shut with hard energy (Armor 100) (9 Mana)
- Seal II = Seals a door shut with hard energy (Armor 200) (10 Mana)
- Seal III = Seals a door shut with hard energy (Armor 300) (11 Mana)
- Seal IV = Seals a door shut with hard energy (Armor 400 * 2) (12 Mana)
- Excelleratus = Rushes a vehicle forward giving the vehicle more speed (1d29 Speed) (9 Mana)
- Excelleratus II = Rushes a vehicle forward giving the vehicle more speed (2d15 Speed) (10 Mana)
- Excelleratus III = Rushes a vehicle forward giving the vehicle more speed (3d10 Speed) (11 Mana)
- Temporal Shift = User becomes a ghost and leaves their body for 1d5 turns, in ghost form they cannot attack but can look around and listen. (Mana 8)
- Temporal Shift II = User becomes a ghost and leaves their body for 2d3 turns, in ghost form they cannot attack but can look around and listen. (Mana 9)
- Temporal Shift III = User becomes a ghost and leaves their body for 3d3 turns, in ghost form they cannot attack but can look around and listen. (Mana 10)
- Temporal Liftoff = User separates their being of existence into two beings for 2d10 turns, one form is like the regular normal player while the other is a spirit form which can act as a ghost and a spirit, the ghost counterpart cannot attack but can posses objects and enemies for 1d4 turns. (Requires Arcane 10+) (12 Mana)
- Dauci = User chooses an opponent, the opponents Armor, DT, DG, and so on is disabled/ignored for 6 Turns. (6 Mana)
- Dauci II = User chooses an opponent, the opponents Armor, DT, DG, and so on is disabled/ignored for 18 Turns. (7 Mana)
- Disintegrating Dauci = User chooses an opponent, the opponents Armor, DT, DG, and so on is disabled/ignored for the rest of the fight. (HP -25) (8 Mana)
- Disintegrating Dauci II = User chooses an opponent, the opponents Armor, DT, DG, and so on is Broken and cannot be used until repaired. (HP -65) (9 Mana)
- React!?! = User Multiplies their Dexterity for dodging/evasion for 1d5 Turns but has a -13 put onto it. (6 Mana)
- React!?! = User Multiplies their Dexterity for dodging/evasion for 1d6 Turns but has a -13 put on it. (7 Mana)
- Re-Charge = User takes some of their lifeforce to fill up charges of an item (Item must use charges) (1d3 Charges back) (HP -25) (6 Mana)
- Re-Charge II = User takes some of their lifeforce to fill up charges of an item (Item must use charges) (2d2 Charges back) (HP -25) (7 Mana)
- Re-Charge III = User takes some of their lifeforce to fill up charges of an item (Item must use charges) (2d3 Charges back) (HP -25) (8 Mana)
- Regulate = User undo’s an Allies last Status Effect damage even if it killed them bringing them back. (-3 Survival Skill Points) (7 Mana)
- Regulate II = User undo’s an Allies last Status Effect damage even if it killed them bringing them back. (-2 Survival Skill Points) (8 Mana)
- Regulate II = User undo’s an Allies last Status Effect damage even if it killed them bringing them back. (-1 Survival Skill Points) (9 Mana)
- Joyful Spell = This spell allows the user to find peace for a minute, after the minute has passed they go back to their original state. (Requires Arcane 10+) (10 Mana)
- Joyful Spell II = This spell allows the user to find peace for an hour, after the hour has passed, they go back to their original state. (Requires Arcane 20+) (11 Mana)
- Hydra (Beast of 100 Heads/Dragon of Shadows) = Upon casting this spell for at least 16 Turns you gains a +19 to Travel/Driving/Swimming/Flying checks, If used in combat instead it will change the surrounding 150ft area into night and create a creature of stars, this creature will follow your commands for 5 turns before returning to the skies restoring time to its original state. (Requires Wisdom check over 31) (12 Mana)
- Zatus = Cures Poison (Does Not Cure Adv.Poison/Lethal Poison) (No Skill check needed) (User gains the Smolder Effect for 4 Turns) (13 Mana)
- Zatus II = Cures Poison/Adv.Poison (Does Not Cure Lethal Poison) (No Skill check needed) (User gains the Smolder Effect for 4 Turns) (14 Mana)
- Zatus III = Cures Poison/Adv.Poison/Lethal Poison (No Skill check needed) (User gains the Smolder Effect for 4 Turns) (15 Mana)
- Zatnus= Cures Poison/Adv.Poison/Lethal Poison (No Skill check needed) (User gains the Smolder Effect for 3 Turns) (Tactical: Roll 1d20 + Performance (if over 22) User can cure Wither/Adv. Wither/Lethal Wither (Roll Disadvantage) (16 Mana)
- DaJA VU! = When casting this spell all passengers gain 1 extra reaction for this turn (13 Mana)
- DaJA VU!! = When casting this spell all passengers gain 2 extra reactions for this turn (14 Mana)
- DaJA VU!!! = When casting this spell all passengers gain 3 extra reactions for this turn (15 Mana)
- Affect Another = User can cast this spell before casting another spell as a free action, This spell makes that if a spell can only be cast on the user be casted on an ally. (HP -87) (Requires Arcane 20+) (6 Mana)
- Affect Another II = User can cast this spell before casting another spell as a free action, This spell makes that if a spell can only be cast on the user be casted on an ally. (HP -77) (Requires Arcane 20+) (7 Mana)
- Affect Another III = User can cast this spell before casting another spell as a free action, This spell makes that if a spell can only be cast on the user be casted on an ally. (HP -67) (Requires Arcane 20+) (8 Mana)
- Affect Another for the Cause = User can cast this spell before casting another spell as a free action, This spell makes that if a spell can only be cast on the user be casted on multiple allies (4). (HP -61) (Requires Arcane 30+) (9 Mana)
- Dreadlock = User locks up another drivers controls of a vehicle for 1d3 turns. (-1d40 to driving checks) (7 Mana)
- Dreadlock II = User locks up another drivers controls of a vehicle for 1d6 turns. (-1d40 to driving checks) (8 Mana)
- Dreadlock III = User locks up another drivers controls of a vehicle for 2d3 turns. (-1d40 to driving checks) (9 Mana)
- Hyper-Space = User surrounds an area of 65by35 feet, what ever player/vehicle are in the area gains +3d8 to speed, vehicles within area (counting all vehicles, ex. Friendly & Enemy) regain +19% Nitro, for 1d3 Turns (8 Mana)
- Hyper-Space II = User surrounds an area of 65by35 feet, what ever player/vehicle are in the area gains +4d8 to speed, vehicles within area (counting all vehicles, ex. Friendly & Enemy) regain +19% Nitro, for 1d4 Turns (9 Mana)
- Hyper-Space III = User surrounds an area of 65by35 feet, what ever player/vehicle are in the area gains +4d8 to speed, vehicles within area (counting all vehicles, ex. Friendly & Enemy) regain +19% Nitro, for 1d5 Turns (10 Mana)
- Law+Limit = User calls a number from 1-10, if any other player/NPC rolls the selected number while driving they gain the smolder effect for 1d16 turns. (7 Mana)
- Law+Limit II = User calls a number from 1-10, if any other player/NPC rolls the selected number while driving they gain the smolder effect for 1d17 turns. (8 Mana)
- Immoderate Health = User/Ally gains +1d20 Temporary HP (Max of 20) (HP -1d20ma10) (8 Mana)
- Immoderate Health II = User/Ally gains +1d20 Temporary HP (Max of 20) (HP -1d20ma5) (9 Mana)
- Immoderate Health III = User/Ally gains +1d20 Temporary HP (Max of 20) (HP -1d20) (10 Mana)
- Hannah’s Trustful Orb = User gains a Damage Reducing/Magic Reducing orb shield that surrounds the user by a 3by3 cube area, this orb’s HP is based off the casters (EX. Current HP + Max HP = Amount), the Orb lasts 1d5ro<2 Turns. (7 Mana)
- Hannah’s Trustful Orb II = User gains a Damage Reducing/Magic Reducing orb shield that surrounds the user by a 3by3 cube area, this orb’s HP is based off the casters (EX. Current HP + Max HP = Amount), the Orb lasts 1d5ro<3 Turns. (8 Mana)
- Hannah’s Trustful Orb III = User gains a Damage Reducing/Magic Reducing orb shield that surrounds the user by a 3by3 cube area, this orb’s HP is based off the casters (EX. Current HP + Max HP = Amount), the Orb lasts 1d5ro<4 Turns. (9 Mana)
- Mirror-Elapse = User selects 1 enemy, that enemy when ever they attack the user deals the damage back at themselves, User has Disadvantage on all checks against selected enemy while this spell is active. (3d2 Turns) (8 Mana)
- Mirror-Elapse II = User selects 1 enemy, that enemy when ever they attack the user deals the damage back at themselves, User has Disadvantage on all checks against selected enemy while this spell is active. (3d3 Turns) (9 Mana)
- Mirror-Elapse III = User selects 1 enemy, that enemy when ever they attack the user deals the damage back at themselves, User has Disadvantage on all checks against selected enemy while this spell is active. (3d4 Turns) (10 Mana)
- Tractor Beam = User creates either a portal or a beam from either the portal or their hands or other body parts to isolate an object/enemy/player and either retract them or bring them closer to the user. (Holding Player/Enemies/Objects = User must beat 40 * Items/Player/Enemies Strength Check) (Requires Strength Check) (6 Mana)
- Tractor Beam II = User creates either a portal or a beam from either the portal or their hands or other body parts to isolate an object/enemy/player and either retract them or bring them closer to the user. (Holding Player/Enemies/Objects = User must beat 40 * Items/Player/Enemies Strength Check) (Requires Strength Check + 4) (7 Mana)
- Tractor Beam III = User creates either a portal or a beam from either the portal or their hands or other body parts to isolate an object/enemy/player and either retract them or bring them closer to the user. (Holding Player/Enemies/Objects = User must beat 40 * Items/Player/Enemies Strength Check) (Requires Strength Check + 8) (8 Mana)
- Blood-Drive! = User gives some of their well being to increase the speed of their vehicle, user can give up to +1-30 extra dice roll when roll for speed. (+depends on HP given) (-1-30HP) (6 Mana)
- Blood-Drive! II = User gives some of their well being to increase the speed of their vehicle, user can give up to +1-40 extra dice roll when roll for speed. (+depends on HP given) (-1-40HP) (7 Mana)
- Contiza - User fires a small burst of Healing confetti that heals the whole party by 1d20 - Player Level. (6 Mana)
- Contiza II - User fires a small burst of Healing confetti that heals the whole party by 2d20 - Player Level. (7 Mana)
- Contiza III - User fires a small burst of Healing confetti that heals the whole party by 3d20 - Player Level. (8 Mana)
- Strengthen! = User gains +4 to their next Strength check, the +4 remains until the user does a strength check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (6 Mana)
- Strengthen!! = User gains +5 to their next Strength check, the +5 remains until the user does a strength check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (7 Mana)
- Strengthen!!! = User gains +6 to their next Strength check, the +6 remains until the user does a strength check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (8 Mana)
- Hasten! = User gains a +4 to their next Dexterity check & gain +10 to Movement speed, the +4 & +10 remains until the user does a dexterity check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (6 Mana)
- Hasten!! = User gains a +5 to their next Dexterity check & gain +20 to Movement speed, the +5 & +20 remains until the user does a dexterity check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (7 Mana)
- Hasten!!! = User gains a +6 to their next Dexterity check & gain +30 to Movement speed, the +6 & +30 remains until the user does a dexterity check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (8 Mana)
- Brainy! = User gains a +4 to their next Intelligence check, the +4 remains until the user does an intelligence check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (6 Mana)
- Brainy!! = User gains a +5 to their next Intelligence check, the +5 remains until the user does an intelligence check. (but also if user takes over 58+ damage) (Does Stack for 5 times) (7 Mana)
- Brainy!!! = User gains a +6 to their next Intelligence check, the +6 remains until the user does an intelligence check. (but also if user takes over 68+ damage) (Does Stack for 5 times) (8 Mana)
- Experienced! = User gains a +4 to their next Wisdom check & gain a 0.5% extra EXP bonus, the +4 & +0.5% remains until the user does a wisdom check. (Unless user takes over 48+ damage) (Does Stack for 5 times) (6 Mana)
- Experienced!! = User gains a +5 to their next Wisdom check & gain a 0.5% extra EXP bonus, the +5 & +0.5% remains until the user does a wisdom check. (Unless user takes over 48+ damage) (Does Stack for 5 times) (7 Mana)
- Experienced!!! = User gains a +6 to their next Wisdom check & gain a 0.5% extra EXP bonus, the +6 & +0.5% remains until the user does a wisdom check. (Unless user takes over 48+ damage) (Does Stack for 5 times) (8 Mana)
- Charismatic! = User gains a +4 to their next Charisma check, the +4 remains until the user does a charisma check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (6 Mana)
- Charismatic!! = User gains a +5 to their next Charisma check, the +5 remains until the user does a charisma check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (7 Mana)
- Charismatic!!! = User gains a +6 to their next Charisma check, the +6 remains until the user does a charisma check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (8 Mana)
- Adroitness! = User gains a +4 to all skills (only skills not main modifiers), the +4 remains until the user does any skill based check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (8 Mana)
- Adroitness!! = User gains a +5 to all skills (only skills not main modifiers), the +5 remains until the user does any skill based check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (9 Mana)
- Adroitness!!! = User gains a +6 to all skills (only skills not main modifiers), the +6 remains until the user does any skill based check. (but also if user takes over 48+ damage) (Does Stack for 5 times) (10 Mana)
- One shot means everything! = If user has 1 Ammunition left of any type of ammunition, the user can cast this spell as a reaction and user can flip a coin if user gets heads than they don’t subtract the 1 bullet as the bullet finds its way back to your gun for 1 more use. (7 Mana)
- One shot means everything!! = If user has 1 Ammunition left of any type of ammunition, the user can cast this spell as a reaction and user can flip a coin if user gets heads than they don’t subtract the 1 bullet as the bullet finds its way back to your gun for 2 more uses. (8 Mana)
- One shot means everything!!! = If user has 1 Ammunition left of any type of ammunition, the user can cast this spell as a reaction and user can flip a coin if user gets heads than they don’t subtract the 1 bullet as the bullet finds its way back to your gun for 3 more uses. (9 Mana)
- Hex: Utilizing Elements = User creates a Hex status effect (Utilizing Elements), while active user gains the use of a periodic table and can make multiple combinations from subtracting Life force to construct such elements (HP), Hex is active for 1d4 Turns, when Hex ends the Hex’s effect is Triggered, when Hex effect is triggered user’s HP is restored back to full but things combined/constructed with any of the periodic elements dissolves over time (1d4 Days). (2% Chance of Curse) (9 Mana)
- Sonic Speed = User’s Vehicle gains +90 to Speed based checks and user’s vehicle also gains a DD:9 while spell is active. (Active for 1d15 Turns) (11 Mana)
- Sonic Speed II = User’s Vehicle gains +90 to Speed based checks and user’s vehicle also gains a DD:10 while spell is active. (Active for 1d25 Turns) (12 Mana)
- Unlimited Velocity! = When user casts this spell a selected vehicle doesn't have to roll speed checks for 1d4 turns as it will either go faster or slower depending on casters say, if faster than it will go at extremely fast speeds that automatically beat other speed checks but the vehicle gains the Overheat status effect for 2d12 turns after, if slower than the car will act like it stops but still moves just extremely slow but gains the slowed effect for 2d2 turns after. (10 Mana)
- Unlimited Velocity!! = When user casts this spell a selected vehicle doesn't have to roll speed checks for 2d4 turns as it will either go faster or slower depending on casters say, if faster than it will go at extremely fast speeds that automatically beat other speed checks but the vehicle gains the Overheat status effect for 2d12 turns after, if slower than the car will act like it stops but still moves just extremely slow but gains the slowed effect for 2d2 turns after. (11 Mana)
- Unlimited Velocity!!! = When user casts this spell a selected vehicle doesn't have to roll speed checks for 3d5 turns as it will either go faster or slower depending on casters say, if faster than it will go at extremely fast speeds that automatically beat other speed checks but the vehicle gains the Overheat status effect for 2d12 turns after, if slower than the car will act like it stops but still moves just extremely slow but gains the slowed effect for 2d2 turns after. (12 Mana)
- Ondulation de Métamorphose = User surrounds themselves in a magic based cocoon, the cocoon has an Armor of 600 + Max Mana, In order for the spell to be in full effect user needs to wait in the cocoon for 4 + 1d25 Turns without being interrupted, if the cocoon is destroyed than the spell ends, but if not interrupted and if user past the turn wait than user gains the following effects, For 7d2 Turns user gains +35 to Nature/Religion/& Intimidation Checks, while also gains a +2d30 to Charisma based checks, user also gains a new appearance with rather cleaner clothing or different clothing in general and having slight differences as either more confidence or more ego. (9 Mana)
- Ondulation de Métamorphose II = User surrounds themselves in a magic based cocoon, the cocoon has an Armor of 650 + Max Mana, In order for the spell to be in full effect user needs to wait in the cocoon for 4 + 1d25 Turns without being interrupted, if the cocoon is destroyed than the spell ends, but if not interrupted and if user past the turn wait than user gains the following effects, For 7d3 Turns user gains +40 to Nature/Religion/& Intimidation Checks, while also gains a +3d30 to Charisma based checks, user also gains a new appearance with rather cleaner clothing or different clothing in general and having slight differences as either more confidence or more ego. (10 Mana)
- Ondulation de Métamorphose III = User surrounds themselves in a magic based cocoon, the cocoon has an Armor of 700 + Max Mana, In order for the spell to be in full effect user needs to wait in the cocoon for 4 + 1d15 Turns without being interrupted, if the cocoon is destroyed than the spell ends, but if not interrupted and if user past the turn wait than user gains the following effects, For 7d3 Turns user gains +40 to Nature/Religion/& Intimidation Checks, while also gains a +3d30 to Charisma based checks, user also gains a new appearance with rather cleaner clothing or different clothing in general and having slight differences as either more confidence or more ego. (11 Mana)
- Letter Shield!!! = User creates a small barrier made out of gibberish or construct phrases shouted out by the caster, the Armor & other stats of the barrier are based on the words spoken to make the barrier (EX. Powerful!, Strong!, Mighty!), Armor:100 + Word quality, DT:33 + Word quality, DG:PlayerLevel + Word Quality, SD: 50. (EXP -44) (6 Mana)
- Letter Shield!!! II = User creates a small barrier made out of gibberish or construct phrases shouted out by the caster, the Armor & other stats of the barrier are based on the words spoken to make the barrier (EX. Powerful!, Strong!, Mighty!), Armor:200 + Word quality, DT:33 + Word quality, DG:PlayerLevel + Word Quality, SD: 50. (EXP -34) (7 Mana)
- Letter Shield!!! III = User creates a small barrier made out of gibberish or construct phrases shouted out by the caster, the Armor & other stats of the barrier are based on the words spoken to make the barrier (EX. Powerful!, Strong!, Mighty!), Armor:300 + Word quality, DT:62 + Word quality, DG:PlayerLevel + Word Quality, SD: 50. (EXP -24) (8 Mana)
- Letter Shield!!! IV = User creates a small barrier made out of gibberish or construct phrases shouted out by the caster, the Armor & other stats of the barrier are based on the words spoken to make the barrier (EX. Powerful!, Strong!, Mighty!), Armor:400 + Word quality, DT:62 + Word quality, DG:PlayerLevel + Word Quality, SD: 50. (EXP -14) (9 Mana)
- Hex: I'll Make it on my Own = User creates the Hex status effect (I’ll Make it on my Own), while active user gains an aura based shield that gives the user the following bonuses, Armor: +2d90 & +1d300 Temporary HP, While this Hex is active user cannot assist other Ally’s/Players/NPC’s and can only help themselves, this hex remains active until triggered, If at any point user’s armor & Temporary HP is depleted than this Hex is triggered, when triggered the user gains the “Mental Restrain” status effect until assisted. (40% Chance of Curse) (12 Mana)
- Concealing Voice = User can cast this spell only as a reaction, when casted 1 selected player’s voice is muted or lowered to a whisper to enemies or other nearby but to the user they still talk normally. (Lasts 2d3 Turns) (8 Mana)
- Concealing Voice II = User can cast this spell only as a reaction, when casted 1 selected player’s voice is muted or lowered to a whisper to enemies or other nearby but to the user they still talk normally. (Lasts 2d5 Turns) (9 Mana)
- Concealing Voice III = User can cast this spell only as a reaction, when casted 1 selected player’s voice is muted or lowered to a whisper to enemies or other nearby but to the user they still talk normally. (Lasts 3d5 Turns) (10 Mana)
- Healing Smite! = User selects one ally, a large beam of light shines down onto the ally as it restores 1d100 HP, User then cannot cast this spell again until after 6 turns have passed. (Alignment must be Good) (9 Mana)
- Healing Smite!! = User selects one ally, a large beam of light shines down onto the ally as it restores 1d100mi50 HP, User then cannot cast this spell again until after 6 turns have passed. (Alignment must be Good) (10 Mana)
- Healing Smite!!! = User selects one ally, a large beam of light shines down onto the ally as it restores 2d100mi50 HP, User then cannot cast this spell again until after 6 turns have passed. (Alignment must be Good) (11 Mana)
- Healing Judgement! = User heals all allies within eyesight of the user, a large beam of light shines down onto each ally as it restores 2d100mi50 HP, User then cannot cast this spell again until after 6 turns have passed. (Alignment must be Good) (Technical: Roll 1d20 + Performance (if over 22) all ally’s gain an extra 1d30 Temporary HP.) (11 Mana)
=== Tier 3 (Costs 13-19 Mana) (Level 10+) ===
- Massive Mana Shield = user creates a large barrier in front of them (DT = 1d12 + constitution, DD = 2, DG = 1d15 + Strength, Armor: 150) (HP -25) (13 Mana)
- Massive Mana Shield = user creates a huge barrier in front of them (DT = 1d14 + constitution, DD = 2, DG = 1d20 + Strength, Armor: 250) (HP -35) (14 Mana)
- Regenerate = user gives a teammate/theirself the regeneration effect for 10d6 Turns 
(13 Mana)
- Regeneration = user gives a teammate/theirself the adv.regeneration effect for 12d3 Turns
(14 Mana)
- Advanced Regeneration = user gives a teammate/theirself the enhanced regeneration effect for 13d3 Turns & +20 HP back (18 Mana)
- Teleport = user can teleport at least 1 foot away from their last placement (16 Mana)
- Teleport II = user can teleport at least 3 feet away from their last placement (17 Mana)
- Teleport III = user can teleport at least 1 yard away from their last placement (18 Mana)
- Teleport IV = user can teleport at least 3 football fields away from their last placement 
(19 Mana)
- Musca (The Fly) = User gains Unlimited Flight at Advantage for as long as they want, but while the user is in the air they take X 6 more damage from all attacks. (Requires Wisdom check over 31) (12 Mana
- Holo-Hand = user makes a small holo-hand that can grab and do things from a distance away (Allows simple ranged moves, give it s physical weapon and it can now do long ranged attacks) (Alignment must be Neutral) (17 Mana)
- Nitro-Expel = Gives a vehicle +5% more Nitro (14 Mana)
- Nitro-Expel II = Gives a vehicle +10% more Nitro (15 Mana)
- Nitro-Expel III = Gives a vehicle +15% more Nitro (16 Mana)
- Nitro-Expel IV = Gives a vehicle +20% more Nitro (17 Mana)
- Fuzzy Glitch = User glitches up and can walk through objects temporarily (1d3 Phasing) (EXP -50) (13 Mana)
- Fuzzy Glitch II = User glitches up and can walk through objects temporarily (2d2 Phasing)
(EXP-55) (14 Mana)
- Fuzzy Glitch III = User glitches up and can walk through objects temporarily (3d2 Phasing) (EXP-60) (15 Mana)
- Arena! = User creates a 80by80 feet square area forcefield which cannot be destroyed or dispelled until the fight within the dome is concluded (13 Mana)
- Arena!! = User creates a 85by85 Yard square area forcefield which cannot be destroyed or dispelled until the fight within the dome is concluded, People within the dome cannot Heal (14 Mana)
- Arena!!! = User creates a 90by90 Yard square area forcefield which cannot be destroyed or dispelled until the fight within the dome is concluded, People within the dome cannot Heal, Status effects last until fight has concluded (15 Mana)
- Deflect Time = User Skips the next players/enemies turn depending on the turn cycle, if skipping another player the player gains advantage on dodging, if skipping an enemy the enemy gains the taunted effect. (-1 History Skill Point) (14 Mana)
- Deflect Time II = User Skips the next players/enemies turn depending on the turn cycle, if skipping another player the player gains advantage on dodging, if skipping an enemy the enemy gains the taunted effect, Caster gains the Vital Red Effect for 1 Turn. (-1 History Skill Point) (15 Mana)
- Wall of Prismatic Good = User creates a 3by7 small rainbow crystal wall (DT. 30) (DG. Players Level) (Only good Alignments can pass through the wall) (Alignment must be Good) (13 Mana)
- Wall of Prismatic Good II = User creates a 3by7 medium rainbow crystal wall (DT. 60) (DG. Players Level) (Only good Alignments can pass through the wall) (Alignment must be Good) (14 Mana)
- Wall of Prismatic Good III = User creates a 3by7 large rainbow crystal wall (DT. 80) (DG. Players Level) (Only good Alignments can pass through the wall) (Alignment must be Good) (15 Mana)
- Wall of Prismatic Good IV = User creates a 3by7 large rainbow crystal wall (DT. 80) (DG. Players Level) (Only good Alignments can pass through the wall) (Alignment must be Good) (Tactical: Roll 1d20 + Performance (if over 22) user can choose selectively who can pass through the wall even if they don’t meet the Alignment.) (16 Mana)
- Cosmic Construction = User increases Morals of workers for 2d9 Turns, Giving a +18 to all Construction/Working type rolls. (17 Mana)
- Cosmic Construction II = User increases Morals of workers for 3d9 Turns, Giving a +19 to all Construction/Working type rolls. (18 Mana)
- Cosmic Construction III = User increases Morals of workers for 4d9 Turns, Giving a +20 to all Construction/Working type rolls. (19 Mana)
- Pass the Plate = When User casts this spell they choose how the turn order goes, but skipping their next 2d4 Turns. (16 Mana)
- Pass the Other Plate = When User casts this spell they choose how the turn order goes, but skipping their next 2d2 Turns. (17 Mana)
- Give me the right fucking Plate god damn it = When User casts this spell they choose how the turn order goes, but skipping their next 1d2 Turns. (18 Mana)
- Pavo (Peacock’s 100 Eyes) = User summons several hovering eyes (2d16 eyes) that can be places like stickers or hover and follow with you, these eyes can be seen through when passing a Wisdom check to see, all eyes last 7 Turns before fading away. (Requires Wisdom check over 31) (13 Mana)
- Guide of the Sky (The North Star) = When casting this spell user gains 1 Free pass to any Travel Check, The user than flips a coin and depending on what they get they get from the chart below. (Requires Wisdom check over 31) (13 Mana) (18 Mana)
Heads: 1 Inspiration (If user has 3 or more inspiration already than they don’t obtain this inspiration)
Tails: 1d50 Temporary HP (If user already has 100 or More Temp Hp than they don’t obtain this given HP)
- Hypnotize = User concentrates to put 1 enemy into a trance, User must pass a Wisdom check against the Enemies Constitution check, Once under a trance they can do any simple task until they pass the Constitution check. (-1 Deception Skill Point) (13 Mana)
- Hypnotize II = User concentrates to put 2 enemies into a trance, User must pass a Wisdom check against the Enemies Constitution check, Once under a trance they can do any simple task until they pass the Constitution check. (-2 Deception Skill Point) (14 Mana)
- Hypnotize III = User concentrates to put 3 enemies into a trance, User must pass a Wisdom check against the Enemies Constitution check, Once under a trance they can do any basic task until they pass the Constitution check. (-2 Deception Skill Point) (15 Mana)
- Hypnotize IV = User concentrates to put 4 enemies into a trance, User must pass a Wisdom check against the Enemies Constitution check, Once under a trance they can do any complex task until they pass the Constitution check. (-3 Deception Skill Point) (16 Mana)
- Primal Instinctual Setting = User enhances their senses to increase their hunting and fighting prowess, User rolls 6d30mi5, depending on the rolls from top to bottom is the bonus Pluses to the players Main Modifiers for 5 Turns. (EXP -50) 
- Primal Instinctual Setting II = User enhances their senses to increase their hunting and fighting prowess, User rolls 6d30mi10, depending on the rolls from top to bottom is the bonus Pluses to the players Main Modifiers for 5 Turns. (EXP -100) 
- Primal Instinctual Setting III = User enhances their senses to increase their hunting and fighting prowess, User rolls 6d30mi15, depending on the rolls from top to bottom is the bonus Pluses to the players Main Modifiers for 5 Turns. (EXP -150) 
- True Deja-vu = Upon casting this spell user gains +15 to History checks for 7 Turns, and gain a +25 to all History checks relating to something of their past. (14 Mana)
- True Deja-vu II = Upon casting this spell user gains +20 to History checks for 7 Turns, and gain a +30 to all History checks relating to something of their past. (15 Mana)
- True Deja-vu III = Upon casting this spell user gains +20 to History checks for 11 Turns, and gain a +30 to all History checks relating to something of their past. (16 Mana)
- Curse Ease = User reduces an effect of a curse by 1 (17 Mana)
- Curse Ease II = User reduces an effect of a curse by 2 (18 Mana)
- Curse Ease III = User reduces an effect of a curse by 3 (19 Mana)
- Curse Ease IV = User reduces an effect of a curse by 4 (20 Mana)
- Curse Ease V = User reduces an effect of a curse by 5 (21 Mana)
- Curse Ease VI = User reduces an effect of a curse by 6 (22 Mana)
- Curse Ease VII = User reduces an effect of a curse by 7 (Tactical: Roll 1d20 + Performance (if over 22) reduce the curse by an extra 1d20.) (23 Mana)
- Gutj = User increases current spells on User by 1 (Increases Turns of Use if used on user) (13 Mana)
- Gutjin = User increases current spells on User by 2 (Increases Turns of Use if used on user) (-1 Arcana Skill Point) (14 Mana)
- Gutjinu = User increases current spells on User by 3 (Increases Turns of Use if used on user) (-2 Arcana Skills Points) (15 Mana)
- Desperation = If User takes lethal damage they can cast this spell as a reaction, the user will be put in Negative HP depending on how much damage exceed to kill them, User rolls (1d4) for how many turns they are Prone before they must make a death save, if user is healed to positive HP they gain the Vital Green Effect. (Alignment must be Neutral) (14 Mana) 
- Desperation II = If User takes lethal damage they can cast this spell as a reaction, the user will be put in Negative HP depending on how much damage exceed to kill them, User rolls (1d8) for how many turns they are Prone before they must make a death save, if user is healed to positive HP they gain the Vital Green Effect. (Alignment must be Neutral) (15 Mana) 
- Desperation III = If User takes lethal damage they can cast this spell as a reaction, the user will be put in Negative HP depending on how much damage exceed to kill them, User rolls (2d4) for how many turns they are Prone before they must make a death save, if user is healed to positive HP they gain the Vital Green Effect. (Alignment must be Neutral) (16 Mana) 
- Wisdom Form = User Transforms themselves into a Wise Scholar for as long until they lose all of their mana, User in this form gains +Players Wisdom to all their rolls, has Immunity to all Status Effects, User gains Flight for as long as the form persists, User cannot use physical attacks while in this form. (-55 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot Kill anyone) (Requires Arcane 20+)
- Wisdom Form II = User Transforms themselves into a Wise Scholar for as long until they lose all of their mana, User in this form gains +Players Wisdom + 1d30 to all their rolls, has Immunity to all Status Effects, User gains Flight for as long as the form persists, User cannot use physical attacks while in this form. (-50 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot Kill anyone) (Requires Arcane 30+)
- Wisdom Form III = User Transforms themselves into a Wise Scholar for as long until they lose all of their mana, User in this form gains +Players Wisdom + 2d30 to all their rolls, has Immunity to all Status Effects, User gains Flight for as long as the form persists, User cannot use physical attacks while in this form. (-45 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot Kill anyone) (Requires Arcane 35+)
- 88 MPH = User can roll 1d100 for speed, if user rolls 88 or higher they gains +88 to all driving and speed checks for the next 16 turns, user’s vehicle gains the vital orange effect until after 16 turns. (13 Mana)
- 88 MPH II = User can roll 1d100 for speed, if user rolls 88 or higher they gains +88 to all driving and speed checks for the next 16 turns, user’s vehicle gains the vital orange effect until after 17 turns. (14 Mana)
- 88 MPH III = User can roll 1d100 for speed, if user rolls 88 or higher they gains +88 to all driving and speed checks for the next 16 turns, user’s vehicle gains the vital orange effect until after 18 turns. (15 Mana)
- Fork in the road = User spits 1 round into 2 rounds, all players/NPCs/Enemies must roll a constitution check, depending on those who rolled they will be split into both rounds, lower numbers will be put into round 1 (1-10), higher numbers will be put into round 2 (11-20).for the next 28 Turns. (16 Mana)
- Fork in the road II = User spits 1 round into 2 rounds, all players/NPCs/Enemies must roll a constitution check, depending on those who rolled they will be split into both rounds, lower numbers will be put into round 1 (1-10), higher numbers will be put into round 2 (11-20).for the next 29 Turns. (17 Mana)
- Fork in the road III = User spits 1 round into 2 rounds, all players/NPCs/Enemies must roll a constitution check, depending on those who rolled they will be split into both rounds, lower numbers will be put into round 1 (1-10), higher numbers will be put into round 2 (11-20).for the next 30 Turns. (18 Mana)
- Zaminatin = User gains the New Approach Status effect for 1d16 Turns, When spell is active if user takes damage than user has a 25% chance to receive a (1d5) Geiger Counter/s. (16 Mana)
- Zaminatin II = User gains the New Approach Status effect for 2d16 Turns, When spell is active if user takes damage than user has a 20% chance to receive a (1d5) Geiger Counter/s. (17 Mana)
- Zaminatin III = User gains the New Approach Status effect for 2d16 Turns, When spell is active if user takes damage than user has a 15% chance to receive a (1d5) Geiger Counter/s. (18 Mana)
- Rules of Uncooperation = User while in a fight/challenge can cast this spell as a reaction and only as a reaction, once casted you can make up (1d4) Rules of the challenge/fight and the fight/challenge is then based off those rules, those who do not follow the rules will slowly take 2d20 direct damage each turn, and gains the Mystified status effect. (-15 Max HP) (20 Mana)
- Archive Thought = User when casting this spell can hold onto an idea/though, this thought/idea can be stored for up to 1d16mi3 hours, if over the amount of time the thought/idea will be lost in the train of thought, This thought can only accessed through the user or through the user another Archive Through spell. (18 Mana)
- Archive Thought II = User when casting this spell can hold onto an idea/though, this thought/idea can be stored for up to 1d16mi4 hours, if over the amount of time the thought/idea will be lost in the train of thought, This thought can only accessed through the user or through the user another Archive Through spell. (19 Mana)
- Archive Thought III = User when casting this spell can hold onto an idea/though, this thought/idea can be stored for up to 1d16mi5 hours, if over the amount of time the thought/idea will be lost in the train of thought, This thought can only accessed through the user or through the user another Archive Through spell. (20 Mana)
- Mind Swap = User and selected target must both roll a constitution check, if user beats the selected target then they both switch bodies, if selected target wins then user takes 3d60 Mental Damage. (In order to switch back user must cast Mind Swap again on selected Target) (19 Mana)
- Vandi (Vanish without Trace) = User selects 3 Items or 18by16 areas and the selected items/area are concealed and look as they originally look or are hidden completely for 1d3 Hours. (20 Mana)
- Vandi II (Vanish without Trace) = User selects 3 Items or 18by16 areas and the selected items/area are concealed and look as they originally look or are hidden completely for 1d4 Hours. (21 Mana)
- Vandi III (Vanish without Trace) = User selects 4 Items or 20by18 areas and the selected items/area are concealed and look as they originally look or are hidden completely for 2d4 Hours. (-2 Stealth Skill Points) (22 Mana)
- Form Temporary Structure = This structure can be anything from small homes to large buildings that last 1d10ma9 Days, User rolls (1d100) depending on the roll is how well the structure is constructed, Structures HP is depending on User’s current HP X Constructed Roll. (Max of 3 Structures Active) (20 Mana)
- Going Under = User debuffs themselves but buffs 1 selected Ally/Player, user rolls 1d6 + Player Level depending on the roll is how much of a Minus & Plus is distributed. (User gains Minus to all attack/mana related actions for 1d13 Turns, Selected Ally/Player gains Plus to all attack/mana related actions for 1d13 Turns.) (22 Mana)
- Going Under II = User debuffs themselves but buffs 1 selected Ally/Player, user rolls 2d6 + Player Level depending on the roll is how much of a Minus & Plus is distributed. (User gains Minus to all attack/mana related actions for 2d13 Turns, Selected Ally/Player gains Plus to all attack/mana related actions for 2d13 Turns.) (23 Mana)
- Going Under III = User debuffs themselves but buffs 1 selected Ally/Player, user rolls 2d12 + Player Level depending on the roll is how much of a Minus & Plus is distributed. (User gains Minus to all attack/mana related actions for 2d13 Turns, Selected Ally/Player gains Plus to all attack/mana related actions for 2d13 Turns.) (24 Mana)
- Triple Shield = User rolls !rr 3 2d15, user than summons 3 mana constructed shields that hover & circle around the user, the closest moves the fastest around you, the second for you moves a bit slower than the first, and the farthest from you moves way slower than the other two. (Rolls are how much Armor the shields have) (Closest Shield has a 38% Magic Resistance) (Second Closest Shield has an 18% Magic Resistance) (Farthest Shield has a 5% Magic Resistance) (Requires an Arcana over 15+) (16 Mana)
- Triple Shield II = User rolls !rr 3 2d20, user than summons 3 mana constructed shields that hover & circle around the user, the closest moves the fastest around you, the second for you moves a bit slower than the first, and the farthest from you moves way slower than the other two. (Rolls are how much Armor the shields have) (Closest Shield has a 38% Magic Resistance) (Second Closest Shield has an 18% Magic Resistance) (Farthest Shield has a 5% Magic Resistance) (Requires an Arcana over 25+) (17 Mana)
- Triple Shield III = User rolls !rr 3 2d30, user than summons 3 mana constructed shields that hover & circle around the user, the closest moves the fastest around you, the second for you moves a bit slower than the first, and the farthest from you moves way slower than the other two. (Rolls are how much Armor the shields have) (Closest Shield has a 38% Magic Resistance) (Second Closest Shield has an 18% Magic Resistance) (Farthest Shield has a 5% Magic Resistance) (Requires an Arcana over 35+) (18 Mana)
- Manal Admiral Conjuring = User can Conjure mana into a Lifeless being or object, instead of giving them a life of their own user fills the object with some of their own Lifeforce creating a creature with their own stats. (!randchar) User keeps track of stats, HP is the user’s HP but halved. (All checks with your Creature are Animal Handling) (Requires a Wisdom check over 31) (Requires an Arcana over 15+) (16 Mana)
- Hex: Dream a Dream = User creates a Hex stage effect (Dream a Dream), while active for 28d6 Turns User and all Party members, Enemies, & Selected location for a 1.8 mile radius is put into a Dream World version of it, User can than command what happens as what rules there are and control this dream world, Hex persists until turn limit ends or user runs low on Mana. (Under 35 Mana) (25% Chance of Curse) (16 Mana)
- Hex: Amazing Patch Notes = User creates a Hex stage effect (Amazing Patch Notes), while active user can add Advantage/Disadvantage/-1-10/+1-10/X2/÷2 to Any Player/Enemy/Ally/or Npc, you need to add at least one of each on the list to someone (One person can have a max of 3 Patch Notes Updates) (EX. Player gives you +4 to all checks, X2 to Wisdom checks, & lastly Disadvantage towards Stealth), these effects last for 2d15 Turns, Hex persists until turn limit ends or user runs low on Mana. (Under 35 Mana) (30% Chance of Curse) (EXP -30) (Mana 17)
- Hex: Stand Alone = User creates a Hex stage effect (Stand Alone), while active all other party members besides the user disappear for a small amount of time but while they are supposedly gone they all roll 1dPlayer Level and user adds those rolls to every check as long as this hex is active, Hex stays active for 1d30 Turns or until user takes over 45+ Damage. (25% Chance of Curse) (20 Mana)
- Hex: I am Speed! = User creates the speed spell stage effect (I am Speed!), While active user now rolls !rr 14 4d7 before a speed/driving checks, user can choose one of the numbers of their choice to add onto their next driving/speed, if the next check number goes over 88 than this Hex’s effect is triggered, when triggered user automatically uses Nitro next turn (Even if user doesn't have Nitro). (Hex is disabled after triggered) (44% Chance of Curse) (20 Mana)
- Hex: Ruin = User creates the Hex stage effect (Ruin), while active all enemies gain a -10 stackable debuff per check enemy fails (Max -200), while active all enemies gain +4 to evading/dodging checks while the caster gains a +25% extra bonus to counters/guarding, If at any point any enemy/player rolls a Nat 20 than this Hex is Triggered, When Triggered the player who rolled a Nat 20 instead rolled a Nat 1 (Failure) and this Hex is Disabled, If this Hex was triggered by the caster than caster gains a -89% to all checks for luck/chance/success percentage. (71% Chance of Curse) (User while casting this Hex gains the smolder status effect until the hex has ended) (25 Mana)
- Calling of Celestial Focus!!! = User brings in celestial energy to focus all of their inner thoughts and abilities towards their next action, During user’s next turn after casting this spell user gets to add all of their skill modifiers to their next check, but after that turn user must skip 1d5mi3 turns. (Requires a Wisdom check over 31) (15 Mana)
- Calling of Celestial Focus!!! II = User brings in celestial energy to focus all of their inner thoughts and abilities towards their next action, During user’s next turn after casting this spell user gets to add all of their skill modifiers to their next check, but after that turn user must skip 1d5mi2 turns. (Requires a Wisdom check over 31) (16 Mana)
- Calling of Celestial Focus!!! III = User brings in celestial energy to focus all of their inner thoughts and abilities towards their next action, During user’s next turn after casting this spell user gets to add all of their skill modifiers to their next check, but after that turn user must skip 1d3mi2 turns. (Requires a Wisdom check over 31) (17 Mana)
- Perfect Dodge! = When casting this spell the next 3 turns if the player guards then instead of DG the guard now counts as DT. (EXP -400) (19 Mana)
- Perfect Dodge! = When casting this spell the next 4 turns if the player guards then instead of DG the guard now counts as DT. (EXP -500) (18 Mana)
- Perfect Dodge! = When casting this spell the next 5 turns if the player guards then instead of DG the guard now counts as DT. (EXP -600) (17 Mana)
- Hex: Off Switch!!! = User creates the Hex Universal effect (Off Switch!!!), While active all Players/Ally’s/Enemies/NPC’s in a 77 Meter area around the caster has all of their Active Traits disabled until the hex ends, The Hex stays active for 6dPlayer Level - 2d15 Turns, when this Hex ends this hex’s ending effect is triggered, when triggered the caster gains +15% of their overall HP back. (EXP -150) (63% Chance of Curse) (20 Mana)
- Form Fog Armor! = User creates a dim mist (1d14 for Quality) that surrounds the user to form a temporary set of armor. (Armor: 4d13 X Quality, DG: 3d20, DT: 2d15 X Quality), While in this set of armor user regains 1d10mi2 Mana after every 3 Turns. (Armor is active until destroyed or after 26 Turns) (13 Mana)
- Form Fog Armor! II = User creates a dim mist (1d14 for Quality) that surrounds the user to form a temporary set of armor. (Armor: 4d13 X Quality, DG: 3d20, DT: 2d15 X Quality), While in this set of armor user regains 1d10mi2 Mana after every 3 Turns. (Armor is active until destroyed or after 31 Turns) (14 Mana)
- Form Fog Armor! III = User creates a dim mist (1d14 for Quality) that surrounds the user to form a temporary set of armor. (Armor: 4d13 X Quality, DG: 3d20, DT: 2d15 X Quality), While in this set of armor user regains 1d10mi2 Mana after every 3 Turns. (Armor is active until destroyed or after 36 Turns) (15 Mana)
- PsyJa = User creates a metabolic shift within their body giving their mind resistances to Mental or Phasing based attacks for 2d14 Turns. (25% Mental/Phasing Resistance) (13 Mana)
- PsyJa II = User creates a metabolic shift within their body giving their mind resistances to Mental or Phasing based attacks for 2d14 Turns. (30% Mental/Phasing Resistance) (14 Mana)
- PsyJa III = User creates a metabolic shift within their body giving their mind resistances to Mental or Phasing based attacks for 2d14 Turns. (35% Mental/Phasing Resistance) (15 Mana)
- PsyJa IV = User creates a metabolic shift within their body giving their mind resistances to Mental or Phasing based attacks for 2d14 Turns. (40% Mental/Phasing Resistance) (16 Mana)
- PsyJa V = User creates a metabolic shift within their body giving their mind resistances to Mental or Phasing based attacks for 2d14 Turns. (45% Mental/Phasing Resistance) (17 Mana)
- PsyJa VI = User creates a metabolic shift within their body giving their mind resistances to Mental or Phasing based attacks for 2d14 Turns. (50% Mental/Phasing Resistance) (18 Mana)
- ForceJa = User creates a metabolic shift within their body giving their body resistances to Brutal/Physical or Piercing based attacks for 2d14 Turns. (15% Physical/Brutal/Piercing Resistance) (15 Mana)
- ForceJa II = User creates a metabolic shift within their body giving their body resistances to Brutal/Physical or Piercing based attacks for 2d14 Turns. (25% Physical/Brutal/Piercing Resistance) (16 Mana)
- ForceJa III = User creates a metabolic shift within their body giving their body resistances to Brutal/Physical or Piercing based attacks for 2d14 Turns. (35% Physical/Brutal/Piercing Resistance) (17 Mana)
- ForceJa IV = User creates a metabolic shift within their body giving their body resistances to Brutal/Physical or Piercing based attacks for 2d14 Turns. (45% Physical/Brutal/Piercing Resistance) (18 Mana)
- JK = Caster selects 1 Enemy, that selected enemies Resistances are inverted for the next 16 Turns. (EX. 45% Resistance to Magic turns to -45% Resistance to Magic) (HP -45) (25 Mana)
- JK II = Caster selects 1 Enemy, that selected enemies Resistances are inverted for the next 26 Turns. (EX. 45% Resistance to Magic turns to -45% Resistance to Magic) (HP -35) (26 Mana)
- JK III = Caster selects 1 Enemy, that selected enemies Resistances are inverted for the next 36 Turns. (EX. 45% Resistance to Magic turns to -45% Resistance to Magic) (HP -25) (27 Mana)
- Resistance is Futile  = Caster selects 1 Enemy, that selected enemies Resistances are inverted for the next 46 Turns, If the enemy has any form of Immunity then the Immunity is nullified for as long as this spell remains active. (EX. 45% Resistance to Magic turns to -45% Resistance to Magic) (HP -15) (28 Mana)
- Timeline Manipulate! (Slowdown) - User upon casting this spell allows time from the user’s perspective to slow down by 3 seconds, this effect will be active for 30 Turns, while active the User gains a +30 to Dexterity/Movement/Performance/Perception based checks, If casted while in combat then the User gains +1 extra action for as long as this effect is Active. (Can only be casted once per fight) (Requires a Intelligence over 40) (40 Mana)
- Timeline Manipulate! (Forward) - User upon casting this spell allows time from the user’s perspective to speed up from 2 minutes to 30 minutes, this effect is instant and will only affect the user, If casted while in combat then the User skips everyone enemy/player below them in the turn cycle till they return to themself again. (Can only be casted once per fight) (Requires an Intelligence over 40) (40 Mana)
- Timeline Manipulate! (Pause) - User upon casting this spell freezes time from the user’s perspective for a maximum of 15 Turns, while active the User gains a +100 to all checks and can do as many actions they wish before the turn limit is up, If casted while in combat then the User can do up to 25 actions at advantage for 1 turn. (Can only be casted once per session) (Requires a Intelligence over 40) (60 Mana)
- Timeline Manipulate! (Rewind) - User upon casting this spell rewinds time from the user’s point/place they currently stand by a 35by35 meter radius, This will undo the last 25 turns of time around the user undoing everything around the user, this cannot be casted during combat. (Can only be casted once per long rest) (Requires a Intelligence over 40) (40 Mana)
== ***Combat Spells*** ==
=== Tier 1 (Costs 1-5 Mana) ===
- Punish = shoots a small ball of energy (1d4) (1 Mana)
- Punish II = shoots a medium ball of energy (1d5) (2 Mana)
- Punish III = shoots a large sized ball of energy (1d8) (3 Mana)
- Punish IV = shoots a giant sized ball of energy (1d12) (4 Mana)
- Slice = shoots a blade of energy (1d4) (2 Mana)
- Slice II = shoots a blade of energy (1d6 Piercing) (3 Mana)
- Slice III = shoots a large blade of energy (1d12 Piercing, Bleeding) (4 Mana)
- Slice IV = shoots a thin powerful blade of energy (1d20 Piercing, Bleeding, Energy) (5 Mana)
- Burst = user’s body admits a type of explosion (1d4 Area) (3 Mana)
- Burst II = user's body admits a bigger type of explosion (1d10 Area) (-4 HP) (4 Mana)
- Burst III = user's body admits a giant type of explosion (1d22 Area) (-10 HP) (5 Mana)
- Tornado Thrust = user charges forwards in a giant gust of wind  (1d4 + Strength) (4 Mana)
- Tornado Thrust II = user charges forwards in a giant gust of energy & wind (1d12 + Strength, Energy) (5 Mana)
- Catchers Toss = If user has a type of ranged weapon cast this spell with it to give you +5 extra Ranged combat damage (1 Mana)
- Catchers Toss II = If user has a type of ranged weapon cast this spell with it to give you +6 extra Ranged combat damage (2 Mana)
- Advanced Unarmed Attacking = User gains advantage towards unarmed attacks (1d4 Turns) 
(2 Mana)
- Advanced Unarmed Attacking II = User gains advantage towards unarmed attacks (2d2 Turns)
(3 Mana)
- Quell = User gives an enemy the Manacollusion Effect (Double Disadvantage) (User requires Arcane of 10+) (1 Mana)
- Quell II = User gives an enemy the Manacollusion Effect (Disadvantage) (User requires Arcane of 10+) (2 Mana)
- Quell III = User gives an enemy the Manacollusion Effect (Roll Regular) (User requires Arcane of 10+) (3 Mana)
- Lock On! = User Targets 1 enemy, the selected enemy takes +12 more damage from your attacks as long as you're still locked onto the target, while locked onto the target you gain the taunted effect against the marked enemy, taunted effect ends when dismissing the lock on. (1 Mana)
- Lock On! II = User Targets 1 enemy, the selected enemy takes +22 more damage from your attacks as long as you're still locked onto the target, while locked onto the target you gain the taunted effect against the marked enemy, taunted effect ends when dismissing the lock on.
(2 Mana)
- Lock On! III = User Targets 1 enemy, the selected enemy takes +32 more damage from your attacks as long as you're still locked onto the target, while locked onto the target you gain the taunted effect against the marked enemy, taunted effect ends when dismissing the lock on.
(3 Mana)
- Lock On! IV = User Targets 1 enemy, the selected enemy takes +42 more damage from your attacks as long as you're still locked onto the target, while locked onto the target you gain the taunted effect against the marked enemy, taunted effect ends when dismissing the lock on.
(Technical: Roll 1d20 + Performance (if over 22) Status Effects against target become 28% more successful until locking dismissing the Lock On.) (4 Mana)
- Bulletocrocy = User fires (Ammo Amount {Max 5}) laced energy bullets towards enemies, depending on ammunition type damage will be different (EX. Laser is Laser damage), does 2d4 + given ammo amount, Ranged, (Based on Ammunition type) (Costs 1-5 Ammunition) (3 Mana)
- Bulletocrocy II = User fires (Ammo Amount {Max 10}) laced energy bullets towards enemies, depending on ammunition type damage will be different (EX. Laser is Laser damage), does 2d4 + given ammo amount, Ranged, (Based on Ammunition type) (Costs 1-10 Ammunition) (4 Mana)
- Bulletocrocy III = User fires (Ammo Amount {Max 15}) laced energy bullets towards enemies, depending on ammunition type damage will be different (EX. Laser is Laser damage), does 2d4 + given ammo amount, Ranged, (Based on Ammunition type) (Costs 1-15 Ammunition) (5 Mana)
- Free Shot = User fires a blast of weak energy to quickly hit an enemy. (Can be casted once before you attack as a free action) (1d5 Energy, Ranged) (1 Mana)
- Free Shot II = User fires a blast of weak energy to quickly hit an enemy. (Can be casted once before you attack as a free action) (1d6 Energy, Ranged) (1 Mana)
- Free Shot III = User fires a blast of weak energy to quickly hit an enemy. (Can be casted once before you attack as a free action) (1d7 Energy, Ranged) (1 Mana)
- Free Shot IV = User fires a blast of weak energy to quickly hit an enemy. (Can be casted once before you attack as a free action) (1d8 Energy, Ranged) (1 Mana)
- Free Shot V = User fires a blast of weak energy to quickly hit an enemy. (Can be casted once before you attack as a free action) (1d9 Energy, Ranged) (1 Mana)
- Free Shot VI = User fires a blast of weak energy to quickly hit an enemy. (Can be casted once before you attack as a free action) (1d10 Energy, Ranged) (1 Mana)
- Free Shot VII = User fires a blast of weak energy to quickly hit an enemy. (Can be casted once before you attack as a free action) (2d10 Energy, Ranged) (1 Mana)
- Free Shot VIII = User fires a blast of weak energy to quickly hit an enemy. (Can be casted once before you attack as a free action) (2d11 Energy, Ranged) (1 Mana)
- Free Shot IX = User fires a blast of weak energy to quickly hit an enemy. (Can be casted once before you attack as a free action) (2d11 Energy, Ranged) (Technical: Roll 1d20 + Performance (if over 22) Damage done will pass through all Immunities and DG,DT,SD,DD,MD are invalid when taking this spells damage, Enemy is also Stunned for 1 Turn.) (1 Mana)
=== Tier 2 (Costs 6-12 Mana) (Level 5+) ===
- V-Slash = User grows small glowing claws of energy (1d8 Physical) (1d4 Turns it will be out) 
(7 Mana)
- H-Slash = User grows medium glowing claws of energy (1d8 Physical) (1d6 Turns it will be out)
(8 Mana)
- N-Slash = User grows large glowing claws of energy (1d8 Physical) (1d12 Turns it will be out)
(9 Mana)
- R-Slash = User grows large glowing claws of plasma (1d12 Physical, Plasma) (1d12 Turns it will be out) (10 Mana)
- Enclose = shoots 3 chains of energy that whip the enemy (1d8 Physical) (8 Mana)
- Enclose II = shoots 6 chains of energy that whip the enemy (1d12 Physical) (12 Mana)
- Spiral Pack = user spins in a circle as homing orbs of energy fly out of the user (1d5 Energy)
(7 Mana)
- Spiral Pack II = user spins in a circle as homing orbs of energy fly out of the user (1d6 Energy)
(8 Mana)
- Spiral Pack III = user spins in a circle as homing orbs of energy fly out of the user (1d7 Energy)
(9 Mana)
- Spiral Pack IV = user spins in a circle as homing orbs of energy fly out of the user (2d7 Energy)
(10 Mana) 
- Mercy Strike = user strikes the enemy with a blast of golden light (7d3 Non-lethal, Ranged) 
(Alignment must be Lawful) (8 Mana)
- Mercy Strike II = user strikes the enemy with a blast of golden light (8d4 Non-lethal, Ranged)
(Alignment must be Lawful) (9 Mana) 
- Intimidating Impale = user gains extra combat damage +Strength modifier 
(+2d20 + Strength Combat Damage for 3 turns) (-1 Intimidation Skill point) (12 Mana)
- Peter’s Bio Bash = user charges towards an enemy surrounded by green energy waves 
(1d10 Poison, Physical) (9 Mana)
- Peter’s Bio Bash II = user charges towards an enemy surrounded by orange energy waves 
(2d10 Poison, Physical) (10 Mana)
- Ligno-Foo = user creates a Electricity filled holo-foot that can attack enemies from a distance (1d6 Shock) (6 Mana)
- Ligno-Foo II Electric Boogaloo = user creates a Electricity filled holo-foot that can attack enemies from a distance (2d6 Shock) (7 Mana)
- Ligno-Foo III Electric Bungee = user creates a Electricity filled holo-foot that can attack enemies from a long distance (3d6 Shock) (8 Mana)
- Ligno-Foo IV Static Floor = user creates a Electricity filled holo-foot that stomps the ground shocking all enemies (1d20 Shock) (9 Mana)
- Ligno-Foo V Final Foot = user creates a Electricity fill holo-foot that kicks an enemy a long distance (1d30 Area, Adv.Shock) (10 Mana)
- Pixel Punch = Users unarmed attacks are enhanced by Pixelating Power (+1d12 Unarmed Combat Damage) (1d4 Turns) (EXP -12) (7 Mana)
- Pixel Punch = Users unarmed attacks are enhanced by Pixelating Power (+2d12 Unarmed Combat Damage) (1d4 Turns)  (EXP -22) (9 Mana)
- Vehicle Clash = Vehicles Weapons are powered up for 1d5 Turns (+1d6 Vehicle Damage) (+1d20 Vehicle hit chance) (9 Mana)
- Vehicle Clash II = Vehicles Weapons are powered up for 1d6 Turns (+2d3 Vehicle Damage) (+1d20 Vehicle hit chance) (10 Mana)
- Vehicle Clash III = Vehicles Weapons are powered up for 2d3 Turns (+3d3 Vehicle Damage) (+1d20 Vehicle hit chance) (11 Mana)
- Sharpinitsu = User sharpens swords, knives, or any other sharp tipped weapon (+1d10 Extra Combat Damage for 1d4 Turns) (Flip a coin if tails the weapon gains the Bleeding effect for 1d4 Turns) (7 Mana)
- Sharpinitsu II = User sharpens swords, knives, or any other sharp tipped weapon (+2d10 Extra Combat Damage for 1d5 Turns) (Flip a coin if tails the weapon gains the Bleeding effect for 1d4 Turns) (8 Mana)
- Sharpinitsu III = User sharpens swords, knives, or any other sharp tipped weapon (+3d10 Extra Combat Damage for 1d6 Turns) (Flip a coin if tails the weapon gains the Adv. Bleeding effect for 1d4 Turns) (9 Mana) 
- Fury of Mana = Users blows explode with powerful magic (1d10 + Strength + Wisdom) 
(6 Mana)
- Fury of Mana II = Users blows explode with powerful magic (2d10 + Strength + Wisdom)
(7 Mana)
- Fury of Mana III = Users blows explode with full magical power (4d10 + Strength + Wisdom)
(9 Mana)
- Hyper-Drive = Gives +5 to weapon dice rolls (not damage rolls) (1d4 Turns) (8 Mana)
- Hyper-Drive II = Gives +6 to weapon dice rolls (not damage rolls) (1d5 Turns) (9 Mana)
- Hyper-Drive III = Gives +7 to weapon dice rolls (not damage rolls) (1d6 Turns) (10 Mana)
- Hyper-Drive Ultra = Gives +8 to weapon dice rolls (not damage rolls) (2d3 Turns) (11 Mana)
- Empowering Aura = User gains combat damage 1d10 + Intimidation (6 Mana)
- Empowering Aura II = User gains combat damage 1d20 + Intimidation (7 Mana)
- Empowering Aura III = User gains combat damage 1d30 + Intimidation (8 Mana)
- Empowering Aura IV = User gains combat damage 1d40 + Intimidation (9 Mana)
- Empowering Aura V = User gains combat damage 2d20 + Intimidation (10 Mana)
- True Aura = User gains combat damage 3d30 + Intimidation + Arcana (-10 HP) (11 Mana)
- Extraordinary Aura = User gains combat damage 3d40 + Intimidation + Arcana (-20 HP) (-1 Survival Skill point) (12 Mana)
- Bombastic Basketball = Turns the fight into a Basketball Game, in order to win the fight your party must score three hoops without flying or using spells, the Ball is a bomb and will go off every 6 turns dealing 1d100 Explosion damage. (3 Turn Wait Before Activation) (6 Mana)
- Alph Form Cloud = User fires a small rainbow colored cloud (1d20 Poison, Area) (7 Mana)
- Blph Form Cloud = User fires a medium rainbow colored cloud (1d30 Poison, Area) (8 Mana)
- Clph Form Cloud = User fires a large rainbow colored cloud (2d20 Poison, Area) (9 Mana)
- Dlph Form Cloud = User fires a large radioactive rainbow colored cloud (2d20 Poison, Radiation, Area) (10 Mana)
- Elph Form Cloud = User fires a giant radioactive rainbow colored cloud (3d20 Poison, Radiation, Area) (11 Mana)
- Cold Hearted Blows = Users weapons are surrounded by a icy mist for 1d4 turns (All weapons now deal the cold effect) (7 Mana)
- Cold Hearted Blows II = Users weapons are surrounded by a icy mist for 2d2 turns (All weapons now deal the cold effect) (8 Mana)
- D.D (Dexterity Doom) - Fires bashe hoops towards an enemy colliding and obliterating some of their own agility (1d20 + your Dexterity + your Agility + your Athletics Energy) (7 Mana)
- D.D (Dexterity Doom) II - Fires bashe hoops towards an enemy colliding and obliterating some of their own agility (1d30 + your Dexterity + your Agility + your Athletics Energy) (9 Mana)
- D.D (Dexterity Doom) III - Fires bashe hoops towards an enemy colliding and obliterating some of their own agility (1d40 + your Dexterity + your Agility + your Athletics Energy) (11 Mana)
- Sheepra = Turns an enemy into a harmless sheep for 1 Turns (8 Mana)
- Sheepna = Turns an enemy into a harmless sheep for 2 Turns (9 Mana)
- Sheepua = Turns an enemy into a harmless sheep for 3 Turns (10 Mana)
- Sheepohlala = Turns an enemy into a harmless sheep for 4 Turns (11 Mana)
- Rukia = Fires a Line of Spiky Sporadic Energy (5d28 ÷ 5 Bleeding, Hemorrhage, Energy) (9 Mana)
- Rukia II = Fires a Line of Spiky Sporadic Energy (5d28 ÷ 3 Bleeding, Hemorrhage, Energy) (10 Mana)
- Rukia III = Fires a Line of Spiky Sporadic Energy (5d28 ÷ 2 Bleeding, Hemorrhage, Energy) (11 Mana)
- Hold Positu = User casts this while guarding, It surrounds them with an invisible reducer shield (Can only be casted while guarding) and gives the user a +10 to their DG on their final Guarding Roll (10 Mana)
- Hold Position = User casts this while guarding, It surrounds them with an invisible reducer shield (Can only be casted while guarding) and gives the user a +20 to their DG on their final Guarding Roll (12 Mana)
- Hold Position II = User casts this while guarding, It surrounds them with an invisible reducer shield (Can only be casted while guarding) and gives the user a +25 to their DG on their final Guarding Roll (13 Mana)
- Hold Position III = User casts this while guarding, It surrounds them with an invisible reducer shield (Can only be casted while guarding) and gives the user The Vital Orange Status Effect for 5 Turns, then when the effect ends reduce the damage if any by 20 (Requires Arcane of 10+) (14 Mana)
- 100 Weight Heavy Attack! = User increases the weight of their weapons, -8 to Hit, +27 to Combat Damage for 4 Turns (9 Mana)
- 1000 Weight Heavy Attack! = User increases the weight of their weapons, -18 to Hit, +47 to Combat Damage for 8 Turns (10 Mana)
- 10,000 Weight Heavy Attack! = User increases the weight of their weapons, -28 to Hit, +87 to Combat Damage for 8 Turns (11 Mana)
- Rehance Shot = User takes 1 Turn to increase a ranged weapons combat damage by 7dPlayer Level for 1d3 Turns (7 Mana)
- Rehance Shot II = User takes 1 Turn to increase a ranged weapons combat damage by 7dPlayer Level for 1d4 Turns (8 Mana)
- Rehance Shot III = User takes 1 Turn to increase a ranged weapons combat damage by 7dPlayer Level for 1d5 Turns (9 Mana)
- C0D3D 5H0T - Using their EXP creates a very powerful orb of Plasma (1d10 + Amount of EXP Spent, Plasma) (EXP -1-100) (8 Mana)
- C0D3D 5H0T II - Using their EXP creates a very powerful orb of Plasma (1d10 + Amount of EXP Spent, Plasma) (EXP -1-200) (9 Mana)
- C0D3D 5H0T III - Using their EXP creates a very powerful orb of Plasma (1d10 + Amount of EXP Spent, Plasma) (EXP -1-300) (10 Mana)
- Spectral Calling of the Drunken Gnome = User calls upon the Drunken Gnome, The Gnome assists all who call upon them, User gains 1 Drunk Inspiration (Drunk Inspiration can only be used to Attack) (User gains the Adv.Tired Effect) (13 Mana)
- Titans Wrath = User give the Taunted effect to all enemies towards you, User gains the Vital Blue effect for 3 Turns, User also gains the Vital Brown effect for 3 Turns. (14 Mana)
- Titans Wrath II = User give the Taunted effect to all enemies towards you, User gains the Vital Blue effect for 5 Turns, User also gains the Vital Brown effect for 5 Turns. (15 Mana)
- Titans Wrath III = User give the Taunted effect to all enemies towards you, User gains the Vital Blue effect for 7 Turns, User also gains the Vital Brown effect for 7 Turns. (16 Mana)
- Titans Wrath IV = User give the Taunted effect to all enemies towards you, User gains the Vital Blue effect for 10 Turns, User also gains the Vital Brown effect for 10 Turns. (17 Mana)
- Titans Wrath V = User gives the Taunted effect to all enemies towards you, User gains the Vital Blue effect for 12 Turns, User also gains the Vital Brown effect for 12 Turns. (Technical: Roll 1d20 + Performance (if over 22) Instead of 12 Turns for Vital Blue/Brown make it the Entire Fight) (18 Mana)
- Crits liostáilte = User rolls (1d6), Based on the roll that is how many turns the User gains the R.Crit Status Effect, User’s attacks all have Particle attached as long as this spell is active. (7 Mana)
- Crits liostáilte II = User rolls (1d12), Based on the roll that is how many turns the User gains the R.Crit Status Effect, User’s attacks all have Particle attached as long as this spell is active. (8 Mana)
- Crits liostáilte III = User rolls (2d6), Based on the roll that is how many turns the User gains the R.Crit Status Effect, User’s attacks all have Particle attached as long as this spell is active. (9 Mana) 
- Fearless Infantry = User creates 1d60 faceless clones, these clones have the exact HP of the User with an extra +1d120, These Clones if not equipped with a weapon do 1d10 of unarmed combat damage. (-3 Animal Handling Skill Point) (8 Mana) 
- Fearless Infantry II = User creates 2d30 faceless clones, these clones have the exact HP of the User with an extra +2d120, These Clones if not equipped with a weapon do 1d10 of unarmed combat damage. (-2 Animal Handling Skill Point) (10 Mana) 
- Fearless Infantry III = User creates 3d30 faceless clones, these clones have the exact HP of the User with an extra +3d120, These Clones if not equipped with a weapon do 1d10 of unarmed combat damage. (-1 Animal Handling Skill Point) (12 Mana)
- Valor Form = User Transforms themselves into a Unstoppable Soldier/Warrior for as long until they lose all of their mana, User in this form gains +25 to hit with a physical weapon, has Immunity to all Status Effects, User cannot use ranged attacks while in this form. (-55 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot Heal) (HP -35)
- Valor Form II = User Transforms themselves into a Unstoppable Soldier/Warrior for as long until they lose all of their mana, User in this form gains +35 to hit with a physical weapon, has Immunity to all Status Effects, User gains +1d40 to all Physical Damage, User cannot use ranged attacks while in this form. (-50 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot Heal) (HP -25)
- Valor Form III = User Transforms themselves into a Unstoppable Soldier/Warrior for as long until they lose all of their mana, User in this form gains +45 to hit with a physical weapon, has Immunity to all Status Effects, User gains +2d40 to all Physical Damage, User cannot use ranged attacks while in this form. (-45 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot Heal) (HP -20)
- Road Rage = User gains +1d38 to hit while in a vehicle, user gains +20 to hit enemies with vehicle weapons, +2d31 extra combat damage for 1d4 turns. (6 Mana)
- Road Rage II = User gains +1d38 to hit while in a vehicle, user gains +20 to hit enemies with vehicle weapons, +2d31 extra combat damage for 2d2 turns. (7 Mana)
- Road Rage III = User gains +1d38 to hit while in a vehicle, user gains +20 to hit enemies with vehicle weapons, +2d31 extra combat damage for 2d4 turns. (8 Mana)
- Road Rage IV = User gains +1d38 to hit while in a vehicle, user gains +20 to hit enemies with vehicle weapons, +2d31 extra combat damage for 4d4 turns. (9 Mana)
- Damage Dial! = Every time anyone attacks during a fight they gain an extra multiplier based on a spin of a wheel (Damage Dial 1-20), This lasts the entire fight when casted and cannot be dispelled. (6 Mana)
- Damage Dial! II = Every time anyone attacks during a fight they gain an extra multiplier based on a spin of a wheel (Damage Dial 1-30), This lasts the entire fight when casted and cannot be dispelled. (7 Mana)
- Damage Dial! III = Every time anyone attacks during a fight they gain an extra multiplier based on a spin of a wheel (Damage Dial 1-40), This lasts the entire fight when casted and cannot be dispelled. (8 Mana)
- Hex: Hold onto your Hats! = User creates the Hex stage effect (Hold onto your Hats), while active all Players/Ally’s are surrounded by a mystical construct of the user’s choice, all players/ally’s control one part of the construct, User controls the movement and regular action of the construct while other Ally’s/Players control added on weapons (of User’s Choice), added on deployables (of User’s Choice), & lastly combined power moves (Ally’s/Players doing a combo/partner attack), The constructs HP & Armor is based on the combined HP & Armor of those who reside inside of the construct. (The construct lasts 8dMax Mana Turns or destroyed) (30% Chance of Curse) (Activates within the next 2 Turns when casted)
- Bullet Train! = User when attacking with a physical weapon or unarmed user can cast this spell as a reaction, when casted user’s attack becomes a ranged attack and user’s Physical attack fires a small square shapes projectile that deals an extra 5d16 Ranged,(Based on Ammunition type), Energy damage. (Costs 35 Ammunition) (6 Mana)
- Bullet Train!! = User when attacking with a physical weapon or unarmed user can cast this spell as a reaction, when casted user’s attack becomes a ranged attack and user’s Physical attack fires a small square shapes projectile that deals an extra 5d26 Ranged,(Based on Ammunition type), Energy damage. (Costs 35 Ammunition) (7 Mana)
- Bullet Train!!! = User when attacking with a physical weapon or unarmed user can cast this spell as a reaction, when casted user’s attack becomes a ranged attack and user’s Physical attack fires a small square shapes projectile that deals an extra 5d36 Ranged,(Based on Ammunition type), Energy damage. (Costs 35 Ammunition) (8 Mana)
- Summon Bullet Based Blaster! = User upon casting this spell creates out of pure mana a rifle that lasts for 2d18 Turns, User gains +Player Level to all checks related to this rifle, This rifle can act as any type of ranged weapon, This weapon can take any ammunition. (9d4 + Player Level to Hit, 27dPlayer Level Ranged [Chosen Ammunition] Damage) (Costs 30 Ammunition to create) (10 Mana)
- Summon Bullet Based Blaster! II = User upon casting this spell creates out of pure mana a rifle that lasts for 3d18 Turns, User gains +Player Level to all checks related to this rifle, This rifle can act as any type of ranged weapon, This weapon can take any ammunition. (9d4 + Player Level to Hit, 27dPlayer Level Ranged [Chosen Ammunition] Damage) (Costs 30 Ammunition to create) (11 Mana)
===Tier 3 (Costs 13-19 Mana) (Level 10+) ===
- Magic Missile = User shoots a Missile constructed out of Mana (3d10 Area) (13 Mana)
- Magic Missile II = User shoots a Missile constructed out of Mana (4d10 Area) (14 Mana)
- Magic Missile III = User shoots a Missile constructed out of Mana with 1 extra component 
(4d10 Area, +Burn or Shock or Wet) (15 Mana)
- Magic Missile IV = User shoots a Missile constructed out of Mana with 1 extra component (4d20 Area, +Burn/Shock/Wet/Cold) (Technical: Roll 1d20 + Performance (if over 22) User can inflict the Adv. version of the component) (16 Mana)
- Falling Stars = User rains down an armada of stars onto multiple enemies (2d20 Freeze) (Requires Wisdom skill check over 31) (13 Mana)
- Falling Stars II = User rains down an armada of stars onto multiple enemies (3d20 Freeze)
(Requires Wisdom skill check over 31) (15 Mana)
- Falling Stars III = User rains down an armada of stars onto multiple enemies (5d20 Freeze)
(Requires Wisdom skill check over 31) (16 Mana)
- Falling Stars IV = User rains down an armada of stars onto multiple enemies (5d35 Adv.Freeze)
(Requires Wisdom skill check over 31) (17 Mana)
- Ka-pootis = user rolls 1d4 to shoot one of these effects (19 Mana)
1. Sandwich (+10 HP)
2. Anvil (1d100 of damage if falls on enemy or teammate) 
3. Big fat meany (summons a big fat meany who will attack you and enemies)
4. Good Luck (User gains +2 to their next roll)
- Ka-pootis II = user rolls 1d3 to shoot one of these effects (20 Mana)
1. Super Sandwich (+20 HP)
2. Giant Anvil (2d100 of damage if falls on enemy or teammate) 
3. Very Good Luck (User gains +6 to their next roll)
- Solar Flare = user fires a star shaped projectile that explodes on contact (1d100 Burn) (Requires Wisdom skill check over 13) (17 Mana) 
- Soul Extraction = the user uses their own mana to suck out the life force of a target 
(1d50 Life-link) (EXP -30) (17 Mana)
- Soul Extraction II = the user uses their own mana to suck out the life force within a target
(1d55 Life-link) (EXP -35) (18 Mana)
- Soul Extraction III = the user uses their own mana to suck out the life force deep within a target
(1d100 Life-link) (EXP -40) (19 Mana) 
- Radion Ray = user fires off a beam of pure radiation towards an opponent (1d40 Radiation) 
(16 Mana) 
- Radion Ray II = user fires off a beam of pure radiation towards an opponent (1d50 Radiation)
(17 Mana)
- Radion Ray III = user fires off a large beam of pure radiation towards an opponent (1d80 Radiation) (User suffers from 1d12 Radiation Damage) (19 Mana)
- UnHoly Strike = user sends their rage and hatred towards an enemy in the form of a spear (2d44 Physical) (Alignment must be Chaotic) (17 Mana)
- UnHoly Seven Strikes = user sends their rage and hatred towards an enemy in the form of seven spears (7d44 Physical) (Alignment must be Chaotic) (18 Mana)
- UnHoly Disownment = user sends their rage, hatred, love, fears, & Hope towards an enemy in the form of a shadow version of themself (Shadow HP = 1d20 + Survival) (Shadows Attack damage = 2d15 + how much mana is left in users pool) (Alignment must be Chaotic) (19 Mana) 
- Adrenaline Ambush = User attacks with a weapon adding onto their HP 
(Weapon Damage + Users current HP) (15 Mana)
- Adrenaline Ambush II = User attacks with a weapon adding onto their HP
(Weapon Damage + Users current HP + 5) (16 Mana)
- Adrenaline Ambush III = User attacks with a weapon adding onto their Hopes & HP
(Weapon Damage + Users current HP + Armor Class + 10) (Alignment must be Neutral) (19 Mana) 
- ☐ Button = User flips a coin depending on what they got they gain the effect below (EXP -55) (18 Mana)
Heads: +25 to next combat damage roll
Tails: -25 to next combat damage roll
- Y Button = User’s next attack gains +3 to attack (EXP -20) (13 Mana)
- Y Button II = User’s next attack gains +13 to attack (EXP -30) (14 Mana)
- Y Button III = User’s next attack gains +2d10 to attack (EXP -40) (15 Mana)
- Tele-Strike = User uses a weapon to attack 1 selected enemy, once they rolled weapons attack roll every time it’s their turn a portal will appear and a transparent version of the user will attack the same selected enemy with the same weapon (User still gets their turn) (active for 1d4 turns) (13 Mana)
- Tele-Strike II = User uses a weapon to attack 2 selected enemies, once they rolled weapons attack roll every time it’s their turn a portal will appear and a transparent version of the user will attack the same selected enemies with the same weapon (User still gets their turn) (active for 2d4 turns) (15 Mana)
- Tele-Strike III = User uses a weapon to attack 3 selected enemies, once they rolled weapons attack roll every time it’s their turn a portal will appear and a transparent version of the user will attack the same selected enemies with the same weapon (User still gets their turn) (active for 3d4 turns) (17 Mana)
- Tele-Tom’s Personal Spell = User uses a weapon to attack all enemies, once they rolled weapons attack roll every time it’s their turn a portal will appear and a transparent version of the user will attack all enemies with the same weapon at advantage (User still gets their turn) (active for 4d4 turns) (-1 Devious Skill Point) (19 Mana)
- Direct Force = User attacks with a weapon (or not) engulfed in pure manabolic energy increasing their attack by ten fold, +20 to hit, times 18 to Combat Damage, after attack skip 4 of the users Turns. (14 Mana)
- Direct Force II = User attacks with a weapon (or not) engulfed in pure manabolic energy increasing their attack by ten fold, +22 to hit, times 19 to Combat Damage, after attack skip 5 of the users Turns. (15 Mana)
- Direct Force III = User attacks with a weapon (or not) engulfed in pure manabolic energy increasing their attack by ten fold, +23 to hit, times 20 to Combat Damage, after attack skip 6 of the users Turns. (16 Mana)
- All-in-One = User attacks with a weapon engulfed with pure magnified mana increasing their attack by ten fold, +10 * Survival to hit, Times Current AC to Combat Damage, after attack skip 10 of the users Turns. (Requires Wisdom skill check over 31) (50 Mana) 
- Anti-Form = User Transforms themselves into a bloodthirsty Killer for as long until they lose all of their mana, User in this form gains Advantage on all checks, has Immunity to all Status Effects, User takes *2 More damage from all attacks while in this form. (-55 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot give Mercy)
- Anti-Form II = User Transforms themselves into a bloodthirsty Killer for as long until they lose all of their mana, User in this form gains Advantage on all checks, has Immunity to all Status Effects, User takes *2 More damage from all attacks while in this form. (-50 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot give Mercy)
- Anti-Form III = User Transforms themselves into a bloodthirsty Killer for as long until they lose all of their mana, User in this form gains Advantage on all checks, has Immunity to all Status Effects, User takes *2 More damage from all attacks while in this form. (-45 Mana Every Turn including other players and enemies until you run out of mana or die, than you will be restored back to your original state) (In this state you cannot give Mercy) (Alignment must be Chaotic)
- Semper pugnare = User gains advantage when they do their next combo, Their advantage lasts for 3 Combo Attacks, after 3 User loses advantage. (15 Mana)
- Semper pugnare II = User gains advantage when they do their next combo, Their advantage lasts for 4 Combo Attacks, after 4 User loses advantage. (16 Mana)
- Semper pugnare III = User gains advantage when they do their next combo, Their advantage lasts for 5 Combo Attacks, after 5 User loses advantage. (17 Mana)
- Homic Q = User shoots off 1d20 Homing Orbs of Energy sent against an enemy (4d8 X Number of Homing Orbs) (14 Mana)
- Homic R = User shoots off 1d20 Homing Orbs of Energy sent against an enemy (4d9 X Number of Homing Orbs) (15 Mana)
- Homic S = User shoots off 1d20 Homing Orbs of Energy sent against an enemy (4d10 X Number of Homing Orbs) (16 Mana)
- Homic T = User shoots off 1d22 Homing Orbs of Energy sent against multiple enemies (4d10 X Number of Homing Orbs) (17 Mana)
- Leo (The Lion) = The User gains the Vital Blue, Purple, & Yellow Effects for 1d50mi10 - 9 Turns, if user gets a 1 than they Gain the bad side effects of Yellow for 5 Turns. (Requires Wisdom check over 31) (17 Mana)
- Hercules (The Hero) = The User gains +15 to all Main Modifiers (EX. Strength, Wisdom, etc) for 8 turns if not in combat and for the whole fight if in combat, If user takes a lethal blow with this spell active than they don’t make a death save and their character is pronounced dead, While in combat user can add their Strength to their Combat Damage. (Requires Wisdom check over 31) (20 Mana)
- Can’t Escape Me, not Anymore! = User targets up to 3 Enemies, these Enemies obtain the Marked for Death Status effect for 6 Turns, those who are affected cannot leave the fight until their Marked for Death has ended. (-2 Performance Skill Points) (16 Mana)
- Can’t Escape Me, not Anymore! II = User targets up to 4 Enemies, these Enemies obtain the Marked for Death Status effect for 6 Turns, those who are affected cannot leave the fight until their Marked for Death has ended. (-2 Performance Skill Points) (17 Mana)
- Can’t Escape Me, not Anymore! III = User targets up to 5 Enemies, these Enemies obtain the Marked for Death Status effect for 6 Turns, those who are affected cannot leave the fight until their Marked for Death has ended. (-2 Performance Skill Points) (18 Mana)
- Untimely End = User fires a small low ranged bolt of black energy, upon hitting an enemy they must complete a death save, if they fail the death save they are pronounced dead. (User is affected by the Marked for Death status effect for 5 Turns) (User’s Alignment must be Evil) (20 Mana)
- Untimely End II = User fires a medium ranged bolt of black energy, upon hitting an enemy they must complete a death save, if they fail the death save they are pronounced dead. (User is affected by the Marked for Death status effect for 3 Turns) (User’s Alignment must be Evil) (22 Mana)
- Untimely End III = User fires a large high ranged bolt of black energy, upon hitting an enemy they must complete a death save, if they fail the death save they are pronounced dead. (User is affected by the Marked for Death status effect for 1 Turns) (User’s Alignment must be Evil) (25 Mana) 
- SBP (Screaming Brings Power) = User takes as many of their turns to scream and charge up power within their body, depending on how many turn you charge (Scream) your damage will be gifted with a bonus Multiplier. (EX. Charge for 2 Turns = X2 Damage for 2 Turns) (Max Charge of 20) (Charging counts as an action) (15 Mana) 
- SBMP (Screaming Brings More Power) = User takes as many of their turns to scream and charge up power within their body, depending on how many turn you charge (Scream) your damage will be gifted with a bonus Multiplier. (EX. Charge for 2 Turns = X2 Damage for 2 Turns) (Max Charge of 40) (Charging counts as an action) (17 Mana) 
- SBEMP (Screaming Brings Even More Power) = User takes as many of their turns to scream and charge up power within their body, depending on how many turn you charge (Scream) your damage will be gifted with a bonus Multiplier. (EX. Charge for 2 Turns = X2 Damage for 2 Turns) (Max Charge of 60) (Charging counts as an action) (HP -40) (20 Mana) 
- Temporary Void Control = User control the void allowing them to add Void damage to all of their weapons for 1d5 Turns. (Requires a Wisdom check over 31) (-4 Religious Skill Points) (16 Mana)
- Temporary Void Control II = User control the void allowing them to add Void damage to all of their weapons for 1d6mi2 Turns. (Requires a Wisdom check over 31) (-3 Religious Skill Points) (16 Mana)
- Temporary Void Control III = User control the void allowing them to add Void damage to all of their weapons for 1d6mi2 Turns. (Requires a Wisdom check over 31) (-2 Religious Skill Points) (16 Mana)
- Hex: Parallel Timelines Collide = User creates a Hex status effect (Parallel Timelines Collide), while active for 10d3 Turns User gains 3 Extra Turns in combat, User than also adds a +3 to all checks while active, When ever user makes any movement user has a trail of faint blurry versions of your character (These Versions are from other universes who are doing the same exact action as you but the universe cannot have the same person in the same placement so it starts to break space-time), While active user can talk to their other version selves but cannot see their other versions unless moving. (50% Chance of Curse) (18 Mana)
- Hex: Harsh Penalty = User creates a Hex stage effect (Harsh Penalty), while active all Players/Enemies/Ally’s/Npc’s/Living Subject will have Disadvantage on all checks, If User/Players/Enemies/Ally’s/or Npc’s go under 20 HP than this Hex’s Effect is Triggered, When Triggered the subject that went below 20 HP will be Stunned for 26 Turns & Marked for Death, once triggered the Hex is disabled. (Besides the 26 Turns that persists until over or cured.) (-3 Survival Skill points) (25% Chance of Curse) (17 Mana) 
- Xinz (Starting a Fight off Right) = User can only cast this spell immediately when entering a fight (even if it’s not their turn), When casted User gets a direct hit towards 1 enemy. (Requires an Arcana over 20+) (HP -40) 
- Xinz II (Starting a Fight off Right) = User can only cast this spell immediately when entering a fight (even if it’s not their turn), When casted User gets a direct hit towards 1 enemy. (Requires an Arcana over 20+) (HP -30) 
- Xinz III (Starting a Fight off Right) = User can only cast this spell immediately when entering a fight (even if it’s not their turn), When casted User gets a direct hit towards 1 enemy. (Requires an Arcana over 20+) (HP -20) 
- Hex: False Forces = User creates a Hex stage effect (False Forces), while active all Players/Enemies/Ally’s/NPC’s/etc gains 10 GD Counter (Great Defiance), every 3 Turns subtract 1d10 Counters, If at anytime any player/enemy/ally/npc/etc loses all counters than the hex’s effect is triggered, when the Hex effect is triggered all other players/users lose all counters as the selected player/enemy/ally/npc/etc who lost all counters first gains the following effects, Overheat Towards all weapons, User’s armor is disabled for 1d17 Turns, User gains double disadvantage for 3 turns, and lastly gains the manacollusion effect for the entire fight, the Hex is than disabled (besides the effects placed on the user). (55% Chance of Curse) (20 Mana)
- Summon a Fake God!!! = User pulls together their own imagination to construct a low tier god/deity to help the User for 1d5 Turns, The Gods stats is based off (!randchar + Max Mana to each), The God can be summoned again if user somehow writes down their god in a spell book and keep track of their stats but next time they summon them they gain a Power of 2 (p^2), this increases by 2 per summon (Max Power of 18) (Requires an Arcana over 35+) (Alignment must be Lawful) (-2 Religion Skill points) (18 Mana)
- Summon a Fake God!!! II = User pulls together their own imagination to construct a low tier god/deity to help the User for 1d10 Turns, The Gods stats is based off (!randchar + Max Mana to each), The God can be summoned again if user somehow writes down their god in a spell book and keep track of their stats but next time they summon them they gain a Power of 2 (p^2), this increases by 2 per summon (Max Power of 18) (Requires an Arcana over 40+) (Alignment must be Lawful)  (-3 Religion Skill points) (19 Mana)
- Summon a Fake God!!! III = User pulls together their own imagination to construct a low tier god/deity to help the User for 1d15 Turns, The Gods stats is based off (!randchar + Max Mana to each), The God can be summoned again if user somehow writes down their god in a spell book and keep track of their stats but next time they summon them they gain a Power of 2 (p^2), this increases by 2 per summon (Max Power of 18) (Requires an Arcana over 45+) (Alignment must be Lawful)  (-4 Religion Skill points) (Technical: Roll 1d20 + Performance (if over 22) The Summoned God gains Advantage towards all their checks while they are active.) (20 Mana)
- Hex: Shooting Stars = From the sky all players can see the sky gets filled by shooting stars, User creates the Hex stage effect (Shooting Stars), While active during the fight at any time all players/enemies/npc’s/or ally’s roll a dodge check every 5 turns, if failed check than enemy/player/npc/etc gets struck by thousands of little stars dealing !rr 30 3d4 Ranged, Nova, Adv. Freeze, Adv. Cold Damage, at any point in the fight if a player/enemy recovers over 3000 Accumulated Mana than this Hex is triggered, When Triggered the caster of the spell gains -9 to their next check but recovers 1d22 HP than the Hex disabled itself. (Requires a Wisdom check over 31) (67% Chance of Curse) (24 Mana)
- Meteor Shower = From the sky rains down heavy flaming rocks of magma and fire upon players & enemies, !rr 3 8d20 For amount of Meteorites, 2d300 + Amount of Meteorites Ranged, Adv. Burn. (Requires a Wisdom check over 31) (18 Mana)
- Meteor Shower II = From the sky rains down heavy flaming rocks of magma and fire upon players & enemies, !rr 3 8d25 For amount of Meteorites, 2d300 + Amount of Meteorites Ranged, Lethal. Burn. (Requires a Wisdom check over 31) (19 Mana)
- Meteor Shower III = From the sky rains down heavy flaming rocks of magma and fire upon players & enemies, !rr 3 8d30 For amount of Meteorites, 2d300 + Amount of Meteorites Ranged, Lethal. Burn. (Requires a Wisdom check over 31) (20 Mana)
- Vulse = User when attacking can cast this spell as a reaction, when casted user’s damage is stored and written down for the next 5 Turns, after the turn limit is up User’s next attack will gain a damage bonus based on the written down damage. (Max is 27%) (50 Mana)
- Vulse II = User when attacking can cast this spell as a reaction, when casted user’s damage is stored and written down for the next 6 Turns, after the turn limit is up User’s next attack will gain a damage bonus based on the written down damage. (Max is 30%) (55 Mana)
- Vulse III = User when attacking can cast this spell as a reaction, when casted user’s damage is stored and written down for the next 7 Turns, after the turn limit is up User’s next attack will gain a damage bonus based on the written down damage. (Max is 33%) (60 Mana)
== Chaotic Spells ==
* Chaos Spear = User fires off a blast of pure chaos towards a target. (12d23 + Dexterity Ranged, Energy, Piercing, Dissolving) (User then must do a Roshambo check, If passed the User deals an extra +1d100 Brutal damage, If failed the damage is divided by 4) (40 Mana)
* Chaos Spear II = User fires off a blast of pure chaos towards a target. (12d33 + Dexterity Ranged, Energy, Piercing, Dissolving) (User then must do a Roshambo check, If passed the User deals an extra +2d100 Brutal damage, If failed the damage is divided by 4) (45 Mana)
* Chaos Spear III = User fires off a blast of pure chaos towards a target. (12d43 + Dexterity Ranged, Energy, Piercing, Dissolving) (User then must do a Roshambo check, If passed the User deals an extra +3d100 Brutal damage, If failed the damage is divided by 4) (50 Mana)
* 
* Chaotic Thorns = User can only cast this spell as a reaction, When casted the User is surrounded by an aura of chaotic energy, at any point the User is attacked by a physical weapon the attacker takes a direct 40 Dark-Light Damage. (Aura lasts for 2d14 Turns) (User then must do a Roshambo check, If passed the Aura lasts for 1d2 turns longer & the damage is increased by a bonus +10, If failed the aura lasts 2 turns less & the damage is lowered by -30) (30 Mana)
* Chaotic Thorns II = User can only cast this spell as a reaction, When casted the User is surrounded by an aura of chaotic energy, at any point the User is attacked by a physical weapon the attacker takes a direct 40 Dark-Light Damage. (Aura lasts for 2d14 Turns) (User then must do a Roshambo check, If passed the Aura lasts for 1d3 turns longer & the damage is increased by a bonus +20, If failed the aura lasts 2 turns less & the damage is lowered by -20) (40 Mana)
* Chaotic Thorns III = User can only cast this spell as a reaction, When casted the User is surrounded by an aura of chaotic energy, at any point the User is attacked by a physical weapon the attacker takes a direct 40 Dark-Light Damage. (Aura lasts for 2d14 Turns) (User then must do a Roshambo check, If passed the Aura lasts for 1d4 turns longer & the damage is increased by a bonus +30, If failed the aura lasts 2 turns less & the damage is lowered by -20) (50 Mana)
* Unstable Solararity = User creates a small star system in their own hands, This star system will be referred as “Your Comet”, While “Your Comet” is active the User gains a bonus +1 towards all Main Modifiers & Skills, “Your Comet” has an HP equal to the Casters HP, “Your Comet” gets their own turn to fire star like energy projectiles or do small actions based off the Casters commands, depending the the Casters alignment is what “Your Comet” will relate to and sometimes not follow commands based on alignment. (Lasts for 2d10e10 Turns) (User then must do a Roshambo check, If passed “Your Comet” multiplies their HP by 2 & lasts an extra turn, If failed “Your Comet” divides their HP by 2 & lasts 2 turns less.) (36 Mana)
* Unstable Solararity II = User creates a small star system in their own hands, This star system will be referred as “Your Comet”, While “Your Comet” is active the User gains a bonus +2 towards all Main Modifiers & Skills, “Your Comet” has an HP equal to the Casters HP, “Your Comet” gets their own turn to fire star like energy projectiles or do small actions based off the Casters commands, depending the the Casters alignment is what “Your Comet” will relate to and sometimes not follow commands based on alignment. (Lasts for 2d10e10 Turns) (User then must do a Roshambo check, If passed “Your Comet” multiplies their HP by 2 & lasts 2 extra turns, If failed “Your Comet” divides their HP by 2 & lasts 4 turns less.) (46 Mana)
* Unstable Solararity III = User creates a small star system in their own hands, This star system will be referred as “Your Comet”, While “Your Comet” is active the User gains a bonus +3 towards all Main Modifiers & Skills, “Your Comet” has an HP equal to the Casters HP, “Your Comet” gets their own turn to fire star like energy projectiles or do small actions based off the Casters commands, depending the the Casters alignment is what “Your Comet” will relate to and sometimes not follow commands based on alignment. (Lasts for 2d10e10 Turns) (User then must do a Roshambo check, If passed “Your Comet” multiplies their HP by 2 & lasts 3 extra turns, If failed “Your Comet” divides their HP by 2 & lasts 8 turns less.) (56 Mana)
* Forced Famous Shot = User takes the chaotic power of popularity and fires it towards a target. (3d29 Ranged, Stupid, Laser) (User must roll a popularity check, If passed this spells damage is Multiplied by 15) (User then must do a Roshambo check, If passed the shot will bounce off the target and hit another target (If this occurs then the User must continue to do Hit & Roshambo checks as long as the shot keeps hitting), If failed the Shot explodes dealing an extra +2d15 Area damage & the User gains a -50 towards their next Popularity based check) (34 Mana)
* Forced Famous Shot II = User takes the chaotic power of popularity and fires it towards a target. (3d29 Ranged, Stupid, Laser) (User must roll a popularity check, If passed this spells damage is Multiplied by 15) (User then must do a Roshambo check, If passed the shot will bounce off the target and hit another target (If this occurs then the User must continue to do Hit & Roshambo checks as long as the shot keeps hitting), If failed the Shot explodes dealing an extra +4d15 Area damage & the User gains a -100 towards their next Popularity based check) (44 Mana)
* Forced Famous Shot III = User takes the chaotic power of popularity and fires it towards a target. (3d29 Ranged, Stupid, Laser) (User must roll a popularity check, If passed this spells damage is Multiplied by 15) (User then must do a Roshambo check, If passed the shot will bounce off the target and hit another target (If this occurs then the User must continue to do Hit & Roshambo checks as long as the shot keeps hitting), If failed the Shot explodes dealing an extra +5d15 Area damage & the User gains a -150 towards their next Popularity based check) (49 Mana)
* Forced Famous Shot IV = User takes the chaotic power of popularity and fires it towards a target. (3d29 Ranged, Stupid, Laser) (User must roll a popularity check, If passed this spells damage is Multiplied by 20) (User then must do a Roshambo check, If passed the shot will bounce off the target and hit another target (If this occurs then the User must continue to do Hit & Roshambo checks as long as the shot keeps hitting), If failed the Shot explodes dealing an extra +5d25 Area damage & the User gains a -200 towards their next Popularity based check) (54 Mana)
* JevnX = User creates a dome of chaotic energy surrounding themselves as they are infused and bound with their own chaotic forces, While active the User gains the following bonuses, The User increases their movement speed by a bonus +20, The User increases their lowest main modifier by a bonus +10, The User increases their good C&E by +10%. (Lasts 2d15 Turns) (User then must do a Roshambo check, If passed this effect will last +4 turns longer, If failed all bonuses will decrease by -5 & this effect will last 4 turns less) (30 Mana)
* JevnXX = User creates a dome of chaotic energy surrounding themselves as they are infused and bound with their own chaotic forces, While active the User gains the following bonuses, The User increases their movement speed by a bonus +30, The User increases their lowest main modifier by a bonus +20, The User increases their good C&E by +20%. (Lasts 2d15 Turns) (User then must do a Roshambo check, If passed this effect will last +4 turns longer, If failed all bonuses will decrease by -15 & this effect will last 4 turns less) (35 Mana)
* JevnXXX = User creates a dome of chaotic energy surrounding themselves as they are infused and bound with their own chaotic forces, While active the User gains the following bonuses, The User increases their movement speed by a bonus +40, The User increases their lowest main modifier by a bonus +30, The User increases their good C&E by +30%. (Lasts 2d15 Turns) (User then must do a Roshambo check, If passed this effect will last +5 turns longer, If failed all bonuses will decrease by -15 & this effect will last 5 turns less) (40 Mana)
* JevnXXXX = User creates a dome of chaotic energy surrounding themselves as they are infused and bound with their own chaotic forces, While active the User gains the following bonuses, The User increases their movement speed by a bonus +50, The User increases their lowest main modifier by a bonus +40, The User increases their good C&E by +40%. (Lasts 2d15 Turns) (User then must do a Roshambo check, If passed this effect will last +5 turns longer, If failed all bonuses will decrease by -25 & this effect will last 5 turns less) (45 Mana)
* Rave of Arrows = User fires a special bolt of chaotic energy, wherever the bolt hits marks a 27 by 27 square area, for the next 2d28 turns that area will be bombarded with chaotic bolts of electricity and energy. (1d90ra>40 Ranged, Lethal Shock, Piercing, Energy) (User then must do a Roshambo check, If passed this effect lasts 4 turns longer, If failed this effect lasts 3 turns less) (30 Mana)
* Rave of Arrows II = User fires a special bolt of chaotic energy, wherever the bolt hits marks a 57 by 57 square area, for the next 2d28 turns that area will be bombarded with chaotic bolts of electricity and energy. (2d90ra>40 Ranged, Lethal Shock, Piercing, Energy) (User then must do a Roshambo check, If passed this effect lasts 5 turns longer, If failed this effect lasts 4 turns less) (40 Mana)
* Rave of Arrows III = User fires a special bolt of chaotic energy, wherever the bolt hits marks a 127 by 127 square area, for the next 2d28 turns that area will be bombarded with chaotic bolts of electricity and energy. (3d90ra>40 Ranged, Lethal Shock, Piercing, Energy) (User then must do a Roshambo check, If passed this effect lasts 6 turns longer, If failed this effect lasts 5 turns less) (50 Mana)
* Multiplication = User divides themselves into another copy of themselves, The User and the Copy are identified by their slight different aura and the copy has a custom sigil carved into their left shoulder (Sigil design is based on the caster), The Copy shares the same mind with the Caster, The Copy shares the same HP & Stats as the Caster, If the Caster dies then the sigil from the copy burns off and the copy now becomes the Caster, If the Copy dies before the Caster dies then nothing changes but the User recovers +20% of their current Mana. (The Copy lasts until killed or the Caster is killed) (User then must do a Roshambo check, If passed the Copy gains a bonus +1d1000 extra HP, If failed the Caster has barely any control over the Copy and the Copy’s alignment is changed and is unknown to the caster) (45 Mana)
* Multiplication II = User divides themselves into another copy of themselves, The User and the Copy are identified by their slight different aura and the copy has a custom sigil carved into their left shoulder (Sigil design is based on the caster), The Copy shares the same mind with the Caster, The Copy shares the same HP & Stats as the Caster, If the Caster dies then the sigil from the copy burns off and the copy now becomes the Caster, If the Copy dies before the Caster dies then nothing changes but the User recovers +40% of their current Mana. (The Copy lasts until killed or the Caster is killed) (User then must do a Roshambo check, If passed the Copy gains a bonus +2d1000 extra HP, If failed the Caster has barely any control over the Copy and the Copy’s alignment is changed and is unknown to the caster) (50 Mana)
**These are constantly updated as magic is added every server update**