Spell Energy Info

Spells cast by mages are as simple or complicated as the recipes used to make them are. Because of this it may be difficult to make a complete list of spells, however it is possible to make a list of the energies used to make spells and the effect those energies have upon them.

To start, there are multiple casting styles, changing the effects of spells. Fighting style, Cooking Style, and Exploration style are the three most common ones. Fighting style being used for battle or duels. Cooking style being used at home for various things. And Exploration style for those that like to travel.

I Will mostly focus on Fighting Style for now, since it is the most often used.

Please note that this may not be a complete guide.

Now to Get something out of the way, changing a spell with energy is like redirecting a river. It will change direction slightly, but the result may still have a similar base effect. The more energy is used, the more specialized the spell becomes. Like changing Ice daggers into Ice spikes. Similar but different.

* Basic Energy: When used as the base for a spell, basic Energy doesn't do much on it's own. It simply flashes with energy before fading. With other energies added it will do something else.

* Energy A: A basic Attack spell when used, firing a small redish projectile. When added on to other spells it will usually change the spell in an attack focused way
* Energy B: A basic Barrier spell when used, leaving a weak blue barrier around the caster. When added to other spells it will usually change the spell in a variety of ways.
* Energy C: A basic speed boosting spell. The user will faintly glow green. When added to other spells it will often change them to affect the user or some other way.
* Energy D: A Basic Defense Spell. The user will glow brown for a short period of time. When added to other spells it will change them in a defensive way.
* Energy E: A basic Healing Spell. The user will glow white for a short time. When used on other spells it will change them with positive effects.
* Energy F: A basic stealth spell when cast. The user will fade a little like a shadow for a short time. When added to spells, will often change them in a variety of ways, sometimes in ways more dangerous.

Elemental energies have a variety of effects, especially depending on casting style, however the most basic thing to keep in mind is that each one is different in its own way.

* Fire Energy: On its own, casts a fireball or other fire attack magics. Can be added to spells to change them to be fiery or hot in some way.
* Water Energy On its own, casts a small stream of water. Can be added to spells to change them with water or liquid of some kind.
* Wind Energy: On its own, enhances a person with wind. Can be added to other spells to add wind or air of some kind.
* Earth Energy: On it's own, creates and earth wall. Can be added to spells to change them in an earthen way.
* Light Energy: On its own casts a light healing spell. Can be added to spells to change them with light, positive effects, or energy of some kind.
* Dark Energy: on its own cloaks the user in darkness. Can be added to spells to change them in a variety of ways.
* Elec Energy: Creates an electric current! Can be added to spells to add energy or lighting of some kind.
* Plant Energy: On it's own it creates entangling vines. Add to spells to give them a plant aspect or something.
* Cloud Energy: Summons a cloud on its own. With others, imbues them with a cloud like effect.
* Sand Energy: Summons swirling sand! Add to spells to give them a more desert like theme.
* Stone Energy: Unusual energy that summons a large stone to attack! Add to spells to give them a unique hardness.
* Star Energy: Summons a ball of light. Add to spells to give them a more spacey feel.
* Conjure Energy: Conjures a weapon out of thin air! Modify spells to add a conjuring aspect to them.
* Sound Energy: A blast of sonic wave! Add to spells to change them with a sound themed element.
* Crystal Energy: Summons crystals to attack. Add it to a spell to add a crystal theme.
* Poison Energy: Summons a blob of poison to attack! Add to spells to make them more dangerous!
* Ice Energy: Summons an Ice ball to attack! Add to a spell to change it to be cold or ice themed.
* Gravity Energy: Summons a powerful voild like energy! When added, it changes spells in gravity themed ways.
* Metal Energy: Summons a lump of metal to attack! When added changes a spell with a metal twist.
* Null Energy A: Doesn't do a whole lot on it's own, flashing with a blue and red light before fading. When added to though it may lead to some detection type spells for heat or cold. When added to another spell it changes the spell to be activated by heat or cold.
* Null Energy B: Doesn't do a whole lot on it's own, flashing with a green and yellow light before fading. When added to though it may lead to some detection type spells for change in pressure. When added to another spell it changes the spell to be activated by a change in pressure.
* Null Energy C: Doesn't do a whole lot on it's own, flashing with a white and black light before fading. When added to though it may lead to some detection type spells for change in light. When added to another spell it changes the spell to be activated by a change in lighting.

* Power Energy: Enhances the user with power. Changes spells to be more attack like.
* Magic Energy: Enhances the user's magic. Changes spells in different ways.
* Speed Energy: Enhances the user's speed. Changes spells to be faster!
* Defense Energy: Enhances the user's defense. Changes spells to be more blocking or defense oriented.
* Healing Energy: Heals the user. Changes spells to be more healing or positive.
* Drain Energy: Drains health from a target! Adds a vampiric touch to spells.

* Physical Energy: Unknown use on it's own. Changes spells to affect the physical properties of things.
* Heat Energy: Creates a warm area around the user. Changes spells with heat.
* Cold Energy: Creates a cold area around the user. Changes spells with cold.
* Kinetic Energy: Makes things move! Changes spells to have more movement.
* Static Energy: Freezes things in place! Changes spells to move less.
* Repelling Energy: Pushes things away! Grants other spells this same power.
* Drawing Energy: Pulls things near. Also grants this ability to spells.

* Psychic Energy: Makes the user psychic for a short time. Changes spells in weird ways.
* Kinesis Energy: Allows a user to lift things with their mind for a short time. Changes spells in ways that involve motion and control.
* Telepathic Energy: Allows the user to read minds for a short time. May change spells in unexpected psychic powers like ways.
* Teleporting Energy: Allows the user to teleport when used. Changes spells movement when added to spells.
* Barrier Energy: Creates a thing barrier when used. When added to spells, adds a defensive or barrier like aspect to them.
* Invisible Energy: Makes the user invisible for a short time. When added to spells it makes them harder to see. It takes many of these the stronger a spell is.
* Ghost Energy: makes the user ghostly and intangible for a short time. When added to spells they become more ghostly.

* Matter Energy: Unknown use on it's own. Changes spells to create matter in some way.
* Plasma Energy: Summons fiery plasma! Changes spells to be more energy focused.
* Liquid Energy: Summons a liquid. Changes spells to become fluid like a liquid.
* Gasious Energy: Summons a cloud of gas. Changes spells to be air or gas themed.
* Solid Energy: Summons a solid cube. Changes spells to be more solid in nature.
* Positive Energy: Summons a white orb or energy that protects. Changes the alignment of a spell to have a positive charge.
* Negative Energy: Summons a black harmful orb. Changes the alignment of a spell to have a negative charge.

* Concentrated Energy: Summons a small powerful ball of flaming energy. Changes spells into a more concentrated form.
* Charging Energy: Charges up and fires a ball of energy. changes spells to be chargeable.
* Blasting Energy: Fires a large blast of energy that travels a very short distance. Spells with this change to have a shorter range but more attack power.
* Small Energy: Makes the user small for a short time. Makes a spell smaller, but it has more power.
* Big Energy: Makes the user bigger for a short time. Makes a spell bigger but slightly weaker.
* Focused Energy: Shoots an arrow of energy. Can change a spell in different ways, most notably an elemental spell may become slightly stronger but less elemental.
* Directed Energy: Disperses an attack in directions. makes a spell more elemental themed, or less concentrated at a single point.

* Nature Energy: Lets the user be more at one with nature, allowing them to feel the area around them more clearly. When added to a spell changes it with a natural theme.
* Wild Energy: Enhances a person's instincts! May change spells to be untamed.
* Sea Energy: Creates a sea current! When added to spells changes them to be more sea or water themed.
* Sky Energy: Summons a powerful air current. May chance spells to affect an area or weather.
* Stone Energy: Summons a hard stone. May change spells to be harder when added.
* Color Energy: Temporarily changes the color of the target. Changes a spells color when added!
* Shadow Energy: Temporarily brings a shadow to life! When added to spells it may affect them in various ways.

* Curse Energy: When used, curses the target for a short time. Causes a lot of negative effects when added to spells.
* Weakness Energy: Inflicts weakness upon the target, decreasing attack. Causes negative effects to happen when used in spells.
* Restrict Energy: Inflicts restrict upon the target, preventing the use of magic. Causes negative effects to happen when used in spells.
* Slow Energy: Inflicts slow upon the target, decreasing speed. Causes negative effects to happen when used in spells.
* Soft Energy: Inflicts soft upon the target, decreasing defense. Causes negative effects to happen when used in spells.
* Berserk Energy: Inflicts berserk upon the target. Causes negative effects to happen when used in spells.
* Doom Energy: Inflicts doom upon the target. Causes negative effects to happen when used in spells.

* Copy Energy: Casts a copy of another spell someone else nearby is casting. When added to spells, has a strange effect that isn't always apparent.
* Creation Energy: When cast, Allows the user to create a basic spell. Not very useful unless placed in a scroll.
* Transmuting Energy: **Transmutes** materials when used. It's effects on spells is like trying to transmute them into different spells.
* Random Energy: Random spell when cast! Adds some randomness to spells when added to them!
* Formless Energy: Creates a formless cloud of energy? When added to spells, it may change them to have less defined form.
* Opposite Energy: Changes buffs into debuffs, and debuffs into buffs when used on a living target. Changes spells to be other spells with some properties opposite that of the original spell.
* Mysterious Energy: makes the target unrecognizable for a short time, making them seen as a stranger. When used on spells, makes them harder for others to tell what kind of spell they are.

* Neutral Energy: Summons a gray orb that shoots out. Unknown effect when added to spells.
* Base energy: Though the effects are unknown, it is assumed it is similar to Basic Energy.
* Rare Energy: Said to increase the user's luck. Unknown effect when added to spells, but supposedly they become better somehow.