Magic

**Magic** is used throughout Lostshard in the form of spells.

* Players begin Lostshard with a spellbook. The purpose of the spellbook is to list the spells that the player currently has along with their respective descriptions.
* There are a total of 9 circles of magic which is represented by a circle per page in the spellbook.
	+ Higher circle spells are more useful but are also harder to obtain respectively.
	+ Upon looking at a page in the spellbook, there will be two colors: Green and Grey
	+ Green spells indicate that the player has already obtained that spell.
	+ Grey spells indicate that the player has not obtained that spell.

* Casting spells will consume the required reagents and mana. Failure to have the required reagents will result in the spell not being successfully cast. (View Table 1 for the entire spell list).

* Magic can be countered with the use of Lapis Lazuli Blocks. Lapis Lazuli Blocks prevent all spells from being cast with a radius of 5 blocks from the center. As a result, they are essential to protecting the player's base or can be used as traps against other players.
* Spells can be casted in two ways:
	1. Spells can be casted through the command **/cast [spellname]**. For instance, in order to cast the **Teleport** spell, the player would require the necessary reagents as well as typing **/cast teleport**.
	2. Spells can be bound to a stick with the command **/bind [spellname]**. Upon binding the spell to the stick, the player no longer needs to type out the whole command in Method 1. Instead, they are able to just click the stick that the spell is bound to for it to cast. Reagents for the spell are still necessary and will be consumed after the spell has been cast. Sticks can be re-bound to a new spell if the player no longer has use for the old spell.

**Obtaining spells:**

* Spells can be obtained from killing mobs and monsters. Spells appear as a drop and looks like an enchanted piece of paper with a purple name.
	+ Certain mobs/monsters can only drop their specified spell. (View Table 1 for the entire spell list along with their descriptions).
	+ Once the spell has been added to the spellbook, the mob responsible for dropping the same spell will no longer drop it for the player.
	+ Spells that are dropped from killing mobs and monsters are soulbound which mean that other players cannot see the spells that the original player dropped.
* Upon obtaining the spell in the player's inventory, the player can right click the spell to add the spell to their spellbook.

* Teleport: The **Teleport** spell is used to teleport the player 20 blocks in the direction they are looking.
* Mark: The **Mark** spell is the sister spell to **Recall**. Upon casting **Mark**, the player can set their current location to be a destination they can return to by using **Recall**. The player must be standing still to cast **Mark**. If the player moves, the spell will be cancelled and the reagents and mana will still be taken. Upon casting **Mark**, there will be a prompt in the chat saying "**What would you like to name your mark?**" After the player receives this prompt, they can type a name into the chat box to name their mark. Upon successfully marking a location, the following prompt will appear: "**You have created a mark for [Name].**" This name can be used to return to the marked location using **Recall**. All players are given a bonus "Spawn" and "Random" mark. Upon using **Recall** to the "Spawn" mark, it will teleport the player to the designated spawn depending on the **Karma System** and it will drain both Mana and Stamina. Upon using **Recall** to the "Random" mark, it will teleport the player to a random location in the map. In order to remove a mark, the player can do **/marks remove [name]** and it will permanently remove the player's mark. Every player starts with a maximum of 5 custom marks that they can use. The only way to increase the maximum number of marks is to purchase a Rank.
* Recall: The **Recall** spell is a sister spell to **Mark**. Upon casting **Recall**, the player will be prompted in the chat asking "**Where would you like to recall to?**" At this moment, the player can type in the name of a mark that was created by the **Mark** spell. The player must be standing still for the duration of the **Recall** spell. If the player moves, the spell will be cancelled and the reagents and mana will still be taken.
* Grass: The **Grass** spell is used in order to generate tall grass and normal grass (similar to bone meal). This spell can only be casted when the player is targeting a grass or dirt block.
* Light: The **Light** spell is used in order to generate light in the offhand of the player. This effect is like a moving torch and is extremely useful while mining or in dark places.

**2nd Circle:**

* Create Food: The **Create Food** spell is used in order to create food at the targeted location. The types of food range from raw fish to golden apples.
* Bridge: The **Bridge** spell is used in order to create a bridge of leaves towards the targeted location. The bridge will begin to disappear in a cascading formation from the starting block after 10 seconds. The leaf type for the reagent does not matter.
* Wall: The **Wall** spell is used in order to create a 2 block high and 5 block long stone wall in front of the player at the targeted location. The wall disappears after 10 seconds simultaneously.
* Flowers: The **Flowers** spell is used in order to generate tall flowers and normal flowers (similar to bone meal). This spell can only be casted when the player is targeting a grass or dirt block.

**3rd Circle:**

* Moon Jump: The **Moon Jump** spell is used to give players a leap boost when casted. This spell will allow the players to leap up to 10 blocks high for a duration of 10 seconds.
* Magic Arrow: The **Magic Arrow** spell is used to shoot two arrows in the targeted direction. These arrows are fired at the same time and have an arc of approximately 30o. The first arrow will be directly in front while the other arrow will be approximately 30o to the right.
* Ice Ball: The **Ice Ball** spell creates an orb of snow blocks at the location the player is looking at. The orb of snow blocks has a diameter of 3 blocks. This spell also applies a slowness I debuff to the enemy for 5 seconds.
* Heal Other: The **Heal Other** spell is used to heal 4.0 hearts to clan members within a 15 block radius. This spell can only heal one clan member per cast and it will prioritize the closest clan member.
* Fireball: The **Fireball** spell shoots a fire charge at the location the player is looking at. (similar to a Ghast shot). Initial damage of the fireball is 5.0 Hearts + any bonus fire damage the opponent may take. Damage from the **Fireball** spell can be mitigated with armor. The fire generated from this spell does not burn out and will continue to burn until it is extinguished using Vanilla Minecraft methods. The **Fireball** spell can be shot into the water to still deal it's initial damage. However, the bonus fire damage will not apply.

**4th Circle:**

* Lightning: The **Lightning** spell summons a lightning bolt at the designated location. This lightning bolt has the exact same effects as a normal lightning bolt in Vanilla Minecraft except there is no fire after the lightning bolt strikes. The **Lightning** spell does a total of 2.5 Hearts. Damage from the **Lightning** spell can be mitigated with armor.
* Screech: The **Screech** spell is used to create constant pulses around the player's location. During the duration of this spell, all mobs will run away from the player. The duration of this spell is 10 seconds.
* Heal Self: The **Heal Self** spell is used to heal the player that is casting the spell for 4.0 hearts.

**5th Circle:**

* Gate Travel: The **Gate Travel** spell allows for the player to create a 2x1 permanent portal to one of their marks. In order to destroy the portal, the player needs to right click the portal to close it before the maximum duration finishes. The duration of the portal lasts for 10 seconds.
* Respirate: The **Respirate** spell allows for the player to breathe underwater for 15 seconds. Oxygen bubbles do not go down while the spell is active.
* Fire Field: The **Fire Field** spell creates a flat circle of fire at the location the player is looking at. The circle of cobwebs has a diameter of 7 blocks.
* Web Field: The **Web Field** spell creates a flat circle of cobwebs at the location the player is looking at. The circle of cobwebs has a diameter of 5 blocks.

**6th Circle:**

* Fire Walk: The **Fire Walk** spell creates a trail of fire wherever the player who casted the spell is walking. The player who casted the spell also receives Speed 2 and is immune to fire damage. The duration of this spell is 10 seconds. The fire from this spell does not burn out and will continue to burn until it is put out using Vanilla Minecraft methods. Fire from this spell does not burn on the stained glass generated from the water walk spell.
* Water Walk: The **Water Walk** spell creates blue stained glass at the feet of the player who casted the spell. This will allow the player to travel on top of water as if they are travelling on land. Note that if the player is already halfway through a block of water, the blue stained glass will be generated on the full water block under them.
* Force Push: The **Force Push** spell pushes any player that the casting player can see. This spell only works in a vector of 5 blocks. As a result, if the player being pushed is farther than 5 blocks, this spell will have no effect. This spell does not work for mobs or monsters.
* Force Pull: The **Force Pull** spell pulls in any player that the casting player can see. This spell only works in a vector of 8 blocks. As a result, if the casting player is attempting to pull another player farther than 8 blocks, this spell will have no effect. This spell does not work for mobs or monsters. Note that if the casting player is on a different y level than the targeted player, the targeted player can crouch to mitigate the effects of the spell.
* Chronoport: The **Chronoport** spell allows for the player to temporarily mark a location and then teleport back to the marked location after 5 seconds. **Chronoport** cannot be re-cast within 10 seconds of the initial cast. **Chronoport** can be cast in mid-air and does not require solid blocks to be activated.

**7th Circle:**

* Cleanse: The **Cleanse** spell allows for the player to clear ALL potion effects. There is no cast time and this would instantly clear ALL potion effects. This spell also clears the hunger status effect.
* Radiate: The **Radiate** spell is a combination of both the **Light** and **Screech** spell. However, rather than continuously screeching, it only pulses once at the beginning of the cast. The light portion of this spell remains until the spell is toggled off. To toggle off, the casting player can use the command /toggle Radiate.
* Clan Teleport: The **Clan Teleport** spell is an extremely useful spell which can be utilized throughout Lostshard. Similar to the **Recall** spell, the **Clan Teleport** spell allows players to teleport to a clan member in the same Clan no matter the distance between them. However, upon successfully teleporting to the targetted clan member, the caster of the **Clan Teleport** spell will be drained of both Mana and Stamina. Clan members are able to do **/public** or **/private** to set if they allow players to clan teleport to them or not respectively.
* Silent Walk: The **Silent Walk** spell allows for the casting player to hide their footstep sounds along with their name plate. However, this does not hide the actual player. To toggle off, the casting player can use the command /toggle Silent Walk.

**8th Circle:**

* Soar: The **Soar** spell allows the casting player to fly 4x faster than creative mode flying. There is casting time for this spell similar to **Recall**. If the casting player moves during the cast time of the spell, the spell will be interrupted and it will not cast. After the 2 seconds of casting time where the casting player cannot move, the casting player will be thrown into the air and can fly. The casting player will not take fall damage during the duration of this spell. The duration of this spell lasts for 15 seconds.
* Permanent Gate Travel: The **Permanent** **Gate Travel** spell allows for the player to create a 2x1 permanent portal to one of their marks. If the mark is removed, the permanent portal remains. In order to destroy the portal, the player needs to right click the permanent portal.
* Unveil: The **Unveil** spell allows for the casting player to reveal invisible players in a radius of 20 blocks from the casting player's location. Upon revealing an invisible player, there will be a shower of particle effects near the previously invisible player's location.
* Perception: The **Perception** spell allows for the casting player to see the outline of players within a radius of 30 blocks from the casting player's location. This spell is designed so that only the casting player can see the outline.
* Day: The **Day** spell allows for the casting players to set the time to day. Both players must cast the spell within 30 seconds or else the spell is interrupted. Upon successfully casting, a lightning storm will appear around every online player.

**9th Circle:**

* Wrath: The **Wrath** spell allows for the casting player to create an area of lightning the size of a **Web Field**. In this area, the lightning strikes deal 2.5 hearts regardless of armor.
* Envy: The **Envy** spell allows for the casting player to swap health, mana, stamina, and potion effects with the targeted player.
* Lust: The **Lust** spell allows for the casting player to fully heal all members of their clan along with their stamina. This spell does not replenish mana. This spell is also not affected by distance and can be used to heal clan members from any location.
* Greed: The **Greed** spell allows for the casting player to keep an item upon death. Upon casting **Greed**, the next item a player clicks from their inventory will be soulbound until their death. Upon successfully binding an item, the following prompt will appear: **"This item has become soulbound..."**
* Pride: The **Pride** spell creates an aura around the casting player's location. At the beginning of the cast, the casting player will receive 10 absorption hearts at a rate of 2 absorption hearts per second (similar to golden apple hearts). This aura moves wherever the casting player is moving. The aura damages any player inside for approximately 3.0 hearts per tick. The more players inside the aura, the more health the casting player can regenerate. This damage cannot be mitigated by armor. At the end of the cast, the player will lose one absorption heart per second if they still possess any absorption hearts from the spell.
* Sloth: The **Sloth** spell gives the casting player more knockback when attacking another player. However, the casting player will receive slowness V and resistance III. This will allow for the casting player to mitigate some damage for the duration of the spell. The duration of the spell is 15 seconds.
* Gluttony: The **Gluttony** spell allows the casting player to polymorph an enemy into a cake. The duration of the polymorph is 3 seconds. During this time, the casting player can eat the cake. Each time the cake is eaten, the polymorphed player will take 1.0 hearts of damage for a maximum of 7.0 hearts.

Table 1: Spells With Their Respective Reagents and Mana Cost