PICHERE
Gi'erth Book of Magic
The Complete Guide to Magic


Magic:
Status Ailments
White
Black
Fire
Ice/Water
Earth
Wind
Light/Spirit
Dark/Demon
Time
Space
Gaia

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Magic:

The first thing you should note is that this magic is not the mumbo jumbo crap where you mix 15 different ingrediants into a pot or read scrolls that you have to carry around with you. This is the real magic.
The world is full of magical energy that most every sorcorer calls mana. This mana is present in everything and the body is like a gravity well drawing mana to it. The more intune a person is to the magical energy around them,the stronger their "gravity" is. Mana flows throughout the world. Mana is always trying to balance itself in the world. If too much or too little mana is located it one spot it flows to or from that spot like wind. These highs and lows of mana are not caused by heat like wind however, they are caused by people casting magic. Normally the power released from a spell is negligable and the mana in the surrounding area flows quickly to correct the disturbance. Stronger spells cause larger disturbances. The flow of mana to correct the disturbance can sometimes have unforseen repercussion.
Some places in the world are natural high spots for mana. These places are called nodes. Because the mana is greater in these areas, spells are stronger and mana can be gathered quicker. There are also natural low areas. These places include graveyards and places that have been cursed. Spells cast in these areas have a lower effect and will sometimes even drain the mana out of the person.
Mana is the basis of magic. When a person casts magic they convert the mana inside their body into whatever energy form they desire. Casting magic using just that mana limits the power of their attacks severly and will eventually drain their mana supply. That is why this book teaches students magic that draws its power not from the caster but from the gods themselves who have limitless power. Because they are drawing the power from another source they are somewhat limited in what they can cast. Some gods are more leinant in what they will allow than others. Sephid and Yehova, the Gods of Creation and Life respectively, will allow them to cast anything within their power as long as it is related to Creation, Life or the preservation of either. Whereas Kardis and Rinous, the Gods of Destruction and Death, will only let someone cast what they want them to be able to cast.
The basis for casting a spell starts with the caster using his own mana to create the basic outline for the spell. The more mana he puts into the outline, the more powerful the spell will be when complete. The caster then says, or thinks, the words to the spell and the respective God or Gods will multiply the mana already present in the outline with their own mana thus completing the spell and bring it to full, castable power. After the power has been gathered, the spell is ready to cast. Expirenced sorcerors can, if the need arises, alter the spell a little after the power has been gathered. Doing so takes great concentration and, if the spell is alterted too much, will cause the mana to dissapate back into the environment.
By swearing your alligence to a certain god, they will grant you extra strength and magic power. It will also allow you to have the opportunity to learn the forbidden arts of that class of magic. If you swear alligence to the God of Creation you also swear to the God of Life, and vice versa. If you swear alligence to the God of Destruction you also swear to the God of Death, and vice versa.
Some spells have other, lesser spells as prerequisites. It is important for new magic users to take note of this. Trying to cast a spell without knowing the prerequisite will result in that spell being a lot less powerful and possibly not working at all.

Legend:
Men = Mental Attribute
Phy = Physical Attribute
Ab[xxx] = Absorbs spells of type [xxx]
Wk[xxx] = Weak against spells of type [xxx]
Sts = Status Effect
Wht = White
Blk = Black
Fir = Fire
Ice = Ice
Ert = Earth
Wnd = Wind
Lit = Light
Drk = Dark
Tim = Time
Spc = Space

Status Ailment:

Status Ailment spells are non-elemental spells that can be cast by anyone. T'nashirana is where these spells get there power from. All Status Ailement spells are effected by the protection spell, Ward.

Antidote (Lv. 1) - Clears the target's body of poisons
Men, Sts

Soft (Lv. 1) - Counteracts the spell Petrify by returning stoned flesh to normal.
Men, Sts

Find (Lv. 1) - a counter-spell to the Black Magic spell Lost, it allows the caster to find their way again.
Men, Sts

Tranqulize (Lv. 1) - counters the spell Berserk.
Men, Sts

Return (Lv. 1) - counters the spells Small and Frog.
Men, Sts

Release (Lv. 1) - counters the spells Don't Move, Don't Act, and Paralyze.
Men, Sts

Restore Life (Lv. 1) - counters the spell Undead.
Men, Sts

Satisfy (Lv. 1) - cures Zombie.
Men, Sts

Restore Sight (Lv. 1) - counters the spells Darkness and Blind.
Men, Sts

Darkness (Lv. 1) - Reduces the targets ability to see, reducing their chances to hit their target with physical attacks.
Men, Sts

Blind (Lv. 2) - Renders the target completly blind. Must already know Darkness.
Men, Sts

Undead (Lv. 1) - Spell that causes all heal spells to have the opposite effect. Instead of healing they cause more pain.
Men, Sts

Zombie (Lv. 1) - Causes the target to have a need for blood. Will attempt to suck the blood out of anyone in the area. Does not wear off.
Men, Sts

Vampire (Lv. 2) - Causes all heal spells to have the opposite effect and causes the target to have an insatiable need for fresh blood. Must already know Undead and Zombie. Does not wear off
Men, Sts

Don't Move (Lv. 1) - The target is unable to move from their current location.
Men, Sts

Don't Act (Lv. 1) - The target is unable to cast spells or attack.
Men, Sts

Paralyze (Lv. 2) - The target is unable to move or act. Must already know Don't Move and Don't Act.
Men, Sts

Sleep (Lv. 1) - Causes the target to fall into a deep sleep. Does not wear off. Can only be cured by physical attacks.
Men, Sts

Lose (Lv. 1) - Spell used for losing someone who is following you. Causes the target to head off in the wrong direction.
Men, Sts

Petrify (Lv. 1) - spell that turns the target into stone. Instant or gradual depending on will of caster. Does not wear off.
Men, Sts

Silence (Lv. 1) - spell that prevents the target from casting any magical spells.
Men, Sts

Poison (Lv. 1) - Infects the target with a deadly poison that will drain away their life. Does not wear off. Moving while poisoned causes extra pain.
Men, Sts

Confusion (Lv. 1) - Spell that confuses the target into thinking that the enemy is their friend and their friends are their enemy. Cured by physical attacks.
Men, Sts

Berserk (Lv. 1) - causes the target to go into an uncontrolable rage. Once effected the target will only use physical attacks, but they will be stronger than normal. They will not be able to cast magic.
Men, Sts

Frog (Lv. 1) - Transforms the target into a frog. Target is unable to cast spells and can only attack for minimal damage. Duration of spell lasts a long time(1+ days).
Men, Sts

Small (Lv. 1) - Shrinks the target down to 6 inches tall. Target can only do minimal damage with physical attacks. Duration of spell lasts a long time(1+ days).
Men, Sts

White Magic:

White magic is accomplished by asking the gods to do you a favor. Becuase of the nature of white magic the actual number of spells is unlimited. White magic is not often used offensively but the possiblity still exists. A few of the more commonly used spells are listed here. Forbidden White Arts are those spells that are only castable by the most expirenced magicians and even then only by those who have taken the Pledge to the God of Creation.

Lock (Lv. 1) - Magically locks a target such as a chest or door. Affected by Ward.
Men, Wht

Unlock (Lv. 1) - Unlocks anything that is locked. Affected by Ward.
Men, Wht

Detect (Lv. 1) - Determines if an item is enchanted but is not designed to determine what it is enchanted with. Affected by Ward.
Men, Wht

Light (Lv. 1) - Creates a ball of light useful for navigating in dark places. Not affected by protection spells.
Phy, Wht

Dispel (Lv. 1) - Nullifies the effects of all spells present on one person. Not affected by protection spells.
Phy, Men, Sts , Wht, Blk, Fir, Ice, Ert, Wnd, Lit, Drk, Tim, Spc

Magic Break (Lv. 2) - Nullifies the effects of all magic present in the area. Must already know Dispel. Not affected by protection spells.
Phy, Men, Sts , Wht, Blk, Fir, Ice, Ert, Wnd, Lit, Drk, Tim, Spc

Heal Light (Lv. 1) - Heals the light wounds of the target. Affected by Shell, Wall and Reflect.
Men, Wht

Heal Serious (Lv. 2) - Heals the serious and fatal wounds of the target. Must already know Heal Light. Affected by Shell, Wall and Reflect.
Men, Wht

Regen (Lv. 3) - Heals the wounds of the target over time. Must already know Heal Serious. Affected by Ward.
Men, Wht

Ressurection (Lv. 3) - Restores the life of someone who has died by calling its spirt back into its body. The success rate depends on the targets desire to return. Must already know Regen. Not affected by protection spells.
Men, Wht

Holy Fireball (Lv. 4) - An attack that focuses the rage and anger of the God of Creation into a small fireball temporarily rendering the target unconcious. Must already know Ressurection. Affected by Shell and Wall
Phy, Wht

Holy Spear (Lv. 4) - An attack that focuses the rage and anger of the God of Life into a spear which is hurled at the target knocking them out for several hours. Must already know Ressurection. Affected by Shell and Wall
Phy, Wht

Holy Destruction (Lv. 5) - (Forbidden White Art)A little known spell that focuses the rage of the twin gods of Life and Creation into a ball that is hurled at the target. Upon impact the target's lifespan is shortened to a fraction of second after which the target dies and its body matter transformed into energy which is scattered to the four winds. Local animals and vegetation will expirence a sudden growth spurt as the energy impacts them. Must already know Holy Fireball and Holy Spear. Not affected by protection spells.
Phy, Wht

Black Magic

Black Magic calls on the powers of Kardis and Rinous, the twin Gods of Destruction and Death. Every spell in the black magic category is directed at destroying, killing or otherwise making things bad for people. Most of the spells in this category are very hard to learn. Black magic is limited to what the gods will allow. Forbidden Black Arts are those spells that are unable to be cast by any except the best of Magicians. They are only castable by those who have taken the Blood Oath to the God of Destruction.

Reveal (Lv. 1) - lets the caster know what spell or enchantment the target has. Affected by Ward
Men, Blk

Disrupt (Lv. 1) - Spell that disrupts the path of an incoming spell. An expirenced mage can use this spell to send the attack back at the caster. Not affected by Protection spells.
Phy, Blk

Back Track (Lv. 2) - Destructive spell that follows the path of an incoming spell back to the caster and explodes causing massive damage. Must already know Disrupt. Affected by Shell and Wall.
Phy, Blk

Wounds (Lv. 1) - causes deep gashes and cuts to appear on the target as if they had been struck by a sword. Not affected by Protection Spells.
Men, Blk

Mutation (Lv. 2) - causes temporary but extremely painful mutation in the target. Expirenced mages can control what the target mutates into. Must already know Wounds. Not affected by Protection Spells
Men, Blk

Drain (Lv. 1) - spell that sucks the mana energy out of the target and transfers it to the caster. Affected by Shell and Wall.
Men, Blk

Life Drain (Lv. 1) - sucks the life energy out of the target and transfers it to the caster, healing wounds and protecting from future assaults for a limited time. Affected by Shell and Wall.
Men, Blk

Major Drain (Lv. 2) - spell that sucks both mana energy and life energy out of the target and transfers it to the caster. Heals wounds, protects from future assults for a limited time, and increases the power of future magical attacks for a limited time. Must already know Drain and Life Drain. Affected by Shell and Wall.
Men, Blk

Demi (Lv. 3) - Spell that cuts the health of the target by 1/4 of their current health. Must already know Major Drain. Not affected by Protection Spells.
Men, Blk

Demi Flare (Lv. 4) - Stronger version of Demi. Cuts target health by half of current health. Must already know Demi. Not affected by Protection Spells.
Men, Blk

Dark Claw (Lv. 1) - Spell that sends out balls of destructive energy resembling winged insects. Affected by Shell and Wall.
Phy, Blk

Snipe (Lv. 2) - Powerful concentrated spell that can fire at extreme distances. Built in tracking allows for greater hit ratio. Must Already know Dark Claw. Affected by Shell and Wall.
Phy, Blk

Blam Blazer (Lv. 1) - spell that causes an explosion around the target. Affected by Shell and Wall.
Men, Blk

Explosion Array (Lv. 2) - Spell that causes a massive explosion to envelop the target. Must already know Blam Blazer. Affected by Shell and Wall.
Men, Blk

Demona Flare (Lv. 3) - spell that calls the power of Demona, one of the Archangels of Kardis, into a blast of destructive energy. Must already know Explosion Array. Affected by Shell and Wall.
Phy, Blk

Shendo Flame (Lv. 3) - spell that calls the power of Shendo, another Archangel of Kardis, into a wall of flame that sweeps over the target. Must already know Back Track. Affected by Shell and Wall.
Phy, Blk

Talon Strike (Lv. 3) - spell that calls forth the forces of Talon, Archangel of Rinous, to attack the target in several waves. Must already know Mutation. Affected by Shell and Wall.
Phy, Blk

Rashan Wave (Lv. 3) - calls the power of Rashan, Archangel of Rinous, into a massive tidal wave of destructive energy that washes over the target draining their mana and life. Must already know Major Drain. Affected by Shell and Wall.
Phy, Blk

Quost Ruin (Lv. 3) - calls forth Quost, General of the armies of Kardis, to slay the target. Must already know Snipe. Affected by Shell and Wall.
Phy, Blk

Dragon Slayer (Lv. 4) - channels the powers of the four archangels of death and destruction into a linear strike capable of killing a dragon or leveling a city in a single blast. Must already know Demona Flare, Shendo Flame, Talon Strike and Rashan Wave. Affected by Shell and Wall.
Phy, Blk

Death (Lv. 4) - direct the power of Rinous into the casters hands. Whoever the caster touches next dies instantly. Must already know Talon Strike and Rashan Wave. Affected by Shell and Wall.
Phy, Blk

Destruction (Lv. 4) - channels the power of Kardis into an explosion that will destroy everything within a one mile radius. Must already know Demona Flare and Shendo Flame. Affected by Shell and Wall.
Phy, Blk

Extinction (Lv. 5) - channels the powers of the twin gods of Death and Destruction into a massive beam, 12 feet wide, of destruction capable of destroying anything it touches. Reaches out for several miles before disapating. Must already know Death and Destruction. Affected by Shell and Wall.
Phy, Blk

Sword of Darkness (Lv. 6) - (Forbidden Black Art)It enchants any sword with the power of the twin gods of Death and Destruction. Able to cut through anything and everything, including Astral Protection spells. Lasts for a limited time only. Must already know Extinction. Not affected by Protection spells.
Men, Blk

Dark Shield (Lv. 6) - (Forbidden Black Art)A bubble of indestructable energy around the target or creator and keeps them from harm. Can be use to protect things from attacks. It can be shaped into any thing the caster wants and moves with the caster. It also allows the caster to walk through walls and lesser energy shields. Must already know Magic Break and Extinction. Not affected by Protection spells.
Phy, Men, Sts , Wht, Blk, Fir, Ice, Ert, Wnd, Lit, Drk, Tim, Spc

Banishment - (Lv. 7) (Forbidden Black Art)Target is shrouded in a black mist and encased in a void. All power directed at the void from the person trapped inside increases the power of the containment. Must already know Dark Shield. Not affected by Protection spells.
Men, Blk

Shamanism Magic

Shamanism Magic derives its power from Gaia, the God of Nature, and her eight Archangels of the elements. Shamanism is the most common type of magic seen in the world. Forbidden Shamanist Art spells are those spells unable to be cast by any but the most expirenced of Magicans. They are only castable by those that have pledged alligence to Gaia, God of Nature.

Vulcon - Archangel of Fire

Flare Bit (Lv. 1) - spell that sends out little blasts of fire causing minimal damage to the target. Affected by Shell, Wall, and Reflect.
Phy, Fir

Flare Dart (Lv. 2) - A small dart of fire leaps from the casters hand, inflicting minor burns and setting small fires. Must already know Flare Bit. Affected by Shell, Wall, and Reflect.
Phy, Fir

Flare Arrow (Lv. 3) - A larger version of the Flare Dart that causes more damage and larger fires. Must already know Flare Dart. Affected by Shell, Wall, and Reflect.
Phy, Fir

Fireball (Lv. 4) - Most commonly known spell in the world, this spell sends a ball of fire at the target exploding on impact and causing severe burns and setting fire to everything within a five foot radius of the explosion. Must already know Flare Arrow. Affected by Shell, Wall, and Reflect.
Phy, Fir

Heat (Lv. 1) - Spell that causes the target to increase in temperature. Useful for getting people to drop their weapons. Not affected by Protection Spells.
Men, Fir

Firewall (Lv. 2) - Throws up a wall of fire. Useful for protection against Ice and Water spells. Doesnt affect earth spells. Must already know Heat.
Phy, AbFir, Ice, Wnd, WkErt

Flame Spout (Lv. 1) - A spout of flame leaps up from the ground where the caster indicates incinerating anything it touches. Affected by Shell and Wall.
Men, Fir

Flame Eruption (Lv. 2) - Several spouts of flame leap up from the ground all around the caster. Must already know Flame Spout. Affected by Shell and Wall.
Men, Fir

Incineration (Lv. 5) - (Forbidden Shamanist Art)Large area is bathed in the firey wrath of Vulcon, causing everything in the immeditate area to vaporize. Must already know Flame Eruption and Fireball. Not affected by protecion spells.
Phy, Fir

Minge - Archangel of Ice/Water

Ice Bit (Lv. 1) - spell that sends out little frozen shards that cause minimal damage to the target. Affected by Shell, Wall, and Reflect.
Phy, Ice

Freeze Dart (Lv. 2) - Spell that causes a dart of ice to fly from the casters hands freezing anything it touches. Must already know Ice Bit. Affected by Shell, Wall, and Reflect.
Phy, Ice

Freeze Arrow (Lv. 3) - Larger version of the Freeze Dart spell. Capable of strikeing more than one target. Must already know Freeze Dart. Affected by Shell, Wall, and Reflect.
Phy, Ice

Cold (Lv. 1) - Spell that causes the target to decrease in temperature. Not affected by Protection Spells.
Men, Ice

Frozen Wall (Lv. 2) - Throws up a wall of Ice. Useful for protection against Wind and Fire Spells. Absorbs ice and water spells strengthening the wall. Must already know Cold.
Phy, Fir, AbIce, WkErt, Wnd

Freezing Mist (Lv. 1) - Causes a mist to rise from the ground then freezes anything it touches. Affected by Shell and Wall.
Phy, Ice

Freeze Blast (Lv. 2) - sends out a shockwave of freezing mist. Anything that comes in contact with the blast freezes. Must already know Freezing Mist. Affected by Shell and Wall.
Men, Ice

Freezing Rain (Lv. 2) - Causes rain to fall from the sky in sheets freezing anything and everything it touches. Must already know Freezing Mist. Affected by Shell and Wall.
Phy, Ice

Freeze Web (Lv. 3) - Creates a web of ice. Anything that comes in contact with the web becomes frozen. Useful for catching Aerial enemies. Must already know Freezing Rain. Affected by Shell and Wall.
Phy, Ice

Blizzard (Lv. 4) - A massive snowstorm blows in restricting sight and freezing anything unprotected. Must already know Freezing Rain and Freeze Arrow. Affected by Shell and Wall.
Phy, Ice

Aqua Dart (Lv. 1) - Small dart of water leaps from the caster's hands and strikes the target at high speeds. Affected by Shell, Wall, and Reflect.
Phy, Ice

Aqua Arrow (Lv. 2) - Larger version of the Aqua Dart that causes more damage. Must already know Aqua Dart. Affected by Shell, Wall, and Reflect.
Phy, Ice

Aquaball (Lv. 3) - Ball of water that explodes on impact. Used mostly to put out large fires. Must already know Aqua Arrow. Affected by Shell, Wall, and Reflect.
Phy, Ice

Quicksand (Lv. 1) - The ground beneath the target turns to liquid and pulls the target under. Not affected by protection spells.
Men, Ice

Swallow (Lv. 2) - The ground beneath the target turns to liquid and nearly swallows the target whole. Those caught off guard are quickly sucked into the ground. Not affected by protection spells.
Men, Ice

Rainstorm (Lv. 1) - Causes a massive rain storm to sweep through the immediate area. Affected by Shell and Wall.
Phy, Ice

Waterwall (Lv. 2) - Throws up a wall of water. Useful for protection against Fire and Wind spells. Must already know Rainstorm.
Phy, Fir, AbIce, Wnd, WkErt

Flood (Lv. 2) - Causes flood waters to rise and sweep the target away. Must already know Rainstorm. Affected by Shell and Wall.
Phy, Ice

Tidal Wave (Lv. 4) - Creates a massive tidal wave that crashes onto the target. Causes massive destruction. Must already know Flood and Aqua Ball. Affected by Shell and Wall.
Phy, Ice

Hurricane (Lv. 5) - (Forbidden Shamanist Art)Creates huge hurricane that sweeps through the area with winds and rain. Also casues massive tidal waves to repeatedly wash over the target. Capable of destroying whole cities. Must already know Tidal Wave. Not affected by protection spells.
Phy, Ice

Ice Age (Lv. 5) - (Forbidden Shamanist Art)Large area is turned to ice. Anything in the immediate area is frozen solid and prone to shattering. Must already know Blizzard. Not affected by protection spells.
Phy, Ice

Gunda - Archangel of Earth

Earth Bit (Lv. 1) - pebbles are sent flying toward the target for minimal damage. Effected by Shell, Wall, and Reflect.
Phy, Ert

Buffet (Lv. 2) - Many small rocks are picked up from the surrounding area and hurled toward the target. Must already know Earth Bit. Effected by Shell, Wall, and Reflect.
Phy, Ert

Carve Model (Lv. 3) - Causes rocks to erupt from the ground and encase the target. Similar to Petrify. Must already know Buffet. Affected by Ward.
Men, Sts, Ert

Earth Spout (Lv. 2) - Causes a large stone spike to appear out of the ground under the target. Must already know Earth Bit. Affected by Shell and Wall.
Men, Ert

Earth Eruption (Lv. 3) - Causes several stone spike to appear out of the ground around the caster. Must already know Earth Spout. Affected by Shell and Wall.
Men, Ert

Entangle (Lv. 1) - Causes vines to grow up out of the ground and wrap themselves around the target. Not affected by protection spells.
Men, Ert

Hell Ivy (Lv. 2) - Creates posionious vines that wrap themselves around the target. Thorns on the vines transmit a deadly poison. Must already know Entangle. Affected by Ward.
Phy, Sts, Ert

Acid Blast (Lv. 3) - Spell that creates a ball of acid which is cast at the target. Can burn through most substances. Must already know Hell Ivy. Affected by Shell, Wall, and Reflect.
Phy, Ert

Earth Wall (Lv. 1) - Throws up a wall of earth and rock. Useful for protection against all kinds of spells. Weak against wind spells.
Phy, Fir, Ice, WkWnd, AbErt

Local Quake (Lv. 1) - Spell that causes a local earthquake. Capable of damaging buildings and opening small cracks in the earth. Affected by Shell and Wall.
Men, Ert

Collapse (Lv. 2) - Causes a large sink hole to appear directly below the target. Must already know Local Quake. Not effected by protection spells.
Men, Ert

Earth Break (Lv. 3) - Causes a crack to start at the caster and snake its way to the target. The crack then widens creating a cavern several meters across. Must already know Collapse. Not affected by protecion spells.
Men, Ert

Lava Ball (Lv. 1) - A ball of lava is cast at the target causeing severe burns and melting anything metallic. Affected by Shell, Wall, and Reflect.
Phy, Ert

Magma Wave (Lv. 2) - A rift opens up in the earth and molten magma shoots out of the ground and heads for the target. Must already know Lava Ball. Affected by Shell and Wall.
Phy, Ert

Magma Dragon (Lv. 3) - A rift opens up and a magma dragon shoots out of the ground and attacks the target with molten lava. Must already know Magma Wave. Affected by Shell and Wall.
Phy, Ert

Golem (Lv. 4) - Uses earth magic to create a golem. Inexpirenced mages might lose control of the golem. Must already know Earth Eruption. Not effected by protection spells.
Phy, Ert

Earthquake (Lv. 5) - (Forbidden Shamanist Art)Causes massive earthquake that can be felt around the world. Capable of destroying entire cities and opening massive cracks and sinkholes in the earth. Must already know Earth Break and Golem. Not affected by protection spells.
Men, Ert

Alshina - Archangel of Wind

Levitation (Lv. 1) - Spell that allows the caster to fly. Expirenced mages can also cast other spells when using levitation. Affected by Ward and Reflect.
Men, Wnd

Lightning Ball (Lv. 1) - Small ball of lightning that electrocutes the target. Affected by Shell, Wall, and Reflect.
Phy, Wnd

Voltage Touch (Lv. 2) - enchants the casters hand with electricty. Must already know Lightning Ball. Affected by Shell and Wall.
Phy, Wnd

Voltage Blast (Lv. 3) - Stronger version of the Voltage touch. Capable of causing paralysis, shock, and possibly death. Must already know Voltage Touch. Affected by Shell and Wall.
Phy, Wnd

Lightning Strike (Lv. 2) - Calls down a lightning strike from the heavens upon the target. Must already know Lightning Ball. Affected by Shell and Wall.
Phy, Wnd

Lightning Storm (Lv. 3) - A storm forms overhead and several lightning strike hit the ground around the caster. Must already know Lightning Strike. Affected by Shell and Wall.
Phy, Wnd

Wind Bit (Lv. 1) - Sends out small blast of wind that can deflect arrow or cause minor damage to the target. Affected by Shell, Wall, and Reflect.
Phy, Wnd

Wind Blast (Lv. 2) - Creates a strong wind that pushes the target back. Must already know Wind Bit. Affected by Shell, Wall, and Reflect.
Phy, Wnd

Sandstorm (Lv. 3) - Spell that uses wind to pick up any loose debris and creates a storm making it difficult to see anything. Flying debris can cause damage. Must already know Wind Blast. Affected by Shell and Wall.
Phy, Wnd

Blown Away (Lv. 3) - Causes a massive wind to sweep the target out of the immediate area. Great when trying to escape. Must already know Wind Blast. Affected by Shell, Wall, and Reflect.
Phy, Wnd

Kamaitachi (Lv. 4) - A wind attack that moves so fast it creates a vacuum in its wake, capable of breaking through most metals. Must already know Blown Away. Affected by Shell and Wall.
Phy, Wnd

Black Mist (Lv. 4) - Creates a black mist the reduces visiblily to almost nothing. Mist stays even after the caster stops concentrating. Must already know Blown Away. Not affected by protection spells.
Men, Wnd

Windy Wall (Lv. 4) - Creates a wall of air that deflects incoming attacks. Strong against earth spells. Must already know Blown Away.
Phy, WkFir, WkIce, AbWnd, Ert

Tornado (Lv. 5) - (Forbidden Shamanist Art)Creates a F5 Tornado that rips through the immediate area destroying everything it touches. It then travels wherever the caster wants. Capable of leveling entire cities. Must already know Kamaitachi, Windy Wall, and Sandstorm. Not affected by protection spells.
Phy, Wnd

Fantoma - Archangel of Dark/Demons

Lunar Dart (Lv. 1) - a dart of dark energy is cast from the caster's hand and impacts the target causing minor damage. Affected by Shell, Wall, and Reflect.
Phy, Drk

Lunar Arrow (Lv. 2) - larger version of the Lunar Dart that causes more damage to the target. Must already know Lunar Dart. Affected by Shell, Wall, and Reflect.
Phy, Drk

Lunar Ball (Lv. 3) - a ball of dark energy is cast from the hands and explodes either on impact or when the caster wills it. Damages a wide area. Must already know Lunar Arrow. Affected by Shell, Wall, and Reflect.
Phy, Drk

Lunar Wall (Lv. 1) - A wall of dark energy that prevents attacks from the astral plain by redirecting them to the darkness around the caster.
Phy, Lit

Shadow Blast (Lv. 1) - a shockwave of dark energy is sent out in front of the caster. Causing a power drain on anything it touches. Affected by Shell and Wall.
Men, Drk

Shadow Flare (Lv. 2) - beams of darkness from the shadows strike the target. Must already know Shadow Blast. Affected by Shell and Wall.
Phy, Drk

Shadow Dragon (Lv. 3) - Spell that projects a dragon made of Dark enegy to attack the target. Must alredy know Shadow Flare. Affected by Shell and Wall.
Phy, Drk

Shadow Stop (Lv. 1) - Spell that prevents the target from moving by enchating a dagger or other sharp object with dark powers and sticking it into the targets shadow. Can be negated by removing the target's shadow.
Phy, Drk

Demon Fire (Lv. 1) - Uses the power of a demon to burn the target. Affected by Shell and Wall.
Men, Drk

Demon Summon (Lv. 2) - Summons a demon to attack the target. Must already know Demon Fire. Not affected by protection spells.
Phy, Drk

Demon Plauge (Lv. 3) - (Forbidden Shamanist Art)Summons several demons from the netherworld to appear and wreak havoc on the enemy. Must already know Demon Summon. Not affected by protection spells.
Phy, Drk

Night (Lv. 4) - (Forbidden Shamanist Art)Causes darkness to fall over the area. Several demons appear and attack the enemy for massive damange. Must already know Demon Plague and Shadow Dragon. Not affected by protecion spells.
Phy, Drk

Midnight (Lv. 5) - (Forbidden Shamanist Art)Darkness falls over the area and the spirit of Fantoma appears to strike the target down in a flurry of sword and physical attacks. Must already know Night. Not affected by protection spells.
Phy, Drk

Sandalphon - Archangel of Light/Spirit

Calm Light (Lv. 1) - Spell that heals the spirit. Affected by Shell, Wall, and Reflect.
Men, Lit

Calm Serious (Lv. 2) - Spell that repairs the Soul. Must already know Calm Light. Affected by Shell, Wall, and Reflect.
Men, Lit

Exorcise (Lv. 1) - Dispells all low-level spirts and undead within a certain area around the caster. Not affected by protection spells.
Men, Lit

Bind (Lv. 2) - Binds the soul of the cheif demon possesing someone to the souls of the lesser demons in the same person. Anything done to the cheif demon also happens to the lesser demons. Must already know Exorcise. Not affected by protection spells.
Men, Lit

Spirit Fists (Lv. 1) - Uses spirit energy to power up the casters fists allowing him/her to inflict both Physical and Spiritual pain when fighting. Affected by Ward and Reflect.
Men, Lit

Spirit Surge (Lv. 2) - Spirit energy is channeled into the body providing a local defense against Astral spells and also allowing the caster to inflict spiritual damage with any melee or ranged weapon. Must already know Spirit Fists. Affected by Ward and Reflect.
Men, Lit

Spirit Blast (Lv. 3) - Spirit energy is cast out in a shockwave in front of the caster causing damage to anyone caught in the wave. Must already know Spirit Surge. Affected by Shell and Wall.
Men, Lit

Spirit Ball (Lv. 4) - A ball of spirit energy is cast from the hands and explods when it hits a living thing or when the caster wills it. Damage is inflicted to the body and is spread over a wide area. Must already know Spirit Blast. Affected by Shell, Wall, and Reflect.
Phy, Lit

Astral Dart (Lv. 1) - Dart that attacks the spirit instead of the body. Affected by Shell, Wall, and Reflect.
Phy, Lit

Astral Arrow (Lv. 2) - Larger version of the Astral Dart that is more powerful. Must already know Astral Dart. Affected by Shell, Wall, and Reflect.
Phy, Lit

Astral Ball (Lv. 3) - A ball of light energy is cast from the hands and explodes when it hits a living thing or when the caster wills it. Damages is spread over a wide area. Must already know Astral Arrow. Affected by Shell, Wall, and Reflect.
Phy, Lit

Astral Whip (Lv. 3) - Forms a whip in the hand of the caster that can be used against any target, inflicting damage on the targets spirit. Must already know Astral Arrow. Affected by Shell and Wall.
Phy, Lit

Astral Wall (Lv. 1) - Throws up a wall that blocks all Lunar attacks with the power of light energy.
Phy, Drk

Spirit Bomb (Lv. 5) - (Forbidden Shamanist Art)Spirit energy is gathered into a massive ball then thrown toward the target. Strength of spell depends on how long the caster powers it up. Must already know Spirit Blast. Not affected by protecion spells.
Phy, Lit

Astral Death (Lv. 5) - (Forbidden Shamanist Art)Spell that causes causes the target's spirit to die but leaving the body intact, making resurrection impossible. Must already know Astral Whip. Not affected by protection spells.
Phy, Lit

Brandeu - Archangel of Time

Quick (Lv. 1) - Causes the target to increase in speed for a limited time. Affected by Ward and Reflect.
Men, Tim

Haste (Lv. 2) - Causes multiple targets to increase in speed for a limited time. Must already know Quick. Affected by Ward.
Men, Tim

Slow (Lv. 1) - Spell that forces the target to act and respond much slower than normal for a limited time. Affected by Ward and Reflect.
Men, Tim

Stop (Lv. 2) - The target freezes in time and cannot act for a litmited time. Must already know Slow. Affected by Ward.
Men, Tim

Chronoshift (Lv. 3) - (Forbidden Shamanist Art)Spell that causes the target to be transported along the timeline to a designated point in time. Must already know Haste and Stop. Not affected by protection spells.
Men, Tim

Sigma - Archangel of Space

Pitfall (Lv. 1) - Creates a warp in the space around the target causing massive damage. Not affected by Protection Spells.
Men, Spc

Grav (Lv. 2) - A gravity well is created that can increase the gravity in a certain location. Must already know Pitfall. Not affected by Protection Spells.
Men, Spc

Black Hole (Lv. 3) - Stronger version of the Grav spell. Must already know Grav. Not affected by Protection Spells.
Men, Spc

Vacuum (Lv. 4) - Creates an area around the target that is void of all air. Target suffocates and has a high chance of dying. Must already know Black Hole. Not affected by Protection Spells.
Men, Spc

Comet (Lv. 4) - Summons a comet from space to collide with the target. Must already know Black Hole. Affected by Shell and Wall.
Phy, Spc

Nova (Lv. 1) - The power from the birth of a new star is used to attack the target. Affected by Shell and Wall.
Phy, Spc

Supernova (Lv. 2) - Stronger version of the Nova as it derives its power from that of an exploding star. Must already know Nova. Affected by Shell and Wall.
Phy, Spc

Solar Flare (Lv. 3) - A beam of light from the sun strikes the target causing massive damage. Must already know Supernova. Affected by Shell and Wall.
Phy, Spc

Star Flare (Lv. 4) - beams of light from the stars strike the target. Must Already know Solar Flare. Affected by Shell and Wall.
Phy, Spc

Ultima (Lv. 5) - (Forbidden Shamanist Art)Spell that causes Star energy to envelope the target and explode. Causes extreme damage. Must already know Star Flare. Not affected by protection spells.
Men, Spc

Meteor (Lv. 5) - (Forbidden Shamanist Art)Spell that summons a meteor from space to collide with the target. Must already know Supernova and Comet. Not affected by protection spells.
Phy, Spc

Astrologic Collison (Lv. 6) - (Forbidden Shamanist Art)Spell that summons multiple meteors to impact with the target. Causes massive damage to any one nearby and to the surrounding lands. Not affected by protection spells.
Phy, Spc

Gaia Spells

Protect (Lv. 1) - Creates a barrier around the target that defends against physical attacks. Has no effect against magical attacks. Affected by Reflect.
Physical attacks only.

Shell (Lv. 2) - Creates a magical barrier around the target that defends against magical attacks. Has no effect against physical attacks. Must already know Protect. Affected by Reflect.
Phy, Men, Wht, Blk, Fir, Ice, Ert, Wnd, Lit, Drk, Tim, Spc

Wall (Lv. 3) - Creates a magical barrier around the target that defends against both physical and magical attacks. Must already know Shell. Affected by Reflect.
Phy, Men, Wht, Blk, Fir, Ice, Ert, Wnd, Lit, Drk, Tim, Spc

Ward (Lv. 4) - This spell has two effects, it can remove any status spells or curses on a target or prevent any future status spells have having any effect for a limited time. Must already know Wall. Affected by Reflect.
Men, Sts

Reflect (Lv. 5) - Creates a magical barrier that reflects magical attacks. The direction the attacks reflect is determined by how the attack hits the barrier. Must already know Ward. Affected by Reflect.
Phy, Wht, Blk, Fir, Ice, Ert, Wnd, Lit, Drk, Tim, Spc

Doppleganger (Lv. 1) - Projects an exact copy of the caster. Can be used to communicate with others over long distance. Affected by Ward
Phy, Men, Ert, Tim, Spc

Teleport (Lv. 2) - Transports the caster or target from one location to another through time and space. Must already know Doppleganger. Affected by Ward.
Men, Tim, Spc

Transparent (Lv. 1) - Causes the caster or target to fade from view making it difficult for others to see him/her. Affected by Ward and Reflect.
Men, Tim, Spc

Invisible (Lv. 2) - Causes the caster to disappear from sight. Others are unable to see the caster with the naked eye. Must already know Transparent. Affected by Ward and Reflect.
Men, Tim, Spc

Tetra Dart (Lv. 2) - Small dart that contains the powers of Earth, Fire, Air, and Ice. Must already know Flare Dart, Freeze Dart, Wind Blast and Buffet. Affected by Shell, Wall, and Reflect.
Phy, Fir, Ice, Wnd, Ert

Tetra Arrow (Lv. 3) - Larger version of the Tetra Dart, causes more damage and effects a larger area. Must already know Tetra Dart. Affected by Shell, Wall, and Reflect.
Phy, Fir, Ice, Wnd, Ert

Tetraball (Lv. 4) - Ball of energy that explodes in four waves of earth, fire, ice and Air, in the form of lightning. Must already know Tetra Arrow. Affected by Shell, Wall, and Reflect.
Phy, Fir, Ice, Wnd, Ert

Tetra Wall (Lv. 4) - Throws up a wall of magic that provides great protection against all kinds of magic. Must already know Firewall, Frozen Wall, Water Wall, Windy Wall, and Earth Wall.
Phy, Fir, Ice, Wnd, Ert

Tetra Spout (Lv. 3) - Causes a succession of three spouts to erupt from the ground (Fire, Ice, Earth) followed by a lightning strike. Must already know Flame Spout, Freezing Mist, Earth Spout and Lightning Strike. Affected by Shell and Wall.
Men, Fir, Ice, Wnd, Ert

Tetra Eruption (Lv. 4) - Causes several tetra spouts to occur around the caster. Must already know Tetra Spout. Affected by Shell and Wall.
Men, Fir, Ice, Wnd, Ert

Tetra Explosion (Lv. 5) - Envelops the target in a ball of flame which changes to a ball of ice then expands out and electrifies the target contained inside, after which the ice turns into solid rock and crashes to the ground breaking apart. Must already know Tetra Ball and Tetra Eruption. Affected by Shell and Wall.
Phy, Fir, Ice, Wnd, Ert

Gaia's Wrath (Lv. 6) - (Forbidden Shamanist Art)Spell that causes all the elements to attack the target, inflicting massive amounts of damage. Must already know Tetra Explosion. Not affected by protection spells.
Phy, Fir, Ice, Wnd, Ert, Lit, Drk, Tim, Spc

Tribulation (Lv. 7) - (Forbidden Shamanist Art)Causes a massive earthquake that can be felt worldwide. Unleashes several F5 Tornados that travel around the local area. Massive earthquakes also cause huge Tidal Waves to wash over the land flooding it. A massive firestorm sweeps over the local area vaporizing any unprotected person or structure. Must already know Gaia's Wrath. Not affected by protection spells.
Phy, Fir, Ice, Wnd, Ert


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