Magick (To be re-done)

## Schools of Magick

The strength of any spell is completely dependent on the user's Eden Imperium; i.e. the

candlelight spell will last longer for a Master Wizard than an apprentice. It can also affect the

radius of some spells causing the radius to grow as the wizard becomes more powerful. Magick

can also be weakened however. If the wizard does not continually practice then they may lose

the ability to maintain spells for as long. Most training plateaus around 50-60 years of age and

most people cannot improve beyond that point, unless their aging has been changed by some

alternative means.

All spells require two hands to cast in the beginning, very few people have been able to

cast spells single handedly without much training. A magic circle known as an Eden Glyph

appears in each had to cast said spell. In order to achieve the rank of Master Wizard, the

student must be able to cast every spell in their school with one hand (most students have 1-2

spells they simply cannot cast with one hand thus never become masters). Then they will be

given the appropriate Master Ritual book and must complete that ritual/learn the master level

spell.

### Illusion (Thieves Magick)

Clairvoyance (T, B) -Allows you to find an opponent's weakness or guide you to a goal

depending if you're in combat or not

Invisibility (I, B) -Allow yourself to become invisible while casting the spell

Bend Light (I, T) -Allows another person or object to be invisible for as long as the spell is

sustained

Hypnosis (I)-Hypnotize your foe into seeing something that isn’t there

Pacify (I, M)-Calms down nearby enemies

Hysteria (I, M)-Area effect spell that causes all targets within the radius to become fearful and

flee

Frenzy (I, M) -Area effect spell that causes all targets within the radius to become hostile

towards each other

Rally (I, M)-Causes target to become emboldened and raises stamina and health slightly

Muffle (I,B)-Caster moves silently

Master of Illusion-(Silence) (I,B)- All spells cast are silent and cannot be heard by others.

Casting spells also costs less magick and can be sustained longer.

### Alteration (Defensive Magick)

Candlelight/Magelight-Light that sticks to a surface/light that hovers over the caster as they

move

Mage Armor-Grants an armor rating to someone wearing clothes, used by mages to help

defend against physical attacks.

Detect Life/Detect Undead-Can detect the presence of any living/undead creature within a

certain radius (Two different spells)

Water-breathing-Can breathe underwater for about 5-20 minutes

Equilibrium-Can trade health or stamina for more Magick but can be risky because it can kill you

Telekinesis-Can pull small objects toward the user, once the object is close enough the spell can

be released, sending the object flying at a high speed. The spell can only be cast on one object

at a time.

Paralyze-Targets that fail to resist are paralyzed for 10 seconds.

Teleport- A spell that can instantly teleport the caster anywhere with a 20-30 foot radius

Spell Absorb-Helps defend against spells and absorbs about 15% incoming magick to be used

by the caster of Spell Absorb.

Mass Paralysis-All targets within the radius of the spell that fail to resist are paralyzed for 15

seconds.

Master of Alteration (Transmutation)-Can transmute minerals and other inorganic substances to

a completely different compound by rearranging its protons, neutrons and electrons in specific

sequences. This can be seen on the periodic table, casting transmutation moves the element

down the column; i.e., copper to silver, silver to gold and gold to roentgenium. It also directly

affects the mass/amount of the substance preset; for example 1lb of copper may only be 1oz of

silver etc. Casting spells also costs less magick and can be sustained longer.

### Restoration (Healing Magick)

Healing Hands-Simple spells that slowly closes the wounds of the caster or another individual

Sanctify-A magickal barrier used to block spells or physical objects, must be sustained unless

mastered

Necrotic Healing-Heals undead

Sunfire-An explosion of sunlight that causes damage to foes near caster; will set undead on fire.

Safeguard-Any foe entering the circle will be damaged and may flee if they fail to resist. Also

slowly heals the caster and any allies in the circle. Will also set undead on fire.

Invigorate-Restores a portion of magick, heals slightly and induces elation/euphoria. This is at

the cost of the users stamina however and can drain someone very quickly. Not a spell you want

to use repeatedly.

Detoxify-Removes poison from the body. This spell is unbelievably difficult to cast and is usually

the cause of most Wizards to fail restoration. Only known way to cure basilisk poisoning but it

must be done extremely quickly.

Grand Healing-Massive amounts of magick are gathered to heal a single target completely or

heal a number of allies within a radius, effects are dependent on the user.

Master of Restoration (Ingal/Avoid death)-Once Restoration has been mastered a passive spell

can be cast on a soul allowing them to avoid death once. This spell is instantly activated if you

die by injury. Once you are dead, an extremely powerful guardian circle will surround you and

you will be resurrected instantly. Your wounds heal completely and your soul is kept in your

body. After resurrection you have 15 seconds before the circle fades. This spell will not take

effect if your soul is killed. Casting spells also costs less magick and can be sustained longer.

### Destruction (Battle Magick)

Fire

Flames-Flames shot from the hands to do slow damage over time and burn victims for extra

damage

Firebolt-Strong bolt of fire that is shot at a target

Fire Rune-A pentagram that is placed on a surface that explodes when in proximity

Fire Cloak-A veil of fire that surrounds you and damages any foes that get too close

Combustion-The air around the caster is superheated and produces a beam of explosive energy

capable of immense damage, both in short and long range.

Master of Fire (Shokayku/Incinerate)-Can completely control fire and cast spells without any

incantation. Can also manipulate and curve fire with extreme precision. Casting spells also

costs less magick and can be sustained longer.

Frost

Frostbite-A blast of cold that slowly inflicts damage over time and drains stamina

Ice Spike-A sharp stalagmite like spike that is shot at the target

Icy Spear-A long, thin spear of ice that pierces through armor and is known for inflicting damage

Frost Rune-A pentagram placed on a nearby surface that explodes in a icy manor

Frost cloak-A blizzard like cloak that damages those that get to close

Master of Frost (Hyoketsu/Freeze)-Has complete control of all frost aspects and can cast spells

without any incantation. Can create massive walls of ice to stop or slow foes. Can freeze targets

in place and can manipulate ice to an advanced degree. Casting spells also costs less magick

and can be sustained longer.

Shock

Sparks-Lightning that inflicts damages and drains magick from the target

Lightning Bolt-A bolt or ball of lightning that inflicts damage on contact

Shockwave-A wave of electricity is generated from the caster and is shot out in every direction,

can have varying amount of power

Storm Cloak-A shroud of lightning that zaps anyone to close

Chain Lightning-A bolt of lightning that jumps from one target to the next (if mastered can be

used to avoid allies and only target foes but that is stupid advanced magic and can only be

performed by about 5% of wizards)

Wall of Storms-A wall of electricity that cannot be passed without taking severe damage, doesn’t

last long however

Master of Shock (Storm/Arashi)-Can conjure a storm of lightning (even indoors) that can target

specific targets dealing massive damage. Allows use of Thunder Strike, an extremely fast

physical attack with limb or weapon that strikes the opponent. Casting spells also costs less

magick, can be sustained longer and to a greater degree.

### Conjuration

Summoning/Conjuring (“living” creatures)

Summon Golem-An Elemental Golem of frost, shock or fire is summoned from Eden.

Conjure Ash Guardian-A collection of rocks and ash swirling to form your guardian.

Summon Seeker-A floating, robed tentacle monster with four arms and a Cthulhu-like face from

Apocrypha. Only about 5% of conjurers cannot summon a Seeker.

Summon Sand Spawn-A corrupt, humanoid-like creature from Eden that is made of sand.

(60-75%)

Summon Corrupt Shade-An extremely large humanoid dawned in dragon bone armor, a black

mist-like void fills the armor and shapes the head dotted with two purple eyes. They usually

carry a massive dragon bone battleaxe or war hammer. (50%)

Conjure Pegasus-A blue flamed, undead horse with skeletal wings to be used as a trusty mount.

(30% can conjure Pegasus)

Summon Ascetic-Native to the Pishon realm, these fierce tamoran warriors are not to be trifled

with. The Spartans of Greece modeled themselves after these legendary warriors; Spartans

revered Rhyion as their patron deity believing they were descendants of him. (5-10%)

Undead- It is easier to animate/raise undead creatures then it is to conjure them.

A weaker, more easy-to-cast spell can be used on the remains of the dead to animate a

stronger corpse, compared to conjuring one.

Conjure Skeleton- Weak skeleton conjured

Raise Zombie- Animates most corpses

Necrotic Healing-Heals undead creatures (around 50% can cast)

Invoke DeathLord-Conjures an armored afturganga warrior (less than 30% of conjurers can

cast)

Double Fang-Summons death hounds from Gihon (always summoned in pairs) (5-10% can

cast)

Skeletal Dragon-Summons the skeleton dragon, Foluntoor from an unknown pocket dimension.

(2-3%)

Grand Army-A unique animation spell with a large radius allowing the caster to raise a shitload

of undead creatures, most bodies aren’t complete or are a combination of different undead

which adds to their strength. Usually raising 20-30 undead, dependent on caster ability and

available remains. Only Xavier and Adam have ever been able to use this spell.

Banish

Expel- Summoned Tamorans are sent back to Tamora (50% user rate)

Direct attacks

Blood Boil-A weak damaging spell that affects anyone within the radius. (60%)

Leech Life-Slowly drains magick from the opponent giving it to the caster, the longer the spell is

in effect the more damage is done. (Spell negates if the target becomes

unconscious)(impossible to cast with one hand) (20%)

Status Promotion-Wounds inflicted on the opponent become more severe. (40%)

#### CONJURATION NOTES:

Once mastered you can summon elemental and undead thralls and they will remain in

this plane unless banished or killed, all other summoning’s/Conjurations expire after an hour or

so. Conjuration is the most difficult school of magick to learn and most wizards gifted in

conjuration cannot even summon a corrupt shade. The title necromancer doesn’t have the same

negative connotation most would expect. Like any other magick necromancy is a tool and is

extremely respected not only in the magick community but throughout the entire world.

Any Tamoran summoned to Earth cannot be looted. If you summon a Tamoran Ascetic

their weapons cannot be taken from them because like the Ascetic themself, their equipment is

tied to the realm of Tamora.

There is a large difference between summoning and conjuring. Summoning is pulling a

being from another plane and binding it to your will. While conjuring uses magick to manifest a

being to fight for you.