Spirit Magic

**Spirit Magic** is the term for the magic that is used by those who can communicate with the spirits, called Shamans. The Shaman will recite certain words to call a spirit from the Spirit World to the Material World to assist them. By drawing on the power of the spirit that has been summoned, shamans can exert various effects on themselves and other targets.

**[Level One Magic]**

**Throw Voice**

Throw Voice is a spell cast by the Spirits of the Wind. Sylph creates the illusion of delivering sounds such as speech from a direction from the caster. The Shaman can set a specific point for their voice to be emitted from and can reach distances that are half a kilometre away. The spell is often used to distract and confuse enemies.

**Snare**

Snare is a spell cast by the Spirits of the Earth. Gnome bursts forth from out of the ground, knocking its target to the floor, which temporally stuns them. The spell only effects those that have their feet attached to the ground.

**Shadow Body**

Shadow Body is a spell cast by the Spirits of Darkness. Shade cloaks a target in a blanket of darkness, making it easy for them to avoid detection.

**Sense Aura**

Sense Aura is a spell used by Shamans to perceive hidden spirits. This makes it easier to determine if there are any disturbances in the area, as most spirits react negatively to destructive forces.

**Purification**

Purification is a spell cast by the Spirits of Water. Undine removes any impurities from a target by soaking them with fresh water. However, it will have no effect on those who have been killed. This spell can also be used to cleanse muddy water, poison, oil, magic potion etc. into fresh spring water.

**Healing**

Healing is a spell cast by the Nameless Spirits of Life. The spirits bathe a target in a pure light, recovering their health to a degree.

**Fire Bolt**

Fire Bolt is a spell cast by the Spirits of Fire. Salamander projects an arrow made of a burning flame at a target.

**Fanaticism**

Fanaticism is a spell cast by the Spirits of the Soul. Valkyrie will uplift a target and inspire their courage. This dispels any fears or hesitations and temporarily gives the target a fierce braveness, therefore making them more proficient in combat.

**[Level Two Magic]**

**Invisibility**

Invisibility is a spell cast by the Spirits of the Wind. Sylph renders its target completely transparent so that they cannot be detected.

**Will o’ Wisp**

Will o’ Wisp is the spell that summons the Spirit of Light to assist its master. It is mainly used as a light source, but if attacked they will act defensively and counter their opponents

**Water Screen**

Water Screen is a spell that is cast by the Spirits of Water. Undine covers its target in coating of water, which protects them from the impact of fire.

**Shade**

Shade is the spell that summons the Spirit of Darkness to assist its master. Like all spirits that are threatened it will need to be given orders to act and will not hesitate to defend itself from harm.

**Shoot Arrow**

Shoot Arrow is a spell cast by the Spirits of the Wind. Sylph changes the course of the wind allowing the trajectory of arrows to find their targets more easily and increases their damage due to the increased force.

**Stone Blast**

Stone Blast is a spell cast by the Spirits of the Earth. Gnome generates a stone club which crushes its target.

**Disruption**

Disruption is a spell cast by the Spirits of the Soul. Leprechaun disturbs its targets mind leaving them in a state of confusion.

**Binding**

Binding is a spell cast by the Spirits of Plants. Dryad entwines its targets with vines that erupt from the ground, constricting their movement. The spell only effects those that have their feet attached to the ground.

**[Level Three Magic]**

**Aqualung**

Aqualung is a spell that is cast by the Spirits of Water. Undine allows a target to breathe underwater and move freely despite being encumbered by heavy armour. The effects of the spell wear off after one hour.

**Undine**

Undine is the spell that summons the Spirit of Water, “The Water Maiden” to assist its master. Like all spirits that are threatened it will need to be given orders to act and will not hesitate to defend itself from harm.

**Silence**

Silence is a spell that is cast by the Spirit of the Wind. Sylph mutes all sound in a radius of thirty metres. As words cannot be heard, spells will not work inside the field of effect.

**Salamander**

Salamander is the spell that summons the Spirit of Fire, “The Fire Lizard” to assist its master. Like all spirits that are threatened it will need to be given orders to act and will not hesitate to defend itself from harm.

**Sylph**

Sylph is the spell that summons the Spirit of the Wind, “The Wind Maiden” to assist its master. Like all spirits that are threatened it will need to be given orders to act and will not hesitate to defend itself from harm.

**Sleep**

Sleep is a spell cast by the Spirits of the Psyche. The Sandman “Guardian of Sleep” invites a target to the world of dreams, placing them in a deep slumber.

**Gnome**

Gnome is the spell that summons the Spirit of the Earth to assist its master. Like all spirits that are threatened it will need to be given orders to act and will not hesitate to defend itself from harm.

**Flame Aura**

Flame Aura is a spell cast by the Spirits of Fire. Salamander ignites a targets body in a flaming barrier with a radius of three metres. This barrier doesn’t harm the target it is applied to, but any other targets that make contact with the targets body will be severely burnt.

**[Level Four Magic]**

**Water Walking**

Water Walking is a spell cast by the Spirits of Water. Undine imbues a target with the ability to move across the surface of a body of water. If this spell is cast underwater it will force the target to rise to the surface. Walking across waves may prove more difficult when it comes to keeping balance. The effects of the spell will wear off after the duration of one hour.

**Crack**

Crack is a spell cast by the Spirits of the Earth. Gnome tears the earth open beneath a target causing them to lose their footing.

**Charm**

Charm is a spell cast by the Spirits of Plants. Dryad, “Maiden of the Forest” entices a target to become infatuated with her to the point where they stop what they were doing beforehand, even if it was attacking the caster.

**Valkyrie Javelin**

Valkyrie Javelin is a spell cast by the Spirits of Psyche. Valkyrie “Spirit of Courage” propels a powerful magical spear of pure energy at a target.

**Fear**

Fear is a spell cast by the Spirits of Darkness. Shade instils terror on a target, subjecting them to a temporary anxious state of mind. Once the effect wears off, the target feels depressed for at least ten minutes.

**Missile Protection**

Missile Protection is a spell cast by the Spirits of the Wind. Sylph stills the air in a five-metre radius surrounding the caster. This prevents missiles such as arrows from finding their mark.

**Remedy**

Remedy is a spell cast by the Nameless Spirits of Life. The spirits cloak a target in a brilliant light, removing certain negative status effects, such as poison, sleep, blind, charm and paralysis. It has no result on any other status effects.

**[Level Five Magic]**

**Spirit Wall Wisp**

Spirit Wall Wisp is a spell cast by the Spirits of Light. A huge wall of brilliant light manifests, damaging any target it touches with pure energy. The wall is ineffective underwater. It has a thickness of thirty centimetres, a height of two metres and a width of six metres.

**Spirit Wall Undine**

Spirit Wall Undine is a spell cast by the Spirits of Water. A huge wall of water manifests, repelling any target it makes contact with. The wall is ineffective underwater. It has a thickness of thirty centimetres, a height of two metres and a width of six metres.

**Spirit Wall Salamander**

Spirit Wall Salamander is a spell cast by the Spirits of Fire. A huge wall of blazing flames manifests, damaging any target it makes contact with. The wall is ineffective underwater. It has a thickness of thirty centimetres, a height of two metres and a width of six metres.

**Spirit Wall Shade**

Spirit Wall Shade is a spell cast by the Spirits of Darkness. A huge wall of shadow manifests, preventing any target it makes contact with from being able to see. The wall is ineffective underwater. It has a thickness of thirty centimetres, a height of two metres and a width of six metres.

**Spirit Wall Sylph**

Spirit Wall Sylph is a spell cast by the Spirits of the Wind. A huge wall of intense wind pressure manifests, repelling any target it makes contact with. The wall is ineffective underwater. It has a thickness of thirty centimetres, a height of two metres and a width of six metres.

**Spirit Wall Dryad**

Spirit Wall Dryad is a spell cast by the Spirits of Plants. A huge wall of thorny vines manifests, preventing targets from passing it. The wall is ineffective underwater. It has a thickness of thirty centimetres, a height of two metres and a width of six metres.

**Spirit Wall Gnome**

Spirit Wall Gnome is a spell cast by the Spirits of the Earth. A huge wall of soil manifests, preventing targets from passing it. The wall is ineffective underwater. It has a thickness of thirty centimetres, a height of two metres and a width of six metres.

[Level Six Magic]

**Ice Coffin**

Ice Coffin is a spell cast by the Spirits of Ice and Snow. Frau encases a target in an icicle for six hours, possibly longer depending on the temperature. Six hours is the shortest duration and the icicle will only melt that fast under extreme heat such as deserts. While held in the ice coffin, the target is unable to act.

**Hailstorm**

Hailstorm is a spell cast by the Spirits of Ice and Snow. Frau unleashes a fierce storm of large chunks of ice on a radius of ten metres.

**Cyclone**

Cyclone is a spell cast by the King Spirit of the Wind. Djinn generates a fierce tornado within a radius of ten metres. Any targets caught inside this field, will be caught by the spell, including allies. Any targets caught inside this field, will be caught by the spell, including allies. If Phoenix is summoned the fire will also deal Holy damage as well as Fire damage.

**Inferno**

Inferno is a spell cast by the King Spirits of Fire. Ifrit or Phoenix creates a fierce wave of fire that blankets a radius of ten metres.

**Fireproof**

Fireproof is a spell cast by the King Spirits of Fire. Ifrit or Phoenix summon a magical barrier within a radius of five metres centred on the caster. This barrier greatly reduces external high temperatures and moves with the caster.

**[Level Seven Magic]**

**Earthquake**

Earthquake is a spell cast by the King Spirit of the Earth. Behemoth causes an earthquake within a ten-metre radius. This spell will have no effect on enemies whose legs aren’t touching the ground.

**Suffocate**

Suffocate is a spell cast by the King Spirit of the Wind. Djinn completely stops the air, preventing a target from breathing. This spell has no effect on Undead, Plant life, Spirits and Magical Creatures.

**Neutralise Elemental**

Neutralise Elemental is a spell used by a Shaman to counter any spiritual power, completely stopping the spirits actions.

**Maelstrom**

Maelstrom is a spell used by the King Spirit of Water. Kraken produces a fierce whirlpool with a radius of fifty metres. A large vortex is generated from the centre of the effect range, submerging anything that comes into contact with it.