
Reference Guide - Spells
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Angor spell. A spell to open most things. The Angor spell can be scaled up in capability through the application of greater energy.
Barrier spell. Casting this spell causes an invisible energy barrier to be erected. Works best in confined spaces where there are fixed end-points on either side to which the spell can be bound.
Cascading Fire. A particularly nasty spell that causes a persistent fire to fall from the sky. Can be bound to objects to cause them to spew fire. Very difficult to extinguish, the fire flows like molten lava and burns just as hot.
Casting spell. Cause something to be thrown away. For added effect, bind to the wind the name of the item you wish to throw away, then cast it forth to have it carried away on the wind to distant places.
Cleansing spell. There are many different forms of cleansing spell. Some will cause people or places to be cleaned. Others will cause an aura to be purged of negative energy, while others will dispel negative energy from a physical space or an object that has been possessed by evil spirits.
Command. The power of Command is not a spell but rather an acquired skill which harnesses Qi energy to control others or influence their behaviour by affecting the electrical signals of the brain.
Concealment spell. Much like the name suggests, a concealment spell hides things.
Containment spell. Encase a creature or an object in a confining shield, much like a portable prison. Higher level containment spells also act as a Dampening spell to impede the use of any magic by whatever has been encased within the Containment spell.
Conveyance spell. Move things to other places or dimensions. Especially handy for concealing large items.
Dampening Spell. A spell that impedes the workings of anything magical. Can be used to block others from using spells. Best when used in small or confined areas.
Dematerialisation spell. Makes things disappear. Causes items to be broken down into their basic elements.
Disenchantment spell. Removes enchantments or other magical properties. Most effective on objects, but when used properly, these spells have been known to remove magical capabilities from low-level magical beings.
Disgyrchiant spell. Increases or decreases gravity, depending on the needs of the spell caster. The more power that is applied to the spell, the greater the change in gravity. Do not cast this spell too close to yourself, unless you are prepared for the consequences. This spell must never be cast over a large area, for without gravity, the earth itself will shatter, taking you with it.
Dominus spell. Allows the caster to take control of another being. One of the strongest known forms of mind control. In its most powerful iteration, the Dominus spell creates a master/slave binding where the target loses its own will and is compelled to do the casters every bidding.
Evocation spell. Call or summon a spirit, an elemental power, or supernatural forces. Extremely powerful, though sometimes unpredictable when bound to physical objects or beings.
Ice Shield / Ice Wall. Create ice that forms harder than steel. Can be used to create walls of ice, or ice shields that can be worn by the caster.
Immobilise spell. Causes the target to become paralysed. Prevents the target from moving, speaking, and casting spells.
Keeping spell. Niri's own personal spell for hiding things on her person.
Liquefy spell. The Liquefy spell turns solid objects into liquid. Very dangerous when cast on living beings.
Lleufer spell. A low to mid-level illumination spell. Provides light where otherwise there would be darkness. Can be bound to other objects, causing them to emit light until the power of the spell runs out.
Locking spell. Does what it says. Locks stuff up, tight.
Masking spell. Used to conceal one's true appearance. Not as powerful as the transfigurement spell, and therefore more easily detected by those with the skill to do so.
Obsera spell. Used to close things - such as to bar an opening or bolt shut a door. Very powerful, this spell has been known to lead to unexpected - and sometimes catastrophic - results, especially when cast on or near large sources of electrical energy. Must never be used on living beings.
Portalis spell. A highly accurate portal spell. Can be difficult to use, for it requires the caster to calculate the precise magical formula and pathway for the portal. Best for short distances where both the start and end point are known. Does not need as much power as most spells, mostly due to the extremely short useful range.
Potion of Invisibility. The most powerful of all magic for making things invisible. Unlike concealment or cloaking spells - which create an invisible barrier that can be penetrated by the most powerful of mages - a Potion of Invisibility shifts matter beyond the visual spectrum where it cannot be detected by any known being.
Protection spell. Glowing yellow orb of shield energy. As with all spells, the protection spell becomes stronger, in this case providing greater protection, with the application of more energy.
Reanimation spell. Take something which has ceased to be alive and bring it back to life. Caution must be used when casting this spell on a thing that has been too long deceased.
Reconstitution spell. Cause things to reappear that have previously been dematerialised.
Reflection spell. Redirects attention away from something you wish to keep hidden. Can be used to create a false duplicate of objects.
Regeneration spell. Heals and renews. Recharges spiritual or magical energy.
Rejuvenation spell. Return something to its original state.
Releasing spell. Allows the caster to escape from confinement - such as from being bound or restricted. A low-level spell most effective against simple forms of confinement - ropes, cuffs, shackles, and other forms of binding. Less effective against stronger items such as iron cells or cages.
Riven Spell. Use this spell when you wish to violently rip an opponent asunder. A favourite of the Sylphs.
Siphoning spell. Used to drain energy from an object or being.
Summoning spell. Causes something or someone to be summoned to you. The item or person will materialise in your possession. Can be dangerous if used improperly - summoning something massive, or something evil, can cause serious harm to the caster of the spell.
Telepyrosis spell. Sets things on fire. Can be used to cast fire onto an object over short distances.
Transfigurement spell. Used to transform into the appearance of another. Useful for concealing one's identity. The spell is more effective if you possess something of the person you wish to transform into, such as a strand of hair, that can be used to strengthen the binding.
Translocation spell. Transport things to other places or realms. Most commonly used when referring to portal spells.
Transmorgrification spell. Passing through the Evil Eye to transform in a disturbing or magical manner.
The Void of Merythr. A translocation spell which requires use of a special potion to enhance its power. Not known for its accuracy, the Void has a tendency for leading the caster astray. On the other hand, it is untraceable and so the caster cannot be tracked through a Void. Most commonly used by alchemists.
Warding spell. A high-level spell. Used primarily by expert alchemists or archmages due to the complexity of casting and the power required. Creates an almost impenetrable shield or barrier against dark magic, evil spirits, or other unwanted intruders.