Spell Archive - Part 1

May 17, 2011 10:09

Animus Magic

Primary Elements:
   -Dokueki no Hebi (spit fire out of the users mouth at a steady current)
   -Gekikou Sasemasu (engulfs wielded weapon(s) in flames)
   -Hisaki no Sake (using alcohol as fuel, a blaze of intense, partly controllable fire is produced)
   -Hi Tama (launches a fireball from his hand)
   -Kagayaku Karada (ignites the body in flames)
   -Kaji Nami (Creates a sudden rush of flames)
   -Kaji Tsuppari (Creates a flaming lance)
   -Ryuuseiu (conjurers a small meteor shower in favorable conditions)
   -Shizenhakka (Causes spontaneous combustion in a targeted area)
   -Shounetsu Jigoku (causes a small burst of magma to randomly erupt in the area)
   -Te no Kasai (a small stream of fire shoots out from caster's hand)
   -Makaze (a master spell that produces a widespread fire that is so intense that it causes it's own windstorm)
   -Yura Meku Honoo Bakuhatsu (a master spell that causes a condensed explosion at a single target; the power output is like a stick of C4)
   -Cyclone (creates a small, spiral burst of air)   -Flight (enable the caster to fly for short distances)
   -Gale (conjurers an intensive wind in the area in right conditions)
   -Harbinger of Destruction (a strong gust is produced when swinging an object back and forth like an electrical fan; continuous gust)
   -Hurricane Sweep (unleashes a hurricane-force blast of wind, capable of leveling a small building)
   -Levitate (allows the caster to merely hover)
   -Weathervane (draws nearby air currents into the area)
   -Wind Shot (fires a small, concentrated blast of air)
   -Typhoon (a master spell that forcefully draws down cold air. If the target is surrounded by exceptionally warm air, the forced mixture of cold air and warm air will form an exceptionally violent twister to be formed with the target inside)
   -Amnis (controls small bodies of moving water)
   -Aqua Pango (creates a water axe with the impact of a war hammer)
   -Aqua Phasma (An attack which creates a large globe of spinning water around the caster)
   -Fontis (Causes a jet of water to shoot from beneath the ground, rocketing whatever it comes in contact with into the air)
   -Lacuna (controls small bodies of stagnant water)
   -Procella (conjurers a rain storm under the right conditions)
   -Adficio (A master spell which requires the caster to have the victim completely immobile. The attack drains the victim of all the water in their body, causing instant dehydration and death)
   -Aqua Crispo (a master spell that creates a tidal wave with water drills)
   -Caverna (Creates a hole directly beneath the user which allows them to drop below ground and attack from there. The hole closes after a three second, just long enough to give the user enough air to last for roughly five minutes)   -Chaparrón de Guijas (conjurers a downpour of peddles under the right conditions)
   -Estalactita (Creates stalactites in the area of the caster which can be launched towards the desired target)   -Formar Piedra (allows the caster to reshape a stone to its liking)
   -Guardia Tierra (coats the caster with a thick suit of earthen armor. This suit raises defense yet robs a good amount of mobility)
   -Pared (Creates a simple rock wall in front of the caster)
   -Piedra Mano (encases the user's fist in stone)
   -Piedra Martillo (creates a giant stone hammer)
   -Sollo de Manos de Tierra (creates earthen shackles under a target)
   -Fisura (a master spell that creates a large fissure beneath the target which will collapse once the target falls in)
   -Terremoto Aumentado (a master spell that creates a basic earthquake of around 5.0. The quake can become stronger if it is used in tangent with a shallow quake, natural or artificial)
   -Animus (a master spell that released a linear ray of raw animus mana composed of the powers of fire, wind, water, and earth)
   -Tempora (a forbidden master spell that uses the power of the four elements in an area, converged upon a single target. The land is left barren for years)

Secondary Elements:
   -Baleno Taglio (Creates a blade-like burst of lightning)
   -Carica (A spell which charges an object in the caster's possession with electricity)
   -Dartle (Creates a ball of lightning to shoot at an enemy)
   -Fulmine (Causes a series of lightning bolts to crash around the caster's general position)
   -Magnete Devii (Creates a strong magnetic field that diverts affected objects away from the caster)
   -Magnete Dominanza (Projects a magnetic field around the caster)
   -Magnete Lanciare (Uses a magnetic field to launch a magnetic item, or one embued with a magnetic field via permeare, where the caster desires. Permeare can be used to increase accuracy and lend some homing capability to the shot)
   -Magnete il Mondo (creates a magnetic field designed to draw all metal around the caster and form a metal shield)
   -Martello di Thor (Causes the caster's hand to be entirely consumed in lightning. Simply grappling a foe with the electrified limb will release the charge. The charge will also carry through metallic weapons)
   -Permeare (Attaches a magnetic polarity to target object. While the strength of the pole decreases as the target(s) move away from the caster, the strength of their attraction/repulsion to other magnetic objects is also dependent on how far apart the two objects are)
   -Ripercussione (Combines amplification and storm to generate lightning with shockwaves roughly equal to a modern-day missile)
   -Statico Pugno (caster builds up a charge in hand, which can be thrown towards an opponent)
   -Temporale (conjurers a thunderstorm in favorable conditions)
   -Velocità di Zeus (Allows for one lightning-speed sprint)
   -Fulmine Cane (a master spell that fires an incredibly massive block of electricity, which is in the form of a gigantic three headed dog, charging madly at its victims. If it successfully makes contact with the enemy, they will likely die of shock)
   -Bombardare la Reliquia (a master spell that gathers a strong surge of electrical energy to ignite the ground in a precise path; only useable during a thunderstorm)
   -Scossa Statica (A spell which causes all of the charged static electricity the target has accumulated in their life to return in one shock)
   -Blume (create a beautiful feild of flowers. Scents can be used to overpower enemies)
   -Dorn (become sharp like thorns)
   -Fliegenfalle (Used to create poisonous flytraps of different sizes)
   -Gewirr (plants tangle targets)
   -Kirschblütengewitter (can conjure a gust of razor leaves and petals in favorable environments)
   -Pflanzen Baumsamen (creates and plants a number of tree seeds in the ground where the caster chooses)
   -Pflanzen Blumensamen (creates and plants a number of flower seeds in the ground where the caster chooses)
   -Rinde (harden to a bark-like level)
   -Sämling (creates seeds embedded in the target's flesh)
   -Schaffen Baumsamen (creates a number of tree seeds in the caster’s hand)
   -Schaffen Blumensamen (creates a number of flower seeds in the caster’s hand)
   -Venus Schale (gathers the plantlife around the caster to make a light set of protective armor)
   -Wachstum (growth spell)
   -Dschungel (master spell that creates a large, living jungle able to attack foes)
   -L'Aura de Ymir (produces an increasing strong aura of coldness around the caster)
   -Baiser de la Glace (produces a magic dust in the caster's hand. The caster blows the dust from the hand to create a tiny spray of razor sharp ice)
   -Congélation Subite (freezing liquid on the outside of an object [this would include perspiration, liquid on surface of eyes, saliva (if the mouth is open),blood on skin if they are bleeding, etc...])
   -Canon de la Verre (fires large ice projectiles)
   -Gantelet de la Verre (coats the caster's hands in a thick layer of ice to form powerful ice gauntlets)
   -Garde de Gelée (Covers the caster's body in a thick yet mobile suit of ice. This suit raises defense yet robs a good amount of mobility)
   -Gel l'Eau (freezes water)
   -Grêle (Causes increasingly large chunks of hail to rain down on the area. On average the spell usually generates football size chunks of ice)
   -Griffes de la Verre (variant on Gantelet de la Verre which makes ice form around the hands and forearms ending in claws extending from the fingers; more bulky in size to support the claws’ shape)
   -Glacialis (a master spell that requires direct contact to cast, but is no longer necessary once it is cast; the object/creature the user touches begins to lose warmth over time eventually becoming so cold that it freezes solid; this is a longer spell that requires the user to constantly be focusing on it, so if the user’s stamina or focus gives out the spell stops where it is)
   -Tempête de Neige (can conjure a blizzard in favorable environments)
   -Daotan (converts stone/rock into sand)
   -Sanbu (can conjure a sandstorm in favorable environments)
   -Sha Fu (coats the user in a layer of sand making a light maneuverable armor)
   -Sha Juekou (shoots a burst of sand towards the target)
   -Sha Lei (creates one giant sand golem; extent of control and size depends on user’s ability)
   -Sha Mu'ou (creates small sand golems which the user can control; number/extent of control depends on the user’s ability)
   -Tuzi (allows something akin to shallow quicksand open under an enemy in favorable ground)
   -Shaonu de Sha Shamo (a master spell that requires that sand already be present around the enemy; sand rises up in the form of a coffin and clamps down on the enemy creating a prison of sand)
   -Sha Zi Fen Kai Hai (a master spell that parts a desert to create a very long fissure with a fairly wide width)
   -Mundus (releases a linear ray of raw animus mana composed of the powers of electricity, nature, ice, and sand)
   -Natura (a forbidden master that weaponizes the secondary elements in the area, converged on a single target. The landscape is temporarily devoid of them)

Tractus

Time:
   -Advance (moves time forward inside a locked space, acting as a pseudo-seeing spell; projects events that will occur in the future within that locked space had it not been locked)
   -Bullet Time (temporary heightened sense of time that allows the user to perform Matrix-esque dodges)
   -Elapse (causes a very localized skip in time, used to cause time-effect spells to run their course on their target)
   -Fast Blow (slows time for a target and increases time for the caster just before a physical attack is about to be initiated, allowing the caster to perform a long drawn-out combo--which would normally take minutes--but now take only a few seconds; in the blink of an eye, the long combos can land, and they are too fast for the target to see)
   -Final Strike (a master spell that, by slowing down time while increasing the caster's time, the caster can deliver one final blow)
   -Hyper Time (doubles caster's speed)
   -Lasting Impression (Vastly heightens the speed of experience of the target, but not their ability to react. Thoughts are not sped up, only the senses. If cast on a target taking damage, the blow seems to last a painfully long time, increasing the perceived pain from the attack)
   -Pause (halts time within a locked space)
   -Permitted Spiral (as the caster enters a spin, time around s/he decreases, allowing enough time to perform the spin)
   -Piercing Heaven (Increase the speed of a small object in motion)
   -Quick Draw (Pauses time for ten seconds to allow the caster to unsheathe their weapon [only works for unsheathing; other actions cannot be performed as only one arm can move])
   -Recall (moves time backward inside a locked space, acting as a pseudo-seeing spell; projects events that occurred in the past withing that locked space)
   -Sloth Time (cuts a target's speed in half)
   -Chrono (A master spell that enables the caster to move as fast as the speed of light)
   -Finem (A forbidden master spell that ends the passage of time for a target, but the caster loses their sense of time)
   -Subitus Nox (A master spell: If close enough to the target to where contact can be made, the caster can slow down the beating of the heart to an eventual stop. Although the spell cannot be maintained for more than thirty seconds, when the heart begins to beat again, the target will be drastically weaker)
   -Tractus (able to stop time in a radius dependent on the user's magical strength)
   -Umbra Caelitis de Sol (A master spell that allows for absolute control of time within a locked space)
   -Velox Pulsus (A master spell that slows time for a target and increases time for the caster just before a physical attack is about to be initiated, allowing the caster to perform a quick combo; in the blink of an eye, the combos can land, and they are too fast for the target to see)

Space:
   -Dark Void (creates a small hole in space that absorbs all dark attacks)
   -Dense (makes the mass of an object denser, making it harder and more resistant to harm, but also shrinking it somewhat. Works a little differently on liquids. Not a good idea to use on anything alive)
   -Duplicate (Creates a spatial copy of any given object or person. The spatial copy is practically a mannequin or a 3D image of the person. If the object cloned is hit, the copy will disappear)
   -Feather (decreases gravity pulling on an object to make it lighter)
   -Extension (the caster's spatial properties become an extension of another object or person that the caster is making physical contact with; the reverse is possible as well)
   -Field of Snakes (any object the caster sticks into into the ground will replicate hundreds of times as they project from the earth. More "snakes" consumes more mana)
   -Fill (Allows the user to completely fill any space with any object currently in there possession. The space must be visible)
   -Hammer (Increases gravity pulling on an object to make it heavier)
   -Light Void (creates a small hole in space that absorbs all light attacks)
   -Momentum (Multiplies the momentum of an already moving object in order to greatly increase it's speed and impact force, or in reverse, does the opposite)
   -Plot (Turns an area around the user, or within site to a degree, into a kind of 3-dimensional graph. The user is "aware" of every object and position withing the graph, as through some sort of sixth sense)
   -Pocket Room (locks off a small space; shape and size can be controlled to an extent, but once locked, it cannot be changed. Locked space acts separate of the real world, but it reflects reality)
   -Purge (Should any type of attack somehow "get inside", like a poison, the caster will send a force throughout all the molecules in one's body to expel the foreign object)
   -Reverb (uses a motion from the user to create a echo or dimensional disturbance that travels out ward a certain distance from the movement, gathering force and violence as it moves. When it makes contact with another object, it releases the gathered force onto it, as a kind of dimensional shock wave)
   -Ripple (the spell's target suddenly ripples like a body of water. All effects from other spells, such as time and augment, are removed)
   -Rubber (stretches objects as if they were made of rubber)
   -Trade (Able to trade an object in the caster's hands with an object of equal deminsions carried by the target)
   -Transpose (Moves oneself or objects intervening space instantaneously within eyesight by dislodging them in space, then moving space around them)
   -Void Globe (weakens the spacial matter around the caster. It acts as a flimsy dimensional barrier)
   -Warp (Alters distances by folding and extending the space between two points)
   -Wave (Causes a ripple in matter. The distortion accelerates and grows to a certain point and causes a severe force on impact)
   -Worm Hole (Rips a hole in space itself to either attack or retrieve something from a far off distance)
   -Zero (For a few seconds, envelops an enemy or area in a "white space", where things like time, distance,and direction have no meaning. Has the effect negating any momentum or force the victim might have built up as well)
   - Dididi (a master spell that creates a 2-dimensional rectangular blade of energy that travels outward from the user in a perfectly straight line up to 20 yards away, extremely quickly. It cannot be diverted from it's course by any means, not even the users. Anything that comes in contact with the edge of the blade will be cut evenly along it, even so far as to cleanly cut the cells)
   -Effigia (a master spell that temporarily allows one object to pass through solid matter)
   -Nihil (a master spell that erases gravity for a single target)
   -Laqueus cum Obscurum (a master spell that surrounds the target with half a dozen worm holes. A single worm hole forms in front of caster, and anything that enters the caster's worm hole will come out of all the others)
   -Non Vincula Nobis (a forbidden master that changes the target's primary gravitation to the sun. The caster loses its sense of balance)
   -Pactum (a master spell that causes a sphere of space to rapidly shrink and contract, instantly crushing anything occupying that space to near microscopic size)
   -Pondus (master spell that enables the control of space within a radius determined by the caster's magical strength)
   -Singulus (a master spell that allows the user to travel very far distances in a matter of seconds by splitting the atoms in between oneself and the location)
   -Tribuo (a master spell that divides space on one side from the other; the fabric of space bends and creates a hole in the shape desired, and thus, there is not something that can be "broken" in the traditional sense that barriers can be overwhelmed. The spell is intense and is thus quite inflexible, essentially impossible to move once generated, or to alter the shape of)
   -Universitas de Os (a master spell that allows the user to create a lock space three times larger than Pocket Room, and the space and be altered freely, though slowly)

Divinus

Light:
   -Blind (uses a flash of light from the caster's palm to blind an enemy in close range)
   -Counterseal (forms an indigo circle around the caster that negates spells)
   -Dawn (can only be used when the target is in light; the caster is able to awaken a sleeping target)
   -Diurnal (the caster is not blinded by artificial light)
   -Focus (Redirects all light spells in a certain area to a specific point, intensifying the overall strength of the aggregate)
   -Lantern (summons a "body" of light)
   -Midnight Sun (creates an artificial sun)
   -Photosynthesis (Caster gains a regenerative rate, the speed of which is determined by the amount of light the caster is exposed to)
   -Projection (Bends light away from it point of origin, simultaneuosly making an intangible visual copy of the target and making the original invisible)
   -Purification (paralyzes winged demons)
   -Radiance (Caster glows from within for some duration. It has the side effect of removing the darkness from inside one's body)
   -Radiate (Fires a beam of light energy)
   -Refraction (Cast in tandem with another light spell. Refraction splits the other spell up, allowing a caster to target multiple opponents)
   -Rod of Wisdom (uses a projected weapon to radiate an intensive light attack. Think of the spell as a Light-Energy Rocket-Propelled Grenade)
   -Shine (increases the reflection of light around the caster to make it painful to look at oneself, thus raising one's natural defense)
   -Star Rain (shoots tiny specks of light energy at a target)
   -Chiaroscuro (a master spell that, within an area based on the caster's strength, all spells that are neither Light or Dark spells are countered. Their mana is absorbed and used to continue fueling Chiaroscuro)
   -Divinus (a master spell that fires a giant light ball of white and indigo lightning)
   -Mundare (a forbidden master spell that converts a target into light, but the caster becomes blind)
   -Eximius Nova (A master spell which creates an explosive blast of light energy around the user)

Healing:
   -Aid (instantly heals minor wounds from long distance)
   -Heal Wave (Heals minor wounds of those around her)
   -Hearing (Restores the auditory senses)
   -Purify (Cleanses the target of all magically or chemically induced modifications to the body. This includes augment spells. The exceptions to this are spirits which augment the body in some way and curses)
   -Regal Stance (heals broken and shattered bones)
   -Remedy (heals basic burns, poison, etc.)
   -Restore (heals major wounds)
   -Sight (restores the ocular senses)
   -Smell (restores the olfactory senses)
   -Taste (restores the gustatory senses)
   -Transfer (the caster transfers mana and spiritus from the caster to a target)
   -Touch (restores the various senses related to touch)
   -Artus (a master spell that repairs severely damaged or lost limbs)
   -Messias (a forbidden master spell that sacrifices the caster's life to resurrect multiple people)
   -Pluvia (a master spell that emits a healing mist to mend near-fatal wounds in mass)
   -Pulmo (a master spell that mends the respiratory system and cardiovascular system, with the exception of the heart)
   -Tergum (a master spell that heals serious burns and wounds)
   -Viscus (a master spell that heals the nervous system and heart)
   -Vita (a master spell that heals most injury, ailment, etc. and can revive the newly dead)
   -Vita Adficio (A master spell that siphons life forces [includes mana and spiritus] from a target)

Chaos

Dark:
   -Beckon the Abyss (creates a large swarm of darkness)
   -Charon (Allows for shadow teleportation)
   -Corruption (paralyzes winged angels)
   -Dusk (can only be used if the target is in darkness; the caster uses darkness to entice slumber)
   -Intangible Darkness (alters the intensity of darkness in a targeted area)
   -Nocturnal (the caster is able to see in the artificial darkness)
   -Penumbra (a hand from the user's shadow forcefully grabs the user and safely teleports them elsewhere. It's not as safe as Charon, but it is faster)
   -Shadow Box (Allows the caster to be able to use their shadow as an extension of their own body. For instance, the user need not hit a target while they have this spell on, they need only for their shadow to touch them and the effect will still be the same)
   -Shadow Heart (can stretch the natural boundaries of shadows)
   -Tangible Darkness (transform darkness into a solid matter)
   -Evanescere (a forbidden master spell that turns the target into darkness, but the caster becomes blind)
   -Fossor Terminus (a master spell that utilizes the darkness and lack of light inside the human body to rapidly expand the darkness, causing the victim to explode violently and gruesomely)
   -Mors Umbra (A master spell that allows the user to cause damage to objects or people simply by attacking their shadows. For instance, the user need not attack the targets body, simply by slashing at the shadow, they can cause the effect to occur to the target)
   -Mortuus Oculus (a master spell that captures the darkness in the eyes of a target. Initially, the target is rendered blind, but the effects become more severe, as the darkness deepens its reach to the brain; can only be cast in absolute darkness)
   -Profano (a master spell that causes darkness consumes everyone in a massive radius dependent on the caster's magical strength)

Destruction:
   -Backraum (a surge of chaotic mana is sent through a weapon upon impact)
   -Collection (allows the caster to absorb any damage done by another into oneself, fixing the damage done)
   -Counterslay (projects a small laser that consumes an offensive spell. The beam continues on a linear path, possibly hitting the offensive spell's caster)
   -Crimson Sparks (forms five small, perpetual explosions around a target. These explosions then collapse inward upon the target)
   -Cripple (breaks the legs and arms of a target with constricting rings of chaos mana)
   -Enchantra (A simple spell commonly used for strengthening weapons by coating them in a glowing purple aura; cuts through spirits)
   -Oblivion (can automatically kill or fatally wound far weaker foes)
   -Release (Instantly releases all stored damage gathered via Collection)
   -Tangle (summons chaos mana barbed wire from the ground to tie the opponent to the ground; cuts through flesh and weaker armor)
   -Vortex (creates a tall, circular wave of chaos mana with a fairly large diameter dependent on the caster's magical strength. With the caster as the center, the wave moves inward towards the caster)
   -Zamza Spiral (spins around to release a tall, circular wave of chaos mana; continues for the same distance as Vortex)
   -Chaos (a master spell that fires giant ball of crimson and black flames)
   -Damnatio (a master spell that incinerates a foe with raw destruction mana at a point-blank range)
   -Anima Deus (a forbidden master spell that converts almost all of the caster's soul to transform the caster temporarily into a being of mass destruction)
   -Periculum (A master spell that causes the caster to quite literally erupt in a devastating explosion of destruction mana. The explosion itself encompasses a fairly large diameter around its user (dependent upon the caster's magical power), reducing anything in its blast zone to ash)
   -Perficio Tempestas (a master spell that can only hit airborne targets. The spell requires for the local climate to be dramatically different by artificial means [ventomancy or weather spell cast by a muse or faerie]. Bolts of black lightning erupt from the heavens, smiting the target)

Nex

Necromancy:
   -Celestial Flare (the caster must cut either its arms or legs, drawing the blood onto some weapon. The caster then gathers dark mana to form two miniature spheres that can be volleyed at one or two targets)
   -Lunar Ray (flicks a drop of blood at a target to create a tiny death mana projectile)
   -Malediction (inserts a small amount of explosive death mana into a target. This death mana will then remain dormant until the caster decides to activate it which effectively kills the infected person; needs a long, uninterrupted time to cast)
   -Sapience (Heals a wound, but also injects a specified amount of death mana into it which will lie dormant for a few days and then fester. Victims are usually required to amputate the affected limb)
   -Sol Anathema (uses any blood splattered around to create hands that can immobilize a target)
   -Ambrotos Harmonia (a forgotten master spell (also know as Soul-Bound Immortality) that grants immortality to biological or mental siblings when one or both are near death; the two will then switch between one another for specific time intervals which may be altered during casting by the caster; once used, only magicyst or other extremes can reverse it either temporarily or permanently)
   -Denique Libri (a forgotten and forbidden master spell that destroys everything in sight and then turns the air into death and decay)
   -Nex (A master spell that converts all the bloodshed in a radius, determined by the caster's magical strength, to be condensed into an explosion at a targeted spot)
   -Scrupulosa Capulus (a master spell that requires the caster to stab their heart in exchange for creating the ultimate shockwave that can negate all spirits/spells and incinerate those that touch it)
   -Serpentine Pathogen (a master spell that causes any blood split on an enemy to turn into a destructive disease that spreads across the target)

Thanamancy:
   -Amass (When cast on an item, this item cannot be broken apart. Any time it is broken, the fragmented part will reattach itself to the whole)
   -Amputate (breaks off indicated part/limb from already controlled object giving control over the disconnected part)
   -Arise (Raises a newly dead corpse to fight)
   -Awaken Magic (Allows a summoned corpse to regain their lost magic abilities for the duration of their summoning)
   -Awaken Spirit (Allows a summoned corpse to regain their lost spiritual abilities for the duration of their summoning)
   -Follicle (controls a targets hair, allowing the user to pull the target by their hair or yank all of their hair out)
   -Imbue Archery (Grants basic archery skills to a controlled humanoid)
   -Imbue Swordsmanship (Grants basic sword fighting technique to a controlled humanoid)
   -Puppetry (allows the caster to control any inanimate, artificial object they direct the spell at; extent of control depends on the caster’s capability)
   -Rewrite (allows manipulation of dried ink; extent of detail depends on how thoroughly the caster can visualize what they want the ink to do)
   -Self-destruct (causes the chosen object that the caster is controlling to self-destruct; damage varies depending on the object)
   -Sentience (able to give an inanimate object a personality designed by the caster for a duration of time dependent on the caster's magical strength. If the object has theoretically functional vocal cords, the object can talk)
    -Stretch (The caster is able to stretch inanimate objects to highly irregular proportions)
    -Teamwork (imbues basic concepts of teamwork and helping one another to controlled humanoids)
    -Admirasolum (A master spell that changes in range depending on mana strength. Within the designated space, the caster can control the movements and some degree of physical properties of inanimate objects)
    -Expello Poena (A master spell, the user is able to cause any inanimate object within their range to combust into high-velocity shrapnel)
    -Humana Pupa (A forbidden master spell that allows the caster to control the living in-mass, but, after the control wanes, the caster's arms become lame)
    -Militaris con Ego (A master spell which imbues all controlled humanoids with the abilities of the caster. Meaning that these controlled humanoids are thanamancers as well under the control of the original caster)
    -Mortuus Exerticus (A master spell that allows the caster to raise multiple corpses at once. The number depends on the magical strength of the user)
    -Phasma (A master spell that summons the soul and mind of an individual for a short period of time. The caster must use the individual's original body)
    -Pupa Vinco (A master spell that allows the caster to control a number of inanimate objects; extent of control and the number of objects the caster can control depends on the caster’s capability)
    -Sagittarius (A master spell which imbues a high level sense of targeting into various objects. While Sagittarius is active, any object the caster controls will instantly seek down the established target. The objects can move around corners and navigate other obstacles to find their target. Distance is not a factor, but the spell only lasts a short period of time)
    -Sinus (A master spell which allows the caster to tear a controlled object down to its very most basic components and reform the item at a moments notice with the spells release. The items become undetectable to basic sight and any scanning techniques)
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